Dead Monarchy - Kevin Zhang
Hey guys,

After several demos and a complete rebuild of the game, 6 years of development has flown by and Dead Monarchy has now been fully released. I've put my all into this game, I didn't abandon it and even chose to completely rebuild the game midway through development. I feel like I can say that as a developer, I held up my end of the deal. Let's now take a look at the entire journey that Dead Monarchy took up to this point.

The very first prototype, a mockup of what could be, didn't have any art assets though.



Building a functional UI, levels and enemy AI.



Replacing the placeholder models, first attempt at skinning the UI, creating natural environments.




Second attempt at environments, I wanted to create elevation and was struggling, thought tiled approach might be the solution, I was wrong. Natural environments felt unnatural.




Released the first demo, decided to have it take place in a castle as I was still struggling to create natural environments.




Released the second demo, had a small breakthrough. I was able to create elevation that looks relatively natural but was also clear to see. Slowly getting better at creating natural environments.




The initial early access build. Elevations looked a lot more distinct now, had several custom armour models now too. UI was vastly improved.




Ultimately though, the initial build suffered from issues. Several monsters had animation issues, the combat wasn't as streamlined, contracts were unclear and I didn't like the open-world. So I completely rebuilt the game. I added in a cinematic combat camera, vastly improved the animations, overhauled the world map and took a more focused approach and completely redid the perks system.







With all that said and done, I still have more plans for Dead Monarchy and my journey as whole, is still far from over.

Future Plans:

Initially, when I set out to create Dead Monarchy, I thought I could work on this one game forever. I know, it sounds naïve, a large amount of developers that go into early access don't finish their games and countless games don't even make it into the early access stage. I felt confident that I could do it though.

I have to say, that after 6 years, it does feel like forever, especially when it's just you. Day in and day out, solo development becomes extremely "insular". I say that because at least for me, it feels like I stuck my head in the sand and popped out half a decade later. Everyone and everything around me has changed and moved on but I still remained the same. To me, time stalled but the reality is that time keeps flowing.

After that realisation, I took some time off and realised that I myself had also changed, I had become more experienced, but I never realised that until I took the time to think about it. While I still have those lofty ideals and the same amount of enthusiasm and passion, I also now have a more realistic plan to achieve my dreams.

I have decided that I will create a series of games, essentially standalone expansions. They will all relate back to Dead Monarchy, as in they will all share the same setting but they are separate games. Combat will be the one consistent thing that will improve upon each game. I will continue to add new perks, new weapon types, new armours and new enemies and they will be built upon each new game. So the combat system will remain intact and be expanded upon each new game but other features such as the open-world exploration, may be removed and other major features added in such as base management.

The reason I am doing this is because I realised that it is impossible for me to balance and design the game that I want in a single game. It also isn't exactly financially viable.

My dream is to just be able to make a living from creating games, to be able to work on my games full-time. If I made a modest 50k AUD a year from games, that would be enough to go full-time or if Dead Monarchy somehow made a million that would secure me for life and I would have all the time in the world to just work on a single game.

Both scenarios still seem so far away and deep down I knew that going in as Dead Monarchy is a niche game, but that's why dreams exist, so you can chase them and in my case, gives meaning to my life.

Once I have created a few more games and the major features that those games will be based around have received adequate feedback and have been polished, I will then combine all the games into the "ultimate" version and that game will then ultimately be my "dream" game and the game I will then continue to work on.

That is the plan and the route I have decided to take. I need to be able to work in sections, if the game gets too big, it becomes too unwieldy, sections need to be locked down, if I have multiple things that need my attention all at once, it becomes extremely messy.

Post-Release Plans:

Roaming Mobs: I have already began work on the post-release content and the work towards my overall goal. Recently I worked on a pathfinding/waypoint system for roaming mobs. This is something that I would like to implement into Dead Monarchy but I knew it would take too long. If all goes well, I hope to backport this feature into the game.

Monster Enemies: The monster enemies in the initial early access build had several issues. I will eventually reintroduce a good chunk of them back into the game as well as new monsters. I plan for 4 monster factions.

Different Cultures: The initial early access build had different cultures however each map felt extremely bland so I decided to just focus on one culture, which was medieval Europe. I will be reworking the armour sets and reintroducing new human factions. These new factions will be inspired by the Danes (Vikings), Persians, Chinese, Japanese, Romans and Greeks. I plan to create 4-5 human factions and they will utilise perk combinations that have not been used in the base game yet. These human factions will essentially be "legendary companies", endgame enemies.

Reworked Factions: There are certain sets of armours that are not used as much and so I plan to do some reworking to create new factions that will fill in the level gaps between the current factions. This should create more variety for future playthroughs. All these reworked factions will most likely drop at once whereas the others mentioned above will be released gradually.

