Winter Survival - DRAGO entertainment
Each Game Goes Sale!

Starting on December 8th we are launching our first publisher sale. It will not only feature some neat deals on our own games and bundles, but also some special offers on selected games from our friends. You will be able to safe up to 90%!

Join us between December 8th and December 11th!

Crusader Kings III - PDX-Trinexx
Greetings!

The wintery season is upon us, and soon most of us will be joining our friends & family (or friends & foes?) for the holidays - this is an excellent time to reflect on the year that has gone by, and look at all that we’ve done. I also wish to leave you with a small teaser of things to come (nothing major though, as mentioned before that communication will begin sometime in Q1 next year!)

Read more about Dev Diary #112 on our forums!



Early in the year, we released Royal Court, the first major expansion for CK3. With kings squabbling over who has the grandest court, impressive artifacts being crafted and displayed, court position holders scheming, and cultures diverging, hybridizing, and shifting - to name only a few things that were in the update - it’s safe to say that the game got a shakeup with lots of new things to do. We also drew a lot of good learnings from it, both from the process (which was undoubtedly troubled, seeing the state of the world at the time) and the reception. Good lessons that we’ll bring with us in the future.

The Fate of Iberia followed and breathed new life into the Iberian peninsula. With content such as bonds of friendship stronger than iron, titles changing hands over a game of chess, and the revival of lost faiths (if you’re observant enough…) The Struggle, a central mechanical core surrounded by flavor, struck a balance that was enjoyed by many - a winning formula that we’re more than likely to follow in the future.

Friends & Foes was an experiment that played to the strengths of the game - by adding dramatic content, and proved how it’s always a nice thing to have more of it! Not only did it seem to be an appreciated format, but it was very motivating for us to make. For more news on this, stay tuned early next year…

And to round the year off we released the Robe update, which focused on adding graphical variety and fixing issues. It revamped the bookmark screen, added a full set of art for tenets, and made custom rulers saveable, in addition to balance and AI fixes. We will always strive to make sure the game is in a good, healthy state.

---

Now, some of you know the above already, and want to see something new! As we won’t be back with Dev Diaries for a while (they’ll start back up sometime in January) I want to leave you with something that can be discussed for a while. We’ve seen a lot of discussions regarding Nicknames, or rather the lack of them, and have taken your feedback to heart!

In an upcoming update, we’ll be adding in a new system for gaining nicknames passively, not too unlike the system in CK2, but vastly improved (in CK2, it was just a highly obfuscated system with little-to-no fanfare at all). These nicknames can be earned at any point during the game, and will reflect your character’s status as well as they can. They can be bad or good, with most (if not all) being overwritable by more prestigious nicknames should you do something extraordinary (such as uniting the Spanish Thrones, or Uniting Africa, etc). Gaining a nickname comes with a small boon or penalty to prestige and opinion, just enough to make it matter.


A positive nickname, celebrated by a good friend.


A negative nickname, gained while in prison, with the news delivered by someone who’s not exactly a fan of yours.

This system focuses on nicknames that aren’t particularly active, it won’t give you ‘the Conqueror’ for example. It will, however, pick one of 200+ appropriate passive nicknames. These are in part existing nicknames in the database that didn’t exist outside of historical characters (‘the Fat’, ‘the Poet’, ‘the Brave’, ‘the Tyrant’, etc.), nicknames adopted from CK2 (‘the Zealot’, ‘the Lucky’, ‘the Resilient’, ‘the Strange’, etc.), historical nicknames that were never used before (‘the Desired’, ‘the Idle’, ‘the Wrathful’, ‘Longsword’, etc.), and community suggestions (‘the Navigator’, ‘the Berserker’, etc.). All of these nicknames have triggers so that they only appear where logical, for example; you can only gain ‘the Tyrant’ if you have a certain amount of tyranny opinion, and you can only gain ‘the Fat’ if your character is of the heavier persuasion. A lot of these also take your prestige or piety levels into account, so having a high prestige level can ‘protect’ you from gaining poor nicknames. There’s also a game rule that controls the frequency.


Some examples of nicknames you can get through this system.

We aspire to keep most nicknames in line with history, or what would be plausible. That said, feel free to suggest more nicknames! Who knows, perhaps you’ll suggest something that’ll make it in… just remember that they shouldn’t be too ‘active’, so no ‘the Conqueror’ or ‘the Destroyer’.

To make nicknames a bit more… spicy than they are, we’ve also added a small new feature that allows you to see what a nickname actually means! Charles the Bald, for example, wasn’t without hair but rather without a suitable crown for most of his life. By hovering over nicknames, you can now see an explanation.


Charles wasn’t so bald after all, and now you know why.


Quite self-explanatory, but still informative.

Finally, a word from our community manager Pariah about a QnA session we will be having with some of the devs on our Discord server:

#Discussions_QuoteBlock_Author
As the holiday season approaches, we will also be holding a QnA session where you can feel free to ask any burning questions or just anything on your mind about the game. While we can’t give away any company secrets or tell you exactly what we are working on next, it will be a chance to sit down and discuss things with members from most if not all disciplines of the game!

The QnA session will be taking place on our Discord server on Tuesday December 13 from 16:00 - 18:00 CET, which is a terrific place to help supplement these Forums. The Discord is filled with tons of your fellow Crusader Kings community and always a good place to find knowledge and conversation. If you are not already part of our terrific Discord family and would like to get in ahead of the QnA, you can find a link HERE!

That’s it for this year - we’ll see you in 2023! Have a God Jul and a Gott Nytt År as we say here in the frigid north!

Food Truck Simulator - DRAGO entertainment
Each Game Goes Sale!

