May 10, 2023
Galacticare - Brightrock Games
Greetings Director,

Welcome to the first of many deep-dives that we’ll be sharing on this blog. Today’s topic is… aliens.


Caption redundant.
The opportunity to create and make use of a wide variety of alien species was one of the main reasons we decided to set Galacticare in space - and it goes much deeper than just how they look.

It was particularly important to us that these aliens went beyond simple reskins of a typical humanoid. We wanted to ensure they had deep and meaningful differences - narratively, mechanically and, of course, visually.

A quick caveat before we continue - the species names mentioned in this post are not yet final and might change over the next few months.

Gameplay
Every species has a number of unique gameplay features associated with them, the most important of which are species traits and species desires. These aspects apply to every member of the species - both patients and doctors!


All time is me time for the Kouber Baly.
The Kouber Baly (pictured above) trait is Saurian Serenity, which reduces health and needs deterioration by 75% when they are waiting (for treatment, for the toilet, or for snacks), and also removes any negative mood impact associated with long queues.

This allows you to interact with the Kouber Baly in a few interesting ways; whenever you have a particularly long queue you can feel comfortable pushing these patient patients to the back of the line. They’ll never get mad about it, and are unlikely to suffer too many ill-effects (they aren’t immortal, though, so be sure to keep an eye on their health bars!)

When it comes to Kouber Baly doctors, feel free to assign them to lesser-used rooms, as their needs aren’t going to needlessly drain away while they wait between treatments.

A key goal when designing these traits was to ensure they are a layer of positive, opt-in depth. We don’t ever want you to feel penalised for hiring loads of Tenki because you think they’re cute (or for never hiring any Vizarj due to your irrational fear of tentacles). Whether you choose to engage with these traits or not, they’ll never negatively impact your hospital.


Tenki are pickier than they may first appear.
Next up, let’s take a look at desires. Every species has two unique desires, which can positively (and negatively) impact their mood depending on how well you are fulfilling those requirements throughout your entire hospital.

For example, the two Tenki desires are Well-Maintained Rooms and Upgraded Rooms. If your hospital is full of upgraded, well-maintained rooms then all Tenki will be very happy - but obviously this will also directly improve the overall operation of your hospital.

There are two key aims for this system. Firstly, it allows us to directly inject the culture and personality of each species into the game systems. Secondly, it also acts as a way for the game to nudge you to improve your hospital in a variety of subtle ways. While every species desire conveys a direct mood benefit (or penalty) to an individual species, fulfilling it will also generally improve your hospital.

On the flipside, if your hospital is full of nearly broken rooms with no upgrades, you’re going to have some very sad Tenki (and a very poor hospital.)


Happiness is futile.

Throughout your galactic journey you’ll encounter a wide variety of these desires, such as the Kouber Baly pining after spacious treatment rooms, the Xil wanting easy access to bins for snacking, and Humans yearning for simple decorations that remind them of home.

Visuals
Next up, the visuals. As mentioned at the top, we really wanted to push the visual variety as far as we could (and we very much wanted to avoid creating an array of humanoids with different foreheads). Legs for arms? Yes. Tentacles? Absolutely. Quadruped movement? Why not.

While taking visual variety to the extreme was desirable, it wasn’t always practical. We had a huge number of technical, production and design considerations to keep in mind whilst we designed our species.

For example, something as simple as size was a huge (sorry) problem to solve. We wanted a decent range of between our largest and smallest species, but we also needed to ensure that they are both able to interact with all of the same objects (benches, vending machines, toilets, doors) and treatment rooms.

On the larger end of the spectrum we have the Kouber Baly (our widest species) and the Dyonai (our tallest species), and on the small end we have the Tenki (also pictured above), who’s quite adorable in comparison.


Designing beds that worked for all of these characters was no simple task!

Character size also impacted development in other ways.

Pathfinding logic in a game with this many on-screen characters can be really tricky - and that’s before you introduce multiple sizes. Our smaller species are able to find their way through smaller gaps between objects, whereas larger species may need to take the scenic route. This is something we can explore more extensively in another blog post if there’s interest!

As Galacticare is a hospital management game, most of the characters present are patients. And they have one job: to be sick.


