May 15, 2023
Super Fantasy Kingdom - SuperFantasyKingdom
Wow.
TactiCon is over now and I am totally floored by what happend.
We finished on the 6th place in Popular Upcoming games of the event coming from nothing!

I was just hoping to finally get a bit of feedback and some wishlist's.
But how long a lot of you play this demo is astonishing. It was only supposed to show what I'm going for, and you guys play it like a real release.
All this is completely crazy to me. I am so thankful for each and every player and anyone who has helped with feedback, reporting bugs or spreading the word.
But this is only the very beginning. Now let's make a great game out of it!

What's next?
The demo stays up! You guys have so much fun it makes no sense to take it down.

Short-term:
The most requested feature is probably changing up the starting resources you selected. I'm thinking about a system where most of these starting resources are fixed - but you have a handful you can freely choose at the start of each run. That way I always know what starting resources are unlocked at any given point in progression and can always ensure a fair challenge. And we still have starting resource selection for different kind of runs or strategies. I'll get to that soon. If you have any other ideas for that just write me.

Of course I'll keep fixing bugs and improving the demo with all the feedback. You can see a changelog of what already happend during the last days down below.

Long-term:
Many players ask if they can join the alpha and see more content. But that will take some time. I'll make an announcement here and on Discord once you can apply. Of course more active community members will get access first - it's meant to get feedback after all.

TactiCon Challenge EXTENDED!
Bad news regarding the TactiCon Challenge : In my tests for sharing screenshots of the demo I made a mistake. It only worked because I saw my own screenshots, but you cannot access other peoples shared screenshots from the demo. I tried to find a solution with steam support, but there is nothing they can do as well.
Really sorry for that! I did not anticipate so many players or that the challenge would be this motivating for you.

To solve this we are going to extend the challenge for 72 hours!

Screenshots of your highscore can now be submitted here instead:
https://discord.gg/erzZH5Bd


Changelog
Demo Builds #1-12

- Added UI Scaling options 1x/2x/3x
- Added tooltip for upgrading unit
- Added tutorial step for rebuilding so nobody misses that
- Added a small glory tutorial
- Curse now skips waves
- Knight only follows targets for up to 50m
- Skip quarry tutorial when its already built
- Geologist tutorial opens when building the hut
- Disabled building at night
- Wording gold to gold ore
- Improved sacrificing wording and displays amount of XP to be transferred
- Improved vein upgrade wording
- Demon Spider also drops coins
- Resource amounts in the top bar get red when reaching max storage capacity
- Map borders increased
- Djinn is now airborne and mage
- Changed game over screen description to link to discords challenge channel
- Changed purchase unit tutorial image so it includes a road

- Increased price to upgrade quarry to 4 ingots to discourage players from using it early game
- Decreased bosses base health, but doubled their scaling health
- Increased goblin king minions scaling over time
- Increased goblin king health from 200 to 225
- Increased goblin king health and how fast he spawns minions
- Increased demon spider health and base damage
- Increased squid miniboss scaling health
- Made later monsters a bit stronger
- Skeleton more base and scaling damage
- Nerved gremlin
- Really nerved gremlin this time

- Fixed it saying purchase when upgrading a human unit
- Fixed hungry shield crashing the game
- Fixed stone invite giving gold
- Fixed siege engines not costing resources
- Fixed witch price increasing each time
- Fixed hungry shield description
- Fixed shaman passive crashing the game
- Fixed "Accept Defeat" not clickable
- Fixed "Accept Defeat" not clickable after building geologist hut
- Fixed Tutorial resetting
- Fixed buildings resources tooltip not going away
- Fixed ingame settings could not be closed
- Fixed purchasable cards clickable
- Fixed portal being generous again
- Fixed knights attack description visual bug
- Fixed reskilling and maxing a powerup with controller
- Fixed stables providing endless horses (only for new runs)
- Fixed portal and stables again
- Fixed beer boost unit popup not showing
- Fixed cheaty evolution
- Fixed status effects not vanishing at the end of combat
- Fixed cursor not reacting proper when two clickable things overlap
- Fixed farm icon
- Fixed unit cards role icons gone
- Fixed sacrificed units still being upgradable
- Fixed resources amount updating ob base upgrade
- Fixed catapult and trebuchet were still displayed after being built
- Fixed ballista still being displayed and purchsable after beind built twice
- Fixed sound bug sorry!
- Fixed dead units being counted as new death each day again
- Fixed building portal paused and transmuting gives no units
- Fixed unit upgrade cost not fully subtracted in some cases
- Fixed miniboss attacking in the morning if clicked early
- Fixed leech mother achievement trigger
- Fixed lich achievement
- Fixed sacrificed units appearing in tavern
- Fixed frost arrows
Out of the Park Baseball 24 - Portal2Player


It's a Perfect Team first! A 10-copy Limited Edition card makes its Perfect Team debut with Hughie Jennings, and incredible defender during his 18-year career. He was 1+ dWAR six different times, and also hit .312 with 3 100+ RBI seasons - while also being hit by pitches 287 times. The dude could get on base!

