a land Goo's crazy - velest
For the mage in us

Expedition Agartha - The Wizard
Hello Expeditioners!

We are announcing the release of the Open Hubworld update! Now, you can see everybody who is playing on your Hubworld server. We hope this increases the chances of player interaction within the game, leading to more trading, formations of parties, and roleplaying opportunities. A Hubworld server can hold up to 33 parties, and 99 maximum possible players.

We also have progressed on our skill tree and would like to show you a sneak peak! The skill tree system aims to provide players with a massive amount of new abilities to experiment with. Some of them require specific weapons, some of them don't require any gear at all. Here is an example of our WIP Shield Charge skill.



Skills can be slotted into the R and F keys. By default, the kick ability is considered a skill, and you will be able to choose to keep it, upgrade it, or swap it out entirely for another skill. The player can equip up to 2 skills.

The skill tree features two main types of skills currently Martial Arts and Alchemy.

Players who like to charge into battle with active skills can focus on obtaining Martial Arts skills that require specific weapons. Active Martial arts skills require stamina to use and go on cooldown. Passive Martial arts skills grant buffs to certain playstyles. Martial Art skills include abilities such as:

  • Shield Charge- while sprinting, charge with your shield out to impact and stun enemies ahead of you in an AOE cone.

  • Sweeping Cleave- While wielding a two hander or a polearm, unleash an uninterruptible 360 swing that deals critical damage and stuns blocking opponents.

  • Qi Heal- Harness the healing powers of your Inner Qi and heal an ally, or yourself if not targeting anybody.

  • Qi Lightning- Gather your Qi to unleash a blast of energy that does normal damage to one target, but will stagger groups of enemies.

  • Leaping strike- A passive skill that increases your damage after a jump.
...and many more!

Players who look to craft and use utilities may focus on obtaining Alchemy skills. Alchemy will allow you to craft special consumables, granted you have the resources. Alchemy skills include abilities such as:

  • Fire Lance- Unlock the ability to craft a one-use primitive gunpowder based weapon. Launch a rocket at your foes that explodes with deadly force.

  • Smoke pot- Unlock the ability to craft a grenade that creates a cloud of smoke that slows down movement speed and stamina regeneration inside the cloud.

  • Steel- Unlock the ability to craft Wootz Steel onto weapons, making the weapon unable to lose durability.

  • Crystal Shards- Unlock the ability to craft explosive crystal shards that can be thrown to kite groups of enemies.
...and many more!

Patch Notes
  • Additional input tweaks to make sprint feel better and require less re-input when interrupted
  • Durability bars added to weapon HUD
  • When an Asura hits a bot enemy, the bot enemy will lose immortality bonus(by default all bots are immortal until hit by a player)
  • Updated items with new graphics for upgrade slots
  • Shield balance tweaks- removed movement speed debuff on all shields, increased their parry effectiveness, and fixed bug where shield heavy attacks were slow
  • Crossbow balance tweaks- base damage lowered(wooden 300> 250, arbalest 400>340), headshot damage increased from +35% to +50% (bots do reduced bonus headshot damage)
  • You can now loot dropped bags on top of bodies, preventing the unable to loot exploit.
  • Additional anti-cheat measures to fight the ongoing war against hackers.
  • Insured gear that is inside an insured backpack should now return with the insurance.
  • Opening doors no longer grants Exp.
  • More matchmaker Optimizations.
  • Toxicity and Fullness warnings appear at 50% now.

  • Hubworld servers are now open and can fit up to 33 parties/99 players.
  • Players can now see name tags on the Hubworld.

  • Fixed Multi-buy bug with certain items such as bolt
  • Fixed bug where crossbow would not give bonus damage on headshot
  • Fixed bug where you could kick somebody into a stunlock by repeatedly kicking
  • Fixed exploit where you could consume items infinitely
  • Fixed bug where it sounded like walking on grass in certain areas of stone in the Undercroft
  • Fixed bug in which you get get out of parry stun by using a consumable

  • Speculative fix for bugs when player is unable to connect to the game for a temporary period after extraction (The 'return to ship' button should now become available once your progress has been completely saved)
We hope to offer unparalleled character playstyle customization with the skill tree system. Along with the skill tree update, new content will be revealed as well. Join our discord to get more exclusive sneak peeks! As always, safe expeditions!
Void: Edge of Existence - DalaGG
During Feedback from the new content of Void 1.0.6 I have added some extra features to help new users.