Star Warts hits everyone differently.
This means that their person needs to be able to act as a canvas for the many conditions they might be suffering from. It’s important that both their body and clothing allows for a good amount of skin to be visible from the player’s top-down view in order to ensure their conditions can be easily identified.
Creating distinct species with such varied anatomies let us design conditions unique to each. The Tenki, for example, sometimes get their tails in a twist.


Something something a tenki-less job something - there's a pun here I promise.
Let’s take a closer look at one of our species: the Xil. The insect character archetype is a staple in science fiction, and there’s a ton of rich reference material that we were able to draw from, including the Annelids (Men in Black), the Prawns (District 9), the Gromflomites (Rick and Morty), and many more.

The Xil were originally developed in parallel with a (now-scrapped) canine-themed species based on Laika, one of the first animals in space.


Space canines were one of many concepts we considered throughout the years.
The premise was that the canine species had been caught in an Ohde experiment, elevating them into an advanced, bipedal and highly-intelligent species. However, a flea was accidentally mutated as well, leading to an equally intelligent, rival insect alien species.

While the Xil's lore has gone through a lot of changes since then, you can still see the influences of the original concept in their final design.


Flea inspiration may or may not be obvious.
Their development brought up a number of questions; how creepy do we go? How much ‘silliness’ in the design will compromise the depth of a species? What’s going on between the legs of the Gromflomites?

The Xil gave us an opportunity to push a ‘less cuddly’ aesthetic, but it was important that this didn’t go too far and that the Xil were still likeable, engaging and charismatic. We want the player to like these alien species, as well as find their biology and backgrounds interesting! As shown in the iterations, injecting a cartoony / dopey side took the edge off the more serious adaptations, but it also diminished the Xil’s credibility as a key member of the Galacticare universe.

Over time, with the changes to their face, eyes, and antennae, we landed on a design that we felt struck the right balance between expressiveness, creepiness, fun, and flavour, without compromising the depth of their cultural background.


The Xil have a multifaceted relationship to trash.
Narrative
Finally, we wanted to tie everything together by creating rich and contrasting cultures, histories and physiologies for each of our species. This covers everything from their system of government and approach to family to their relationship with food and understanding of the concept of gender.


Tentacles can break too.
The Vizarj, for example, have a very alien approach to family. When a Vizarj reaches the stage where it can no longer record new memories, it begins the final stage of its lifecycle, which is a unique form of mitosis in which one Vizarj will split into two new and distinct beings. (This process is even represented in the game by a special Vizarj-only condition - we’ll talk more about that at a later date.)

These two new Vizarj (known as the progeny) each inherit half of the memories, personality, and name of their parent (known as the progenitor). This also means that they have one quarter of everything that made up their progenitor’s progenitor, and so on. All Vizarj carry this ancient genetic memory; fragments of their history from a bygone era which become ever-harder to decipher as each new generation is born.


SPF 50 sunscreen isn't good enough in space.
This nature makes their approach to the concepts of “self” and “death” very different. No Vizarj is truly their own person, nor do they ever truly die of old age. The unnatural death of a Vizarj is something that’s seen as a great tragedy, as an entire lineage of memory and personality is lost - not just this most recent iteration.

On the other hand, the natural “death” of a Vizarj and subsequent birth of their progeny is something to be celebrated. Because this reproductive cycle is entirely self-driven, the Vizarj never developed any concept of family, gender, or romance. They roam their home planet in loose tribe-like groups, but they are nothing like anything seen in human society.

As you grow your relationship with each species, you’ll not only unlock unique rewards through the reputation system (to be discussed at a later date!), but you’ll also get the opportunity to learn more about their society, history, biology, and how exceptionally weird they are.


From left to right: Xil, Kouber Baly, Vizarj, Tenki and Ohde

Want to help us improve Galacticare?
We're starting to ramp up testing and, just like we did with War for the Overworld, we'd love to get the community involved in giving us feedback on bugs, balancing, and everything else in order to help make our game as good as it can be.

Recently we've opened up very pre-early alpha builds to a small group of community testers, and we'd like to slowly grow this group over the coming months. If you'd like to get involved please head on over to our sign-up form.

That’s all from us for today. We hope you enjoyed peeking behind the development curtain, and learning about some of the problems and goals we’ve been tackling along the way. Next time, we’ll dive into the music of Galacticare - hope to see you then!

