The Seven Awakenings: I Randall - CatSoulStudios
We are planning to add new goods to our character's store.

More goods are sold during the war! Therefore, we will continue to diversify the products that our character can sell both individually and wholesale.

Randall, who currently trades swords, axes, hammers, shields, and many other weapons, will also be able to sell other products in his store. Currently, there are dozens of sellable items in our character's shop. We will increase their numbers. We kindly ask for your patience regarding wholesale items.

Our game will be released on May 19th. Wishing you a delightful gaming experience! ːsteamhappyːːsteamhappyː

Dungeon Drafters - manalithstudios
We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/EErjQncS

Hey there ✌️ Lucas Demo, technical artist of the game!
Today I'm here to talk about our future plans and the 1.0.7 update



ROADMAP AND FUTURE PLANS

Since the release of Dungeon Drafters, we've been hard at work listening to player feedback and working on improving the game. In the first two weeks, we've already released seven updates that focused on fixing technical issues, softlocks, and bugs to provide a smoother gameplay experience.



However, we know that there are still some key changes that need to be made in order to make the game even better. That's why we're excited to announce our plans for Patch 1.1! This upcoming patch will bring major balancing changes, quality of life features, and more to the game. Which include:

  • Test Room
To enhance the card testing and deck building experience, we're introducing a new feature that allows players to access a dedicated room from the Town to test their current deck without having to commit to an entire dungeon run.
  • Improvements to Deck Builder
In response to community feedback, we are also working on solutions to improve the process of saving and deleting decks. Additionally, we plan to include an archetype filter to make it easier to browse and select cards for your deck.
  • Improvements to the Hand UI
This will improve selecting cards when you have a huge number of them in hand.
  • Balance
We're planning some major balance changes to the game! Our focus will be on adjusting the power level of cards and curios, as well as tweaking the difficulty of encounters in The Tower. Additionally, we'll be making improvements to Mob Behaviors and the Miasma System. If you're curious about what specific changes we have in mind, you can check out our list of planned adjustments at this link.
  • Option to disable screen shake
As requested by the community.
  • Translation errors and inconsistent text
We want to thank all the players who took the time to report any issues with text and translations. We are currently working closely with all of our localization teams to ensure that these errors are corrected for the upcoming patch 1.1.
  • Small improvements to the guide
We plan to add a little bit more polishing to the game guide and also add entries that explain how card triggers work. Such as Grit, Precision, Kill, and Initiative.
  • Quality of Life
We plan to make it easier to convert all your packs in the Booster Manipulator. As well as other minor improvements.
  • Gamepad Quality of Life
We plan to make easier to identify if you are currently selecting a card or inspecting a tile while in gamepad mode. The current indications might be too subtle and we plan to make they more obvious in other to prevent players input mistake.

We want to make sure that these changes are done right, which is why we're taking the time to coordinate with localization teams and conduct extensive testing. Some of these planned improvements require a lot of work, and because of that it might take a while until we see the release of Patch 1.1


OTHER PLANS

As we continue to work on Patch 1.1, we'll also be actively addressing any crashes and bugs reported by our players. If needed, we'll release small patches in the meantime to address these issues and improve the overall gameplay experience.

CONSOLES

Completing Patch 1.1 is crucial for us to fully focus on the game's development. We understand that many of our players are eagerly waiting for the console release, and we assure you that we are doing everything we can to make it happen as soon as possible. While we don't want to keep you waiting for too long, we must acknowledge that the console approval process can be lengthy and unpredictable. Regardless, we remain committed to bringing Dungeon Drafters to a wider audience, and we appreciate your support and patience as we work towards achieving this goal.



PHYSICAL ITEMS

In addition to our ongoing efforts to enhance the game, we are also committed to fulfilling our obligation to deliver physical rewards to our Kickstarter backers who supported us back in 2020.

Since creating physical rewards, like the deck of cards, is not our primary area of expertise, we will be investing the necessary time and effort to carefully study and figure out the best way to produce these rewards.


