Dungeon Maker - Tavarin
This update, which was released in two parts, features user suggested features so thanks as always to the players who help me with great ideas.

The first change is a fix to the map exporter. It was created before the addition of map layers to the program, so it only exported the first layer of the map when you pressed the export button. I've changed it so now the exporter will image and export whichever layer of the map you are currently viewing, and will add the layer number to the exported map name so you can export all the layers you've made.



The next changes were all suggested by a Dungeon Maker player. First is the addition of custom map items for furniture, decor, wall covers, and floors. These appear as simple yellow squares with a black icon on them, but each can be replaced using the asset editor without writing over one of the existing items in game. The custom assets can be shared with your players either by sending them the files directly, or by using the Steam Workshop. Once shared your players will see the custom asset images on their maps, allowing the game's host to add whatever items they need to a map.

Another new feature is the addition of weather effects. The host of the game has a new drop down field in the DM menu that says Clear Weather on it. They can select another weather type from Rain, Snow, Sandstorm, and Fog, and a weather overlay will appear on all player screens. The effect covers the whole screen, it can't tell inside from out, but should still allow the game host to tell a richer story using weather effects.



The last update is an in game notes section on the character sheet for players to keep notes. The notes are saved to the player's character sheet, so will transfer with the character between different games and campaigns. They can be accessed in game using the Edit Character button, and going to the Notes tab.



That's all I have for this update, as always if you have any ideas for new features or changes you would like to see please let me know.

Cheers

Brian
Shattered Pixel Dungeon - 00-Evan
(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers, it's time for another beta release!

The beta for Shattered v2.1.0 is live right now! To access it on Steam, go to your game library, right click on Shattered and select 'properties' then go to the 'betas' tab and select the beta from the dropdown list.
In this blog post I'm going to go over the bulk of the changes coming in v2.1.0, including a bit of new content and a bunch of Duelist balance!

Duelist Changes


When I look at balance data, I usually only include players who already have a win. A few weeks ago, after enough time had passed, I ran some numbers for the Duelist, and got some pretty interesting results:

  • The Duelist is played 33.7% of the time, quite a lot higher than the average of 20%. This makes sense of course, she is a new character.
  • Her overall winrate is almost exactly 50% lower than the average. This seems to indicate that she is extremely weak!
Right away this felt wrong to me. If the Duelist was truly half as strong as other classes you guys would be letting me know quite loudly. I decided to expand my numbers to include everyone who has at least beaten Goo to see what might change:

  • The overall number of runs studied increases by about 5x, there are lots of people who haven't gotten their first win yet!
  • The Duelist becomes played 21.1% of the time, only slightly more than average.
  • Her relative winrate shoots up to just 12% below the average. Still a little weak, but much better!
To me this very clearly shows that experienced players are still experimenting with the Duelist and building their mastery of her, which causes her to appear quite weak. If I include a wider range of players though, who haven't mastered any of the heroes yet, the Duelist shows as just a bit below average.



For v2.1.0 I'm focused on a whole bunch of targeted buffs to specific Duelist abilities. These will come together to be a buff to her overall, but it's more about making more of her gameplay options effective than flatly boosting everything. In particular it seems quite clear that I still need to make many of her more awkward or risky weapon abilities stronger, as the 'plain but no downside' cleave ability is still doing quite well compared to other weapon abilities.

Pretty much every weapon ability (except cleave) is getting a buff, with most either focused on milder power boosts, or more substantial changes to reduce ability downsides. As probably the most significant example, heavy blow is getting its accuracy penalty replaced with a guaranteed hit, but now costs 2 charges when not surprise attacking. This should still preserve the goal of the ability synergizing with surprise attacks, but also makes it less useless in cases where surprise attacks aren't an option (such as against bosses).

Other Additions


While the changes to the Duelist are the biggest overall adjustment in v2.1.0, it wouldn't be an update without some new things as well!

New Weapons

The Katana is a new T4 weapon with 4-20 base damage and 0-3 blocking. It's been made in direct response to the feedback I heard from players about loving the rapier’s lunge ability and wishing it was more useful in later stages of the game. Just like with the rapier, the Duelist can lunge at enemies with the katana, dealing +50% damage.

