Seek Girl Ⅲ - 皮皮
Hi gentlemen, how are you?
Long time no see, it has been a long time since our last game released, so this time we will release 3 games in early October.
They are "Lost 2", the sequel to the "Lost" interactive puzzle series, the partner's match-3 game "Valhalla: Valkyrie Awakening" and AVG "Yusetsu"

Lost 2
The work "Lost 2" inherits the click and decryption gameplay of "Lost 1", the original "Lost" series, but "Lost 2" focuses on the dark fairy tale style. Players will shuttle in the fairy tale dream and help the fairy tale princess to solve one trouble after another, of course, you can also make a little trouble to embarrass them~

Yusetsu
After waiting for a long time, "Yusetsu" will also meet all players this holiday!
The story takes place in a love bar called "Yusetsu". Players will play a man who was dumped at Christmas, and then came to the bar, and embarked on a love journey with three girls in the bar. The main features of the game are lovely story and exquisite Live2D, we hope this game can warm your heart.

Valhalla: Valkyrie Awakening
The third game, "Valhalla: Valkyrie Awakening", is our partner's game. Players will play Odin and conquer the Valkyries under their command. This is a game that focuses on match-3 gameplay. I hope to bring you a smooth match-3 journey. Every time you clear a Valkyrie, you can also unlock some small benefits~

Three styles of games to meet your various needs, interested friends can add a wish list first, there is a discount for the first release, don't miss it!
Join our player community now and you can also participate in activities such as testing and sending keys before the game is released! Come fast!
Discord: https://discord.gg/t7FMzSwyDx
Twitter: https://twitter.com/dsgamex
Luck be a Landlord - TrampolineTales
The game has been patched to fix a bug.

Bug Fixes
  • Fixed a bug introduced in Content Patch #16 -- Hotfix #13 that made Five-Sided Die and Three-Sided Die display an empty texture when rolling their maximum value
Swirl W@tch - sleeper_games
Hi Everyone
Swirl W@tch is now feature complete and you can play a new demo build here on Steam, just in time for the October Steam Next Fest. If you want to support the game please consider wishlisting it. With the game nearing completion I thought I give you a retrospective of the so far.

Development Retrospective
Swirl Watch started out as a prototype made in 48 hours for Global Game Jam 2021. The theme was lost and found, which inspired a top down game where both you and opponents can constantly loose track of each other. I wanted this to be more sci-fi than submarine stuff, the gas giant setting emerged as a kind of amalgamation of these setting tendencies. So everything in Swirl Watch swims/floats in some thick, vaguely defined medium with strong currents and you can’t be sure where anything is unless it is constantly broadcasts it’s position or you hammer it with sonar. The game was and is largely unconcerned with how actual gas giants work, it only tries to achieve a vague semblance of plausibility.

The games art style was also a result of this setting. Vaguely inspired by Duskers I wanted objects to look like a constantly fluctuating mass of updating data points. These ships don’t look like glittery gridwork in the actual game’s reality, but you only every see them as your ship computer represents them. Swirl W@tch was originally prototyped half a year before Red Tether and the art-style bled over to that.

The game came together very organically, but ultimately was more action oriented than I had intended. The original prototype is now called Swirl W@tch: Perimeter and you can still find it on the interweb if you go looking.

For the Steam release I wanted to turn this prototype into a full fledged stealth game that uses a lot of genre conventions, while still retaining the original setting and detection mechanics. The first central change to accommodate this was switching the game’s goals from defense and interception to active infiltration. So instead of protecting a friendly station you now sneak into massive industrial installations and complete various objectives within them, making combat optional and stealth more viable.

For the later I also needed guards to be less trigger happy and have actual detection progression and sight-lines instead of instant detection. The original prototype had ships detected you by sound only, which was now replaced by them using lidar as their main method of detection. This also allowed to diagetically display enemy view cones (by showing the actual laser beams sweeping) and spot progression (it’s plausible that your ship can detect when you are being lased, even when you haven’t detected the ship that sweeps for you.)