Main Menu Double Click Bug: I have resolved this and should be working correctly now

Tutorial: After starting the game and after following the Introduction with Zeth you will be asked if you would like a tutorial for playing the game.

I plan on doing alot more changes to the game in regards to content and extra features for upcoming days and or weeks so anymore Feedback is always welcome.

Best Wishes,
Dala (Jon)
TheFighters Online - skullsameh
Recently I started making Improvements to the game graphics which make the game more playable than before,




most things changed in-game
- adding a Cut Scene
- HDR + 4k
- Player movements
with my previous game the player was just jumping with one animation, Now all movement animations added
- AI bot more intelligent than before
- Camera position
- Sounds effects

for now, this is just a demo game







and I will be happy to get your review
https://skullsameh.itch.io/thefighters-newblood-demo
Apr 4, 2023
Game Master Engine - DanTheDM
Dear Players,

We have another update for Game Master Engine focused on addressing some bugs that have been reported by the community.

Here's what we've fixed in version 0.8.0.2

Bug Fix One - Dice Modifier Issue:

We've resolved a bug preventing the dice modifier from being added to the total value when applying a dice roll as either damage or health. Now, your dice rolls will accurately reflect the intended modifiers, ensuring a smoother gameplay experience.

Bug Fix Two - Damage Roll and Temp HP Interaction:

We've fixed a bug causing damage rolls to bypass temporary hit points (Temp HP) and directly subtract from a mini's normal hit points (HP). With this fix, damage rolls will now correctly reduce Temp HP first, as they should, before affecting normal HP.

Your feedback helps us improve the game, and we appreciate your continued support. Please share your thoughts on this update in the Steam forums or through our dedicated support channels. Happy gaming!
Industry Idle - FishPond
0.20.4 has been released. This version is compatible with Steam Deck.

- Allow returning trade profit by paying resources (@FishPond)
- Showing the existing trades that offers better profits in Player Trade UI when adding a new trade (@FishPond)
- Bugfix: Fix disabling controller support does not work (@FishPond)
- QoL: Batch sell of buildings (@WingedLeo)

Web: https://play.industryidle.com/
Steam: https://store.steampowered.com/app/1574000/Industry_Idle/
Google Play: https://play.google.com/store/apps/details?id=com.fishpondstudio.industryidle
AppStore: https://apps.apple.com/us/app/industry-idle-factory-tycoon/id1554773046
Instruments of Destruction - Radiangames
The changelist for version 0.240 is not especially long for an update of this size, but that's because one of the items on it is a big new feature: Vehicle Destruction.

Vehicle Destruction is something I didn't really want in the game when it launched in Early Access, and until recently, I was fine not having it. The Floppy+Breakable option in Sandbox mode was a kind of goofy thing that kinda mimicked destruction, but it wasn't really suitable for using in the campaign. With the focus shifting towards some missions being combat-oriented, and the recent features for making objects destructible, I started to think about adding a real vehicle destruction system.

There were a few things that went better than I expected, so it didn't take as long as I thought it would. The most unexpected aspect was that destroying the joints in a vehicle worked right away for the majority of part types. I also was not looking forward to making the destruction directional like it is with objects. I already had the shader done from objects, but doing all the 3D math and damage tracking was probably going to be difficult. It turned out to be an unnecessary worry, as doing the part-based damage/tracking/etc was more than enough detail. I was able to spend more time focusing on customizing how different parts take (and spread) damage.

In terms of changes needed for vehicles themselves, they have been generally pretty minimal for the vehicles I've worked on. Currently, only parts with some sort of joint in them can be "broken", while others just take visible damage (and transfer damage to adjacent parts). I also have to say that currently there aren't a lot of things outside of explosive barrels that do a lot of damage to player vehicles. You can certainly build a separate turret (with a gauss cannon, laser, or explosive weapon) and shoot your own vehicles to see how they destroy. My experience so far is that partially destroyed vehicles are still quite satisfying/fun to drive, and there will likely be some "malfunction" missions where there's a soft time limit in the form of the vehicle falls apart within a few minutes.



