Munchkin Digital - Dire Wolf Digital


Join the Dire Wolf team for a four-player free-for-all in a full PvP game of Munchkin, coming to Early Access on 12/1!

Stream Link
Nov 16, 2022
Hentai Jigsaw Puzzle Collection: Autumn - Nicholasvd
We are happy to announce version 2.0

We have added different backgrounds for you to choose from to enjoy while playing

Here is some chibi art you can use as a background in game
Sprocket - Mushy
Hi all,

Quick fixes for yesterday's update:
  • Fixed rails going underground on Railway scenario.
  • Fixed short map border on Railway.
  • Fixed area at the end of the Railway map with no ground collision.
  • Headlamp shadow proxy is no longer visible.
  • Headlamps knocked off the vehicle no longer function.
  • Fixed hit point indicator toggle not working.
  • Stopped soft lock on Railway custom battles by using units with a total mass over a certain amount.
  • Stopped soft lock after pressing escape after resetting a custom battle.
  • Fixed turrets flying off and being culled past a certain distance not being un-culled when returning to the designer.
  • Fixed parts not being perfectly reset after being knocked off the vehicle.

- Hamish
Withering Rooms - Moonless Formless
New Features

- New timed event item: You can pick up the Doll Outfit by opening the filthy sack in the East Stairwell on any chapter until Dec. 4
- The Sickle melee weapon, which deals significant poison damage, has been added to the game, and can be found in Chapter 2 and beyond

Balance Changes

- Poise now recovers after 5 seconds across the player and all enemies
- Regular enemies with the sigil beneath them in the Labyrinth now drop ancient blood
- Old Sword durability is now only affected by physical damage dealt
- Dodges are no longer interrupted unless poise is actually broken
- Touching a ghost with the Bible will now alert them to your presence
- Knife, Rapier, and Axe damage slightly increased
- Pipe heavy attack made slightly slower
- The Old King boss has a much longer cooldown on spells
- Enchanted Armor does slightly less physical/bleed damage, and much less poise damage

Bug Fixes

- Fixed an issue where the map would stop updating and NPCs would stop spawning under certain circumstances
- Fixed being unable to properly use the Options menu from the Title menu with a controller and related issues
- Fixed several softlocks around entering/leaving rooms while interacting
- Fix issues where Nightingale would sometimes turn away at odd times in melee combat
- Fixed an issue where being grabbed could result in teleporting across the room to a previously chosen hiding spot
- Fixed the doll in Chapter 2 not dying properly and getting into a bad state
- Fixed an issue where chests would sometimes be empty, or would only give treasure after trying to open a few times
- Fixed an issue where peeking and entering a door from the side could sometimes result in Nightingale immediately leaving the room
- Fixed an issue where projectiles would collide against the Fireball Spell
- Fixed the background not always loading when peeking outdoors
- Fixed an issue where using the Bible while turning or being hit by a ghost could result in erratic movement
Warlocks Entanglement - warlock[ads]
Updates from Quarry.
Additional information showed on title screen + possible warnings about machine capability.
Improved map integrity test to check for allot more issues.
Corrected the map size that is shown during the load process.
Map preload reduced in size and now loads twice as quick.
Rise of the Foederati - Genos Studios
Hello there. When we started Rise of the Foederati, we envisioned a project that would begin as a multiplayer experience first, and a single-player campaign game second. The objective was to build a historical game where players could travel around and seek adventure with their tribes and play along with their friends for objectives, fun or even just competitively seek to outpace other players in the same tribe. Our team begun very small, with an artist, programmer, game support designer/developer; then came an accountant, new artists, support programmers, and we started hiring voice actors to play the leaders and the trailers. Development was good; in 2017, we showed how our project was coming along in local game fairs, such as Brasil Game Show, together with other indie games. It was a great pleasure to be standing next to indie big names such as Knights of Pen and Paper devs, for example, and we managed to talk and have great suggestions and criticism for how the game looked.

The most common criticism we had from most players was our lack of single-player support. This is evidence in multiple forum discussions we had showcasing our product, where people would rather play with their own pace and learn more about the game first, before diving in a multiplayer mode. In a strategy game, this makes sense, as players first want to know mechanics, combos and efficient tactics first, before putting them to the test against others.

