Nov 21, 2022
Your Quest 2 - Oblivionburn
Fixed blueprint item not being usable
Naval Hurricane - Efril
  1. Auto save with an interval of five player turns has been added. The ability to change the interval through the Settings screen will be added later.
  2. Increased the opacity of the inactive show object report buttons to make them more noticeable.
  3. Slightly increased the damage to modules from fire.
  4. A couple bugs have been fixed.
Bound By Blades - Zethyn
Hotfix Patch

- Fixed Tower levels being incompletable
- Fixed pet missions removing materials from players

Please let us know if you experience anymore issues and we'll work on them asap!
Summoners War: Chronicles - Chronicles


Greetings from the <Summoners War: Chronicles> team!

The end of the year is just around the corner and we hope you had a fun and happy Thanksgiving with your friends and family.

We would like to introduce the Summoners War: Chronicle update roadmap for the second half of 2022.

The new raid Castle of White Shadows, and the new Monster Pioneer will be added on November 24th.
In December, two new raids, new Monsters, and contents full of amazing rewards will be added, so we hope you all look forward to them.

We are also announcing that the target number of people for the field co-op event How to Make Friends will be adjusted in the November 24th update.

Please check the image below for more details about the
update roadmap, and have fun with Summoners War: Chronicles!

[2nd Half of 2022 Update Road Map]
※ The update schedule and content below are subject to change depending on certain circumstances.


We will continue to inform you about major updates in the future through another update roadmap.

More information about the main content will be announced during the update.

Thank you.
Community Announcements - Underworld
The DEMO of the horror thriller with Full-motion video interactive story game "Underworld Island" will be available to players for free on the 22nd of this month, with the DEMO accounting for 1/8-1/10 of full game!
In addition, we have added a special “Streaming Mode” to the game, Streamer can manually check the box to block gory horror and sensitive footage. Streaming Mode is available to censor certain scenes!
This is our first indie game from Mountain & Sea Studio, about exploring the truth of Samsara on Underworld Island, and will be release on December 2.



We are aware that our game still has many shortcomings, so please feel free to tell us more and welcome to join the official community to exchange corrections.
Official Community: https://discord.gg/8jRmEHGV2R
SANABI - SANABI_Mufin
Hello there,
It’s the SANABI team!

Today we are here to announce the Beta Branch update scheduled for today.

How to Access the Beta Version

  1. From the Steam Client - Library
  2. Right-click SANABI - Properties
  3. Navigate to the Beta tab
  4. Enter the Beta Key: T894gGjigirsd
- None: Current Live version
- beta1: Beta Version
* If the 'beta1' does not launch properly please retry launching the game after restarting the Steam Client.



How to Play the Live Build Again
  • Similar settings to access the Beta version
  • [Properties - Beta] Select ‘None’

Important Notes for the Beta Version
  • Please keep in mind that the Beta version is a different build from the current Live build.
  • The Live build will not be playable on the Beta version.
  • The features and files for the Beta version will only work in the Beta version.
  • Save files created in the Beta version will not work after the features have been updated to the Live build.
  • The current Beta version does not include any sound effects.

New Chapter
  • Chapter 3 continued and a slice of Chapter 4

New Features

1. New Features - Charge Dash

  • Enabled after reaching Chapter 4, uses the same buttons for Swing Dash (Shift, B on controllers)
  • The player will dash at a fast speed into the inputted direction, able to push or destroy objects by colliding with them during the dash.

2. Knockback Platform

  • A floating object designed to look like a bus.
  • The player will be Knocked back if they collide with the Knockback Platform during a Charge Dash.
  • When the Knockback effect stops, the player will return to their original location after a certain amount of time.
  • If the player comes into contact with specific objects during the Knockback effect the object will be destroyed.

3. Knockback Objects

  • A floating object designed to look like a traffic light.
  • Can be destroyed with the Chain Arm, similarly to how you'd normally destroy enemies
  • The player will be Knocked back if they collide with the Knockback Platform during a Charge Dash.
  • The player will deflect from the object if they collide during a Knockback.

4. intercept Drones

  • An object that creates an intercept field.
  • If the player attacks the Intercept drones with their Chain Arm, both the drone and field will be destroyed.

5. Flying Mines

  • A flying mine that has a circular detection range.
  • If a Knockback Platform/Object comes into the detection range the mine will seek it and explode.

Chapter 4 Enemies

1. Marines

  • Shoots 2 round bursts and then teleports to a nearby area.