We are also excited to explore potential collaborations to bring even more physical content to Dungeon Drafters in the future. We can't wait to share more details with you as they become available *wink wink*, and we appreciate your ongoing support and enthusiasm for our game.

PATCH NOTES FOR UPDATE 1.0.7


Balance Changes and Fixes
  • We have updated the requirements to access the hidden treasure in the Glacial Library. The room will no longer open only if the player inflicts direct damage on any monster enemy during combat.
  • Harmony Rune reduces the miasma level to 1 when equipped.
Polish and Communication
  • Retaliate now displays an effective VFX indicating its ability to cause damage over distance.
  • Blink Circle's VFX has been updated to ensure that its visual effects are accurately triggered.
  • Captivate's VFX has been changed to match the visual effects of the Siren ability that inspires the card.
Important Bug Fix
  • Players reported that the Penguin monster on Glacial Library and cards Bad Breath and Goblin Torch were causing crashes on some PCs. After careful investigation, we found that particle effects were the likely culprit. We have addressed this issue by reworking the VFX on these three items. If the problem persists, please inform us immediately.
Bug Fixes
  • Monsters and Gizmos now properly wait for their action turns, counters, and death throws.
  • Traps no longer activate during dash/zip movements, such as Shaman gust fields, and now only activate once movement ends on top of a trap.
  • Poison effects now work properly with timecraft cards/curios.
  • Eye of the Storm no longer softlocks the game in certain situations.
  • Game prompts now display correctly, even when multiple joysticks are connected to the game.
  • Crystal Shield curio now correctly gives shields in the intended direction.
  • Entities falling down a chasm with stun no longer have visual effects on the next floor.
  • Spiderling preview is now correctly showing all entity actions.
  • Special chest rooms in Lost Wreckage had a minor problems when throwing entities into chasms, this is now fixed.
Thank you!

We're extremely grateful for your ongoing support and feedback, which is a vital part of helping us improve Dungeon Drafters. We're committed to carefully analyzing all of your comments and suggestions to make the game even better. Thank you for being a part of this journey with us!

Best,
~ 📕Demo
May 13, 2023
Bug Blazer Playtest - xysaph
New patch with a lot of important fixes. b0.6.0 Mother's day!

  • Save version is now 184, it should automatically update 183 to 184!
  • Arthritis feature is out, which does auto hitting for those with wrist strain conditions. Settings->Arthritis [check]. This will just hit the weapon on cool down.
  • Special bug fix, increased their chances (They are still rare, but hopefully will show up more)
  • Special bug limit fix, implemented this to work as intended
  • Play logs updated to fix a small few bugs
  • Updated settings page, and increased the font size on settings.
  • Flyswatter and La Chancla should now vary in pitch a bit to not make it as grating over time
Path to Prosperity - Essence Games

Hi everyone,
My computer had some issues last week, so I spent most of my free time trying to fix it, and didn’t have much leftover to develop the game. However, I was still able to overhaul how scouts work, which I will be talking about today.

First off, I had decided to take another look at the scouts cause they could cause a game crashing bug when fleeing from pirates. After taking that initial look, however, I decided to switch how they work altogether. When you send scouts to their scouting location from the map, they have a variety of ways to deal with pirates they encounter along the way. Until now, they would notice the pirate and hide, doing nothing until the pirate either moved past them, or was taken care of by the player. If a pirate got close enough, the scout would run away to avoid getting killed - but this could also result in an endless chase as the pirate couldn't catch up.

After this week’s changes, the scouts act a little differently: Scouts can no longer be seen by wood tier units (axe and blunderbuss pirates), so they will simply walk past the early opponents. They will still spot them and reveal the map, but this reduces the danger to them, and makes them more effective in the early game. Scouts are still seen by more advanced pirates, so if the scout notices one of them, he still goes into hiding - at which point he will start revealing the map around his hiding location.

