Mar 20, 2023
Electric Dreams - nanz
Added a new dream to play - Backrooms.

Based on the popular body of internet creepypasta lore, try to escape a seemingly endless series of identical rooms and corridors!

(Also the UI layering bug should be fixed for real now)
The Hideaway - Rec0re
Hey everyone ! I hope you're all doing great !
Welcome to this 4th devlog about The Hideaway : Chapter 1 update

What's new about The Hideaway : Chapter 1 ? What has been implemented so far ?

  • From now, as a space explorer, every mission will start on your "Main Ship", the Infinity Mark 3, a large 2 decks exploration spaceship featuring a large hangar containing your personal fighter ship. It's the place where you'll monitor all your upcoming missions.

  • New Ship : The TCS Constellation, a medium-sized 3rd generation exploration vessel you may encounter in your journey



  • New Interfaces : You willl be able to choose the destination of your next trip by interacting with the Infinity main holo-table : here will start your journey

  • New HFCS spacecraft : You will have access to one of the most advanced fighter : the HFCS Dream, featuring hyperspace travel and a 12 million watt laser turret capable of firing nearly 600 times per minute



  • A new space station : You will be able to explore the Earth explorator's research space station !

  • Emergency vessels have also been included to the game, you may need them, who knows ?



  • Once you have chosen your planet of destination, you will find yourself in a random environment from those available on the planet, from which you must extract yourself. Gathering informations about what happened here may also be helpful

  • A new character model and new animations has been implemented : you now have a proper pilot's outfit !



  • The Hideaway : Chapter 1 will feature 1st, 2nd and 3rd generation fighters and vessels. Most of the stuff you will find on Earth and on Exoplanet K2-3d may not work as well as it once did...

  • What about the older vessels ? : The LFCS Typhoon presented in the last devlog is part of the 1st generation fighters but is still mainly used in airspace security systems because of its versatility, simplicity and automation capability.


Thanks a lot to everyone for being part of the community, thank you so much for supporting the project ! I know the wait is long but the result will live up to your expectations !

See you soon !
Cordially,
Rec0re.
Creativerse - PlayfulDavid
Hello Creators,

How goes the building and adventuring in Creativerse? Hopefully fantastically!

We wanted to remind you of the upcoming April 6th deadline—a little over 2 weeks from now—before we have to shut down the original Creativerse servers.

This is your last chance to download your own worlds, or any whitelisted public worlds (search for “migrationallowed” in the migration tab).

Once the servers are shut down, we won’t be able to recover any world data. We know our players have put millions of hours into building amazing things, so please take the time to download and backup it up!

If you haven’t yet purchased The Definitive Edition, now would be a great time as the game is currently 50% off for the Spring Sale. Also don’t forget if you’ve spent over a certain amount on Creativerse, we’ll gift a copy of the game to any friend of your choosing. The deadline to apply for that is March 31. More details here.

Our next update is coming soon! Until then, stay creative!!

—The Playful Team
Mar 20, 2023
Life After Death - mstudio.mo
Gamepad fixes.
Mar 20, 2023
Whisker Squadron: Survivor - anmiwo
What's new in 0.51?



- Added options for customizing controls.
- Added new item: "Roll Deflector" - with this augmentation, doing rolls deflects enemy projectiles!
- Improved auto-aim logic for controllers.
- Added new enemies in later zones.
- Added custom characters for Kickstarter backers.

Roll Deflector






Mar 20, 2023
Battle Map Studio - Bradley
Hey, happy Spring Equinox! So in the middle of preparing an update for February I had to switch focus onto adding support for Tilt Five® multi-headset support because Battle Map Studio is being demoed at the Tilt Five GDC booth (Booth #P1770) this week!

Check out Tilt Five @ GDC!

For the last month or so, I’ve been incredibly busy reworking the Battle Map Studio codebase to allow for multiple local players. I also created a new demo version of Battle Map Studio.

Tilt Five Multi-Headset Support
While Battle Map Studio was designed for multiplayer online play, I hadn’t spent much time designing for local multiplayer play. Reworking years of code that was developed for a single local player to work for multiple local players was a major task. Codewise, this might be the biggest update I’ve made to Battle Map Studio.



I won’t bore you with all of the specifics of what I needed to change (mostly because just about the entire codebase was affected in one way or another), but here’s a list to get an idea of some of the things I had to do:

  • Reworked Input system for selecting blocks, moving/attacking with units, and interacting with objects.
  • Separateed painting tools – like brush, blaster, and dragger – for each player.
  • Created GUI’s for each player.
  • Reworked most panels to be hooked with an associated player.
  • Implemented panel sharing for environment-specific panels.
  • Split up each client into multiple players for online play.
  • Updated camera controls and hotkeys to work for each player.
  • Reworked chat, dice rolling, and character ownership.
  • Created settings for each player.
  • Updated device management so that headsets and wands were connected with correct players.
  • Reconfigured static objects, like clipboard, gizmos, and file collections, to be player-specific.