2. Minigun

  • Takes time to aim, but fires a large number of bullets.
  • Unable to destroy it with the Chain Arm. Coming into contact while using the Charge Dash also results in death.

3. Cannons

  • Takes time to aim, and fires an explosive round.
  • The reticle will follow the player while aiming, the cannon will fire on the reticle after it finishes its aim, and the fired round will explode on impact.
  • Unable to destroy it with the Chain Arm. Coming into contact while using the Charge Dash also results in death.

Speed Runs
  • The Speed Run mode has been updated with the introduced beta contents. Share your Speed Run records on Discord and show the community how the pros do it. 😎


Please leave your comments/feedback regarding the game and it's difficulty in the feedback channel below!( chanel: beta-feedback )
>>https://discord.com/invite/RjzUfMbBGS

This is our very first time sharing content that has not been fully released on the Live build. If you have any feedback or suggestions regarding gameplay or QOL improvements please feel free to share them with us any at time!

Thank you,
The SANABI Team
CosmicBreak Universal - cs


What are Chibi Union Wars?
In contrast to the regular Union Wars, only Chibi Characters can be used for the Chibi Union Wars!
Have chaotic fun with your favorite chibi characters in the Chibi Union Wars!

Event period(JST)


Rewards
For these Chibi Union Wars, Players can get Nina-chan and Big Pepo-chan as rewards!





Thank you for your support of CosmicBreak Universal.
CosmicBreak Universal - CosmicBreak Universal Official
The details of the 11/22/2022 JST update are as follows.

■ Chibi Union Wars Begins!

The Chibi Union Wars will be available for Chibi Characters only!
Nina-chan and Dekai Pepo-chan will be available as rewards for the Chibi Union Wars!
Choose your favorite chibi characters and enjoy a chaotic Union War!

Availability
After maintenance 11/22/2022 JST
Until maintenance 12/7/2022 JST

Look for Details Here.



■ Bug Fixes
The following bugs have been fixed.

〇About Radio Message and Character Voice:
・An issue where the client volume was reset each time the client was started has been fixed.

〇About Hadelos AM2:
・A bug which caused unintentional behavior when the final combo was connected to the set weapon has been fixed.

〇For the following parts:
・A bug which caused the parts to break has been fixed.
- Ivis AM
- Ivis SwmAM
- Icy αAM, AM2
- Astro Meria AM
- Ion αAM, AM2
- Kuten Jikun Long αAM
- Crimrose AM
- Crimrose SptAM
- Crimrose SwmAM
- Jikun Long AM
- Shana AM, AM2
- Squidoll Girl αAM
- Seraph Crimrose AM
- Zero Saber Girl AM
- Destructo Girl AM
- Grand Dracken αAM, AM2
- Nipako AM, AM2
- Feng Mei αAM, AM2
- Fractulus Girl AM, AM2
- Bloom Meria AM, AM2
- Melia αAM
- Mecha Jetter Girl AM
- Lios αAM、AM2
- Lazflamme SptAM
- Lily Rain AM
- Lily Rain SwmAM
- Lily Rain EveαAM2
- Regina Winberrl αAM, AM2
- Celine P. Nippern AM2
- Kougetsu Kagura AM



Thank you for your support of CosmicBreak Universal!
KAKU: Ancient Seal - Kakuzp
What's more fun than only discussing how to make a game's combat?Get everybody moving!Come to battle.

Like everyone, we are both developers and players. During the development of the combat system, each member has their own persistence and difficulties. It is undoubtedly the best to be verified in actual combat. We can also keep fit and relieve pressure (Fact: Whoever wins is the king).
Let's take a closer look at the combat system:



For the battle mechanism in KAKU: Ancient Seal, we aim to provide players with fast-paced, casual and fun gameplay.Its battle design was inspired by action games such as Samurai Warriors.

Unlike other hardcore action games,to allow more players to quickly learn how to play and familiarize themselves with the game's combat mechanisms, we prioritized flexible character controls, real-time feedback and cool, freestyle battle mechanics when developing this game.

Battles in the game have reduced punishments for incorrect actions, allowing players to enjoy a high error tolerance.No matter whether you are action game veterans or beginners, you can attack enemies at own pace and enjoy the thrill of battle.


1.Design of three types of weapons

Players can use three types of weapons in the game, including a main weapon (Stone Blade), secondary weapon (Wood Shield) and a ranged weapon (Slingshot).



