Blaston - DefurResolution


Hello blastonians!

We hope you've been enjoying the game as it has gone free-to-play. Since the last update, we've seen a bunch of competitions and both live and online events by the community which we wanted to share with you!

VRML Con - June 3-4



Throughout this spring, Season 2 of the Blaston VR Master League has been ongoing, and for the first time ever - this will culminate with an offline event held in Denver, Colorado - where 4 players will go head to head in front of a live audience to see who will be crowned the next VRML champion.

Get tickets and learn more on their website!

OMNIUM LAN - July 14-15



Live in person tournaments are not limited to North America, as Omnium LAN (previously known as VR League Italia) will host their in-person tournament event in Rome, Italy!

Get tickets and learn more on their Discord!
Blaston Boss Rush League: April 29 (Weekly)



Not looking to travel but want to enjoy some competition from home? Then the Blaston Boss Rush League is for you! Hosted by Dr. Oolong the return of the league will begin this Saturday and be a weekly occurrence up until July 15!

Learn more on their Discord!
We hope you look forward to these events as much as we do and continue to enjoy competition in Blaston!

- The Blaston Team
Apr 27, 2023
The Pair Annihilation - SEOHAN


- Added difficulty control.
- Added differential bonus of scores for Temporal Rewind mode.
- Fixed an issue where environments were not being applied correctly to artificial planets.
Terminator: Dark Fate - Defiance - Death
Here's your ticket to play the best RTS of the year. The sign-ups for beta testing Terminator Dark Fate Defiance are now open. Watch our latest video to get a sneak peek of the gameplay and sign up now to join the resistance.



🦎Sign up to the beta test 👉 {LINK REMOVED}
🎮 Wishlist now on Steam 👉 {LINK REMOVED}
💬 Join the Discord Server 👉 {LINK REMOVED}
三国仁义传 The Righteousness: SanGuo - ccg0211steam
April is in a hurry, May is coming, and the development monthly report is on schedule. In this busy and fulfilling month, I completed a lot of important work for The Righteousness: SanGuo project. Let me introduce it to you in detail.

Map reconstruction
After half a year or even a year, I re-examined the maps I designed before and found that they were like some dark mazes, so I reconstructed the maps, added more detours, modified the scenes, made the forward route clearer, and also modified the color of the scenes. Now they look brighter.


Enemy implementation
This time mainly implemented the Shu Han generals and soldiers in the game world and some related little demons. Why are they dressed so cool? And why are they standing with the little demons? You’ll have to explore that yourself.


BOSS design
This time’s BOSS is a white-haired general armed to the teeth. He has a strong defense, but I also designed a way for the protagonist to crack his defense. In short, this general is definitely not easy to deal with!


Development will say so much for now, and then talk about things outside of development. This month I was fortunate to get some friends’ help and get some exposure opportunities for The Righteousness: SanGuo, so that more friends know about The Righteousness. Next month I will continue to develop the next chapter. I believe The Righteousness: SanGuo will get better and better. I also look forward to your feedback and suggestions. I also wish you all a happy Labor Day!


Producer
Carter Chang
Weibo: 黄金阿鲁卡多
E-Mail:ccg0211@outlook.com
Apr 27, 2023
Le Avventure di Blue - Jay
Aggiornamento delle mappe di gioco e oggetti di supporto.
Aggiunta di repellenti.
Correzione dialoghi.
Aggiunti piccoli Easter Egg!

Rimango sempre a disposizione per feedback! :)
Apr 27, 2023
Halls of Torment - Mara | Aayph
Hello Adventurers!

Today we are releasing just a small patch for the PRELUDE. We are still in the middle of getting ready for Early Access. But we have some additional information for you regarding Early Access today.
We’ve already mentioned a couple of things about this during our DevStream on Tuesday. If you’ve missed it you can watch it here on YouTube



The Early Access will start with 7 characters, 11 abilities and 3 stages. We will expand upon abilities giving you the possibility to upgrade or evolve them, depending on how you want to call it. Each ability upgrade should be roughly as powerful as the initial ability itself. Ability upgrades can be chosen instead of a new ability when for example picking up the Scroll of Mastery.





