Voidtrain - SushiRice


Hi there,

Get ready to board the Voidtrain because the Steam release is less than three days away! While we've already shared an update on the improvements and changes made to the game, we realize that we haven't given a comprehensive overview of the key features that you can expect in the upcoming version of Voidtrain. So, let's set that right now and get you excited for what's in store.

Here are the main game features of the current version:

1. Character movement in the Void

Just jump off the trolley or train and allow the Void to pick you up. While in the Void, you can use a safety rope to attach yourself to the train's cars and reach necessary resources or points of interest. As you progress through the game, you'll unlock a winch and rings, enabling you to explore deeper areas of the Void. These features are particularly useful for Puzzle Islands and other areas where the game allows exploration.

2. Resource gathering

At the start of the game, you'll gather resources manually. But as you advance, you can unlock the grappling hook, which makes looting much easier. And when you reach later stages, you can construct the Collector Station - a sizable train module where your pets can automatically collect resources while the train is in motion.

3. Technology and train development

You can use the Research Table to research technologies, discover new structures, upgrades, and crafting recipes for your character and train. Small objects and interior items can be built using the Crafting Book, while large objects and units require the depot. You can develop up to the diesel era, with mechanical, steam, and diesel engines available. To unlock decorative items for the train and walls, feed your pets - Rofleemo - special mushrooms obtained from chests. Rofleemo will share one or several recipes with you, which will appear in your Crafting Book.

4. Enemy Trains, Outposts and Depots

Get ready for exciting chases as enemy soldiers on their trains try to interfere with your investigation of the Void's mysterious history and loot resources from your train. Be cautious as boarding can be dangerous, for the soldiers will attack and damage the train's structures.

But enemy trains are not the only danger awaiting you in the Void. There are also Outposts - obstacles that block the path and are guarded by soldiers. Initially, you must defeat the enemies to disable the barrier device. Later, you can build rams to destroy the outpost barriers quickly, but be mindful of the durability of the rams, or else you'll have to build them again.

Finally, you’ve got the Depot, which serves as the main hub for building trains, collecting loot, and opening chests. However, it's also a battlefield where you will encounter enemy soldiers.

5. Witch Islands

These are puzzle-filled hubs located deep in the Void, marked by swarms of fireflies. Each hub offers up to three types of puzzles, which can earn you valuable loot and mushrooms for Rofleemo. However, beware of the dangerous Void fauna present in these peaceful locations.

6. Arena Islands

Arena islands are infested with swarms of insects and overseen by the mysterious Arena Keeper, who assigns you trials to complete. There are five waves in total, with more valuable rewards for progressing further. You can choose to stop and claim a minimal reward for the waves you have already completed, or risk continuing for greater rewards. If you fail, you receive a consolation prize in the form of a small amount of basic resources.

7. Other points of interest or danger

There are a couple of smaller, yet compelling features to keep you entertained in the Void. For instance, abandoned trains - not only reminders that adventures can be dangerous, but also an additional source of loot hidden inside them.

And beware of Minefields - always keep an eye on the horizon, as soldiers have left mine barriers in some areas. There are two types of them: sensor and magnetic. Sensor mines react to speeds above normal, while magnetic mines attach to the train with magnetic force. You can either explode them or try to defuse them to obtain resources.

8. Taming Rofleemo Pets

Your Rofleemo pets are not just cute companions, but they also have unique skills and specializations. It's important to study them carefully and assign them to work based on their abilities to gain the maximum benefit from them.

9. Modular Weapons

At the start of the game, you are equipped with a revolver as your basic weapon. However, as the enemies become stronger and you develop your character, you can unlock more powerful weapons. All weapons in the game are modular, allowing you to insert various modules found in the game on a workbench to optimize their performance. Additionally, you will find weapon frames with a slot for cores that unlock a unique firing mode for the weapon. There are three types of cores available: Ice Storm, Flamethrower, and Annihilator.