Until next time Director,

- Brightrock Games


Don’t forget to join us on Discord!
War for the Overworld - Noontide
Darkest Greetings Underlords,

After a long period of silence, we’d like to provide an update as to what we’ve been doing the past few years.

This post is being crossposted from the new Galacticare development blog, where we also just posted a first look at our alien species, but future posts won’t appear on WFTO pages. If you’d like to receive further updates from us, please be sure to wishlist & follow Galacticare on Steam, join us on Discord, follow us on Twitter, and sign up to our newsletter.

We hope you will join us on our journey to the stars, and although WFTO is very much in maintenance mode with the release of the final update (Patch 2.1) last year, rest assured that the dark, homely, depths of the underworld are never far from our evil hearts.


Patch 2.1’s graphics & performance Improvements were a surprise to be sure, but a welcome one

Now without further ado, Read on Underlords!

----------------

I’m Josh: resident Brightrock robot, creative director of Galacticare, and primary author of these blog posts. Over the coming months, we’ll be diving into the features, characters, gameplay, world, and development of the game. We’ll give you insights into what Galacticare is, why we made it this way, and how we’ve grown along the journey.

The post you are about to read focuses on the past, and what brought us here as a studio. We’re going to take a stroll through the last few years and talk about our road from War for the Overworld, to the inspirations for Galacticare, and squeeze in some updates from the studio.

For those of you unfamiliar with our history, I’d like to start by providing links to a few blog posts, videos, and interviews.


A youthful WFTO team with Richard Ridings and some community volunteers meeting for the first time at EGX London 2013.

We’ve not provided much of an update from the studio since then - so let’s dig into the past few years and the road to Galacticare.

Galacticare
We first started talking about Galacticare (or “Project Star Wards”) in 2015, shortly after the initial release of War for the Overworld. Although we still had a long way to go in order to fully realise our ambitions for WFTO, we couldn’t stop ourselves from theorising about future projects in parallel.


Early concept art for Project Star Wards

A very common request from our fans during (and after) the development of WFTO was that we revisit other legendary Bullfrog and Lionhead titles. Theme Hospital was at the top of that list, both for us and the community.

However, we wanted to do more than create another spiritual successor (not that there’s anything wrong with that - we just wanted more of a challenge!), our desire was to push the boundaries of the management game genre and create something unique.
So, we had a hospital and a broad goal. What next?



Let’s consider the core building blocks of the hospital management experience: patients, diseases, and treatments. What better way is there to push the boundaries of these concepts than by setting the game in space? Aliens, exotic diseases, crazy treatment technologies?

Yes please.

However, an exciting setting alone isn’t going to push the genre forwards. For that, we needed to go deeper. What other elements did we want to add to the mix? What else did we want to look at for inspiration?


There were many answers to that question, and throughout our team’s discussions the overarching theme was that we wanted to create a much more cohesive experience than the genre typically provided.

As opposed to traditional management games, we didn’t want to create a series of independent, semi-sandbox levels with no interconnection. We wanted to create a longer adventure that you, the player, are actually a part of. We wanted you and your capabilities to grow as the game progressed. We wanted you to feel like you were inside a real (albeit ridiculous) universe.

We’re bringing a mix of god-game and RPG mechanics into the hospital management genre...
This led to us exploring numerous gameplay systems and narrative features to build up the rich connective tissue which binds together the systems, content, and stories of Galacticare. We’ll be exploring plenty of these systems and features on this blog over the coming months!


Another key goal was that each level should feel like an episode of a comedic sci-fi anthology. We wanted everything to feel characterful - not just the doctors, patients and mission givers, but also the rooms and everything else, all the way down to the individual conditions that your patients are suffering from.

In order to achieve this, we needed to continue our strong use of voice talent that started in War for the Overworld. Every character and all dialogue in the game will be fully voiced. We’re happy to announce that we’ll have several returning cast members from WFTO, along with a few newcomers - the first of which is Ben Kearns. We can’t wait to reveal more of the cast!

We also wanted to evolve the gameplay side of things. We’re bringing a mix of god-game and RPG mechanics into the hospital management genre by giving the player an ever-growing arsenal of tools and unique hero characters. This is the area we’re most excited to talk about in this blog, so keep your eyes peeled for more updates.

