Vampire Syndicate: Gangs of MoonFall - manlymousedan
Hi everyone!

I have a new demo up and running. You can find links on Discord: https://discord.gg/TcJUSPQ

It includes a brief combat tutorial. Very basic stuff, but it outlines how combat will work.

The demo will be on steam as soon as it passes the usual inspection process.
Apr 15, 2023
Absinthia - SANIC
Hello everyone,

Absinthia has its first free content update! This update is mainly for testing out Steam's Update Visibility Round feature to see if it results in a healthy bump in pageviews and sales. If so, I'll be planning out more larger content updates to expand on Absinthia's story!

Master Mode
A fifth difficulty, Master Mode, is now available from the difficulty selection in the introduction. This is by far Absinthia's hardest difficulty mode, and it can only be selected from the introduction. If you switch off of it later by using the manual, you won't be able to switch back unless you start a new game.

Feline Island

A new location can be unlocked after speaking with Mr. Kitty on the ship (after obtaining the ship, of course). This island features a new endgame boss, Cleocatra, that gets stronger each time you defeat her. Cleocatra, as well as her kitty minions, have a high chance to drop stat-boosting items.

Rematch with Ibuki

Ibuki can now be rematched anytime after her first defeat. she has some new tricks up her sleeve and, similar to Cleocatra, will get even stronger every time she's defeated. She'll have rewards after her 3rd and 5th rematch defeats, and has a high chance to drop more stat-boosting items after defeat as well.

Full changelog:
  • A new island has appeared off the coast of Pense in preparation for the next content update. Feel free to visit, though there's not much there (yet)
  • Added a new stat-boosting item, Catspaw, that boosts Agility by 1 and is rewarded by defeating Cleocatra on her 1st defeat (and has a chance to drop from her each time, too)
  • Added a new stat-boosting item, Oni's Blessing, that boosts Strength and Intellect by 2 and is rewarded by rematching and defeating Ibuki 3 times (and has a chance to drop from her each time, too)
  • Added a new accessory, the Berserker Band, that drops from Ibuki after rematching and defeating her 5 times
  • Added a new accessory, the Ring of Zoomies, for defeating Cleocatra 5 times
  • Added a new item, Catnip, that is bought from Feline Island for 500 gold and used to summon Cleocatra
  • Added two new items, Swift Tonics and Swift Potions, that restore HP and MP and (usually) go first in turn order. Swift Tonics can be bought from Pangaea at the Sorrowmurk, and both can be bought from the vendor at Feline Island, in addition to dropping from certain enemies
  • Mr. Boat Kitty and the cats of Feline Island now speak in meows
  • Fixed Elle sometimes appearing twice in Katti Town after a certain story event
  • The ship now has a minimap icon
  • Fixed many tileset passability issues
  • Sera's Snowstorm and Nirvana skill damage buffed slightly, and Nirvana lowers slightly more Agility
  • Freya's Rotting Rose weapon buffed to grant bonus MP
  • Updated Jake's Neutralizer tooltip to reflect that it does not scale off of his Item Effectiveness stat (Grab Bag still does, though)
  • Apollyons were buffed slightly
  • Story Mode was adjusted so enemies have a bit more HP than before, but all other enemy stats are significantly lower
  • Hard Mode now grants enemies small bonuses to Armor, Intellect and Wisdom
  • Master Mode, in addition to giving higher stats than Hard Mode, grants many enemies the ability to absorb elements they were previously resistant to, as well as making Tank and Mage-class enemies even more resistant to physical and magic attacks respectively. Also, some slimes regenerate HP
  • Saving is disabled while in the Old Cabin in Katti Town
  • Added new achievements for:
  • -Beating the game on Master Mode
  • -Defeating Cleocatra 5 times
  • -Rematching and defeating Ibuki 5 times

If you have any suggestions or issues with the update, feel free to comment here, email me (jkweath @ gmail) or join our Discord server as I don't monitor Steam discussions.

If you enjoy the game, don't forget to leave a review!
Edelweiss - humany
Greetings! As the developer, I am thrilled to inform you that our debut indie horror game, "Edelweiss," is scheduled for release on April 20, 2023, GMT. If you have any thoughts or feedback, please do not hesitate to share them on the Steam community. Alternatively, you can also share your thoughts on Twitter by posting a tweet with the hashtag #Edelweiss and mentioning me, @humanzyx. We encourage you to express your creativity through fan art or any other related means. Thank you!

