The Lost Village - joey_peng
Hello players of "Mountain Gate and Illusion Realm," in continuation of our previous update, we would like to announce some additional updates for our March version 👏👏👏

I New Content (Part 2)

1、🏯Trial Tower

💖We always spoil our players. For a simulation and management game like ours, there are always players who want to dominate the world of cultivation through various tactics and strategies. Thus, we have added a gameplay feature where players can control their disciples' movements, face off against waves of monsters 🕷, kill them, and gain spirit stones or elixirs to improve themselves, ultimately passing the trial of the Heaven-reaching Tower.
  • 🚶‍♂️Extreme Movement
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With your dexterous left hand, you can control multiple disciples 👯‍♂️ and face off against a flood of monsters, not just limited to strategy and illusion realms.

  • 🕊Ultimate Roguelike
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    Every round starts anew, allowing you to assemble your skill and technique combinations to face different types of monsters.

  • 🍀Unique Growth
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    This mode is not only for fun but also to help you improve your mountain gate. Keep it up!
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    2、🏦Treasure Pavilion

    We always spoil our players. In a simulation management game, players always want some automation. While establishing and perfecting the personalities of disciples, we enable them to live freely like human beings. Disciples should be able to cultivate themselves, cross their tribulations, and decide for themselves what to do without frequent player intervention.

    Therefore, we have added 🏦Treasure Pavilion.
    • 🚚Pavilion Shelves
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    Players can add various items to the pavilion. Disciples need to spend their sect contribution points to exchange for goods. Those disciples who slack off at work will not go far.

  • 🧘‍♂️Automatic cultivation
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    Among the items on the shelves, there are many treasures related to cultivation. As long as they are arranged properly, disciples can cultivate themselves, improve their cultivation level, and cross their tribulations without the need for individual intervention.

  • 💪Continuous BUFF
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    Disciples will be happy to exchange for a lot of rare treasures, and their mood and entertainment will not decrease throughout the year. Take this opportunity to make them work harder.

  • 🗿Unprecedented adventures
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    There are many secret books for disciples to browse in the Treasure Pavilion. If they are lucky enough, they may comprehend the meridians, understand the great Dao, and acquire some incredible abilities after reading them.

  • 🌝He doesn't want to die
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    Cultivation is always against the natural order, but life is limited, and it is difficult to achieve the great Dao. Some disciples do not want to die, and they may exchange for a lot of life-extending pills that you have put up for sale in the pavilion. You no longer have to feed them one by one, because they want to live on their own.
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    II Game Optimization (Part 2)

    1. 🤹‍♀️More Dispiples and Resources

    • With the 'birth' of the Treasure Pavilion, the resources in the sect are becoming more and more abundant.
    • We continue to update more buildings to make the sect more beautiful.
    • More character illustrations and models are added to reduce the repetition of characters and make the sect more vibrant.
    2. Experience and Display

    In view of some previous user-unfriendly operations, we will check and optimize them one by one. For example, now you can:
    • Clearly see the shortcut keys and freely configure them to easily open and close many interfaces.
    • Add some new 🎼music and sound effects.
    • …………
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    That's most of the content of this March update. We hope you can support us more. We will strive to make the game more enjoyable.
    The Last Werewolf - WolfPerson85
    Hey all!

    I wanted to give you a quick update on The Last Werewolf - development is still underway! Thanks for your continued support and patience. As a solo dev, I'm doing my best to create an enjoyable game experience. Keep an eye out for more updates!

    As always, I encourage you to share your thoughts, questions, and feedback with me via the Steam Community Hub or Discord. Your input helps me improve the game and make it more enjoyable for everyone.


    WHAT’S COMING

    Minor Update: April 2023
    In mid-late April, I'll be releasing a minor update to Chapter One. This update will include some adjustments to the mechanics of the game. Specifically, I'm changing how Wolf Sense works - it’ll no longer impact the Wolf Metre, but instead will have a cooldown period. At this point, only dialogue interactions will contribute to the Wolf Metre.

    I've also added some new characters, dialogue options, and tweaked environments.
    I've addressed a few minor bugs in the game that could impact immersion. Don’t worry, none of these were game-breaking.

    You can find a full list of fixes and updates in the Update Tracker by clicking here.



    GIF above:Here is how the Wolf Sense will be behaving in the next update - UI may still be tweaked.


    Major Update: August 2023
    The major update is still on track for an August release. This update will include Chapter Two of the game and introduce controlled shifting into the wolf form. There are also new characters and locations - one of my favourites is the outdoor cinema! I'm excited to share more details about this update as development progresses.

    In the meantime, I've included a screenshot and gif to give you a sneak peek of what's to come in Chapter Two. Keep in mind, the levels are still in development and may change visually still.



    Screenshot above: The waiting room for the clinic location in Chapter Two.



    GIF above: Run free as the wolf in Chapter Two.
    REMORE: INFESTED KINGDOM - REMORE


    The jumping off point when starting the combat design was to ask ourselves, how can we deliver the feeling of being thrown into a medieval apocalyptic land?

    As we were trying to make a solid tactical gameplay, it was obvious that we needed a deep and challenging combat system, but this alone wouldn’t be enough - recklessly pushing forward and engaging in combat wouldn’t be a realistic response for survivors in this situation.

    For this reason we’ve implemented the Fog of War and Line of Sight system.



    The battle sessions mostly take place indoors. The main reason you confront with the Infested is to find supplies - food, weapons, bandages, etc. That means that you will have to visit places like a village, a tavern, and a monastery to scavenge the items, breaching doors all while running the risk of encountering the enemies.

