Happy Steam Next Fest everyone! The demo is up! Thank you to everyone who stumbles upon this little game and tries it out, I hope you have fun!
To those who played the alpha playtest in 2022, here's a list of some things that have changed since then:
The dungeon is now roguelite in nature and is made of a chain of single rooms. Progress is lost when you leave.
No more leveling up; Stats are gained by cooking food with ingredients that can be found or purchased.
The card upgrade system has been significantly revamped and cards are now more customizable.
New cards and items!
If you want to leave feedback for the demo, please feel free to do so in the Next Fest forum in Aria's community hub. All feedback helps me to improve the game, so it's greatly appreciated!
The demo will be up until Monday, July 3rd (1 week after the fest ends) to give people time to enjoy it.
It's time to tip the scales in our favor! This is the end of Magic Mushrooms' dominance in the Milky Way Galaxy! From now on, no planet will turn into a puffball! How do I know that? Because I know your stubbornness, strength and abilities! Our friend Kipzek will present his gameplay today - take it as a war briefing and download the demo to test yourself on the mushroom war front!
Time to shoot - off some hats, guys! Red Limb Studio
Hi everyone! Welcome to the exciting world of Cities: Skylines II development diaries! Over the next few months, we will take you through everything the game has to offer, ranging from familiar features which have been expanded, to elements brand new to the franchise. Let’s take a look at the development of the game, its improvements compared to Cities: Skylines, and the new and exciting features added to make building your dream city better than ever! Below you will find the Feature Highlight video with a quick overview of the different road tools, check it out to see them in action before diving into the details of the Road Tools.
Roads are the backbone of a city, so naturally, we start the development diaries by looking at how the road tools have been expanded for Cities: Skylines II. Our goal was to keep the experience familiar for returning players, ensure the tools are easy to learn for new players and expand the options with wished-for features like roundabouts, cut-and-fill roads, and parking lots.
How many new features can you spot?
ROAD TOOLS - OVERVIEW
Building roads in Cities: Skylines II is more flexible than its predecessor, and allows for more creative use of the tools to help you realize your vision for the perfect road layout. You will find a variety of both new and returning options with road angles and enhanced curve tools to help you to create the road network of your dreams.
As a new feature, the Grid mode allows you to create seamless city blocks with just three clicks! First, you place the starting corner of the road grid. Then, moving the mouse and clicking for the second time, you define its width and, finally, the third click sets the road grid’s length. The grid layout becomes visible when adjusting the length of the grid in the final stage.
Creating grids is both easy and fast
The new Replace tool is similar to the old Upgrade tool but allows you to change existing roads more freely, and fine-tune the road network by adding grass, trees, wider sidewalks, or sound barriers!
Parallel mode makes it possible to automatically build two roads, such as highways, in parallel, at a fixed and customizable distance. With Parallel mode, all other road tool modes are still usable so creating beautiful, smooth highway curves is not only possible but easy.
Drawing parallel roads is as easy as drawing a single road
Road tools include multiple different snapping options and a comprehensive road guide system to make it easier to build the desired road layout, even in challenging terrain. The road guides include information about elevation angle, displaying a numerical value of the slope steepness from the starting point of the road segment to the desired endpoint.
New snapping options make roadbuilding easier than ever
Each step of road-building can be easily canceled by pressing the right mouse button, while already-built roads can be removed by using the Bulldoze tool.
ROAD BUILDING OPTIONS
Road building has been designed to be faster and more flexible by allowing you to build roads across existing roads, creating intersections in places where the roads cross each other. This also makes it possible to place large intersections on existing road layouts easier and faster. More on them later!
Intersections are automatically created where roads intersect
Road placement options have been expanded to include cut-and-fill construction for roads digging through the terrain and elevated roads running on top of other roads. Cut roads are built using the road elevation options where the first negative values create cut roads before the road turns into a tunnel. Elevated roads on the other hand require sufficient clearance below them; using the road elevation to raise them up allows building them across roads that run parallel to them. Building elevated roads is as easy as building a bridge or an overpass.
Stack roads to save space or when adding a highway to an existing part of the city, and cut through the terrain with the cut-and-fill roads
The roads are also more flexible to build in Cities: Skylines II. Connecting different sizes of roads together can create interesting intersection options, for example splitting a small two-way road into entering and exiting highway ramps is now fast and easy. However, one of the most exciting new features in the road system is the ability to create entry and exit ramps for highways with proper acceleration and deceleration lanes that merge with the highway itself. This is achieved by first building a portion of the highway with a highway type that has one additional lane and then connecting that additional lane with a single-lane highway, forming a ramp.