The Stone Blade features a fast attack speed and balanced damage. It's frequently used in battles,and is the foundation of attacks.The Wood Shield is a slow and heavy attack weapon. It inflicts an extra Resistance reduction effect on the enemy. In short, the Wood Shield is a weapon that combines both attack and defense.

The Slingshot is a fast ranged weapon and plays an important role in exploring and solving puzzles. Unlimited Stone Shots are mainly used for collecting materials and puzzle solving. The damage dealt in actual combat is very low. However, it has elemental projectiles with various properties.



The Flame Shot dealing high damage to a single enemy unit and its explosive attacks also deal AOE splash damage; the Poison Shot has a continuous HP deduction effect on enemies within range; the Lightning Shot features a powerful AOE control ability, which deals chain lightning damage to monsters within range and also paralyzes them.


2.Skill tree and special ultimate

All three types of weapons have their own unique "skill tree". Players can freely learn a variety of combat skills, and can specialize in a single type of weapon or a combination of all three. We designed the way that skills are used based on derivative gameplay, and basically, all basic attacks have various skills to choose from. Each type of weapon has its own special ultimate, which players can enjoy discovering.




3.encourage to take the initiative to attack

The game features an energy bar. Displacer moves and skills both consume energy. But players shouldn't worry about low or zero energy leading to hard battles. The battle mechanism is designed to encourage players to take the initiative to attack. In KAKU, players cannot only recover energy by eating Mushroom Skewers, but they can also do so by continuously attacking monsters. If players maintain good attack combos, they'll continue to gain energy, making them braver and braver!



During the game's development, in addition to technical issues, what kind of battle methods and styles can attract players a lot? We have been thinking about this question a lot, but still haven’t got a clear answer. So regardless of battle designs or other designs, we will keep polishing them to bring players a better gaming experience!

https://store.steampowered.com/app/1179580/KAKU_Ancient_Seal/

The above is the content of the second dev log. If you want to know any other content related to our development, please feel free to leave your comments.. We will continue to share the latest development content for you from time to time. I believe that when we meet again, we will all be better!

Make sure to wishlist the game now and follow us on social media to stay up to date with all the announcements!
Verdant Village - exodussoftware3
It’s been a long time coming but its finally patch time. Like a procrastinating college student, I am slipping in literally right under my self-imposed deadline. Ah college, what a time, and what a terrible student I was.

I’ll try not to drag on here, but I wanted to mention a few things briefly. After this patch I plan to move to a monthly patching cycle. The patches will be smaller obviously, but the smaller cycle will keep me more focused on what is going into the game as well as give people something more tangible than me popping in once a month to say “yep, still alive, still working”.

Now to counteract that point, this new patch cycle may not start until the new year. I’m hoping I can get enough done to constitute a patch but December is usually pretty hard to manage with all the holidays. I’ll keep people apprised of that situation as it develops.

Aside from all that boring future stuff what have I been doing all this time? A lot, is the simple answer to that. However, I will say it may not look super impressive in list form. A lot of the work during this period was framework for future work. For instance, the compendium, a lot of the work was making sure it could account for new additions to the game in the future.

Also there is a full story (I’m internally calling them tales) that has been added for an NPC. A huge chunk of that was just writing a parsing system and making additions to the dialogue system to make it all work.

All this is to say that now those things are done so future additions to those systems should be far less work and far less time consuming. Which is good because that means more actual content going into the game rather than me creating things like a complex text parsing and export system *shudder*.
Anyway, I’ve rambled enough, suffice to say a lot of groundwork was laid for the future here. After this we are on to combat for the next big system and plenty of smaller changes and additions to constitute the monthly patches along the way. Hope you all enjoy what’s been added!

Verdant Village 0.4.8 Full Changelog

Additions
  • The Compendium (In brief this is an internal database that tracks most things in the game, as well as has tutorials)
  • Added Achievements (in game these are challenges, some correspond to Steam achievements, however there is cap on how many you can have so not all of them unlock a steam achievement. Additionally those of you who are patching will likely get a few by default as some are given via non-repeatable events)
  • Added 3 NPCs
  • Added full tale for 1 NPC
  • Added 4 zones
  • Added 5 quests
  • Added 1 new exchange shop (Small note, it doesn’t have all its items yet, so expect it to expand in the future)
  • Added 1 archeology keystone dig
  • Added Mail System (This hasn’t been discussed but its another framework system, its current purpose is that it gives the player 4 quests that act as small introductory tutorials at the start of the game. It will be used more later)
  • As mentioned in the previous tick 4 quests were added via mail (These are tutorials but players who patch up will get all these letters at once so you can complete them as completing quests counts towards achievements)
  • Added another biome to the mines for floors 75 through 100, before it was just lava land for 50 levels now the lava biome is only 25 levels like the others
  • Additional mine biome comes with its own set of fish as usual
  • Added cloud save functionality to Steam versions of the game

