Hi everyone, I recently had a chat with a friend about the "Indie Game Art Week" event hosted by GWB.
I'm very happy to have "The Mouse Man" participate in the "Indie Game Art Week" hosted by GWB.
I don't like to make games with mature gameplay, I prefer to continue to explore my unknown gameplay, sometimes I get something unstable and a bit weird, so please advise me. Bubble People and Mouse People are both riddler mini-games with a core gameplay, one is "long click" and the other is "press and release".
The Mouse Man was inspired by another item on my own development wish list, Mouse People, with the note "(0/1) Too much going on, people need a break." The original name of the game's project was "AFM01", or Away From the Mouse 0/1. The game involves forcing people to do something with the mouse and then abandoning something at the end. Doing so, it will become what we see.
We are thrilled to announce that "The Baby in Yellow" is now available on Steam Early Access!
But that's not all. Alongside our Steam launch, we're unveiling the largest and most exciting update yet — The Black Cat! This fresh chapter in the ongoing story of The Baby in Yellow promises to be even more exciting than anything you've experienced so far.
We've introduced new characters, puzzles and levels. Follow the Black Cat, discover more about the story of The Baby and play around with some alchemy!
Don't keep the baby (or the cat) waiting. Your next babysitting shift starts now!
Thank you for your continued support and love for The Baby in Yellow. Your excitement and feedback drive us to make our game better and spookier with each update.
Please send a crash report with specifics if a crash occurs. If you have any problems, please send an email with the form below. [Game Version] [Bug] [How to Replicate] [Single/Multi?] [Host/Guest?] [Screenshot/Video if possible]
If you send the save file too, it will be very helpful for verification. The save files are in “%LocalAppData%\LF\Saved\SaveGames”.
[Game Systems]
Vehicle - The collision detection of buildings built on top of vehicles has been removed. - The collision detection for bikes has been changed. - The handling of the Cruiser Bike has been improved. - The issue that AI wouldn't chase the character after getting off from a vehicle has been fixed. - Changes have been made to prevent upgrades while the vehicle is moving. - The issue of characters falling beneath the ground after getting off a vehicle has been alleviated. - The issue of Wind Generators built on top of vehicles interfering with each other has been fixed. - The issue of AI not being able to climb buildings built on top of vehicles has been fixed. - The issue of vehicles shaking each time a building was constructed on top of them has been fixed. - The issue of vehicles flying off when another vehicle was placed on top of them has been fixed. - The issue where the bite animation from zombies did not play while driving a vehicle has been fixed. - The issue of vehicles sinking into the ground has been fixed. - The issue of vehicle speed being incorrectly displayed in the build menu has been fixed. - The issue where changing the shortcut for the handbrake did not apply has been fixed. - A cooldown has been added to the lift interaction (5 seconds). - Buildings built on top of vehicles have been optimized. - Lift interaction will now be displayed if the glove boat cannot move due to touching the ground. - The issue where the client player could not properly follow the vehicle when standing on it has been fixed. - The issue of flying away when the client player had a lift interaction while standing on top of the vehicle has been fixed. - The issue that the vehicle boarding position was not displayed in certain situations has been fixed. - The issue that the player entered a walking state when the ground vehicle exploded underwater has been fixed.
Building - A Crusher has been added. - The Crusher can be constructed from the workbench build menu. - The Crusher is used to remove items from the game. - A Punch Machine has been added. - The Punch Machine can be built from the electrical build menu. - The Punch Machine is used to measure damage. - A Drone Station has been added. - The Drone Station can be built from the electrical build menu. - The Drone Station performs various interactions such as Repair or Take. - A new tab has been added to the build category. (Electricity - Utility) - The build detection for Protective Wall has been changed. - The Pendulum's angle of swing has been changed.
Item - Descriptions for some items have been added. - The names of items have been changed. Lightsaber -> Plasma Sword Two-Handed Lightsaber -> Plasma Longsword LightShield -> Plasma Shield - The Plasma Sword and Plasma Two-handed Sword have been changed to a lightning element. - The firing rate of the Bow has been decreased. - A new recipe has been added for crafting Stone and Iron ore. (Material Crafting Bench) - Disassembly for some items has been added. (Equipment Repair Kit, Stone, Iron Ore)
Skill - The Penetration skill in Coil skills has been changed to Headshot.