The War Scythe and Sickle are T5 and T2 weapons that trade in some accuracy for more base damage: 6-40 and 3-20 respectively. The accuracy penalty can be awkward, but can be worked around with things like surprise attacks. The Duelist can harvest with these weapons, dealing a large amount of bleeding instead of direct damage, but using 2 charges.

Exotic Enemies

Tormented spirits are otherwise good ghosts that have been twisted by evil magic. They deal more damage than wraiths, but will grant you a reward if you can free them using a scroll of remove curse. Of course, you could also decide to just kill them, you monster. Tormented spirits replace 1 in every 100 wraiths, but will not show up in cases where wraiths can spawn repeatedly.

Phantom piranhas are a special piranha that can teleport when attacked. This normally moves them to a random place in the dungeon, but if you're next to water they'll teleport right to you and attack! Phantom piranhas replace 1 in every 50 piranhas and drop the exotic phantom meat, which fully restores satiety and grants all the effects of frozen carpaccio at once!

Smaller Changes

Shopkeepers are getting a new interface when interacted with, which offers a little dialogue and shop buyback! I eventually want to make more extensive thematic changes to shops, but a little bit more interaction and new dialogue is a great starting point.

I'm making some pretty notable changes to the ascension challenge. Enemies now get more max HP instead of damage resistance, and you'll also be able to keep earning exp while ascending all the way to level 30. I hope this makes ascension more fun and a little more rewarding.

As usual, there's also a slew of smaller changes and fixes. I'm getting more little issue reports than ever, so the game has never been more stable, even though the list of small fixes keeps growing each update.



I expect the beta for v2.1.0 to last slightly longer than a week, perhaps until next Wednesday. If you'd like some incremental updates on that leading up to release, consider following me on Mastodon or Twitter!
Together in Battle - Sinister Design
Hey folks! Real life stuff interfered quite a bit with this past week, but I did still manage to add a much-requested feature: you can now create runs with custom difficulty!

Here are the changes:

- added custom difficulty to the difficulty selection! You can now create a new run with customizable AI difficulty, death rules, item prices, food prices, salary bases, training costs, and starting aura, as well as the option to turn off weapon durability.

- boosted training costs by 10% for brutal difficulty (applies to new runs only).

- broke up the arena manager's dialogue in the Qualifier Scheduling scene upon losing the Monkey League Qualifier into two branches, making it easier to see that the qualifier won't be rescheduled until the player goes back and wins another non-league match.

- updated in-game documentation to more clearly explain what each level of the AIHandicap script action does.

- fixed a typo in the tooltip for Relaxed difficulty on the difficulty selection screen.

- fixed an error in the way the game checked for level-specific skills in the progression which could cause a freeze upon promoting certain classes (such as bowmen).

- fixed a typo in the animated calendar for days 21, 22, and 23 of each month.

- fixed: cross-fading music during promotions was not behaving as intended, leaving two tracks playing simultaneously.

- fixed: cross-fading music was causing the new track to play too quietly.

- fixed: faded-out music could unexpectedly start playing again during scene transitions.

- fixed: the game was reconnecting and spawning a brand-new instance of the Steamworks manager class every time the player returned to the title screen.


As mentioned, this is a shorter one, but I hope you enjoy the new custom difficulty options. There's more to come!


Tactically yours,

Craig
Infinity war - KiwiKaka
It doesn't matter for what reason you bought the game! I want people to be able to launch and play at any time! Moreover, I want to remake the game for several reasons. While there will be a small demo version or just a launcher. If you wait, there will be a remaster of the game!
Burden of Command™ - celliott25


Our testers have played through the Germany campaign to the end of the war ...

Turn sound on, and remember to add Burden of Command to your Steam wishlist!
The Motorcycle - Troubacom
Celebrate with me 1 year of developing this game with 50% discount :D
And thanks to all people that are here with me :)
Duru – About Mole Rats and Depression - Twisted Ramble Games
Hey there!

