Apr 14, 2023
Software Company - inkdevstudios
Hello everyone,

First of all, thank you all for the amazing last 24 hours. I received many nice messages and helpful reports regarding bugs and glitches. So, without further ado, here are the problems I fixed for now. The hotfix should be online as you read these patch notes:

## —— Hotfix 0.8.5.12 ——


#Fixes

- Fixed an issue where some entries in the research trees had no "available" date set and could not be researched.
- Fixed an issue, where the stats for programming, sound, graphics and design where set to 0, when loading a saved game.
- Fixed an issue where the "Review" page was skewed on some resolutions.
- Fixed an issue where the buttons in the "My Games - Overview" disappeared upon opening the window.
- Fixed an issue where the tutorial got stuck when asking the player to set the game size to "C". The tutorial should now continue once the player sets the game size accordingly.
- Corrected some spelling mistakes and improved grammar in the tutorial. (Both English & German localization)

#Changes

- Added the Microsoft .NET redistributable to the game installation. This should help players who had trouble saving the game. If you still have trouble saving/loading your saved games, please uninstall the game on Steam and redownload it.
- Changed the time given to the player to read the tutorial prompts to 20-30 seconds. This should make it easier for players to follow the tutorial's explanations. An option to skip ahead manually will be added in the first content update in May.
- Added a confirmation window that appears upon hiring a new employee. This will make it more obvious when the player has hired a new employee during a conversation.
- Added a confirmation prompt that confirms when the game has been successfully saved.

#Known issues

- Sometimes, box art is not loaded correctly when loading a saved game, and is instead displayed as white boxes.
- Errors may occur when attempting to load a game from the in-game menu. Until I address this issue in the next hotfix, I recommend loading a saved game from the main menu.




Thank you for your support so far and enjoy the game. As always: For reporting bugs, feel free to use the games Discord or the community page here on steam.

Cheers,

Sascha
Knock on the Coffin Lid - TroublesomeFurious
Knock-knock, adventurers!

We’re happy to meet you again! There isn't as much news this week as we’d like, but what news we do have is exciting!

So, let's start with the small stuff. Grab your mice, open your decks, and let's get started!


Idol worship in the swamps

Illustration of the events is still in progress; and this time we’ve worked up to this idol in the swamps. It's so creepy! What’s that it’s holding in its hands? Shield your children's eyes from the screen!



No game is complete without cursors

We haven’t overlooked even this tiny detail, and so we’ve created some stunning cursors for you to enjoy.

⠀⠀

But even with such small details, there were some hiccups – some cursors have flocked together right there in the artist's file and have set off to warmer lands!

⠀⠀⠀⠀

Just like in the movies

They say that the denouement of a story is very important. It's what ties everything together, after all. For several months now, we’ve been working on the denouement of our game. Our programmers have been working tirelessly to embed models and mechanics into the final battles, fine-tune the effects, and make sure everything runs smoothly. They’ve even shared some footage with us from the "filming" of the ending – check out Mortis and Persival facing their fate. We won't spoil it with the backgrounds, but you'll soon see everything for yourself in the game!



Well, that's it for today! Don't forget to subscribe to our social networks and feel free to ask any questions you might have about our game – we’re always happy to interact with you.

See you in the next diary!



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Dead Estate - 2 Left Thumbs
Update 4: AXE TO GRIND
A release date has been set for the FOURTH of SIX major updates for Dead Estate.
Axe to Grind is coming in 2 week, on April 28th. This adds a 10th character to the game, Axel, with his own unique mechanics, story, and costumes! It will also bring heaps of bugfixes in an effort to tighten up some of the screws that have started to come loose across these updates.



ROADMAP
We are not than half way through our roadmap! Let's just pretend those dates haven't changed at all over time. Really though, it became clear that we needed to slow things down a little and make sure the game was receiving some much needed care and support between major updates.



All your feedback and bug reports have been invaluable to our small team. Thank you ALL! Putting together these updates is the least we can do to show out gratitude <3

COMING SOON
Dead Estate's publisher, 2 Left Thumbs, has a brand new title launching at the end of May.

https://store.steampowered.com/app/2109060/Magenta_Horizon/

Magenta Horizon is a fast-paced, skill-based, 2d platformer spectacle fighter. Think of DMC, Ninja Gaiden, and Bayonetta - but in a 2D package! The game will sell for $10.99, with a launch discount, and an additional 25% OFF for owners of Dead Estate! Please add Magenta Horizon to your WISHLIST so you don't miss out (and it helps us out a lot. Thanks!!)
SoulCast Playtest - oneshotstudios.soulcast
ᴘᴀᴛᴄʜ ɴᴏᴛᴇ :