Building Forbidden Area - The building forbidden area has been adjusted to have a larger range.
Graphic - The lighting of the game has been improved. - The texture representation of the environment has been improved. - The region debuff effects have been improved. - The animation for the bow attack has been modified. - Zombies have been changed to be affected by physics upon death.
UI - The shortcut for cancel in the character UI has been changed. (F -> R) - A shortcut has been added to the suicide UI. (Suicide : T, Close : R) - A shortcut has been added to the close button in the research UI. (R) - Shortcuts have been added to the Trap Controller UI. (Switch: T, Close: R) - Some icons in the build category have been changed. - The category of the Sleeping Bag in the build menu has been changed. - The naming of the interactions in the machine production building has been changed. (Get -> Harvest) - A notification will be displayed if materials are insufficient during farm reloading (sowing seeds). - A notification will be displayed if the weight of the vehicle exceeds the limit. - A notification will be displayed if fishing attempts fail in shallow water. - The free reloading in Sandbox mode has been removed.
[Game Balancing]
Item Balancing - Among the additional equipment options, the value of element reinforcement has been decreased. (75% -> 50% , 40% -> 30%) - The option for the iron ring has been changed. (Attack power 1 -> 10) - The required materials for equipment reforge have been changed. - The difficulty has been lowered for enhancements below level 4. - The crafting materials for the machinery equipment repair kit have been changed. (Copper Ingot -> Charcoal) - The durability of all equipment has been increased overall.
Building Balancing - The slots in the storage box have been increased. (This does not apply to already built storage boxes.) - The build materials for some buildings have been changed. - The materials required for repairing some buildings have been changed.
Loot Balancing - The overall quantity of items that can be obtained from loot has decreased. - The probability of obtaining rare-grade items from equipment reward boxes has decreased. - When crafting equipment, the probability of obtaining rare-grade items has increased. - The increase in resource production from production facilities, dependent on the region, has decreased.
Zombie Balancing - The overall attack power of zombies has decreased. - The increase in the health of wave zombies, dependent on the date, has decreased. - The spawn rate of academic zombies has decreased. - The number of research materials that can be obtained from zombie loot has changed. (Field heavy/giant zombie 100% increase, wave heavy/giant zombie 50% decrease) - Zombies have been changed so that they are not immune to their own elements. (100% -> 75%) - The walking speed of zombies has increased. - The distance at which zombies inside buildings can hear noises has been decreased. - The number of light zombies placed in the world has been decreased. - Light Zombie's HP has been increased.
[Bug Fixed]
- The issue of not displaying a warning for some special characters that were omitted during game saving has been fixed. (@, $) - The issue that physics did not work for client players has been fixed. - The issue that the corpse bag fell under the bed when the player died on the bed has been fixed. - The issue that UI shortcut keys did not change for the changed shortcuts has been fixed. - The issue that element reinforcement options did not apply to the player's attacks has been fixed. - The issue that items were duplicated in some situations has been fixed. - The issue that an item was deleted when it was removed from the equipment attachment tab without space in the inventory has been fixed. - The issue that items could not be moved from the body bag by drag and drop has been fixed. - The issue that items were not properly updated when multiple players opened the same storage box and changed items has been fixed. - The issue that the damage of the drum barrel built by the player was not appropriately applied has been fixed. - The issue that material items were dropped when the drum barrel built by the player exploded has been fixed. - The issue that additional interaction was possible with looted items (refrigerator, vehicle, etc.) after completing the looting has been fixed. - The issue that the bleeding debuff was applied to the building has been fixed. - The issue that zombies intermittently did not move when first encountered has been fixed. - The issue that zombies froze without showing a hit reaction when threatened has been fixed. - The issue that the screamer zombie screamed from a distance when first encountered has been fixed. - The issue that sound did not play when destroying some vehicles has been fixed. - The issue that lines were drawn on the map has been fixed. - Zombies have been changed to better reach the player's location instead of wandering when they can't reach the player.
