Feb 27, 2023
DINO MERCS - BackwoodBeach


Greetings, mercenaries!

This is Dude, Community person from Bonus Stage Publishing, and I have some news for you.

We start closed playtest on 6th of the March 2023. It's like already next Monday.

Join here, and we send you a Steam key: https://forms.gle/Yhi2sWoQTjY9WH2HA

We have done lot's of improvements since last version. This new version brings number of enemies in the enemy pool to 15 – 5 Merc Killers, and 10 standard enemies.

Latest version also introduces a number of fixes to how runs are saved/loaded. It won't be perfect yet, but should be better than ever before.

WARNING: in general this release will be somewhat buggy/unbalanced, so only play if you're willing to deal with that. We did some playtesting ourselves and fixed a few game-breaking bugs, but there might be more. And that's why we need more people to give this game a shot.

The good news is that this is the last large release before v1.0.0 (public release). Now, the only updates we'll be pushing are bug fixes, balance fixes, and adding in missing art assets. So instead of introducing more new stuff, it'll all be about polishing and fixing what already exists.

"If you try out this release, thank you in advance! It means a lot to me."
-Tim the Developer


Any feedback would be much appreciated!




https://store.steampowered.com/app/1827640/DINO_MERCS/
Feb 27, 2023
University Life Visual Novel - Angel Of Death
University Life Update
Updated story. Included some of Episode 2 into Episode 1.
    Updated story. Included some of Episode 2 into Episode 1Added my first Animation.Made story longer.Introducing new characters.
Next patch will fix most of the grainy photo's in most of the images! I hope to have that in the next couple days.
Voor De Kroon - Future Minimalism
Hello everyone,

This update adds the construction of buildings to settlement management, visual improvements to the campaign map and UX improvements.



Full Changelog
  • Create new settlement flag widget displaying important stats for player settlements
  • Left click now opens unit details, right click moves the unit
  • Add modifier to public order stat
  • Change some loading screen tips
  • Remove staff tab
  • Lower archer and crossbow melee attack damage
  • Fix custom faction only selectable once you have created one
  • Fix custom faction default color
  • Fix possessed player spawn position
  • Slightly increase distance player is allowed from formations
  • Building a port creates supply lines across water
  • Remove vague sector policies
  • Simplify sector income calculation
  • Make public order modifiers easy to understand and point based
  • Make food production easy to understand and directly related to the construction of farms
  • Settlements show important constructed buildings on map
  • Add more data to settlement UI
  • Make battle balance bar based on battle status instead of heraldry, show lose margin
  • Add coat of arms to faction decree target select
  • Add selectable color modes in gameplay settings: Colorful (Standard), cinematic and black and white
  • Refactor settlement upgrade logic to building based approach
  • Improve some sounds
  • Update tutorial scene with new assets
  • Fix a couple of locomotion animations playing too slowly
  • Fix player locomotion jitter when walking back
  • Merchants use new roads on campaign map
  • Add roads to campaign map
  • add new trees to campaign map
  • Fix defending catapult not fleeing when walls are breached
  • Add icons to supply lines indicating invasion routes
  • Prevent archers from moving during shooting
  • Fix two handed stance sword clipping player head
  • Improve crossbow locomotion animations
  • Improve stability of on foot animations for player
  • Lower player run speed on foot
  • Add small camera shake to player running
  • Tweak player input and camera
  • Change cursor when hovering over settlements
  • Add boundaries to limit player camera movement during campaign
  • Slightly increase unit attack distance
  • Player can now click all settlements
  • Settlements show supply lines when hovering over them
  • Change 'Player controlled' icon to green dot
  • Add new settlement icons for campaign map
  • Add new main theme music
  • Streamline all surcoat styles to lord
  • Implement multiple save slots for custom factions
  • Prevent possessed player from dismembering enemies with non fitting attacks
  • Add a small chance of injury that sends the unit crawling out of battle
  • Add more colors to custom faction screen
  • Fix gamemode checking game balance before battle start causing victories while in prebattle
Feb 27, 2023
Nebuchadnezzar - NeposGames
Greetings, rulers of Mesopotamia!

