We are happy to see you again. It's time for a new entry in our diary. This week was short but eventful. Anyway, let's start from the beginning! Polish your boots, pack your bags with potions, and let's go!
Persival and Bjorn in the land of animation
Preparing the main characters for release continues. In previous diaries, we showed you fresh animations of our characters. And in this diary... we'll show you some more animations!
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Our artists have almost finished the main part of their work, which means our animators are very busy.
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They’re working on each version of our heroes, giving them weapons, helping them transform themselves, not to mention paying attention to the wardrobe items that players can pick up along the way!
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New card images
As we’ve already mentioned, our artists have almost finished working on the events and characters, with only minor tweaks left for endings as well as some cards. Speaking of cards, here they are – new, beautiful, and ready to jump straight into your deck!
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Technical department news
We don't talk about our tech department very often; but that’s only because they dabble in black magic and we’re afraid of them! Just kidding, of course, it's because they’re working on bug fixes and completing the game development. Although it's hard to call it completion, as their work will continue until the release day. But we already have some news for you. Very soon we will finish testing and put together an update which will include updated events and animations. We’ll definitely provide you with a full list of changes in the patch note.
On top of that, the work on the final battle is almost finished too! We’re not going to try to predict whether you'll like it or not; let’s just say that the fight will be truly epic! But we can't spoil it for you, you just have to trust us.
That's it for today! Don't forget to check out our communities and say hello to our team – they always look forward to hearing from you!
We're excited to hear that you're enjoying playing Escape From Zombie U! If you're looking for something with some extra lewd, spicy action, we've got just the thing for you.
Introducing Escape from Sex ED mini game! While we originally intended to release this as a DLC, it has now become its own separate game due to unforeseen circumstances. To access it, simply subscribe to our artist Mario's SubscribeStar for just $5. You can unsubscribe after just one month, but if you enjoy the game and want to continue supporting it, you're more than welcome to maintain your subscription.
The mini game includes -1 Teacher, Melody - 5 zombies, each with 2 sex scene and a complementary scene. - a replay scene selector, unlocks after finishing the mini game. -in future development we hope to add more teachers and zombies
Thank you for your continued support, and we hope you have a blast playing Escape from Sex ED mini game!
Hello everyone, we hope you are still enjoying Beach Invasion 1944. Today we bring news about a major update to the game, the long requested Sandbox Mode!
Sandbox Mode
So what exactly is Sandbox mode? When you want to start a new game, you will have the option the choose between Progressive (the current game mode) and Sandbox. In the Sandbox game mode, you will start a game in which you can choose the number and types of enemies (Infantry, armored vehicles, planes, boats), the time of the day, and the weather condition. All weapons will be available, with 3 artillery calls, and several mines will be randomly placed on the map. If you defeat all the enemies, you will achieve victory, and if all your weapons are disabled, you will face defeat.
Sandbox mode will not affect your Progress, and when you resume your progressive game, it will continue from where you last saved. You won't be able to get some achivements from only playing the sandbox. Besides the new game mode we have also;
Fixed bugs:
Damage and repair bug for Mg42 (7th place)
German soldiers obstructing view, going to places where they're not supposed to go
Some bugs about achivements visibility
Added:
Dutch language
Ukrainian language
New game in development!
On other news, Steam page for our next game, Beach Invasion 1945-Pacific is now online! Go check it out and don't forget to follow for updates and add to your wishlist!
Ahoy, Pirate Captains! In Season Seven, we introduced the ability to become a Captain in Sea of Thieves. Since then, we’ve really enjoyed seeing all those Captained ships out on the seas and spotting the banners through our spyglass when out adventuring.
We’ve also been listening to player feedback and internally assessing Captaincy and its rewards, and as a result there are some exciting permanent adjustments coming soon.
The changes below are all set to be released in June alongside a Captain’s Week Event. Read on for a summary of what’s coming to the world of Captaincy!
Milestone Balancing Adjustments
A large number of Pirate and Ship Milestones will be rebalanced to make gaining Classes easier. This means that reaching Legendary status in any Milestone Alignment will also be significantly easier, as it will be easier to earn a total of 50 Classes from any of the Milestones within the Alignment.
