The Human Survival Committee would like to announce the opening of the Factory. The Ark's construction will begin next week.
Organs Please will release on Steam Early Access on November 17.
Get ready for inhumane working conditions with no vacation or sick days, meatbag! You'll have two in-game weeks to start your mission, or be recycled.
The satirical universe of Organs Please is full of bizarre plot twists, zany characters, and a diverse range of game mechanics. Become the best Factory Overseer and try to save humanity from itself.
Add the game to your Wishlist, subscribe to the game's Steam page, and join our Discord to make sure you don't miss the start of the workday.
Wehrmacht forces across the Eastern Front find themselves under immense pressure from a resurgent Red Army.
Caught between directives to maintain full control of the vast territories they have conquered and the desperate struggle to survive against increasingly strengthening Soviet armies, German forces are stretched to their limits.
But an inevitable Axis decline is not the only path that lies before you in this Panzer Corps 2 Campaign DLC.
We are delighted to announce that Panzer Corps 2: Operations Axis 1944 is the first DLC to offer two entire campaigns that are completely separate and independent from one another.
In the historical campaign, prepare to face the brutal realities of the decline of the German Wehrmacht as it struggles to survive the Allied onslaught battering it from all directions.
In the ahistorical campaign, continue your success that has secured the Caucasus region for Germany as you defend your extensive conquests from both familiar and also totally new challenges.
To give players the most freedom of choice, both campaigns are immediately available for all players to begin. There are no prerequisites or barriers to launching either campaign.
Newly formed Panzer Corps or deeply imported forces have equal choice in which campaign path to pursue and explore.
Like all previous DLCs, Panzer Corps 2: Axis Operations - 1944 also adds 20 new scenarios and a new set of objectives, classified as Elite Objective.
Tune in today on our Slitherine Twitch Channel at 21:00 GMT where Hexaboo will show you the new DLC.
Panzer Corps 2: Axis Operations 1944 is now available here:
We’ve updated the rewards for completing the research steps of the tutorial. Players will now have the difficult choice between a Tank Destroyer and a Medium Tank. This way new players get more options in how they approach their first game.
We also fixed a bug that caused newly produced planes to turn into convoys when sent to an aircraft carrier produced in the same province. As this caused traffic congestion on highways, planes will take to the skies again when given carrier duties. Also carrier related, we fixed an issue that caused planes to disappear when splitting a carrier stack. Planes will now be evenly distributed among the split carriers. Additionally, we fixed an issue on mobile devices that made it impossible to close the reward popup window when finishing adviser tasks.
For a complete overview of this update, please check out the detailed Release Notes and share your feedback with us on the Forums and our Discord Server.
So you want to make Video Games? It's the dream of many, but the time commitments (and coding requirements) are enough to scare off many potential creators….until now!
The Video Game Machine reduces the creation process down to three clicks:
What is your Genre?
Who is your Hero?
What is the name of your game?
VGM does the rest, using template levels to stitch together an adventure you can instantly enjoy.
And if you want to alter or improve what was generated, you have full access to an in-game editor, letting you get as creative as you want! In the vein of other 'Maker' style games, you can craft levels, place enemies, build dialog trees, and easily create an adventure truly your own.
Beta 1: The Big Features
While Beta 1 is still early, it has several exciting features for any game-making enthusiast.
Automated Level Generation
VGM automatically generates a 3-level game from hand-designed 'Level Templates'. This lets players start playing with the minimal amount of clicks, or gives them a great starting point to start editing from.
Beta 1 has three genres to pick from: Platformer, Top-Down Adventure, and Runner. As more beta builds are released, more genres will be added.
Insta-Edit
At any time, press the TAB key to bring up a feature rich Editor. Tweak level layout, hide items and enemies, or place NPCs to tell your story.
The Rulebook
Choose from many different Rules as you create your adventure. How the camera moves, how damage is dealt, level timers, special hero abilities. It can all be managed from the Rulebook.
World Maps
What is it about an Overworld that gives a game a greater sense of Epicness? With the 'World Map' rule enabled, you'll be able to create a level map for players to explore!
Check out the sample game "Age of the Mage Rage" for ideas on how to use this new system.
Powerful Gizmos
The Video Game Machine has a long list of powerful Gizmos that can be placed to add excitement to any level.
