May 21, 2023
Stack Masters - Space Bob (Paul)
Thank you!

Thanks to everyone who helped out yesterday with our little (but potentially major) problem of the Steam algorithm not having enough information about you, the players, to offer it the expected launch traffic.

The good news is that the problem is now resolved and views to the Stack Masters store page have increased massively.

Thanks again. I was feeling hopeless there for while and you guys dragged the game back onto the tracks and we are now full steam ahead once again, no pun intended. I have to admit that I genuinely have a tear in my eye as I write this. Maybe I'm a tad too emotional but hey, this game has been my life and passion for a long time and to see it potentially die without getting a fair chance was heartbreaking.

So, what happens next?
I shared yesterday that Stack Masters was an experiment in making a ridiculously polished and accessible game and then selling it at an equally ridiculously low price. Why? Because, as a solo developer, time is so precious that spending huge amounts of time on pre-release marketing is not really financially viable in most cases. It can take as long to do the marketing as it takes to make the game. 95% of indie games fail to turn a profit, and so we have to try out new ideas sometimes to break through. Also, why charge you guys double or even triple for a game, to cover the marketing time and expenses, if there is a possible alternative?

For those that don't already know me, Stack Masters is my third major Steam release. My first two games were NeonXSZ and Space Bob vs. The Replicons, so this is not my first rodeo. Whether I'm an idiot or not is debatable, but I'm fairly confident that I'm not a complete idiot.

The popular consensus from those in the know would likely be to tell me that my experiment is doomed to failure, but the only people who can actually determine whether that is true or not is you, the players. It's now really all up to you guys. I can do my best over the coming weeks and months to get YouTubers and streamers to play and share the game with their viewers, but ultimately, my voice is but a whisper compared to yours. If you guys suggest the game to your favorite streamer you will have an infinitely higher chance of convincing them to give it a try than an unsolicited email from me ever could. Tens of games are released on Steam daily; Imagine what the email inbox, or twitter notifications, of a popular streamer might look like. They will be overflowing with requests from indie devs like me. They will have tuned out from even reading those types of requests a long time ago.


What About Game Updates?
Yep, they are coming. There was already a little hotfix today to deal with controller stick drift, which one player found was negatively affecting their game.

Stack Masters is already super polished and even our most avid community member and alpha tester, (Nomad Universe with 270+ hours played at the time of writing) still hasn't managed to play all the levels in the game.

I mention that only to illustrate that additional level content really isn't required any time soon. There's already enough to keep most of you busy for weeks. We've also spent months polishing off any rough edges and adding all the QOL improvements suggested during testing.

So, now, I want to sit back, and let all of you new players take some time to explore the game and share your views. I always wanted Stack Masters to be a community driven game. Where it goes next is up to all of you. Let me know your thoughts, and we'll filter through them as a community and decide what direction to take the game.

The game already has a fully featured level editor with super easy to use Steam Workshop support, so it's easy to share your levels and ideas with others. Some of these levels will find their way into the game's main campaign over the coming weeks and months.

I have endless ideas for new game mechanics and competitive features. One idea that is very high on my list of potential additions is to add a 'Level of The Week' section to the main menu. In there we could find a new level every week with a permanently visible leaderboard next to it. This would give the entire player base a single level to compete on and push to it's absolute limits on a weekly basis. It's just an idea though - it may or may not happen.

Whatever happens, I've always been a huge proponent of feedback both from the players to the dev but also as a dev to the players. I will be watching any and all discussions that happen over in the discussion area here on Steam. I will likely leave you guys to chat and share your ideas and thoughts about the game in there, but rest assured I will read every word and they will all influence my decisions. I'll post dev updates, like this one, on a regular basis as it seems appropriate and required.

This was meant to be a short little news update and a way to thank everyone for their help yesterday. It's already too long so I'll leave it there.