We are thinking of introducing some research with 0.9 that will allow scouts to also remain hidden from the stone tier pirates - and maybe even the metal tier pirates - but those plans haven’t been finalised yet. Regardless, pirate fortresses should remain a barrier to the scouts, so they will be detected when trying to run through them.

Until next week!
Forts - [DEV] Blammo


G'day Forts fans!

Are you ready to set sail upon the High Seas again? As promised we return to naval warfare for our 26th official tournament with 2v2 High Seas Co-op. From the smallest dinghy to the largest battleship to a combined land and sea armada you and your crewmate share full control as you compete for fame and glory. And of course Steam gift cards too!




Tournament XXVI will be held May 27th at 8pm UTC and hosted by Project Incursus. In order to participate teams must first compete in a qualifying event on May 20th at 8pm UTC with the top 8 teams advancing to XXVI. Please note that we will be using Challengermode to handle registrations.

Registration for the qualifying event will open on May 13th at 10pm UTC Up to the first 16 eligible teams will be accepted.



On to the details.


When will Registration open?

Registration will open at Tournament XXVI Qualifiers

May 13th at
  • 3pm PT (West Coast USA)
  • 6pm ET (East Coast USA)
  • 11pm GMT +1 (London)
  • 12 CEST (France, Germany)
  • 8am May 14 (AEST Eastern Australia)
Entries submitted before this time will not be accepted. Once registration has opened the first 16 teams to submit a valid entry will be admitted. Valid entries must fulfill the requirements listed below under How do I join?


How will teams be seeded?

Seedings will be automatic based on past results in Challengermode events.


Will all matches be streamed?
During the qualifiers select matches may be chosen for live broadcast while others take place offline.
All main event XXVI matches are planned to be streamed live.


Prizes?

The current prize pool is as follows:
  • 1st place $100
  • 2nd place $50
  • 3rd place $20
Prizes will be awarded in the form of Steam digital gift cards. Each team member will receive a card equaling half the value of the full team prize.

If you have any additional questions please contact us on Discord.


How do I join?

In order to participate, you must do the following...
  • Join the Official FORTS Discord
  • Create accounts on Challengermode for yourselves and your team and join the XXVI Qualifying event
  • Your names on Discord, Steam, and Challengermode must match and include your team tag (see below)
  • Inappropriate competitor or team names and logos will not be accepted
  • Send a message on Discord to 42 scientist#0042 with your team name, tag, roster, and logo
  • Team names should be 12 characters or less
  • Team tags should be 3 characters
  • Team rosters should include links to each player's Steam profile
  • Team logos should be 128x128 pixels
  • Registration will not open until May 13 6pm ET (10pm UTC)
  • Maximum of 16 teams
  • The top 8 finishing teams will advance to Tournament XXVI
Team Capacitor
[CAP] Fred
(Link to Fred's Steam profile) [CAP] Max (Link to Max's Steam profile)
Sample entry with Team and Logo

WHEN
  • Tournament XXVI Qualification starts May 20th, 2023 at...
  • 1pm PT (West Coast USA)
  • 4pm ET (East Coast USA)
  • 9pm GMT +1 (London)
  • 10pm CEST (France, Germany)
  • 6am AEST (Eastern Australia)

  • Tournament XXVI starts May 27th, 2023 at...
  • 1pm PT (West Coast USA)
  • 4pm ET (East Coast USA)
  • 9pm GMT +1 (London)
  • 10pm CEST (France, Germany)
  • 6am AEST (Eastern Australia)
WHERE
RULES
  • 2v2 Co-op
  • Double elimination
  • 20 minute time limit
  • High Seas enabled
  • Moonshot enabled
  • Tons of Guns enabled
  • Portals enabled
  • Commanders enabled
  • No Commander bans! All commanders reporting for duty!
  • Draws decided by core damage inflicted (total damage if core health is equal)
  • Maximum of 16 teams
  • Check-in on Discord starts 1 hour before tournament
  • Late or absent players forfeit their matches
  • Use of exploits or bugs for self-charging or any other purpose is strictly forbidden.
  • Earthwork Games reserves the right to make changes to this event as needed
STREAMS
Project Incursus

