Fortress VR - aiitone_steam
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Hokko Life - Lo_Team17
Hey Residents!

We have just released a hotfix for the PC version of Hokko Life! This includes various tweaks, a change to how the game handles broken saves, fixes for mistranslation, and more! 🛠️

Here are all the changes for this update listed below:

Patch Notes:
  • Game now handles broken saves more elegantly, allowing the player to continue using the game instead of just throwing them out
  • Removed compression from saving to remove complexity and help reduce some rare save issues
  • Made tweaks to saving to hopefully help with issues caused by power cuts
  • Fix for Japanese translation of the crafting requirements on the first villager requests not being translated and appearing incorrect
  • Fix for Gift shop items not unlocking in the Archaeology tent if you complete a set with both pristine and normal artefacts
  • Fix for decoration requests not completing if you decorate an upstairs or downstairs floor
  • Fix for not being able to interact with the Llama and Pegasus balloon shop items
  • Fix for fertiliser not being unlocked despite passing that stage in the Farmer intro questline
  • Fix for task tab breaking if player deletes a created item half way through a creation request using it
  • Fix for unique fruit achievement requirement not matching design
  • Fix for bright white glowing Inn windows
  • Fix for softlock when speaking to Hurley in the inn after the first intro, and you've got no money
  • Potential fix for an issue that might cause the unique fruit stat to not get updated correctly from fruit trees
  • Various fixes for online reporting of users/creations

    That's all for now, Residents! As always, thank you for all of your support!
https://store.steampowered.com/app/824000/Hokko_Life/?gclid=CjwKCAjwiJqWBhBdEiwAtESPaAJqbYe5zJgKOcO_6fWtj_MK1msHlKmT_fDCitc3_IeP0cH-zEv_bhoC3KwQAvD_BwE

Keep up with all things Hokko! 🌞
Hokko Life Twitter
Hokko Life Facebook
Hokko Life Discord
Feb 27, 2023
Rail Route - Angel
Hey, here we are with our next Rail Log, and we'll have a look at our keybinds this time. While a dev team is iterating over a new UI/UX, this is also vital to have thought through beforehand.



Without knowing we'll bring a new UI, we likely target keybinds earlier in our Early Access stage. But waiting had its benefits as we see what's missing, what has flaws, and what kind of features we want to be in the game in much deeper detail than at the beginning of Early Access.

So I apologize that we still don't have a keybinding to open a construction mode, for example. A bright future is in front of us; trust me!

Control Schemes



As you may know, we already support a controller. The current state could be better, but as we see it as an excellent fit for the game, we are improving it along the way. It's not just about the proper control schemes but about UX flows and how a virtual cursor behaves.



For example, we've prototyped the "stickiness" of the nodes (signals, switches, ...) that attract the cursor sucking it closer to them, and I must say, it's improving the user experience to the next level. It just requires more work and must be accompanied by the new UI. We'll put this into the game once this new UI is nice & ready.

Keyboard & Mouse



The keyboard and mouse will still be the primary way to play Rail Route on PC. As you can see, there are few structure changes, more just additions. We must drop all modifiers like CTRL or SHIFT, which is excellent, as I personally hate we've put them into the game. They were hard to communicate and explain. They also share too many different use cases, their biggest problem. So no more holding two keys at once. But we don't need them at all.

A new 'Configure' action opens a node's (sensors, signal, station, ...) configuration UI previously assigned to CTRL + click. I've mentioned that part of UI (node's detail panel) of the routing sensor in my last article, and I'll bring more exciting details soon in one of the following Rail Logs. We've finally found a way to do it properly, and it'll be great.

One may ask what these context actions are. I'll return to them shortly; let's check the controller scheme first.

The Controller



While designing our UI workflow, having the controller in mind helps us define the game controls much better. Not just for a controller but the keyboard as well. The outcome is much cleaner. The mouse buttons are replaced with A and B buttons, which is kind of a standard. We could use triggers for these, but putting a zooming control on them suits the game much better.

While the left stick controls the virtual mouse (with some additional help in the form of magnetism of the nodes I've already mentioned), the right maintains the map. And you can press them for time control.

The shoulder buttons are used in any navigation context, which we'll often use in upcoming UI. And on a d-pad lay the context actions. I already mentioned these, so let's dive into them!

Context Actions



Depending on what you are doing in the game at any moment, there can be actions you can make. And they depend on the current context. For example, check out the current state of the building's UX improvements as part of the dev team working on it.



Additional actions can be available throughout the construction mode whenever you move your cursor over an active element, and you cannot build there. And that's when these Context Actions come in handy. Over a signal, you can rotate, upgrade or delete it.



