TerraTech - Matt
Matt and Johnny kick off a new series where we try to unlock all the achievements in TerraTech!

Despot's Game: Dystopian Battle Simulator - George Kulko


Are you ready for more Despotic stuff, puny humans? You better be, because a NEW GAME in the Despot's Universe is on its way!

Slime 3k: Rise Against Despot

The liquid for growing humans has become sentient and risen up against its creator! And, basically, against all things, living or cybernetic. In Slime 3k, a new despotic experience from Konfa Games, you will be able to devour humans, grow various weapons from your body, fight other monsters, and even challenge the Despot himself!



Slime 3k: Rise Against Despot is a top-down roguelite shooter spin-off to Despot's Game. A Steam store page is already live, so add it to your wishlists NOW!

https://store.steampowered.com/app/2348610/Slime_3K_Rise_Against_Despot/

More news soon!
꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷



Join the community to stay updated on Slime 3k:

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Backfirewall_ - All in! Games || Lukash


Backfirewall_ is a crazy escapade through a bustling microcosm. As the game is set inside a smartphone, the technological theme accompanies us all the way and is reflected in the music.

Greg Terlikowski and DJ Teho talk about the soundtrack’s brief story, their work on the project, and inspirations. In addition, we spoke with Max Raymond from the dev team about the game’s audio and sound design. Dig into the exciting tale of melodies with the soundtrack, available online on music streaming platforms, resounding in your headphones.

DJ Teho

Teho is an electronic music producer, composer, and label owner, in charge of music for the game. He joined the team in 2020, when Julia Jean, co-founder of Naraven Games and writer for the title (creative director), contacted him. “It was the perfect timing because with the pandemic all my gigs were canceled, so I had time to produce music for Backfirewall_,” says Teho.

Greg Terlikowski

Greg works as a musician, composer, and sound creator. For Backfirewall_, he made musical creations and ambients and built the soundscape. “I had already worked with Julia on the music for the team’s previous game. She asked me to be a part of this one too, and I immediately accepted,” he says.

Max Raymond

For Max, it was his first time working on a video game. He normally works on movie sets as an assistant camera, unrelated to the video game industry, but jumped in when the opportunity appeared.
It turned out I became the Swiss Army knife of the team, doing a bit of everything, but I’m mainly responsible for any audio in Backfirewall_,” he says. “I did the sound design, placed everything in the game, and programmed ambiences so that Greg and Teho’s work would be on point.

🎵

Music in Backfirewall_



All right, music. It’s an extremely important element that allows you to feel the game even deeper, to merge with the story, and to sympathize with the emotions of the characters. We talked to Teho and Greg about this part.

[h4]Q: What is the music style in Backfirewall_?[/h4]

[h5]Teho:[/h5]It’s hard to put a name on the music because what I’ve done is pretty eclectic, some tracks are techno, some are downtempo/electronic, some are melodic house. Let’s just say it’s electronic music :)

[h5]Greg:[/h5] Indeed, it’s difficult to say. Teho and I worked differently, my approach to this score was: “How does a cell phone sound from the inside?” and to translate that into music.

Electrical connections and buzzing functions were a big part of the creation process, characters’ themes were also important. My part had to be both present and very discreet to let the player focus on essential tasks and gameplay, forgettable and distinct at the same time.

[h4]Q: What are your inspirations for the soundtrack?[/h4]

[h5]Teho:[/h5] When Naraven Games asked me to make the music for the game, it was something pretty unexpected for me, mostly because I never did that before. So on my side, I tried to not be inspired so much by other things and kept the focus on the game’s story to produce something new and different.

[h5]Greg:[/h5] Once again I put myself in the right mood. I just took my phone, opened my music app, and started listening to tracks randomly. Like everyone else, I have quite crappy music on my list I’m ashamed of (hopefully some good stuff too :) ), but I think it is representative and it gave me a starting point to work on “how a cell phone should sound”.

[h4]Q: What emotions would you like the music to induce in players while they’re playing the game?[/h4]

[h5]Teho:[/h5] A lot of them! It depends on the story, actually. Greg and I tried to make the music fit the scenario. Sometimes the music has to be stressful, sometimes funny, sometimes dramatic, etc.

[h5]Greg:[/h5] From the beginning it was clear that emotions would evolve throughout the game, going from naivety to engagement. It was important to support this dynamic through music, evolving with the characters and environments. I think the most important thing in this score was to travel between different feelings, so I would say the entire score is built on “mind travel”.

[h4]Q: What was the elevator pitch of the game, the soundscape the developers were looking for?[/h4]

[h5]Teho:[/h5] Naraven Games was looking for a pretty serious soundscape, with a lot of humor but not cheesy. At the same time, they needed a theme all around the game, so Greg composed a few things that we both used in our tracks to have a common thread in the story.