**
ᴅᴇᴠ ɴᴏᴛᴇ :
***We have increased the character acceleration to make movement more responsive.
Be aware, that this value may undergo further iterations in the future as we are trying to find the sweet spot for smooth character movement.***
**
# Movement
- *UPDATE* Character acceleration [900 - 2600]
- *UPDATE* Air Combo victim control
- *Update* Air Combo projection
- *Update* Melee Weapons acceleration when attacking

# Config Menu
- *UPDATE* Settings is now available from lobby
- *UPDATE* Mouse Settings sensibility
- *ADD* Mulitiples other Settings (sound, graphics, ect)
- *ADD* Reset key binding feature

# Friendship / MatchMaking
- *FIX* SOCIAL SERVICE
- *FIX* Friendship / Squad
- *FIX* MatchMaking issue with mulitiple players in squad
- *ADD* Kick from squad
- *ADD* Retrun to Lobby

# Loot & Experience
- *UPDATE* Items V1.1
**
ᴅᴇᴠ ɴᴏᴛᴇ :
Update item statistics – the difference between scarcity is now less dramatic.
**

# Weapons & Spells:
- *TEMPORARY* *Update* Spells scale damage based on character level [ dmg = 30% baseDmg + 70% (Level/maxLevel) * baseDmg ]
- *Update* Weapon Damage of rare weapons
- *Update* Melee weapons do not cost any KI

#Server:
- Improve overall server stability
#Clients
- *FIX* client crashes

Known Issues
- unable to bind "Tab"
- ragdoll issue on respawn
- issue with use of consumables
- issue where frost wall is not visible on low settings
- issue with respawn on payload game mode
Train Valley 2 - Vauban


Hello! Weekly TOP 3 - best levels Workshop creators have presented for the past 7 days - is here:

1st place: :tv2conductor: Plastickbag - :tvloco: Flooded Mine
https://steamcommunity.com/sharedfiles/filedetails/?id=2954323539&searchtext=

2nd place: :tv2conductor: S3nk0 - :tvloco: Rocket Deficiency
https://steamcommunity.com/sharedfiles/filedetails/?id=2953086157&searchtext=

3rd place: :tv2conductor: Blathers - :tvloco: Triangle Islands
https://steamcommunity.com/sharedfiles/filedetails/?id=2955228634&searchtext=

Honourable mention: :tv2conductor: Gaztibelza - :tvloco: Le Havre Harbor
https://steamcommunity.com/sharedfiles/filedetails/?id=1865983776

Congratulations! @Plastickbag is our newest winner! A €10 Steam gift card will be delivered to them by our contact ASAP.

Our thank you goes to every level uploader, puzzle solver and train driver that keep Train Valley 2 Workshop going!
Be sure to visit our Discord server for an upcoming LPT challenge. Until next week!

----

:tvhook: Train Valley 2 Discord Server :tvvagon::tvvagon::tv2loco:

:tv2computer: Our Twitter.
Buggos - IntrepidMarmot
Patch notes 1.4:

Large balance rework of the evolution tree.

My goal with this rework was to provide more power and more choice early on for the player. Additionally, I wanted to make sure that survival players wouldn’t need to path through nodes that did not directly help them (i.e. - moved the starting nutrient nodes to a side branch).

Some of the major theme changes include: moving the builder tree more front and center to encourage player to work on economy earlier, making selective breeding mandatory for further progression into the evolution tree, and separating out Bug upgrades so players are not penalized for using bugs they don’t want to use.

Additionally, I wanted to provide swarm wide upgrades as part of the general tree, without needing to unlock additional bugs. This way you will not be penalized while using selective breeding for needing general upgrades.

New

Added a new Buggo statistic panel in the evolution chamber that allows you to see the base Buggos statistics when you mouse over their evolution. This shows the damage, armor, move speed, etc. Additionally, you can now see the nutrient cost of each Buggo and the spawn weighting.

Added the ability to change your games difficulty from the settings menu.

General Balance Updates:
Nerfed the Humans max unit counts by:
  • 20% for Impossible difficulty.
  • 30% for Standard and Hard difficulty.
  • 40% for Easy difficulty.
  • 50% for Relaxed difficulty.

  • Updated a few maps in Area 7 to provide more room and protection for the initial starting area.
  • Updated Robot testing facility to give more room and protection for the initial starting area.
  • Updated Communications relay to give more room and protection for the initial starting area.
  • Many new players think that more hives means you gain more nutrients while this was not the case. Give the player what they expect! Each hive will increase your nutrients gained by +5 per cycle.
  • Updated the Golden Swarmers spawn chance from 1% to 5% and increased their health by +10
  • Removed the selective breeding penalty for easy and relaxed difficulty.

