May 24, 2023
The Banished Vault - Lunar Division / Nic
Today’s design diary goes in detail on dice systems, which are an important feature in the game. In the previous design diary on space horror, I go into why hazards and unpredictability are useful in a game like this. This post goes through the design evolution on the various dice systems and how they did and didn’t produce the desired outcomes.



The solar systems in The Banished Vault are presented to you in a very stable way — because moving between locations is a function of their energy and not distance, the cost to move between locations is always the same, and the planets themselves don’t move. The process of constructing outposts and gathering resources are pretty well known in advance.

All of this means much of the game is technically solvable, but is hard or time-consuming to do so because of the layered complexities. This solvable quality has some positive traits: the player knows they can figure things out, over time it becomes easier to make quick decisions, and the game becomes more readable. However that same trait can sour — some players feel they should be solving many consecutive problems at once in order to play the game well. Other players might realize the game has an optimal path and stop playing, or become daunted by the attempt of playing in an optimal way.

Randomness provides a veil for the player, a point that you cannot solve beyond. You can plan for outcomes, hope for the best and manage risk, but you simply won’t know for sure. This limits the amount of brainpower a player can spend on a complex and multi-layered game state, and also has the benefit of providing exciting and dramatic moments. A player can’t risk it all on a solvable game state, or have a sure-fire victory turn into a dramatic failure.

Hazards exist in various situations in The Banished Vault, and when the player hits one, it invokes a dice roll. The dice roll is governed in various ways (more on this below) by the acting character’s Faith (previously Stress). Regardless of theme, a character’s Faith functions as a clock ticking down over time until they cannot do any actions, and the player has to return them to the vault to recover.
The results of the hazards themselves can affect many various things on the player’s ships and outposts. Below are the progression of dice systems the game has used, and how they affect the player, the characters, and the game overall.

d10


The first dice system was “1d10 under Stress”. A single d10 is rolled, and if the roll is over the character’s stress, the hazard is successfully navigated. If the roll is under the stress, the character gains a stress. Additionally if the roll was a 1, a “major outcome” would trigger, such as losing cargo or greater stress increase. If a character’s stress reached 10, they died. This system functioned, but was not particularly exciting. The optimal play was to keep a character around until they reached stress 8 or 9, and then not use them for any hazard rolls. There was no real difference in a character having 3 stress or 5 stress. The flat 10% chance of a major outcome is completely detached from the character’s stress, so was quite bland an unexciting.

Presentation wise, this system was also lacking. Fully built into the interface with icons showing the resulting roll, it felt like a tucked away portion of the design, and not an equal partner to the map and resource management aspects. Such is the life of prototypes and early systems, but it was a good indication that the hazards could feel like more of an annoyance than a real factor the player considers.

2d6


The second system was “2d6 + Stress” roll. Here, 2d6 are rolled, the character’s stress is added, and the total value retrieves an outcome from a fixed table of results. On a result of 9,10, or 11, the character gained more stress. On a result of 12, 13, or 14, a major outcome occurred, similar to before. On a 15 or greater, the character dies. This system has a much more present push-your-luck aspect. A character with no stress at all has a very low chance of anything notable happening. But a character with only 3 stress now had the same small chance of dying, and a much greater chance of a major outcome.

The player needs to make a decision of when to return the character to the vault for recovery, but when that should happen is not a clear answer, which makes it far more interesting. You can start risking it by leaving a character with more stress out in the solar system if you really have to get some things done, or play things safe and move characters to recovery sooner.

This system worked better, but ultimately started to come undone as other factors came into play. I wanted to have the hazards change over time, somehow eliciting a ‘strength’ concept. An intense storm on a planet would make taking off and landing more difficult, but if the difficulty was fixed, the player would have a lower incentive to land on that planet. The map is generous enough with options that you’d simply pick a more predictable, if expensive, route to your goal. Hazards needed to have strengths so players would have to pick their moment to navigate them, and so there could be more of them on the map.