Thanks again, and don't forget to tell your favorite YouTubers and Streamers to check out the game. The more they hear about it, the more likely they will be to give it a try. If you love the game, and want to see it grow, that is how it will happen.

Thank you all,

Paul.

PinCOL - Skyzzz


DPad : Move
JoyLeft : Move
JoyRight : Aim

X : Zoom+
O : Zoom-
∆ : Target Free
□ : Target Enemy
X+O : Map (Story Mode)

L1: Color
R1: Shoot
L2: Shield
R2: Weapon

Select: Shop
Start: Settings
May 21, 2023
Psionic Awake - pumpkin
Crystal mechanic modification
Crystals: pick up 10 crystals and get the option to gain an attribute bonus.
Treasure, Eternal Crystals: -3 to the number of crystals needed for attribute bonuses.
Attribute bonuses, altar permanent enhancements, etc. added attributes are displayed in one icon.

Exploration: +5% chance of obtaining crystals, randomly illuminates the location of nearby treasures.

Quest Compass
Ability to discover monsters with treasure.
An additional lair hiding awakened treasure.
The compass is activated when you gain the talent [Explore].
Compass: points to the most recently unexplored treasure.
Compass: After exploring 80% of the map, show the entire map and gain a blue treasure.

Altar upgrades
So altars can be upgraded to speed up the cooldown speed of that type of altar, with levels 1-5 adding 20%-100% cooldown speed.

Treasure: Little Black Cat, +1 to altar cap, gains little black cat and immediate access to an additional cat house.
Treasure: Radish, +1 altar cap, doubles the effect of the summoning altar and instantly accesses an additional summoning altar.
Treasure: Wisdom Orb, +1 altar cap, double the effect of the Wisdom Altar and immediately visit an additional Wisdom Altar.
Treasure: Cube Stone, +1 to the altar limit, doubles the effect of the Spire Altar permanent enhancement, instant access to an additional Spire Altar.
Treasure: Candle, +1 to the altar ceiling, permanent enhancement of the Spire Altar must occur, immediate access to an additional Spire Altar.
Treasure: Guardian, 1 point of shield for every 3 - " 2 bullet changes.
Treasure: Wings, teleport 2 - " 5 times.
Treasure: Hearthstone, return to town 4 â€" â€" 10 times.

New Achievement
Weapon Master, difficulty 7, win and have not used [Psychic Weapon].
Beginner, difficulty 7, survived 4 days without having used [Psychic Awakening].

Balance Modifications
Snow King Pony, Snow Elemental: Presence time 25S â€" 15S.
Snow King Pony, Snow Elemental: Changed to a secondary summoner, triggering one summoner effect for 10 deaths.
Snow King Pony, Snow Elemental: Attack range 2 ---> 1.5.
Sleeping King Pony: AOE damage changed to Dark.

Treasure, Little Apple: every 5 seconds, restore 2 life points.
Treasure, Pepper: +20 to life cap, every 5 seconds, 1 point of damage.
Dragon Ball, chance of appearing 20% â€" 25%.

Quest: Broken fence Change Fence upgrade 1 time.

Optimisation
Demon King's Lair: add Demon King grade display.
Freeze display: changed to change monster colour.
Cats, stand more spread out.
Keyboard movement optimised.
Add automatic mouse directional attack [F] key toggle.
My Time at Sandrock - 样
For more reasons behind the multiplayer change, you can read this:

https://store.steampowered.com/news/app/1084600/view/3694686097148743251?l=english


Howdy Builders,
It's been a while since we last touched on the multiplayer development, but it's finally time for us to share with you what we have been working on. We have diligently evaluated and refined the direction based on the valuable feedback you gave us in previous tests. After taking a step back and evaluating our available resources, we have charted a new course to deliver the multiplayer experience. As the full launch of Sandrock draws near, we are ready to discuss the new multiplayer design philosophy, exploring its highlights and the challenges we have faced. Join us, and let's take a look at what you can expect from the multiplayer experience.