Bug Fixes:

  • Fixed Titan’s population not showing up on the bug population tooltip.
  • Fixed a bug where the population / capacity info doesn’t update when nothing is spawning.
  • Fixed a bug where the tooltip would display in the main menu when changing scenes.
  • Fixed a bug on final military compound where it had a survival objective.
Apr 14, 2023
云城异闻录 - Karl's Lighthouse Games 红星
本次版本更新内容如下:
1.优化游戏性能
2.简化UI界面
3.对Xbox手柄的支持(重要)
更多内容请访问卡尔之灯游戏工作室官网
Dark Old Sun II: Unspace - Thiago Kadooka
Another major update to the game! I'm probably nearing the end of updates for the demo, while also working on developing parts for Area 2 of the game (Deep UNSPACE) in parallel.

Area 2 won't be available in the DEMO, but I'll likely continue adding new weapons, passives, etc. to the demo itself.

Well, the focus of this update is GAMEPAD support, which I've been meaning to add for quite some time. The truth is, I simply didn't have a good idea of how to translate some of the mouse-based abilities and mechanics to the gamepad, but I think I finally figured out what the game needs for smooth gameplay with a controller. Below is a video demonstrating how the new targeting mechanics work:



I remember many people telling me that aiming, dodging, and shooting simultaneously in the game was difficult. For me, as someone who has probably played my game the most, it's easy to do these tasks as second nature, but for players, it's quite challenging, or even frustrating.

This made me think that while this mechanic may be interesting and challenging, I believe that for many people (and probably the majority), it's more frustrating than challenging. With that in mind, I decided to change the entire mechanic to a more "automatic" approach, where the player can lock onto the enemy and simply shoot at them, focusing more on dodging bullets rather than precisely hitting the enemy.

However, I still had the issue of bullets in the game not always hitting the target, especially if the target moves in curves, so I also added the possibility for the player to move the targeting in relation to the enemy's position, so that the player can make a small adjustment in the direction the shot is going, which is usually enough to hit the enemy.

I believe the mechanic turned out to be so satisfying that I personally (MAYBE) enjoy playing with a gamepad more than with a keyboard and mouse, even after so many years of getting used to them.

New Red Spider Nebula Background


I also created a new background for sector 2 of the first area in the game. Originally, Red Spider Nebula was supposed to be the second area in the game, but I ended up changing it to Deep UNSPACE as area 2. To not completely discard the idea of a red nebula area, I implemented it in this sector.

Free Movement in the Cockpit


One of the things I really wanted to do is allow for more free movement within the cockpit, so that players can move around without being stuck in fixed positions. This will help with exploration and allow players to get up close to exactly what they want to see.

Background for Sector 2 of Deep UNSPACE


I've been thinking for a long time about creating a new background for sector 2 of Deep UNSPACE, and I finally made it a reality. I'm bringing a more "bizarre" effect to the new region, with abstract and strange elements. One of the styles I really like is Dark Fantasy, and I want to convey that feeling throughout the entire region of Deep UNSPACE. In the storyline, the Dark Old Sun is a mysterious and little understood figure, and I want to convey that sense of mystery in the new area.

What's Coming Next?
I won't list all the changes and modifications here, as I'm not sure if anyone actually reads this... if you want to know more, comment below ;)

But in summary, I made several changes to how crystals are collected and increased the amount of crystals on the screen. I also slightly improved some weapon mechanics, adjusted market and workshop values, and now DOSII is fully compatible with gamepad on Steam. Additionally, I made many other small changes.

For the future, I plan to revamp some weak secondary weapons in the game and give them a more interesting visual. I'm also planning to create at least five new passive skills, including normal and radiant ones, for the next update. I have a great design for the first boss of the Deep UNSPACE area, and maybe I can share updates about it in the next update. A new trailer is also on the way! I'm not sure yet how it will be, but I plan to create a trailer that better showcases the gameplay loop and how roguelike mechanics work. Furthermore, I will update the store page with some animated GIFs and maybe change the game's horizontal cover to something more interesting.
Apr 14, 2023
Jury - Episode 1: Before the Trial - Nickle3DArt
Hello Jurors!

I just wanted to touch base and wish you all a Happy Friday! Also, I thought it might be a good time to let Jenny share a new development with you.





She's pretty excited about it, and so am I!