The 2d6 + Stress model came apart in adding this ‘hazard strength’ value. Now instead of a single calculation of stress, rolls also had to factor in an additional variable of the hazard’s strength, and it’s a lot harder to guess at what the likely outcome will be. Using the example above, a modifier of 3 to a roll is risky. It’s easy to know that a character has three stress, but much harder to internalize all possible sums of 3 (1 + 2, 3 + 0, 0 + 3, 4–1) also mean ‘risky’ when considering both stress and hazard strength. On top of that, now the result table calculations aren’t ideal, because a character might too easily roll a death result on the table, with a modest stress of 3 and a hazard strength of 0 to 3. If the death and major outcome result thresholds are increased, this only exacerbates the problem of “not much happens in the lower ranges” that the 1d10 model presented.

Dice Pool


The third and current model in the game is the dice pool. As the game’s theme and setting solidified, it made more sense to have a ‘higher is better’ thematic value like Faith, as opposed to ‘lower is better’ like Stress. In basic game design terms it’s preferable to have a higher-numbers-are-better system. The dice pool system is directly inspired by many popular tabletop games like Blades in the Dark or John Company.

The way it works is on encountering a hazard, a number of dice are rolled, the number being the character’s faith value. The hazard has a strength value, usually between 4 and 6. If any of the dice rolled shows the hazard’s strength value (or higher), the roll is a success.

Now the player doesn’t have to do math which then feed into probabilities, only decide whether any of (for example) four dice rolled might produce a 5. The strength value is a clear indicator of difficulty, and the dice rolled is also a clear indication of the character’s input into the roll. The game shows the exact probability of the roll to the player, but all the player has to internalize a common sense notion of more dice is good, and higher difficulty is bad.

A dice pool rolling for a target value is a really special little system with lots of wonderful outcomes. Lower faith/dice rolled still have a decent success chance: one die against a hazard strength of 4 has a 50% chance of success. In some cases it might be an unnecessary risk, but you’re feeling desperate, it’s not a bad shot. As the number of dice increases, the success rate increases dramatically, but most importantly there’s never a point of guaranteed success. Five dice rolled only has a 96% chance to produce a 4 or higher. It will almost always be a success, but 1 out of 20 times (statistically) it will be a dramatic failure, which is fun. This kind of variance let’s a player play it safe or be risky, either way producing dramatic results.

Some other decisions make this setup work well: a failure is closer to a major outcome from before, but not quite as major. It does mean some kind of material loss, but does not include death. Death is better as a rarer and major event in the game, and should be a combination of multiple bad outcomes, not a single roll. How characters gain and lose faith has been slowed down dramatically. Previously, as stress, characters would go from min to max at least once a system, perhaps more frequently. Stress was gained every turn, and likewise reset to zero when the character was returned to the vault. Faith is much slower, it can be lost as a result of failing a hazard, and otherwise just ticks down when you reach a new solar system. It’s also more expensive and time consuming to increase a character’s faith.

Physical Dice
Around when the 2d6 method was falling apart, I did implement something I’ve wanted to do for a long time in a game: physically simulated dice. This is one of those things that highlights the horror aspect of the game, because for reasons I can theorize about but not say for certain: dice are scary. Drawing out the tension and delaying the resolution of seeing an object spinning, your eye catching the result you want to see before it flashes out of view, is what makes it fun to roll dice. There’s also a cold impartiality to dice: the game is showing you what is really happening and there’s no funny business going on behind the curtain.

So now on encountering a hazard, a special window pops up and some dice are rolled, and you can see all the interactions play out for the result of your encounter with the hazard. Not being hidden away in a corner of the interface brings the system to forefront of your mind while you’re navigating the solar system.
Terminator: Dark Fate - Defiance - Death
The time has come to unveil a new chapter in the war against the machines: Terminator: Dark Fate - Defiance. Join us for a live stream event where you'll get an exclusive first look at the game and learn more about what it takes to survive in this world.