Other Surprises: All I'll say is that, if all goes well there may be a few other additions aside from just new factions.

Price Increase:

Once all the post-release content for Dead Monarchy is finished, the game will be increasing to $15 USD. I feel like that is more than fair as I don't plan to do paid DLC for Dead Monarchy.

Next Game:

I will be working on the new game whilst simultaneously working on the post-release content for Dead Monarchy. It's important for me personally that I do this so I don't burn out.

For the next game, I want to significantly expand the combat system and fully introduce new cultural factions. So not just visually through their armours but new weapon types that will change the way they fight. Axes, scimitars, spear + shield, dual wielding, bows, different shield types like bucklers. One of the main goals for the next game/standalone expansion is to fully lockdown the combat system. I want to know how the combat feels when it is fully fleshed out. It was too big of a jump to do it in Dead Monarchy, especially after the complete rebuild. When you consider all the tweaking I did in response to player feedback, something as little as changes to critical hits would have taken me 10x as long if I had added several more weapon types as several abilities have their own critical hit calculations that are impacted by perks etc. That is an example of what I mean by "locking down sections", it would have gotten extremely messy if I made the game any bigger without getting a sizable group of players to play it and provide feedback first.

Thanks Again:

Thank you to everyone that purchased Dead Monarchy, I am extremely grateful of what I have achieved currently and I owe a lot of that to the players. Thank you for all the feedback left by the players on the forums and the constant show of support, I've read every comment.

I also want to give a special thanks to the 64 people that have left a review for Dead Monarchy, positive or negative it all ends up as a positive outcome in the end.

My game development journey has just begun, I still have a long road ahead of me. Even if my games don't become huge financial successes, I don't regret the time I spent working on them, even during the hard times.

There is something special about seeing a dream that started in your head manifest itself into the world as a tangible product that you can interact with. I believe that feeling goes far beyond the exhilaration of monetary gain, it soothes the soul. It was worth selling my house to partially fund development.

Build 18:

- Fixed a major exploit where changing weapons during combat would replenish all stats, IE restoring Stamina and removing the "Exhausted" status effect.

- Fixed the issue where if "Faster Combat" was enabled, characters would still move after being hit with an Attack of Opportunity. Now with this option enabled, characters that are hit will remain in the same spot instead of moving.

- The chance of Resolve being reduced on death now takes place at the start of the death event instead of the end, this should fix the issue of the AI committing to an action only to suddenly rout afterwards due to the delayed effect from the death event.

- Updated Stalwart Believer perk description to reflect the new changes to Resolve.

- Stamina penalty on Ancestral (Orange) shields, reduced to -15 from -25. Masterwork (Purple) shields, reduced to -5 from -20.

- The "Instant Deployment" issues on certain combat maps have now been fixed.

- The official steam guide has been linked to the main menu.

- The post-game boss has now received a new set of armour with its own model.

- The stats for the post-game boss as well as the armour itself has been significantly reduced.

- Various tweaks to texts.

Cheers,
Kevin.
Gaucho and the Grassland - epopeiagames
Moving the camera or not in a game can make the player pay more or less attention to it. And that's why riding through the pampas(grasslands) just got better and more immersive with Gaucho and the Grassland's 360° free rotation camera.



The game, which is inspired by several other games such as Animal Crossing for example, followed the traditional line of farming games with a fixed camera, but even considering that despite doing a good job presenting the game world to the players, the fixed camera was not having an interesting differential for the final version.

With the change in the format from fixed to 360º, the player has greater freedom when exploring the mysteries of the universe, building the ranch, taking care of the animals and has greater control when it comes to customization, whether by mouse or joystick.



The change

After listening to the public, the idea came up to change the game's camera restriction and thus develop the 360º orbital camera around the character.

Some feedback was received and along with our own questions it was decided that the camera controls should be more immersive and interesting.



Tests will start in the next demos and it will be possible to see how the public will interact with this type of camera instead of the fixed version.

The next step was to adjust the camera so that it could rotate freely, thus giving players maximum freedom to explore the pampas and other future biomes in the game.



This camera behaviour also applies to indoor environments, maintaining freedom of exploration and avoiding that occasional annoying object that blocks your vision and makes life difficult.

You can test this update in the next demo and leave your feedback, remembering that your feedback is very important for our updates to be even better in the future.

And don't forget to add Gaucho and the Grassland to your and join our Discord community.

https://store.steampowered.com/app/1670830



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Driftwood - Stoked Sloth Interactive
Hey everyone! 🛹🦥

Eddy isn’t the only one feeling some adrenaline right now. We have an update we’ve been waiting literal years to make: Driftwood is entering Early Access on June 1!

