Brick Odyssey - Mac
The game needed a rogue archetype, and I'm very happy with how this design turned out.
What does rogues typically do?
Backstab their enemies, create subtle combos, move around with high mobility, be vulnerable in-between huge bursts of damage.
The Shade is the incarnation of all those mechanics in a block-breaking form.



This hero can be pretty much all or nothing, but it brings a very satisfying new approach to the gameplay. Experienced players will certainly enjoy theorycrafting new builds with this one.


This update also brings a lot of other changes:

A new mechanic: the ball gets a boost of speed after a forced ejection off the paddle. The first bounce will deal double damage and pierce through weaker bricks. Raising the skill cap just a bit higher.

A new poison brick: providing a new way to scale damage.

3 new relics.

I also made some small changes to make the game more beginner-friendly: a lot of beginners got stuck in a situation where they had to heal after every fight, preventing them from upgrading their deck and thus snowballing into needing more heals.
To counteract this I've made some small changes to the early Storm Levels. The hero now has a bit more hp and automatically heals 20hp at the end of every fight. This perk gets removed at Storm Level 3.
Chests events now also offer a brickupgrade/rest option just as any other events. These changes should help players to stay ahead of the difficulty curve and hopefully give beginners more room to experiment and find their bearings.
Also don't hesitate to join the discord and ask for help if you're struggling, remember that all bosses have their weakness.

Localisation: The german translation has been updated to be vastly improved.
Special thanks to Lisa Kürtzen ( https://www.linkedin.com/in/lisa-k%C3%BCrten-1b8ba825a/ ) for offering to help with that. She did an amazing job.
If you want to help or provide feedback on other localisation, once again -> Discord

What is coming next: I have ideas for fun new bricks and heroes, but these might take a bit longer to implement. Don't expect big updates like this one to come every week.
I also want to add a new boss to World1, the reason I haven't done it yet is because I really like the Hydra fight, I think it's pretty iconic, and I couldn't come up with a design that could compete with this one.
Buuuuut I might have an interesting idea now, I'll test it out.
I also keep improving the art style, step by step, you might already notice some changes in this update ;)

I hope you'll like it! I also want to thank everyone who sent kind words/reviews/feedback, it's great to see players understanding and appreciating the game and it is a huge source of motivation and confidence.


Here's the complete list of changes:

------

New Hero : Shade

New Mechanic : Forced ejection heavy attack

New Brick : Poison Brick

New Relics :
Tanto
Sushi
Hemlock


The hero receives a free 20hp heal after every fight
Base maximum hp increased from 200 to 250

A brick upgrade/rest is now also offered after chest events

Early Storm Levels reorganized, the free 20hp heal is removed at storm Level 3, previous effect (start with 0 gold) no longer exists.

Added a timer to prevent relics from being missclicked after a fight

Frog King : eating the ball increases the cooldown of the tongue attack by 0.5sec (easy mode only)

SoulEater: soul ball drop damage reduced from 30 to 25 in easy mode

Primal Essence : Number of explosive mines reduced from 3 to 2

Fixed the broken glass not trigerring when block is dropped to exactly 0

Tombstone fight: the tombstone now has a weakspot in the top (3 bricks weakened)

Made swamp inactive events more visible

Fixed the Nether Paddle hitbox (the ball would sometimes bounce in weird angles)

Fixed the trebuchet projectile sometimes stalling

German Localisation updated

Various visual improvements
King's Orders - Earl Grey
Greetings, my King!

It is a joyful week in our Kingdom! King's Orders is currently available during the Steam Next Fest and we are incredibly happy to see that hundreds of players are giving our game a try! If you are following this game for a long time, but haven't had a chance to play it yet - now is the best time!

Demo at Steam Next Fest

The demo allows you to play through the Hundred Years' War. You can decide whether you want to side with England or France, and then it's all up to you to conquer the lands of Europe. Although some aspects of the game are not ready yet, like events and diplomacy, we still believe that the demo should provide you with tons of fun!