But our main focus has been on playable characters.
The 4 additional characters for the Early Access will be:
  • Cleric (Debuffs & Regeneration)
  • Warlock (Summonings)
  • Shield Maiden (Blocking & Crowd Control)
  • Sorceress (Lightning Damage & Electrify Effect)

For more information, we recommend looking into the DevStream. We’ve played all characters during the stream and gave a first glance at additional abilities. Please be aware that we played a development build, so many things are not finalized, yet 😉

But now for today’s changes on the PRELUDE


Change Log 2023-04-27

POLISH & QOL
  • Updated effect markers (Slow & Fragile).
  • Burn effect damage numbers are now displayed differently than normal damage.
  • Rats from the rat ring have now proper sprites

BUG FIXES
  • Stun is now also setting the attack speed of enemies to 0.
  • Fixing the Bogged Boots, they actually slow down now.
  • Rat ring can’t be used to spawn endless rats anymore.
  • Arrows and Swordsman hits with fire damage are not unblockable anymore.
  • Fixed an issue that allowed item duping.
  • Settings wouldn’t save on the first start of the game.
  • Adding backup save games in case of corrupted save games, so not the whole progress is wiped.

What's Next?
We are currently working on a lot of new content and finishing features for the EA. This includes ability upgrades, changes on ability traits, the third Level “Forgotten Viaduct”, and much more. In mid May we’ll have a bigger update on the EA and what will be included in the release. We’ll probably share a date and update plans afterwards.
When releasing the EA we also intend to update the PRELUDE to match the changes of the early game in the EA version.

Stay Fresh! 🥕
- Chasing Carrots


Combat Beans: Total Mayhem - GOAT
Devlog #6

I`ve been busy over the last couple of months working on the game and getting it ready for release. As a public release gets closer, I need to make sure all of the major bugs are fixed and tested. Some of the major bugs and improvements I`ve made are listed below.

• Update to unreal engine 4.27 – This is a stop gap before doing a full update to 5.x. Unfortunately, there were a lot of engine errors going straight to 5, so for now I decided to get it updated to 4.27, whilst working on other features for the game. I hope to be able to get the game updated to UE 5 as soon as possible, but I don’t want to risk breaking a ton of other things in the game in the process. As of now the 4.27 build works perfectly fine.

• Fixes to projectiles, client and server side – this was a persistent issue in the game from the start. The original system was somewhat simple in its implementation. Arguably too simple. I have now created client side and server side projectiles, which means that the overall feeling of the gunplay is much smoother for clients, regardless of your latency in game. There was also a long running bug where some projectiles wouldn’t multicast their impact hits to all connected clients (which was driving me insane), but this has finally been fixed in the new system.


• Network improvements – this isn’t really specific to any one change in the code, but over the last month I`ve been spending a lot of my time identifying where I can reduce network data usage during gameplay. This is important for me as I will be paying for all hosted servers out of my own pocket, so I want the servers to be as optimized as possible. This also will result in better network performance for all players. One of the specific things I`ve been doing is using RepNotify bool variables to trigger events on all clients instead of multicast RPCs. This reduces data usage (for those events) by approximately 80%.

• Multiplayer text chat – a simple thing but required. Players can insult each other’s bean status in-game. Chat can be turned off from the control options sub menu.

• Cosmetic asset optimization – all cosmetics now use soft object references in the game code. That means that the player character wont need load all the assets into memory by default, and will only load the required asset as and when its required. This sounds like a no brainer (and it is, to be fair) but it required a re-work of quite a bit of the logic to make sure the game can handle loading and unloading the assets. The big trade off with soft object references is that you need to manually load and unload those assets from memory, and that can be a pain to get right.

• Gameplay balance! – finally i`ve been able to start doing gameplay tests. Immediately after the test I wrote down a list of things to change and tweak according to the feedback of the testers. One of which is quite apparent in the gameplay video below, and that is the speed of the projectiles. All bullets in the game are actual physical projectiles flying through space, unlike hit scan weapons (like bullets in CS). After thorough play testing, I can safely say the bullet speed right now across the board can be about 2x faster. Also I`ve raised the damage levels of all bullets by about 25 – 30%. This will make gunplay with fast firing machine guns a little more lethal. As of now, explosive weapons like the bazooka, grenade launcher and grenades are definitely the most effective weapons.

• “The slime gun is too strong” – this was funny in the last play test. I dunno, I kind of like having a gun that basically roots you to the ground and stops you from dashing. You know when your screen gets green, you`ll start to scream…

You can see some of the last play test in the video below!



Leave a comment and let me know what you think of the game play so far.


In the next update, i`ll be continuing on bug fixes and optimization, reworking some UI elements such as the health bar, and adding a hit scan weapon as a test to see how it plays. I will also begin work on the 4th and 5th maps, and add a few more helmet and dog tag unlocks! Still a lot of work to do, but things are moving forward faster than ever.
After that, stat tracking is next on the menu.

Come join the discord!