Note the grabbing action. It is available for all elements, and moving stuff around when slight adjustments to your rail network are needed is brand new and easy. You move desired sensors leaving their configuration intact. And sensors no longer split the track, so whenever the destination track is being targeted in any of the sensors, their configuration remains valid.

Building Menu



Let's have a look at the new building menu. We want the panel to be as simplified as possible. You can select the build item by using navigational keys (Q, E for a keyboard, LH and RH for a controller) and with context actions, additional tools are available (buy, bulldoze, and selection). On top of that, when hovering with a mouse, you can assign a 1-10 key to a single item for an instant shortcut. That's something not available on the controller side.

Unfortunately, as of now, we won't plan any copy & paste or move tool to be included in a 1.0 release, but that's something we would like to improve later as we'll arrange to bring more updates after the game is fully released, 1.0 will mark other beginnings, not any end :).

Bulldozing



For a bulldoze tool, the default is removing whole tracks with a single click, while partial removal is a secondary action. We are also considering an area removal tool that would clear everything within a defined rectangle. But we'll see how much time we'll have before all significant changes for 1.0 are ready.

That would be all for this week. Maybe you'll ask when all this will be available? In a few months, hopefully.

Happy Dispatching!
- Angel

Follow us:

https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/
Feb 27, 2023
Miniland: Prologue Playtest - Dawid_Gameparic
Let's begin the Playtest! 🥳

Check your emails, everyone who signed up by March 27, 9 am can now take part in the Playtests!

🟢 STARTS - NOW! 🔥
🔴 ENDS - March 6 (1 am PDT) 🏁

If you haven't signed up, don't worry... On March 13, 2023, there is a premiere of the Prologue and it will be free to play! 😍



If you don't want to miss the premiere of the Prologue, add it to your Steam wishlist ✅ 👇


We are open to hear any feedback and ideas about the game. These are playtests of the prologue, which will be released on March 13.

The playtests will allow us to check the stability of the game at launch, and for you, this is a unique opportunity to play the upcoming Prologue before the premiere.

Remember the premiere of the Prologue on March 13, 2023! Wishlist now! 🤩
https://store.steampowered.com/app/2152460/Miniland_Adventure_Prologue/



Have fun!
Miniland Adventure Team
Kitsu's Destiny - KitsuneFyre
Now the (admittedly self-created) drama from January has passed, I have changed the game's price to what I believe it to be once I've completed balancing, testing, and whatever new features. I apologise for the radio silence, I've been having an absolute nightmare of a time offline and have just basically been in my room crying most days.

The IT course absolutely did not work out, and I've once again been struggling to get my life in order. My mental and physical health has been a disaster, and most of my first royalty check is earmarked for medical bills.

Not an excuse, just an explanation. I need to do a little better, and I have some feedback. It may just take me a while to get around to doing it.

The new price is US$5. DLCs are now US $2. All other prices are set to Steam's standards. This is now permanent, but in order to do so, we have to skip the Spring Sale. It is likely we will be in a weeklong sale sometime in the future and the cuts will be very deep.

Also, KitsuNet will be morphing into something a little bigger than it is, but a cross-promotion will come later. Just keep enjoying the game, which, I will admit, that not many of you have.
Feb 27, 2023
Love Quest - Phonix111186
Hotfixes:
- Some dialogue changes to help guide players to good ending.
- Arrows to show doorways.
- Guard Trolls in Starkat should now reset properly on checkpoint.
Feb 27, 2023
Miniland Adventure: Prologue - Dawid_Gameparic
Let's begin the Playtest! 🥳

Check your emails, everyone who signed up by March 27, 9 am can now take part in the Playtests!

🟢 STARTS - NOW! 🔥
🔴 ENDS - March 6 (1 am PDT) 🏁

If you haven't signed up, don't worry... On March 13, 2023, there is a premiere of the Prologue and it will be free to play! 😍



If you don't want to miss the premiere of the Prologue, add it to your Steam wishlist ✅ 👇


We are open to hear any feedback and ideas about the game. These are playtests of the prologue, which will be released on March 13.

The playtests will allow us to check the stability of the game at launch, and for you, this is a unique opportunity to play the upcoming Prologue before the premiere.

Remember the premiere of the Prologue on March 13, 2023! Wishlist now! 🤩
https://store.steampowered.com/app/2152460/Miniland_Adventure_Prologue/



Have fun!
Miniland Adventure Team
Miniland Adventure - Dawid_Gameparic
PROLOGUE PLAYTEST HAS STARTED! 🥳

Check your emails, everyone who signed up by March 27, 9 am can now take part in the Playtests!

