Cardnarok: Raid with Gods - GreedyWolf
Hello everyone:

To celebrate the Lantern Festival, from February 5th to February 11th, we will participate in the Lantern Festival Sale event organized by the publisher Heartbeat Games (HBG), bringing you a discount of 75%.

At the same time, the Lantern Festival sale will also bring many excellent games from our friends. We hope you will like the games and the discounts.

We wish everyone a happy Lantern Festival!

-Greedy Wolf Studio

Falinere Fantasy Playtest - Falinere
New Things

  • Setting added to let you set how long the combat ending scene lasts until it moves back to the Dungeon.
  • Updated the message posts whenever the turn changes to include how many stacks that person has for their class (accessibility).

Bug Fixes

  • Fixed Bard auto-consuming all its stacks when using a skill if the stacks are maxed. Now only consumed the stacks related to the skill it uses.
  • Fixed Exp bars from overflowing past lvl 50.
  • Fixed an issue where interacting with the Linere buff NPC caused either a crash or random audio/text to play.
  • Boss now correctly displays/awards Linere when defeated.
  • Fixed an issue where if a fight times out with no players joining, the next dungeon run wouldn't load properly.
  • You can now properly use the command !buy h u 1 to buy 1 hero up from the shop.
  • If you don't put a number in the message when you are buying an item from the shop, the game will assume you wanted to buy 1 instead of 0 and process the purchase accordingly.
  • Properly capitalized items dropped from enemies in combat.

Changes

  • Wizard C skill (Thunder) has been changed from a DPS skill that scales on party size to a skill that applies a debuff called Charged. Charged will pulse AoE damage to all enemies when an enemy takes a turn while afflicted with it. Each pulse will do reduced damage until the effect disappears.
Lucky simulation project - goxiaofan
1. Optimize the interface button, background
2. Optimization of internal logic and stability

Recently, it will enter the stage of conceptual projects, and it will be embedded in the form of update
1. Some project stories taking game development/software development/engineering project as an example
2. Communicate with various female characters emotional story, etc.



Desynced - bernhard
Changes:
- Added Alt-RightClick to copy unit settings, Shift-RightClick to paste onto existing unit
- Added right-click menu on the logistics network button with extra logistics options
- Added tutorial popups and 'Disable Tutorials' game option
- Added foundations under walls and beacons
- Added more internal slots to buildings
- Added start/stop of behavior controllers with multiple units selected
- Added 'Infected' and 'In Power Grid' radar filters
- Added [REDACTED]
- Increased health of buildings
- Slightly increased richness of early game resources
- Show batteries in the power view
- Show firing rate of weapon components in tooltip
- Keep the missing ingredient value of a production component while it is producing multiple
- Reduced ingredient requirements of some items to improve production/order throughput
- Reduced spawn of scouts in explorables
- Doubled foundation speed boost to 20%

Behaviors:
- Added new 'Move Unit (Async)' as well as directional move instructions
- Put movement instructions into separate category
- Handle dropped items in 'Check free space for item' instruction
- Added 'Construction' option to 'Unit Type' instruction
- Removed visual effect of 'Move Away (Range)' instruction
- Fix 'Drop Off Items' to not give too many items to a construction site
- Improve how amounts are handled in 'Request Item' instruction
- 'Mine' instruction and miner component register accepts dropped items

Fixes:
- Avoid rendering issues when travelling more than 40,000 tiles away from the starting location
- Network stability improvements
- Fixed a crash in path finding
- Fixed a crash when quickly manually feeding multiple item stacks to a construction site
- Fixed a crash when pressing ALT-F4 during loading
- Codex text and graphics improvements
Waves of Steel - derakon
After nearly four long years, we're finally here! When I started working on Waves of Steel back in 2019, it was just meant to be a relaxing project for down-time between jobs. Needless to say, things got a little out of control! But the important thing is that the game is complete.



Which isn't to say that I'm done working on it! I'd love to add more game modes, translate the game into Japanese, and add DLC. I know many of you would love to have playable aircraft carriers and submarines, with their own campaigns. Whether I can afford to make all these improvements, though, now depends on you. So please, play the game! Tell your friends! Leave a review! But most importantly, have fun and be kind.

