Gatedelvers - Mag


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CaveFiction - supa kara AO
Hello everyone,

This is the production committee of 'CaveFiction', although we call ourselves a committee, there are currently only two of us.



So, what is 'CaveFiction'? The name 'CaveFiction' comes from Plato's allegory of the cave. In the story, humans live in a large cave and the light of truth shines into the cave, projecting the shadow of the world on the cave wall. However, humans cannot directly look at the light source because it would blind them, so they get used to seeing only the shadows of the world and gradually forget that it is just a shadow. 'CaveFiction' borrows the essence of Plato's allegory and creates a modern version of the metaphorical love adventure text game, which focuses on the personal expression of the author (me): we are lost in the contemporary cave created by the internet and information media.

As mentioned before, when I first started, I referenced games like 'MILK2' and 'CRITTERS FOR SALE' for their style. However, in this major iteration, I have shed some of the shadows of these games and found a unique style for myself.

https://store.steampowered.com/app/1955490/CaveFiction/

After a few months of not-so-diligent development, we will be showcasing the "CaveFiction DEMO" at the October Steam New Product Festival (although the DEMO has already been quietly launched). The "CaveFiction DEMO" features the first chapter of the game, which accounts for about one-fifth of the full version's content. The full version includes five chapters, which focus on self-discovery during four dream sequences and solving the final chapter's puzzles to escape the dreams.。



After calculating, it has been almost half a year since the last announcement, and my understanding of the engine has exceeded that of half a year ago. Therefore, I have almost reset the game during these months:




In previous versions, many scenes in the game were modified and drawn using online images. However, in this version, I quickly redrawn those scenes and made significant iterations to the appearance of the main character, Sandy. (More voluptuous and sexy, I don't think anyone would reject such a main character, right?)

In the previous version, the game was relatively short and had a similar feel to "The Bad Ending Theater" with quick multiple endings. However, in the current version, I have enhanced the interactive elements, enriched the storyline, and added more puzzle-solving elements. The final version of the game will have three completely different endings and several branching endings.



The overall style still follows the 8-bit shadow effect similar to before, with the addition of simple colors. The main reason for this is to add a bit of lightness to this potentially oppressive game. After all, the process of searching for oneself in a dream is very painful.

In terms of the storyline, it can be summed up as the protagonist's process of self-discovery in a dream: a surreal world, a breakup with his dream lover, conflicts between friendship and love, and the malice of social media. It's a bizarre story of a bizarre era, in which the male protagonist Pran wakes up again and again in his dreams, returns to his room, finds his purpose of existence in the dream, and ultimately ends the dream and returns to reality.

The game will be released next spring, and I hope everyone will like it.
Sunset Mall - Hecking Heck
Sunset Mall is due for a big update around 3pm GMT

What to expect

The update should a decent size bringing the game to around 1.5GB in full size.

Features:

- New Items
- New Shoppers
- New Achievements
- Multiplayer Support
- Upgraded Muggers
- Enhanced AI
- A New and More Vaporwave Styled Soundtrack
- New Decorations
- An Upgraded Menu
- Lobbies and Custom Mall Settings
- Multiple Floors and Larger Mall Sizes
- Closed Stores
- Food Court
- Upgraded SkyRunner
- Enhanced Visuals
- Better Animations (Getting even better in later updates)
- Better Performance
- New Settings in the Settings Menu
- New Splash Screen and Loading Screen
- New Mall Entrance
- Upgraded Mall Exterior
- Better Sound Effects and Audio Cues
- Much More!

Will there be bugs?
I sure hope not but if there are any please report them, Multiplayer has not been tested for more than 2 people per game, there should not be any crazy bugs with more than 2 people but it might get laggy if player counts get really high.

Is the Music Streamer Friendly?
I damn well hope so, I tried my utmost best to get only Streamer and Youtube Friendly music but if there are any issues please email support@cyan-dreams.com and we will remove that music from the game (or remove it from the audio tracks when streamer mode is enabled)

Is this it for Sunset Mall?
Nope, there are 4 more planned updated for 2023 ranging from adding new stores to the mall (Arcades and Internet Cafes) to implementing "Mega Malls" which will be large high player count areas that players themselves can create and customise. that's right you can pretty much sandbox your own mall choosing where each store will go, the names and the items they sell. MALL TYCOON!

I have a lot more but..
Discord has an annoying character count, I will be releasing a Steam News article tomorrow on release but will also be reworking our website I will be promoting that tomorrow too.

Hope you guys enjoy this one!
Zombie Hunter - 1556659801
"Zombie Hunter-Survivor" first limited-time 7-day event discount!