Starting on December 8th we are launching our first publisher sale. It will not only feature some neat deals on our own games and bundles, but also some special offers on selected games from our friends. You will be able to safe up to 90%!

Join us between December 8th and December 11th!

Gas Station Simulator: Prologue - Early Days - DRAGO entertainment
Each Game Goes Sale!

Starting on December 8th we are launching our first publisher sale. It will not only feature some neat deals on our own games and bundles, but also some special offers on selected games from our friends. You will be able to safe up to 90%!

Join us between December 8th and December 11th!

Dransik - davidjreese
The game client has been written from scratch.

This is the first of 3 announcements around Friday, the 9th Launch. This announcement is focused on the client piece.

Multiplatform Support
  • Windows
  • OSX

Modernized UI
  • Original artwork is pixel-perfect and scalable to make it easier to see on modern displays including 4k and HDR
  • Fonts are TTF based so they can be seen and read on modern displays
  • All windows are moveable
  • Most windows are resizable (some horizontal, some vertical, some both)
  • Skills can be turned into floaters to be viewed without the skill window open
  • The time of day window is updated showing time along with the light level
  • Consistent and modern UI controls added for user interaction (sliders, buttons, dropdowns, menus, etc..)
  • Game Window can be resized and fullscreen providing more area for windows during gameplay
  • UI can be locked to prevent accidental moving

Fixed and Upgraded Legacy Functionality
  • MIDI music player works
  • Pixel perfect lighting system replaced lookup lighting
  • Textures and artwork is rendered in True Color
  • Pixel shader support added
  • Sound effects added for in-game actions like combat as well as UI
  • Music, sound, and volume are all controllable in settings
  • 3rd Party Requirements Removed (DirectX, etc..)
  • So many bug fixes … too many to list[

Enhancements
  • In-game Main Menu
  • Proper logout sequence back to character select and main menu
  • Creating a character now shows the impact of selecting race and profession
  • Input Remapping for power users supports Keyboards, Mouse, GamePads
  • Hotbars added for easy and quick usage of items
  • UI Controls simplified (no double clicking needed) while supporting backward compatibility for current players
  • Map refresh is repairable
  • Configuration of in-game options and UI is saved with global settings and per-character settings.
  • Default configuration presents art that is appropriate for most modern displays
  • Controllable global scaling for 4k displays
  • Ability to adjust game cursor sizes and target box thickness
  • The Trade window now works (and will support token trading in release very soon)
  • Buy/Sell dialogs in the game now support sliders and typing quantities in the control
  • Limits on buying quantities increased substantially
  • Server selection now shows more details about each server
  • Options support classic targeting modes and vertical health indicator
  • Transparent console windows


Gas Station Simulator - DRAGO entertainment
Each Game Goes Sale!

Starting on December 8th we are launching our first publisher sale. It will not only feature some neat deals on our own games and bundles, but also some special offers on selected games from our friends. You will be able to safe up to 90%!

Join us between December 8th and December 11th!



Death Roads: Tournament - sir.patman
Drivers!
Soon you will be able to participate in the Death Roads: Tournament race as Early Access is getting closer! The competition will start on March 28, so we kindly invite you to reserve your free time - you will need it to face all your opponents and to defeat the last boss on your way to victory!

We also prepared a special trailer presenting Death Roads: Tournament in action.



We also note that Death Roads: Tournament will debut in Early Access, which means it’s not the game's final form! We have even more attractions on the way, so you will certainly not be bored. We are also happy to announce that the game will be translated into English, Polish, French, German, Spanish, Portuguese and Chinese.

Playtests prolonged

We recently invited 100 of you to participate in a Steam playtest that ran until December 6. However, we did not expect such interest! That's why we expanded the pool for ALL OF YOU and extended the race until end of December 12.



Remember that you must have an active internet connection to play the playtest build. Race and complete the survey to advance to the next stages with rewards. They are definitely worth it!

#TurnBasedFest, we are coming!

Our game's been selected for the first ever #TurnBasedFest, coming up in December (8-12)!
The TurnBasedThurs team has been putting together a massive festival celebrating all kinds of turn-based video games. Help us spread the word we're a game worth checking out in this!



That’s all for now. See you at the starting line on March 28 in Early Access, and join playtests right now on Steam!
Dec 6, 2022
Death Trash - talecrafter
- updated Buzzer weapon: less damage, reduced range, charge up triggers automatically after some time, increased energy ball speed, diminished punching through additional targets
- updated Shock ability: removed target stun, use pushback, added slow movement debuff, slightly increased damage
- updated Freeze ability: reduced stun duration, increased energy usage
- reduced critical hit bonus (to reduce randomness in gameplay in later game stages)
- co-op UI: fixed a few issues when using the large UI setting
- co-op UI: fix healing target marker for second player
- added icon for block ability
- fixed pathfinding through multiple doors failing when first door was open and later one was closed
- fixed character changing look duration during melee attack when holding manual melee attack mode key
- fixed being able to attack hologram character
- minor UI improvements regarding memorized items
- updated Unity Input plugin
- additional minor bug fixes and improvements

Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927
Dec 6, 2022
Warrior Beneath Heaven - Keyue
- Upgrade the game engine to Unreal Engine 5.1,it may bring some new bugs and the upgrades will continue, please be patient.
- Optimizations on the enviornments.
- All the characters’animations improved.
Blocks Tracks Trains - GⱯZ
This update replaces the old system for calculating train track shapes. Train tracks should now be smoother and easier to build. The new system also handles long stretches of tracks better than before.

Old track layouts may change slightly when loaded with the new version.
...