10. Prophecies

A game mechanic that modifies your path by weighing the pros and cons. For example, you can increase the amount of iron in the Void, but in exchange, you may face more leeches or encounter two sharks instead of one.

11. Creatures and enemies on your way

Void Fauna:
  1. Sharks - the main enemy of the Void, cunning beasts that always try to quickly escape into the depths of the misty distances if they sense danger.
  2. Leeches - won't cause damage, but if not kept in check, they will stick to the train and significantly slow it down.
  3. Void Fish - completely peaceful creatures. Main source of leather and fat.
  4. Pufferfish - inhabitants of the Witch Islands. Be careful.
  5. Void Whale - a peaceful creature, hovering somewhere in the distance and howling its sad songs. You're unlikely to ever see it up close. Or maybe you will...
  6. Creatures of darkness. Data is classified.
Soldiers of the New Light:
  1. Soldiers. Armed with revolvers and don't wear armor.
  2. Officers. Soldiers in armor, can be armed with primary weapons and revolvers in the early stages.
  3. Commanders. Huge and armored enemies, armed with powerful primary weapons.
Swarm of Insects (Arena):
  1. Soldier beetles. The weakest, but most numerous in waves. Their main attack is melee, but they can also spit acid if their target tries to take cover at a height.
  2. Spitting beetles. Unable to fight in close range, they aim for their target from afar and accurately spit acid at them.
  3. Bombardier beetles. Smaller species that try to jump closer to you, puff up, and spray everyone around with dangerous acid.
  4. Tank beetles. Huge beetles covered in thick chitinous armor. They have all types of attacks and are extremely dangerous. Encountered in later waves of the arena.
We’ve dedicated a significant amount of time and effort into developing these features and hope you find them enjoyable. However, we are always open to feedback, so please don't hesitate to let us know your thoughts. While we're proud of what we've achieved so far, we're far from done working on Voidtrain yet.

Here's our roadmap for future updates:



https://store.steampowered.com/app/1159690/Voidtrain/


May 6, 2023
Eresys - dragonisgames
PATCH 0.5.8 VISUAL UPDATE, NEW ITEM, NEW SIDE MISSION, BALANCING AND FIXES
In this patch we did a major visual overhaul to the fog on the island, we added a new item to help on your mission, added a new side mission inside the devoured house, added support for 2 new languages, some more balancing tweaks, a few minor tweaks to gameplay and some more bug fixes!

UPDATED VISUALS AND PERFORMANCE BOOST ON SENTINEL ISLAND
- Polished the fog of the island and tweaked the colors to better match with the sky, now the overall island feels more creepy
- The density of the fog has been increased to create more dread of what's ahead
- Deleted an extra fog parameter which caused the sea material to look unrealistic from the distance
- Some fog planes have been replaced with a more optimized version
- Dynamic lighting, such as players lanterns, will look more immersive with the fog
- Some water materials which caused FPS drops and MS lag have been polished
- Several lights have been polished, to gain a small difference in the fps and ms
With these updates the island has a more consistent look, less visual problems, most importantly an overall improved atmosphere and even a few extra fps in some parts of the map!


NEW ITEM SCROLL OF THE ORDER
These scrolls are a new tool we added to help escape any overwhelming situation
-They can be found inside safezones or near important places, however they are a rare resource
-You can carry up to 3 scrolls
-Once you pick up a scroll you can equip/unequip it by press "3" / "Right D-pad"
-Pressing the primary key "LMB" / "Right trigger" will activate the scroll
-When activated a huge burst of light will appear then after a short time the scroll will fade away
The light of a scroll:
-Stuns all nearby creatures and makes them run away
-Removes curses
-Gives a temporary movement speed boost to nearby cultists
The only downside to using a scroll is that it triggers attraction
DEVOURED HOUSE UPDATE
-Added side mission inside the house that once completed will allow you to banish the entity at the bottom
-Added achievement for completing the side mission

