Idle Champions of the Forgotten Realms - Codename


During Feast of the Moon, residents of the Sword Coast pay homage to the deeds of legendary heroes by visiting their crypts and graves.

When the Champions arrive at The Crypt of Legends, they find hordes of undead crawling up from the depths. Something is making the dead heroes rise, and the answer will require a descent into the depths to discover the cause...

Add Virgil to your formations and complete the Rivals of Waterdeep!

Learn more about this new Champion, and the others you can unlock in our blog post!
Nov 9, 2022
Winter Falling: Battle Tactics - Arkadiusz Rebacz
* Fixed bug that sometimes cleared your campaign progress in main menu.
* Fixed bug that allowed players to use placement bonus buttons ONCE even if they had no fresh frood.
Nov 9, 2022
Infinimine - clickraid
-Reverted Network asset version to determine if its causing the server crash
Dialtown: Phone Dating Sim - DirectDoggo

Quick devlog just to mention: To celebrate the Makeship Randy plush (PURCHASE IT OVER HERE. GO ON. I'M SERIOUS. PURCHASE IT TODAY. AAAAA) hitting over 400 sales in the first week, Dialtown: Phone Dating Sim is now at 25% OFF until the 14th of November, 2022!


Thanks to everyone who bought a plush so far! Last week has been insane, but in a good way, like waking up to find out that the crow that lives in your shed now considers you a good friend and will occasionally bring you pilfered shiny objects, like discarded jewellery. Thanks, all!
MetaPhysical - Denisov
Features:
- you can now exorcise in the game and interact with the creature by pressing "Q" or "E" (so you don't need a microphone to play the game)

Changes:
- The psychologist now does not get scared
- When players are too scared, they freeze for a short time while they have the hallucinations

Bug fixes:
- more small bug fixes

If you find any other bugs, please keep reporting them.
We will take care of them. :)
Warhammer 40,000: Darktide - stephan.nielsen
Loyalty's Price
by Victoria Hayward



Ekoh was watching a battle unfold. Astra Militarum soldiers in grey drab charged onto a killing field as the corrupted cultists roared toward them in a hideous tide of bile and bone. Ekoh frowned. The image was patchy, dragged as it was from an unwilling mind. He willed the interrogatee to focus, but she was paralysed with fear as the battle-scene replayed. The memory juddered, and the faces of the other Wyrdvane psykers she’d been deployed with came into focus. A combat-coven of Scholastica Psykana rejects too powerful to terminate, but too insane or uncontrolled for other service. Some were catatonic, unaware of the descending horde and others were caged, howling with terror. All were watched warily by a stony-faced Commissar, her pistol trained not on the attackers, but on the psykers.


Inside the memory, Ekoh saw the interrogatee look down at her hands, pale and shaking. Strands of energy crackled around her fingers as a chant started up amongst the more lucid Wyrdvanes. He felt a static vibration and smelt a metallic burn as the Wyrdvanes reached for one another’s minds, and their powers began to harmonise. The enemy horde grew closer and the interrogatee moaned in pain, her body sparking with dangerous warp energies. The Commissar called a warning as the air pressure changed. Ekoh focused. This had to be it. They’d finally see what happened…

Then the memory shattered, and the battle-scene split into fragments.

‘That’s enough,’ came a brusque voice.


Ekoh pulled off his blindfold and blinked, dazzled by the brightness of the interrogation chamber. He was back on Atoma, not that he’d really ever left. His master, Explicator Zola had her hands clasped behind her back, expression stern. Frost bloomed on the table to which the interrogatee was strapped, indicating dangerous levels of psyker activity and the candles around the small shrine to the Emperor had guttered out.

‘Did you progress any further?’ Zola asked.

‘No, Lord,’ Ekoh said. ‘She resists.’ His head ached from the hours of interrogation.

Zola’s lip curled as she addressed the Wyrdvane interrogatee. ‘You’ve been given the opportunity to serve the Imperium despite your abnormality, and this is how you reward us? We lost an entire company in the attack on Nox Alpha, and yet you survive. Why?’ She yanked the woman’s head up by the hair to glower at her. ‘What are you hiding? Are you in league with the cultists?’ Disgusted, the Explicator dropped the woman’s head back onto the metal table. ‘You fled to Atoma thinking you could escape, but there is no safe harbour in Tertium Hive or any of the Moebian Domain for a traitor witch.’

Ekoh watched as the Wyrdvane sobbed silently, her face a rictus of fear. He’d learned a long time ago to remain impassive. An unsteady psyker was a dead psyker.

Zola breathed heavily. ‘And,’ she added, ‘We lost an Interrogator in the attack. Someone will pay for that.’ Now her fury during this interrogation made sense. An instrument of the Holy Ordos she might be, but in Ekoh’s estimation Zola had always been the most humane of Grendyl’s retinue.

‘Sir,’ Ekoh said. ‘If I may?’

Zola waved a hand.

‘Please,’ Ekoh said softly to the Wyrdvane. ‘My Lord only wishes to know the truth. She’s fair to our kind, else I wouldn’t be in her service. Please, just tell her what happened.’

