The Riftbreaker - voidreaver
Hello Riftbreakers!

After two weeks break, it is time to return to the second Riftbreaker World Expansion: Into The Dark. We have already told you about some of the new game mechanics, buildings, and creatures you can expect to find in this biome. Today we would like to focus on a completely different aspect of the Caverns biome - the map tiles design. In this article, you will learn about all the new features we prepared to make this biome look and feel much different from what you’re used to. Read on!

Let’s start with the basics. As we explained before, maps in The Riftbreaker are generated procedurally by stitching together predesigned elements that we call tiles. The designer gives tiles a general structure through the use of movement-blocking props. These are usually boulders - they dictate where you can or cannot go and what kind of space will be available for you to build your base. Designers also place spots designated for resources, enemy spawns, bioanomalies, and prefabs containing various props. These rules remain the same in the case of the Caverns biome.


Map tiles from this biome seem claustrophobic, but it all changes when you turn the destructible rocks off!

The first difference is that almost all tiles are covered to the brim with our new ‘destructible rocks volume.’ It is a game logic structure that tells The Riftbreaker which areas of the map are allowed to be covered with destructible rocks, which we discussed in one of our previous articles. We do not place them manually - instead, the engine spawns them automatically. We can also determine how much of the tile we want to fill with rocks. If we create a tile focused on exploration, we will choose a more open layout that will not produce as many rocks as in the case of a tile we want you to dig through.



This biome allows us for more verticality in our map construction.

While most of the map is covered with destructible rocks volume, it does not mean that boulders are the only thing you can find in the Galatean underground. Our map generation system can make maps more attractive by cutting out caves and clearings within the rock structure. We have developed rules that control the extent to which destructible rocks will fill the level. Based on a specialized algorithm, some areas of the level will be left blank to accommodate various points of interest placed by the designers. If we simply filled the entire level with rocks, it could cause technical issues, for example, creatures spawning within walls. Besides, it would feel monotonous, which is the last thing we want.


Most of the caves and clearings you can see here were created automatically using our systems.

However, if all caves you stumble upon were filled with objects of interest, you would very quickly notice a pattern there. To avoid that, we developed a unique feature to add even more variety to the biome. The map generator can now use masks to change the map layout. There are two varieties of these masks - one is used to remove parts of the destructible rock formations. The other one ‘cuts out’ holes in the ceiling of the caves for the light to shine through. Let’s take a look at each type and see how they work.


Masks used to generate caves are rally simple. You will be easily able to make your own for modding purposes.

These masks tell the game where it can spawn our rock formations. The key is simple - white means the space should be left empty, and black means it’s fair game. The mask is a 128x128, black and white png file, with each pixel corresponding to one grid on a standard, square map tile. During the map generation process, one of these masks is taken randomly and virtually laid on top of the tile. Then, parts of rock formations are removed wherever the white pixels from the mask have landed. Rotations of the tile and mask are randomized, resulting in many possible combinations.


The masks responsible for light spots are more nuanced. The delicate glow around the holes is necessary to create on illusion of light scattering.

The other type of mask is more complicated. These textures shape the sunspots allowing sunlight to pierce through the ceiling. The white pixels determine not only the shape of the skylight but also allow us to create an approximation of the light’s behavior. The intensity of the white pixels on the mask determines how much light passes through the mask, trying to emulate the light scattering. Sunspots are an important gameplay feature in the Caverns biome. While generating power from solar panels is not the first choice here, you will have the option to place a couple of panels here and there if you like to!


An example of a couple of light masks in action.

Designing an exciting map tile in such a claustrophobic environment is no mean feat. Plants, mushrooms, and other props are rare and need to fit their surroundings - you don’t expect to find a forest in the middle of a cavern system. Verticality plays a much greater role in creating the atmosphere of this biome. First of all, thanks to the camera object culling system that we implemented, we can now build much taller structures without worrying about obstructing the view. Stone arches, stalactites and other formations make an appearance, giving you the feeling of actually being underground.


Everything that is situated below the ground level of the map is bound by an artificial box that prevents you from seeing artifacts.

While exploring the caves, you will often find that they open up into larger, naturally formed caverns. Such spots were featured previously on other biomes, but not to this extent. We build a ‘box underneath each tile where we want to show the lower levels of the cave. It ensures you won’t be able to see the skybox bleeding through the ground at any angle and gives us a rock-solid foundation to set up exciting sceneries that give you a real sense of depth when looking into them. Things get even better when the generator puts a skylight directly above such a spot, as lighting and shadows can completely change the presentation of the scene.


Tiles vary in how much of their area can actually be traversed.

As you can see, we had to solve several issues and develop several new features to bring The Riftbreaker’s gameplay underground. We are happy with the results and think that you will find the Caverns biome to be a completely unique experience. We also hope that the new features will be useful to you from a modding perspective. Remember that this world expansion's functional content and Survival Mode biome will be available to everyone as a free update so you can use it all in your creations. Speaking of modding, we await your submissions in the modding contest! We have some gaming PCs and GPUs looking for a new home. Don’t keep them waiting too long! As always, we are waiting for your feedback and questions! Catch us here, on social media or www.discord.gg/exorstudios. We’re also waiting for your suggestions at https://riftbreaker.featureupvote.com/.