Updates from the Studio
However, the future remained mostly on the backburner until we released patch 2.0 for WFTO in 2018, at which point we moved most of the team over to Galacticare. And then for a while, we stuck our heads down and worked in peace and quiet - until 2020, when the Coronavirus pandemic turned the world upside down.


We switched to remote working as soon as it hit the UK, thinking we’d only be home a few months. As we’ve all since learned, the universe had other plans.

Over the next few months we evolved and reinvented many of our practices and processes. We had to rethink how we reviewed each other's work - no longer could we simply walk across the office and peek over a shoulder. We were also able to change how we approached meetings, as it became more practical for team members to listen in whilst still being at their desk and working.


Some of our Discord channels at the time this post was being written.
Although we already made extensive use of Slack, the video calling features weren’t able to keep up with our needs. We also spent some time with Google Meet and, eventually, moved over to Discord. The permanent voice channel structure was a huge hit within the team; it let us easily stay in contact with each other, demo our work using screenshare, and even communicate with our development partners.

Towards the end of the year we made the decision to go remote permanently, and decided to donate the remainder of the lease to our neighbours on the floor below us - the wonderful Clocktower Sanctuary (a frequent recipient of GamesAid funding) - as they needed additional space to maintain social distancing whilst continuing their vital work.

Going fully remote has given us the benefit of being able to freely recruit from further afield. As a result, several new face (and one returning face) have joined the team!


Say hi to the expanded crew!
Something we knew we wanted to do this time around was work with a publishing partner. While we enjoyed the experience of releasing WFTO solo… it was a lot of work, and publishing a game really does distract from its development. We spoke with quite a few publishers over the years, many of which we admired, but could never find a set of terms that we were comfortable with.

We had resigned to the fact that we wouldn’t be able to find a publisher that we’d be happy working with… until CULT reached out to us last year.

We immediately hit it off, they wanted the same things we did - to make cool things and have fun. Within a few months we’d signed a deal.


We're not far from each others' offices, as CULT is located in the heart of London.
And with all that, we were at long last finally ready to announce the game! Which is exactly what we did a few months ago:


Aliens?
Eager to learn more about Galacticare? You’re in luck!

Today we’ve published not one, but two blog posts. The second is a deep dive into the gameplay, narrative, and visuals of some of the alien species in the game. Check it out here.

Want to help us improve Galacticare?
We're starting to ramp up testing and, just like we did with War for the Overworld, we'd love to get the community involved in giving us feedback on bugs, balancing, and everything else in order to help make our game as good as it can be.

Recently we've opened up very pre-early alpha builds to a small group of community testers, and we'd like to slowly grow this group over the coming months. If you'd like to get involved please head on over to our sign-up form.

Final Words

Game development is hard. We’ve been lucky to do it in the company of an amazing team, both in the past and now, and seeing the project we’ve dreamed of take its final shape is incredibly fulfilling - but ultimately, the thing we most look forward to is getting our game in the hands of the players we’re making it for.

It’s been incredibly exciting to share bits of Galacticare with you over the past two months, and we’ve been amazed by the reception so far. We hope this has been an interesting insight into some of our goals for the project, its history, and where things are going from here.

Until next time Director,

- Brightrock Games


-----------

Don’t forget to join us on Discord!



Galacticare - Brightrock Games
Greetings Director,

I’m Josh: resident Brightrock robot, creative director of Galacticare, and primary author of these blog posts. Over the coming months, we’ll be diving into the features, characters, gameplay, world, and development of the game. We’ll give you insights into what Galacticare is, why we made it this way, and how we’ve grown along the journey.

The post you are about to read focuses on the past, and what brought us here as a studio. We’re going to take a stroll through the last few years and talk about our road from War for the Overworld, to the inspirations for Galacticare, and squeeze in some updates from the studio.

For those of you unfamiliar with our history, I’d like to start by providing links to a few blog posts, videos, and interviews.


A youthful WFTO team with Richard Ridings and some community volunteers meeting for the first time at EGX London 2013.

We’ve not provided much of an update from the studio since then - so let’s dig into the past few years and the road to Galacticare.

Galacticare
We first started talking about Galacticare (or “Project Star Wards”) in 2015, shortly after the initial release of War for the Overworld. Although we still had a long way to go in order to fully realise our ambitions for WFTO, we couldn’t stop ourselves from theorising about future projects in parallel.