The Wyrdvane swallowed. Her lips were cracked and pale.

‘Shall we try again?’

She nodded.


The familiar battle scenes rushed past, but they didn’t stop as they had before. The memory continued and the Wyrdvanes unleashed their attack. Ekoh felt their power scream out in vast, arcing bolts of lightning, cracking violently into the ranks of the heretics and leaving charred corpses in their wake. Traitor tanks ruptured, howling shards of metal skyward. The cultists faltered, and the Wydrvanes intensified their attack. Ekoh felt their elation at their victory - but it was only momentary. 

They’d overreached. They were only as strong as their weakest number, and one of the caged psykers had begun to shudder at an unnatural speed. The others began to scream, and bleed from their mouths. Then with a hideous crump of organic matter, the skulls of those closest started imploding.

The Commissar was just as efficient and lethal as her rank demanded, but she’d only terminated half a dozen of the beleaguered psykers before a ripple of malevolent energy hit her, and her head inverted with a wet crack.

The caged Psyker screamed, jaw wrenched open unnaturally. Smoke rolled from his eyeballs in greasy coils and Ekoh watched on in horror.

Ekoh knew, as did the Wydrvane whose memories he rode, exactly what was happening. From the moment the Black Ships took young psykers from their families, the dangers were drilled into them. When they reach into the Immaterium to draw on its powers, psykers not only became vital tools for the Imperium, but conduits through which the nightmare horrors of the Warp could stream. Normally the Commissar’s pistol would end any instability before it took hold, but something terrible was about to happen here.

Ice formed around the interrogatee’s feet. Ekoh saw her raise a trembling hand toward the stricken psyker, pulling down on whatever reserves of energy she still had.

In the corner of the memory, he saw the Interrogator running towards them, but knew he would be too late. The air around the caged psyker shimmered, boiling blood flowing from his nose and ears.

Screaming with effort, the interrogatee threw a crackling blast of power towards her stricken comrade. The explosion ruptured the battlefield, throwing the interrogatee to the ground. The memory faded to darkness, and scorch filled Ekoh’s nostrils.

Ekoh pulled his blindfold off.

‘Well?’ Zola snapped.

‘There was going to be a breach,’ Ekoh said. ‘She terminated the corrupted psyker before it happened. Regretfully, the Interrogator was too close to the blast to survive.’

‘So she acted in good faith, and hid her actions from us through fear’ Zola nodded, looking down at the interrogatee. Tears of blood streamed down the exhausted Wyrdvane’s face. The interrogation process was not gentle, although Ekoh always tried to reduce the hurt. ‘Then she shall have mercy.’

Ekoh breathed a sigh of relief.

‘The Emperor’s Mercy,’ the Explicator said, drawing her pistol and firing two rounds directly into the woman’s skull.

Ekoh froze in shock as the woman’s body went limp.

‘A waste,’ the Explicator said grimly. ‘But there’s no coming back from exposure to a corrupted element. Termination is the only way.’

Ekoh stared blankly. 

‘This must be difficult for you,’ Zola said. ‘But fear not. Should your abnormality ever threaten your ability to serve Him on Terra, I’ll not hesitate to end your suffering. Isn’t that a comfort?’

‘Yes Lord. Thank you Lord,’ Ekoh replied tonelessly, shame and fear incised on his heart.

The Explicator nodded as she left the chamber. ‘Only in death does duty end. Remember that.’

Ekoh glanced back at the Wyrdvane’s body as he followed her out. ‘I won’t forget, Lord.’


Soulstone Survivors - Game Smithing
Hello everyone!

We have just completed our second full day of Early Access and to celebrate we bring to you our second patch, version v0.9.027h! The focus for this version has been on reviewing and reworking the Endless Mode. I will talk a little bit more about it at the end of this post but first, here is the full list of changes for this version:

Full change list for version v0.9.027h:
General changes:
- Endless Mode rework:
-- Entirely changed the scaling progression. You will level up slower, and enemies will have considerably less health, but be more dangerous;
-- Extra Lords of the Void will join the battle, which will pose a much bigger challenge than before;
-- Enemies are now more and more resistant to slowing effects, so you will have to stay alert;
-- Reduced quantity of enemies needed per objective, but more time for you to fight the Lords;
-- Overall we expect the new design to be more challenging, shorter, and a million times more performant;
- Adjusted Achievements to reflect the change in difficulty of Endless Mode, requiring less Cycles for the same rewards;
- Added slider in Graphics settings to control the FPS limit of the game;
- Changed Player Area indicators (blue circles) to be a lot less intrusive, but still help you identify where your skills are landing;
- Fixed issue where arrows pointing to towers or any other object would point in the wrong direction in certain cases;
- Fixed an issue where the Blacksmith was very generous and would not verify for achievement completion before crafting weapons;
- Fixed issue with Legionnaire and the Dogs becoming invisible in the menu;
- Fixed an issue where Totem skills were not adjusting their tooltips according to Buff Duration power-ups;
- Fixed issue where enemies would walk around destroyed objects in The Dungeon of Despair;
- Fixed (fore real this time) the visibility of Demolish not being affected by Effect opacity setting;
- Fixed issue where Piercing Shout would not appear as a skill for the Barbarian;
- Fixed error with certain projectiles when you replace the skill, causing an error;
- Fixed an issue where if you replaced Ice Vortex with another skill at certain point in time, its visual effect would stay forever;
- Fixed an issue where locked character names would show up in the Blacksmith;
- Small performance optimisations;