EXOR Studios
Mar 24, 2023
WW2 Rebuilder - Madnetic Games
Hello Builders!

We prepared for you new WW2 Rebuilder update!

New decoration items set have arrived! You can use them to give your outdoor areas a fresh and spring vibe. They will be available directly from workshop and ready to use.

Additionally we plan adding more thematic packs in future so please stay tuned.

The fastest way to reach us is via discord channel, which you can join here -> https://discord.com/invite/5NB6wKjQBx



Thank you for all your support!

Enjoy!

https://store.steampowered.com/app/1573280/WW2_Rebuilder/
Mar 24, 2023
The Riddler - SemanticOverlord
Get ready to dive into the world of enigmas and mind-bending riddles!

The long-awaited demo for "The Riddler" has just been released, and it's set to redefine the puzzle genre.

This innovative intellectual conversation game, powered by advanced ChatGPT AI, will keep you captivated with its ever-changing challenges and fascinating characters.

Prepare to immerse yourself in a truly unique experience that tests your wit and puzzle-solving prowess.

Try it now and discover a world of mystery and intrigue!
Heart Fragment - thanatosteria
Hello everyone! I hope you've all been well since the last news update was posted here on Steam. Have you gotten a chance to play Book Two: Belief Fragments? There were a ton of reveals, answers to questions from Book One, new questions to resolve, and (of course) a chance to get to know Shannon & Lana better.

I've had a few people approach me to say they'd be skipping Book Two because they're not interested in routes with girls. While I understand the decision, I do want to let everyone know that you can romance Clive & Kay in Book Two as well when you do Lana's route, and you get a chance to learn some new tidbits about them there as well. Once Book Three is released, Lana's route will be updated to allow subplot romance with Jasper & Natalia too. ːheartofulː Not to mention all the answers and reveals! While you can play Heart Fragment's routes in any order you want, I believe completing at least one route from the first two releases will help with piecing together Despair Fragments.

Which brings me to the exciting news: you can now add Book Three: Despair Fragments to your wishlist here on Steam! The release date is still undecided, but adding it to your wishlist now will make sure you're notified the moment it goes live.



And on a final note, there is currently an issue with a CG now appearing in the gallery for Belief Fragments. I will get this fixed ASAP - I've had a lot going on which meant I need to prioritise certain tasks, and things like updates or minor fixes had to be put on hold while I focused on things that needed immediate attention. Thank you all so much for your patience with me! :)
Mar 24, 2023
General War Memories - jtggame

"Golden Joy" is a unique event that allows you to get resources, you spend gold coins and get rewards in return.


Best regards, JTGGame Team!
Mar 24, 2023
Rivalry warlord Sengoku - StaticOssanGames
・Added one scenario
・Made it easier for soldiers to retreat when their cohesion level is low during battle (especially small soldiers)
・Changed the UI of the project a little.
-Added the betrayal plan [Independence plan] and [Cancel plan] to the project.
・If you start playing with an officer without roots, the officer will be the root.
・Completely deleted old battles
・In the previous update, the lifespan of the character was extended, but in the subsequent update, January was extended to 2 turns.
"The lifespan of military commanders has been uniformly shortened."
・For some messages, even if the message display is omitted,
"Displayed again when there is a replacement or power change."
・Fixed the facial graphics of some officers
・Add a little ability
・Other minor fixes
・Other minor bug fixes
TEKKEN 8 - cmatt
Artificial intelligence. True strength.



Mar 24, 2023
Wingspan - kingab
Due to your reports after the latest patch, we decided to publish a hotfix, which should crack down on some of the game's most pressing issues. Below you'll find the list of changes.

Bug fixes:
  • Fixed problem with opponent's cards;
  • Fixed crashes on iOS due to assets unloading;
  • Fixed problems with exceptions on card-tucking powers;
  • Fix for the player being unable to tuck cards under birds after undoing Common Chiffchaff power.

Remember to download the update and have a great weekend!
Mar 24, 2023
Monstrum 2 - JF_Leif
In this update, we’re going back to where it all began.

We all have very fond memories of the original Monstrum. Getting lost in the endless hallways and frantically trying to escape the Hisa Maru before getting caught by the monstrosities that dwell there.

You guys loved spending countless hours there, so we decided to bring that nostalgic, iconic location to Monstrum 2.

We have a couple of really exciting things coming in this update, so let’s dive in. Starting with the biggest: the addition of the Hisa Maru.

NEW ESCAPE ROUTE - THE DOCKYARD



Our 3rd escape route takes the form of the ship from the original Monstrum game, the Hisa Maru. Unlike the original Monstrum, which had 3 escape routes off the ship, the only way to escape the Hisa Maru in Monstrum 2 will be to fix up the life raft on the top deck. Traverse the tight corridors and visit familiar rooms on your quest to escape with your life.