Thank you so much to this community for all your help with the game thus far – it’s been a joy to read your feedback and get to implement it in our skating sloth simulator. :) We’re ready to take the feedback to the next level and release Driftwood into Early Access in a few weeks. We’ve worked on this game since lockdown, so it feels surreal to be releasing it into the wild so soon.

Be sure to wishlist our game if you haven’t already, and follow us on here for all of the updates we’ll make to the game over time. We really hope you enjoy this new trailer we’ve got for you – let us know what you think, and get ready for some really exciting days ahead for this game! Again, thank you for your support – we couldn’t have done this without it.
Cute Honey - LG喵
Some small patch update instructions:
Some in-game problems that occurred during the major online update have been fixed.

  • Part of the text cannot be displayed

You can already update the patch to solve it. If you encounter other problems, you can give feedback at any time, and we will try our best to solve them as soon as possible.
Thank you again for your understanding and love for us.
(Important) Official chat room: https://s.team/chat/REXDS82M
Discord: https://discord.gg/uYhCmCY6Yy Twitter: @LovelyGamexyz
LEGO® 2K Drive - crystal.2K
Start your engines and get in gear—LEGO® 2K Drive is now available! It's time to drive anywhere and everywhere in this vast open-world adventure, where your awesome transforming vehicles are ready to blaze new trails and set record times across Street, Off-Road, and Water terrains!



Over on the official LEGO 2K Drive website, you can get a sneak peek at the world of Bricklandia, including its diverse biomes: Turbo Acres, Big Butte County, Prospecto Valley and Hauntsborough. Each of these sprawling settings is full of races, quests, challenges, collectibles, and lovable LEGO denizens, so you'll have to do a whole lot of exploring if you want to see it all. You're free to roam Bricklandia solo, in two-player local co-op, or in a party of up to six pals in the Play With Friends online mode. If you prefer a bit of friendly competition, the Play With Everyone online mode lets you take on racers around the world on a wide variety of tracks!

You can also prep for your next race with intel on all the exciting Power-Ups that can help you take or keep the lead, like the spooky phasing of Ghost or the area-of-effect blast of a shocking EMP. But Power-Ups can only take you so far—you'll need to get a good handle on the Driving Techniques if you want to achieve the fastest speeds, from basic fundamentals like Boosting and Drifting to more nuanced maneuvers like Quickturns.

Everything you do in the expansive Story mode brings you one step closer to the Sky Cup Trophy, the most prestigious prize any racer could hope for. On your journey to face off against the villainous Shadow Z, you'll have to prove yourself by besting a series of wild rival racers. They all drive signature rides you can score if you win, like a giant skull on wheels or a frosted donut turned into a pontoon! You can also build the vehicles of your dreams brick-by-brick in the Garage, where you can unleash your creativity and imagination.

Even after you've explored every bit of Bricklandia and beat your personal bests on its many raceways, there's lots more to look forward to with the post-launch content of Drive Pass Seasons, including Free and Premium Rewards you can earn by playing! Owners of the Year 1 Drive Pass get more rewards in the Premium versions of Seasons 1-4, plus the Awesome Pizza Vehicle and 550 Coins you can use in the in-game shop.* Stay tuned for more info on each Season's theme and rewards; Season 1 is coming up fast with a debut in June, so you won't have to wait long.

We hope you enjoy exploring Bricklandia's huge open world in LEGO 2K Drive, and we can't wait to share what's in store for the upcoming Seasons! Get behind the wheel and get ready to experience driving made awesome!

*Year 1 Drive Pass included with LEGO 2K Drive Awesome Edition and Awesome Rivals Edition. Also available for individual purchase. Base game required. For digital orders, Year 1 Drive Pass content will be automatically delivered in-game upon release. For physical orders, Year 1 Drive Pass content will be delivered via a code in box to be redeemed in-game.
May 19, 2023
Global City - Manager5056
Mayor, a new type of military competition has opened in Global City! Open the hangar and take part in military operations. Complete the competition with the most points and get the reward!

An event pass the Military Base will become available with the military competitions in the game. This is a great chance to get tokens for your own military base construction and finish abandoned projects.

Event will start on May 19th.
MatchR: Now Hiring - Delirium Tremens
Hey it's ya boy Delirium Tremens back with another hotfix fresh from the oven ːsteamthisː

Steam achievement are fixed AND previously unlocked achievements (in-game) which did not unlock in Steam should automatically activate the next time you launch the game ːsteamhappyː

Boss music should also be fixed, I really hope this time ːsteamthumbsupː
Colony Survival - Pipliznl

In the past month, we’ve continued work on controller support and more decorative blocks. We’ve noticed that large collections of decorative blocks are common in many frequently used mods. We think it would be good to make the unmodded game a bit more like that.

