Ultimate Chicken Horse - Tia!
Hey, you mean the world to me! šŸŒŽ

We're holding a custom level event for Earth Day in Ultimate Chicken Horse! We're asking you to make challenge/party levels inspired by Earth, nature, the four elements, space, or anything else you love about our planet! šŸŒ±šŸŒæšŸƒ

We'll pick 15 of our favourite custom levels to feature in Ultimate Chicken Horse to celebrate Earth Day!

You can submit your levels by publishing them and sharing the level codes in the Steam comments or on the Ultimate Chicken Horse Discord by April 21 at 11:59 PM PST.



Inspiration for your levels
  • The four elements: fire, water, earth, air
  • Nature: Animals, plants and flowers, water, the colour green
  • Environments: Jungles, deserts, swamps, forests, mountains
  • Space: The sun, stars, the moon, other planets!
How do I make a custom level?
  • While in-game, open the menu and select ā€œFree Play Modeā€. Then go down the well to the underground area. On the left, jump on the ā€œBlank Levelā€ to start building!
  • Share your level by opening the menu and pressing ā€œSave and Share Levelā€. Save your level as Online, Party or Challenge, and Public, then press ā€œPublishā€ to get your level code.
  • Post the level code on Steam or on Discord!
We can't wait to see what you make - make Mother Nature proud! šŸ’š

- Sincerely, your pals at Clever Endeavour
Inkbound - shinycami
Back by popular demand, Community Manager for Shiny Shoe Cami will be speedrunning Inkbound! Watch her and the playtesters make snap decisions and try to beat their last world record!

Tune in WEDNESDAY, APRIL 12TH at 4:00 PM PT here! https://www.twitch.tv/playinkbound
Apr 11, 2023
RPG Architect - Locke
  • Fixes an issue with camera adjustment command display and allows for clamping to a rotation axis.
  • Fixes an issue with battles not support scaled recovery items.
  • Adds IconModel to sell items in a shop.
  • Fixes an issue with wrapped map movement for entities.
Pure Rock Crawling - MaciejK
Hi ! I hope you are all well ! Pure Rock Crawling is celebrating 5th birthday !



In this update I have addressed a few things that were quite frustrating to deal with for a long time.
First, the tire grip. Before, the main factors defining tires were mass, contact surface, and dimensions, while physical material was always the same. It was not by my urge or purpose to make things simple, but the logic behind such physical tires' behavior was much more complicated at the time. Finally, I came up with a suitable solution to the problem. Now, each tire is categorized with its performance on snow/sand, gravel/road, or rocks. For now, the tire performance is represented in customization menu and will be better visualized later. Second, tires' physics has been also improved, resulting in much better stability at higher speeds.

Suspension characteristics have been also enhanced. Now, every suspension type behaves like it should, with things like the Panhard bars pushing axle side to side and links arrangement making difference to the stability. Alongside this change, the suspension physics are also improved giving better feel and more realistic response.

The engine, gearbox, throttle response, and power curves have been adjusted to sound and perform better. Now, the vehicles change the gears in the auto mode more realistically, sound better, and can drive faster. Also, the new throttle curve allows for a smoother start.

As for the anniversary,
Thanks for the amazing five years ! The way this game evolved during this time is far beyond what i have expected it to be. If anyone is wondering why it is still in Early Access, it is because the scope of the game grew and grew. it was never my intention for it to be this big. Yeah, it could be finished in its original form from 2018 in a year or so. However, having such and an amazing community around who wanted this game to look better and play better, I could not do that. I want this game to be the best I can do, so if that means more time in EA, I am all for it. It just means more updates for you ;) That is not to say, I want it to be stuck in EA forever. I will do my best to finish this game as quickly as I can, but this has to be done step by step and in a manner that will not harm the quality :)

Thanks again ! Cheers !
HENTAI: NAZI GIRL - Dark Light Studio

We have prepared for you a fun novelty with black humor and Nazis :)
Game release: 04/25/2023


Hentai Angel: Smite the Nazis

Apr 11, 2023
Odyssey of Dremid'ir - Venlesh
From our talented Programmer, Adam:

Hey all! We had been fighting with the shadows the last half a year or so, never really coming to a solution. We wanted to provide the absolute best and use fully dynamically-shaped shadows. After MANY (and I mean it) tries, it always had something going wrong. FYI, Godot 3.x has absolutely no built-in support for this kind of stuff at the precision we were attempting to reach.

