Strange Horticulture - Hauptstadtecke
Our Strange Horticulture Hellebore plush campaign on Makeship is now live!
The purrrfect companion for rainy days & cold nights.

We need at least 200 pre-orders to make it happen! The plushie is only available to order during the campaign.

Get your plush here:
https://shop.makeship.com/3TFRLrP



If the campaign is successful we will donate all our profits from sales to a local animal shelter (www.bluecross.org.uk). Help us rehome black cats in need of love.

All backers will get 4 bonus digital wallpapers and we’ll include a free Steam key for Strange Horticulture for the first 50 orders.🐈



Bad Viking
Iceberg Interactive
Operation: New Earth - Zue


Attention, Commanders! Our Satellite Uplink has detected a number of well-stocked resource deposits across every region this weekend. It’s time to increase your resource harvesting efforts & claim these precious nodes!

Resource locations of levels 7 through 10 will be available until 1 PM (UTC) on Monday, 28th November!

This weekend, we're also running a Gain Resources Sustained Challenge, where players can compete to gain Titan Tanks as a special challenge reward.

~The New Earth Team.
Spirit Eyes - JRD
Important changes are made to the game. A tutorial has been added and the ghost calling systems have been improved. In the game it is estimated that there will be around 23 ghost activity events and choices related to them. Your choices affect the ending and the behavior of the spirit. You will also be able to open the guide. Unfortunately, it takes a lot more time to prepare the game, because I have the impression that the game is too short. Still some events are under construction and the saving system is not complete. Either way, I hope the game can be released in the first quarter of 2023. See you soon!
Webite
Total Conflict: Resistance - Thunder








  • Fixed machine guns on some tanks (improved models).
  • Improved tank machine guns, added reloading and the number of cartridges in stock.
  • Fixed all modifiable weapons.
  • Added new iron sights.
  • Fixed a bug with endless spawning of sights.
  • Added new hands for 1st person mode.
  • Modified models for destroyed vehicles.
  • Fixed passengers in "Stryker" and "LAV-25".
  • Fixed some bugs on locations.
  • Added new HUD.
  • Added a black market (for now, only the ability to sell your weapons and equipment will be finalized).
  • Fixed some events.
  • Fixed game difficulty selection (the amount of damage for the player, AI, visibility distance, etc. depend on the complexity)
  • Shell casings now react with other surfaces, stay on the ground, etc.
  • Added sound when the cartridge case hits the surface.
  • When reloading, an empty weapon magazine remains on the ground.
  • Fixed bolt action rifles, case now crashes on rechamber.
  • Added basic alliances on the global map, some countries protect their weaker neighbors.
  • Fixed battles in automatic mode.
  • Friendly fire now depends on the selected difficulty. On the easy level, friendly fire is completely disabled.
  • Damage to the player now depends on the selected difficulty.
  • Fixed a bug due to which it was impossible to crush enemies.
  • Fixed suspension on some tanks (visually).
  • Fixed a critical error in navigation on locations in Baikadam.
  • Fixed the balance of produced ammo (caliber 23mm and more).
  • Added ultimatum event when entering neutral territory.
  • AI visibility range now depends on the selected difficulty.
  • Fixed a critical bug due to which vehicles could spawn on top of each other.

The official discord channel of the game: Link
Fights in Tight Spaces - Connie
Autumn Sale is back
and we've our first Bundle discount with our Fights in Tight Spaces Soundtrack!
Grab both Fights in Tight Spaces and the Soundtrack for 14% off!
Can even gift the bundle as a early holiday present for a friend!!

https://store.steampowered.com/bundle/23486/Game__Soundtrack_Bundle/



Also that time of year you can vote for us in the Steam Awards!


Thank you to everyone who has been leaving reviews for the Autumn event sale and continuing to support FITS!
Nemesis: Lockdown - a.zasadny
Survivors, do you copy?

This is the first post-release transmission. Some things have been optimized and improved and there's also quite a few bug fixes.

