Fly Corp - Resident007
Thank you for reporting the bugs you found in the previous update!

We already patched some of them. For example, ones that could force you to unlock an already unlocked country or losing airport level after loading saved game.

We’re now working on the next patch.
In the meantime, we’re working on Daily Scenarios mode, which is now actively tested.

We also have an idea to collect e-mails of those who want to receive messages about major updates and passwords to closed testing branches. Will it be interesting for you?



How about joining our Discord server? Different game tactics are discussed there, and sometimes you can directly chat with the developers :)
Here's the link: http://discord.gg/invite/9eHyYap

Our page on Twitter: https://twitter.com/kishmishstudio
Case Files: The Death of Paulette Williams - PrairieDogSeeksHeart
- Improved text legibility & audio audibility
Nov 3, 2022
Wally and the FANTASTIC PREDATORS - nik
Changes:
- Removed flags from the language selection menu.
- Removed "NATIVE MOUSE" from settings, this only worked on 32-Bit Windows anyway, replaced with an option to enable free axes movement for the target crosshair in gamepad mode, enable this if you aim with a Steam Deck touchpad and the target will no longer be locked to a circle, it will be able to move freely inside it (and the radius is larger).
- Upgraded the Steamworks extension to latest from YoYoGames.
- Upgraded the Steamworks SDK to latest 1.55.
- Upgraded to GameMaker 2022.9.1 runtime.
- Rebuilt with latest Apple development tools (sorry about that, Apple forced our hand).

This update actualizes Wally with builds Ver. 1.0.2 on Switch and Ver. 01.03 on PS4.
LEAP - Laura
Attention Mercenaries,

A few of you got a sneak peek of this mod on Halloween, but with a few more tweaks and updates we’re happy to bring our Hide & Seek mod to our Friday event! Now we gotta give a HUGE thank you to TH_Mrow for creating this mod, they’re out here making this and many other mods. 🙂


Players fully covered in gold are the SEEKERS, you want to stay away from them!

Special Instructions
  • Friday (Nov 4) event will run from 4pm EST until 5pm EST
  • Join the server “Devs + Community Jam” to LEAP in!
  • You spawn in with a weapon and after you make a kill, you'll then change your weapon to something new
  • Everyone is welcome to try this mod out, be sure to HAVE FUN!
Prizes for Joining
  • A 2x Contract Bonus
Notice
We’re looking for people who are interested in running a controller-only playtest who would like to provide some feedback. We’re tentatively looking to run this on Nov 18 at 4pm EST. If you’d like to be a part of this, please let me know - DM me here or on Discord.


As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community! That’s all for now folks, feel free to ask any questions and if you’d like to be a part of our community please LEAP on into the Discord by clicking the link below.


Super Mini Mart - nurofenliquide
Attention, shoppers! 
 
We're delighted to be taking part in the Day of the Devs 10th Anniversary event, joining loads of other awesome titles in celebrating indie games in all their wonder, so make sure you stop by and sneak a peek! 

If you missed our new gameplay trailer, you can watch it here:


 
To be kept up to date on all things Super Mini Mart, make sure you join the chatter on our dedicated Discord server and, as any shopper worth their salt always does, add us to your wishlist! 

Thanks and have an awesome day! 
🛒SMM Management 
Warframe - danish.hassan
The poisonous and savage Warframe Saryn Prime and Valkyr Prime enter Prime Resurgence!



As the next rotation of Prime Resurgence, you can trade Aya with Varzia Dax to get Relics containing these powerful Prime Warframes and Weapons, or get instant access with Regal Aya for a limited time.
TFM: The First Men - Gathering Tree
Thanks in part to your help and contributions, TFM will improve and become its greatest iteration. We've been working all night and day to analyze your suggestions and gather bug reports, and we're now prepared to talk about some of the upcoming and ongoing adjustments and improvements on the way. This will likely be the first of many updates we make throughout early access to inform you about how things stand and our plans.

We want to begin by addressing some of your biggest concerns.

Localizations

We have been developing TFM in light of our Discord Community’s feedback, playing the game using the Steam Playtest feature since December 2021. With the transition to Early Access now, we are getting more feedback, improving the game further. Updating and prioritizing the roadmap is something we have been doing for a while, and the same will continue for at least two more years, with more players joining us every month.

Localizations have been a major request since the first development days. To fulfill this request, we’ve spared time to implement the necessary features first, partner up with a translation team, and start localizing the game in 9 languages, hoping to add more during the Early Access.



TFM is a unique game that depends on constant playtests, iterations, improvements, and additions. Because of this, it is nearly impossible to completely translate it, especially before the development speed slows and the game is in shape everyone is satisfied with.

Even tho our main intention was to make everyone happy, now we understand there were better calls than having language support. We have now decided to remove all languages besides English from the store page. Current translations will be accessible in-game still, and we plan to implement a community translation system after another design iteration to make the gameplay smoother.

Early Game Flow

We know that many things about the early game must be improved. The first thing on our roadmap was adding an extensive tooltip improvement; watching your videos, and listening to your feedback made us include additional improvements to this list.



We will be adding a guide system to the user interface.