Quality Of Life
  • Fish are now filleted in a separate tab in the cooking station which allows you to choose what to fillet
  • Alt currencies will now only appear in the inventory screen when the requisite shop has been discovered
  • Alt currency trade ratios will now appear when hovering an item in your inventory next to the gold sell price (This only happens when you have unlocked the shop)
  • The dock below your home has a shadow now (why did it not before? I have no idea)
  • Gutted the old tutorial system in favor of the compendium to keep things consistent
  • Changed several UIs back to their older versions in a push to make UI more consistent in general
  • Modified the popup notification code to place notifications on a separate layer so they don’t get caught behind other UI
  • Made slight visual changes to items in stores
  • Added simple item descriptions for furniture items as all other items have them
  • Made slight updates to the map (more to come as it still isn’t fully accurate)
  • Altered setup to allow demo saves to turn into normal game saves if you buy and play the demo first

Balance Changes
  • Removed the requirement of owning a chicken for the first hunting quest to make hunting easier to start
  • Increased all raw fruit stamina gains slightly to make them mildly viable as an uncooked snack
  • Slightly modified keysprite effects to make them more visible

Bug Fixes
  • Fixed a bug where the player’s mount shadow would disappear under the ravine bridge
  • Fixed a bug where an exchange shop could stop displaying potential trades
  • Fixed an issue that caused large gates to not patch properly
  • Exchange shops now show the appropriate item shop frame based on if you have the currency to purchase the item or not
  • Fixed a variety of monetary and visual bugs from exchange shops
  • Fixed a bug on controller where you couldn’t scroll through your quest log
  • Fixed a small bug with toggling between quest journal views
  • Fixed a bug that would alter the sprite of fishery augments when scrolling them with a controller
  • Fixed a bug where you couldn’t remove augments from a fishery on controller
  • Fixed a bug where you could use the quick pull from chest button while holding a stack which would lock you
  • Added some code as an extra layer to protect against inventory softlocks
  • Fixed a bug where rugs you placed in your basement would just disappear
  • Fixed a bug dealing with rug placement placing unwanted rugs when transferring rooms
  • Fixed an issue with a weapon rack not Z ordering in Sven’s house (It didn’t have collisions on. I troubleshot for an hour and I just had to tick a box)
  • Fixed a bug where the Neglected Palate quest gave the wrong rewards
  • Fixed a bug where the map pop up to show the zone name could appear behind the player location icon
  • Fixed a recipe bug with stone footstools
  • Fixed a text bug with the quest “A Noble Dilemma”
  • Fixed a small visual bug with Malcom’s sitting animation
  • Fixed a bug where specifying the amount of an object you were going to buy wouldn’t charge you anything when you bought it
  • Fixed a small visual glitch with characters sitting in chairs and z alignment
  • Fixed a bug where placing a carpet while holding more than one of them would cause a small visual glitch
  • Fixed an issue where dried deer jerky was using the boar hide sprite
  • Fixed a few bugs regarding perk gain SFX
  • Fixed a bug where you were supposed to unlock the refinement recipes for barrels and crates (decorative) from Simeon’s first quest (yay?)
  • Made a few cosmetic fixes to controller support when dealing with menus
  • Fixed a bug where passive functionality on certain items wasn’t always disabled when entering a menu
  • Fixed a bug where dyes could be alchemically broken down into fibrous extract
  • Fixed a bug where the automatic pickup SFX would play regardless of the item actually being picked up
  • Fixed a bug where the portcullis UI wouldn’t reappear after a patch assuming you had it unlocked
  • Fixed a very specific bug where holes dug with shovels that then reverted to a tilled tile naturally wouldn’t let the player interact with them
  • Fixed the Beginner Carpentry quest summary from leaving the area the text inhabits
  • Fixed sprite for the Muskellunge (that’s a fish btw)
  • Fixed a bug where cooking instant recipes with a full inventory would use the ingredients but not give you the item
  • Added a general distribution through Steam that will hopefully serve to handle extremely rare graphical glitches
...