The tediousness of this dynamic shadow system was probably the biggest bottleneck in our progression. And to top that off, I've always felt like we won't ever get to the end of it this way. Something was just always missing from working 100% functionally. So yesterday I proposed we actually bite the bullet and stop clinging to it. We never had to do anything like this with any game code that had a fair amount of effort put into it, so it was hard to actually eject the concept.

And so, last night, we came to a compromise to just use black dots and stretch them arbitrarily, based on the character/prop we're depicting.

We went from this:


Dynamic shaders aim to depict shadows - Imagine if we also used them on trees! Yeah, it would look off if we didn't hand-pick each one's offsets, even with a better modulated shadow.

TO THIS:



Arbitrarily stretched spheres represent shadows

Unfortunately for us, Godot 3.x doesn't have complete support for directional shadows that conform to the sprite, thus we had all the trial and error to try and make it work. But eventually, maybe this new solution is better, as we had no consistent methodology to like, display shadows above ground props like a rock.

This means, if we passed by a rock, the shadow would partially be covered by it. And yeah, that's quite unacceptable to begin with. I don't wanna get too technical, but some character sprites/animations would've also required unique rotations, scales and offsets for their shadows. AND even then, it wouldn't work from every angle.

We really wanted to pioneer the visual world while having Godot 3.x as a tool help us, but one can't always have it all. Sometimes you gotta let go of things if they don't work out, and find alternatives. That's what we did, and recreated this shadow system with like 5-10% of the time cost our old shadows consumed.

Thanks for giving this a read, I hope it was as worthy as for me to get this out of my head. If you wanna know more about our game, please pay our Discord a visit :) We're gonna look for testers shortly, and it'd be awesome to have you around!

Have you ever had any similar situations where you were overly biased to keep a feature that has given you enough hard times? How did you overcome it?

By the way, we're still planning to release a pretty comprehensive demo for STEAM NEXT FEST THIS JUNE!
But if you would like to test what we've been up to lately, we have just released a new demo today!

GRAB THE DEMO HERE!
Apr 11, 2023
ItsyRealm - [bk]door.maus
As a player, no one will see this, but it will help improve the speed of the release process for the game - a new build system produces artifacts! This should speed things up when it comes publishing new releases.

And bug fixes:

  • Fixed race condition when two players entered a map around the same tick causing the map to not load properly in multiplayer.
Apr 11, 2023
Tabletop Playground - Plasticity Studios
This small hotfix brings two changes:

• When a player left a game and re-joined, whispering with them again would caused a new whisper tab to open. With this update, the original whisper tab is re-used.
• Fix issue that could cause players to disconnect from multiplayer, causing them to drop out of running games
Phantom Abyss - w1nters
Hi everyone. We’d like to give you an update on what we’re working on for version 1.0 of Phantom Abyss.

In our last update we had said our plans are to release the next area the Rift, as well as an ending to the game. These plans haven’t changed - however we’ve also decided to add and change A LOT more.

A summary of these changes were shown of on a recent Twitch stream which you can watch a replay of here: https://www.twitch.tv/videos/1786727754

New Core Ability: Dash
Dash forwards in the direction you’re facing, including up or down!
Short cooldown

The Rift (4th area)
Torn-apart landscape
The Rift is an area slowly being torn apart by the abyss. It features large areas filled with floating debris, whirlpools, and corruption spreading through the walls.

Lasers: Moving, rotating and cycling deadly lasers.

Grapple nodes: Floating nodes that you can grapple-whip continuously without needing to land.

Challenges
Adventure mode has been changed to be a series of challenges. Each challenge REQUIRES you to use a specific whip. Beating the challenge will unlock that whip to be used in other modes. It will also progress to breaking a chain and unlocking the next area.

Players can also unlock whip skins by increasing the difficulty via optional curses (see curses)


Curse Revamp
Curses have been removed from whips.
They instead will be modifiers that players can turn on/off.
Turning on curses will increase the chance of what keys you find to purchase upgrades with.
Whip skin can also be unlocked by playing with a high curse level.

Upgrade Well
An upgrade well that provides permanent upgrades can be found in the HUB and in the first floor of temples.
Upgrades are purchased with keys. Rarer keys = better upgrades.

Updated HUB
The HUB has been dramatically condensed.
The portal is much faster to get to, and the HUB now focuses around 4 pillars. Each pillar represents one of the 4 zones in the game (ruins, caverns, inferno, and rift.)

Each pillar has the whips associated with that region, and the pillar lights up as players collect relics from that region. Collecting 3 relics from a region breaks the associated chain attached to Altec, and unlocks the next region.

New Whips
The Crowbar
Power: Shockwave
Wherever you whip creates a shockwave, interacting (and disabling) anything it touches.