The complete changelist for Waves of Steel 1.0 is at the bottom of this post. But in brief:

The campaign is complete, with seven final missions. Take the battle against Jörmungandr to its triumphant conclusion!

Two more bonus missions have been added.

8 more ship hulls and over 60 more parts can now be unlocked.



Gameplay:
  • Add the final campaign missions and two more bonus missions!
  • Add several new achievements.
  • Add VLS variants of anti-ship missile weapons.
  • Add Drifter II special.
  • Add destroyer-sized variant of the Sawblade weapon.
  • Update the Sawblade model.
  • Melee weapons constantly animate.
  • Add support for Twitch Crowd Control. This is very much in beta!
  • The ship designer's lighting and colors have been improved.
  • Main guns have had their damage values rebalanced. Guns below 14" deal more damage, while guns above 14" deal less. This should make the early game a bit easier, and fix the late game being a bit rocket tag-ish.
  • The supercavitating drive now slightly reduces the ship's drag.
  • The "orbital laser" and "grapple ships" chaos effects are mutually exclusive.
  • The Hood-class battleship has a more generous belowdecks.
  • The Cöln-class cruiser has reduced drag, to compensate for its small size.
  • The Ballistic Laser is 200 tons lighter.
  • 21-inch guns have much larger belowdecks areas.
  • Added a friendly face to the first mission of the game.
  • Scavenger systems now give a flat bonus to HP instead of a percentage. This should make the Scavenger I more useful to destroyers.
  • Rocket boosters deal half as much damage in AI hands. They were a little too lethal...
  • The combat camera's Y sensitivity has been greatly reduced.
  • Missions "The Cat's Away" and "Paralysis" now have larger maps.
  • The ship designer remembers the systems you installed, and will attempt to restore them when you add bridges/superstructure.
  • Made health crate drops massively more likely if your ship is about to sink.
  • Changed the names of unique specials (e.g. "EMP I" -> "EMP" since there's no EMP II)
  • Improved autofiring behavior when the player has selected autofiring weapons. They still fire on their own, but you can manually designate targets for them to shoot at.
  • Custom decals and flags can be added while the game is still running; no need to restart.
  • Changed the messaging when the player steps outside of the map boundaries.
  • Added visible walls that indicate the absolute limits of the map.
  • The torpedo turret in "Quetzalcoatl" has a slightly smaller arc of fire.
  • Tethered mines follow their parent ship more closely.
  • Added a few guaranteed health drops to "Scylla and Charibdis".