First Patch for Duru, let's go!

Bug Fixes
  • Bel didn't recognize Roots & Stones they've been painted many times. Now it does!
  • When standing on a boulder that's riding a moving platform Tuli is now actually being moved with it.
  • Solved an issue with Tuli falling through certain moving platforms when moving diagonally
  • Preventing Tuli from getting stuck in one of the mole rat houses forever and ever.
  • Added fail safes for collider glitches that keep happening on corners.

Features / Feature Changes
  • Changing controller input for throwing.
  • Added quality of lfe features for throwing with multiple aiming attempts.
  • Smoothed out aiming movement.
  • Changed some level structures.
  • Changed shift key graphic in tutorial plates to make it clearer which key it is since shift looks different on every keyboard.


Thanks to everyone who contacted us with bugs. We continue working on them and improving Duru!
Beyond Contact - DarkAlleyEthics

Greetings, Space Corps Operatives!

Today we are sharing some upcoming changes and features coming in the next several updates of Beyond Contact.

Please note that all changes shown below are still in development and may be subject to change before release.





Upcoming Changes

Patch Highlights (more details will be featured in the release change-log)

Added the ability to mass-deconstruct an entire room of a Shelter / Habitat at once (alt + right-click by default):



Improved the tooltips of Thermo Bulbs and Oxygenators to help identify invalid habitats:



Added a construction time to buildings:




Updated weapon tooltips to show primary and secondary attack key bindings:



Players can now change most settings on their existing save files. For example, a player may reduce the frequency of raids if they are too difficult without having to start a new game.

Added new temperature screen effects - colors will now shift towards colder or warmer hues based on the player’s temperature:









Upcoming Features

Combat Changes

Weapon speeds
We’ve re-balanced player attack speeds across the board. This should make combat feel a lot more fluid and fun.








Primary and secondary attack damage changes
With the adjusted attack speeds, we have re-evaluated the damage of all primary and secondary weapon attacks.

Creature health
Creature health has been adjusted. Using lower tier weapons on higher tier creatures should be more distinct and encourage players to upgrade their weapons, which are also stronger.

Creature damage
We’ve overhauled the amount of damage creatures deal to make it a fairer experience for new players.

In the current version of the game (1.0.2), some creatures are capable of dealing upwards of 50 damage in a single strike, which is far too punishing for newer players. To mitigate this, we have reduced and rebalanced the damage output of all creatures. The highest damage creatures can deal has been reduced to 30, which is reserved for slower / heavier attacks that are easier to avoid.

Overall, these changes should allow new players to learn and experiment in combat more freely and to not be punished too heavily for doing so.

Armour protection
We’ve tweaked armour protection values. Previously, the Dreadnova and Exosuit sets were overpowered and reduced damage by over 90%. These values have been reduced in combination with creature damage, and a more tiered approach has been applied to each set to encourage players to use different armour for different situations.

New Creature abilities
We’ve spiced up some creature abilities. With the increased pace of combat, we felt creatures needed to be able to avoid and manoeuvre around the player more.
  • Some creatures can now evade attacks
  • Urchins can now leap to attack
  • Corapods now have a bite attack
  • Some creatures’ attack speeds are now faster
  • Bull Crogs are now able to charge







Screen Shake
We’ve added a new screen shake effect to heavy attacks. This should add more weight to their impacts. The effect has a setting to adjust its intensity or completely disable it.






Server Difficulty Settings
With all of the above changes, we’ve adjusted the difficulty setting values when starting a new game. More details will be provided later, but the main goal is to keep harder difficulties as a challenge in line with the changes to creature damage.

Blott
Meet Blott, an alien wanderer who has joined Space Corps to continue her own journey across the galaxy. As Blott, you will discover a mysterious connection with the world around you and acquire new abilities to empower your agricultural efforts. Blott is able to grow more produce than her fellow Operatives and is able to draw upon other living flora to aid her in survival.







Other changes
Skill point reallocation

Players will now be able to reset their skill points for a price. This will allow players to try out different skills on different characters without having to start a new game from scratch.



