Maiden Cops - pippingames


Hello everyone, another update from Maiden Cops here!

Today we introduce you to a new enemy, the second level boss. Sandra, the owner of the Elegant Maiden Pub. She has many moves, such as grabbing our protagonists, stepping on players, and other attacks with her tail.

In the plot of Maiden Cops, Nina, Meiga, and Priscila go to the Elegant Maiden Pub in search of information about the group of criminals called the Liberators.

So, what did you think of this succubus boss? Very elegant, isn't she?

Play the Demo on Steam
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Mar 12, 2023
AChat - rbskft
New position for male-female couples

Mar 12, 2023
Evospace - wn


Evospace Roadmap

Major part of modding support is done. At this point most of all block logic are already working on new system.

I’m still working on api, but currently the game is already playable and i can add some content.

Kinetic Heater


Hand Generator



With hand generator i can return price to the water recipe

Finite Ore Deposits


Ores now are sector based. Available for Drilling Rig ores now is depends on map ores. If you can see Copper Ore on surface then Drilling Rig probably will be able to extracting it here too

Each sector has his values for each ore. While you extracting ores from sector speed will be decreasing
By default each sector has one most common ore with capacity = 1000
When gathered > capacity extracting speed will be slowly decreasing

If you want to report a bug, suggest a game change, or ask a question -- join us on Discord
Mar 12, 2023
Soul Taker - Tingle
Preview patch updated
Path to Prosperity - Essence Games

Hi everyone,
Last week was spent on some playtesting, fixing bugs, and the start of addressing some feedback I had gotten about the current progression of the game.

I will start with the interesting part: As some of you will have read in previous posts, two of the big goals of 0.8 were A) to improve on the strategy gameplay, adding new soldiers, tactics, and military goals such as artefact mode, and B) to introduce more of a progression by placing advanced resources further away from the player starting area and adding pirate fortresses for the player to defeat along the way.

One of the biggest gameplay related feedbacks we got from the 0.8 experimental release was that the first fortress was too big of an obstacle. The first fortress in the stone area has about 40 pirates defending it, which requires players to raise a similarly large army of swordsmen, or to sneakily build a base in that area to get stone for pistoleers. In either case, the main military challenge ahead of taking on the fortress are either randomly spawned pirates (which can easily be defeated by the player without soldiers), or attack waves, which are best addressed with watchposts, rather than an army. As a result, attacking the pirate fortress is the first real reason to recruit an army, and then requires a very substantial investment of about 40 soldiers to be successful.

This doesn’t feel particularly intuitive. Rather than having a step by step progression that guides the player to big fights, we have a few big jumps of substantial fights which either slow down the game as the player prepares, or end in a big defeat. I’ve decided to address this in two ways: firstly, I will reduce the number of pirates in the first fortresses. Rather than having to fight 40 soldiers in each fortress (with them getting stronger from fortress to fortress), the first fortresses will be smaller, with maybe 20 pirates in the first, then 30 in the second, and so on.

Secondly, I have started to experiment with smaller pirate camps again (see today’s image). These used to exist before, but were spawned completely at random, had no reward associated with them, and made it difficult to predict the challenge they would pose - so we got rid of them. However, with our improved random spawn system, we can specify how many of them we want to spawn in each part of the map, and make them part of the challenge and progression. Rather than having to fight the fortress as the first step, the player will have to raise a small army to defeat one or two of the camps first. Additionally, the player will find a reward once they have defeated the camp, which makes it worth fighting them and adds to the progression. Overall, these two changes will hopefully lead to a smoother progression across the island - though we’ll need to do lots of balancing to make this enjoyable.

To also mention some to the bug fixes: I managed to fix a few loading issues, such as some defenders (of watchposts) not appearing when loading a game; I added a few additional checks to catch problems with soldiers falling through the world (this used to happen to pirates a lot, but apparently also happened to soldiers very rarely); and I fixed some loading issues with the newer changes to the map. These fixes will be in the next update, which I will upload as soon as Haakon and I have managed to fix one more sound issue.