Hidden Areas
Movement Groups
Pushable Tiles
Doorways
Triggers
Counters
Enemy Spawning
Letterbox Modes
Camera Options
Play through the included Tutorial games to master these tools.
The Road Ahead
As with any early game release, there's a lot planned before the game reaches v1.0 status.
Improved Game Generation More Genres Story-Driven Campaign More Heroes, Weapons, Enemies, Music, and Environments Steam Workshop Support
And of course there's player feedback. Until we get Beta 1 in the hands of users, it's impossible to predict the amazing Ideas that will come through the Steam forums.
There's almost no end to the possibilities as we develop VGM! I can't wait to team up with players to create something amazing.
Beta 1 Change Log
Changes since the last non-Steam Alpha build of VGM. ** Auto-generated Levels **
Toggle on Game Design Screens "[ X ] Auto-Generate Levels"
Add UI that only shows up on the final step
+ Is toggled ON, then make levels
+ If toggled OFF, then leave levels mostly blank
Run timing tests, make sure copying levels from existing game data is FAST (was taking 1 minute or more)
Premade Level Set Class hooked up to Genre Presets
Reading in from XML
Used to pick levels
Make Side Scrolling Level Template ( 3 Easy, 3 Mid, 3 Final )
Make some Legendary Adventure level Templates
+ 2 Early
Need a starting weapon hidden somewhere.
Need to block some areas with Thorns that need to be destroyed
+ 2 Mid
+ 2 Final
Game should store the level gates info and attach them together accordingly
New Struct for the AwesomeGame generator: LevelGateGenData
Rebuild the game's Gate list
Game should re-assign GUIDs to the gate gizmos
Gates should work with generated Legendary games
Make a Red Thorns prop that ensures the player has a weapon before adventuring out.
Hook up props that can damage you
Weapon gizmo should try to destroy Prop Tiles first
Make a Black Thorn prop that can't be destroyed (by default - players can determine what attack type destroys them)
Make a Green Vines prop that block the player, doesn't hurt them
Make some Auto-runner levels
+ 3 Easy
+ 3 Mid
+3 Final
** Improved Controller Support **
Editor: Controller Mapping
Back Button: Edit Level/Game Data (Save, Load, Etc)
Right Trigger: Use Tool (Place Tile, Place Enemy, Etc)
Left Trigger: Delete Object at cursor
A Button: Select UI Buttons
B Button: Set Target for Object at Cursor
When in targeting mode, all other buttons should cancel Targeting mode.
Y Button: Edit the Object at Cursor
Click L Thumbsticks:
Copy Tile at Cursor (eyedropper)
Fix EYEDROPPER tool
Eyedropper should grab gizmos too!
Normal Gizmos
Enemy Gizmos
Item Gizmos
All Selected Objects should also select their palette entry counterparts
Click R Thumbstick:
Zoom In / Out
Editor Controls
L and R Bumpers grow the nub size
Nub should grow around the center, not up and to the left.
Fix bug where single Nub no longer works.
Slow down the camera movement, so pressing a little on the thumbstick will crawl the cursor (current movement seems to be boolean)
Pressing the RIGHT TRIGGER should work with Enemies, Gizmos, etc. (need to ApplyNub, not place a tile)
Gameplay
+ D-Pad hooked up & moving the player
+ Can move down on ladders with L-Thumbstick
Bugs
+ Sometimes the "Controller cursor" disappears (especially in the Level Editor, if you go too far Up or Down on the toolbar
+ Disable the PAUSE toolbar when the level editor starts. Re-enable when the level editor is hidden.Test to make sure PAUSING still works and brings up that bar of buttons.
+ Disable the Eraser layers list when the game starts. Re-enable as necessary.
+ Add some SceneManager code that re-creates the Controller Cursor if the last input was from a Controller
+ Level Editor: If the tool entry list has too many entries (Props, in particular) the grid should scroll with the controller (right now the list never scrolls)
+ Editor: Using the LEFT THUMBSTICK should navigate the toolbox and Tool Category Buttons
+ Disable Automatic Navigation for most UI elements
+ Listbox Asset Entries should grow when they're the "Selected" UI element
+ Listbox Asset Entries should auto-select when the cursor moves onto them
+ Listbox Asset 'header' entries should not auto-click when rolled onto via mouse
+ Set the Event Handler to use the Right thumbstick for navigation
+ Editor: Direction Arrows moving the cursor in the 4 cardinal directions.