Bugfixes:
  • Fix missing name in the credits
  • Foghorns and train whistles are no longer considered to be valid anti-submarine weapons.
  • Fix bug in "Storm Descendent" causing certain enemies to fail to spawn.
  • Fix bug causing shielded ships to be completely immune to damage; in particular, this makes it possible to get the treasure in "Lighting a Candle".
  • Fix "zombie plane" bug triggered if planes are attached to a ship when it is destroyed.
  • Fix flag strands being visible in the binoculars view.
  • Fix flag picker being broken.
  • Fix bug causing superstructure parts to have a height of 0.
  • Fix player being able to click on background menu elements while loading mods.
  • Bow Drill weapons are now properly locked to their ship categories.
  • Fix paint being applied to the "underwater" materials, preventing ships/parts from rendering their water shadows.
  • If the player cancels out of the "start next mission" ship selector, they're put on the main menu, not the mission select menu.
  • Fix freeplay mode unlocking story missions.
  • Fix a bug causing gameplay to hang if dialog is skipped on the frame it is displayed.
  • Fix the "invisible ships" chaos effect causing green copies of ship hulls to appear when it ends.
  • Fix the "inverted controls" chaos effect not ending when it says it does.
  • Fix excessive lag if "giant ships" chaos effect is triggered in a mission that has both submarines and terrain.
  • The MLRS turrets in Winter use the correct model.
  • Fix 3 superstructure parts not being available unless the "Unlock all techs" assist is used.
  • Fix a bug causing some superstructure parts to not be able to be moved once placed.
  • The menu name for the Truly Excessive Flamethrower is now better matched to its full name.
  • The old Depth Charge Rack weapon has been dummied out.
  • Certain secret ship hulls are no longer displayed in the hulls menu unless you've actually unlocked them.
  • Many minor dialog tweaks.
  • Fix a bug causing ships to fail to sink properly, leaving "zombie ship" remnants.
  • The Bogue is now pointed the right way around.
  • Fix Captain Quinn pretending to be a lookout in "The Tendency of Power"
  • Fix a bug preventing dialog from being sped up by the Select button
  • Change the impact warning color in missions using the "dawn 2" lighting conditions (e.g. "Chrysalis")
  • Fix bug causing allied ships to have the incorrect flag. They now properly get the same flag the player uses.
  • Fix a bug causing a certain ship in "Storm Descendent" to be un-targetable by the player.
  • Fix the ship designer being too aggressive when removing invalid parts, potentially rendering the Denali unusable.
  • Fix the undo/redo system allowing parts to be actually used when in invalid positions.
  • Fix the Farragut's belowdecks being oddly-shaped.
  • Fix being unable to place guns on the Bazel's nacelles.
  • Fix bug with the 8" gun models causing them to have inconsistent behavior near the edges of the ship's deck.
  • The top prizes in the Score Attack and racing missions are now flagged as treasures.
  • Fix some decals not showing up in the decal picker.
  • The "no flag" and "bgo" flags are not shown as decal options.
  • Fix the ship name not drawing in the designer when a ship is first loaded.
  • The intro cinematic in "Vahana" is now quieter.
  • Fix a bug causing extremely tall ships to get stuck in "Vahana"
  • Fix the spacebar behaving badly when the player is using the on-screen keyboard but starts typing.
  • Fix bug causing "Winter" to be failed if the player completes it without performing the first objective.
  • Fix bug causing the flag picker to be visible when first loading into the ship designer.
  • Minefields no longer spawn mines inside of terrain.
  • Fix a bug when loading ships that have no thumbnail.
  • Fix the designer weapons tutorial giving inaccurate instructions for setting weapon groups/autofire.
  • Fix the display of certain secret ships in the stats panel.
  • Fix a certain secret ship not being propely usable.
  • The game no longer pretends that there are playable submarines when there aren't, actually.
  • Fix Boss-class ships not having any usable bridges.
  • Fix the Invisible Pink PT Boat chaos effect's plasma lance not despawning when its owner does.
  • Fix the chaos effects overlay being active outside of combat.
  • Fix the "enemy rain" chaos effect continuing to run during photo mode.

Modding:
  • Parts and ships now list their mod of origin in the stats panel.
Feb 6, 2023
Ludus Mortis - 68k Studios
As one of the game of the Steam Next Fest that is starting today, the demo version of Ludus Mortis is now available to download.



In the demo you'll be able to explore the first dungeon of the game. You can try any class but in this version you can't level up a character over level 3. Also, only few facilities of your Ludus (Gladiatorial school) will be available.

Go to the Steam Page of the game and click on the "Download Demo" button.

https://store.steampowered.com/app/2197650/Ludus_Mortis/
Mia and the Dragon Princess - Wales Interactive CM
Wales Interactive, have launched an exclusive teaser trailer and demo for offbeat action-adventure Mia and the Dragon Princess. Unravel the mystery with Mia, a plucky barmaid whose life is thrown into chaos when a mysterious woman turns up at her workplace, on the run from a group of violent thugs and unable to speak English.



Mia and the Dragon Princess will punch its way to PC, PS4, PS5, Xbox One, Series X|S, Switch, iOS and Android in April 2023. The interactive movie is available to add to your Steam Wishlist. The demo is available in the Steam Next Fest Event from 6th – 13th February. Click here to try it for yourself!




