Nov 15, 2022
CatTuber - Moko
A character model was added.

Bongo Cat Mver0.1.6 module and three models were added.
Community Announcements - Tree_of_Savior_JP
日頃より『Tree of Savior Japan』をご愛顧いただきありがとうございます。
「Tree of Savior Japan」運営チームです。


本日は次に予定している「レリックのレベル上限解放」の日程についてご案内いたします。
(レリックのレベル上限解放の順番につきましては【レリックのレベル上限解放に関するご案内】をご参考ください)

レリックのレベル上限「Lv20」までへの解放は、11月30日(水)定期メンテナンス時に実施を予定しております。
啓示者の皆様におかれましては、上記の内容について予めご了承の程よろしくお願いいたします。


今後とも『Tree of Savior Japan』をよろしくお願い申し上げます。
『Tree of Savior Japan』運営チーム
Conqueror's Blade - xinying.ma
Hello, Warlords, today we're focusing on units.

We're always aiming at making Conqueror's Blade's combat experience more vibrant and richer. To this end, we've been adding new units with each season to join our ever-growing roster of units. As it stands, our game comprises more than 100 units spanning multiple eras and civilizations.

Even so, players new to Conqueror's Blade have access to very few of these. This has led to the early-game experience being somewhat rigid. New players don't have the opportunity to try out a big variety of units to find the path forward that suits them, plus, it makes it difficult for them to really team up with others. What's more, players returning after a longer break need a bit of time before they can try out the latest season's units and content.

Having thought about ways to remedy this, we're going to try out making a new in-game feature where you can share units with other members of your house.

Unit Sharing

Houses is the game's most crucial social feature as they connect players together. That's why we're first making unit sharing available within houses, and for its inception, the feature will be available via a limited-time event. Hopefully, this feature will help improve the experience for both new and returning players. Oh, and it should make it easier for new and veteran players to team up too.

Senior members of houses or veteran cohort members can share their max-level units to a shared unit pool. Once there are enough units in the pool, other members of your house/cohort can choose units from among the pool in matchmaking matches (shared units will retain their level, attribute points and doctrines). What's more, players who lend their units to others will receive rewards in return.



Each player can borrow a limited number of units each day. When entering a matchmaking battle, you will get a choice among 3 random units from the pool (priority on high-level ones). There is no limit to the number of times a unit can be borrowed, yet, these units are still affected by leadership caps.



Auxiliary Unit Changes

While this new feature will give everyone a chance to try out new units, we're not about to abandon auxiliary units either. While you can still try out new units via this feature, we do want it to be more versatile. So, we're planning the following changes:

With the new season, we're changing Auxiliary Points into Auxiliary Orders, and you'll get an initial number of Auxiliary Orders every Monday. Oh, and you can complete daily quests for more of these as well. Whether or not you've spent all of your Orders, they reset to their initial value on Mondays.

But that's not all: Auxiliary Orders can also be used to refresh your recruitment selection, giving you access to a new batch of Auxiliary Units. This gives you even more chances at trying out the units you've got your eyes on. Auxiliary Units can be recruited for up to 3 days at a stretch, and those you've conscripted become unavailable on Mondays with the reset.

Unit sharing is new ground for us, and you'll soon be able to try it out in an event coming with the new season. We'll continue to iterate and improve on it based on the results and your feedback, and it's our goal to make it a permanent part of Conqueror's Blade.

Our aim is always to give you the best gaming experience we can, and your feedback helps us realize that to a greater extent. So, don't be shy now! Try out the new feature and share your thoughts and ideas!

Conqueror's Blade - xilin.yang
Hello Warlords,

We've discovered that some players have been using AFK scripts and that greatly affect the gameplay experience of others. We will continue to crack down on the usage of third-party software and the offenders will receive the following penalty:



We'll continue to fight against cheaters to ensure that all players can compete on an as level playing field as possible! You are all welcome to aid us by reporting cheaters. Our unified efforts are required to retain harmony within the game and to ensure the best game experience possible. Thank you so much for supporting Conqueror's Blade.

You can report a player by pressing ESC > Encountered a problem > Submit Ticket > Choose Report and create a server log.

If you have any questions regarding our handling of reports, or if you wish to appeal, you can reach us via the above menu or by sending us an email at cb_support@porosinteractive.com.
Thy Creature - gseeds.luffy

Regis Altare’s ‘Thy Creature’ live streaming will take place on Nov 15th, 2022 4PM PDT.
Stay tuned!

Stream here:
youtu.be/mzcpnnORP54
Mall Craze - Timcoch
Hello everyone!

In the last update, I mentioned that the Next Steam Update will be about the future of Mall Craze. You already read the title and saw the thumbnail, so now you might guess that the capital letters in “Next Steam Update” were not a typo. And you’re right - it was a small hint :)

Release date for Mall Craze

New shop type and character models form the last update are all fine, but what good of a use do they have if you can't actually play the game, right? A couple of weeks ago, Mall Craze had it's 3rd anniversary of being in the development. I'm not really sure if that's a good thing or a bad thing :). Believe it or not, at the very beginning, this was supposed to be a small personal project. 6 months maybe. In and out, quick adventure. That changed fairly quickly, as I expanded the game more and more.

