RoboCo - robo_brandon
Version 0.7.1.270

NEW!
  • Decoupler part - A controllable part that splits in half. When decoupled, small explosive bolts create a tunable ejection force from the center point. New parts like this may be tagged Experimental while we gather any noteworthy feedback or bug reports.
  • Localization into Simplified Chinese
  • New cosmetics - Patches of moss with flowers and mushrooms
  • 5 new textures for robot structural parts

Changes:
  • Winter hat and antler cosmetics are now unlocked for all players. (Happy Holidays from the RoboCo team!) A couple of the new flower and mushroom cosmetics take their place locked behind secret objectives.
  • Headlight cosmetic is now a controllable that can shine a light
  • Weak motor notification and struggle audio no longer occur in scenarios where the target RPM set on the motor properties is relatively low. Should reduce undesirable messages and sounds, while still informing the player when a motor might be resized for more torque.
  • Extending piston audio no longer occurs in scenarios where the positional change is below a threshold. Should reduce undesirable sounds when the piston is moving very slowly or effectively at rest.
  • Notifications now specify Weak Servos or Weak DC Motors instead of calling them just Motors
  • [RoboCoffee] Carton of creamer no longer pours forever and the mug doesn't fill all the way with only cream

Bug fixes:
  • Weak motor notifications should now only fire when the struggling motor is activated instead of immediately upon entering Live mode
  • Camera colliders added to a handful of objects to prevent clipping into them
  • Size of the smallest solid wheel is now 2x2x1 in the name, matching the size property
  • [Silicon Sonata] Added a collider to disallow the bow from going under the fret board
  • [RoboCoffee] Coffee mugs can no longer steam when filled only with milk
  • [Pinata] Human at picnic table has been moved to prevent a scenario where they would fly through the air in pursuit of a soda
  • [Tippy Toe Tidy Up] Shoes no longer trigger a fail of the "Don't move the furniture too far" sub objective
God of Rock - MG Marlon
Think you have what it takes to defeat the most talented musicians in the universe in rhythmic combat? God of Rock opens its world tour on April 18, 2023, unleashing a stacked setlist of energetic tracks that players will need to master to perform devastating combos in musical matches against other fighters. Check out the newest trailer showcasing God of Rock’s unique blend of fighting and rhythmic gameplay:


Pioneering Rhythm-Fighting Mechanics Like No Other
In God of Rock, you’ll face off against your opponents as one of the universe’s greatest talents, and with the power of your righteous beats, blast them into orbit. You and your enemy will engage in a match just like in any other fighting game, but the actual battle will be driven by rhythm game mechanics. Follow the prompts scrolling across the screen, spurred on by music that’s been dictated by the stage and characters selected, to unleash attacks on your foe.



As battles continue and health bars wear down, the beat will pick up. Keep up with the music, or your attacks will miss their mark. In these fights, the one who loses their groove first will be the one to fall. Special and Ultra attacks must be utilized to their fullest extent to take control of the fight.

No Two Matches the Same
The game will launch with 12 unique characters, each with their own combat style and special moves, eight mesmerizing stages, and over 40 original rock tracks to choose from. Depending on the unique combination of selected characters and stage, your gameplay changes, providing a new experience every time you switch up how you play.



Masterful Tracks by Indie Composers
Each of the game’s 40+ music tracks is being carefully and masterfully curated by a talented team of indie composers. There’s something for every rock fan in this setlist—it touches on every subgenre from Celtic rock to punk to symphonic rock.

Feeling musically creative yourself? You’ll be able to utilize the Beat Builder game mode to try your own hand at composing a fight chart to craft your very own battle to the beat. In God of Rock, you’re not a background musician - you’re the lead artist!



God of Rock releases April 18, 2023 on Steam and consoles. For more information on God of Rock and Modus Games, visit http://www.GodOfRockGame.com or follow @modusgames on Twitter, Facebook, Instagram and Discord.
Broken Roads - Chris [VE CM]


We’re wrapping up a very eventful year for the studio as we gear down for the Christmas break. 2022 saw us secure a partnership with Versus Evil, grow our team, exhibit at gamescom and of course up the quality of the art in Broken Roads to levels we never imagined when we started off as a 2D, tile-based game back in 2019.