-Added a walkway to enter from the top of the house
-Removed invisible walls and Improved collision at the top of the house
-Tweaked safezone collision for the house
-Added damage collision to tentacles surrounding the house, so they can damage you
-Added health to tentacles surrounding the house, so they can be burned by light
LOCALIZATION UPDATE
Added localization support for the following languages:
-Japanese
-French

BALANCING TWEAKS
-Slightly reduced creatures' investigation timers
-Creatures have slightly different health values based on number of players in party
-Slightly changed how many deer spawn based on number of players in party
-Small change to how many creatures spawn per blood spheres created based on number of players in party (its better we don't give out exact info on what/where spawns happen, it would take away from the experience)
This is just to improve difficulty balancing, essentially making the game slightly easier if you are alone or slightly more challenging in a full party of 4
We try to balance the game so its both fun and not too hard while still being quite the challenge, so It's possible more balancing changes will come in the future especially when we finish "Madman mode", a difficulty mode where everything is turned to the max and a few more punishing variables are added! (but don't worry, we won't add that mode until we are happy with the regular difficulty)

OTHER
-You can hold down the "Primary" or "Secondary" button to get a better look at the map/pages/book (this was partially in the game before, but now its more polished, responsive and the rotation of the hand has been improved for the map)
-Slight tweaks to light levels during blood spheres 3 and 4 to make up for the slight change in visibility due to fog
-Slight tweaks to how items like the map/book/pages are dropped when a cultist dies
-Added some new candles and fog effects in the cultist temple
-Added "Scrolls" tab in the cult guide, so players can read about the scrolls
-Tweaks to the cult guide, moved the tab buttons to the right of the screen in a vertical line, now it should be easier to read and interact.

FIXES
-Fixed a bug regarding swapping between your map and book pages, it could bug out the lantern when you swapped again
-Fixed another possible bug when a player died, and he dropped pages and the map, the collision would overlap
-Fixed bug that could crash the game when many pickup item collision would overlap
-Fixed triggering AI while talking as a Corpse, and other potential bug where corpses would reset AI investigation timer
-Fixed some bad movement settings that caused Shadow creatures to walk up trees or odd collision
-Added a few more navigation links around some cliff/rock edges to help AI climb up/down (more to be added in the future)
-Fixed a few more collision and visual bugs reported by the community!

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.5.8

FUTURE CONTENT
---- NEW MAP IN DEVELOPMENT ----


And some more sneak peeks from the upcoming temple area

May 6, 2023
AChat - rbskft
New position for female-female and female-shemale couples

May 6, 2023
Idol Showdown - bestogames
Hotfix Version 1.0.3

UI Bugfixes:
- Fixed issue where Character Select and Stage Select could sometimes be loaded during match
- Fixed Leave panel displaying behind lobby button
- Arcade Mode now displays correct stage number.
- Various Localization adjustments
- Fixed issue where Match start banner would still display when entering Training Mode
- Fixed issue where stage select will crash for certain systems. Stage previews will be temporarily disabled while we resolve this issue

General Gameplay Bugfixes:
- Burst: Resolved issue with burst destroying your own Projectiles
- Burst: Resolved issue that allowed you to combo out of burst
- Fixed bug that allowed you to preserve jump momentum after certain performing jump S attacks
- Fixed issue where air attacks could sometimes be performed on the ground.

CharacterBugfixes:
- Suisei: Fixed Error in Suisei's Command list description for Forward + Heavy
- Botan: Fixed issue where Botan's Super could be cancelled mid animation.
- Korone: Super: Fixed issue where you could be interrupted after the Super Animation confirm animation began.
- Sora: Updated Command list descriptions for 214H
- Sora: 236L: Resolved issue where you could not detonate the mine
- Sora: 22M Fixed issue with Hitstop
- Collab: Kanata: Call-In: Resolved issue when the person summoning Kanata was hit after Kanata grabs the opponent.
- Collab: Ame: Off-Collab: Resolved issue where opponents under the effect of timestop always be counted as being in a combo
- Collab: Kanata: Off-Collab: Resolved issue with waves and scaling

Known Issues in Progress:
- Issue with binding keys to Arrow Keys
- Issue with Collabs displaying in Command List
- Issue with Performance when using repeated Star Specials and Super Star Specials
Aurion: Legacy of the Kori-Odan - Fenryo

Hi everyone,
We are really proud to announce to all the RPG and Fantasy passionates in the steam community that the AurionVerse Discord is finally open.
You can jump inside by following this link

This is something we planned for a long time, but we wanted to make it right even for the "Version 0".
So what's cool in the server?

