Jun 10, 2023
Stranded Nightmare - Mr.Mike
Finally! The Steam Page for my new Game "Huntsville" is online. Eventhough the release will be in 2024 you can already take a look and get a feeling of what this game is about. If it looks appealing to you and you want to support this project I invite you to add it to your Wishlist and follow for news!

In contrast to Stranded Nightmare which was my very first game, Huntsville is being developed with a different level of understanding and skill. It is a Western Survival Horror Shooter with base building and crafting. We have different enemies like Demons, Ghosts and even Aliens.

I appreciate everyome that follows my Game Dev Journey!

Take a look at Huntsville!
Huntsville
Craftomation 101: Programming & Craft - ElJorro


Hey mates!

We know that we promised that this edition of Dev Diaries will be about organic stuff too, but one thing led to another, so… we all like robots, don't we? This piece will be all about our metal friends and how to make them better and happier workers!

We also promised more screenshots, but that was not completely the truth either. We will post more videos instead!

https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/

The Brewery we talked about so much is finally in the game, hissing with clouds of steam as it is producing all-natural brews for Craftomates! Ok, it's not hissing yet, sound effects are to be added, but there's steam alright:



There are 2 kinds of beverages at the moment: one speeds a Craftomate up, the other increases their battery capacity.



The effects of Buffs are adding up (whether this stays or not is still TBD), so if you're resourceful enough, you can have turbo beasts like the one below, doing your bidding:



Speaking of beasts, do you remember Cargomates? Those weight-lifting fellas we've talked about so much since last year? Here's a reminder from one year ago:



And here's him now:





We're still figuring out the looks and the exact mechanics for this adorable big fella, but his principal function is defined in its name: there will be a lot of moving heavy stuff around!

Another thing to gaze upon is a bunch of new visual effects we're introducing to the game now: check out new fires, new sparks, and some more Brewery steam (because why not):



New frozen art for Brewery and Sulfur Source is also now in the game, in its full icy glory:



We're also redoing cursors in the game, and adding some clickety clicking animations.

Another great news for true programmers: Alt + F4 is now supported in the game. You're welcome!

What's Next?
We're continuing to check the boxes in our ‘To Do for Early Access’ list. The next month is promising to be quite productive, too!

First, we will add another resource - Copper - which will call for a reworking of crafting.

Bonfire mechanics is also going to be changed, so the Bonfires could burn different kinds of fuel.

Some new features for Craftomates interacting mechanics are also in the works. We're working on a new Command that will allow a robot to check the current state of a growing piece of organics. A Craftomate will thus be able to detect whether a plant needs water.

A modified version of Find Command will allow you to instruct Craftomates on where to take resources from a source, a Storage box, or pretty much anywhere in the field.

We're very excited to see how all those features will play out! We're even more excited to know what you think of them! Join our Discord to chat with us follow the latest updates on the dev progress.

Here's a another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:

  • Add the game to your wishlist on Steam
  • Let us know about your favorite influencers on YouTube/Twitch/Other who are playing games like Craftomation 101
  • If you feel like it - maybe even write a comment to one of the aforementioned influencers to let them know Craftomation 101 is worth checking out
  • You can even scribe yourself into the game's credits: most of our games’ localizations are community-made, and we now have a spreadsheet for those who are willing to help us translate the game into their native language
  • Buy the supporter pack to gain access to exclusive WIP stuff and full-time access to the devs’ ears and minds
  • And of course, play the free demo on https://ludenio.itch.io/craftomation101 or Steam, leave us a comment, or come to Discord and discuss your experience with us

We'll be back next month with even more awesome news and details!

Jun 10, 2023
Idle Taoist Mage Warrior - 迟到摄影师
Add 9 sets of female fashion
THE SEGMENT TWINS - 흥흥코풀자
Hi!
I'm THE SEGMENT TWINS Developer.

And THE SEGMENT TWINS is more or less done!
In the meantime, I have been listening to feedback from the community, YouTube, Twitter, Expo ... etc.
And I will share a little bit about how I took the feedback!


UI Control
Fixed to allow pressing other buttons to start the game on the title screen.

Added WASD (Xbox cross keys) UI controlling.


Game Control

Added two other controls!

Button Type: Use skills without using arrow keys (a stick).
If controlling with Xbox gamepad, use the A, B, X, Y, X+A, and Y+B buttons.

Shooter Type: Control this game by using a mouse, WASD, shift, ctrl, and R keys like in the FPS game.
If controlling with Xbox gamepad, use the A, B, X, Y, LB, and RB buttons.


In-Game UI

Changed the word 'Money' to 'Ruppe'.

Rearraied the score and rupee UI to make it easier to judge.

Adjusted the cooldown time skill icons' coloring.

Added colors and icons to the twins' HP and Shield bar.

Fixed the keyboard and gamepad UI icons.


Game Contents

Yes, the hedgehog inspired me.
This game consisted solely of combat, but some people found it monotonous or too busy of hands, so I added minigames.

And added a few stage gimmicks too.


Game Visual

Added outlines of characters or game objects.
You can turn it on or off from the game option.


Added graphic option.
You can adjust the quality of shadow.


Added camera mode.
You can adjust the angle of the camera.
For example, the Combat mode is allowing to set the angle to be closer to a top view.
So It makes enemy (mush) attacks and segment judgment a little easier to understand.


Added background option.
You can turn it on or off from the game option.

Exceed (Heat) System
Modified the mechanism of Exceed system.
For example, attacking fills up exceed gage faster, which encourages aggressive play.


Other things, balancing, adding features to help with gameplay and more!