THE BATTLEFIELDS
Including but not limited to:
Castaways
Fort Falls 2v2
Frigates
Hillboat
Sun & Oil 2v2
The Leviathan
Volcanic Rim
Windswept


Cheers,
EWG
Yaengard - WasingOfWill
Yaengard was always a passion project - we built our own dream RPG. Even though the first salvo of updates post-release is finished, we still always want to make MORE — endless ideas, dreams, and concepts we’d love to bring you. Sadly, we can’t do everything we dream of as a small developer studio. Thank you for caring and playing Yaengard. You’re the greatest there is.

Update 6 - Combat Overhaul

Short version:
  • More game, less slog!
  • Deeper builds & combat!
  • More decisions that matter!
  • Ability-system overhaul: cooldowns!
  • New entire item type; combat items!
  • New encounter type: Rare champion bosses!
  • Progression log over multiple runs
  • A ton of polish, improvements, and bug fixes.

Objectives:
  • Improve the game's speed, letting you play more in less time!
  • Deepen the strategic depth of combat, positioning, and builds.
  • Add new strategic and tactical decisions throughout the game.
  • Completely rework consumables into build-changing combat items.
  • Add a sense of progression over multiple runs!



One of Yaengard’s weaknesses is time. It is an incredible journey of builds, personalities, and character development. However, when a ‘run’ takes 5-30 hours, most players barely get to experience their 1st party setup. By adding a ‘combat speed’ setting, reducing the # of encounters per level, and letting you progress faster through the early game - you can enjoy the excellent parts of the game more (and the tedious parts less).

Additionally, an overhaul of combat abilities! Abilities now have cooldowns. This creates A LOT of strategic depth as you can’t build around a single ability and spam. About 30% of abilities have been changed and improved!




Changelog Update 6

New Features & Mechanics:
  • Added cooldowns to every ability in the game, including balance changes to reflect this.
  • Added a basic attack ability to all weapons.
  • Completely re-done the potions and consumables; combat items are way cooler and unlock new potential for multiple builds.
  • Added special avenues of attack cards for ALL combats, based on your character’s personalities and skills. Personalities now have a much deeper impact on combat.
  • Added a ‘combat speed’ setting to lower combat durations.
  • Added setting to increase the speed of combat (primarily through animations)
  • Added requirements for some non-combat card options so only adventurers with certain personalities can get/select them.
  • Added unique abilities to legendary boss drops.
  • Added more rare legendary boss drops.
  • Added rare champions you can encounter; defeat them for rare combat items to build your characters around, or die trying.



Progression
Added The Archive, a collection log to track everything you find during your journey. Look up special abilities, design your builds, and embrace your inner completionist. Get that 0% to 100%!



Improvements, Balance, & Polish:
  • Reduced XP required to level up, reducing the total # of encounters by 20%.
  • Tweaked some enemies, including wasps, to increase consistency in combat difficulty.
  • Re-did early-game trinkets to be more impactful by letting them scale per level.
  • Many minor balance improvements (especially around might).

Fixes & Bugs:
  • Nerfed wasps (which accidentally sometimes were 3-5x as tanky as intended)
  • Fixed a bug that caused summons to be on the wrong team
  • Fixed major bug causing armor to suck, and bloodcurse not properly countering armor.
  • Fixed some outdated tutorial popups
  • Re-did HP scaling for units to be less extreme with crazy modifiers, and scale as expected with multiple layers of buffs/debuffs. For Act 2, complete HP-rework for all enemies.
  • Updated ~6 trinket perks to behave more intuitively.
  • Fixed a bug that caused perks to be swapped out when loading a saved game.
  • Multiple fixes (missing icons, typos, logic errors) with challenge modes & enemies might
  • Multiple improvements to text and dialogue (editing).
  • Updated a ton of ability descriptions for accuracy, language, behavior, and clarity.