Guards also needed actual AI and a lot of my time with the game so far was in fact spent on giving them a properly complex behavior tree. I started out with patrol behavior and soon realized that the setting would provide very little indication for where guards might move around. Gas clouds don’t have roads. Since patrols already used a hidden way point system I opted for making these visible in the form of patrol buoys. Almost every level chunk generates with strings of patrol buoys that might or might not have guards moving along them, hopefully creating a lot of interesting ambush opportunities for the player. With similar intent I also made guard posts visible as a different kind of buoy.

You might see a pattern here. The games setting is nicely distinct in my opinion, but also requires extra effort to re-establish genre conventions and show them to the player. Mainly cause by default it lacks easily comprehensible geography. In a conventionally stealth game that features man with gun you can rely on some basic preconceptions. Everyone knows that people move on footpaths and you can’t easily clime a cliff. So you play around these things and ideally use them to advantage. Path means patrols, wall means I can’t go there. Swirl Watch takes place in the clouds of an impossible environment and has to create these geographies from scratch.

Free floating structures and asteroids where also added early on to provide a varied physical space to sneak through. Everything in the game is hand placed, but with an X-com like lot system that randomly combines pre-made level chunks, hopefully in a manner that doesn’t show too much repetition.

Later in development I also added in level specific hazards and additional structures that provide more geography to move through.

With the setting and opposition established I moved on to giving the player tools to accomplish the job. Aside from a whole bunch of weapons, gadgets and passive ship upgrades I also added fall-back systems you can use independently of your gear, allowing to play runs subsistence style or with no gear at all. Boarding is your main way of engaging ships on such run. Not only allows it to interrogate flesh and machine for mission intel, a boarded ship is also completely at your mercy and can be disabled or destroyed at will.

Disabled ships can also be captured in classic balloon-strapping fashion. This will lead to a prisoner exchange after the mission, swapping ship commanders for their indentured subjects and unlocking new gear over time.

That gear then appears on the title screen which is unlock index, loadout menu and training area all in one. You can go into a mission with any gear you have unlocked as long as you don’t exceed your deployment budget, which resets for every mission. Any funds you don’t spend are taken into the mission and can be used to print random gear in the field for cheap.

Mission objectives are as varied as you gear and most can be completed in multiple ways. If you need to get data from a relay ship you can accomplish this by trailing it and intercepting it’s transmissions, but you could also disable it from afar or directly board it (after separating it form potential escort ships or eliminating them.) Industrial sabotage can done by manually docking with it (noisy), by using torpedoes/planting explosives (even louder) or by expanding precious ammo of your silenced EMP weapons.

Getting intel to locate objectives is a big part of the game. There is no minimap and the game will only ever point you to objectives directly if you get transponder codes for ships. Most other objectives are revealed by telling you their quadrant, allowing you to navigate there via the quadrant naming system. (alphabetical left to right, numerically top to bottom)

All the way through I tried to make the games systems as transparent as possible to prevent situations in which you feel slighted by the game. Both sound propagation and lidar spotting is telegraphed in ways that should make it clear when a guard ships will hear or see you. Overall the game is a giant amalgamation of systems from various stealth games, with MGS V remaining the most prominent influence. The sound circles are very obviously inspired by Mark of the Ninja. Sniper Elite also made it into the mix: certain loud sounds can deafen guards temporarily, allowing you to use the environment or certain gadgets to hide your own noise.

Guards behaviors, objectives and gadgets eventually started to create some emergent gameplay I hadn’t even anticipated myself. My favorite example: Reinforcement ships are docked in a disabled state not unlike the one you can inflict with EMP or hacking. You can jump-start disabled ships and as long as they don’t immediately spot you they will d interpret this as being activated by command. The ship then asks for a reinforcement task and moves out to guard or escort an objective. This gives you a lot of options: Trailing the ship to the objective, taking it out after noting the direction it moves, strapping it with remote explosives to blow up whatever it is guarding etc.