[h4]Q: Did you use any special tools or instruments to create the tracks, apart from the traditional methods of an electronic music producer’s work?[/h4]

[h5]Teho:[/h5] Not really, because when we started to discuss the game, Naraven told me to be myself. They gave me this opportunity to make the music for Backfirewall_ mainly because they like my music, so using my “classic” tools was the way to be more confident in my process.

[h5]Greg:[/h5] Personally, I’m not really into electronic music, so it was a good balance between Teho’s part and my own. I used many sound field recordings smashed up through different kinds of FX, especially for backgrounds; real instruments, such as the bass, guitars, piano, and different kinds of percussions, to name a few.

I was free to find the way I wanted to work, so I had fun mixing up reality and synthesis. The goal was to stay coherent in the process. Still, it was necessary to keep the budget in mind. The choir and orchestra parts were composed using different sound banks, thankfully, the technology has well evolved at this point.

[h4]Q: How would you describe composing for a game compared to your everyday work?[/h4]

[h5]Teho:[/h5] It’s really different for me! I had more freedom in my composing process and tried a lot of new things I never did or rarely do. This experience was pretty new to me, but I loved it!

[h5]Greg:[/h5] Backfirewall_ has the particularity of being non-linear, you must always keep in mind that the player is proactive. They will make choices that will influence the game and therefore the music too. The way to implement music in the game is a very important factor—you must keep this in mind as a composer. Your composition will likely be different in the game than on paper; you don’t have the control and need to trust the programmers. In that way, yes, it definitely is very different from my usual work.

🎵

Sound design in Backfirewall_



A soundtrack is only part of a game—the sounds are the icing on the cake. We often don't pay much attention to them, although they deepen our experience as an integral part of any game. Although it’s tedious and laborious work, it can bring a lot of joy to the creator. We asked Max about his work on this task.

[h4]Q: Max, what was your process for creating sound effects for Backfirewall_?[/h4]

[h5]Max:[/h5] I mainly used sound banks because of time and money. All the voice-overs were coming from different actresses and actors via different types of microphones and devices. It was tricky to get all the VOs at the same level of quality. But it did work out in the end.

[h4]Q: Which sound design software did you use?[/h4]

[h5]Max:[/h5] I used Logic Pro for DAW (digital audio workstation) and FMOD Studio for programming and integration in Unity.

[h4]Q: What do you think is the most important and unique aspect of sound design in Backfirewall_?[/h4]

[h5]Max:[/h5] The fact that we had to create what it’s like to be inside a phone, a unique sound experience.

[h4]Q: How do you go about selecting the right sounds for a scene, location in the game?[/h4]

[h5]Max:[/h5] By discussing the general mood of the scene with Julia (creative director
and co-founder of Naraven Games), then trying it out on my side, discussing it with Greg, and finally compiling all the pieces together.


[h4]Q: What is the element of the sound design in Backfirewall_ that you are most happy about?[/h4]

[h5]Max:[/h5] The fact that I started from scratch, knowing nothing about creation, programming, and implementation in a game engine.

We hope that the music and sounds in the game reached you like the Backfirewall_ team intended and that they made your experience more engaging!

Find the soundtrack here:
Spotify: Here
YouTube: Here
Apple Music: Here
Deezer: Here
Amazon: Here

Artist's links:
DJ Teho’s website
Greg Terlikowski’s profile page

Join our Discord Community



Run your protocol now and buy the game!

https://store.steampowered.com/app/1920100/Backfirewall/

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Unmatched: Digital Edition - Glaree


We have another update for you! Check out what has changed!

[Feature] Selected skins for each hero are now saved in the app.
Have a favorite skin? That's great! Now lastly selected skin is saved to a character so there is no need to select them each time you want to play Unmatched!

[Fix] Issue causing the Bigfoot's scheme card to loop has been fixed.
That is right! Endlessly moving Jackalope has been stopped! :)

[Fix] Issue causing the hero's name to not translate after the language change has been fixed.
[Fix] Issue with the achievement "The Legend is Born" has been fixed.
[Fix] Issue occurring while playing the "Skirmish" card has been fixed.
[Fix] Final screen while winning/losing the game is now displayed at the center of the screen.
[Fix] Visuals in the hero select screen have been improved.
[Fix] Lobby screen is now refreshing as soon as the player leaves the room.
[Fix] Refreshing player's status on the friend list has been improved.
[Fix] Refreshing online status of players in the 2v2 game has been improved.