This card is in packs and can be yours today - but there are just 10 of them. Get to ripping those packs today!
May 15, 2023
Forest Grove Playtest - gamesfrommiga
Hello,

This update has quite a lot of changes since the last build. There are too many to list out but thought I'd mention the biggest ones:

  • Added proper translations for Spanish, French, and German.
  • Added full support for a controller on all screens and menus (specifically using the D-Pad for cursor navigation).
  • Added various quality settings that impact the performance of the game.
  • Updated how saving work (no longer using external files).
  • A lot of bug fixes.



More to come!

Thanks,

Larry
May 15, 2023
PunjiVR: The Vietnam War - Sir Loin of Beef II



Hey everyone!

The third AI showcase is finally here and it brings a lot of great new features and improvements with it.
Listed below are some of the most impactful changes

---


+ AI can now hear
-They can hear footsteps (which are also new in this update), gunshots, reloading sounds, dry fire sounds, and AI-to-AI communication.

+ AI now communicate amongst each other
-They can share information such as the enemy's location or if there's a grenade nearby with allies in yelling distance. In addition to that, they now coordinate with close teammates to move and attack as a group.

+ AI can now throw and react to grenades
-As you can see in the video, AI sometimes throw grenades to flush enemies out. AI that are near grenades and are aware of them will try to either dive, sprint away, or take cover from the blast. AI will react this way every time they are close to a live grenade, so make note of this if you are fighting any dug-in enemies! (To make sure that the player is aware of enemy grenades without breaking immersion, I decided to make them a bright red material. In game, they should look similar to machine gun barrels when they overheat.)


---


* There is still a lot to do for this update and I'm anticipating (possibly) another month of development time. The good news is that the hardest and most time consuming part is mostly done! The new AI are about 75% complete and I'm really happy with how they're turning out and I hope that you're all pretty excited too. Stay tuned for the net showcase video coming in the next couple of weeks!
The Game of Fourtune - blacklockgamesstudio
Hey folks, hope you had a great weekend! Let's get right into what this new patch has to offer!

  • Epilogue stories 3 and 4 are now available!
  • Missing Gallery CGs will show hints + tooltips after completing the game
  • Flowchart game nodes now always display the game name once you've completed that node, so it should be easier to find a specific game
  • Certain character Profiles now show a bit of extra information once their Special Notes are unlocked
  • Top-left game has gotten a bit of a facelift
  • Edits, typo fixes, commas
  • Minor UI/UX tweaks
  • Misc bugfixes, including:
  • -Epilogue CGs should always appear in the Gallery now
  • -Voice blips should no longer infinitely repeat if you skip to a choice too quickly before they finished playing (usually for Flowchart jumps)

As with all updates, there is the potential for errors and bugs that we didn't catch. If you run into anything game-breaking, let us know!

Good Luck and Good Fourtune!
My House Is Haunted - Pogu
Hello everyone, this is Pogu. Today, I would like to share to you guys about My House is Haunted is going to be first person shooter. There will be going to be a leveling system. Most of the time, hordes of zombie or ghost will come to you and you as a player will shoot them. Pretty basic gameplay with additional upgrades on gun skills and whatnot similar to Vampire Survivor. Last week, I made a progress to create the character controller for first person shooter. It looks good to me. Next I will tackle how to approach the hordes of enemies.

That's about it, peace!
May 15, 2023
Deal & Wheeler - ArtNeronGames
Mouse bugs fixed
Jump Adventures - Applecat
Hello and welcome to another devlog!

It's been a month since the first World 2 preview, and two since the last devlog. During that time, I managed to finalize World 2's gameplay, finished the initial work required for the Challenge Mode, and made some quality of life improvements. Along with that, I begun planning for World 3.

This time, I don't have any shiny new screenshots, but instead I have a ton of news to share!

In the last devlog, I revealed game modes as a temporary substitute for the initially missing level editor, however since then I made some big changes. Let's start with that.

Game Mode changes
After some consideration, I decided to remove Sandbox from the game as I realized there's no real need for it, and Experience earned in Challenge mode can be utilized in more creative ways than unlocking cheats in a separate game mode.