For this blog we chatted to each of our artists, our level designer and our producer to get a feel for some of their highlights from the back half of the year.



RYAN GEE, VFX & TECHNICAL ARTIST

"Working on set dressing older scenes that have been in a partially unfinished state for as long as several years has been very satisfying, and it's been very rewarding to see how far we've come over the life of the project in terms of quality and art fidelity. Being able to pack details into every corner and fill up open spaces with interesting bits and pieces has in my eyes really helped to bring the narrative we've heard about to life. I'm really excited for players to wander through these places and start to pick up on the stories of the people who live there, not only through the main narrative but through the little stories the environment itself tells.”



“It's been really satisfying seeing how far we've come over the last 3 years, and I'm really proud of the point that we've gotten the game to now, through lots of ups and downs. I'm sure everyone on the project has had their own expectations of what they would like the end result of the game to look like, but it's been really cool to see things reach the level of detail, style, and complexity I'd always hoped we'd be able to achieve (and to be and have been part of getting there!)."



SARA LAUBSCHER, LEAD ENVIRONMENT ARTIST

"As the environment designer for this narrative-based game, I believe in storytelling through world building, so that the player feels immersed in the world and its stories. Because our game has a fixed camera angle, we can really leverage traditional rules of composition in order to lead the player’s eye toward areas of importance within the environment. Especially with the interior scenes that we have been working on recently - I try to design them in such a way that Ryan can leverage light sources to create focal points that can enhance mood and story. It's incredibly rewarding seeing the whole team's art come together in a scene!”



“I have really enjoyed researching Australia in my environment design process. I’ve looked at small town bake sales, underground homes, glow worm caves, Mars terraforming simulators - you name it. My internet history is all over the place. I think that’s my favourite part about our game, there are so many unique aspects to Western Australia, it's cool to try convey them in a way that would make a local go, ‘Oh wow! That looks like my town after the apocalypse!’“



CASSANDRA LEE, CONCEPT ARTIST

“A fun task to work on was concepting the strange sphere that appears as an object of interest in the Merredin Governor’s HQ environment's display cabinet. It was a creative blue sky task that allowed me to be really free with exploring all kinds of intricate details and textures to make this sphere stand out and look special.”



“When thinking about the object from the perspective of how it's going to appear in game, it was important to dial things back a bit and make sure the details where readable from a far distance.”

THOBILE SIMELANE, 3D MODELER

"Seeing all the assets that have been created by the team assembled to generate the designed environments has been such a pleasure to bear witness to. I've enjoyed seeing the models I've helped create come to life. Having come from a film and television background, it has been quite interesting to see how the gaming industry works. The process is similar but different in its own right. I've enjoyed learning this new pipeline.”



“I am currently modeling a macguffin that has challenged me to a satisfying degree and has made me fall deeper in love with this game. I try to make sure the base of my model is exceptionally done so that it makes the following steps much easier to go through, be it the sculpting faze or even the unwrapping stage. The most satisfying part of my job as I have indicated above, is seeing the final product come together. When all the different departments’ work comes all together to form the complete picture is my happy place."

BIANCA ROUX, ART LEAD

"I am incredibly proud of the milestones we have achieved in improving the overall quality of the game. We decided to make the move to full 3D in 2021, and have found that this has benefitted us greatly. 3D models allow for more accurate lighting and shadows and that is clearly evident in this scene of the Governor's HQ.”



“We wanted this scene to feel of importance and adding the great big window behind a large classic desk achieves for a great focal point of a person of power. We are constantly chatting about ideas and how to make the scenes feel more lived in and believable. We like to imagine the characters in the game and how the overall scene would tell their story. Angela Smith is very dignified and has great pride showing off her collectables, whereas if Malcolm Hogan were to become Governor, you would see a great deal of hubris and indifference. This scene is evident of great team work and I am very honoured to be working with such talented artists."



