Apr 10, 2023
人类保存计划 Human Save Plan - 青思
1. Control the number of drops to prevent a large number of drops in the future
2. Modify the prayer related data to be related to a single role, rather than sharing it with all roles
3. Modify the correlation between the success rate of praying and the total number of praying times
4. Add affixes such as "Giant Flow Arrow" and "Giant Fa Ball"
Apr 10, 2023
Few Nights More - info
Hello everyone! Our next patch is out.


[h4]Castle Bonuses[/h4]
  • We are adding a castle bonus to each castle, this bonus is unlocked if all upgrades of that castle are obtained through heritage. These bonuses apply to every castle.
    Here are the bonuses:

  • Castle Nazmyr: Visitor chance is increased by 5 % when all of Castle Nazmyr unlocked(this buff effects all castles)

  • Castle Vellar: Heal equal to current coffin HP at the start of every night when all of Castle Vellar unlocked(this buff effects all castles)

  • Castle Loudau: Gain 5 max HP whenever you add a new room to castle when all of Castle Loudau unlocked(this buff effects all castles)

[h4]Radiances[/h4]
  • We are making a change in how to unlock radiance levels. We received feedback that unlocking radiances one by one for each lord felt grindy, and there are instances where your account gets stronger via heritages, so a lord you haven't played before is stronger and you want to quickly jump to radiance 8 with it.

  • From now on, once the player defeats radiance 0 (base difficulty) on a lord, they will be able to access any radiance level they want.

  • Elite enemies now also show up in radiance 5 6 7 8 with a chance of %5/10/15/20 respectively

[h4]Mastery[/h4]
  • We increased the max skill slot available in game by 1.
  • The auto-skill slot increase the game provides is now limited to 6 (including 2 starting skills); anything further has to be gained through the mastery perk.

[h4]Infinity Mode[/h4]
  • Every enemy now gains 1 power each night; this buff stacks for each night. Dev note: Enemies HP and attack in infinity mode were not on the scale we wanted them to be; an enemy having a million HP but hitting for 20 damage was just not challenging enough. With the addition of 1 skill slot, we want players to think a bit more on their defensive side during infinity runs.

[h4]Balance[/h4]
  • Necrolord stack heals has been reduced from 3/6 to 0.5/1
  • Bone armor "Sundered Marrow" heritage multicast chance reduced from 3% to 1%
  • Quadlumiel Massacre: Damage reduced from 50 to 40, hits 2 times instead of 1. Applies 3 daze per hit.
  • Quadlumiel Rapid Strike: base damage increased from 3 to 5.
  • "Blow": Increase damage by 5 for each 10 blood accumulated this combat. now requires 20 blood accumulated.


[h4]Bug fixes[/h4]
  • Lineage choices will now appear correctly after player starts a new game without closing the game first.
  • Lineage choices will now appear correctly after forfeiting and starting a new game
  • Thorns gained from "Razorback" skill will no longer overwrite previous thorns stacks.
  • Villagers heals now also gets effected by intelligence.
  • Radiance 9-12 achievements will now be correctly obtained

[h4]Improvements[/h4]
  • Dodge chance cap is now writen in character panel tooltip.
  • typo: inquisitor malevolence -> the correct text should be "If Vampire Lord does not cast", instead of "casts"-fixed
  • typo: treasure room desc -> the word "decor" is with an ACCENT on the e, which is not correct- fixed
  • typo: on the Grand Herald's attack, on its tooltip, the text "damagetwice" is linked together, it should be a space in between-fixed
  • typo: en garde status desc -> the word should be ""received", not "recieved"-fixed
  • Support Golem intent no longer shows the wrong number of attack


Apr 10, 2023
Miniland Adventure - Dawid_Gameparic
Hello 🤝

Thank you for the first feedback! 🤩

The first patch/hotfix is now available for download!

We've noticed that some of you have problems with controlling the game while connected to other devices. To fix that we've added an option in settings to change a control mode, where for example you can force to always control the game with Keyboard & Mouse.