Further changes will be included in upcoming patch notes. We have limited the scope of this development update to highlight changes we feel players will be most interested to see.

As always your feedback is welcome and appreciated.

https://beyondcontact.featureupvote.com/





On behalf of the United Worlds Congress, we sincerely thank you for your continued patience and support.

From all of us at Playcorp 💙 and PLAION. 💚

Join our community-focused game development discussions on your favorite platform:
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DISCORD
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SUGGEST FEATURES & REPORT BUGS

Barn Finders - Duality Games
Hello Barn Finders,

We are more than excited after the launch of the new addition to the Barn Finders family - the Bid Wars DLC. We worked very hard to give you some new and fresh experience while still keeping the good old Barn Finders vibe. We saw your playthroughs, we hear your comments and first of all, we also see your reviews. We know that some of you wanted some good old fashioned Barn Finders experience and the new DLC is not exactly in their taste - we get that and we listen to your feedback very closely. So, here are few things we will be doing in the next few days / weeks:

  1. Focusing on DLC bugfixing - we know some of the music is not affected by options, there are some issues with achievements, various small fixes here and there.
  2. Improving the onboarding experience with additional tutorials for interaction with box, crafting etc.
  3. We are preparing some nice surprises for all the players of the base game, but inspired by the Bid Wars - be ready for some in-game goodies.
  4. We are preparing the plan for bigger improvements to the DLC, but we need some time to figure it out fully.

As you can see, we are fully committed to improve your experience and to see the Bid Wars island the way we saw it, both in design and in the production phase. We believe in what we prepared and hopefully you enjoy it the way we do.

And if you do (and only then)- we would kindly ask you to leave a positive review - it would greatly help us and motivate us for all the times ahead.

Once again, thank you for playing the Bid Wars DLC - and see you on an island!

Duality Games Team
The Shape of Things - Hyper Three Studio
Hello, Dear community!ːtinyloveː

Our newest game is just around the corner! The Shape of Things is coming on May 26th! ːtinyloveː



Let us share more about the game here! (ღ˘⌣˘ღ)

Set your own mood!
One of the things you can do in The Shape of Things is to pick your own mood, we personally enjoy rainy days so why don’t just express that out in the game at your own way. Whether if you love sunsets or snowy mornings set your own coziest mood!

When you complete a gacha world you may find out new decorative things in your room! So keep an eye and see what’s new!



The Shape of Things is a true non-linear gameԅ (≖‿≖ԅ).
You don’t know what is the next mysterious world you will get in the Gachapon machine! Maybe an arcade room or a flower field! who knows!? So, your progress will not be the same as your friend’s giving you a different experience of progression.



Talking about your non-linear experience, as you unlock new gacha worlds, a mysterious and unique constellation is going to be shaped in your room’s ceiling 💫! We are looking forward to seeing your constellation shape, so make sure you post it on the “Screenshot” section!



Steam Deck? We’ve got you covered! (づ。◕‿‿◕。)づ 🎮
Although the game does not have the “Steam Deck verified” doesn't mean the game won’t work on the Steam Deck (Since that relies more on the Steam support side). We are happy to share with you that the game runs perfectly on Steam Deck! So, you can play it wherever you are if you own one!


Take it easy!(❁´◡`❁)
The Shape of Things is not a competitive or time-attack game, we have added plenty of puzzles so you can play at your own pace enjoying a cup of your favorite drink, just before going to bed or if your favorite MMORPG is overloaded and you are in queue.

Best with headphones!☾⋆⁺₊🎧✩°。
If you enjoyed Tiny Lands BGM, we have prepared for you more of this amazing soothing and cheerful music in The Shape of Things.
The Original Soundtrack music for The Shape of Things will be available too on Steam here!

Streamer friendly! 🎙️🔴
This is a game that you can stream with your community to chill and chat!
We officially communicate you are able to monetize and stream the game all you want without any intellectual property issues regarding BGM!


See you soon on May 26th! ːtinyideaː
Hyper Three Studio team
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