One problematic thing in these mods is the abundance of… “variants”. Firstly, things come in multiple colors. Secondly, there are quite some mods that offer “combined shapes” - like fences that actually link up. Which does require players to have separate items like “fence start”, “fence middle”, “fence end”. If each of these parts has color variants as well, the inventory quickly becomes very cluttered.


To solve this problem, we’ve got paints and “adapting blocks”. Firstly, players will be able to make paint items, and they’ll have to use these items to “physically” paint blocks. This helps reduce all these items to one base color variant.

Secondly, Zun has made great progress on a system that automatically chooses the right 3D-model for the situation. Take for example the fence. A fence can be unconnected - basically making it a wooden pillar. It can be connected to 1, 2, 3 or 4 other fences horizontally. And if you stack the “unconnected fence” (the pillar) vertically, it adapts into a special pillar with unique pieces at the start and end. So we’ve got many different 3D-models for the fence, but only one will be available in the stockpile. That simultaneously helps solve the clutter-problem, and it makes these items a lot more usable!


A special problem was the window. One of the blocks we’re adding is a window frame, and this one will adapt to different window sizes as well. When designing the required 3D-models, I only thought about regular rectangular windows; 1x2, 2x4, 6x4.

But of course, players can build much more complicated window shapes. And in the process of building a large window, or when removing one piece from an existing large window, you also get quite weird, non-rectangular shapes.

Figuring out how to deal with these shapes and making them look relatively sensible and natural was a challenge, but Zun has solved it well! I haven’t been able to “break” the current system.


The new decorative blocks have no “functional” impact on gameplay. They are not required, they don’t make colonists happier or more productive. On one hand, they are merely tools for more artistic players. On the other hand, I do think they’ll influence less artistically inclined players as well. I’ve noticed that due to the new options, I look differently at my buildings. I’m more tempted to make them a bit unique, and I feel more immersed. We hope it’ll be a good step towards making CS feel more alive!

Bedankt voor het lezen :D

Reddit // Twitter // YouTube // Website // Discord
Our Life: Beginnings & Always - GB Patch
Enjoy exciting summer days in the company of Baxter Ward during Steps 3 and 4! From May 19th to the morning of May 26th, the Baxter DLC is 10% off! The older DLCs and the soundtrack have discounts ranging from 20% to 25%.

Baxter DLC Page

FEATURES:
  • Unlocks 5 Step 3 Moments: Sightseeing, Hang, Drinks, Mountain, & Planning
  • Unlocks an entirely new storyline in Step 4
  • Allows you to form a deeper relationship with Baxter Ward (platonic or romantic) and spend time more with your friends
  • Includes new character sprite art, background locations, and CG images
  • Provides even more options for adding custom qualities to your character. Is your protagonist a good dancer or do they have two left feet?
  • Unlocks bonus scenes in the other Step 3 Moments where what happened in these events is referenced and reflected on
  • Increases the overall playtime by multiple hours

The base game and some of the DLCs were updated with Baxter related alterations and general fixes. Please let Steam update those files before playing the new story.


[[i]Charming guest art is by MELLodrawmatic on Twitter[/i]]

And, well, here we are. It's been nearly three years since the original launch and the final Our Life: Beginnings & Always DLC is finally available. I cannot believe it took this long, and I can believe it even less that so many people have continued to follow us over such a lengthy development. Support for our team and the game has never wavered no matter how much time has gone by. That's something I'll always appreciate regardless of what happens in the future.

Thank you for moving into a sleepy neighborhood in Sunset Bird and making a life there. It wouldn't have been the same without you 🥰️!

Now I hope you'll enjoy this last full-length story of a particularly dramatic man. He requires a lot of patience, which clearly you have, haha.
May 19, 2023
Kenshi - Kirstals
What's up, Kenshi fans!

You folks should know what time it is. Time to return all those stolen Foodcubes, yes, but it’s also time for another community spotlight. Check out all the screenshots, mods and fan art that were shared throughout the month of April!



Content included in this video:


Mods
Screenshots
Fan Art


In case you missed it, we launched some sweet new merch on April 26th to celebrate Crab Day! Take a look at the kraken new designs we have for you, and you can rep our new Armor King shirt, and I think we can all agree, that it is a thing of beauty.



Feel free to have a gander at the rest of our merch!

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We appreciate you taking the time to read this blog post, and, as always, if you would like the chance to be featured in our next community spotlight, keep sharing your work with us on social media and in our Discord server.

Until next time, take care!
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