Altogether I hope the game will provide an interesting experience. There is still some more content I want to add and for the next months I’ll be focusing on additional gear, enemy variety, zone variants and beta testing. Swirl W@tch is currently planned to release in early December, but I cant guarantee a release date yet. If you want to support the game please consider wishlisting it.

Stefan – Sleeper Games




World of Warships - Lisa 莉莎 WOWS


Commanders!

Some of the players who acquired the American Freedom DLC, among other items, should have received a Dunkerque on their account. But due to a technical error, players were incorrectly credited with the regular version of this ship or compensation in doubloons if they already have her. The excess items have already been withdrawn from the accounts of the affected players. We have fixed the issue by providing 1 week rental of Dunkerque, as well as 1 Steam container for the inconvenience caused.


Thank you for your understanding.
Sep 28, 2022
Leap of Phase: Samantha - OOTBG
  • added a challenge mode
  • implemented steam leaderboards
  • adjusted a few timed buttons
  • fixed some minor issues
Black Desert - [CM] Cadry


Greetings Adventurers,

Here are the latest update details for Black Desert Online on September 28, 2022 (Wed).

Guild Boss Subjugation Combat and Loot Changes
We changed parts of the “Guild Boss Subjugation” content where Adventurers would defeat boss monsters with fellow adventurers and guild members. This change came about when we were thinking about creating a “merry gathering” where Adventurers can come together about once a week to have fun. With this update, the “Getting Ready for Guild Boss Changes!” event will begin to heighten the enjoyment of the guild boss content.
The event will include encounters with Khan, Giant Mudster, Ferrid, and Ancient Puturum. We adjusted the difficulty of the bosses so that it will be fun to do at the end of the week, and adjusted the loot dropped to share the joy with your guild members. We hope that this will help in creating fond memories together with your fellow adventurers.
With the start of the event, we will continue to create even more opportunities where you will be able to create even deeper bonds with your guild members.
(Additionally, we are preparing event guild missions to help you enjoy this guild boss changes event.).

Guild Boss Changes



Lightstones obtainable by opening Respendent Lightstone






Changes per Guild Boss













● You can receive the following items up to max DUO (II) level when you open the item "Belongings of an Ancient Guardian" upon defeating the Ancient Puturum.



Contents

● To spread the training of Tier 5 Pets far and wide, Obi Bellen has bestowed his knowledge to pet lovers in each of the territories. 
- The following NPCs now grant Tier 5 Pet Training:  



Region & NPC:
Balenos - Pulvio
Serendia - Melissa Brady, Puia
Calpheon - Fresio
Altinova - Drosh

● You must first complete the "[Pet] Domesticated Squabbles" quest via the Black Spirit (/) before you can begin Tier 5 Pet Training.
- Make sure you have ticked "Life" under Quest Type to accept the "[Pet] Domesticated Squabbles" quest from Lv. 60 via the Black Spirit (/).

● You must first complete the "[Pet] Domesticated Squabbles" quest via the Black Spirit (/) before you

● Added the ability to enter the Pit of the Undying directly from Eilton.
● Revealed Shakatu's hidden Yar! skills.
- Now you can duel the guild boss of the Shakatu Merchants, Shakatu, in a game of Yar!
● Changed the means to complete Igor Bartali's adventure logs volume 13 chapters 1 and 2.



Monster

● Changed the means of summoning and fighting the "Cadry Commander" and "Shadow of Gahaz."




● Increased the loot that can be obtained by defeating "Cadry Commander" and "Shadow of Gahaz" as follows:



● Increased the size of the Orc Camp in Marni's Realm by 1.22 times.

Pearl Shop
● New Outfits: [Witch, Sorceress, Wizard, Sage, Shai] Salanar



Rune Teller - mokyok2
Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.



Today's update history.

# What has been modified in this update

# The game controller has been officially supported.
  • All functions except room title setting, key mapping, and chatting are available on the game controller.
  • You can check the game controller key guide by pressing the SELECT button.

