The Four Kings Casino and Slots - DL_Jared
This companion has a spring in its step!



A new spring month is here, and so is a cuddly new friend for April's Jackpot Reward! With fleece as white as snow, the Spring Lamb will follow you wherever you go. Check it out this month at the Cashier!
Mar 31, 2023
The Chronicles: Wasteland Assault - Mr. Ox
See ya March, hello April!

It’s been a quite a month of progress since our last update. We’ve just finished this milestone, full of fixes and modifying existing content. Currently, we are on our last milestone, and this will be the final touches to truly make this game a great first impression. For now, let me show you what we’ve done. But first, have you seen our new trailer? Ohhhh it's so new and shiny!




Equipment cards

I’ve showed off equipment cards before, a lot of them have now been optimised that each have their own special effect and visual impact on the character. During your travels, you will come across and earn these cards where you can merge copies of the same card to buff the effects and decrease the cooldown timer to use them again. There are two types of cards, active and passive; both are pretty much self-explanatory. Active cards are used when you need them, pressing the hotkey will bring the card into effect and will have to cooldown until you can use them again. Passive cards are the opposite, I’m sure you can guess. You simply equip these cards and they’ll always have an active effect. As a matter of fact, let’s show a few of them off so you know what I’m talking about.


Stomping rounds



Stomping rounds will be a life saver when you come across a hoard unexpectedly. At the press of a button, you’ll load a cheeky custom magazine loaded with extra punch into your assault rifle where it will flatten a Screamer within just a few rounds. As you can see, the card is now in effect represented by the ammo count, and the card itself is now cooling down.




Soldiers helm



One size fits all, with this equipped you are slightly more resilient to damage from all sources. This one will be a favourite to many, I’m sure.




Medkit



Another active card that will come in handy at the very last second. Can't find any health pickups when you're on your last leg? You no longer need to worry. Patch yourself up.


Now that was a close call.

Now, while a lot of the other equipment cards were taken out to be worked on, they'll be slowly introduced in bulks after release. So don't worry about content running dry, there's still much more to come.

Skill trees

The tree of skills has been overhauled since we last saw it as well. All skills are split into their own categories and will give the user a better understanding of what they're choosing and how it will effect their gameplay.



You'll gain skill points as you progress through the game buy simply slaying Screamers or bandits, completing missions and even finding little secrets. Future plans for this game post launch will involve new skills to be implemented as well. Right now we're seeing the skills players will use the most and what will be use less or ignored completely. Oh and I'm totally sure that you have noticed the skins we've applied to the characters as well.



Just like the cards, other playable characters have been taken out to be further worked on and optimised after launch, for now let's enjoy our basic survivor characters and understand what makes them special. But not to worry, I'm sure some of yous are thinking this now:

"We've seen other playable characters and cards before from previous updates. You're not cutting them and bringing them back as a purchasable pack?

Now let me quickly assure everyone who has thought this and the answer is HELL NO. I personally want to set an example in the gaming word where this modern culture of micro-transactions is ugly to a point where a lot of companies make it painfully obvious that their DLC is axed pieces of the original game with a price tag. Enjoying a game greatly make it so much better when you suddenly see a free content update downloading the next day. That's what I want to do for my game.

I just want to make sure that everything is done right. Either I can release the game now and continue working on parts that need fine tuning, or extend the game for another year. Let's face it, if you've been following me for a while, extending the date is not an option for me.

That's pretty much it for now everyone. Now that a date has been set, I am so excited that we're only just around the corner to releasing this project that TecShield and I have been working on for so long. Until then, have a good weekend :)

-Mr. Ox
Skyclimbers - Paratope


Alpha Version 1.0.11 Marks a significant milestone for Skyclimbers.



Entity spawning improvements and new AI
  • Yagi spawn reliably at camps
  • Voidling spawn reliably during time of day changes
  • Sentius spawning varies based upon time of day
  • Direpyre and Okamito spawn alongside Magmaton


Player improvements
  • New player model (example of what character creator will produce)
  • New player assets (staff and multi-tool)
  • New player animations
  • New player SFX


Base building overhaul: new assets, blueprints and UI
  • All new assets for blueprints except for campfire
  • New structure blueprints
  • New roof blueprints
  • Improved snapping
  • Hotkey HUD
  • Additional blueprints will be rolled out before 1.0.12


World generation updates and seed system
  • Player can customize coastal meadow generation through seeds
  • Player can select game hostility
  • Asset overhaul for organics (trees, stone, ground foliage)
  • Texture and materials overhaul for terrain and organics
  • Improved and expanded Yagi camps (new assets, textures and materials)
  • Improved era 1 villages