Now when you plug in two or more Tilt Five headsets, Battle Map Studio automatically recognizes the additional headsets and sets up everything that each player needs to create and edit environments.

The cool thing about integrating multi-headset support was that it forced me to completely restructure everything in Battle Map Studio to work with multiple local players, which opens up possibilities of using other input devices for local multiplayer world-building instead of or in addition to Tilt Five wands and glasses.

New Demo
I worked with Tilt Five to create a simple demo of Battle Map Studio for players to test out at GDC, which is now available to download for free on the Steam page.



In this simple demo you can play around with several fun tools, like the growth brush, rock blaster, and river brush. Build island maps with a curated desert palette of palm trees, sandstone rocks, cactuses, and arid grasses.

Polish
Here are the list of changes, fixes, and upgrades:

Radial Menu
  • Reworked the radial menu interface and updated the buttons available.
  • Tilt Five radial menu and desktop radial menu have been merged.
  • Radial menu now changes button groups based on context. For example, if a character is hovered, movement, attack, death, and switch state appear on the first level of buttons.
  • Added a back button to return to the previous group.

Tilt Five®
  • Updated Tilt Five to 1.3.0
  • Disabled janky drag selection.
  • Holding trigger and left click over a character now starts attack.
  • Control scheme can now be accessed in the info section of the main menu.
  • Changed B key to be Ctrl.

Other
  • Many wall materials can now be painted on blocks.
  • Tile materials can now be painted on blocks and set as the terrain material.
  • Fixed bug where radial menu could not be activated.
  • Fixed a bug where rotating around a pivot position would not work correctly.
  • Fixed visual bug where cameras were not rendering correct layers.
  • Fixed a visual issue where in world effects would not render on the correct camera layer.
  • Fixed a bug where water and other liquids would flicker.
  • Updated to MixCast SDK 2.5.1
  • Updated Unity to latest 2022.2 Tech Stream version.
  • Centering the view now accounts for center Y position.
  • Increased speed of loading block components, like plants rocks.
  • Fixed a visual issue where selecting the None option in the Quick Wall window would not display the selector as selected.
  • Fixed a visual issue where elevation labels on the map capture panel were not positioned correctly.
  • Elevation labels now scale when zooming in and out in the map capture panel.
  • Fixed a visual issue where blocks were brighter than the terrain
  • Fixed a bug where inputting a transform value from the selected object input would not log the change.
  • Fixed a bug where single-clicking a layer would shift the camera (should only be double-click).
  • Fixed a bug where light range and intensity would not scale with object scale.
  • Fixed an asset id bug that caused Wooden Shelf assets to not appear.
  • Fixed a system bug where a component was set on entities without the component.
  • Fixed a bug where water and other liquids would not be removed when a terrain material was painted on liquid blocks.
  • Fixed a visual issue with the map capture panel where the zoom slider was backwards.
  • Fixed a bug where upon starting the application in offline mode, things wouldn't initialize correctly, resulting in hotkeys being disabled until the home panel was opened.
  • Fixed a bug where some selectors would be ignored and not created in the palette view.


Enjoy!

-Bradley
AdventureQuest Worlds Unity Playtest - jdfight
Storyline Tracker only shows when you are tracking a non-story quest - no longer displays the full quest description.
Mar 20, 2023
Sword of Wonder: It's Good to be a King - Cringe Games
Want to help out with my game development? Leave me a review on the games! We live and die by the review and we love to hear from players whether it's to suggest something or to let us know what you liked.

Thank you for playing, and I hope to keep producing games in the future.
Rogue Dungeon - DarkPeon75
1.06.05
-fixed bug with unblockage damage attack.
-disabled gui log after holding mouse button.
-changed Game Menu->'Abandon Quest' confirmation text.
Mar 20, 2023
Community Announcements - NikZ
- Fixed an bug with getting a free SVD in Raid mode
- Fixed bug with invisible interior of one of the rooms in a Raid
- Fixed bug with invisible filter on one of the corpses in Raid
- Fixed several places in the second chapter of the Story where the player could get stuck
- Fixed a bug where monsters in Raid couldn't go through a breach in the floor
- Fixed a bug where monsters during a chase in the first chapter could freeze in place
...