Features
• Featuring action designed by world-renowned fight coordinator, Marcus Shakesheff (WonderWoman, Hanna, Harry Potter and the Deathly Hallows, Batman: Arkham Asylum, Pennyworth, Guardians of the Galaxy, Game of Thrones)
• Featuring fight stunts by Taekwondo instructor and content creator with over 700M views, Aaron Gassor aka 'Ginger Ninja Trickster'
• Real time Attribute Tracking that evolves based on your choices and influences the story
• Multi-optional storytelling with 10 different outcomes
• Starring Paul McGann (Doctor Who, Alien 3, Withnail & I), Brian McCardie (Time, Rob Roy) and MyAnna Buring (The Witcher, Ripper Street), Dita Tantang and Noa Bleeker.
• Guest appearance by Daz Black (DazGames)



Synopsis
Mia dreams of adventure, but her feeling of responsibility to her workmates – who have become her surrogate family – keeps her working at a job she’s bored of, living a life she didn’t want. When a mysterious woman (Marshanda) turns up scared and on the run, Mia’s decision to take her under her wing and try to discover her identity leads her down a path of intrigue, mystery and danger.

When a group of thugs, led by the quietly terrifying, Walsh (Paul McGann) turns up at the bar, Mia and her co-workers are taken hostage along with a group of customers. When Mia’s boss, Matthew (Brian McCardie) is injured, the stakes are raised and the struggle becomes real when Mia and the group end up on the run and battling for their lives.

The viewer’s choices will guide Mia through the adventure and will determine her fate, as well as that of the whole group. Throughout the game, your interactions could increase your knowledge around the identity of the mysterious woman, but the way Mia deals with the rest of the group will also have an impact, so each choice needs to be carefully considered.
LEAP - Laura
Hello Mercenaries,

We’ve made it! LEAP is officially leaving Early Access on March 1st, 2023. It’s been an amazing journey throughout EA, we couldn’t have done it without our fantastic community members. Thank you.

Get ready to LEAP into battle with LEAP’s 1.0 coming March 1st!



What’s next?
Do not think that just because we are leaving Early Access that's the end of it. We're just getting started! As part of the launch, we will unveil our detailed road map and brand new features. In the past year, we have made significant progress but we are just getting started.

Crossplay, Consoles and Mods
From the moment LEAP launches, you will be able to play with your friends no matter if they're playing the game on their PC or they're on their console. That’s not all, we’re pleased to announce that LEAP 1.0 launch will come with mod servers on day 1 and will continue to launch even more mods throughout the month and beyond. Now is the time to let your creative side out, try your hand at modding and create your own FPS experience or check out some of our creators' mods! More details on mod support coming soon.

Founders Edition
There is still time to claim these bonuses if you haven't jumped into Early Access by purchasing the Founder’s Edition. This is your chance to obtain the PC-exclusive Jojo Skin as well as loads of in-game loot and perks. Once we leave Early Access, the Founder’s Edition bundle will be removed from the Steam store.
https://store.steampowered.com/app/1771270/LEAP_Founders_Edition/

Thank You
On behalf of our team at Blue Isle Studios, we couldn’t be more proud of the game we have created. Thank you for being a part of this journey and we look forward to seeing you all at 1.0! If you’d like to dive in early, please join our community.


EVERSPACE™ 2 - Merro


Greetings, pilots!

It’s official: EVERSPACE 2 will be released for PC on April 6, 2023! We’ve been in Early Access for a little over two years at this point, and in just a few short months, space pilots from around the globe will be able to experience the entirety of the biggest (space) game (that anyone at) the ROCKFISH Games team has ever worked on!

[Insert Story Trailer]


The Road From Early Access to Full Launch And what a journey it’s been!
After a massive Early Access launch with 92% positive reviews right out of the gate and #1 Steam top seller spot during that week, we released six major content updates containing star systems worth of locations to explore, ships to acquire, puzzles and challenges to overcome, and more. Throughout the last few years, we’ve iterated on core gameplay mechanics, UI/UX, world design, and overall game performance through a series of major updates. We’ve added new features, ships, entire star systems, several companions, high-quality voice acting, and other content while listening to community feedback. Through it all, we’ve received incredibly valuable feedback from our dedicated community of players which has allowed us to make significant improvements to the game.

Naturally, with more and more pilots taking a seat in the cockpit, we also got more wishes that either don’t fit our vision and/or are not within our budget, and we know it’s impossible to please everyone. That said, we’re super happy with where the game is currently at, and we’re confident that an incredibly polished 1.0 is very nearly ready for its full release!