Until next week!
Mar 12, 2023
DR4X - UntrustedLife
I took this week off after the RELEASE and the hotfixes to relax a bit and I still havent had a chance to play omari. But this next week i'll hopefully be able to get some new stuff in and maybe play omari.

And now, something else.
Hey guys, UL here. I shall impart a subtle clue that breaches the fourth wall. To rescue HIM or fail to rescue HIM, you have to actually read and act upon the things you read. The text is not mere "lore," but a vital key to unlock the puzzles. Keep your eyes peeled for the signs along the way.
Zeepkist - Akane
View the event on Zeepkist's Official Discord server!

When is the Super League tournament?

  • Sunday 26th March at 10:00 PDT
  • Sunday 26th March at 13:00 EDT
  • Sunday 26th March at 18:00 BST
  • Sunday 26th March at 19:00 CEST
  • Monday 27th March at 04:00 AEDT


Super League Details

We will be competing on 15 of the 58 level submissions from the Full Speed level contest held earlier this month.

The rooms will open around 10 minutes before the event starts and is scheduled to last around 1 hour and 45 minutes (7 minutes per level). The first timed level will begin on the hour (~10 minutes after rooms open)

The leaderboards in all 2-3 rooms will be tracked and will be combined into a single overall leaderboard post-event on our Discord server!

You can checkout all 58 level submissions on the Steam Workshop!

Top 3 with the most championship points will receive a special racing helmet IN-GAME, a Discord role and 3,000 chat EXP in our Discord server!



Who can join?

The Super League is open to all! Open Zeepkist and hop in to one of the Super League rooms hosted by Akane. Rooms are filled on a first-come-first-served basis.

Look out for the following rooms hosted by Akane:
  • Zeepkist Super League: Full Speed (1) - Akane
  • Zeepkist Super League: Full Speedl (2) - Akane
  • Zeepkist Super League: Full Speed (3) - Akane (only if rooms 1 & 2 both fill up)


Level Contest Community Vote

After the Super League event, we will be opening the community vote to everyone on Steam and our Discord server for all 58 level submissions. You will be able to pick your 3 favourite levels from the Full Speed theme!

- Akane
EON Fighter - nicolasrizzi
Update 0.12.12 is here!

For players with low-resource computers or integrated graphics, we've added a new "LOW RESOLUTION MODE" option in the game settings. This mode reduces the game's resolution to improve performance while maintaining a higher resolution for text and user interface elements.



We've also adjusted the behavior of the new weapon cooling system, making it more predictable and consistent.

To prevent accidental movements of the pointer, we've reduced the sensitivity of controllers in the menu.
These improvements are a work in progress, and we will continue to optimize performance for all hardware configurations. Your opinions and suggestions are important to us as we continue to refine the game.

In upcoming updates, we will add more visual options, such as windowed mode and borderless, which have been frequently requested by our players.

Thank you for your support, and we hope you enjoy the update!
Mar 12, 2023
VReken - Acode Studios
  1. Updated NPC physical animations - no unregistered hits and better feel when beating them.
  2. Player has invisible physical body now which means that NPCs can't go inside and through the player anymore.
  3. Red screen tint with slow motion.
  4. And some more minor improvements.
Mar 12, 2023
I WILL BE THERE - Typhoon
NOTE: This update brings in new global variables, rendering previous save files obsolete. Please update only if you accept to lose your progress!

New Features:
  • EXPLORATION: Now TYLER can step outside the RV and look around. Sometimes he will just admire the view, other times he may go on a small walk to find danger or reward!
  • COMPANION BOOST: The characters that are with TYLER are going to boost his certain stats until they part ways. Enjoy the company!
  • DISCARD SCRAP METAL: If his backpack is full and he needs to make room, TYLER can discard a scrap metal from the inventory. He doesn't worry, he knows he will find more along the way.
  • BOOKS FOR GOOD MOOD: Reading books will now actually improve TYLER's mood.
  • HEAR MORE: Added sound effects for knife stabs and zombies approaching.

Bug Fixes:
  • FIXED: Two achievements now work as intended.

...