Mar 31, 2023
Svarog's Dream Playtest - lynxbird
God's favor rewards and prices have been changed, as it seems like most people were just picking character talents.
Fixed a bug where character night vision would not activate properly.

Corrected some dialogue texts.
Fixed a bug where, in some rare situations, wrong loot would be generated by mobs.

Burzum music has been removed from the main menu, as it seems that Twitch has copyright issues with it even tho we got approval from the band.
I will need to sort those out before reenabling it.
Mar 31, 2023
bloody lonely cold - yhwell
Fixed some bugs, added background sound effects, and added a cry when the heroine is attacked。
Blight: Survival - Haenir Studio
Kindred!

We are thrilled to announce that we have reached a significant milestone of 650 000 wishlists! This accomplishment is a testament to your unwavering support and enthusiasm for the game, and we find it hard to express just how much it means to us - truly.

Thanks to your support and your attention, we've been able to make significant progress behind the scenes and we are happy to share that we have recently onboarded ten new veteran developers to our team. With their experience and expertise, we are confident that we can deliver a much higher quality game and on a much larger scale than what was possible when it was just the two of us.



We want to take this opportunity to thank each and every one of you who has added our game to your wishlist. Your belief in our project has been nothing short of inspiring, and it has driven us to work even harder to deliver an unforgettable experience. We are dedicated to providing you with a game that hopefully can live up to your expectations.

We remain committed to listening to your feedback and incorporating your ideas into our game. Seeing our community grow and thrive has been an incredible journey, and we cherish the moments we have shared with you so far. Your feedback, suggestions, and support have been invaluable in shaping our game and making it the best it can be - and it still is. We do encourage everyone to join us, and the rest of the community, over at our Discord if you haven’t already.

We are incredibly excited to make this game for you - with you.
Horizon Chase Turbo - henzimas
Dear Horizon Chase community,

Having transparency as an important pillar of our relationship with our community, we would like to inform you with this update, we fixed several minor bugs and removed the current online leaderboard feature.

Our story with Horizon Chase started back in 2015. Since then, we have been updating our game with new features, DLCs, and community suggestions. We tried our best to make this game solid and available to everyone on different platforms. The story of our company will be forever marked by our relationship with this game.

However, now it’s time to look to the future.

We have a limited amount of resources, and they’re all aimed at our new projects. As you probably know, we launched Horizon Chase 2 on a mobile platform last year, and we’re working our best to make it available on other platforms. Now, it’s time to optimize the work of our team and let Horizon Chase Turbo thrive throughout the years more sustainably.

This final patch will bring everything we consider important for the game in the long term. Our community can be assured that we will come back and fix major relevant bugs (if they appear), but we are making a commitment to the future and letting our past solidify in our memories.

For this reason, it’s important to highlight: with this patch, all online leaderboards are removed. Players can still see their personal times, but they won’t be able to see their friends' and the global top performances. This is a way to reduce the maintenance of the game.

Although we won’t have it in-game anymore, we understand the value of this feature for a race and competitive game. For this reason, we will create a community leaderboard section on our Discord server and we will host the top times from our community in a new and collaborative way - where the players can manage and validate the best times. We know that this will not replace the original experience, but we are aiming to provide a fair way to compare the best times from our most-engaged players.

Also, the Discord server will be our definitive place for franchise fans. Not only will it have the new upcoming events of Horizon Chase 2, but we will make sure that Horizon Chase Turbo will have its space, and we still have some super secret skin codes to share with you all.

You can join our Discord at the link below:
https://discord.gg/horizonchase


Finally, we would like to thank the patience and understanding of our community. We’re looking forward to making Horizon Chase 2 available to our franchise fans, and it’s only with a finish line that we can start a new lap.


Sincerely,
The Horizon Chase team.
a land Goo's crazy - velest
After 1 week of hypercare phase and some nice feedbacks, the game runs well and stable.

Enjoy gaming and stay healthy

Regard

Vele



Hearth's Light Potion Shop - Barakast
This update is nuts!
-new ingredients: date, walnut, peanut, almond, pistachio
-added a toggle for film grain in the gameplay settings
-reduced upper shelf upgrade cost from Beech to 150
Mar 31, 2023
Fire of Life: New Day - danacraig78
Renpy 8.1

I routinely check the GitHub page for Renpy to see where they are. They have two crucial milestones: 8.1/7.6 Prerelease and 8.1/7.6 Release. Currently, the only thing in the "Release" milestone relates to Live2D. Now, I am familiar with Live2D and like some of the games that use them. However, not something I use. So unless there is something stops the game from functioning, I will likely start work with the pre-release. Good chance that it will be pre-released before I finish the bug testing for Eric Day 1. So included in that release will be updated images/movies.