Sub biomes and new locations added to world spawn conditions
  • Human encampments
  • Runes
  • Birch sub-biome
  • New locational discoveries




Tasklist improvements and progression systems
  • Basic controls
  • Basic resource depletion
  • Basic base building
  • Basic cooking
  • Basic gauntlet interaction
  • Basic combat
  • Player leveling additions


Quality of life improvements and bug fixes
  • Several cooking station related bugs resolved
  • Sentius capture bugs resolved
  • Village related crashes resolved
  • Rest related crashed and freezes resolved
  • Resource depletion mode refactored
  • Weapon & tool auto-sheathing
  • Audio event bugs resolved (combat and village events)
  • Improved input consistency for UI such as mode switcher and cooking interface
  • Saving improvements
  • Default gauntlet behavior improvements
  • LOD and asset pop-in issues resolved
  • Physics interaction improvements
  • Updated minimap UI elements


Performance increases across a spectrum of hardware
  • Navigation mesh generation time reduced
  • Level load time reduced
  • Chunk load time reduced
  • Improved camera render distance
  • Game quit time reduced (to desktop and to menu)
  • Average frame rate increased on low, mid and high-end hardware




Share your experience by reporting bugs / sharing your top seeds!
  • Upload your bug reports here to help the team fix them!
  • Share your favorite world seeds, or select one from the list for your next session!

Check out the launch trailer for 1.0.11 👇


This update allows the team to focus on adding content moving forward at a faster pace, therefore, you can expect update/patch frequency to increase.

We would like to thank our crowdfunding supporters for making this possible and sticking with us through the Alpha development of Skyclimbers!

See you in the next patch!

Mar 31, 2023
Build and Drive Racing - VRdevelopment_eu
Now you are not alone on the track!
Meet Vincent, our in-house (v0.1) AI driver system.
So a new game mode has been added, as well as the in-game UI was revamped.



Try it out, have fun, and don't forget to leave some feedback, so we can make Build and Drive Racing better together!
Forum

Follow us for the latest updates:
Build and Drive Racing website
KartRider: Drift - ColonelPanic
We're giving everyone a special bonus on Troublemaker's Day, and this is no prank! Enter the Coupon Code "REAL4000LUCCI" for a 4,000 Lucci bonus sent straight into your inbox!

Coupon Rewards:
  • 4,000 Lucci
 
Event Details:
  • Go to the Redeem Coupon page on the Nexon website or the in-game redemption function in the [Settings - Manage Account - Apply Coupon] menu.
    • Racers on iOS should use the Nexon Redeem Coupon page.
    • Make sure to login to a Nexon account linked to your KartRider: Drift account to claim the reward.
  • Enter the code "REAL4000LUCCI" to claim the reward!
  • Coupon can only be redeemed once per account, and cannot be redeemed after the coupon expires at 12:00 AM UTC on Wednesday, April 5.
  • Items sent to the in-game mailbox must be claimed within 30 days of receipt.
 
Olliefrog Toad Skater - Mr. Thee
Howdy ya'll,

First I'd like to thank everybody that stopped by our both at PAX East last weekend. We had a blast and we hope you all had a good time as well. As promised, I'd like to announce that we're updating the Steam demo build to reflect the content seen at PAX East 2023!

Here are some of the new content + features present in the demo:

Stage 3 WIP: Twilight University



This level was done with a new iteration process within the team, so there we will likely be some holes and weirdnesses here and there in the geometry, but its still pretty fun to skate around in, so please enjoy.

NPCs! (ft. WIP tutorial)

You may notice that Mellow Park looks a little different this time around:



If you talk to this guy, he'll give you a run-down of skating 101. To talk to him, first get off your board by pressing both bumpers(xbox) / R1+L1(playstation) / E (keyboard), then walk up close to him, and press A(xbox)/ X(playstation)/ Left Mouse(keyboard/desktop). Which brings us too...

On-foot Mechanics WIP



Press both bumpers (or E on keyboard) to get off you're board! Hold A/Spacebar to run, and tap A/Spacebar to hop. Pressing E or both bumpers to get back onto ur board. We haven't implementing combo-run-out mechanics nor cavemans into the combo system yet, but that is on our roadmap, so in the meantime feel free to run and hop around like only a lil' guy would.