🟢 STARTS - NOW! 🔥
🔴 ENDS - March 6 (1 am PDT) 🏁

If you haven't signed up, don't worry... On March 13, 2023, there is a premiere of the Prologue and it will be free to play! 😍

If you don't want to miss the premiere of the Prologue, add it to your Steam wishlist ✅ 👇
https://store.steampowered.com/app/2152460/Miniland_Adventure_Prologue/




Have fun!
Miniland Adventure Team
Corpse Keeper - 万万-v-
Game Adjustment

-For equipped gear, added the character's icon who is currently wearing the equipment in the bottom right corner.
-Removed the reading buff of repairing the bone injury immediately.

Bug Fixes

-Fixed the false white flash effect of the Knight Cross Lance when not performing stabbing attacks.
-Resolved the problem of some items being automatically unequipped after a certain piece of equipment was salvaged at the forging table.
-Fixed the issue of the triggering conditions and false descriptions of the attribute “Bone Stress Transformation”.
-Resolved the problem of the attribute "Unpredictable" being triggered even when the character uses single weapons.


Follow us on Twitter: https://twitter.com/mlclStudio

Join our Discord to send feedback: http://discord.gg/yKSBjxep7Z
Dynasties Through the Aeons - panayiotismilios
Dynasties through the Aeons is an effort to provide a Grand Strategy experience in a Massive Multiplayer environment. It's a game that i’ve been building for almost two years now. I started developing my game as a simple MMO City Building in the likes of Game of War, Tribalwars, Ikariam, Travian etc. I was a huge fan of the browser-based MMO games from the early 00s and i always wanted to build something similar that resembles these games but also tackles their weaknesses. I think this genre has come into a halt the past decade, even though it has so much potential. So, I built my game with 3 pillars in mind.

  • The map should play a far more important role in production, construction and overall strategy.
My game takes place on the real-world map (Represented by hexagons). Depending on your location, you produce resources at a different rate or don’t produce at all. Each player begins with a set of provinces. The terrain of each province matters. Mountains are source of minerals, forests provide wood and farmlands can be used for a variety of activities like producing Grain or Fruits.

  • Player activity should not be the deciding factor in terms of winning
I’ve been part of multiple MMO communities in the past and the thing that came up in conversations far too many times was player activity and how important that was to win a world. To tackle player activity as a winning condition, i gave players a specific number of actions that they can perform on a daily basis. That doesn’t eliminate the activity advantage entirely, but it mitigates it. My goal was to give the chance to people with limited free-time to enjoy a game of this genre. So i hope that the game is complex enough that activity should be the last deciding factor for victory. Furthermore, players will be given the ability to sign-up in an upcoming world and found their house from the very beginning of each world.

  • Pay to win should not exist in order to achieve fairness across the entire board
Like i said, i was a huge fan of MMO browser games of the past decade. I’ve been playing them since when i was a kid back in 2007 before the concept of microtransactions. So you can imagine my disappointment when these games started introducing microtransactions and pay to win features. That’s why i’ve decided to provide a game that follows a subscription-based model. I want to keep the costs as low as possible and make the game accessible to as many people as possible.

How the System works?

The in-game currency is called Points. The game has persistent Worlds. You can join any world that’s available. Upon joining, you get 3 Points for this world. One (1) Point is consumed for every day your House exists in a world. That means, that you have 3 days to play for free on every world you join. If you're out of points, the rate that you gain actions almost stalls.

Upon release, you'll be able to purchase 10 points at the price of 0.99$ or 30 points at the price of 1.99$. Each world is set to last ~33 days.

After purchasing the points, you can load them in each world. The minimum points you can load in one world is 3. Other options could be 7, 14 & 30.

I understand that this might be a dealbreaker for many, but there’s massive infrastructure behind this game in order to support thousands of players per world as well as multiple worlds and it’s the most honest way to keep the game running without ruining the experience with pay to win features. It’s also the reason why there’s still a whole list of features to be developed since i spent a big chunk of time focusing on the technical aspects of it.

To summarize, Dynasties through the Aeons is a Massive Multiplayer Grand Strategy game featuring persistent worlds that will last 30-40 days. Players joining a world will found their house in a set of provinces (hexagons), manage these provinces, the population and their needs, the buildings and try to expand by conquering adjacent provinces. In the end of each world, rewards are given based on the game's leaderboards. Rewards are in the form of Game Points (As described above)

My plan is to release the game within 2023 and i might share a few dev diaries within the year.
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