The update for the Hisa Maru includes:
  • A partially destroyed version of the Hisa Maru ship as a playable area
  • New Escape Missions
  • New locker variations
  • Unique escape music
  • Escape Cutscene animation
With the events of Monstrum 2 taking place approximately 50 years after the first game, the Hisa Maru is very worn down and deteriorated. The ship has been reduced to a battered wreck with the forward bow section of the ship broken off by a passing hurricane. The rear stern section has then sunk to the floor of the dockyard blocking the whole pier facility and flooding the lower decks of the ship. The development team have chosen to present the Hisa Maru in such a dilapidated state as it matches the crumbling Sea Fort’s haunting shipwreck atmosphere. This also reduces the accessible play space, making the Hisa Maru more suited to the Monstrum 2 play style.



Players exploring the interior decks of the Hisa Maru may notice plenty of rooms that are familiar from the original game, such as the Security office and Bridge. Some new features have been added, such as holes in the wall for use as crouching crawl through spots to help players escape in a chase. In order to balance the gameplay we have also left the remaining interior corridors in the Hisa Maru static rather than keeping the full procedural generation featured in the first Monstrum. However, the positions of mission interactables and items will still be randomised.

The Dockyard is also accompanied by a brand new original score, made by our Audio Designer Jordan Guerette, who had the following comments:

“Given that the Hisa Maru is the setting for the entire first Monstrum game, in creating the Dockyard’s music I wanted to nod at Monstrum 1, while designing adaptive music that fits the gameplay of Monstrum 2. The first thing I did was play Monstrum 1 and spend some time with Jaime Cross’s soundtrack. There was a lot there for me to draw from, and I was excited to get started. I decided against using Jaime’s specific themes, and instead took inspiration from the spirit and feeling of his music as I established the musical style and selected what instruments to use, including robotic sounding bass, shakers, and unstable sounding synths.

I really enjoyed the opportunity to musically interpret the current state of the Hisa Maru, shipwrecked and forgotten in the Dockyard of Honsha-Miller’s crumbling Sea Fort.”
- Jordan Guerette, Audio Designer

The team have enjoyed the challenge of bringing back the Hisa Maru and it has generated a fair amount of nostalgia from some of the longstanding members of the development team who were present for both games. We hope players enjoy this new content as well.



But wait, that’s not all!

Here’s what else is coming in this update:

CUSTOM GAMES CHANGES
When we first launched custom games back in December, we heard your feedback on other options you’d like to be able to change in your games.

New options have been added to the Custom Games menu:

Map Settings
  • Added Dockyard as an escape route option.
  • Adjustable time limits for each stage of the game
    • Stage 1 + 2 time range:
      • Min: 10mins 30s
      • Max: 25mins 30s
      • Default: 18mins
    • Stage 3 time range:
      • Min: 6mins
      • Max: 16mins
    • Stage 4 time range:
      • Min: 1min
      • Max: 2mins

Prisoners
Stage 1 mission objectives can now be adjusted to determine the amount of switches required to move onto Stage 2. Lights above the doors of the Stage 2 area will update to match this option.
  • Minimum 3
  • Maximum 10

CUSTOM GAMES UI
We realise that the sliders in the Custom Game settings were not very clear. To help with the understanding of the Custom Games Menu we have added value readouts so you can see exactly what effect each option is having on your game. (The Monster damage value is an exception as that varies based on the Monster so no values are shown for this)


ACHIEVEMENTS
12 additional achievements have been added to provide rewards for the new escape route, additional challenges and milestones.


BRUTE LIGHTS
Marina” light variation added to the following Brute skins:
  • Deep Sea Brute
  • Tensile Brute
  • Leviathan Brute
Coral” light variation added to the following Brute skins:
  • Metamorphous Brute
  • Sunken Wraith Brute
Look out for another light variation with the new skins coming with season seven!


SEASON SEVEN REWARDS
Season Seven will launch alongside the Hisa Maru update. This will include a new set of rewards for completing games as a Prisoner or any of the three Monster types. The rewards will be a selection of Prisoner Clothing and Accessories, Monster Skins, Lobby Name Plates and bulk sums of Monstrum Credits.

The previous season's rewards will be added to the store for you to purchase with Monstrum Credits if you weren’t able to earn them during the season.


There are also a multitude of bug fixes coming in this update, the full details of these will be available in the patch notes that will be released on March 27th.

The Hisa Maru update goes live at approximately 3pm BST on March 28th.

We look forward to seeing you on Sparrowlock!

What are your thoughts on this update? Join our Discord and let us know!

Derelicts - Romain
Greetings everyone!

I hope your week went well. It's Friday now!

Here are two sneak peeks I posted on the game's Youtube channel, concerning my work on arrow impacts:






Enjoy your weekend!

Romain
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