    You won’t know exactly what lurks in the battlefield - out of each player characters’ sight range, the maps are covered by darkness, the Fog of War (FoW). You will have to approach a location to see exactly how many enemies are there, and decide where and when to trigger the battle.



    Each enemy has their own Line of Sight (LoS), and the player can check their direction and range in the grid-based game UI. Once one of the player characters is spotted...

    ...Every enemy nearby will be alerted, and will chase and grab your characters even if it’s not their turn.



    These are the basics of the pre-combat gameplay system.

    • To gather supplies or achieve the mission goal, you have to explore the darkness (FoW).
      • Sometimes there will be a surprise encounter waiting behind doors or around the corner, so take caution.
    • Before you are spotted by the enemy LoS, you need to prepare the formation you want.
      • Find a zone where your characters won’t be outnumbered, but from where you can attack enemies effectively based on your weapon's range.
    In our next post, we will show the actual combat features. Looking forward to seeing you then!
    Mar 21, 2023
    StudyX - Save Game Codes & Study Any Subject - Jeff - PlazSoft
    Fixed content search when installed on drives other than C:
    Mage Lords of Brams - Justinian
    New Features

    Controller Support
    The game is now fully accessable to controller users. The controller should work by default, and you can switch from kb&mouse to controller without having to change any options or settings.

    The cursor can be moved with both the mouse and the right thumbstick.

    Menus: a blue gem will denote which option is currently selected. Right trigger = left mouse button, left trigger = right mouse button. Mouse users will still have to click on actual buttons to register.

    If you don't see a blue gem on a screen, you have to actually put the cursor on the option (this is the case with large "buttons" like zone selection and level-up cards). You can also access in-game trinket inventory with the right shoulder button and the exit menu with the Start button (or whatever your equivalent is).

    Combat:
    Move with left thumbstick.

    Autotarget is on by default. A red gem will jump on enemies close to your cursor and all armaments that target the mouse cursor will target that enemy instead. I will add an option to turn autotarget off in the next patch for mouse purists.

    You will still need to target objects that bring up tooltips with the cursor if you want to read the tooltips, but they can be activated with just the blue gem if you are using a controller.

    Class abilities that target an area around the cursor like the Pyromancer's Spontaneous Combustion or the Zombie Lord's Necrotic Rage are not subject to autoaim and will still target the area around the cursor.


    Leftovers

    I forgot to add favorite foods to new races (starting with the Naiad). Vampires, which were previously not intended to have a favorite food (or get anything from eating it), have also had a favorite food added so that they are not excluded from the level 4 Charisma tome's ability.

    Oh, and it also looks like food wasn't working at all, so that has been fixed.

    Food restores 5 health, and each race (including monster races) has a favorite food that restores 20 health instead. Monster race favorite food is shared with 1 of the normal races each.


    Bug fixes
    Fixed an issue with Ballista Bolts not being oriented towards the direction they are targeting, resulting in them being flung sideways sometimes.

    Fixed an issue with (yet again) the Wood Elf's crit ability & the Berserker's thrown axe.

    Food now actually works.
    Mar 21, 2023
    Producer Tycoon Playtest - DaQueen
    This is the first of many file structure changes. These changes should decrease update time, as well as limit the amount of disk use during updates. Also Save files have changed again so you may need to start a new game after the update
    Mar 21, 2023
    Magical Kingdom Fantasy - hottestgadgets37





    NEW DEMO COMING SOON
    The MisAdventures of Xenos - ZestyTS
    • Fixed game-breaking bug upon having more than one save file
    • Removed all of the dev language
    • Added an extra check so you can't accidentally start an NG+ quest without knowing about it first
    • Changed the flow for all endings, so it feels more natural
    • Party members will now be sync'd, making it so they don't feel useless in NG+
    Expedition Agartha - Papi_Flan.ttv
    • Added outnumbered buff- For each enemy player near you, gain 25% additional stamina regeneration rate only when Exhausted.
    • Kicks now refund a small amount of stamina.
    • Added ripostes, affecting all weapons. Parrying gives you a buff for the next 3 seconds, affecting one attack. This next attack costs no stamina, is uninterruptible(can still be blocked), deals 25% additional stamina damage, and is 25% faster.
    • Everything below the knees takes 50% less damage, applies to humanoids.
    • Olfactory Augmentation vial has reduced distance, only lasts 15 seconds now, and adds 60 toxicity.
    • Added additional Anti-Cheat measures.
    • Corrupted Zombies now drop corrupted blood.
    • Fixed memory leak involving stash- the crash can still happen but it should be much harder to trigger.
    • Fixes to asura to improve chance of it not evaporating into thin air during jump attack.
    • Fixed bug where parrying would slow down your movement.
    • Fixed music bugs where they would spam play on repeate, but we had to disable dynamic combat music for now.
    • Fixed fish carving missing from asura arena for Ching's quest.
    • Fixed bug where region activity didn't update properly.
    • Fixed broken travel to land boat in the back of the Ship in the hubworld.
    • Fixed Bakufu npcs not wearing proper clothing.
    • Fixed Templar knight not wearing the Crusader Paladin Torso.
    • Fixed animals in the Forsaken temple dropping the wrong type of meat.
    • Fixed bug where NPCs spawn underground at the Sun Scorched Camp.

    Note: corrupted zombies spawning at the northern camp event at the Lost Island is still not dropping rewards. Beware, will fix this another day

    P.S we are headed to PAX east 2023! this means we aren't pathing again until next week. We're still working on the game though!
    Sword of Wonder: It's Good to be a King - Cringe Games
    I patched a repair for the quest "Kill Three Bandits". Please report any problems after installing the patch. To force the update to be detected by the Steam App, go into offline mode then toggle back into online mode.

    Cheers.
    ...