Update 1.4.8 (27.2.2023) is now live.

1.4.8 (27.2.2023)
- fixed possible minimap unintentional interaction
- added Stats Adviser checkbox to enable/disable barracks consumption
- added goods name tooltips to work building UI goods selection window
- added goods name tooltips to game top bar
- various localization fixes and improvements
- The Adventures of Sargon DLC is now completely translated to Spanish

Don’t forget to reach us on Facebook, Twitter,
Reddit, Instagram, and join our Discord server!

Till next time!
Feb 27, 2023
Pixel Wars - steam
- Added snow terrain
- Fixed units going to 0, 0, 0 when no rally point is set
Feb 27, 2023
Final Fort - haojingbin2319
优化了难度曲线,现在在游戏前期不会出现BOSS了
Refuge - dragonkingpan
By accessing the most advanced neural network voice engine of Microsoft Azure, all voice in the game has been updated.
A new construction mode has been added. After the novice task is completed, he can choose the construction mode to obtain almost unlimited all materials and gain the ability to control the day and night. However, he will also lose the leaderboard function and cannot enter the player camp in story mode.
Full Void - OutOfTheBit



Hi! On Thursday the 2nd of March at 12pm (noon GMT), we are going to have a little challenge among the team to see who'll be able to speedrun the game without fails.
Join us and show your support. We will extend the challenge to you and offer some giveaways...

See you on Thursday!
The OutOfTheBit Team
The Oregon Trail - denys.serpukhovitin
Can you rag-doll yourself into the hunting hall of fame?

Use your rifle to launch yourself around the wilderness and bag animals by touching them.

Modifiers:
● Firing your weapon launches you in the opposite direction.
● Touching animals kills them.
● Animals are immune to bullets.


The Garden Path - of wing
Hello gardeners,
Can you sense the turn of the season approaching? We certainly can here in the UK as the frosts are starting to ease as work continues on The Garden Path. It’s been an exciting month with work on multiplayer, localisation, and optimisation taking place. So, let’s take a look shall we?



Game Updates
Development focus in February has been optimization, localization, and multiplayer.

You might remember last year the game had a big refactor to prepare its systems for eventual multiplayer. The good news is that the work is paying off!

While you may have seen in previous updates, we were able to have both characters on-screen, characters now have their own UI, inventory and equipment. It's now possible to run errands together, harvest the garden together, fish together, and more.



This is still only available in internal builds, but it shouldn't be long now before I can ship it out for testing.



Optimization work has been underway to prepare the game for Nintendo Switch and those on lower-end systems, but everyone should benefit from the game now being more light-weight.

Loading the game's world has been reworked, reducing loading into the garden from minutes down to seconds (on test systems!).

Lighting in the game has been reworked to be less system resource reliant. For those with older graphics cards, having multiple lights on screen, especially where they overlap, caused heavy loss in FPS. Most lights in the game have been replaced with much less heavy alternatives. It gives ambient lights, especially in the Garden's dark hours, a more fuzzy, filmic look. Looking forward to hearing any feedback.



Many of the game's textures have been reworked to load faster and use fewer resources, while (hopefully) still looking just as good. In some instances, the game now uses half as much VRAM as it did previously.

Most of my time this month has been spent preparing the game for localization so that the game can be enjoyed by players whose first language isn't English.

I've been on a big push to get all the game's text ready, and so while most of the work has been under the hood, testers will soon enjoy more item descriptions, dialogue, and errands to arrive in the build soon.

This also marks the start of moving on from the limited number of items included in the closed beta for testing, with the building blocks for the items that will be in the game's release now in place.

Your usual reminder!
And as always, here is your reminder that you can join our official Discord Community server, which you can join here. Here you can chat with the team, meet fellow backers, and help me shape The Garden Path. And of course, we encourage you to share your real-life gardening with your fellow gardening gamers.



Until next time…
Louis, carrotcake

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Join our Discord server
Follow us on Twitter: @fromcarrotcake
Check out our TikTok: @fromcarrotcake
Find us on Instagram: @fromcarrotcake
Keep up via Mastodon: @ldurrant

https://store.steampowered.com/app/1638500/The_Garden_Path/
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