Oct 14, 2022
Again and Again - Kharon
1- Added extra animation to the first map.

2- Puzzles made easy.

3- Final map made easier.

4- Little fixes have been made.
Oct 14, 2022
BATTLE THUNDER FRONT 《战雷前线》 - [V.W.P] U.E.D
更新测试
Wylde Flowers - Audrey (Studio Drydock)
From the conception of Wylde Flowers, our team set out with the goal of creating a bright and friendly world for the player to get cozy in. We also wanted to design cute and expressive characters that would bring the heartfelt narrative we were crafting to life.

These ideas were brought to form by Wylde Flowers’ sole concept artist, Iona Vorster, who had the monumental task of artistically shaping the world, its characters, and more.



I had the pleasure of chatting with Iona about the design process for Wylde Flowers, her own creative process and challenges she faced when designing. Enjoy! ✨



Audrey: Can you tell me a little bit about the process for just starting out with the designs and style direction for Wylde Flowers? What were some of the beginning conversations like?

Iona: When I started designing the characters, we already had the style of the environment being established, and some areas were starting to be fleshed out (like the farm and the town.) So first of all, any characters we created had to fit into this existing world, which definitely helps narrow down the options! Initially, I explored a more realistic style, but in the end we decided that wasn’t the right feel for Wylde Flowers. We also wanted to have the characters be really animated, especially in their facial expressions. Based on this I explored a whole bunch of directions simultaneously, experimenting with proportions, level of stylisation and exaggeration, etc. The style we settled on was chosen because it felt the most unique and fun, fit into the environment design well while still allowing for the characters to be easily read on screen at a distance and up close, and also allowed us to create our huge variety of unique character types!



Audrey: If you had to pick one, what would you say was your favourite concept to design?

Iona: This is so hard to answer! Over the course of almost 3 years of development I’ve designed
characters, environments, plants, animals and even VFX so picking just one out of all that is a challenge. While I’m proud of Tara’s design, I really had a lot of fun designing Ravenwood Hollow so that might have to be my pick. Although, I’m probably legally obligated to say the cat!



Audrey: What did you find the most challenging to design?

Iona: There was honestly a lot that I found challenging, but a really rewarding and exciting challenge! Being the sole concept artist on a project means there’s a lot you have to figure out on your own, but it’s also an absolutely amazing growth opportunity and I grew so much over the development of the project. But I think the most challenging was designing the look of the magic VFX. I had never designed VFX before, there were a lot of spells that needed unique designs and it all had to fit into the game’s style so that was a complex challenge to crack. Magic is a huge part of the game, so in a way, it was like designing the look of the characters all over again!



Big thanks to Iona for answering my questions, providing so much insight into her creative process and giving us a detailed look at the art of Wylde Flowers!

Wylde Flowers is available now!
https://store.steampowered.com/app/1896700/Wylde_Flowers/?gclid=CjwKCAjwkaSaBhA4EiwALBgQaD67wcL892HRXkMtVLzmSyUV_ysGfN7eJW0lImqN0ckg_mED39YwIhoCAYEQAvD_BwE


✨Audrey

Keep up with everything Wylde Flowers by following our channels! 🔮

Discord: https://discord.gg/QdrMPAcYpx
Twitter: https://twitter.com/studiodrydock
TikTok: https://www.tiktok.com/@wyldeflowers
Instagram: https://www.instagram.com/studiodrydock/?hl=en
Facebook: https://m.facebook.com/WyldeFlowersGame/
Wylde Flowers Wiki: https://wylde-flowers.fandom.com/wiki/Wylde_Flowers_Wiki
Solace Crafting - Malkere
Hey everybody, hope all is well!
I just wanted to give a quick update as it's been a bit since the last update / patch.

As previously stated we're trying to focus on bug fixes and overall game engine improvements at the moment, but, for a fair amount of things, simply patching up whatever the problem isn't always the best approach. Sometimes the reason there are bugs with a system is because the foundations of the system itself were not written very intelligently in the first place.
These kinds of things are 100% my fault, as I've made clear, I never really wanted to be a programmer, but that was 90% of what the game needed to get everything working, so there is some undesirable code and some less than perfectly designed systems in-game. Since we now have a more experienced programmer helping out, he is reworking some of these systems at a more "root" level rather than just putting duct tape over the holes.
The first thing that I actually had him look at had to do with "area" generation, which is what spawns resources, monsters, and so forth. Any changes to these kinds of systems affects saved games to the point that they need to be restarted or "updated" which repositions player built objects. There are some other changes to spawning underway, so rather than having beta players need to wipe or update repeatedly in a short period of time, I'm looking to group a couple of things together into one larger patch.

Beyond that, I've hired on a second developer part-time, primarily to look into performance optimizations for the time being. A third developer is due to join us shortly for reworking the character controller. And a friend of a friend is exploring some ideas for redesigning and redrawing the user interface.

So, nothing has necessarily happened overnight, but there is a lot going on! Hopefully before the Winter sale starts up we can get a few larger waves of patches up. To be honest, personally I've spent quite a bit of time this week getting my life back in order. I got my car fixed, paid off a bunch of lingering bills I had, etc.

More to come soon!
Blooming Business: Casino - suad.bensaud
Hello everyone!

We've recently shared Blooming Business: Casino demo with you all to enjoy with exclusive items for the Bilibili Game Fest. We are now happy to announce we will be partaking in DreamHack Indie Showcase this year.

Join our community managers and watch them go through the demo tutorial. You can always reach to us and ask any questions and provide your feedback via our Discord.


To celebrate with the community, we wanted to share some goodies. You can enter this photo contest by simply taking a screenshot of the most glamorous area in your casino and sharing it with us on Twitter or Instagram by tagging us and using #MyBloomingBusiness.