P.S. Feel free to engage with our content in your preferred format—watch the video or read the text, whichever suits you best.



About the Story: Good News vs Bad News
Here's the good news: The new multiplayer is all about collaboration and working with your team to make your workshop run as smoothly as possible. Get ready to unleash your strength as builders to complete multiple commissions at the same time. Let the chaos of managing a workshop with multiple people begin!
Not so good news, we evaluated the story of the previous multiplayer version, and we didn't think that is good enough for players. Due to our limited resources, we've decided to remove the story completely. We've made a tough decision to focus on the workshop mode instead, but we believe that this new experience will open new doors for freedom and creativity for better collaboration.

Town Quests: Good News vs Bad News
It's good for everyone if someone in your team takes on a town quest, you can just sit back and relax while still enjoying the benefits of shared experience and gols. Anybody a fan of lazy shortcuts?
But potentially bad for you if you're the hardworking player, your blood, sweat, and tears will be shared, and everybody will happily enjoy the shared rewards. What a bunch of freeloaders, am I right?

Public Storage: Good News vs Bad News
And finally, we want to hit on the public storage we've added to the multiplayer. The public share boxes are the extra space beyond your backpack and personal storage boxes. Welcome to the magic of shared resources and easy-peasy material access for crafting.
But be warned, here is the bad part: your personal items might become hot commodities among your friends. Watch out for those cheeky pals who just can't resist a little "borrowing"!

The next multiplayer open test is being planned out as we speak! We'll have more news about multiplayer for you then, but we need a bit more time to collect those developing assets and give our video editors a break. And just as a reminder, the multiplayer will come as a free mode on the full release of My Time at Sandrock.



If you like Sandrock, please leave a comment or review on our Steam page or our Discord community. We'll improve Sandrock with your help.

Catch up with us around the web for more Sandrock information:
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Sandrock Twitter
Sandrock Facebook
Sandrock Official Website
Final Profit: A Shop RPG - Hwantaw
The major feature this patch is a new lategame system where you buy/manage/upgrade a series of very profitable vending machines. This questline starts when you buy the VenDRANK! Factory. These vending machines can be upgraded, and as you upgrade them you'll also unlock additional new features, including a new activity inside for inside your shop and a new customer!

Additionally there are some quality of life changes as well, such as being able to store more Tea at the Tea Factory, and some improved direction in certain places. As well as some visual improvements.

And of course there's a new secret.

Changes:
  • Using the 'buy now' or 'sell now' options for managing Capital Stocks will now cancel any outstanding buy and sell orders for that stock type.
  • Added a new cutaway scene during Tutetown.
  • Adding variation to the 'got token' sound.
  • Customer upgrade signs now have icons above them indication which upgrade is currently set.



  • Made turning in e.i.c. tokens for coin instant.
  • Added sound effect when turning in e.i.c. for passive income or inspiration.
  • Logs with grabby contents now have a unique graphic.
  • More logs added to the game.
  • Added a unique item image for the spoiled orange.
  • Updated in game coin icon.
  • Moved orange items from key items to the components tab.
  • Capital hud now turns off in the industrial farm to prevent UI overlapping.
  • Rejuvenating plants now tell you how many remain after bringing them back to life.
  • Added a crafting tip to the wall notes in the craft house.
  • Tea factory tea generation now stocks up to 3 times.



  • Added a new hidden room somewhere.
  • Completing the recently added tinto content now has a big reward at the end (this can be obtained retroactively by speaking to tinto if already complete).
  • It is now possible (but obscure) to revive a dead customer.
  • Added vendrank factory location.
  • Coloured "several times" on horse hint text to further emphasize the hint.
  • Added a path to move through the left side of the industry sectors central wall.
  • Added a new end game Vending Machine system with associated quests.