# Fixed Bugs
  • During the tutorial, the problem that the quest difficulty recommendation message was incorrect is fixed.
  • When exiting during resurrection, the problem of saving the character position to the nearest tower is fixed.


+) The list of Early Access participants will be updated tomorrow!
Sexy Mystic Survivors - MangoPartyltd


Hello everyone,

https://store.steampowered.com/app/2149790/Beautiful_Mystic_Survivors_Prologue/

The hour has COME. Beautiful Mystic Survivors: Prologue has been released in its full glory. We really hope you will enjoy the content as much as we do. And please fill out the Prologue survey . Your feedback would help us tremendously with making the game better!

Thank you very much for your wait and enjoy!

Beautiful Mystic Survivors - MangoPartyltd

Hello everyone,

https://store.steampowered.com/app/2149790/Beautiful_Mystic_Survivors_Prologue/

The hour has COME. Beautiful Mystic Survivors: Prologue has been released in its full glory. We really hope you will enjoy the content as much as we do. And please fill out the Prologue survey . Your feedback would help us tremendously with making the game better!

Thank you very much for your wait and enjoy!

FLASHOUT 3 - Jujubee S.A.
Hello all FLASHOUT fans!



After FLASHOUT 3 got released on Steam, we were mainly focused on making the whole experience more enjoyable, so we gathered the initial feedback and responded with a set of updates, that addressed some minor issues that came up after the release.

We fixed the issue with unresponsive controls on the Mac platform, we fixed a blocker in the last tournament, we updated the localization, did some sound and graphical fixes, but mainly we changed a bit the amounts of points that are required to unlock ships, circuit, weapons and upgrades in the game - now it should be much easier to achieve :). We also added EXP points to Time Trial - a much requested feature.



These are however not all the small fixes that we introduced here and there - for details check out patch notes.

But we did not spot there. After lot of feedback, we also reworked a bit the tutorial - now it's focused only on the things you really need to know, so there are less frustrating pop-ups.

Last but not least, we updated the demo version to match the final version of the game. So if you still didn't buy the full game and you have doubts, the demo is available again, but now it shows you a bit more from the game - you can check out all the main gameplay modes available in FLASHOUT 3, so you can take part not only in a Standard race, but also in Destruction and Elimination modes. Of course the demo still incorporates VR support!

https://store.steampowered.com/app/1985280

Another nice addition should be the Soundtrack which is now available via Steam and it features more than 50 minutes of electronic music composed especially for the game by renowned demoscene artists!

Here's the full list of featured tunes:

01. Dream It (Main Menu Theme) - by Traymuss - 3:46
02. Give Me Power (Teaser Theme) - Adam Skorupa & Music Imaginery - 0:45
03. Neon Paradise (Neon Paradise) - Adam Skorupa & Music Imaginery - 3:30
04. This Is How We Do It (Star City) - Adam Skorupa & Music Imaginery - 3:01
05. Come Fly With Me (Splashy Resort) - by Traymuss - 2:49
06. Melotrance (Aloha Garden) - by Traymuss - 5:17
07. Space Gods Play Games (Dark Moon) - by Traymuss - 4:56
08. Eight Bit Party (Shibuya Ward) - by Traymuss - 4:35
09. Way Of The Sphinx (Buried Temple) - by Traymuss - 4:42
10. Exploration Of Space (Outer Space) - by Traymuss - 5:31
11. Chill Me Up (Rocky Forest) - by Traymuss - 4:35
12. Final Blast (Test Ground) - by Traymuss - 4:50
13. Come Fly With Me [Ural Remix] (Splashy Resort) - by Traymuss - 3:06
--- Total: 51 minutes and 23 seconds of music!


You can grab the soundtrack here:

https://store.steampowered.com/app/2149970

Very soon we also plan to offer you a small DLC, featuring 1 additional vessel, that will strike through the air! Here's a small preview:




Traditionally we encourage you to grab the game, especially that it's still 10% off! So don't miss this opportunity and join the competition!

https://store.steampowered.com/app/1761870

Thank you for your support!
...