Hello everyone! We’re doing an early post-launch gameplay patch to address some concerns we have about the new player experience. For the most part, we’ve been extremely pleased with the positive response from the community and players after the game’s launch. However, we noticed that new players are depleting their hand of cards more quickly than we’d like during gameplay, and upon investigation we realized we had made a critical error; the core set of cards does not have nearly as much hand replenishment, via card draw and added cards, as we had intended. We feel this mistake has a subtle but important negative effect on the play experience, and we wanted to address it as quickly as possible. Experienced playtesters are good about building the right amount of draw into their decks, but many other players are not and we want to make this easier. The majority of this patch is focused on tweaking many existing core set cards to replenish your hand.
Since we are already having to do a patch to address this, we wanted to additionally tackle some issues that have been on our radar at the same time. Most critically, we feel that Crusaders have a little too much in the way of control cards that delete or invalidate the other player’s game plan. We are pulling back on this slightly, attempting to achieve a delicate balance between good answers and counterplay, and the ability for players to successfully set up and execute powerful effects and combos.
PATCH NOTES Daily quests that require the player to win a match have had their requirement dramatically reduced. Second player can now mulligan an additional card. Our stats show a win preference for the first player right now, and we want to make second player’s position more powerful. Attacking buildings now have the SNIPER keyword, for clarity and consistency.
Manticore: Now has Last Will: Draw a card. Stats changed to 3/4. No longer a Beast. Trap Door Ninja: Trap drawn no longer has its cost reduced. Stats changed to 2/4. Snowy Owl: Now draws a card if there is a unit costing 1 or less on the battlefield. Is now a Beast. Triceratops: Now allows you to add 1 of 3 dwarves to your hand. Stats changed to 2/6. Frost Blast: Now draws a card. Cost increased to 3. Harpy: Now draws a unit, but gives it -1/-1. Stats changed to 2/2. Wraiths: Now draws a card. Cost increased to 3. Fist of the Five Gods: Now costs 1, gives 1 unit Chain Lightning, depletes its actions, and draws a card. Gorilla Fighter: Now draws the unit instead of summoning it. Stats changed to 3/3. Mugging: Now adds Contraband of any cost. Dwarven Mithril: Cost reduced to 2. Frost Lich: Now has Last Will: Add a Frost spell to your hand. Stats changed to 4/2. Wolf: Changed to Warcry: Draw a Beast. Stats changed to 1/4. Dwarf Paladin: Now draws a Knight instead of giving +1 armor. Stats changed to 2/4. Flame Prince: New design. Warcry: If you are holding a Fire spell, add a random Fire spell to your hand. Stats changed to 5/4. Minotaur: New design. Draw a card when this slays an enemy. Stats changed to 8/7. School of Magic: Now has Warcry: Add a random spell to your hand. Cost increased to 3. Halls of Frost: Now has Warcry: Add a random Frost spell to your hand. Cost increased to 2. Cryonic: Now costs 2 and draws a card, but stats reduced to 2/2. Imp: Now allows you to pick from two 2-cost spells. Draconic Temple: Now has Warcry: Add a random Drake to your hand. Cost increased to 2.
Battle Cry: Cost reduced to 2. End of Days is no longer a Fire spell. Frog Prince: HP reduced to 4. Forest Revolt: Treants now also have EVADE. Lucien: Dispel is now a LAST WILL effect. Righteous Paladin: Stats changed to 2/5. The Verdict: Cost increased to 2. Sea Witch: Cost increased to 3. Stats changed to 2/3. Centaur: Stats changed to 2/5. Ragnar: Cost increased to 8, stats increased to 5/9. Yaarhym Lightning: Cost reduced to 3, damage reduced to 2.
Blood of Steel will undergo instantaneous maintenance at 16:20(UTC+8) on May 26. The maintenance time is estimated to be 3minutes. After the maintenance, please log in to the game again and it will return to normal. Please arrange the game time reasonably!
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