Early concept art for Project Star Wards

A very common request from our fans during (and after) the development of WFTO was that we revisit other legendary Bullfrog and Lionhead titles. Theme Hospital was at the top of that list, both for us and the community.

However, we wanted to do more than create another spiritual successor (not that there’s anything wrong with that - we just wanted more of a challenge!), our desire was to push the boundaries of the management game genre and create something unique.
So, we had a hospital and a broad goal. What next?



Let’s consider the core building blocks of the hospital management experience: patients, diseases, and treatments. What better way is there to push the boundaries of these concepts than by setting the game in space? Aliens, exotic diseases, crazy treatment technologies?

Yes please.

However, an exciting setting alone isn’t going to push the genre forwards. For that, we needed to go deeper. What other elements did we want to add to the mix? What else did we want to look at for inspiration?


There were many answers to that question, and throughout our team’s discussions the overarching theme was that we wanted to create a much more cohesive experience than the genre typically provided.

As opposed to traditional management games, we didn’t want to create a series of independent, semi-sandbox levels with no interconnection. We wanted to create a longer adventure that you, the player, are actually a part of. We wanted you and your capabilities to grow as the game progressed. We wanted you to feel like you were inside a real (albeit ridiculous) universe.

We’re bringing a mix of god-game and RPG mechanics into the hospital management genre...
This led to us exploring numerous gameplay systems and narrative features to build up the rich connective tissue which binds together the systems, content, and stories of Galacticare. We’ll be exploring plenty of these systems and features on this blog over the coming months!


Another key goal was that each level should feel like an episode of a comedic sci-fi anthology. We wanted everything to feel characterful - not just the doctors, patients and mission givers, but also the rooms and everything else, all the way down to the individual conditions that your patients are suffering from.

In order to achieve this, we needed to continue our strong use of voice talent that started in War for the Overworld. Every character and all dialogue in the game will be fully voiced. We’re happy to announce that we’ll have several returning cast members from WFTO, along with a few newcomers - the first of which is Ben Kearns. We can’t wait to reveal more of the cast!

We also wanted to evolve the gameplay side of things. We’re bringing a mix of god-game and RPG mechanics into the hospital management genre by giving the player an ever-growing arsenal of tools and unique hero characters. This is the area we’re most excited to talk about in this blog, so keep your eyes peeled for more updates.

Updates from the Studio
However, the future remained mostly on the backburner until we released patch 2.0 for WFTO in 2018, at which point we moved most of the team over to Galacticare. And then for a while, we stuck our heads down and worked in peace and quiet - until 2020, when the Coronavirus pandemic turned the world upside down.


We switched to remote working as soon as it hit the UK, thinking we’d only be home a few months. As we’ve all since learned, the universe had other plans.

Over the next few months we evolved and reinvented many of our practices and processes. We had to rethink how we reviewed each other's work - no longer could we simply walk across the office and peek over a shoulder. We were also able to change how we approached meetings, as it became more practical for team members to listen in whilst still being at their desk and working.


Some of our Discord channels at the time this post was being written.
Although we already made extensive use of Slack, the video calling features weren’t able to keep up with our needs. We also spent some time with Google Meet and, eventually, moved over to Discord. The permanent voice channel structure was a huge hit within the team; it let us easily stay in contact with each other, demo our work using screenshare, and even communicate with our development partners.

Towards the end of the year we made the decision to go remote permanently, and decided to donate the remainder of the lease to our neighbours on the floor below us - the wonderful Clocktower Sanctuary (a frequent recipient of GamesAid funding) - as they needed additional space to maintain social distancing whilst continuing their vital work.

Going fully remote has given us the benefit of being able to freely recruit from further afield. As a result, several new face (and one returning face) have joined the team!


Say hi to the expanded crew!
Something we knew we wanted to do this time around was work with a publishing partner. While we enjoyed the experience of releasing WFTO solo… it was a lot of work, and publishing a game really does distract from its development. We spoke with quite a few publishers over the years, many of which we admired, but could never find a set of terms that we were comfortable with.

We had resigned to the fact that we wouldn’t be able to find a publisher that we’d be happy working with… until CULT reached out to us last year.

We immediately hit it off, they wanted the same things we did - to make cool things and have fun. Within a few months we’d signed a deal.