Bug Fixes:
  • Fixed an obscure soft lock.
  • Fixed inspiration getting wasted when at max art.
  • Fixed inspiration overcapping at e.i.c. exchange.
  • Fixed a clipping issue in lake schedule.
  • Fixed Biz using think text instead of speak text when talking to a petitioner.
  • Fixed signs appearing in the upgrade store before they are available for purchase.
  • Fixed apple chest 45 saying it only required 40.


Thanks for playing!
Please help spread the word about Final Profit!
And consider leaving a Steam Review.
Blinded by Fear - temper
This addresses the OpenAL issue and audio issue 0x2 on startup.

In the rare event that audio issue error 0x2 continues to happen there is a simple fix:

Go to the Blinded by Fear Steam directory and delete OpenAL32.lib and OpenAL32.dll

This is located at -> C:\Program Files (x86)\Steam\steamapps\common\BlindedbyFear
This depends on what drive you have installed steam. In the above example it is drive C. It may be a different drive for you.
Forbidden Trip | 禁断の旅 - Yanka
Hi stalkers!
A small update was released:
  • Launcher with advanced settings & tweaks was removed from Steam release due to false antivirus positives on some systems. It will avoid false panics!

    If you need to manually download it, check this link!
    Put "FT_Launcher.exe" from this zip file inside your "Forbidden_Trip" install folder.
    Add it to your authorized file whitelist if needed in your antivirus; the launcher is, of course, clean, there is no malware, virus…
    I already contacted various AV companies 6 months ago, some checked the launcher then updated their definitions while others just ignored my request: that's the problem when you're a solo, unknown indie instead of a big company.

Anyway: have fun and thanks for playing! :)

-Yanka
Disasters Escape: The Island - Alex_planetario
Disasters Escape: The Island is now available on Steam!



Dear adventure enthusiasts

I am thrilled to announce that "Disasters Escape: The Island" is finally available on the Steam store! This exciting and immersive game will take you to a mysterious island full of dangers and challenges.

Embark on an epic adventure where you will test your survival skills and solve puzzles to escape from a chaotic island. Confront devastating natural disasters such as earthquakes, storms, and erupting volcanoes, making your escape even more thrilling.

Currently in development

However, I would like to inform you that "Disasters Escape: The Island" is currently in development and it will take some more time before it is ready for the official launch. I want to assure you that our team is working hard to deliver a high-quality game and an engaging gaming experience.

We decided to announce the game in advance to share our work in progress with the world. We understand the importance of involving our community from the early stages of development to receive your valuable feedback and make you feel like an integral part of this exciting project.

We assure you that we are putting in the utmost effort to create a game that meets your expectations. We are working diligently to perfect every detail, from gameplay mechanics to the setting, to provide you with a unique and immersive experience.

Thank you for your supportːsteamhappyː

We greatly appreciate your support and invite you to visit the "Disasters Escape: The Island" page on Steam, where you will find a game description and images that aim to convey the atmosphere and action that await you.

We look forward to receiving your feedback and sharing further details on the progress of development. Please continue to follow us on Steam and our social channels to stay updated on the latest news regarding "Disasters Escape: The Island".

Thank you for your support and patience. We are confident that the wait will be worth it, and we will be delighted to offer you an extraordinary gaming experience.

Enjoy and stay tuned for more updates!
数据结构之森 - 猫粮的爹
本次补丁进行了以下修整:

画面:
调整了背景饱和度
限制一些关卡的物体缩放,以防倍率过高时文字重叠

游戏体验:
选关界面5-3的描述标点符号有误
修复6-2文本的错误
6-1的文本更新

Bug修复
修复6-3和6-5结束后不跳转的问题
6-1演示结束后按R无法重新播放的问题
4-3中点击一个节点后退出重进导致之后4-3中无法制作线索的问题

反馈/建议/售后/聊天群:570409322
有问题欢迎加群反馈!
AntiVirus_snake - Klim
I decided to make changes to the color of textures in the game to create a more pleasant visual experience for the player. Additionally, I made modifications to the game mechanics by completely removing turrets, as I deemed them unnecessary.
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