LUKE DORMAN, LEVEL DESIGNER

"Merredin is an interesting level to talk about as its come a long, long way. Myself and Jesse [Moore, Narrative Designer] have talked at length about where to move the buildings around to make them easier for the player to access, what placements of buildings and landmarks make sense and will be seen by the player, and where characters should be standing, sitting, and walking to.”

DeadPoly - DeadPoly
- Fixed first person camera wonkyness on exiting crashed vehicle
- Fixed possible issues causing you to be trapped in your vehicle forever
- Fixed random interior spawns and random ground loot spawning inside your base
- Changes to vehicle collision and animation swapping
- Removed the stupid golf cart in front of the school that was colliding with itself
- Fixed issue with lights not showing the correct state when logging in during an active multiplayer session or server
Lock 'n Load Tactical Digital: Core Game - Metcalf
- fixed a bug with ordnance fire vs. just infantry looping or crashing.
- fixed size of StuH vehicle counter on the board.
- Map 90: fixed K8 to be Clear instead of HC Building.
- Map 93: fixed Light Woods to be in I2 instead of I7.
- I'll Take the Low Road: fixed typo with one of the unit group names.
Dec 16, 2022
Rain World - [AG] riv otter
Hey, Slugcats,

To wrap up Expedition Week, Gourmand and I wanted to shout out the amazing community developers who worked super hard on Rain World: Downpour and made this DLC possible. Now that Expedition Mode is out and we’ve announced all the major mods featured in Downpour, we can finally list the full credits for everyone who are bringing Downpour to you.

DOWNPOUR TEAM
Downpour is a tribute to the Rain World community, bringing some of the great community projects to a wider audience, as well as facilitating the ease of creation and distribution of future projects by anyone. We'd like to thank the community developers that upgraded and contributed their works to Downpour, and helped integrate them all together into this amazing package. We'd also like to thank the artists and QA testers that helped ensure consistency and polish across all of these different components:

Andrew Marrero - Development Lead
Garrakx - Jolly Co-Op Lead
LeeMoriya - Expedition Mode Lead
Topicular - Remix Menu Lead
James Barrow - Key Art & Promotional Art
AnnoyingFlower - Key Art & Illustrations
Tom “Norgad” Starbuck - Region Illustrations
MisNova - Cutscene Illustrations
Turtle Toad - Dream Illustrations
Kelocitta - Thumbnails and Icons
Intikus - Video Editor
Hoko - QA
Minkimaro - QA
ICED - QA
Leonardo “Enderzilla” Miranda - QA
Matt Golino - QA

MORE SLUGCATS TEAM
The "More Slugcats Expansion" portion of the Downpour DLC was five years in the making. These years of development brought the five new slugcats, ten new regions, all of the new creatures and items, new soundtrack, cutscenes, dialog, and endings, the Challenge and Safari game modes, and the Rain World Remix QoL features. It was a labor of love by a large team of passionate Rain World fans, who we'd like to thank below:

Andrew Marrero - Development Lead, Original Concept
Willburd - Co-Development Lead, Level Design Lead, Programming
Progfox - Lead Soundtrack Producer
Connor "12LBS" Skidmore - Co-Lead Soundtrack Producer
Ongomato - VFX, 3D Environmental Props, Music
Tom "Norgad" Starbuck - Region Illustrations
AnnoyingFlower - Portrait Illustrations
Raggedy_Muffinz - Portrait Illustrations & QA
Shupa Mikey - Cutscene and Portrait Illustrations
Bela - Cutscene and Passage Illustrations
Hasan Sefer - Cutscene Illustrations
Flirpy - Cutscene Illustrations
Evan "Cappin" Muncy - 3D Environmental Props, Level Design
Logan Soule - 3D Environmental Props, Level Design
Andy "Dakras" Dunn - Prop and Environment Design
DragonPropaganda - Level Design Assistance
Hathrar - Level Design Assistance
the one who screams - Programming Assistance
Minkimaro - Concept Art, Spearmaster Redesign, Palettes and Room Effects
Topicular - Translation
B8 - Translation
Julien Robert - Translation
Leonardo “Enderzilla” Miranda - QA
Hoko - QA
Rowan "Marvy" McFaye - QA
Ecnius - QA
Darthzz - QA
Bwarch - QA
ICED - QA
LeeMoriya - QA
Gavin "Empathy Module" Cook - QA
Turtle Toad - QA
Isaac King - QA

Be sure to give them all a thanks as without them, Downpour may not be the amazing DLC as it is now.