What's important - if you have played this demo, please fill out the survey that is available at the end! The feedback is incredibly important for us and basically helps us to set the correct priorities for further development. We want to create a game that will be enjoyed by the players in the first place.

Chat with developers

Have you ever wondered who are the mysterious people behind King's Orders? And why is the studio named Afterlife? This Thursday, at 5:00 PM CET, you will have a chance to chat with the developers and ask all the questions during the Live Stream! Join us so we can celebrate the Steam Next Fest together!

Your majesty's
King's Orders Team

PS. How do you like the demo so far? Are you waiting for the full release of King's Orders? Let us know it all about it!
Room of Depression - IndieArk


It's the third day of Steam Next Fest. now. We hope you enjoying our game.

There will be a broadcast live at 6pm (PT) on February 9th. You can come and have a look at it. And don't forget to add the game to your wishlist.
Community Announcements - shunya-ito

Thank you for playing "DEAD OR ALIVE Xtreme Venus Vacation!"

For more information, please check this week's "Update info" .

Thanks for your support, and please continue to enjoy “DEAD OR ALIVE Xtreme Venus Vacation!”
Feb 9, 2023
Time Survivors - note.txt


Yes, we finally launched the official Time Survivors Discord Server!

Join to get exclusive info on the game development, chat with the devs and to help us building the best and most polished survivors-like game ever!

Join here!

Stellaris - PDX_ladydzra

by PDS_Iggy

Hello everyone! I am PDS_Iggy, and I’m here to tell you all about Fear of the Dark!

This new narrative origin for First Contact focuses on a people divided. After a planet in your solar system blew up, fear and xenophobia spread to such a degree that a large portion of your population decided to flee your homeworld. Their goal? To hide from the rest of the galaxy.



Incoming Transmission:​

You mean, “The sane individuals of our species took the only prudent action possible when being attacked by an alien force capable of destroying planets!​"


This split in your population is reflected in the effects of the origin. With a sizable section of your empire living on a neighboring world, your research alternatives and choices for leaders are reduced. Yet, even more inquisitive than a regular empire, you will have no difficulty discovering more anomalies as you explore the void.



No doubt you’ll return from your galavantings the next time we reach a breakthrough! Our scientific research is one of the few way we can even hope to delay you from dooming us all. Once you lead the aliens back to our home, it will all be over.​



Additionally, Fear of the Dark starts with quite a unique system, one that will have you starting with binary planets - your ‘cousins’ are living just a rocket jump away. (A Sol start will have them placed on Mars.)

It will be up to you to make the best of this situation. Your partner planet can be a powerful ally, yet they are also very skittish. Ensure that they don’t torpedo your entrance on the galactic stage.

Perhaps you will stop treating the alien threat so lightly when our upcoming study of ‘the Divider’ is finished. Just you wait. We won’t be hunted.​



Whatever happens, remember that you are one people and you are stronger together. Oh, and your partner planet has cloaked ships.



Now off to MrCosmogone and his wondrous archaeo-technologies for this patch's custodian update!

Did you ever think, as you pass by an old laser cannon in a glass case, that not everything belongs in a museum? That perhaps, the Irassian tractor beam could be used for your cause instead of gathering dust?

Well, so do I. And if you own Ancient Relics, I have good news!

Excavated dig sites will now sometimes generate minor artifact deposits that can be exploited by orbital stations, or by colonizing the planet.


There could always be more trinkets to find!​

Your income in minor artifacts can then be put to good use with the new archaeo-technologies that will unlock buildings, starbase modules and ship components, all costing minor artifacts to build.
There are several ways to acquire these archaeo-technologies. Completing the Secrets of the [PRECURSOR] special projects will now give you a research option to unlock some unique archaeo-components:



The power of a precursor in the palm of your hand.​

Several of our dig sites can now grant you access to one of the new technologies. This is a very reliable way of acquiring them.