We're not far from each others' offices, as CULT is located in the heart of London.
And with all that, we were at long last finally ready to announce the game! Which is exactly what we did a few months ago:


Aliens?
Eager to learn more about Galacticare? You’re in luck!

Today we’ve published not one, but two blog posts. The second is a deep dive into the gameplay, narrative, and visuals of some of the alien species in the game. Check it out here.

Want to help us improve Galacticare?
We're starting to ramp up testing and, just like we did with War for the Overworld, we'd love to get the community involved in giving us feedback on bugs, balancing, and everything else in order to help make our game as good as it can be.

Recently we've opened up very pre-early alpha builds to a small group of community testers, and we'd like to slowly grow this group over the coming months. If you'd like to get involved please head on over to our sign-up form.

Final Words

Game development is hard. We’ve been lucky to do it in the company of an amazing team, both in the past and now, and seeing the project we’ve dreamed of take its final shape is incredibly fulfilling - but ultimately, the thing we most look forward to is getting our game in the hands of the players we’re making it for.

It’s been incredibly exciting to share bits of Galacticare with you over the past two months, and we’ve been amazed by the reception so far. We hope this has been an interesting insight into some of our goals for the project, its history, and where things are going from here.

Until next time Director,

- Brightrock Games


-----------

Don’t forget to join us on Discord!


Element TD 2 - Tower Defense - WindStrike
We've got another Element TD 2 Tournament coming up, this time for Non-Mazing Pick! Sign-ups start now. Though before we move on to the rules, let's address a little something...



Why isn't it Mazing?
For those of you on our Discord, you may recall us doing a poll sometime back asking if you'd prefer this tournament to be Mazing or Non-Mazing, and the response was majority Mazing by a long shot. We want it to be Mazing as well, but unfortunately, there's a bug that we have no explanation for that only happens in multiplayer.

Numerous folks have reported this issue where, in Mazing, creeps will spontaneously just ignore the grid. Sometimes it involves walking through your towers, and sometimes it involves walking over the terrain itself. The weirdest part about this bug is that it doesn't happen in Replays, meaning that on the client, it's working perfectly fine.

Because of that, we've decided we cannot, in good conscience, run this tournament as Mazing. Should we ever find a fix for this bug, then we may consider running a Mazing tourney in the future, but for now, this one in particular will be Non-Mazing. We apologize for the false promise.

Now without further ado, let's move on to sign-ups and rules!



How to Sign Up
Sign-ups for the 2nd Element TD 2 Tournament are now live! We'll be organizing the tournament through the Discord. That said, here's how to enter:
  • If you haven't already, join our Discord.
  • Next, there's a channel on there called #tournament-signup. Go there and comment with your name in that channel.
    • Please note that the name you enter here should be the name you use on both Discord and Steam during the event.
Signups will close on June 3rd or when a maximum of 128 participants have entered.



When and Where?
The tournament will be played online, and it'll run June 17th-18th. Each day of the event, we'll start at the following time:
  • 10am PDT (US)
  • 7pm CET (EU)
  • 1am CST (Asia)
On the first day of the event, players are expected to check in half an hour before the first match starts.

Depending on the number of participants, the number of matches per set may vary. Each day is expected to run upwards of 4-6 hours.



Rules
All matches shall be played in accordance with the established rules of a Ranked Pick game:
  • Map: Random, Non-variant
  • Difficulty: Very Hard
  • Element: Pick
  • Length: Short
  • Paths: Standard
  • Game Speed: Turbo Lite (x1.5)
  • Interest: Enabled
  • Tower Ban Phase: Enabled
Conditions:
  • Anything possible within the bounds of the game mechanics is allowed.
  • The winner is determined by which player lives the longest before the boss waves, or scores the highest if the game reaches boss waves.
  • At the end of a match all players must submit a screenshot of the results, along with a replay of the match in the dedicated channel or thread on the discord to confirm the results.
  • In the event of a Desync, the following applies:
    • The one with the Most Lives before the Desync wins that match.
    • If lives are identical, we go by number of First Wave Clears.
  • Using the in-game chat for any kind of harassment over the course of a game is warrant for immediate disqualification.