"Zombie Hunter-Survivor" is a Roguelike casual game with the theme of hunting zombies in a doomsday environment. The first character has only one ballistic trajectory, and the attack attribute is not very good. Choose a Buff to strengthen the character in each level of customs clearance, match your own skills and Buff combination route, from scraping to invincible! The monsters in the level will continue to rush towards the characters, the number and strength of the monsters will increase with the level of each layer, and each difficulty level needs to clear all zombies within 3 minutes! It is said that no one can challenge the difficulty level of more than 200 layers. . . What difficulty level can you stick to your limit? ? !
城市工人模拟器 City Worker Simulator - Yekadshew
-fixed the issue that reports error when the character thirsts
-optimized restaurant coding
-now 'bread and milk' in the restaurant can increase thirst by 1
Oct 1, 2022
SALVATIONLAND - Storyteller


New major game update:

- Continuation of the storyline on new locations
- New characters and enemies

- Hunger, thirst and hypothermia indicators now always shows on HUD when player character begin to reach critical levels
- Added controller support for game menus
- Fixed a bug when playing with a controller, New Game was immediately pressed when exiting the main menu
- Fixed a bug wnen the inventory opens before playing the initial video and canceled changing level event
- Fixed a bug with resetting the weapon wear status when loading a save
- Now it's possible to complete the task of a dweller at the "Suburbs" in alternate way
- Improved visualization of the "Undertown", added more useful items, fixed places where player character has possible to go out above the level
- Fixed bugs at the "HC's basement", added more useful items
- Now it's possible to walk between the old and the shopping district after completing the Chapter 1 main quest
- Fixed motorcycle physics and spotlight range
- Player can't visit now the Chapter 3 levels, designated for riding a motorcycle, when he's on foot.
- Fixed a bug with throwing a physical object when the attack animation was playing / a shot was fired from a weapon
- Grenade explosion: the radius and strength of the explosion have been increased
- Added ability to turn off blood decals from enemies in game options - might be useful for users using the old one
NVIDIA(tm) video driver version 396 and earlier, as decals render incorrectly on them.
- Re-voiced some lines of the player character
- Added previously missing line for the Reseller in the Chapter 1
- Returned white color for subtitles, which made them more legible
- Updated help text
Oct 1, 2022
Half-Life: A Place in the West - Yorick
Hey everyone,

We're just dropping a quick line (slightly late) because yesterday marked six years that we've been on Steam! In that time, we've released 8 chapters (two of them twice) totaling about 267 pages, plus the interludes for another 68 pages. It's been quite a journey, and there's much more to come.



To celebrate, we've discounted every chapter of the comic (including the recently released Chapter 8 - Remnant) as well as the soundtracks, and some by considerable margins. Pick 'em up now if you haven't already!

We apologise for being a little quiet since the release of Remnant. There'll be some substantial updates to follow soon, both on Interlude 8.5 - Shing Optimacy and Chapter 9 - Echoes of Time in the City of Dreams, as well as achievements and translations. My Steam Deck is also slated to arrived later today, so hopefully we'll be able to make the comic compatible with that system before long, too.

See you up ahead,

Mike and Ross
Boltcraft - Mence


Armor
We are updating the game's armor calculation so we can make armor scaling possible.

Old calculation: 5 armor -> 5% damage reduction
Current calculation: 5 armor -> 13% damage reduction = (<Armor>*0.03)/(1+0.03*<Armor>)

Armor reduction:
Old calculation: -5 armor -> 5% amplified damage
Current calculation: -5 armor -> 16% amplified damage = 0.97^(<Armor>)

With this update, we have changed the values of some armor values present in the game, follow the tables below:





Items
We have updated ALL existing items in the game with the aim of making most of them an interesting choice for the player. We will not put the list of all items and their changes here, so if you are interested in seeing the items in the game we have this link from our wiki.

Markets
- Moved item market from Courtyrd Lake to Courtyard Plaza.
- Removed old market from Courtyard Plaza.
- The first level has a market with 3 items to buy, the last level has 5 items to buy and the other levels have 4 items.
- Potions have a value of 0 gold and are no longer distributed in most markets.

Maps
- Forest Sanctuary stage now opens all dungeon gates.

Menu
- Updated HUD.

Shadow
- Added shadow on game units!



Abilities:

Thunderstorm
Level: 5
Gold cost: 3950 -> 3600
Recharge Time: 40->28 seconds
Energy Cost: 400 -> 300
Calls a lightning storm around the user dealing damage and stuns to enemies.
Area: 600
Damage: 210 + 20% AP (per lightning) -> 250 + 28% AP (unique)
Stun: 2.5 seconds
Effect: Random lightning every 0.10 seconds for 3 seconds -> single lightning ring that deals damage wherever it goes.