You can see the pins and get extra entries here .


Lastly, don’t forget the Demo is available limited time only so we want to take the chance and ask you all to fill in the short feedback survey. It would help us greatly in making Blooming Business: Casino even better.

Thank you for your support boss!
Shadows of Doubt - ColePowered
Hello folks, it's been a while so for this update I thought I'd keep it simple this time and just write a general update for how things are progressing with the game, and also use this as an opportunity to talk about random bits and bobs of the game that don't really fit into any other themed updates.



Internally we're transitioning from 'adding stuff' to 'refining stuff', which is a pretty big milestone. It's no secret this game has been challenging to create, and it has no shortage of rough edges right now, so it's feeling really good to go through and address them.



Player Progression
One such thing we're refining is player progression. I haven't really talked about this a lot previously.

The biggest chunk of practical player progression comes in the form of "Sync Disks"; think Bioshock-style genetic updates that give you a choice of buffs. You won't have lightning shooting from your fingertips or anything; these upgrades are much more grounded (ha) to something resembling reality. The main idea though is for each one to have a choice of 2 or more upgrade options; making for some interesting decision-making and bringing some RPG-like elements to the game. For example, one disk will have you choosing between more health or more inventory space: That's one of the more 'standard' upgrades, but I've really tried to think outside the box a bit for many of the others: Some of them are more akin to modifiers that subtly change how you play the game rather than straightforward benefits. I want to give examples but it's probably better if I leave the discovery to you. The idea is you may want to play Shadows running through it with different builds in different generated cities.


I've recently done a 'grime' pass over a lot of the interiors

Audio Progress
Another area that has progressed a lot in recent weeks is audio. Nick has been busy adding and refining sounds, and it's making a huge difference in how immersive the world is feeling.

One thing we've been tackling recently is diegetic music; that is music that appears within the world such as a song played on a jukebox in a bar. What's great about this one is that I had previously set up the AI to dance to anything playing (our artist Miles has done some excellent NPC dance animations). Hilariously the AI simply does not care what it's dancing to, resulting in citizens grooving away to slow melodic piano music... I guess they're just that starved of entertainment in the world of Shadows.

WCs
One of the last things to make the latest build, bizarrely, is the public lavatory setup. Before now we had the apartment bathrooms working, but the models for public ones were not yet present in the game. This resulted in a very awkward public bathroom situation that involved a single toilet and sink in a large open room that anyone could just walk into. Not that that AI seemed to care. Now we have proper cubicles. Proper ones that give the citizens some privacy. The eagle-eyed detectives may even spot some useful graffiti scrawled on the side.

A Parting Thought...
One of the early limitations of the gameplay was the player not being able to kill anyone, or specifically, be able to shoot people. While this may not feel in keeping with the game's noir roots, this limitation has actually become, in my opinion, a benefit to the gameplay. Much like in a horror game, not giving the player an arsenal at their disposal makes them much more vulnerable; and this works really well with the 'creeping around places you shouldn't' vibe. And even when things do go wrong and you have people hunting you with guns, it's much more satisfying to be forced to rely on your environment: Ducking into an air duct, hiding in the shadows, or if you are committed to violence, chucking a chair in their face to knock them out as you dart for the exit. It started as a practical limitation and has ended up as one of my favorite aspects of the gameplay.



Anyway, that's it for another update. Times are very busy right now, so for the moment, the schedule of the updates is, by necessity, 'when I can find the time', stayed tuned and thanks for reading!
Oct 14, 2022
Unusual Findings - Tony
Ever since the first trailer, you've been telling us that you love the game's soundtrack and wish you could listen to it anywhere, not just in Unusual Findings.

First of all, thank you!
We're very pleased that you liked the music in the game ^^

Second: congratulations!
You can now get original tracks by Tomas Ferrero - vocalist and bassist of Argentine band Rayos Laser, nominated for MTV Europe Awards and Latin Grammy Awards. All tracks are available with artwork, credits and meta tags:

https://store.steampowered.com/app/2151060/Unusual_Findings__Original_Soundtrack/

We also prepared an excellent Unusual Findings digital art book to share a lot of additional interesting facts about the characters and the events in the game. The beautiful artbook includes previously unreleased images from the game and sketches, all with descriptions:

https://store.steampowered.com/app/2151070/Unusual_Findings__Digital_Artbook/

A nice bonus, but not less important - a terrific collection of 36 HD wallpapers depicting the characters and places from Unusual Findings:

https://store.steampowered.com/app/2151071/Unusual_Findings__HD_Wallpapers/

Once again, we want to thank you from the bottom of our hearts for your support and feedback!
We're already working on fixing minor bugs, such as the "holiday tree climbing the stairs". And we want to remind you that...
...the game has multiple endings as well as puzzle solutions.
So if you've seen a solution in some video that doesn't work for you, you probably just chose a slightly different way earlier ;)

We wonder which ending you'll come up with...? Good luck in unraveling the puzzles and enjoy the gameplay!
Eye of the Temple - runevision
Time flies! Has it really been one year since Eye of the Temple came out on Steam?

Yes it has! And to celebrate, it's on it's largest discount yet, running Oct 14 - 24!

🌟Anniversary discount: -40%🌟



If you already have it, why not try to find the secret red eyed golden idol in the picture? Or are you among the 1% of players who already found it?

All the best,
Rune
Oct 14, 2022
Player's Eleven - A Football Manager Game - Sandor
Back in August, an article by Startelf appeared in GameStar! Link here (german content):

https://www.gamestar.de/artikel/fussballmanager-startelf,3383000.html
Keyboard Warrior: Dreamstate - Cosmos
Pulse level 1 and passives are now on by default (they can still be refunded)

Fixed a bug where sword special would stop autoattack
...