Apr 27, 2023
Halls of Torment: Prelude - Mara | Aayph
Hello Adventurers!

Today we are releasing just a small patch for the PRELUDE. We are still in the middle of getting ready for Early Access. But we have some additional information for you regarding Early Access today.
We’ve already mentioned a couple of things about this during our DevStream on Tuesday. If you’ve missed it you can watch it here on YouTube



The Early Access will start with 7 characters, 11 abilities and 3 stages. We will expand upon abilities giving you the possibility to upgrade or evolve them, depending on how you want to call it. Each ability upgrade should be roughly as powerful as the initial ability itself. Ability upgrades can be chosen instead of a new ability when for example picking up the Scroll of Mastery.





But our main focus has been on playable characters.
The 4 additional characters for the Early Access will be:
  • Cleric (Debuffs & Regeneration)
  • Warlock (Summonings)
  • Shield Maiden (Blocking & Crowd Control)
  • Sorceress (Lightning Damage & Electrify Effect)

For more information, we recommend looking into the DevStream. We’ve played all characters during the stream and gave a first glance at additional abilities. Please be aware that we played a development build, so many things are not finalized, yet 😉

But now for today’s changes on the PRELUDE


Change Log 2023-04-27

POLISH & QOL
  • Updated effect markers (Slow & Fragile).
  • Burn effect damage numbers are now displayed differently than normal damage.
  • Rats from the rat ring have now proper sprites

BUG FIXES
  • Stun is now also setting the attack speed of enemies to 0.
  • Fixing the Bogged Boots, they actually slow down now.
  • Rat ring can’t be used to spawn endless rats anymore.
  • Arrows and Swordsman hits with fire damage are not unblockable anymore.
  • Fixed an issue that allowed item duping.
  • Settings wouldn’t save on the first start of the game.
  • Adding backup save games in case of corrupted save games, so not the whole progress is wiped.

What's Next?
We are currently working on a lot of new content and finishing features for the EA. This includes ability upgrades, changes on ability traits, the third Level “Forgotten Viaduct”, and much more. In mid May we’ll have a bigger update on the EA and what will be included in the release. We’ll probably share a date and update plans afterwards.
When releasing the EA we also intend to update the PRELUDE to match the changes of the early game in the EA version.

Stay Fresh! 🥕
- Chasing Carrots


Protect My Cheese - MelvinTang Games
Hello Folks,
As per our announcement last week, we are reducing the game's price tag to FREE.

Feel free to download the game without any cost. Please note that the game is still in early access status where bugs and glitches are considered while we are working on fixing those.

Thank you for your attention
Witch It - Exenoxx
Welcome to Patch 1.4.0, featuring Match Rules +, one of our biggest additions since 1.0! We're also excited to announce the wardrobe, a new utility that allows players to switch up their skills and sets mid-round. And as always, we've packed in a bunch of changes and additions - read on! 🎉



Match Rules +
Introducing Match Rules +, a brand new way to modify your custom matches! Change a huge array of different parameters to design a unique match like no other. You can even save and load your favourite configurations for future use! ✨

To access Match Rules +, simply start a custom match through the main menu and select the "Match Rules +" option at the bottom of the screen. From there, you can adjust a range of variables across three tabs: General, Skills, and Game Modifiers. See below for a brief overview of each tab.



General Configurations


On the first tab, you can change the fundamental parameters of your match, such as gravity, movement speed, jump height, player size, and more. 🔧

Move each slider according to your preferences, or enter a specific value in the boxes to the right of each slider. In case you wish to undo a change, click the ↺ button beside each parameter, or select the "reset all to default" button to revert all alterations you've made.


✔️ Become a colossal Hunter using the player size multiplier!


✔️ Lower the gravity and cause chaos!

Skill Configurations


On the second tab, you can modify specific skill parameters, as well as the Hunter's melee and projectiles. Here, you can alter the damage, velocity, radius, mana cost and much more for each individual skill, as well as disable skills you don't want players in your match to use. 🥔


✔️ Buff the mushroom split amount, but reduce the confusion time!


✔️ Increase the Hunter's projectile amount, speed and spread, but lower the damage!

Game Modifiers


On the third tab, you can find our "game modifiers" - these are special modifiers that drastically change the gameplay of your match! Patch 1.4.0 comes with three game modifiers:

🔹 Move It
All witches have to move to survive.



🔹 Dissolving Props
Props will start disappearing over time.



🔹 Prop Retaliation
Hitting non-Witch props will deal damage to Hunters.