Randomness did indeed make this skill unpopular, we hope it finds its place now given a unique function.



Arcane Shot
Damage: 14 + 3% AP -> 24 + 4% AP

Arcane Barrage
Damage: 14 + 2,5% AP -> 24 + 4% AP

Volley
Cooldown: 2.00 -> 0.50 second(s)
Damage: 42 + 10,6% AP -> 26 + 8,8% AP

Rollout
Range: 100 + 2% AP -> 125 + 2% AP
Cooldown: 1.00 -> 0.30 second(s)

Of the Arcane Marksman's 3 specializations, the Ranger suffered the most to progress in the game even in the early areas. The idea is to strengthen the mechanics of casting the Volley skill and being able to move around frequently with Rollout while dealing a decent amount of damage to enemies.

Metamorphosis
- No longer makes use of inventory items.

A skill is already too powerful without the use of items.

Hook
Energy Cost: 50 -> 30
Cooldown: 6 -> 3 second(s)
Cast time: 0.05 -> 0.00 second
Stop movement: true -> false

Grapple
Energy Cost: 50 -> 30
Cooldown: 6 -> 3 second(s)
Cast time: 0.05 -> 0.00 second
Stop movement: true -> false

We are improving the stats for these skills to make them more attractive options.

Borrowed Time
Energy cost: 110 -> 125
Duration: 2 -> 3.5 seconds
Duration limit: Unlimited -> 1.5 second

The idea of this change is to make Borrowed Time more popular, but also now having maximum power cap.

Wind Blade
Energy Restore per hit: 3 + 0,014% AP -> 5 + 0,02% AP

Piercing Strike
Energy Restore per hit: 3 + 0,013% AP -> 5 + 0,02% AP

Spear
Energy Restore per hit: 3 + 0,012% AP -> 5 + 0,02% AP

Spear Rain
Energy Restore per hit: 1 + 0,001% AP -> 2 + 0,005% AP

We believe that making melee attacks more rewarding will help Battlemage solve its problem of lack of energy in prolonged battles.

Passives:

Command Aura
Ability Power boost: 15 -> 30%

We want Command Aura to be valuable even with Builds with few Summon opportunities.

Bugfix
- Fixed armor stacking issue after metamorphosis skill ends.
PURGE - Three vs Blood - Flitzpiepe o.0
With KeepUp Hunter, I want to bring you a wave-based zombie game. You'll fight non-stop against a herd of zombies that won't end. Unfortunately, the game is visited very poorly and I really hope that this could change in the future. Ideas and requests are always welcome.

Game Description: https://steamcommunity.com/app/1843710/discussions/8/3190243624311694210/

Compete alone or with friends in co-op mode with up to 3 players against the enemy zombie herd. You have several characters to choose from, all characters have standard weapons at the beginning. Your task is to hold off the ravenous zombies for as long as possible. With each wave that starts, the zombie wave gets stronger. You earn points and can exchange them for new weapons, traps and other areas at any time.

https://youtu.be/ie7uudJMoMA

https://store.steampowered.com/app/1843710/KeepUp_Hunter/

For questions please use the forum!
- Community HUB - Forum

Other games
https://store.steampowered.com/app/1524630/KeepUp_Survival/
https://store.steampowered.com/app/2085330/PolyRoyale/
Follow me on social media
- Twitch https://www.twitch.tv/flitzpiepeoo
- YouTube https://www.youtube.com/channel/UCxCCohvCAKiskQSrduGVPvg
- Steam Franchise https://store.steampowered.com/curator/40590839
- Discord https://discord.gg/xGHBzyBJtG
- TikTok https://www.tiktok.com/@flitzpiepe_o.0
- Facebook https://www.facebook.com/flitzpiepeo0
Oct 1, 2022
Total Factory - Total Craft Games
Increased the consumption of quartz to create an electrical board (was 5 now 13)
Reduced consumption of aluminum rails for creating an electrical board (was 7 now 5)
Increased consumption of boards for creating an electrical board (was 5 now 7)
Increased the consumption of bolts for the creation of an anti-radiation container (from 24 to 34)
Reduced the required number of electrical boards to create an anti-radiation field generator (from 4 to 2)
Increased consumption of wires for creating an anti-radiation field generator (was 14 now 19)
Increased the chance of gears dropping (from 25% to 28% chance)
Increased the chance of scrap metal dropping (from 20% to 23% chance)
Increased Arc Pulse Generator drop chance (from 12% to 14% chance)
...