Follow the live here

Hardspace: Shipbreaker - Hecate
Meet the team behind Hardspace: Shipbreaker for a celebration of the game's one year anniversary!

Thanks to our amazing community for supporting us from Day 1 and making this adventure in space possible! It means the galaxy to us! ☄️
May 24, 2023
The Time I Have Left - Ground Game Atelier
We're back with news, this time in podcast format!

The fine folks at ECI Games have interviewed us for their Indieviews podcast.
If you want to learn some more about The Time I Have Left and its development, you can check it out in Spotify!

And for our Spanish-speaking community, we'll also be showing up live on the 'Game Over' podcast this Saturday 27 at 11:00 (GMT+2). It'll be broadcasted on their YouTube channel, and will stay there even if you can't make it to the live event!

We'll have a lot more news about The Time I Have Left in these coming months. If you want to stay up to date, consider joining our Discord Server!
May 24, 2023
Tower Walker: MMO Grind Simulator - Raptor Claw Games
More free content and improvements to Tower Walker. New skill, updated textures and lore for all races in character creation. Enjoy!



Update Notes

Here are the patch notes (1.0055.437):
NEW CONTENT
  • ADDED NEW SKILL for "Soultaker" ability "Fear"
  • ADDED NEW LORE for all races in character creation
CLASSES
  • Soultaker "FEAR" rank 1 now unlocks at lvl 81 (new)
  • Soultaker "FEAR" rank 2 now unlocks at lvl 95 (new)
  • Soultaker "FEAR" rank 3 now unlocks at lvl 108 (new)
TOWER
  • Tweaks to increase loot chance for all legendary drops
  • Tweaks to decrease kill count for certain quests
  • Updated enemy "Sabertooth" textures
  • Updated enemy "Wild Sabertooth" textures
  • Updated enemy "Stalking Sabertooth" textures
  • Updated boss "Fang" textures
  • Updated boss "Tyrant King Godrin" textures
EQUIPMENT
  • Tweaks to increase armor and resistance to all equipment
MISC
  • ADDED lore for "Human" in character creation UI
  • ADDED lore for "Orc" in character creation UI
  • ADDED lore for "Undead" in character creation UI
  • ADDED lore for "Beastkin" in character creation UI
  • ADDED lore for "Elf" in character creation UI
  • ADDED lore for "Dwarf" in character creation UI
  • ADDED lore for "Goblin" in character creation UI
  • ADDED lore for "Fungi" in character creation UI
  • Improvements to all item systems
  • improvements to inventory and shared stash systems
  • improvements to crafting and equipment systems
  • Savefiles from previous version are compatible
The Last Spell - ZeddOTak
Hello Heroes!



We are extremely happy to announce the launch of the Kickstarter campaign for The Last Spell - The Board Game created by Tabula Games!


The Last Spell - The Board Game is an epic tabletop adaptation. Prepare for an immersive cooperative experience that brings the essence of The Last Spell universe to life like never before.

In this thrilling board game, gather your Heroes and embark on a quest to defend the town against relentless hordes of enemies. With 2 to 4 players, strategize, collaborate, and unleash powerful spells to survive the onslaught.


Join the Kickstarter campaign for exclusive content and incredible rewards! For the first 48 hours, all backers will receive a free 5th Hero miniature, adding a new dimension to your gameplay. Don't miss out on this limited-time opportunity to enhance your collection!


But there's more! Face the "Sinister Shadows", a free add-on available to all backers. This expansion introduces unique monsters with new abilities, expanding the formidable horde of enemies. Prepare for even greater challenges as you delve into the depths of darkness within The Last Spell world.


Embark on this extraordinary board game adventure, deepen your understanding of the rich lore, and refine your strategies. Join us now on our Kickstarter page to secure your place in this gripping journey!