I tried to make a game that is fast, unique, and fun to play.
If there are no problems, this game will be released next Wednesday. (PDT)

Thank you for your interest in THE SEGMENT TWINS!

Highland Panic Playtest - Midnite Oil Software L.L.C.
Reduced the volume of the chime sound when playing to the clan piles (gets annoying after a while).
Added click sounds when adjusting the bot skill levels.
Vault of the Void - Josh Bruce
Hey folks! Time for another update on how things are going on the re-code. Hopefully this sheds some light on where things are at, and how things are going. It hurts to let Vault go so long without any content updates, but both Shu and I are working around the clock here to get things going as quickly as possible!

It's been good progress the last 2 weeks. Shu is offically onboard now as a fulltime developer, and we've been working well together! There has been a lot of time spent with data migration scripts which... aren’t the funnest. Thankfully Shu is a data wizard and now we have most of that all locked down, so it will be more front end progress from here on out!

Let's show some previews!

Run History
Shu has been hard at work getting the Run History and Statistics side of things all sorted. Not only did this include the visual side of things, but also included getting all the old data formats converted to the new JSON. This is now all 100% setup and working, and even all the old stats have been migrated over and displayed correctly.

All Run History results will be merged over from the old version seamlessly, so you’ll be able to continue tracking your past victories without issue!



The Run Result screen has been rebuilt and now allows for scrolling on Mobile and smaller screen, however we’ve done what we can to ensure that on default PC screens (1920x1080) and higher, this Run Result screen won’t scroll, so will fit perfectly into the single page screenshots we love to see!



Pre Fight Screen
Next up on the list was the Pre Fight Screen -- I had to spend a bit of time on this to get it right. One of the main things I needed to ensure was that on smaller screens (Mobile, small PC and Switch etc), the screen would condense the information in a few ways. Firstly, it won’t show the card reward by default, to save space to show the enemies. It will also use the new “Condensed Card Frames”, which Sanjeev is blazing through now!





I know some of you may prefer the condensed version, even when not on mobile. So there is now also an option to enable these by default! Also, these new frames may be used on one of the new Classes, as they need a bit more .... space, for extra things :)

Map Screen
This was by far the most complex thing I’ve needed to work on so far, and there were many interwoven bits and pieces that had to be moved over. Performance wise, this screen's optimization is so much better, and seems to run really smooth on even the low end test phones here!

Next on the list was the player data bar (the bar that runs along the top of the screen). This was the bane of my existence in the original project, just due to the dynamic length and segment size, and limitations with the tools at the time. However now, I’ve managed to get this to be fully flexible and scalable, at all resolutions and locales! The Void Stone bar track also changes size if you’re on a smaller screen.

I’ve also redone the Tooltip system to be super flexible, mapping the screen at the time and checking where is the best place to display the tooltips (cause yeah, Vault kinda has a lot of those...).

Controller Support
I’ve spent some time going back over screens already done and implementing the new Controller support as well. I gave this code a refresh, and it seems to be working much better now as well. This will be something that continues throughout the rework, but it will definitely be done and included when it goes live.

In Closing
Progress Has started today with Shu moving on to the Instability Screen, whilst I now wrap up the Post Fight rewards. After that, we’ll start moving onto events and I’ll finally tackle the big beast, the Battle Screen!



Thank you so much for everyone's patience and support. We’ve still got a bit to go here, but we’re working as hard as we can! I’ve settled back into the 4am wake up schedule to get as much done everyday. I’ll continue to keep these Dev Diarys going every 2 weeks so you’re all well aware of where we’re at.

Until next time, thanks for all those lovely comments, and the reviews as well! Its so nice to have a supportive community like Vault does, and they’re lovely to read at the end of a long (and tiring) day!

All for now,
- Josh



CUBERUN - Chelutu
This is the first update of the game! This update is called Sound Update.
Added:
-Volume Slider, now you can edit the sound volume
-Main menu music
-Different music in levels (different from the main menu music)

I know this is a small update for begging, but we will add more levels and achievements in the future. If you have some ideas or bugs to report just report them.
Five Nations - kovmat86
New features
- Hero icons displayed permanently to show their Hull and Shield and to easily select them on the map
- AI players rebuild the units assigned to defend their base
- Melee units (like Zhogarn Ruptor) attack their nearest target (instead of choosing the one with highest target score)

Bug fixes
- Fix multiple soundtracks played at the same time
- Fix advisors or unit quotes playback stuck
- Sending units into unreachable area does not freeze pathfinding
- Units hit by splash attack are not becoming invincible (HP shown as NaN)
- Kutuzov deployment sound fixed
- Frozen entities remain frozen after load game
- Advisor volume is decreased during dialogs

Balancing
- Federation Orca cooldown decreased from 144 to 130
- Warp surge speed uprade for Athrael Warpgliders decreased from 50% to 33%

Under the hood
- DLC handling logic which opens Closed beta testing for Renegades (coming soon)
Evil Nun: The Broken Mask - Keplerians
We have finally gathered the last mask piece in Evil Nun: The Broken Mask 🎭 And this means there's something coming... What is it? 👁 Check out the Full #Gameplay of the last chapter 'Thieving Rat' 🐀

Jun 10, 2023
Planeta 55 - Mr. Timore - Vidas
Planeta 55 is finally out!

Surrealism, horror, action, sci-fi, guns, blood, bosses, a Space Pug, it's all available now!

Play the new Planeta 55

https://store.steampowered.com/app/2324750/Planeta_55/

Thank you for your support and please enjoy!




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