Get to work, Oxygal, I want this research on my desk by the end of the week!​

All these new technologies are found in the society field, in an all-new “Archaeostudies” category which is all about fitting ancient tech into your machines and weapons. Discovering these archaeo-technologies by yourself is a long and hard process, but luckily, you can be assisted by dedicated researchers who share your interest in ancient things.


They largely just make old things go boom.​

Should you decide to pick the Remnants origin that starts you on a relic world, you will now start the game with the Faculty of Archaeostudies unlocked and replacing your starting research lab.

And if this still does not quench your thirst for specialization in archaeo-technologies, if you still want to dig deeper, we even have a new ascension perk for you!


For all you history lovers!​

With increased minor artifact generation, the scale of the existing economy needed to be increased, but we also took this opportunity to now display artifacts in the topbar alongside the other strategic resources.


Bigger numbers mean better game, right?​

And while you still can’t buy them on the market, you can trade them to other empires!


It belongs in MY museum!

I don’t really have the space here to show you ALL the things, but here, have a tease.


Archaeotitan go brrrrrrrr

Oh and one last thing before we wrap things up. I might have made a Devolving Beam for colossi, to return those pesky humans from the UNE back to their origins:


Return to Monke!


They’ll make good pets.
Feb 9, 2023
Blade Jumper - lastweek
Ver 1.7.1 Hotfix

- UI Works
- NeonSign text works
- Balancing Works

Thanks for playing blade jumper.

bit paradigm.
Feb 9, 2023
JOY OF PROGRAMMING - Software Engineering Simulator - Pro.Flamer
What is arguably the most important part of a programming game? The code editor! Modern programming requires a good IDE and not just a text editor (unless you are a VIM purist). I'm currently hard at work to give you the best possible coding experience in the integrated code editor within JOY OF PROGRAMMING. Here are some of its most useful features.

The Amazing Code Editor
Syntax Highlighting

Important keywords, comments, classes, functions and methods are highlighted in different colors. Eventually more color themes or custom themes will be supported.


Autocompletion / Code Hints

Maybe the most powerful feature of a good IDE is code completion. Essentially providing a list of possible tokens while you are typing. Using the power of the underlying mypy linter and it's type inference, the code editor provides you with context sensitive completion hints. So for example, if you type a dot "." after a variable pointing to a conveyor belt, you will see all member methods of the conveyor belt class.


Tooltips on Mouse Hover

Hover the mouse for a split second over a piece of text and a helpful tooltip will pop-up providing information about the data type, usage details and sometimes example code. You can also select text within the tooltip and copy / paste it (Ctrl-C / Ctrl-V).


Other Goodies
Smaller QoL features of the code editor include undo/redo (Ctrl-Z / Ctrl-Y), changing the font size (Ctrl + mouse-wheel) and focussing entities in the 3D Viewport from the code (right click on the string name of an entity, e.g. "_entityConveyorBelt0".

Python Tips and Tricks
Python supports very flexible truth testing. If you are coming from other languages you might be used to writing your if conditions like so:
some_list = [5,6,9] if len(some_list) > 0: do_stuff()
However Python supports truth testing any object. And by default, any object that reports length 0 is considered "False". So you can simplify the code above:
some_list = [5,6,9] if some_list: do_stuff()
For more information have a look at the official Python documentation.

Quiz Time
The solution to the previous quiz is ---> 8 <---.

The next quiz. Can you simplify this code?
my_name = "max" my_age = 38 if my_age>=0 and len(my_name)>0: print("hello there") else: print("invalid")
Write your solutions in the comments below (consider using the [spoiler] and [code] tags).
BeamNG.drive - BeamNG_Leeloo
Greetings everyone,

We are bringing you another small hotfix today, which should resolve several issues that were reported after the latest major release.