Balance changes:
- Aelfraed will now use Bladestorm from further away from you, and move slightly faster;
- Reduced damage of Call Lightning from 120 to 80;
- Reduced initial damage of Chromatic Bolt from 70 to 50;
- Reduced damage of Ricochet Shot from 150 to 100;
- Reduced damage of Storm of Arrows from 300 to 200;
- Reduced damage of Chaos Golem from about 400 to about 250;
- Holy Fire now fires 3 light waves in the direction you are aiming, instead of one;

About Endless Mode:
When you have a chance to try this new update, you will notice that it is very different from before, and I wanted to touch on what is our thought process for these changes.

First, the performance issues. The game certainly started getting extremely slow at higher Endless Cycle levels, but unfortunately there are no optimisations in the world that would fix the problem. The problem is that with you being able to reach extremely high levels, 200, 400, 600... you scale your powers SO SO much, that you are firing hundreds if not thousands of skills and projectiles every second, that are as large as the map itself. In practice, this means millions of calculations for physics effects hits damage and everything else every second. There ARE optimisations to do in the game and we will get to them very soon, however, nothing we could do would make this level of craziness scale correctly, it is just too much.

Second, while at first it is very cool to scale absurdly like before, seeing your skills covering the whole planet and all that haha, it leads to a stale gameplay loop. In the previous iteration it was very easy to become immortal, to hit the entire planet with every skill and then you are left watching as the numbers pop-up as in an idle game. It definitely has its charm (if it ran at a decent FPS), but it gets old really fast. Our intention for endless is that you eventually die from a very challenging scenario where YOU are pushed to the max together with your build, and not just your computer while you go have dinner and wait for the level to be over. We believe that with these changes and a more challenging gameplay, we are getting there.

Third, we don't like Endless being extremely long matches. Since the challenge was basically non-existant, you could push endless until your computer exploded, which is not great. We want endless to finish in any amount of time between 20 and 40 minutes. It can go longer than that, but now that is an actual show of skill, not of patience. At times, if your build is not very good, we expect you will have a very hard time defeating the Lords of the Void and may end earlier than that, but that is ok, you can always try a new setup, new skills, new runes, and see how that works out for you.

Finally, we are always open to change. We still want to make more adjustments to Endless mode and will continue working on it and all other features of the game, and hearing your opinion is critical for us. So please, do share what you think! Remember this is still Day 2 of Early Access haha (officially 3 I could say), so the road is just beginning, and we will continue working as hard as we ever have to make sure that the game continues getting better and better.

Whats next:
Having said all that, the work is far from done! We got a lot of other fixes to make and the next big one are the Steam Achievements not syncing. This is an error on our side and will require an update, but we are working on it, alongside many other smaller fixes that will be coming shortly.

I wanted to thank you all very much for your support so far once again, we are blown away by the response to the game so far and I really, really hope we can make it as cool as possible for everyone! We will continue listening, continue working, and we still have A LOT to add to the game! This week we are focusing on these release issues but soon, very soon!

Thank you all for the attention,
Best wishes,
- The dev team
Mare Nostrum - BartBear_[PL]
good game - arj4H
new level/enemies/map-expansion+update and some bug-fixes

-expanded the map-level - and when one has defeated the boss -> shows with various colored-circles over the level-icon
-improved the cucumber-super-jump + lives - and no more damage when cucumbers rise and one stand on them
-fixed a bug where aspargus/horseradish sometimes didnt (immediatly) come out of the ground
- added extra lives in the farmlandslevels

further we welcome new fun enemies to the good-game-farmland-family


paprikas(shoots seeds out of their stem)


peppers(gets hot when falls of the plant their heads burn like a fuse until they explode)


sproutplants(loses bouncing sprouts while wobbling)


courgettes(shoot seedout of their heads)


potato's(their leaves can be used to stand on)

Nov 9, 2022
Candle Prick - Moraguma
Hey! Candle Prick is out and I'm very happy people have been enjoying it. I'm actually surprised by how many people went the extra mile to fully complete the game, finishing all levels, acquiring all palettes, and hunting for all the secret achievements.

The launch sale is ending in about 21 hours from when I'm writing this, so this is your last chance to use it!

I recently created two pinned threads in the discussion forums, one for feedback, for comments on difficulty progression, aesthetics or whatever else, and one for bug reporting. In the next weeks, I'll be working to fix any bugs people find, as well as listening to your feedback and making improvements on the existing levels. Please be patient though! I'm also a college student so I can't spent all day working on the game :p

Thank you for playing, wishlisting and talking about the game! If you haven't already, consider leaving a review, as that really helps in getting other people interested in the game.

Finally, if you want to follow what I'm working on more closely, you can find me on Twitter.

Thanks again!
Moraguma

...