Changelog:
- added an option in settings where you can define controls mode: Auto / Mouse & Keyboard / Controllers
- added notifications informing about current controls mode and if controllers are connected or not



Thank you!
Miniland Adventure Team
Apr 10, 2023
Wall World - darxtorn
The third post-release update of Wall World is now available. Please make sure you have the latest (1.0.3) version of the game installed.



List of changes:
  • Added a new visual for the vacuum cleaner. Now, depending on its permanent pumping, the type of vacuum cleaner used by the hero also changes.
  • Added a visual effect when the timer is below 10 seconds. Now the numbers turn red and the background starts to pulsate.
  • Added a sound effect when the timer is below 10 seconds. Now each passing second is accompanied by a sound.
  • Added a sound effect for the Giant class enemy death.
  • Changed the blueprint drop system in favor of a higher frequency.
  • Fixed an issue with getting the "Long Time Coming" achievement for collecting all the cryptokeys. Players who have previously met the conditions for completing it will automatically receive the achievement upon entering the main menu.
  • Fixed an issue with incorrect display of some already discovered locations.
  • Fixed an issue with the generation of duplicate weapons in "wow locations".
  • Fixed an issue with the ability to purchase an unlocked permanent upgrade without a blueprint if the player has enough diamond dust.
  • Fixed an issue with the ability to jump over a specific plot-important location using a dash.
  • Various minor fixes.
Thank you for your interest in the game, we continue to work to make Wall World even better! Looking forward to your feedback and reviews 💙

https://store.steampowered.com/app/2187290/Wall_World/
Apr 10, 2023
Fear Of Mine 001 (Novel) - 社会をファック
We are thrilled to announce that our highly anticipated visual novel game is now available on Steam! The first chapter is ready for you to dive into, with more exciting chapters coming soon. As we are currently in Early Access, your support is crucial in helping us improve the game's quality and create the best possible experience for all our players.

With your help, we can make this game everything it can be. Follow us and purchase the game to contribute to its development and growth. We appreciate your support for indie games, and we're excited to have you along for the ride!

Get ready to immerse yourself in an exciting, visually stunning world. Buy the game today and become a part of our community as we continue to work hard and make the game even better.

Thank you for your support, and let's make this game a success!
🚀
Neon Echo - xinyuanstu
Hi everyone,

Greetings. This is LEON, producer of Neon Echo.

I am writing this letter to you today, eager to share with you my thoughts and feelings as our game, which we have poured all our heart and soul into, will finally be available for early access testing and meet everyone on April 20th.

We’ve been working hard over the past three years to create a truly unique and innovative game. We started with a simple goal: to explore the possibilities of roguelike games in a way that had not been done before. We wanted to create a game that was different from anything else out there. However, with so many amazing roguelike games already on the market, what other possibilities could we find? We spent three years looking for the answer.

The word 'roguelike' means that it can present changes all the time and the idea adapts to most games. This concept inspires us to take the core elements of roguelike games and inject them into a great amount of stuff. By adding and mixing all kinds of elements, we want to create a game that offers endless possibilities for exploration and discovery.

Our game, Neon Echo, stands on the foundation of traditional roguelike games, but with a twist. We have created a robust system that allows players to experiment with various combinations of weapons, abilities, and stats. This not only causes unprecedented synergy effects but also avoids monotonous battles.

In addition to the gameplay itself, we have placed great emphasis on the visual design and overall aesthetic of the game. We choose to move away from the standard pixel art style and opt for a more high-cost, cool anime style. This not only enhances the combat experience but also provides a fresh and visually stunning environment for players to immerse in.

We have also added a variety of playable characters with unique attack styles, energy systems, special talents, and skills. This not only provides players with multiple battle experiences but also satisfies their desire for role-playing.