Discord Info
The Discord will have three channels dedicated to the tournament that will later be closed when the tournament is over:
  • #tournament-info - Used for tournament information updates. Participants will be tagged in important posts.
  • #tournament-signup - Sign up here! You have until June 3rd to do so.
  • #tournament-discussion - Feel free to ask questions, hype up the tournament, talk about past matches, etc. As long as it's relevant to the Tournament.
  • #tournament-matches - Here, threads will be created for each match. These threads are then used to organize the games, communicate with the other players, and post the results at the end of each game.


Prizes
The Top 3 will receive an Element TD T-Shirt as well as cash prizes:
  • 1st Place: $250
  • 2nd Place: $100
  • 3rd Place: $50



Casting
Lastly, if you are interested in casting/streaming these matches, please reach out and let us know on the Discord. We'd love to have as many games casted as possible!



Once again, we apologize that it's not Mazing. Regardless, we hope you'll enter the tournament and ultimately have fun!
Last Christmas - polytelygames
  • German menus added.
  • German game text added.
May 10, 2023
ForeVR Pool VR - wutdaheo
WHAT’S NEW
🎱 Bot skill improvements!

IMPROVEMENTS
🎱 Fixed shot view changing after shot was taken
🎱 Fixed bugs

KNOWN ISSUES
🎱 Name plate doesn’t appear immediately after entering a room
🎱 Interacting with the table while balls are moving after a shot can cause a delay between turns
🎱 Need support? Help.forevrgames.com
Field Tactics - .R3.


If you love turn-based board games, tactical warfare and are free while the playtest is live, then please register your interest by requesting access on the store page. (Everyone that requests will be granted access while the playtest is live)

Please bear in mind that this is a very early version of the game and as such is lacking polish, probably contains numerous bugs and is missing features that are not yet complete. This playtest is purely to gain feedback on the core gameplay and to catch as many bugs as possible.

If you have feedback or want to report any bugs, there is a system within the game to report these. It would be greatly appreciated!


Thank you, I hope you have fun! ːsteamhappyː
Super Meat Boy Forever - Tommunism
SHE'LL BE GONE SOON! NO!



https://www.makeship.com/products/nugget-plush

Love,

Team Meat
XOXO
Guild Wars 2 - stephane


Exo-Sword Skin

Mechanized holographic magic will slice open new paths for you; wield the power of the future itself.

What's in Stock

We're refreshing our seasonal selection of dye kits this Friday with a 20% discount. Some of the incredible discounted items include the Mad King Dye Kit, Shadow Dye Kit, Awakened Dye Kit, Crimson Lion Dye Kit, Elonian Landscape Dye Kit, Deathly Dye Kit, Zhaitan Dye Kit, and Toxic Dye Kit!

Returning This Week

Transmutation Charges, Total Makeover Kits, Self-Style Hair Kits, and Name Change Contracts are 20% off until May 22. Give your character a total new look!

Available Now in the Gem Store!

Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
May 10, 2023
House Designer : Fix & Flip - karategoosestudio
Hey there, House Designer: Fix & Flip fans! The new big update is already available on Steam!

The transition to the new rendering pipeline allowed us to significantly improve the graphics and performance of the game. We've also redesigned the environment and the repair tools have been updated to make the gameplay even more fun.

Below you'll find the full list of changes we've made, so let's dive in and go through all the important changes and improvements!

CHANGELOG
  • Transition to the new rendering pipeline. This allows us to optimize graphics for maximum performance on various platforms. On average, performance should improve by ~2 times even on legacy systems.
  • Added post-effects for more expressive graphics.
  • All scenes have been reworked: new neighbors' houses, environment elements, trees, cars have been added.
  • Updated tool models: mop, paint roller, putty knife, sale terminal, electrical tool.
  • Added additional tool animations for different types of actions.
  • More realistic rendering of shadows from light sources.
  • Added new garbage.
  • Added reflections on windows and doors.
  • Added new passing cars.
  • Added sprint with the Shift button pressed.
  • Added new color schemes for curtains, faucets, computers and other items.
  • Updated kitchenware models.

BUG FIXES
  • Fixed missing materials on some models.
  • Fixed rendering distance for some models.
  • Fixed parameters of some materials.

You can help us with this by reporting any issues you have with the game on the Steam Discussions or on our Discord server:

https://steamcommunity.com/app/2311760/discussions/
https://discord.gg/UzX7W75Ndz
We hope you have a great time playing the game! We look forward to your feedback!

Best regards, House Designer: Fix & Flip development team.
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