If you encounter any further issues, feel free to reach out through our support form: https://support.beamng.com/

Vehicles
  • Autobello Stambecco
    • Population tweaks - allowed Autobello Stambeco to spawn in traffic
  • FPU Wydra
    • Added production years to info
  • Gavril Barstow
    • Fixed an issue where the engine would keep running after the subframe was torn off the body
  • SP Dunekicker
    • Fixed steering lock
  • SP Rockbasher
    • Fixed engine break group
    • Added production years to info
Levels
  • East Coast, USA
    • Fixed floating trees
  • ETK Driver Experience Center
    • Fixed missing material on procedural track time trials
  • Industrial Site
    • Improved performance of tall plants
  • Johnson Valley
    • Optimized polycount of truck mesh
    • Fixed antenna collision
    • Fixed GPS road around the junction
    • Fixed a hole in the highway mesh
    • Fixed low detail road markings
    • Fixed several console errors
  • Jungle Rock Island
    • Fixed an issue with river on the small dam
  • Small Island, USA
    • Fixed ring race GPS display
  • Utah, USA
    • Added a brand to the Canyon gas station
    • Fixed glass material transparency
    • Fixed incorrect zone in west tunnel
  • West Coast, USA
    • Improved Movie studio / canyon road intersection
    • Cleaned up Movie studio sidewalk
    • Fixed inverted collision surface on quarry support structure
    • Fixed a hole in terrain near one of the highway overpasses
  • Common: Updated depthmap on most levels
Powertrain
  • Fixed an issue with braked differential steering when removing wheels
  • Fixed rotators not being usable as speedometer sources
Traffic
  • If the player transitions to or from walking mode while being pursued, traffic police will now continue tracking them
  • Improved speed limits for main highway in Johnson Valley
  • Slightly improved AI traffic driving at turns and corners
Missions
  • Fixed and Improved Backroads TT on ECUSA
  • Improved Small Island AI races
  • Balanced goal times on Triple Threat time trial mission on WCUSA
  • Fixed racepath detection for crawl missions
  • Fixed provided car config for Alleyway Hillclimb mission on WCUSA
Input and Force Feedback
  • Fixed bindings for PXN V10 steering wheel pedalset
UI
  • Fixed an issue where garage mode could be opened in unintended ways
  • Fixed an issue where icons in the overview map would not appear correctly if a map did not contain any missions
Audio
  • Mid engine and turbo unfiltered in cabin view
  • Mix structure change for doors when in cabin
  • Implemented cabin filter tweaks
  • Optimized tire cabin filters, reducing performance requirements
Launcher
  • Fixed an issue where launcher would use Locale (date, currency settings) instead of Windows Interface Language
World Editor
  • Added Groundcover UV Tool
  • Improved usability of Vehicle Screenshot Creator
Flowgraph Editor
  • Fixed broken function of Next Mission button for the end screen; this fixes campaign missions such as the ones for ETK Driver Experience Center
Feb 9, 2023
Ryzom - Jadeyn


Creator of the event: Event-team.
Type of event: Hominhunt and roleplay.
Appropriate levels: All.

Date of the event: Saturday, 11 February 20:00 UTC.
Expected duration: About two hours.
Meeting place: Marauders camp in Hidden Source.

Homins concerned: Marauders.
Synopsis: Akilia Ash Storm orders the Marauders to rid her of a dangerous opponent.
____

Akilia Ash Storm swept with a furious kick the few items scattered on the carpet of the tent in an icy silence that threatened to drag on.
Mezix the Sorceress finally decided to break it.
"He can't be more than an hour or two ahead of us. We should easily find him."
"You're right. Make call to the Clans. It will be a good exercise for them."
"We have been lucky to come across his cache while chasing that vorax."
"They'll find him." Akilia's tone was assertive.
"And they should not try to bring him back alive with his lies. I just want him gone."
Mezix nodded and went out to gather the Clans.

Immediate gathering of all clans.
Meet in front of the stables in one hour, on 16h - Quinteth, Thermis 11, 2nd AC 2622 (*)
- -
Mezix the Sorceress
Aide-de-camp of Akilia Ash Storm



* [OOC]Saturday, 11 February 20:00 UTC[/ooc]
...