Calls will tell you when a game feature needs your attention; you will see this guide, such as a character waiting to use path points or a tradition ready for selection.

New crafts that are ready for production will be displayed similarly. When you choose a new passion for one of your characters, you will be able to see this guide in the interface telling you a new construction ready after your action.

Hints are the next guide we want to implement. We will try a way to help guide you all when you are dealing with multiple selections. This will be an optional feature that can be turned off from the options menu.

Using these features, we also plan to improve the current tutorial, and probably make an additional tutorial map, since we will no longer be thinking about the translations.

Pathfinding Issues

We heard and saw many of your characters constantly blocking each other, especially in combat, and staying under a tree forever without your knowledge.

We've been working on this for a while and are almost ready to roll out a new navigation system to resolve almost all of these pathfinding issues.

More options for Options

This one has also been in our Trello for a while, and wish we had time to implement this before the release or prioritize it; well, we are learning!

We will be adding several new additions to the options, such as; windowed mode support, resolution change, keybinding options, and accessibility features such as switching the primary mouse button.

Pricing
We also wanted to talk about pricing. According to our experience and feedback, TFM provides at least 40 hours of gameplay; some of our community testers have played thousands of hours. We stand by our decision to keep the price at 24.99 USD, even after receiving feedback that it should be reduced.
This is a REAL Early Access game, we want players to participate in the development process rather than thinking about reaching a large audience now.

So, if you want a complete experience, please consider purchasing the game in the future.

Furthermore, regional pricing was an issue. Valve updated the pricing matrix last week; like many other games, we wanted to use Steam's default, and the change came too close to our release date to catch us off guard. We hope this will be normalized soon or that other games will adopt the new standards.

Please keep the feedback and bug reports coming, and let us know your thoughts about the changes here or in our official discord.
Agatha Knife - Mango Protocol
Agatha Knife is part of this year's AdventureX Steam event, with loads of great narrative games on sale. And to celebrate, you can get the game with a 50% discount!



We're also streaming some gameplay so, in case you still don't know the struggles of our beloved little butcher, now is your best chance to meet her. On the stream you will also be able to see how our art director, Mariona Valls, crafted a few portraits of some characters from Agatha Knife. Check it out in the game's store page!

https://store.steampowered.com/app/618950/Agatha_Knife/

Check all narrative games participating in the AdventureX Steam event page:

https://store.steampowered.com/publisher/ASHGAMES/sale/AdventureX2022
Zodiac Legion - Galdred
Greetings commanders,
Let’s talk about the way support and flanking work in the game, and about our plans for the future regarding the basics of combat.

Support
Currently, characters provide support in offense if they're next to the target, and in defense if they're next to the attacker. But for that to happen, they must not be within another enemy's zone of control.
In the game, support is shown by the shield and crossed swords icons.



In the image above, 1 is the attacker, and 2 the target. 1 is supported by 4, but 5 is supporting 2 in defense.

Flanking
When the target is between two characters, they both get a flanking bonus to their attacks against it.
In our previous example, 3 has his support negated by 6, but as he's behind 2, relative to 1, he provides a flanking bonus.

Moving around zones of controls and pinning
Moving through enemy zones of control needs careful maneuvering. This is why such an action requires passing a pinning check.

When trying to move around opponents, support from both the starting and destination tiles is summed, and characters who can support both the starting and destination tiles have their support value doubled. This support counts as a modifier to the pinning check - passing it means walking through safely, but failing will stop a character in his tracks, prevent him from moving further this round, and apply combat penalties to him.



As seen above, the difficulty of the pinning check is shown by the number of skulls on a contested tile that you want to move through.

The future of formation combat
I think support and formations are a great way to make weapons feel different. Shields currently provide support against ranged attacks to adjacent allies, as long as the shooter is at the same distance or closer to the supporting shieldbearer than the target. Larger shields even provide their ranged defense support bonus when in an opponent's zone of control.

I plan to have halberds provide no support against adjacent opponents, but instead give it to adjacent allies against enemies at a range of 2 hexes. Being unwieldy, flails won’t be able to benefit from support, or provide it to adjacent allies (but they will have a very good attack and damage rating to make up for it). I'm also thinking about giving some sort of anti-formation bonus to greatswords.

Currently, bowmen also provide support to and against adjacent characters, but that will change as well.

Tacticon, Tabletop Gathering and Indiecade
I'm glad to announce that Zodiac Legion will be featured both at Tabletop Gathering (November 3rd to 10th) and Indiecade (November 4th to 11th).

Kormakrtv has just uploaded the LP and dev talk he hosted during the Steam Tacticon festival here:
P8OWTiIooO0

Until next time!
May the stars align in your favor!
Wanted Raccoon - Wanted Raccoon


Well, we are happy to introduce you the next update of our game!

So for today, we've added to the game:
- changing timе of the day;
- dynamic weather change;
- several house interiors (but not every interior is open yet, working on it)
- Halloween decorations for Halloween time!
- improved optimization;
- a new mission "Mole’s saving";
- mole’s ability to make quick movements around the location;
- fixed the problems with street traffic;
- increased skate stability;
- improved the current task pointer.
...