With this in mind, and the fact that the game's levels are mostly linear with little room for shortcuts, I decided to prioritize Challenge as a game mode focusing on precision, rather than being a speedrunning one.

Challenge Mode changes
Originally I planned Challenge to reward Experience based on time and amount of attempts, but I soon realized that this model doesn't fit nicely with the linear design of the levels. Let me present the alternative solution that I implemented.

For start, the amount of health you have is the same as in the default game mode, which is three. The reason for that will be explained further.

Each level now has a set maximum amount of Experience you can earn, and the final reward is calculated based on the remaining health and collectible bonuses. The idea now is, the more precise you are, the more Experience you will earn. Combined with the fact that levels in Challenge Mode will have their harder counterparts, makes up for an overall challenging gameplay, which is, well, the goal of the game mode.

That would be it for Challenge mode, but how about the new way to utilize Experience, you may ask? Well...

Vaults
In the first ever devlog, I teased the possibility of unlockable level sections: which is precisely what I want to achieve with Vaults.

Vaults are little locked challenges scattered across levels. To get access to them, you need to earn Experience in Challenge Mode. Each vault contains it's own reward that you unlock after completing a small challenge.

I don't want to spoil a lot, so that's all I'm going to share about them. Expect to see them in action in the upcoming trailer!

World 2
World 2 is now pretty much complete when it comes to gameplay. The reception by playtesters was positive. The new mechanics were extensively praised, but there were major balancing issues that spoiled some levels. Luckily, using the feedback I received I was able to properly tweak them.

Progress Report
Moving on, let me provide input on the current progress of the game.

Generally speaking, I'm currently pushing for a Beta, which is set to be released somewhere in the next month. It means that I plan to finish all of the features by the end of May, with some additional time for World 3 in early June. The private betatesting will begin around the same time I'll be sharing a gameplay trailer, which will hopefully contain an accurate release date.

To achieve that, I decided to split big features into separate mini-projects and work on them in parallel, with little dependence on other grand features to be completed. This way, I have a better picture of progress as well as making it easier to plan the development.

World 3
One of these projects is obviously World 3, which is in a prototyping stage. I'm playing around with different mechanics to see what works best, but overall the goal with this world as well as the rest, is to find an interesting way to utilize polygonal level design. Previous worlds introduce their own spins on that plus new obstacles and elements.

While I have a general idea for the types of obstacles I want to introduce in World 3, I'm currently in progress of creating a new and interesting use of polygons that can contrast with the previous worlds. The final result will be visible in the gameplay trailer.

UI/UX overhaul
I'm unhappy with some of the UI in the game, so I'm working towards improving this. While most sections do not need massive changes, I believe there are some that could use some work, such as level selection screen and a pause menu.

Soundtrack rework
One of the complaints of playtesters is the repetitive nature of the soundtracks, and under utilization of the dynamic soundtrack system. My plan is, apart from reworking some of the tracks, is to overhaul a dynamic soundtrack system to account for more parameters.

Graphics touchups
Initially, I wanted to do full on overhauls to the worlds. However, due to lack of time and resources, I decided to put this off for a future content update. Instead, I want to use the engine's lighting system, as well as enriching existing levels with more detail matching to their setting, and making sure they not only feel, but also look unique. Along with that, I'm going to polish some of the obstacle's visuals.

Achievements
Luckily, with the already existing systems in place it shouldn't be a huge undertaking to implement, with most work being the art assets for icons and translations.

Steam page refresh
The footage and the description on the Steam page are severely outdated, and I'm working towards fixing that. This one will probably have to wait after the gameplay trailer.

Closing words
The devlog is getting quite massive already, so I think it's time to wrap up. Thank you for following the progress for the game!

See you next time,
Daniel.
May 15, 2023
Grandiose - valentin.supiot
Some fixes and improvements.

  • Sunlight exposure time has been adjusted.
  • The tutorial has been compressed.
  • A bug on the exposure of light in the rain has been fixed.
  • A problem on the crafting table has been fixed.
  • An issue with the purifier has been fixed.
May 15, 2023
Fetish Locator Week Three - Axe_of_Blitz
Greetings Partygoers!!

The official numbers for Fetish Locator Week 3 are finally here and it is an absolute pleasure to bring to you fans. Don't let their sexy suits fool you, the girls are not playing around with numbers this massive.

Fetish Locator Week 3 boasts a higher number of scenes, dialogues, endings, animations, and much more than both Week 1 and 2!

So what are you waiting for?! Wishlist the game Here and stay tuned to our Twitter for more updates.

And as always, Party Hard!



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