The Snake
Power: Time Slow
Bound to a button - activate to slow time for several seconds.

Lunar Whip
Power: Super Dash
Dash is upgraded to be…super.

Whip and shrine powers adjusted
A lot of whip powers have been swapped around or added. Powers available at end-of-floor shrines are now always other whip powers.

Heals have been moved to blessing shrines - which are only found in hidden nooks and crannies.

Rank system adjusted
Rank system is still in place - however it no longer determines what temples you play. Players can gain/lose ranks by winning/losing in temples - and the difficulty of a temple determines how it affects your rank.

Retry added to death screen
No more loading the HUB to replay the game. Hit retry directly after you die!

Final cutscene for freeing Altec

Lots of bug fixes


We’ll be showing off a lot more of this content - including the Rift, in our next Twitch stream next month. Stay tuned for more details to come. Thanks everyone!

Team WIBY
Apr 11, 2023
Legend Bowl - King Javo
šŸ“¢ Happy Tuesday Legend Bowlers!

We've been working diligently over the past several months getting the game polished up for our upcoming releases to the console world. (Stay tuned for more news on official dates and systems.) This update includes many fixes and improvements across the game, including performance, gameplay, franchise, and more!

There's so much jampacked in here, so put your reading glasses on and take a seat because there's plenty to read in the patch notes below.

If you despise reading as much as we do, then be sure to checkout this video below from one of our great beta team members to get more details on what's included in this update!
https://www.youtube.com/watch?v=RvPAvKmZRM8
HIGHLIGHTS

  • New franchise stats menu "All-Time Leaders" shows all-time stats across various stat columns and player award tracking.
  • Pre-Snap motions added for offense/defense.
  • QB AI improved to run more when fast, check down more based on IQ, desperate throw based on GREED, and RUN vs throw away when with end blockers.
  • ProSet 23 roster which resembles pro teams added to custom roster list.
GAMEPLAY

  • QB sneaks and dedicated QB runs now occur in game.
  • QB runner now chooses side with more blocker and also runs more to the sidelines for improved running.
  • QB can no longer throw while performing ball carrier move sequence.
  • AI QB passes should have less interception chance now.
  • QB's now check to see if check down or delayed receiver is upright and ready to catch before targeting that receiver. Desperate throws will still throw to anyone because they are rattled and make mistakes throwing to players that may not be ready to catch.
  • Faster QB's have a shot at dodging tacklers when 2 yard or more behind line and scrambling for their lives. Did this to help with constant sacks and no way out.
  • AI QB logic updated to force longer throws during 4th down and onside conversions.
  • HUMAN tries to throw with LT while within width of blockers (intentional grounding territory), then random receiver targeted with accuracy penalty.
  • Break tackle tuned for superstar and legend.
  • Delayed blocker timer changed from 2 seconds to range between room speed * .75 to 1.5 * room speed where room speed is 60 frames per second.
  • Punt and Kick returners can now fumble when catching ball.
  • Punt returner catch target moved down a little for less drops.
  • Attempt to fix issue where losing team runs clock down during end of game situations.
  • Sideline catches OB issue hopefully better now.
  • Defensive line block shedding improved on the field for better human-controlled lineman play.
  • Pass breakups now happen inside of endzone.
  • SACKS!!! These were lacking in previous versions, but not now so get READY!!!
  • Max field goal distance bumped up to 66 yards.
  • Balls no longer get intercepted on super quick tips.
  • Fixed issue where tacklers are unable to tackle from behind ballcarrier.
  • Fantasy points formula changed sack points to 3 point modifier as opposed to 6 if player of the game or 9 if not.
  • CPU calls more long pass plays on long down situations, including onside conversion.
  • Fixed issue where clock would not stop after turnover on downs.
  • AI no longer gets unlimited onside conversions.
  • Fixed issue where audibles would remain enabled after delay of game or offsides penalty. should hopefully fix soft freeze issue after delay penalty as well.
  • Tackles for loss no longer track on sacks.
  • Reduced interceptions for AI QB passes.
  • Reduced fumble chance for QBs.
  • Fixed issue where diving or tackling player doesn't jump in air and just keeps diving or has a no movement dive.
  • Fixed 2 point conversation banner showing incorrect score.
  • Fixed issue where punt returner grabs ball that bounces and stands still.
SIM ENGINE
  • Passing stats improved to match real life stats.
  • Fixed issue where Away team was getting credit for tackles vs home team, fumble rate increased slightly, interception rate increased slightly,
  • Sack stats improved.
  • Defensive scrubs get a chance to play during SIM engine now.
  • Max field goal distance updated to max 66 yards based on strength.
  • Field goal stats tuned.
  • Increased interception rate slightly.
  • Bumped up chances for interceptions for free and strong safeties.
  • Decreased fumble rate for RBs, increase for QBs, WR, and returnees. RBs fumble way too much. But statically it's good as a team per season. It might also help run heavy teams in sim games.
  • Passing targets not spread out as much. Increased receiving percentage for the #1 and #2 WRs and if the TE is higher overall than other receivers bumped up their chance.
FRANCHISE
  • Improvements to the draft class (lowered skill for more room for player growth).
  • Career ending injuries can now happen during Franchise.
  • Enhanced retirement logic based on skill/age.
  • Fixed franchise file sorting because new 2023 year was causing newer files to be at the bottom and also cleaned up file date format.
  • Fixed issue where dropped/traded players during Free Agency and Player Wire show up in list of players to decide on later on during the round. If you trade a player and he gets picked up to decide on (which is rare), then your team will get skipped for that round.
  • Fixed issue where player wire dropped players were going to high salary teams vs low salary ones.
  • Salary max/avg used to determine new signings now come from current roster vs being hardcoded to reflect a more accurate picture of your roster's salary structure.
  • Career year defaults to 2023 now.
  • Fixed button icon size issue in coach creator room.
  • Added loading screens to Start Off-Season and League Leaders menus.
  • Added coach mode sprite on team select screen to better notify the user when in coach mode.
  • Draft no longer applies morale boost to overall, which was causing stars to appear on screen.
  • Coach colors update when changing screen sizes now.
  • Fixed number issue for salaries and ratings where space might be in front or back of number.
  • Retired players based on injury logic changed to only include big injuries.
  • Older players more difficult to persuade to not retire.
  • Fixed issue where kickers and punters where not being drafted.
  • Fixed experience bar extending outside meter when players get old.
  • Fixed issue where original_roster.json was being updated during franchise.
  • Skill max is now 95% of previous max (95%) to determine max skill for rookies.
  • Increased chance for mobile QB in draft and practice squaddie creation logic.
  • Re-signing player salaries now recalculate vs taking their old salaries and re-signs happen after progression now.
SETTINGS