  • Meet and discuss with really nice people who use video games as a tool to grow inside themselves.
  • Get very cute Emojis for your Discord life.
  • See how we are working on the sequels of the game.
  • Discover the secret of the Aurioma planet, the secrets hidden in the game.
  • A more direct supports by us the developpers.
  • Discuss about your Aurionic Experience with others.



All the AurionVerse in one place
Aurion has evolved into a crossMedia IP with Mobile games, graphic novel and (even anime project). We were wondering if we had to create a separate server for each element. And finally we decided to just have one place. At least for now.

So you will have the opportunity to discuss with Aurionics from everywhere, those who only know the graphic Novels, those who discovered by the mobile game and you the "Origins" who discovered.


Aurionic gift
If you are new to the AurionVerse, you can discover it with 3 free Graphic Novel available on our animated website. Just clik on the picture to grab yours.

Toaster Arena Playtest - Unselles (Infinite)

Over the last months we have been working to further improve and enhance the game, bringing major changes such as the improved player controller, new HUD, better performance and rewriting existing and creating new systems.

Please do keep in mind that the game is still in alpha and these changes are work-in-progress and will be completed in consequent updates.

Announcing the Toaster Arena Patreon Page

We're currently developing the game with zero funding, which makes it difficult to dedicate time the project needs to grow further at a steady pace.

If you enjoy the game and would like to support us, please consider pledging:


You can support the development by choosing any of the Tiers presented, as of now only Tier 1 is available, additional tiers will be added in the future.

Tier 1 rewards:
  • In-game name with special color.
  • In-game Patreon supporter icon.
  • Your name being included in game's credit section.
  • Patreon role on the Discord server.

All perks have to be set manually by the developers, you need to join the Discord server in order to receive these perks.



Additions

  • Added new Global Post-process effects.
  • Tower Map added by BRVVVH.
  • View model weapons will now tilt when a player slides or crouches.
  • Third-person animations have been added for the Impact Grenade.
  • Sprint toggle has been added.
  • Credits section will now show Patreon user names.
  • Patrons will be shown on the scoreboard with badges depending on pledged Tier.
  • Developers will be shown on the scoreboard with a special developer badge.
  • Added Patreon link in the main menu.

Changes

  • Player HUD has received a major rework.
  • Third-person debug camera has been optimized to not be as demanding.
  • First person arms rendering has been changed to no longer use a Picture-in-picture solution, this will improve performance by a great deal.
  • Player camera is no longer attached to the third-person character head, this gets rid of unwanted secondary movement on the camera.
  • Changes and reworks to lighting on all maps.
  • Weapons now properly support camera animations.
  • Huge chunk of sound effects have been replaced, this goes from weapon sounds to all the way to footsteps, this change is Work-in-Progress and will be expanded upon.
  • Screen Space Reflections have been enabled, you can turn these off by changing your settings.
  • Golden Gun textures have been updated.
  • Shield Recharge effect is no longer visible in first person.
  • Green apple textures have been updated.
  • Slide jump should now be more responsive.
  • Grenades can now be throwed instantly.
  • Vehicles respawn rate has been increased.
  • Changes to passenger seats on the Crawler.
  • Changes to Crawler's physics.
  • Tweaks to Crawler's hitbox.
  • Increased bullet capacity for the Green Apple.
  • Increased Cobra Walker's speed.
  • Changes to the Good Old Hawker.
  • Scoreboard will now awards points to the highest damage dealer instead of last, this will get rid of 'point stealing'.
  • Merc Health increased in Juggernaut Mode
  • Protogen blood will now match glow colors.
  • Bots now have the ability to jump.
  • Changes to the UI font.
  • Tweaks to weapon offsets.
  • Shield hit particle system will now use the same color as glow color.
  • Hunker Pistol animations have been changed.
  • Green Apple received an addition animations pass.