Apr 15, 2023
Torches of Fate - Jack
- Fixed an issue that did not allow Dimitri to equip ammo in his offhand for guns of mythic quality.

Ammo can normally be equipped by Dimitri in his offhand slot if he has a gun as his weapon. There was an issue that some of the mythic rare guns late in the game that wouldn't allow Dimitri to do this.
Apr 15, 2023
The Cabin - Summer Vacation - Cell
As you've probably noticed, saves are not working for episode three. We had the same issue with episode 2, we knew it was achievements causing but didn't know how to solve the issue.

The issue with episode 3 saves is a little different to the episode 2 issue because this time, we believe we have actually fixed the achievement issue. The problem with fixing that issue though, is it's caused the saves not to work ːsteamsadː

Sadly, there is no fix for this issue so the bad news is you'll have to start a new game but the good news ( we hope ) is achievements are fixed, meaning, we should never have this issue again.

I know this is a massaive inconvinence but something to keep in mind is this is our first time using steam and we had no idea the achievement system would be so buggy ( I'm 99% sure it isn't steam, we're just doing something wrong and we're unable to find a solution for it online ).

We talked to a couple of other developers about it and they were able to talk us through some things that should have fixed it so in theory, this should be the last time with the save issue.

What we're going to do going forward, is, if episode 4 has the same issues and saves don't work with it, we'll have to just go into a longer deleopment period and just release the rest of the game as a whole because nobody likes having to start a new game after every single update.

Again, we're really really sorry about this. It hasn't broken our spirit though, rest assured that no matter what, the game will get finished!
Sapphire Safari - Henley
​It’s about time we talked about the birds and the bees, the hanky panky, the horizontal tango, the special wrestle. Yes, we talking about butt slapping, jaw stressing, ball milking, stomach filling, hole stretching sex. Specifically the amazing new overhaul of our Doll system.

We have gone through a lot of iterations on the Doll system, but it can be boiled down to a system that the game can automatically push NPC’s into realistic-looking sex animations, have them bang however they want, and fulfill their needs, all while being able to animate and move limbs, etc however they like. Then throw in the player being in this, allowing them to move NPCs how they like and ultimately craft and be a part of something really engaging.

Yeah, it is a lot to ask from a system.

It is also the reason we have been releasing something, then remaking it, releasing another, remaking it, etc, etc. The biggest issue comes down to expectations players have with what they need to do, along with making it look amazing.

So here we are. On the 4th iteration of the Doll system, I believe we have a winner!

Here is the first version of iteration 4 that we will be adding to Sapphire Safari. The animations you see here are all chosen by the system, they are mixed together organically and it allows for up to five total participants within one sex animation.


Full video can be seen here.

Allow me to explain just what is happening here. Each character in a scene is split horizontally in two, with the top and bottom halves capable of animating independently of the other. Also, characters can control their animation selection based on whatever we tell them. In Sapphire Safari, characters have a selection of “needs” which are based on how horny they are, how close to coming, how bored, how excited, etc. This will lead them to choose a base animation.

When a second character joins an existing character already in a sex animation, they choose an open slot (the example given in the video shows only one, but expect all orifices to be made available), they then choose an animation based on their needs, they enter the animation position and begin to animate as intended. The amazing part here is when they enter an existing animation they now take over control of whatever half of the body the slot they took is a part of. In the video above it is the lower portion of the pink character. But imagine in the future it could be the mouth, the anus, or the vagina of any character in a scene. A third character could use the anus or mouth of the blue character or the mouth of the pink. The only rule here is that new characters choose the animation the slot on the base character is going to play.



Oh and before you ask, yes, these will include face animations and such as well.



https://store.steampowered.com/app/1526900/Sapphire_Safari/

Anyways, we are working hard to make this a reality, there are still a few bugs and stuff we need to work on to get it all smoothed out. However, it is also worth pointing out that this tech, is our unique system. We have also made it backward-compatible. Meaning all our previous and future Unreal Engine games will be getting this system. Yes, that means Elewder. Hope you all enjoyed this sneak peek! More to come!

Cheers,
Kinky
Apr 15, 2023
Making History: The Second World War - rmgiv


We have made a pass at improving the German translation for The Second World War.



All areas of the game are now in German.



We expect some errors but we hope this will be a big step forwards.

Tailor Tales - Celianna


James' DLC will be releasing along side Gray's full release on April 20! His longer epilogue and side story will be available.

You can already purchase his DLC through the store, but the DLC will not work until the 20th. Please keep this in mind when you want to purchase James' DLC before April 20th.