+ Editor: When you select a tool, it should auto-select the first entry in the updated list.
+ When in a subwindow, the main editor buttons shouldn't try to steal the controller input
+ Editor: Select Environment Subwindow
+ Get Selection Cursor sized correctly with the entries and DONE button
+ Place the cursor over the currently selected environment when the subwindow is unhidden
+ Fix the cursor navigating to objects below the screen if you keep pressing the DOWN button (was the HEADER objects in the tools palette)
+ Editor: Game Details Subwindow
+ Show the cursor OVER the screen, not under it
+ Fix the screen to size and position its object correctly (very sloppy implementation)
+ Entries should have a properly sized Cursor
+ Done and Reset button should have a properly sized cursor
+ Controller Cursor should grow and shrink based on the size of the selected game object
+ Controller Cursor Override Data class to store width and height if it needs to be specified.
+ Controller working for "Create a Game"
Letterbox Mode Gizmo
Put Horizontal and Vertical letterbox objects in place
Hook up to screen with code it unhide them
Hook up a GIZMO type to activate / disable letterbox modes
+ Horizontal Movement Only: Camera only moves horizontally in this room
+ Vertical Movement Only: Camera only moves Vertically in this room
+ Snap Camera to this Room: Did I stutter?
+ Out of Bounds: Camera doesn't update when the player is in this room.
Get camera properly transitioning between rooms with different modes.
Eyeballs
Make LWEEyeballs object that auto-attaches to the Head object of a puppet.
Use different sprites based on direction
Blinking hooked up
'Hurt' eyes used when an actor takes damage
Bug Fixes
Fix the Arcade not being accessible (was issue where Tachyon was reporting it was 'AlreadyInitalized', but the local 'IsInitalized' value wasn't being set
.Get all level templates into the base game, being utilized!
Get Legendary Adventure level templates into the base game & Being used
Generating a Legendary Adventure shouldn't also generate a metamap (takes too long)
If the controller isn't being used, then make sure the 'Controller Cursor' object isn't visible.
If you attack with a weapon, the damage hit box last a half second after the effect disappears.
"Controller In Use" should default to FALSE and should set to TRUE if the player skips the into bumpers using a Controller button
Weapons can have a "UseWeaponNub" tag
If TRUE, when equipped the PlayerGizmoNub will be enabled
If enabled, certain weapon logic will use it's position instead of the other position handling logic.
Tab should animate to new location, not snap
Can be set to activate an 'Editor Tool' - so an Weapon nub can place ladders, erase tiles, etc
Weapon Nub Range - how far from the starting position can the blocks be placed once
If the FIRE button is held, and the nub has a range, the arrows should stop moving the player and instead move the nub
Only if the player is Idle (grounded and not moving)
Only let the nub go as far as the range allows
Only animate if the Editor Tool was successful
Player should face the nub
Weapon Nub can't be used where the player is standing
Make sure it works with the controller!
Location-Based Level Templates
Per-Environment Gameplay Hooks
Update Endless Enemies Gizmo
If not targeted by anything, auto-enable when the level starts.
Hook up a TRIGGER ZONE option to force a gizmo to DISABLED
Hook up a TRIGGER ZONE option to force a gizmo to ENABLED
Add dictionary to GameplayHandler.g_endlessEnemyGizmos
Spawning can be turned on / off
Space Levels - Comets
Shatter on hitting a tile & Destroy Tile
Idea: if bounced on, comets should move DOWN to break tiles below it
Should destroy a radius of tiles
DeathAnimationType: How does this actor animate when they die?
When killed, Particle effects shouldn't just disappear (code that detaches them, sets them to auto-destroy)
New Class: DetatchParticleHandler
Fix issue where these are getting snagged on diag tiles
Final GFX
Data-Drive the prefab to attached to it
Icon made and hooked up
Bug Fixes
Sidescroller Movement: First bounce off an enemy is too low (looks like the player is taking damage?)
We now store the last enemy you jumped on. When calculating 'head bops' it'll check to see if we just jumped off this enemy and be more forgiving about taking damage from below.