To enable a game modifier, click on the corresponding modifier you wish to use and toggle the "Is enabled" parameter. Each modifier also has a few changeable parameters you can experiment with! 🧪

Save and Load Match Rules +


In the bottom right of the Match Rules + configuration, there is a button labelled "Save/Load Match Rules +". Once clicked, it will take you to a new screen where you can name and save your Match Rules + configuration. You can revisit this area anytime to overwrite your saved Match Rules +, or load a previous one you've created! 💾

Tweak Match Rules + During Custom Matches


When starting a custom match, hosts can now find a new toggle on the page named "Tweakable Match Rules +". Enabling this toggle allows the host to modify parameters in real-time by accessing the in-game menu during a round and clicking the "Match Rules +" button, as shown below:



For players wanting to try Match Rules +, we highly recommend enabling this option and experimenting with the different modifiers and parameters! Changes you make will take effect immediately, without requiring a server restart. So, feel free to get creative and see what kind of unique gameplay experiences you can come up with! 🧰


✔️ Tweak the rules while playing to find the perfect combination, then save your changes!

Swap Skills & Sets Using The Wardrobe
You can now swap your skills and custom sets during a match using the new 'wardrobe', found in the Hunter spawn of all Official and Featured Maps! A quick switch of your skill selection and appearance during play gives you the flexibility to adapt to any situation. And for our map creators: the wardrobe will be added to Creative Mode in a future update! 👖



Custom Match Search Time Capacity Increased
The maximum search time in custom matches has been increased from 10 to 20 minutes, for those wanting to play extra long rounds with less pressure of running out of time! ⏰



Extinguishable Props
Props that emit fire or smoke are now extinguished when they touch water! 🌊



In addition, we've added a temporary Classic Prop Hunt mode on multiple servers to demonstrate the potential of Match Rules +. This mode features no skills for both teams and Hunters are damaged when they attack non-Witch props, but can scan props using melee as much as they want. Give it a try and let us know what you think! 🎮

We'd love to see what wild ideas you come up with Match Rules +, so please share your screenshots and videos with us over on our Steam Hub or our Discord server! 💜

Patch Notes:
+ Added: Match Rules + to make changes to different aspects of a custom match, including skills, Hunter and Witch modifiers, and Game Modifiers that can completely change how a match is played.
+ Added: A Wardrobe in the hunter starting zone to switch skills and skinsets during the match
+ Added: Hoodie Skins for the Hunter
+ Added: Quests are now visible in the in-game menu and Quest progress is shown as a popup during the match
+ Added: Temporary “Classic Prop Hunt” mode, which resembles a more traditional Prop Hunt game
+ Added: Hook Impact Effect when hitting a Witch
+ Added: Infotext in HUD to show that there are no skills in “Hunt a Hag” mode

↻ Changed: Reworked Possess skill:
The old prop is now staying alive after switching to the new prop
Manacost reduced to 40 Mana flat
Updated visual effects
↻ Changed: Players who leave a match while being a Witch can no longer join as a Hunter and will have to wait until next round
↻ Changed: Custom matches can now be started with 20 min search time instead of 10 min
↻ Changed: Props that emit fire or smoke get extinguished by water
↻ Changed: Creative Mode Q skill only visible in default mode
↻ Changed: Vacuum Trap can now be hit by potatoes like the Chicken
↻ Changed. Train skill now damages decoys
↻ Changed: Witch Hit Effect
↻ Changed: Witch Catch Effect
↻ Changed: Prop Transform Effect
↻ Changed: The Server List no longer shows whether a match is a tournament match, but instead shows whether the match is using custom Match Rules + (including hover information for whether in-game tweaking is allowed)

✓ Fixed: Long standing issue with “Play N rounds of X” quest progress not counting under certain circumstances
✓ Fixed: Image in recipe tooltip
✓ Fixed: Exp progress sounds in custom match rewards screen even if player can no longer gain exp
✓ Fixed: Spring pads being triggered without sound by Witch decoy
✓ Fixed: Custom maps having activated single use props like gunpowder barrel in Creative Model if those were activated before saving
✓ Fixed: Prop amount not decreasing in Creative Mode if a Witch re-transforms after possessing a prop and thus deleting it
✓ Fixed: Ingredient inventory in Witches Cauldron sometimes not updating on recipe change
✓ Fixed: Broken spot on Bone Pit
✓ Fixed: Several Localisation Bugs
✓ Fixed: Potato not properly bouncing off of surfaces when hit at an angle for clients
✓ Fixed: “Imposturous” mode voting camera sometimes not seeing the names of some players around the table
✓ Fixed: “Fill a Pot” skill icons in menus sometimes being white squares

...