  • New Franchise setting that controls if new franchises start with blank all-time leaders file.
  • New stadium shadows toggle setting under Graphics section for lower end machines.
  • New setting to adjust size of draft class.
  • New QB Vision value to lock the camera down for all players.
  • FPS 100 setting removed as stadium fans optimized for better performance.
  • Fixed window size and full screen not responding in settings > graphics.
  • Fixed resolution issues.
MISC FIXES & UPDATES
  • Renamed GOALLINE to JUMBO and added new SHOTGUN STACK formation to playbook.
  • New suite of plays added to playbook.
  • Catch sound added to hike catch.
  • Replay camera controls now allow for multiple inputs to simultaneously happen for more control.
  • "DEFENSIVE TD" changed to "INT RETURNED FOR TD".
  • Resolved player sprite animation issue where players would flicker in/out of stance when triggering movement.
  • Breast cancer awareness pink logo issues fixed.
  • Fixed gamepad icon scale issue on team select screen.
  • Fixed audible button overlapping news ticker issue.
  • Fixed team photo trigger button spacing issue.
  • Fixed lime green highlight issue in player lineups and HOF awards screens.
  • Fixed various internal text coloring issues caused during message coloring events.
  • Fixed issue where team select setting changes were saving to options file.
  • Fixed crash when trying to view player stats during a game.
  • Fixed issue where fans colors would reset to default red color when changing window size.
  • Fixed crash when trying to change player header on player stats when grid has no results.
  • Play art border issue fixed.
  • Play art lines background missing fixed.
  • Controller help screens updated to show motion buttons on pre-snap.
  • Changed "QB Rating" text to "Passer Rating".
  • Fixed crash when holding sort button to view roster sheet when no records found on player stats pages.
  • Fixed security guards have no faces issue.
  • Score banner now appears after conversion success.
  • Memory leak fixes and performance improvements made across entire game.
  • Countless number of fixes are included within this update. Too much to share, but they're included!
  • Steam Deck keyboard popup now works as designed.
  • Updated patch notes link.
If you experience any bugs or issues please report them here or more preferably in our Discord where you can chat with the community, report bugs, or give feedback on the game.

As always, if you've enjoyed the game so far and like what you're seeing out of the game it would be great if you can leave a review on Steam!

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Patch Version 1.0.3.9
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