Split roads and merge lanes easily to create realistic-looking highway roads
ROADS & INTERSECTIONS
Roads are organized into familiar categories: small roads, medium roads, large roads, and, of course, highways. Each category features multiple different options from two-way roads to one-way roads and asymmetric variations. In addition to the elevated versions of each road, there are various bridges in different styles. There are no grass or tree-lined versions of the roads as these, among others, are added using the Replace tool.
Build your city using the different road options and customizations
Roads can be customized by adding bus lanes and tram tracks to them using the additional network building tools. You can also create dedicated roads that only allow buses and service vehicles to operate on them, and tram tracks can be built separately bypassing road traffic altogether.
Upgrade your existing roads with bus lanes or tram tracks to provide public transport for your citizens
Walkable areas in the city can be created using the pedestrian street along with the pedestrian path and bridges. The pedestrian street prohibits all other vehicular traffic except for service vehicles and delivery trucks bringing resources to local businesses.
Put pedestrians in focus with pedestrian roads or paths with multiple pedestrian bridge options
In Cities: Skylines II the intersection system has been overhauled to use easier placement rules. The game features a collection of premade intersections, which can be placed in empty areas or over existing roads, connecting the intersection to the existing road network automatically. The premade intersections include complex highway intersections as well as premade transition pieces that can be placed between highways and regular roads.
Place a premade intersection or build your own
A brand new feature in road building is roundabouts, which are built on existing intersections simply by selecting the preferred size and placing it on the intersection. There are multiple different size options from small suburban roundabouts to large roundabouts fitting multiple lanes. The placed roundabout adopts the lane configuration of the connecting roads, adjusting the lanes to suit all exits. The vehicles follow roundabout traffic rules when entering and exiting the intersection.
Roundabouts come in 4 different sizes
PARKING LOTS
Vehicles have to park somewhere when citizens aren’t driving them, and in Cities: Skylines II this is handled through designated parking lots and parking structures. In addition to traditional roadside parking, you are able to provide the citizens with parking lots and parking facilities. When citizens plan their way around the city, their decision-making is affected by the availability of parking in a manner similar to public transport options.
Citizens have different preferences regarding time management, comfort levels, and usage of money; some want to find a parking spot as close as possible regardless of the cost, while others are willing to spend more time walking from a faraway but affordable parking spot or public transport stop. The Roads Infoview shows the availability of parking in the city as well as its usage level, allowing you to make decisions based on the information. Maybe your city needs more parking lots, or perhaps additional public transport options are in order.
Parking lots and parking garages provide your citizens with places to park
ROAD MAINTENANCE
Other expanded road-building options include the Road Maintenance Depot, which sends out vehicles to keep roads in good condition, fighting wear and tear and decreasing the chances of traffic accidents. During winter, snowplows are deployed to keep the roads clear of snow.
The Roads infoview shows data about the condition of the roads, coloring them from green (good condition) to red (poor condition). Poor road quality or excess snow can slow down traffic and cause traffic jams. Road conditions also affect the chance of traffic accidents occurring, which halt traffic and cause gridlocks until they are secured and cleared. Road Maintenance takes care of these traffic accident aftermaths, clearing out the debris and allowing traffic to continue safely after the police have secured the site of the accident.
Road Maintenance Vehicles and Snowplows keep your roads in pristine condition
ADDITIONAL ROAD OPTIONS
You can also place and remove traffic lights, crosswalks, add stop signs, and control turn lanes directing the flow of traffic. Too many pedestrians cross a busy intersection? Remove crosswalks and build a pedestrian overpass circumventing the vehicle traffic!
Roadside decorations are no longer separate road types but tools that add or remove the decoration features from the roads, which have both a visual and a mechanical effect. Sound barriers can be added to highways to decrease the noise from high-speed traffic. Wide sidewalks create more space for pedestrians but remove roadside parking. And Trees can be added to the sidewalks to control the noise pollution in residential areas - or just beautify the roadsides! Road features can be easily removed by clicking the right mouse button when hovering over the additional road feature.