Any Milestone progress you have already earned will automatically be converted, so you can continue to earn progress and any relevant Milestone Classes will go up when these changes are applied.
Trinket Unlock Adjustments
The number of classes required to buy the four tiers of Trinkets will be significantly reduced. Previously the four tiers were unlocked at Class 10, 20, 50 and 100. These will now be unlocked at Class 5, 10, 20 and 30.
Saving Your Ship Cosmetics
The cost for saving cosmetics to your ship will now be free!
Trinket and Decoration Pricing Adjustments
The gold cost for ship decorations and Trinkets will be significantly reduced.
Captain’s Cosmetics Adjustments
The gold cost for Captain’s ship cosmetics will be significantly reduced. This includes Captain’s Tables, Drapes, Beds, Rugs, Chairs, Chandeliers and Curtains.
Any Captain’s Beds that unlock through Milestones also now unlock at Class 2 instead of Class 5, so you can rest on plush bedding earlier in your journey!
Captain’s Week
All the above adjustments are permanent additions, and they will be introduced in June with a special Captain’s Week Event. During this event, you will be able to earn cosmetic rewards and enjoy a gold multiplier when playing on Captained ships.
Gilded Sovereign Captain’s Table
To honour Captains of high standing, we are awarding an exclusive cosmetic, the Gilded Sovereign Captain’s Table, to any player who accomplishes certain Pirate Milestones before Captain’s Week begins in June.
You will automatically be awarded this exclusive reward if you have earned Class 50 in any individual Pirate Milestone from The Gold Seeker, The Voyager, The Emissary, The Hunter, The Feared, The Guardian or The Servant, with the exception of the following specific Milestones: Nautical Miles Sailed, Days at Sea, Provisions Cooked, Provisions Eaten and Cannons Fired.
We’re giving you advance notice of these changes so you can plan your adventures and spending at the Outposts accordingly!
This is a small update with several fixes for the lighting, reflections and other issues in the new trophy lodge. Thank you for the reports and happy hunting!
Added collisions to tables in the lodge
Improved lighting in the trophy lodge
Improved reflections in the trophy lodge
Improved door handling
Improved fireplaces LODs
Improved fireplaces texture tiling
Lowered brightness of white paintings
Optimized mobile trackers model
Optimized shop signs and objects in the store
Fixed an issue where living room and the showroom in the lodge didn’t have proper lights on and placed trophies were shown very dark
Fixed an issue where trophy mount would disappear (not deleted) when moving it from room to another
Fixed an issue where you could push doors the wrong way with the revolver
Fixed an issue where revolver didn’t collide with other items and walls
Fixed an issue where info book highlights were on by default
Fixed an issue with small beds LOD change
Fixed an issue where bushes in the grasslands didn’t change LOD properly
Fixed an issue where money view would close when closing trophy manager inside the store
Fixed and issue where money view would close when leaving the store while trophy manager was open
Join us as we explore the mysteries and thought-provoking questions brought forth by the Story Mode in Humanity, an action-puzzle game from Enhance and tha ltd. You control a glowing Shiba Inu, placing commands on the ground for a giant marching horde of people to follow. Make them turn, jump, float through the air, swim, climb, etc., all to reach the goal (or goals) in each stage. A narrative thread ties the 90+ stages of Story Mode together.
Humanity releases May 16, 2023 for Steam (PC VR optional) and also PlayStation 5 (PS VR2 optional), PlayStation 4 (PS VR optional).
As you know we work hard for our game to become as convincing as possible, that’s why we’ve put a lot of effort into adding one of the most important features — total mortality.
This mechanic is a real challenge for us because if any character can die, there will be so many scenarios that it will be impossible to control them! Besides, in our game there are quite a number of spectacular cutscenes. If a character dies and then appears in one of the videos, the logic of the narrative will be broken. It put even more difficulties into the search of the solution and even made us think of giving up this feature.
And yet we wanted our players to have an opportunity to considerably influence the storyline. That’s why we’ve made a serious research on how mortality looks in other games. For example, if you kill an important character in Divinity 2, there will be a note on his body. It will help you go on with the quest. In Morrowind the game suggests using your latest save to proceed. After analysing all the approaches we developed a flexible hybrid system considering the death of every character — almost all the events in our game are interconnected, and the death of one NPC can influence some quests.