Size

I did get a comment about file size (as long as it doesn't exceed 500MB). I have a few thoughts of game size:

Size of Game
Fire of Life: New Day could get big if I am not careful. I remember back when played my first RenPy game, and going "Wow, that is a large file". Furthermore, I remember how disinterested I got because I had to update it with yet another big download. Thankfully, Steam only sends the changed/missing files, and Renpy has ways of organizing files. Part of why I put all the scripts in defines.rpa is that if there is a bug..it is a 1.6MB download vs. 200MB. Given the complex story, the size of the RPAs will get larger, but I want to make sure it is within reason.

Quality
However, I am not going to randomly reduce a file size. I once went too far, and the renders looked..eh. Right now, WebP should be at 95% quality and the WebM should be at 22 Quality according to Handbrake (export as mov, and use Handbrake for final compression since Adobe doesn't have a native tool that works well in my opinion). The AV1 version split the video file size in half with the same quality. On average, I saw the AVIF achieving the look I want with a much smaller size then WebP was achieving for the same result.

Ability to Play
It should not affect your ability to play the game at all. Renpy uses FFMPEG to play, which is always included in the renpy folder as part of the install. :) There are small things in 8.1 that will make me change a few things to ensure it plays, but...easily fixed.

7.6
One of the primary reasons I use 8.0.3 is because of Python 3. Long story short: I am an IT person. So, I recognize certain issues with using a language no longer supported by the community (python 2.7). However, the drawback is that Renpy 8.0.3 only delivers 64-bit executables, which will not play on 32-bit Operating Systems.

So...

If someone wants me to make a version that able to be used by Windows 32-bit (Windows 7 to Windows 10 since 11 is 64-bit only), let me know. I will create a 7.6 version of the game. :)
Atrio: The Dark Wild - Isto-Stephen
Hey everyone,
Stephen here. We're happy to release our second "improvement update" to Atrio! As compared to the last update, we took on some of the more complex/harder to implement, but we're happy to see it completed and ready for all of you.

Original Promise -> First update -> Second Update -> Third Update (upcoming)


Status report
We want to stay accountable for the features we promise to fix, so here's a status report of where we stand:

Gameplay improvements (100% complete)
  1. FIXED - The pickerpal RNG & the Fuel depot
  2. FIXED - Pushback splitters should be more useful
  3. FIXED - Tornatoads should wait if line is full (same with saptaps)
  4. FIXED - Key Rebinding (in settings)
  5. FIXED - Fast travel kind of sucks
  6. FIXED - pushbacks should be more readily available

Bug fixes (80% complete)
  1. FIXED - Plunger quest dialogue says you have purple batteries, but you don't actually have them
  2. FIXED - Electric flowers west of the station don't regenerate
  3. FIXED - Factories stop auto pulling items late into the game
  4. FIXED - Building an item (or leaving the backpack) under the Iris-Station deletes the Station 4 chip
  5. FIXED - Placing factories on top of core items breaks stuff
  6. FIXED - Players can die during the punk monk sequence, stopping them from unlocking the blue bar
  7. FIXED - Players dying on odd spots and their bodies aren't accessible
  8. FIXED - Deer factories are "vanishing"

  9. TODO - Bees not working as expected? (need investigating)
  10. TODO - Items are sometimes stuck in the fuel depot

Gameplay Improvements
1. Basic Key Rebinding

- Players can now remap keyboard/mouse
- Players can now remap their controller.

The key rebinding menu serves two purposes - It lets players change the controls, but also surfaces some of the controls that weren't previously apparent. You'll also notice that some of the controls are locked - these controls are woven into the game in such a way that they're very hard to untangle. We wanted to get a basic version out the door, so the controls are currently locked, but we hope to allow additional mappings in the future.

2. Fixing Fast Travel
Many players had valid criticisms of the Fast-Travel system, and I read all of them with hopes that I could come up with the best solution. Some people had amazing ideas, but would require HUGE reworks of our systems.