The full patch notes are as follows:
Gameplay:
  • Mini scenario difficulty level optimized
  • Tutorial UI improvements
Performance:
  • Room loading optimizations
  • Game performance optimization
  • Game loading optimization
  • Calculating steps in Event Phase improvements
Visuals:
  • Spawn animations for each intruder implemented
  • Survivor model in the lobby improved
Bugfixes:
  • Changing the panel for multiple room actions for a Janitor's "Maintenance plan" Action and Sentry’s ”Defence Plan” Action
  • Fixed a bug that freezes the game from continuing if the player disconnected during actions "Maintenance plan",” Defence Plan”, and “Choose Next Attack Card”
  • Character limitation in the server name
  • TAB button issue in the tutorial
  • Fixing the panel for a Xenobiolog's "Choose Next Attack Card" Action
  • The audio issue in the tutorial
  • Event Phase freezing
  • Mini Scenario - Closed Doors issues
  • Achievement bugs
  • Interactive Carcase after killing an intruder in an unexplored room
  • Fixed the problem with the falling character in the Cave Entrance
  • Distraction action
  • Computer Action Fix - Put Fire And Drive Away Intruders
  • It was fixed when the game got stuck on one of the players
Other Features:
  • Added a tool for reporting problems with the Event Phase
  • Added a link to the game's Discord channel
  • Other small bugs and improvements

That’s it for today’s transmission. Stay tuned for more as we continue working on the game.

Over and out.
Togges - Novapichu | Thunderful


Greetings Togges Trainees,

We are back with a new exciting topic to discuss in today's dev diary! We will take a trip back in time and read about our inspiration behind Togges and how the idea was born from something completely different to what you will see when experience the full game at the release on December 7th!

Like the game itself, that's a crazy story. Initially, Togges was kind of Bomberman-ish, where instead of removing blocks, you (the player) add the blocks. But we were focusing on the single-player aspect because that's what I most love about this franchise.



Since we were doing a single-player game, and because of our past experiences with 3D art and design, we were trying to create immersive, atmospheric worlds, with cartoonish stylish visuals, like something along the line of Donkey Kong Tropical Freeze. But one thing that we realized really early on while prototyping is that it's not exactly adding blocks that makes it fun to play, it's where you place the blocks.

The idea naturally grew with this simple approach, and the initial inspiration was left behind (Sorry Bomberman fans!). But instead, we noticed that it was a very simple and addictive gameplay loop, at the same time very unique and weird, so the Katamari inspiration was inevitable. In the early stages of development, we even had a similar game mechanic like in Katamari: Increasing the size as you play the game. In the end, we adapted this idea to the green Togge:


Some people compare it to the Pikmin series as well. While it was not intentional, I can see why. In Togges, there are multiple Togges colors, and each one has a different ability that expands the game's main mechanic, like in Pikmin. The colors were added to the game to create emergent gameplay, where the player can overcome the challenge of how they feel right. This idea came from playtesting, where people were trying to break the game, so we completely embraced it instead of removing the possibility!

Of course, it was not a straight line. Since we started Regular Studio, our goal has been to make something unique. While we achieved our goal, it wasn't without a lot of trouble trying to figure out how to make this idea work.

The game is seen as a puzzle platformer, but it was not created with this in mind. The design approach with Togges was exploring the idea of adding blocks, no matter what it is. So, we created a concept and asked ourselves: "How would those little blocks react to this situation?" - For example, how do those little blocks behave in a big city? What kind of activities would you expect to see with this concept? And so we created the levels, themes, stories, mechanics and level design with this approach.

It was a really fun ride; I can assure you this! We pushed our creativity to the limit, and we are really proud of the crazy things we managed to create with a single game mechanic that doesn't change throughout the whole game.

Writing about the inspiration behind Togges brings back so many memories and makes us really emotional about our progress over the years. And we even have so much more to share with you! In the next Dev Diary, we will look closer at the infamous King President and Togges!

Thanks so much for your time, friends! ːsteamhappyː
Lucas and Felipe - The Togges Team


https://store.steampowered.com/app/1550270/Togges/
Nov 25, 2022
Pathogen: Survival - SillySausage
New Content:

- New lighting for bunker


Balance Changes:

-Radiation zombie passive damage decreased
- Banker class now 5% per round instead of 30%
- Spawn chance of lifesteal powerup now 10% instead of 20%
- SPAS-12 now shoots buckshot of 6 projectiles instead of 8
-SPAS-12 projectiles now do 25 damage instead of 28

Bug Fixes:

-Many bugs fixed submitted by user @Finixakit

Nov 25, 2022
Epic Naval Battle Simulator - Navy3001
Age of Iron is now live!
Nov 25, 2022
SCARF - Consti_HG
It's that time of year! The Steam Awards are just around the corner, and it's up to you, the players, to nominate your favorite games of 2022. From all your excellent feedback, we know that you enjoyed SCARF, and we're confident that it is one of the more relaxing experiences out there. So if you would consider nominating SCARF for a Steam Award, we'd be very humbled and suggest the category "Sit Back and Relax."

Thank you so much for your continued support from everyone at HandyGames and Uprising Studios.

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