Discover more about The Last Spell - The Board Game, gather your fellow Heroes, and prepare to face the ultimate challenge. The fate of the city rests in your hands!




Join us on Discord, Twitter & Instagram to chat with the team and other players!
Neverwinter Nights: Enhanced Edition - Julius Borisov
Hello adventurers!

Today we’re releasing a new update for Neverwinter Nights: Enhanced Edition. Patch 8193.35 is the result of a year-long love effort by community developers.

Patch Highlights
  • AOE Indicator | Spells and spell-like abilities now display a targeting indicator displaying their range and, if appropriate, their AOE shape and size
  • 8 Multiclasses | Added support for up to 8 multiclasses, configurable per-module
  • Faster Load Times | Improved area load times by up to 100x (!)
  • News Section | Added an in-game News UI that shows upcoming patches and community news
  • Script-created UI Improvements | “NUI” (script-created UI) will no longer break input to the game (WASD, drag & drop)
  • Play NWN as a Cartoon | Added a new "Toon" post-processing shader as a graphical option
  • Goodies for Builders | Hundreds of new functions and goodies for module builders
  • Hundreds of Bugfixes & Optimizations | More bugs squashed
Check out the full patch notes here: https://nwn.beamdog.net/docs/


Join the community and provide feedback directly to development team members on Discord: https://nwn.beamdog.net/discord (Before posting, please take a moment to carefully read the introductory text in #welcome).

If you're currently subscribed to the development patch, you'll continue with the upcoming .36 patch cycle going forward. If you wish to stick to this stable release (.35), select the “default” branch in Steam/GOG Galaxy/BDC.

Thank you for your support!

Credits

This patch was made entirely by community members: Done entirely for personal enjoyment, out of good will, and with copious amounts of adhesive.

Development team:
clippy, Daz, Jasperre, Liareth, niv, Soren, tinygiant, virusman

With explicit thanks to:
The NWNDEV Discord folks. Your testing and support was and is invaluable.
The Neverwinter Vault.
Nereida and Zwerkules.
Everyone in the community!


Bonus Art

As a bonus, here is an updated key art picture for Neverwinter Nights: Hordes of the Underdark by Mike Sass, redrawn with more detail:

Friends vs Friends - Animat3dM3
Howdy, if ya'll wondering what Friends vs Friends is about, we put together a lil video that explains eeeeverything.

Cards. Maps. Characters. The whole shabang. Check it out!



With a ton of upcoming (and much of it FREE) - get on the ground floor when we launch next Tuesday!

Don't forget to throw us a wishlist while you're here - See you on May 30th!

- Brainwash Gang
Learning Factory - ElJorro


Here's anothe Major update, which changes the game quite a bit! As usual, it started with a small idea, but ended up in revision of many crafting recipes, along with adding a couple of new buildings, and updating a bunch of art on the way.

Enjoy it and please share your impressions in the comments and on our official Discord server:

Major v0.21.134 Released


Gameplay
  • New building: a network of Teleports that can take you around the map in mere seconds, but each Teleport occupies 1 unit of your ML Capacity
  • New building: Gummy Press allows you to make Quality (+) Gum and/or High Quality (++) Catnip Algae
  • New(ish) item: Neon Cotton Plant grows Underground; research a Growing Neon Cotton Plant on the Research Tree to unlock a possibility to build Cotton Collectors, Hedges and use Fertilizers Underground
  • New(ish) item: Deep Algae works pretty much the same way, allowing to place Algae Harvesters and Booms Underground, once Growing Deep Algae is researched
  • Dormitory upgrades cost less money but will require certain items: the higher the level - the more complex items will be required
  • Catificial Intelligence Endless Research Project now increases ML Capacity with every level reached
  • Fungi From Pluto Endless Research Project now also provides a chance to automatically fertilized a newly emerged plant
  • Soil auto-crafting limit increased from 300 to 1000 (via Trichouette)
  • Fertilizer auto-crafting limit increased from 100 to 500 units
  • Added another Blueprint suggestion to the Wiki
  • New music