Improve 'Enemy Timer' Spawn Gizmos
Enemy Timers should only spawn if the gizmo is 'on the screen'
We have a surprise for all players - two new free scenarios have been added to the Open Beta. They are called Lethal Propellant and Expanding Gases.
You can start playing them right away, all you need to do is to opt in the Open Beta following this procedure:
- Right click on Starship Troopers: Terran Command in your Steam Library - Click on Properties - Click on Betas - Click on drop-down menu and select "Beta - Open Beta" - Then Steam should automatically update the game and download the beta
We are looking for good and honest feedback of any kind on the new scenarios, so any help is really appreciated.
And now for a look at the new scenarios...
Expanding Gases
Following successful lab trials, the Mobile Infantry is conducting a larger field experiment with the new chemical weapons. They will be used to clear an industrial complex and defend it against endless Arachnid attack waves.
Killing bugs will grant "requisition points", which can be used to request new units, open gates to new areas or increase your War Support. The success of the experiment will be determined by how long you manage to survive!
Lethal Propellant
As the Chemical Troopers continue to provide their value on the battlefield, Terran Command has sent them down into a large canyon crawling with Bugs.
Lead them along the rocky trail to clear out all hives, but carefully decide when to push and when to hold: More and more Arachnid hordes are entering the canyon from the rear!
While this past week has seen a multitude of releases, we are about to hit a lull due to some extended code refactoring which currently has the game in a state where ground combat and orbital bombardment are not functional. Once we have those systems refactored, we will work on a push and making some visual refreshes to those menus. I am sure you all have noticed that it has taken several weeks to update these systems. We want to provide to more information in this week’s update on what is taking so long with these systems and other work we already have completed and ready for release.
Orbital combat and ground combat have been undergoing very extensive “brain surgery” that will give players a more optimized, consistent, and fully feature implemented experience (universal antidote working with bio-bombs, etc). These changes have also led us to rethink how we are calculating data in the game overall. This is no small thing - LoR (and really any 4x game) at its core is a massive stat calculator with all species traits and technology being modifiers to those calculations. A lot of things were being calculating by code functions within widgets rather than a centralized system of functions. Often how something was calculated for the player and the AI were different as the AI does not need to deal with player input or additional information from the UI. We are now consolidating these player and AI functions, checking functionality, and optimizing code. The optimizing is what has taken additional time because we have also moved from dynamic calculations in some places to have some data be more static and centralized and then using it to be displayed or used for additional dynamic data generation.
In the midst of this process it became clear that the AI was not calculating research correctly in a number of games nor was it doing so very efficiently. While going through logs to troubleshoot ground combat stats for the AI, it became clear that the AI was sometimes not getting the research that it was selecting and the process it used to select research was not efficient. Some benign functions were causing over 10,000 pieces of information to be checked by the time the AI had made research selections for all species. This is now down to a couple hundred loops and the AI is getting the research it is completing. In the process we also developed some tools to help us get logs from the game to better understand what the AI is doing to troubleshoot when and why good or bad decisions are made.
All of this to say that it will be maybe a week before we can release another update that is in a state we feel comfortable releasing. That release will invalidate all previous saves – players will need to start new games because their old saves will not work. We will also be asking for players to send saved games to us for analysis when they are experiencing a weak AI opponent(s).
Lastly we have been working on some other fixes this week that we are excited to be releasing on the next update. This will include a tactical log (see below) for players to see specific data in tactical. We also will be working on a chase camera that should help with player management of ships and add some immersion to tactical in coming updates.
Again, we encourage all of you to report your experience with the game both good and bad as well as provide feedback on hotfixes and quality of life improvements. Please let us know if there are specific technologies or systems not working or unclear which can help us focus on systems to work on.
Thank you for your continued support and feedback and we continue our journey through EA!
Changes: - As an experiment, all castles remain after each round, along with their blocks, walls, decorations and lighting. - Lowered critical damage and rarity bonuses of weapons and tools. - Widened the lifesteal differences of the metals and rarities of shields. - Villagers of a slain Human automatically join the Knights faction. - Instead of 100 Wood, Farms cost 20, Altars and Bars cost 30.
Fixes: - Gathering twice the resources in one hit. - Knights being unable to access bookshelves. - Pack Horse resources not updating for Knights. - People summary UI overlapping each other. - Player names not updating properly.