Riv Otter
AI Drone Simulator - diophante.studio
An awesome Wipeout-like track, a gorgeous classical temple, and a new island : it was a creative contest !

Congratulations to all the participants who contributed to the sim !

We would like to remind you that you can download the tracks and sceneries directly from the sim (First, select the appropriate map), or from the steam workshop page.

Results




Happy holidays to everyone, and see you soon for more news on AiDroneSim.
Dec 16, 2022
Edengrall - Guedez
Features:
Added a fishing catch animation and and other fishing improvements.
Added axolotls and another secret underwater creature.
There is now a total of 30 fish.

Changes:
The placeholder fishing boat was removed in favor of the new fishing system.
Dec 16, 2022
Priest Simulator: Vampire Show - Yod


Hello, dear kremuvkers :).

It's been greasy lately. You have already crossed the threshold of 400 reviews and almost all of them to Melissa's color <3 ːsteamthumbsupː.

We messed up a bit again. This time we managed to:

- add music to cutscenes,
- add a note in confectionery saying when you can find Bomba there,
- add missing Vamela's voice overs,
- correct "Face Off" counter,
- replace the exo book with a washing machine manual,
- modify HUD options and enable HUD minimization,
- make it possible to remove graffiti in a house with a slot machine,
- fix audio bugs in cutscenes,
- add the ability to crouch,
- increase the sensitivity range of the pad,
- remove the inaccuracy after talking to Torpedo about the codes,
- enable to disable the radial menu on the pad,
- add more enemies and throwables in the final fight,
- fixed a bug that caused NPC conversations to go out of context when trying to interact during a conversation,
- change the place of the marker after defeating 15 shatanists in "El Clasico",
- add colliders to the wooden fences next to the gas station,
- add the sound of christianism growth,
- add the ability to disable the wheel with the selection of weapons / actions after turning it on on the pad,
- add the ability to zoom the view,
- improve teleportation lighting effects,
- reduce the HP of enemies and the prices of some products related to christianism,
- equalize the volume of footstep sounds,
- add audible sounds of NPC footsteps,
- correct the player's position on the map while in the car,
- add a hammer projectile sound,
- add new music to Nostramadus' bar,
- set the visibility of log elements depending on the context,
- allow you to change the language during the game,
- fix some logic errors in cutscenes.

ːpraisesunː
Idling to Rule the Gods - Ryu82
- Added a new challenge: Super Div Gen Challenge. Endgame challenge, you can unlock it after having a 100k/100k/100k div gen. In this challenge you will need to build the Super Div Gen to level 1/1/1 * completions. Ater completing one you can build it outside the challenge after 15 minutes into a rebirth. At first the output efficiency is only 20% of a normal div gen compared to building time, which can be increased by 4% per completion, up to 100% at 20 completions. The advantage of this super div gen is no limitation on BB cap with very high build speed and clones and the offline progress.
- When doing GPCs, the god power from Black Hole upgrades now counts without rebirthing.
- Reduced the baal power cost for puny and strong food.
- The DNRC-Reward now also counts for infinity towers.
- Added a challenge points purchase that pandora does not decrease its bonus from hunger anymore if it reaches 0. It still resets on rebirth. Also added one for building speed, creating speed and increased the limit for dungeon drop boost and exp from 10% to 20%.
- D4s have now a 100% chance for one of the two events in the boss room. The key events get an extra 15% bonus to exp gained.
- You can now only buy d4 keys with pet stones if your total dungeon levels are > 5000 to not confuse newbies with it.
- Bugfixes: Oilburn, a crash, typos and small issues.
...