I ultimately found a solution that was relatively risk-free to implement (leveraging existing systems that work well) and faster to implement. Here's what I did to improve fast travel:

  1. Iron Chests & Iron Dispense Chests are now craftable,
    For those that are transporting items across rivers, being able to dump 100 items into a dispense chest seemed non-negotiable.
    You can unlock and craft them after you find Station 5.
    (Anyone who has a save file beyond Station 5 will automatically be able to craft them)
  2. The Entangled Chest.
    The Entangled Chest is a shared chest that points to the same inventory, no matter where you go.
    Like the Iron Chest, you first can find them while you progress in the story, and then later on in the game, they become craftable.



    Why not teleport with your items?
    Unfortunately, a big part of the story relies on this idea, so I couldn't get rid of that. However, we've found that later in the game, this is more convenient. You can have a shared inventory in multiple places anywhere in the world (place as many as your heart desires).
    This lets you fast travel, and have extra storage no matter where you go.

    There is a catch
    You can only hand place items in and out. Being able to pipe items in and out not only was immensely complicated, but could potentially break all of our game design of having to design systems to cross rivers. This felt like a good compromise.

3. Pushback Spawning
We've added more pushback spawners into the world (specifically in the "plains/ downtown" section). This way, if you want to max out your pushback splitters, head over to the downtown and capture to your hearts content.


4. Mini Deer Pooping
We had an original feature where mini deer would walk around and eat items off of your assembly line (thinking people might want to gate deer in, and springboard items in so they would become factories without capturing them), but no one did.
The mechanic was ultimately frustrating and served no purpose, so we've removed it.


5. Corrupt Saves
A small number of our users reporting save files going corrupt.
  1. Atrio cycles through three autosaves to increase the chances of you recovering your saves
  2. We've implemented a corruption detection system. When you save a game, we analyze your save data to make sure there are no "oddities" in the data. If they are, we prompt you and let you know.
There's a million reasons why a save file could be corrupt (some are out of our control, such as your disk being full, or the o/s having issues). But we've done our best to reduce the risk of losing a save file.


Bug Fixes
  • Players dying on odd spots and their bodies aren't accessible
  • Deer factories are "vanishing"
  • Widescreen support - Although widescreen support is planned for next month, I managed to sneak in some fixes for the worst-offender issues when in widescreen mode (most of the menus).
  • Fixed a minor typo in the story
  • Reduced number of stun turrets needed to upgrade heartbox in Freeplay
  • Fixed a bug where the lightbulbs weren't connecting properly

-------------------
Featured fan art: Forgotten_dev

If you'd like to draw something and be featured, make sure to join our discord

-------------------
What's next?
We still have two more big bugs to fix (see above), but this certainly isn't the end of our quality of life updates.

Upcoming fixes:
1. Change the Beeboxes to support mushroom selection
2. A way to delete stray/ unwanted items.
3. Take out the dodge in tutorial
4. Deer take too long to walk up to the trap
5. Some Electric petals aren't respawning properly in freeplay

Thank you to everyone playing and reporting bugs around Atrio,
-Stephen & The Isto Team.
InfraSpace - Dionic Software
Hello everyone!

our studio has a lot to do right now with a mix of refactoring, polishing, adding some new buildings, and a visit to the Game Developers Conference.

This week, I'll show you some of the new decorative buildings thanks to Lasse, while the rest of the team are working on improvements on things in the background.

Big Ferris Wheel

This Ferris Wheel let's your citizens see the plant from a whole new perspective! For now this is just a decorative building, but we might make it an alternative to the stadium for people to get entertainment. What do you think?



Crashed UFO

Where could this have come from? Seems like it's been here for a long time.






Building Variations

InfraSpace's industrial districts frequently look a little bland cause many players group buildings of the same product together in large areas. To improve the look of these zones, we're adding some variations to many often-used factories:









That's it for this week's updates. Let us know what you think and happy playing!
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! In our daily efforts to raise the bar for all aspects of the game, we are currently working on several improvements in the field of performance and the general quality of life. In this update, we will discuss a number of developments we plan to introduce in our next game update.

Performance upgrade
With our next update, you will notice an improved frame rate in specific areas. These would be due to improved usage of mesh groups and game optimization. The largest improvement will be noticed on maps with many buildings. Our own lab tests suggest that the improvement could be as much as 20-30 fps in such areas!
Another gain in performance should be noticeable under morning or evening conditions with strong directional shadows which, so far, is particularly performance draining on low end PCs.
We also did a cleanup in - and improvements to - the resource packing, which will result in a 2 Gb reduction in the installation size and an improvement in loading times.
To visualize the improvements we made a “before and after” comparison, Click here to view; to open the image, click on it. Then, slide the white bar from right to left to compare “before” and “after”.