Bug Fixes

  • Fixes to Hex input on color wheel.
  • Fixed ability to slide on the floor if the angle was greater than 1 degree.
  • Fixed sync on footstep sounds.
  • Fixed material physics on props.
  • Fixed thrown grenades not being destroyed after exploding.
  • Fixed Gatling Gun using incorrect textures.
  • Fixed unlocked achievements not showing up on the screen when unlocked.
  • Fixed issue with player collision if a slide jump was performed.
Toaster Arena - 0.2.0 Alpha
May 6, 2023
Axiom of Maria: Prologue - Studio Ganzheit

I'm working on lightmaps, optimizations, and tweaking the script. Building lightmaps takes up much of computer time, and optimization takes up much of my time. I tried it out on Steamdeck and was surprised at how well it worked.
Demonheart: Hunters - Lamb


Hey all! This is about the upcoming game Demonheart: The Cursed Trial.

I usually post progress updates on Twitter and Discord, so follow me and join the Discord if you haven't yet. Some players suggested that I post more news on Steam, so I'll try to do that.

I'm working on the plot and script, and commissioning two artists, for the characters and backgrounds. The sprites are finished for all eight non-player characters, and we have concept art for the main character. She will probably not appear on screen most of the time, as there are so many others to fit there. :)

Next to do, other than the main character's full version, are the CGs or special illustrations, mostly the romanceable characters and the demonspawn.

Here are some of the newer screenshots, one of them featuring a beautiful dungeon background that the artist just delivered. (At least I think dungeons are beautiful - do you? :'))





Don't forget to add the upcoming game to your wishlist! ːcharmedː

Also, subscribe to the mailing list if you want to be notified when I publish a demo, or if you don't want to miss any future project announcements.
Demonheart - Lamb


Hey all! This is about the upcoming game Demonheart: The Cursed Trial.

I usually post progress updates on Twitter and Discord, so follow me and join the Discord if you haven't yet. Some players suggested that I post more news on Steam, so I'll try to do that.

I'm working on the plot and script, and commissioning two artists, for the characters and backgrounds. The sprites are finished for all eight non-player characters, and we have concept art for the main character. She will probably not appear on screen most of the time, as there are so many others to fit there. :)

Next to do, other than the main character's full version, are the CGs or special illustrations, mostly the romanceable characters and the demonspawn.

Here are some of the newer screenshots, one of them featuring a beautiful dungeon background that the artist just delivered. (At least I think dungeons are beautiful - do you? :'))





Don't forget to add the upcoming game to your wishlist! ːcharmedː

Also, subscribe to the mailing list if you want to be notified when I publish a demo, or if you don't want to miss any future project announcements.
Demonheart: The Cursed Trial - Lamb


Hey all! This is about the upcoming game Demonheart: The Cursed Trial.

I usually post progress updates on Twitter and Discord, so follow me and join the Discord if you haven't yet. Some players suggested that I post more news on Steam, so I'll try to do that.

I'm working on the plot and script, and commissioning two artists, for the characters and backgrounds. The sprites are finished for all eight non-player characters, and we have concept art for the main character. She will probably not appear on screen most of the time, as there are so many others to fit there. :)

Next to do, other than the main character's full version, are the CGs or special illustrations, mostly the romanceable characters and the demonspawn.

Here are some of the newer screenshots, one of them featuring a beautiful dungeon background that the artist just delivered. (At least I think dungeons are beautiful - do you? :'))





Don't forget to add the upcoming game to your wishlist! ːcharmedː

Also, subscribe to the mailing list if you want to be notified when I publish a demo, or if you don't want to miss any future project announcements.
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