As it is understood, our game was initially sold with multiplayer sessions in mind. But because so many people are longing for a full campaign, we are very excited to announce the shift in our development direction! instead providing several campaigns of varied difficulty that put the tribes that we already developed in a story with multiple episodes. This means you as a player will get to play against a more difficult, smarter AI in a series of challenges across different landscapes, battles and political troubles that can shift according to your own decisions. Below is the detailed list of our changes for the future:

  • Multiplayer efforts are now put second to single player. We are hanging gears to develop a cutscene editor to a multi-episode single-player campaign featuring events that happened after Rise of the Foederati's timeline, but very similar in setting. More details to come.

  • The new planned units are on hold until we manage to fix a critical bug in the new units' animators, developed to fit all animations that are needed for a more complex graphical showing of their equipment in-game.

  • The new tribe, the Alans, are planned and set to return to the development phase once we manage to finish our campaign. Eventually, they will also get their own campaign, and its our expectations that each tribe has their own leader or important figure to have their own. This is a slight change as well from our historical accuracy perspective; several tribes do not have legendary or historical figures in Rise of the Foederati, while others have too many; we will try to feature as many important names as possible and add theoretical, fictional elements that tie together with real historical happenings.

  • Many people purchased our game because of our multiplayer focus-first, and are waiting for a long time for our product to be finished. We are checking how to open a refund program for those that feel like the change of pace in development does not suit their waiting anymore.

  • Until the end of the year, no new updates are programmed, but we will now update players more often with news of this change.

We listened, and because this ties so well with providing content with more haste without compromising quality (because of the lessened complexity), expect to hear from us again soon. Our first campaign features one of the greatest Visigoth heroes of all time, whose actions profoundly changed the world at the time. We cannot wait to share more details! Last but not least, we do not plan on ditching multiplayer entirely; there are discussions ongoing for how we can implement episodes with two-player options.

Striving for Light - Deventide
Almost a week has past since our 0.7 Aeodra content update release with plenty of smaller improvements and bugfixes already, so you might ask yourself whats next. On this post we will give you some insight in what we are working on for the next bigger update 0.7.1 and give a hint for the scope of the 0.8 content update.

As already mentioned before our 0.7 update release we will adjust the pricing for Striving for Light tomorrow (17.11.22) 7pm CET. So there is still time to get the game on the lower price before the adjustment happens.

Pricing
Since our initial Early Access release, less then a year ago, the amount of content has grown tremendously with around 40 released content updates and over 50 smaller updates with improvements and bugfixes. Until now we have not raised the price for Striving for Light. As we are approaching the full release in 2023 we will increase the price as planed and communicated during Early Access and with the final 1.0 release.

The price for Striving for Light will raise from the current $7.99 USD (€6.59) to $9.99 USD (€9.75) (we have adjusted the pricing accordingly to steam's recently updated pricing since our last announcement).

Update 0.7.1
Reworked Skill Gem Window
The skill gem window will be reworked featuring filter options to sort gems by melee, range, basic and misc nodes to have an better overview and make finding a certain skill gem easier if a lot of them have been collected.

New Weapon Stats
Weapon stats will be viewable independently from picking up a new weapon.

Skill Rework
Plenty of skills will receive a rework and rebalancing based on your recent feedback.

This is only a fraction of what we have in store for the 0.7.1 update.

Update 0.8
New side dungeons
New side dungeons where you can acquire a new item type which hold passive as well as new active abilities when the set is completed. These items can hold set bonuses as well as single buffs. Enter the dungeon multiple times to complete item sets or combine those items as it suits your build.

New item type
The active abilities of the new items can be actively triggered using the right mouse button. This can be powerful new attacks temporal buffs and more.

This is also just a small hint what is to come with the 0.8 update. We will give more information on the next updates as we approach the release of those updates.


Thanks for being part of our game development journey for Striving for Light. We want to share our current early access roadmap to give you a basic idea of the upcoming content & feature updates.