HD Link - Community image by =.Masters.=

Graphical improvements
We changed the laws for rendering Shadows and grass. They will be rendered at longer distances; perhaps surprisingly, performance improves at the same time! Object visibility distance will also increase by 20%.
This will make the game look even better, and it’s actually a stepping stone toward the new expansion we are working on.
When we announce the next episode in the Gates of Hell experience, It will be the biggest leap forward in visuals in the history of our project, or even in the history of WWII RTS games. Does that sound like a bold claim to you? Well, you can be the judge of that very soon!

We also upgraded the visual damage modeling for vehicles. When the shots do penetrate, they will leave different marks, depending on the size of the shell. We enhanced large caliber penetration marks with new molten metal glow effects. Make sure to enable the glow effect in video options. This will make vehicle combat more immersive and readable.


HD Link

Skins and sprites
Many fixes and improvements have been made to the shaders of human models. We changed the rendering of light in one texture direction, which fixes some unwanted artifacts and wrinkles that were especially noticeable on human faces.

We have improved the way selection sprites are displayed on the units, so that they are uniformly sized, tailor-fitted to each geometry of vehicle, and not too obtrusive to the eye. We’d like to remind our players that a year ago we introduced the ability to hide the selection sprites for increased realism in the game options.


HD Link

HD Link

Furthermore, we will also introduce new cursors and icons to improve the overall look and feel of the game. We added new cursors for new ammo types which were recently introduced (APCNR, API) or will be introduced in the future. The reticles for the gun sights in first person mode have also been increased to 4k resolution, to improve the immersion.

Netcode improvements
We fixed an issue affecting multiplayer lobbies, where player- occupied spectator slots sometimes prevented the lobbies from being accessible to other players trying to access open player slots. We now separate spectator and player slots in the lobby.
We have also been working on pathing and unit movement desynchronisation in the PvP environment. Work in the netcode progresses steadily.

Bot improvements
We are delighted with your feedback about the improvements to bots that were introduced with community update 2.
In conquest, they became extremely challenging to fight. We read all your feedback, and there was a noticeable amount of people who considered the last update to be too difficult. We have toned down bot resources in conquest, so that the bots rely on their newly acquired abilities and tactics, as opposed to spawning an overwhelming amount of units. We hope that the players, especially new players from our sale, have an easier time fighting the AI.

Besides that, the bots have been taught how to tow guns. Not only that; bots will spawn less emplacements in the early stages, thereby avoiding the risk of players capturing those units early on. Bots will also make sure their tanks are escorted by infantry. And your most horrible dreams have come true: the bots will defend when their artillery gets flanked. The crew will get out of the vehicle and fight, instead of waiting for the enemy to kill the crew and capture the gun with impunity.
We think you will appreciate the continuous improvements to AI. It's definitely been a lot of fun testing them!


HD Link

Future development
We are also working on the logic that allows bots to decide what purchases to make based on the situation on the battlefield. The bots will spawn sufficient infantry to maintain line of sight, while maintaining availability of AT weapons. The bots will react to the units the player purchases, and try to counter them in the most logical and realistic sense. However, this will be part of an update further down the line.
We are also working on the domination gamemode, and we want to make some improvements to make it more fun and competitive. We want to add a timer to the game, so it doesn’t protract for long periods of time. We also plan to make the flag points award victory points in the future, to give a bigger incentive to fight for them.
Last but not least, we are re-balancing numerous units and doctrines, thanks to the input of our talented competitive testers, while we are also working on the artillery gameplay.
We have long term plans for artillery, to make it a rewarding, less random factor. This will take time to implement, and we will keep you posted on progress of course. Stay tuned!


HD Link

Conquest evolution
We are approaching a new milestone in our evolution of the conquest dynamic campaign. Stay tuned for future devblogs which will cover this in detail, once we come closer to reaching results.

Ukrainian and Polish
Ukraine and Poland are among the top 10 countries in terms of player base amount for our game. We decided to make the full localization for the game in these languages, and we will implement it in the coming updates.

That’s it for now, thanks for stopping by and see you on the battlefield!

Did you know?

...