From tests I conducted earlier today, the use of this render farm should cut down render times from 6-10 minutes per image, to 1-2 minutes! A drastic improvement, which not only allows quicker render times, but also gives me the ability to keep working on the game while the shots are rendering (previously this wasn't possible, I was either working, or rendering, but never the two together).

I hope you all have a wonderful weekend!

Now the hard work starts!

Nickle3DArt
《蜀山:初章》网络版 - Inmotiongame
各位道友好:
官方将于4月15日01:00-4月15日02:30进行第七次更新。本次更新为停服更新,对您造成的影响我们深感歉意!

【更新内容】
此次临时更新主要解决近期大家在社区给我们留言关于网络版玩法过于“肝”的问题

1.超大幅度提升开启阴阳八卦牌后下击杀每只怪获得的额外绑铜收益;从而大幅降低达到该玩法每日收益上限所需时间,降低大家肝度
(温馨提示:有时间的道友还是建议多挂一些诸如词条、材料等其他产出,可极大补充修仙之路的消耗)
2.优化新入玩家的追赶机制:每晚进入服务器一个自然周,则多获得一个升仙丹(可以用来突破当周修为上限,快速追赶前期进入游戏的玩家)。
3.收到大家建议,调整族群暴动玩法逻辑,取消公共CD10分钟:方便大家一起组队刷刷刷!但是开启八卦牌的情况下,依然不触发此玩法!
4.收到社区反馈,宗族任务内容优化,降低难度,丰富内容。
5.增加筑基、结丹期功法合成材料产出及平衡:现在贡献商店、巅峰商店、黑市、族群首领掉落、九华山将售卖或掉落所有筑基期和结丹期的功法合成材料,包括残页、真章、秘传、前篇、补遗;大家可以选择自己喜欢的方式去获取
6.优化宗族采集物(矿石)位置。
7.增加装备分解产出,必得一个残灵石。
8.增加九华山结丹本产出结丹期材料。
9.增加据点战开启5分钟后,一方门派无宗族迎战,另一方自动获胜机制。据点将归属于夺旗宗族。
10.修复据点战夺旗玩家头顶没有旗帜图标的问题。
11.修复任务npc章泗海没有在宗族位面出现的问题。
12.修复族长改名后宗族界面上族长名字不会立即改变的问题。
13.修复法宝六六真元葫芦左下角没有五行属性和五行属性角标的问题。 

【特殊更新内容】
首先,我们为在前期因Steam境外黑卡影响,而关闭拍卖行上架铸仙银功能,对玩家之间正常游戏造成的影响,深感抱歉!官方尝试了很多办法,但始终无法找到彻底解决该问题的办法!我们曾邮件联系STEAM、咨询众多兄弟公司,都无法可施。因此我们艰难的决定:
1)将在本次更新后,先开启Wegame玩家的聚海商会(寄卖行)铸仙银交易功能;
2)Steam玩家暂时只开启聚海商会(寄卖行)铸仙银购买功能。(不愿意充值的道友们现在同之前一样,依然可以用游戏里每日产出的非绑定铜币去购买寄卖行的铸仙银及点卡)
3)面对Steam玩家的需求,后续我们将考虑单独增加“实名认证后可上架出售铸仙银”的机制(大家可至社区留言讨论)。同时我们也会进一步优化针对黑卡的打击机制,争取完全解决黑卡影响,还所有玩家一个公平的游戏环境。
特别提示:更新后,用户充值获得铸仙银时可以获得等量的丹霄龙玉;
1)在寄卖行上架铸仙银时需要消耗等量的丹霄龙玉
2)当该铸仙银被购买后,丹霄龙玉会被消耗;
3)从寄卖行获得铸仙银时不会获得丹霄龙玉
4)寄卖的铸仙银下架时将获得对应的丹霄龙玉返还
我们始终坚信维护一个健康公平的游戏生态,是游戏能够持久运营和发展的基础,也是我们最大的责任。感谢广大玩家对我们的支持,我们一定会再接再厉,为大家创造更好的游戏体验!


【停服维护补偿】
维护补偿:(绑定)铜币*6666
补偿将在开服后通过邮件发放,请注意查收!
感谢各位道友的支持,请大家关注我们接下来每周的优化修复,以及五月份将于买断版一起放出的资料片,希望能带给大家更好的体验!
=================================================================
【联系我们】
蜀山社区:在游戏内点击“联系官方”按钮,输入手机号进行绑定,然后下载fanbook应用即可加入官方fanbook社群在里面直接联系我们
官方Q群:733747412
《蜀山:初章》重楼工作室
2023年4月15日
...