We understand that creating a game that is both enjoyable and challenging is no easy feat. That's why we have incorporated a variety of mini-games to let everyone catch their breath during high-tension combat, such as dodging, parkour, and many more.

Finally, we have taken a bold step forward and created a gameplay that combines battles and rhythm. This idea originated from my personal experience. One day when I listened to music and danced to it, it suddenly struck me that we could add rhythms to battles so that hitting the beats would bring unexpected effects. We soon got down to it and realized this crazy idea. Now, players can empower their attack by hitting specific rhythm beats while listening to the BGM. They can choose to follow the beats to attack or completely ignore them. Either could be exciting!

Sure enough, we worry that our approach might not be accepted by roguelike fans, but we are eager to receive feedback from all those who try our game. We've invested more time and resources than anyone could've anticipated making Neon Echo the best it can be, and we hope that you can join us on this journey.

Thank you so much for taking the time to read my letter, and I look forward to seeing you all in the game in 11 days.

Sincerely,
LEON
Apr 10, 2023
Idle Simple RPG - 迟到摄影师
1. Add Athena's test. album. Achievements.
2. Increase the aura of 10 rebirths and 15 rebirths.
3. Optimize leaderboard display
THE LAST HUMAN IS A BIKER - FF_Valentin
John never goes on an expedition without his good old radio!

The soundtrack of THE LAST HUMAN IS A BIKER contains 6 tracks of music from the game, composed by the incredible band PVLSΛR.

The digital version will be available on Steam on May 4, 2023, at the price of 1€99.

Steam product page: https://store.steampowered.com/app/2345260
Apr 10, 2023
Just Act Natural - Lee
  • Added new Sunshine hill map for DeathRace
  • Added partial support extra-larg screen resolutions

  • Fixed UI overlap on server browser
  • Fixed AI not moving on StinkCity map for all gamemodes
  • Fixed Steam achievement progress not updating (progressive achievements)
  • Fixed Steam achievements not unlocking at end of matches

Thank you for the patience and continued support. Please report any issues in the Discord. If you have any suggestions or feedback, the best way to get that message to us is via the Discord.

- Lee
SpellRogue Playtest - Tim
Greetings Spellslingers!

We are currently working on new features, but still need a few more weeks to finish things. So we wanted to let you know what is going on behind the scenes.

Explore the Void!
The main thing we are working on is a deep redesign of the Transcendence (difficulty) system. Instead of simple stages with cumulative challenges, we are introducing the “Void Map”, representing the progress of defeating the Voidwalkers. To traverse the map, you must complete increasingly harder challenges, while unlocking new loadouts/artifacts/relics/etc.


Work in progress, UI may change substantially: Select challenges from a list to match the challenge rating of the Void Map.

New wizard graphics, again
Tim is also working on new character art for wizards, and has made a lot of progress on new Fire and Earth wizard graphics. We’ve got some help from Ghost Ship Games with concepting parts of the new designs with an aim for a stronger ‘personality’, and we’re quite excited for also revamping the wizard animations. The Fire Wizard graphics are going to be available in the next playtest/beta update, but we also hope to have time to finish the new Earth Wizard. We will drop a few more teasers for how they are progressing on twitter and discord, so keep an eye out for those.


Work in Progress: First pass on the new fire wizard graphics.


Work in progress: The new earth wizard art direction.

New map/reward redesign
Thorbjørn started working on redesigning part of the map- and encounter/reward systems, attempting to solve a few different design issues (e.g. shards being too important, too many spells in late-game, shops being too rare). However, only some of these changes will be ready for the next update. There are also a few other changes like how loadouts are going to work, but we will share details on that closer to the next update.

Closed Beta
As a final note, we have been looking into ways to give new people access to the beta. Our plan is to start running short Steam Playtest sessions, but we will combine this with a small closed beta on our Discord. We are expecting to start this process shortly after the next update is released.

That's all for now! We will try to write more posts like this in the future, so please let us know in the comments about the subjects you would like to hear more about.

Tim and Thorbjørn


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