To repeat: the DLC will not work until April 20th when the update has come through.
Soundodger 2 - OneMrBean
Ahoy Avoiders!

We just pushed out a minor update addressing a few QOL fixes. The biggest changes depend on what you care most about, so feel free to read below and decide for yourself!

♥Bean

changelog v1.0.2
Game

  • Fixed bullet size bug affected by recently-removed large bullets
  • Tweaked Silvergun (expert) pachinko chaos
  • Changed text objects to always display the most recently-created objects on top of older ones (This fixes several background text issues in Bean Bounty)
  • Changed Hungry Eyes achievement to only work in Vengeful Eyes (expert) and updated achievement description too
  • Fixed enemies showing certain particle fx when hidden / not currently visible
Level Select
  • Added sfx when viewing album art
  • Fixed blurry album art previews in Main / User levels
  • Fixed missing thumb art being blurry
Title
  • Removed feedback button (please use the #bug-reports channel in our Discord)
Shady Knight - Oh Well
Hi everyone!

I really want to address some of the most frequently mentioned things about the demo, which might be interesting for many who missed my answers, as they are scattered across several chats : )

Let's start with something cool right away – The Grapple or The Chained Dagger to be precise.

Get Down There!
Is it possible to use the grapple while wielding a weapon?

No, it can be only used for parkour on grapple points when armed BUT
The chained dagger will be a separate key in the full game

I tried to fit it into my tight control scheme, because I'm a big fan of contextual abilities, where there's never a button that can only do one thing. Kick, slide, jump and other buttons are all used for both combat and parkour, and I tried very hard to fit the chained dagger into the throwing mechanic based on RMB.

But now I have even more awesome things to do with the grapple, and having it on a separate button not only helps with the consistency of your grapple point experience, but also opens the door to a new dimension of epic combos.

So yeah, +1 more OP mechanic to balance but this one worth it!



Parkour
I can't remember a big enough question for this part, but I'm hearing all the feedback about inconsistencies in ramp jumping, weird rope physics and other little things.

Things will get better. After all, the flow is why we're all here, right? <3

Kick, Kick, Repeat
The demo is easy, I need some challenge!

Yes, the demo is only the basics. It was really important for me to show the core of the game first and to let you have fun with the mechanics, because more challenging enemies might feel frustrating before you know how many options you have even without a weapon in your hands.

That said my goal is not to make a hardcore game to be honest, but each new enemy and especially their blessed versions will do their best to push you out of the box. I know how many OP mechanics you have, but even your trustful kick and grapple won't do much in some situations while some combinations of blessed enemies won't let you rest for too long.

Sooo it might get hardcore if you dare to SSS all the levels : )



Options
Add a crosshair for better aiming!

You can turn on the crosshair during the game: Pause Game > Options > Game > Crosshair (None, Dot, Segments). You can make it always visible or keep contextual (only visible when charging an attack).

Also you can change your FOV or hide UI elements/tutorial prompts. There's a difference between in-game and title screen option menus that's not at all obvious. I'll unify the options for the full game to avoid this confusion, my bad!

Timeless Style
Why there's no bonus for beating level quickly?
Shady Knight's ranking system is all about playing with style which goes strictly against time, as you have to think more about your position, the variety of moves you use, and even do some extra moves to create interesting combos.

Instead of encouraging only the fastest and the most powerful moves my goal for the ranking is to encourage this creative moment-to-moment thinking of all the abilities you can use without being repetitive or relaying on one wining strategy.

Yet time isn't completely out of the game as I'm planning on having leaderboards for both:
  • The Best SSS Score,
  • The Fastest Flawless Run * "Flawless Run" is a new achievement that combines No Damage + No Falls + All Enemies are Dead i.e. this is your proof that you can beat a level without a scratch.
The Endless Question
An endless arena and a simple in-game editor are planned, but I want to be honest that I still have a lot to do with the core experience and this is my main priority.

I wish I could do it all at once, but I feel that a half-baked game with a half-baked endless mode is still a minus, so I have to focus on the main game and think of these things as goals for the post-launch updates. Anyway the game is designed around high replayability and I hope you'll be busy with the exciting things I'm working on right now.
  • UPDATED 30.09.2023: There will be an endless arena in the game, codenamed "Hundred Dead Knights". Reaching one hundred won't stop the enemies, but I'll count your mastery as proven : )
I guess this is all for now. Thank you all for your support and feedback. I'm so glad to have such a community as it makes the hardest times during development brighter.

Thank you!
Alexey 'cptnsigh'
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