Because none of the vehicles/missions in the current campaign were designed with vehicle destruction in mind, I've disabled the system outside of Sandbox mode. I also removed Floppy+Breakable for now, and changed it so all the remaining cab-related settings can be used in any mode. This reflects the recent shift towards making the vehicle editing even more powerful (even though the number of settings/options for parts is too high for most players), so that really fun/interesting vehicles can be created more easily by vehicle builders.

After one more week or so of me working on additional campaign vehicles (and hopefully the addition of the long-awaited custom treads part), I'll be working on adding enemies and other vehicle-hostile obstacles of various sorts to the game. After there are a good number of enemies/obstacles, expanding the types of missions/objects that are possible will be next, and finally work on new campaign maps/missions can begin.

Here's the full changelist for version 0.240:
  • Added vehicle part destruction system (sandbox only mode, for now)
  • Added new part: Sequencer - Like a wave generator, but produces a series of pulses instead (up to 32)
  • Add 8 new small parts (weapons now have S versions)
  • Added Create Mirrored Selection shortcut (Control-M) - Creates a copy of selected parts and mirrors them
  • Added Expand Part Selection shortcut (Control-E) - selects adjacent parts to current selected parts
  • Added width/length offsets to flex panels/triangles
  • Added some subtle mesh variations for Flex Panel + Triangle (Style slider)
  • Made all cab/vehicle settings available in all modes
  • Added Vehicle Damage multiplier (applies to all damage to player vehicles)
  • Added damage mod advanced option to all parts (multiplier on that specific part)
  • Removed part cost from Sandbox mode, show part hitpoints instead (vehicle cost still shows, but will be going away)
  • Removed floppy and breakable settings for vehicles
  • Made more advanced option variables apply to all parts, not just ones of similar type (Sound Volume, Sound Override, Damage Mod, and Material Override)
  • All non-logic parts can now use material overrides
  • Material Override can be set to "No Collide Parts" (uses default material, but won't collide with any other vehicle parts)
  • Added an option to the Claw to set the starting angle (shows a preview of angle, but not fully visible 'til gameplay starts)
  • Added a dark outline behind logic helper circle drawing
  • You can now place explosive barrels in sandbox mode
  • Enabled part rotation for more weapons
  • Aiming Laser now has a strength value, only affects laser thickness
  • Red Laser strength can now go up to 5 (instead of 3)
  • Fixed missile/rocket trails disappearing if they were fired far enough
  • Added No effects flag for power wheels and treads
  • Updated collision for a number of parts
  • Fixed solid pipe connectors being hard to select when the pipe was less extended
  • Made smaller/larger parts draw if you have them selected (both in the library and the upper right)
Apr 4, 2023
BrVR Backrooms Virtual Reality - WooStudios
It turns out that every hill in level 94 was broken, I fixed them. Also, a new level 21 revamp has been released as well as a light noise.
Apr 4, 2023
Outpost - Ne Vogel
This is just an overview of the new features since the last post. Some of these features were already live prior to this post!

Balance

General
  • Chapter 2 exp gains increased by 20%
  • Chapter 2 minion health decreased by ~10%

Minions and Bosses
  • Drumstick Health: 675 -> 600
  • Larry The Snail Health: 1150 -> 1000
  • The Archdruid Health: 2000 -> 1900
  • King Crawler Health: 1850 -> 1750
  • King Crawler Speed: 1 -> 0.95

Buildings
  • Bear Trap Damage Per Second: 0 -> 1
  • Spikes Damage Per Second: 1 -> 2
  • Just Some Fire Damage Per Second: 2 -> 3

Other
  • Added an upgrade that gives bonus resources when killing a Boss
  • Added an upgrade that gives permanent bonus attack speed for turrets
  • Added an upgrade that gives permanent bonus range for turrets
  • Added an upgrade that makes enemies spawn further away from the shrine
  • Added a new option that allows you to rescale your ingame UI.

Bugfixes
  • Lower graphics settings now properly apply (and, for example, disable shadows)
Apr 4, 2023
Here to Stay - Marchellus
- Improved portrait selection and added some character
- fix bug when try to hire PM to the building
- added cheat for custom scenario to start with a lot of resources
- improved tooltips around the game
- fix bug law book error
- fix member action not appearing on ex party leader sometimes
...