Gameplay QoL Updates

By the powers of popular demand & convenient scheduling, we were able to add a few movement improvements and misc bug fixes. Some interesting highlights include the following:

  • Quick turns! This can be executed by pressing Down Down RightTrigger on gamead. (or S S LeftShift on keyboard)

  • More responsive tricks in some situations! Previously the trick input buffer would be flushed the second the player does an ollie. This would mean that if they were holding crouch/ollie, then started inputting a flip trick before releasing the ollie button, their input would be lost and their flip/grab trick wouldn't come out. This has now been fixed and you can now buffer those tricks while ur leaving the ground, so flips and grabs out of ollie should be much more responsive.
  • Spine Transfer math improvements. We updated our algorithm a ton since the last update, and now our spine transfer/acid drop logic can now more intelligently and more consistently pick up interesting drop-offs and quarter pipes, such as this one on Riverbank hotel:

That's all for now! I suspect our next update might be coming up pretty soon. It'll be a much smaller and more cosmetic-driven more (e.g. more hats, maybe even some new accessory types).

Catch you later.
- Mr. Thee
Mar 31, 2023
Mythlink - Home Point Games
No April Fools prank this year, instead just some new unlockable content in Mythlink, available now! That's right, after last month's addition of Steam community content to the game, it was time to round out the rest of the release and push out one more key piece of digital bling into the ecosystem. That is, of course, game achievements!



A grand total of 15 achievements are now ripe for the taking within Mythlink. There is a healthy mix of challenge ranging from fairly easy to pretty difficult. Let's take a look at what these achievements entail, including a sneak peak into how to unlock the hidden achievements!



These should be pretty self explanatory. Unlock each of the Mythlinks, get some killer high scores, and win some online matches. Simple enough, right? Right. But don't underestimate some of those score thresholds! While they are far from impossible, it will definitely take some skill and practice to unlock them all.



Readers of this blog will get the inside scoop on how to unlock the two hidden achievements as well. One of them deals with cracking the glass boxes in the menus, which I bet you didn't even know you could do! The other will get unlocked through a random event while playing Baller Dodge. Don't worry, you'll get it eventually!

Pretty short update this month. Next month we'll cover more details on one of the Mythlinks not yet covered! What could that mean I wonder...a new Mythlink? I did say no April Fools pranks this year...or did I?

Yes. Yes, I did.

See you then!
Mar 31, 2023
Tavern Tales: Tabletop Adventures - ItsMiles91
Changelog:

Added Balor Mini
Added 6 new player minis
Added a collection of weapons to the props shelf

Fixed the Blue Dohwar mini so it is now visible to players
Temporarily removed the added height settings as they were causing issues with play
Added "None" option to scenery prefabs dropdown
Fixed bug that would sometimes cause the wrist menu to overlay multiple menus
Legend of Cina - Harry
Max stats now set to 66.
Mar 31, 2023
LunarLux - Purrgil 1
We're back with another development update, mwahaha! March was definitely a busy month! We showcased LunarLux Demo v2.1 at PAX East this year! Huge thanks to everyone who stopped by our booth. It was so nice to see the booth filled up with new and returning players trying out the game! The Kickstarter Booth was also showcasing a 30 second trailer on their big TV! It was surreal! We're getting closer and closer to achieving our mission to bring LunarLux to the world!



Demo v2.1 is actually the first wave of our team incorporating several QOL changes to the demo based on our player feedback surveys! We're working on updating the demo at least one more time in the coming months with additional QOL improvements!
Here's two new additions to the game!

New Feature - Colony Affinity:
Introducing Colony Affinity! This feature was inspired by the Xenoblade Chronicles Affinity System and was made to encourage exploration and for players to interact with the People of Luna! Interacting with the NPCs will grant you Affinity Points that will boost your reputation and Colony Affinity Level! Increasing your Affinity Level will unlock perks such as new Side Quests and you'll also get discounts from Merchants and Astrotech Traders!




Quest Log!
This one is self explanatory, but a welcome addition to the Codex nonetheless. With the Quest Log, you can easily keep track of the side quests you've completed (or still need to complete)!



To see a full and detailed list of exactly what has been updated in the demo, head on over to the LunarLux Discord! You'll find it in the #Changelog Channel heh (It's a loooooong list)
Here’s a look into 2 new Jet Suit Designs we worked on this month: The Titanium Suit & the Hunter Suit!



As always thank you so much for supporting the development of LunarLux! We also post content twice a week over on our Twitter, so for immediate progress or snippets into what we're working on, head on over to the LunarLux Twitter to keep up with all the latest posts! heh. That's all for now, See you on the next update!!! :D
- Nobab


















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