Have you seen our release plan? We have 10 amazing DLCs planned for you! Get them all with a discount using Season Pass!

https://store.steampowered.com/app/2006720/Unmatched_Digital_Edition_Season_Pass_1/

Community Announcements - yixiawulin
March 14 21:00 EST, server S21-S36 will be data merged, during this period these servers will not be able to log in, is expected to take 2 hours, the end of the data merger will be issued rewards, and open exclusive activities

1. Data merging rules.
S21-S24 data merge
S25-S28 data merge
S29-S32 data merge
S33-S36 data merge

2. Data cleaning rules.
a. Delete characters that have not logged in for more than 7 days and are below level 50
b. Delete guilds that have not logged in for more than 7 days
c. Inherit the original arena points and re-rank them
d、Clear the Premium Arena points
e、Clear the High Tier Arena points
f、Fortune Wheel and hero rally activities, the current activity rewards will be issued by mail, and re-open a new period of activities

3. All services open "Hero Hunt"
Join hands with players from other servers to capture the city, you are no longer enemies, but allies. You can participate after 8 days of servers open.
Sherwood Extreme - CAGEStudios
Last chance to get Sherwood Extreme for FREE! In 3 weeks, we switch to $15 for the full game. Our next major update will arrive on the same day. Tell your friends to add it to their Steam library today! 🕹️

While we're extremely happy with its reception so far, our plans for Sherwood are ramping up... The new price could support our remaining work and future games after launch. 💥

Join us on Discord for the latest news, tips, and offers. Thank you for playing Sherwood Extreme early access! ❤️

Love,
Salaar and Gabriel
CAGE Studios 🔓
Train Simulator Classic 2024 - DTGJamie



We catch up with Senior Producer Steve Dark to get an update on development progress for Train Simulator Classic and answer some of your questions from the last article.

Hello again, everyone! As promised, I’m here with an update on our current progress and, given the previous article has raised all kinds of questions, theories, wishes, desires, and concerns, I wanted to get a start on delving deeper into the detail and help answer questions and hopefully overcome any concerns.

If you missed the last developer update you can read it here.

To Read the Full Article click HERE!
Tell Some Story: Foz - Camelot.TDM
Greetings to all interested.
I'm sorry for not making a description for each update, but I don't think it's necessary for a single player game.
Now the version is already 1.0.09, there were a lot of optimization and balance fixes.
Some of the fixes were related to the system of covers and other kinds of triggers.
For a comfortable game, you just need to read tips / tasks, use cover and take your time, unless of course this is a mission with a helicopter.


  • AI accuracy has been reduced by 1.5 degrees from the target.

  • The pursuing helicopter is now slower by 10 seconds, but players continue to hide from it instead of running.

  • Fixed issue with weapons in some missions.

  • Numerous text edits.
    I also want to make an announcement, now we are working with the English version of the game, this time it’s not Google that helps me, but a person who speaks English, as soon as all the text is corrected, there will be an update. Unfortunately, translation into other languages is not yet planned, there were no people willing to help for free, and I have no money.

  • Fixed enemy damage.

  • Some characters have been moved to more prominent places.

  • Many other minor optimization fixes.



Thank you for your support and feedback, this is my first game and I'm really trying to make something interesting.
Despite the small number of sales, you motivated me to start working on a free DLC!
The main character, whose story will intersect with characters you know, will show the story from a different angle.



More news on social media.

https://twitter.com/Camelot63RU

https://discord.com/invite/2pCdfhaE5A

Mar 15, 2023
I NEED SPACE - khayalanarts
Hello Explorers!

We’re releasing a patch that addresses optimization issues encountered in the previous demo build, along with some additional UI & improvements to game feedbacks.



FIXES:
- Improved performance by increasing framerate and loading system
- Changed how particle system is moved
- Changed some UI for clarity & better user flow
- Changed some item description to improve clarity
- Fixed volume settings not adjusting when slider is moved using mouse
- Fixed a bug where the Cosmicat keeps running after being caught while running
- Fixed several player animation glitches
- Fixed trailer audio not adjusted to volume settings
- Added tutorial & terms for space exploration > Access in Cockpit view > Flight Manual
- Added extra dialogue for Wadu
- Highway of Junks can now interact with cluster objects
- The 1 Star Totem's fragments are now visible after explosion to inform the player on the situation
- Adjustments to the Gravity Zone boundaries to allow closer disembarkation for player at cluster planets

We hope you enjoy the first demo - and we’ll be back soon with more I NEED SPACE news!

https://store.steampowered.com/app/2337180/I_NEED_SPACE/

Laters Explorers!
- El & the Khayalan Arts crew
擒贼先擒王 - 哈喽哈喽
hello everyone!

We have made the following updates to the game:

1 We have developed the past of the devil of time 1, which is a little difficult;

2. We canceled the knockback effect because it would cause the game to jam

3. We replaced some sound effects of the game;

Thank you for your support of the game!
...