Gameplay Special: Upgrades & Recipes
  • New upgrade: Gummy Press can be upgraded to make High Quality (++) Gum (2 different recipes available)
  • New upgrade for Metal Furnace that increases smelting speed
  • The upgrade for increased production quality of Fish Makers now provides High Quality Fish instead of Quality Fish. The recipe's item requirements & unlock requirements have been altered as well
  • New upgrade: Cat House Maker can be upgraded for increased production speed
  • New recipe: all Underground Drills now include a recipe for crafting twice as fast compared to default recipe
  • New recipe: Metal Furnace now includes 2 alternate recipes that make smelting twice as fast compared to default recipe
  • New recipe: Concrete Mixer now includes a default recipe for producing Quality Concrete twise as fast compared to original recipe
  • New recipe: added an alternative recipe for making Chewing Gum
  • New recipe: Claw Sharpener Maker now includes a default recipe for producing Quality Claw Sharpeners
  • New recipe: Bling Machine now includes 2 alternate recipes for producing Blings and Quality Blings
  • New recipe: Cat House Maker now includes 2 alternate recipes for producing Quality and High Quality Cat Houses (both recipes require Concrete)
  • Default Smoothie recipe no longer requires Apple Boxes
  • Producing Cat Food now requires 2 Fish instead of 1
  • Default Graphic Card recipe now requires 2 Microchips instead of 3
  • Bubble Gum Mixer now produces Gum in batches of 3
  • Time for selected recipes was altered within 1-2 ticks to better balance proportions between interdependent buildings

Engine
  • Upgraded to Unity v2022.2.20f1
Graphics
  • Updated Chewing Gum visuals
  • Updated Jewelry visuals
  • Updated Cloth visuals
QoL & Interface
  • Added an option to toggle cat researcher's skills increase notifications
  • Added an option to clear search results upon interacting with the target object
  • UI/UX fixes
Other
  • Performance optimization
  • Bug fixes

https://store.steampowered.com/app/1150090/Learning_Factory

And don't forget to follow Learning Factory on Steam to get the news about new updates as soon as they're out there


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How to Get More Involved

Going to Early Access is but the first step to glory (and eternal cat happiness). Wanna be part of what happens next? Head to this blog post and learn how to help make the game even more awesome!

Share Your Gameplay and Become Part of KOTOVOD History
Learning Factory needs your help! Record a 10 or more minutes of you playing the game, share a video using any way you see fit, write your name into Learning Factory credits and get a promo cat! Make history here
20 Minutes Till Dawn - flanne
Thanks for patiently waiting for 20 Minutes Till Dawn to be updated! A closed beta test has started for the final patch before 20 Minutes Till Dawn launches out of Early Access. To access the closed beta, join the official 20 Minutes Till Dawn Discord for more information.

Preview of the New Stuff!

Weapon Evolutions



Each weapon in the game has been given a set of unique evolutions that powers them up and change how they play! You can choose one of them once you reach level 20 in a run.

New Weapons

The new Cyclone Sword does a powerful spin-to-win attack during its "reload".



There's More to Come!

The final patch isn't done yet, and more stuff will be added to the closed beta in the coming weeks!
Here's some more stuff that's still being worked on:

  • 2 more new weapons coming soon!
  • Tomes that drops from bosses are going to be completely reworked for more variety
  • SECRET BOSS
  • A lot of the runes will be reworked
  • New achievements
  • UI improvements

Thanks again! I hope you guys can enjoy 20 Minutes Till Dawn Closed Beta and looking forward to hearing your feedback on 20 Minutes Till Dawn Discord!


By the way, we're bundling with an awesome new action roguelike, Halls of Torment, so please check it out if your interested! https://store.steampowered.com/bundle/32688/Nightmare_Survival/
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