You are invited to join our discord and participate in the ongoing development of Striving for Light!
Join the official Discord!
Need for Speed™ Heat - Electronic Arts
Rocky’s got one of the city’s freshest customs. Beat him in his own ride, take it back to the safehouse, and hit the streets with some serious style.



https://store.steampowered.com/app/1846380/Need_for_Speed_Unbound/
Dirge - NonNobisGames
Version: 0.3.7
Build: branches/Dirge_v0.3-DirgeSteam-UE_4.27-Shipping-262-5928

Additions
  • Changed hotkeys to look more like keyboard keys so newer players make the connection between a "B" image and that means "B on your keyboard, press it!"
  • Added more keyboard images for icons to help players know which hotkey to use.
  • Brass Knuckles now have a pickup sound.
  • Reworked head bob and camera of Wendigo to feel much smoother and less janky
  • Reworked face material of Revenant so animations won't cause his face to clip the camera in a janky mess.

Changes
  • Added more clear Revenant task instructions in journal.
  • Lowered Revenant bonus health per investigator
  • Wendigo can no longer crouch as it had no animations, had no gameplay function, and screwed up his capsule size.

Performance Optimizations
  • Added additional texture and LOD optimizations on ammo and other small props.
  • Reworked a lot of internals with changes to hard references and interfaces to reduce memory footprint.
  • Added animation compression library.

Improvements
  • More dispersed weapon spawns in Quetico
  • Adjusted opening of Maintenance shed in Quetico to better fit monsters through.
  • Improved the HUD around carriable items and torches.
  • Added better VFX for ammo casings when firing and reloading weapons

Fixes
  • Fixed bug where shadow realm wraith could see gun VFX.
  • Fixed issue with spooktater at origin.
  • Fixed bug where a player crashing out of the game could cause task items to not be carried over to their corpse.
  • Fixed bug where rebinding a hot key wouldn't change it's hotkey image.
  • Footstep audio calculations are more accurate and reliable.
  • Fixed bug where wrapping text in journal would be cut off.
  • Fixed shelves in Hillview basement clipping the floor.
  • Fixed bug where player groups wouldn't load on lobby start.
  • Fixed bug with minion and monster collisions setting wrong areas/environments causing cold breath to play at wrong times.
  • Fixed bug where host clicking ready wouldn't show green check.
  • Fixed bug where host would receive achievements on behalf of clients
  • Fixed bug where escape menu wouldn't let you press ESC to close.
EndCycle VS - danieldornerd
Can you feel it?
That grey depressing sky?
The air too cold for your fall outfit but too warm for your winter drip?
Isles filled with christmas treats nobody is in the mood for?
Yes... we're deep into November.


Time for a new EndCycle VS update!

VOCS

Kali



Inspired by the Hindu goddess of the same name this VOC will keep anyone from healing themselves!
As soon as she detects someones HP going up she'll hunt them down - take away all of their healed HP and deal some extra damage to boot!



Kali always moves vertically towards its target first before honing in horizontally!
You can use this to your advantage!



Here's a fun trick:

Apply a "FLIP" Style on Kali to prepare a back-up heal support in case you get hurt!



Sandstorm



Trap your enemies in a swirling vortex of sweet sweet grainy sand.
It's coarse, rough, irritating, and gets everywhere: SANDSTORM!



Sandstorm is an ideal combo starter for close combat combatants as it is a passive DPS (damage per second) move.




Check this out:

Apply a "PULL" Style to your Sandstorm! This way your enemy will have a harder time escaping the storm AND you can use two Sandstorms at once in order to peel your enemies HP away!

Sandshot



Goodbye Sandhole and hello Sandshot!
Bring some beach vibes to this grey season with this brand-new sand projectile!

Combined with Sandstorm your enemies better prepare a counter or else they'll have a hard time escaping your fury!



Tuger 2.0



A visual upgrade to Tuger has arrived 🐯
Rawr!

New Menu UI



Check it out! Now you can access all your favorite modes in a heartbeat!



Tutorials



We've re-vamped all tutorials and the entire first-player experience!
Now newcomers will have an easier time than ever to get into the deep combat of EndCycle VS!

And that's it for this update but check in on our EndCycle VS 2.3 announcement stream this Sunday!
7PM CET over on Twitch: https://www.twitch.tv/12b3games

See ya soon!
-Daniel and Gal

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