Ok, what am I still blabbering about … you want to know the release date! Here it is!



Mall Craze will release on September 19th, 2023 as an Early Access title.

I've decided to mark this release as an Early Access because I had to be honest. Developing the game into the complete state as I envision it, will take a long time. A time that you could actually play the game in Early Access.

I've picked the September 2023 mainly because I believe that at that time, the game will be "Early Access ready", and will contain a good amount of content that you can enjoy. The game was supposed to launch Q4 this year, but that was before I had to make some big decisions earlier this year (more on this later in this update). A decision that was mandatory in order continue the development.

Steam Next Fest

I've mentioned numerous times (mainly on Discord) that I would like to participate in some of the upcoming Steam Next Fest. An event where, for a small period of time, you can play games that have not been released yet.

I now have a concrete goal, and that is that Mall Craze will appear in the 2nd Next Fest of 2023. The second Next Fest might be held sometime around June, as it was this year. Please don't confuse this with the upcoming Next Fest that might be held sometime around February 2023.

Mall Craze in Unreal Engine 5 / C++

The reason that there were few (read "no") updates since January is simple. Well, the reason is simple. The solution, a bit less, but definitely not impossible. You may know from other sources that I was developing Mall Craze using Unreal Engine's visual scripting language called Blueprints. This system is amazing, and I absolutely love it! So far, it was perfect for 99% of things that I've tried to do with it.

But here goes the remaining 1%. No need to add, that this 1% is very crucial to the overal game. I would even say critical. What is it then? Those of you who tried the Alpha version (Kickstarter backers) may already know what was missing in that version - the ability to Save Game.

Mall Craze is and will be a fairly large game in terms of the amount of information that is reguired to be stored in your saves. The default Blueprint's solution is not really ideal for this amount and complexity of data, as it does not provide the ability to save games any other way than binary file format. This could potentially lead to problems in the future, where I plan to expand the game even after release. Or even in rare cases, where save games might go corrupt. Resurrecting these kinds of saves would be very difficult.
It also makes it a bit more difficult to potentially mod the game.

So what's the solution?

Blueprints vs C++

There are 2 main ways you can develop games in Unreal Engine: Blueprints and C++ (or a combination of both). Because I couldn’t see a good solution to this problem using Blueprints, I was looking for the solution using C++, and the solutions it provided were ideal to continue the development.

Unreal Engine 5

With the decision mentioned above, there was really no major reason to stick to Unreal Engine 4 at that point.

Going forward, Mall Craze will be developed in Unreal Engine 5. This also means that Mall Craze, at least on paper for now, will be able to support new major features introduced in UE5, and also features that are not yet known at this point. One of these features could be, for example, Unreal's new global illumination and reflection system called Lumen. As simplistic as Mall Craze's graphics may be, I believe it can still greatly profit from this feature.

Going forward

The switch from Blueprints to C++ is a huge undertaking. Mostly because I decided not to only port the game, but basically rewrite it from the ground up. That alone takes a huge amount of time, but all of that is balanced with improvements to the game. In a way, I'm sort of making Mall Craze 2 without ever releasing the original game ¯\_(ツ)_/¯

Just to give you a small glimpse of some improvements to the core gameplay. In the original Blueprints version of Mall Craze, one placable object = one product you can sell. That was easy to implement, but later on proved to be a difficult obstacle to overcome without rewriting half of the entire game. What will be possible now, is that one product table/wall will be able to hold multiple products, and you will be able to set prices and see statistics independently.

I'm really looking forward to start sharing screenshots and videos from this new version with you!

Thank you everyone for your support, and take care! :)
- Milan, Developer

ArenaMania - balsay.norbert
Dear ArenaMania fans!

We want to make the remaining time until the release a little more interesting, so we are announcing a level making competition. The best three levels will be implemented into the game. But those who were not selected in the first round should not be discouraged, because we want to release map packs in the future.


Competition rules:
- the duration of the competition is 15.11.2022 - 22.11.2022.
- the scheme you need to fit in, can be found at our discord server (Link to our discord server)
(Competition channel)
- please mark the elements as follows:
  • Walls with black
  • Waters with blue
  • Traps with red (if you put them on walls mark the trap on it)
  • Spawn points with brown

Should you take the challenge, please share your level on our discord server.

Have fun!
Norbiúr
Nov 15, 2022
Car Jump Challenge - DZIKI
Achievements Fixed
Nov 15, 2022
Estella's Nightmare: Sealed Space and a Succubus's Curse - playmeowtw
「11.15 New Update!」
  • Solve the force close problem
Nov 15, 2022
Falsepine - Døves
Cinematic Trailer
To anticipate the release of our action roguelike Falsepine. We have created a new cinematic / gameplay trailer showing off a little more of our upcoming monster-hunting, western adventure. Set to release December 2022

Wishlist now to get to be in the know of our release date and get the game at a discount!
https://www.youtube.com/watch?v=c5N9ed0d3DU
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