Price Increase on February 20th
We were in Early Access for longer than originally planned. Yes, COVID and the entire team working from home was one reason, but also because we were able to bring EVERSPACE 2 to PC Game Pass allowing for a bigger development budget. We took the significant revenue from that deal and decided to create a bigger game, packed with more enemies, areas, loot, story content, and features. This financial boost and the extra time have allowed us to craft a more polished experience for players on all platforms.


Thanks to the Game Pass deal with our dear friends at Microsoft, we were able to add Visions to the game—among other improvements and additions. In these short story beats, Adam experiences dreamlike moments that add another connecting layer between events in the predecessor and the story of EVERSPACE 2.

Given the significant amount of new content and improvements that have been added to the game during its time in Early Access as well as the total scope and quality of the finished game, we made the decision over a year ago to raise the price a few weeks before the v1.0 release. This will allow us to still have a small discount at launch, but it will not be lower than the game’s current Early Access price and likely won’t be for some time. Furthermore, there won’t be any sales before we’ll raise the price from $39.99 to $49.99 / €38.99 to €49.99 on February 20, so now is the best time to get into the game for a lower price before the full release!

What Will 1.0 Look Like?
At 1.0, players focused on completing the main story missions and who only explore a few side missions can complete the game in 30 hours. To fully complete all the side quests, explore every region, solve every puzzle, finish every racing event, gain all reputation bonuses, and wrap up all the other odds and ends, completionists will be looking at more than 90 hours of playtime. We’re looking forward to seeing any and full % speedruns after 1.0 launches!

When we launch in full, the game will be voiced in English and German, and include localization in 13 languages including English, Brazilian Portuguese, Czech, French, German, Italian, Japanese, Korean, Polish, Russian, Simplified and Traditional Chinese, and Spanish.

As the team works on adding more enemies, rewards, equipment types, polished cinematics, customization options, new boss fights, and more for the 1.0 launch we’ll bug fixing as much as possible before release. Please continue to report issues you encounter—our QA team is working with the team to crush bugs as quickly as possible.


Sneak-peek of Khione, the for-now final explorable system coming with the v1.0 release.

Sharp-eyed players may notice that the map currently shows eight star systems in Early Access. Many of you have already visited Ceto, Union, Zharkov, Khaït Nebula, and Drake. At launch, our sixth and final star system, Khione, will open to continue our story.

Having eight systems was our original plan, but we decided to pack a fewer number of star systems with more explorable areas so those vast reaches of space feel less empty. The final event of the campaign will occur in a hand-crafted location for cinematic and dramaturgic reasons in Aethon (no spoilers), and it will not be an explorable system (yet…). You’ll still have 100+ handcrafted locations to explore as promised in our Kickstarter. In fact, we exceed the number of hand-crafted locations we’d planned to create by 20%, but just with a slightly different layout. The map will be updated at 1.0 accordingly.

Post-Launch Roadmap
We’ve talked a little about future free DLC/updates and a paid expansion during our weekly streams without going into too much detail. We wanted to focus on nailing the v1.0 release first and living up to our initial promises before getting carried away by talking about upcoming content. That said, we’re happy to share that we’re planning to have a free content update in the second half of 2023 and that the creative team has already started working on a major expansion, scheduled for mid-2024.


Another banger screenshot of what pilots can look forward to in the final chapter of the campaign.

Excited about launch? Want to know more? Make sure to tune into our weekly live streams as Erik, our community ambassador, continues his latest play session where he’s just recently started a new save file to show off missions, locations, and more that have changed over the course of Early Access.

We’re continuing to stream on Fridays, showing off content from the latest EVERSPACE 2 dev build on the ROCKFISH Games Twitch and YouTube, this Friday from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT. Join us and ask your questions directly to the dev team!

That’s everything from us for now. We’ll see you in Cluster 34!
Michael & your dedicated ROCKFISH Games Team 🚀🪐👽
Feb 6, 2023
Viticulture Essential Edition - Dearenn
Hello everyone!

In this short video we want to show you the upcoming new options for placing workers. There are also detailed descriptions of actions and workers to serve as a reminder or to help new players.



You might have noticed that the footage is from a game with Tuscany features.
We know that many of you are already waiting for the Tuscany expansion.
We're preparing the game for release right now, and we still have a few important final steps to take. We hope to be able to share the expansion with you this February.

Your DIGIDICED Team
...