How does this hybrid variant look?
There are three variants of dealing with mortality. The first one relates to the death of a very important character. In this variant we think about the alternative ways of the storyline — for example, if the Herbalist dies, Jack can find his apprentice anyway. With this method we make sure that the players don’t lose big chains of events even if one link was lost. Of course, it’s a hard and expensive variant demanding a lot of work, and we can’t use it everywhere. But it helps to replenish the content and the quests don’t feel empty — that’s why we use it with significant characters.
In case the killed character isn’t that important, the logic just excludes them from the rest of the quests — so if you kill local bullies of the Edge, Pimples and Knuckles, nobody mentions them and you won’t have to intimidate these guys to stop them from harming the locals.
And finally, the third variant — the one we use really carefully to keep the immersiveness — is natural restrictions. You can undoubtedly attack any character — for example, a strong or a powerful one. But it’s highly believable that such NPCs will have tough armour or loyal guards. A mercenary or a professional fighter will be mighty and skillful. So you will have to reach quite a high level to challenge them. In that case the restrictions are pretty natural but you can always try!
So we tried to introduce soft restrictions and made sure there is a lot of various and interesting content in the game and the logic of the quests isn’t broken. But we still advise you to decide carefully — every character has their history and even a couple of secrets to share if you come to the agreement!
By the way, we’re still testing different branches of quests, so don’t hesitate to inform us about any mistakes in the comments and in our Discord so that we could correct it for the next build. And don’t forget to drop by our devblog where we share the latest news!
And what do you think about mortality in the games? Share your thoughts in the comments and add your game into the wishlist!
Have a nice adventure on K’Tharsis, space cowboys!
This playtest has arrived with all the bugs and glitches vanquished. Yes, Adventure Mode is here, a new mode, with it comes the power to handpick your own teams and engage in strategic battles like never before. So ready your weapons, sharpen your wits, and let the adventure begin!
How to participate in the Untamed Tactics Playtest?
Request your access, and you’ll get notified via the email associated with your Steam account.
You can also join our Discord server and get an exclusive beta tester role and the opportunity to participate in a Steam key giveaway!
PLEASE NOTE
Everyone, who leaves feedback, will receive a code for a 10% discount within several days after playtest is over. At the release, you’ll be able to redeem the code via the “Purchase” button on our website, buy the game key and then activate it on Steam.
🔥 Additionally, we’ll later hold a giveaway on our Discord! The number of prizes there depends on you, we’ll give away 1 key for every 20 feedbacks left! 🔥
And yes! Everyone who left feedback during the 1st playtest will receive a 10% discount as well! And furthermore, all streamers who supported us during the 1st playtest and streamed it will receive the key to the full game! 💖
About Untamed Tactics
Untamed Tactics is a Tactical RPG with strategic combat set in a procedural world filled with colorful animals. Relive the legend of Greycoat’s escape into the untamed Wilds in a tale of lost honor, as you fight, talk, and think your way through this beautifully illustrated adventure!
Stay connected with us and be part of our community on social media!
Today we release a new minor update with various fixes and improvements!
This patch includes some very important changes including a fix which we believe will solve a memory related crash for the small number of players who were experiencing it.
Thanks to all the players who have given us feedback on the issue tracker, this has been a great help when making these changes.
Please see the patch notes below for full details.
We continue to enjoy making these improvements to the game! Until the best update...
Much love <3,
The Carrier Command Developers
v1.5.2
Fix - Fixed crash caused by game running out of memory in some instances Fix - Pressing enter to confirm text input when saving game no longer opens chat box in multiplayer Fix - Fixed vehicle controls (switch attachment/toggle mode/map etc) not being blocked by chat box Fix - Fixed deployable droids refilling when carrier has no droids in stock after undocking/redocking Fix - Fixed achievement badges not showing info tooltip when hovered Fix - Fixed carrier pending orders appearing to reset after loading a saved game Fix - Fixed gimbal turret not automatically targeting enemies in auto control mode Rework - Increased barge transfer quantity of flares so they transfer 10 at a time