Never lose hope!

Adventure onwards,
Will

Talk to us on Discord: https://discord.gg/MS2Zst3XJP

Website (FAQ): https://planeshiftinteractive.com/

Twitter: https://twitter.com/Planeshifters
Facebook: https://www.facebook.com/Planeshifters
Youtube: https://www.youtube.com/channel/UCNYTCoBZ6lrpBUD3eE9gF2w
Presskit: https://planeshiftinteractive.com/press/
May 13, 2023
Dreadful River - sutcavonadabinggalirot
v0.4.149.4 ( May 13 - 2023 )

  • Correctly refresh underground navmesh
  • Stuck button will now also reset the raft position
  • Upside down vehicle units fixed
  • Fixed animation spam of berserker and warrior units
  • New village docking position is now more dockable
May 13, 2023
Primal Survivors - oldschoolvibesgames
Hello! We just finish fixing the last Boss bug!

Thank you so much for the support!
May 13, 2023
Smack Studio - alecdutch99
Enhancements:
  • Added support for Nintendo Gamecube adapter and Switch Pro controller
  • Performance improved in the character editor (changes to the rendering pipeline)
Bug fixes:
  • Missing pixels occur when rendering character in the editor on some hardware
  • Crash when using Drag Select to select a region outside the bounds of a PNG
  • Crash when loading certain png image files
  • Parrying causes ownership of projectile to be lost before calling the On Got Parried event (breaking Galvan's Magnet Ball)
  • Clicking "x" on the title screen didn't close the game
  • Throws gave players an extra jump, letting them do their grounded jump in the air
  • Grabbing someone while they're in hitstun causes them to escape the grab
  • If knocked out of a grab where the grab locator changes the character’s Z axis, you remain on that same spot on the Z-axis
  • Leaving the character editor resets all color palettes to default upon entering the character select screen
  • Undo while in the Depth Editor pane can cause a bug - currently undo is prevented while in that activity
Inheritance: Ladeina's Path - kinkylemurgames
🎮 Exciting News: Prepare for the Future of Inheritance: Ladeina's Path! 🚀

Hello, everyone!

We have some thrilling updates to share with you today. Our Roadmap is now available, detailing our ambitious plans and progress for the upcoming months. Get ready to embark on an even more immersive journey with upcoming Season 2!



✨ Unreal Engine 5 Migration: We're excited to announce that we've successfully migrated the project to Unreal Engine 5 (UE5). Brace yourself for a whole new level of performance and stunning visual enhancements. The future is looking brighter than ever!

🌟 Astarte Model Improvements: Our dedicated team has been hard at work addressing rig-related issues and refining the Astarte Model. You won't notice a drastic change in her appearance, but rest assured that these improvements will elevate her realism and allow us to create even more intricate and captivating clothing designs.

🌍 Season 1 Level Revamp: Hold onto your seats as we embark on a journey to revamp and improve the Season 1 levels. We're focusing our efforts on giving the opening level a jaw-dropping makeover. Once the Season 1 levels are complete, our loyal patrons will have exclusive access to the new build, offering a fresh and enhanced gaming experience.



💪 Support Us: As an independent development team, your support means the world to us. Help us continue to shape Inheritance: Ladeina's Path into the best RPG experience possible. Spread the word, join our Patreon community, pick up DLCs and share your feedback. Together, we can make this journey even more extraordinary.

🔍 Detailed Information: If you're hungry for more juicy details about our plans and upcoming changes, join us on DISCORD .

We truly appreciate your unwavering support and enthusiasm. Inheritance: Ladeina's Path is on a thrilling trajectory, and we can't wait to share all these exciting updates with you. Stay tuned for more thrilling announcements!

Inheritance : Ladeina's Path Team
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