Control which options your roads should have
That concludes this first development diary focused on the new and improved road tools. We’re excited to hear your impressions and see the city layouts and intersections you build with the new tools! Which road features are you looking forward to? Let us know below. And don’t forget to check back next week where we discuss how citizens and vehicles make their way through your city.
Today, we are happy to announce we are teaming up with indie game publisher Leoful to bring old-school open-galaxy space simulation, Stellar Wanderer DX, to PC, Nintendo Switch™, PlayStation®5, Xbox Series X|S, and Xbox One in 2024!
To celebrate this announcement, we have published a new announcement trailer showing you various beautiful locations, activities, and intense combat:
As you may have noticed, the title for the PC version of the game has been rebranded to Stellar Wanderer DX. This is because we have been working hard to provide you a full deluxe experience on PC and consoles - expanded space systems to explore, highly detailed ships and environments, gameplay balances, support for Japanese and Chinese, and much more.
In addition, you can now try out the Stellar Wanderer DX demo* on Steam during Steam Next Fest: June 2023 from June 19 to June 26, 2023. While the demo provides you a small slice of the full game, we are looking forward to hearing your thoughts and comments!
Dream Builder Studios and Leoful
* Please note that the demo that will be available in June 2023 does not support Japanese, Simplified Chinese, and Traditional Chinese. A demo with support for these languages will be released in the future.
Symbiotes are our first supported way of modding, allowing you, the community, to make character sheets, fancy dice rollers, hand-out notes, and so much more!
Thanks to our new API, these Symbiotes can load data directly from the game enabling tight integrations. Additionally, you can load regular websites if you prefer, just using your favorite online resource without having to Alt+Tab out all the time.
Be sure to read the `Critical Warnings` section before joining the Beta.
Symbiotes for players
How to install Symbiotes is documented here, but we also plan to create an in-game downloader from mod.io. Of course, modders will need some time after this release before the first Symbiotes will come out. However, before long, there's sure to be plenty of them available online - until then, we created examples to show off some of the capabilities you can play around with.
As a player, this is pretty much all you need to know for now (don't forget to check out the demo gifs further down though!), but if you're a developer or interested in becoming one, read on.
Symbiotes for modders
Right now, we support web-view Symbiotes with an embedded Chromium-based browser, with which you can load both local HTML files and URLs pointing to websites online. The full documentation is available either as a website or to download as a Symbiote itself. Also, do take a look at the examples we linked previously, as those should cover many of the most common API calls for Symbiotes in actual real-world use cases. Feel free to copy and adapt them as you see fit! Your feedback about the developer experience, both about the API itself and the documentation, is really important to us, be sure to let us know what you think over at our feedback portal.
Show-reel
With that out of the way, here are a few little clips of Symbiotes in action to give you a taste of what's to come:
Tight integrations between websites and TaleSpire using the API. Here we show how the creators of dddice.com bring roll results into TaleSpire's history.
An API you can leverage to make character sheets for your favorite rule system
Using a Symbiote to add support for advantage and disadvantage rolls We include a dice-finder that can be added with a single line and works with a variety of sites out of the box
Sending notes to players
Getting the current creature selection
Subscribing to slab copy events
This is just the beginning
This first version of the API is just us dipping our toes in the water. We are set up and ready to enhance and expand the API for years to come, and we have many plans for where to take this next.
Modding is our big focus for this year, and we believe what is coming will start a whole new chapter for TaleSpire.
Thank you for coming on this ride with us. We simply can't wait to see what you build next!
- New hints and enemy types in the first areas. - New mechanic explanations and button color hints - Level Up stat weapon category hints added - Fixed bug where stored items have been doublicated - Fixed bug to access secret area in "Sky Plateau" stage - Different optimizations
Penny Larceny: Gig Economy Supervillain - Fiction Factory Games
It's time! Load your grappling gun and give your hacker cat some treats, because we're stealing a national monument!
Play the one-caper demo of Penny Larceny today -- and don't forget to wishlist the game, to help us fight THE ALGORITHM(tm)! Our visibly during Next Fest can be improved by you clicking one little button!
(Also technically the event officially starts in a few hours, but we wanted to get the demo up early to make sure everything was A-OK and nothing was on fire.)
And throughout Next Fest, we'll have a looping video playing through the demo with the lead developer and content creator JellyCrowned! You could just watch that instead of playing yourself, but maybe do both? I mean, it's just a suggestion. Whatever, I'm not your dad.
Hi everyone! We just launched Synth Beasts' free demo and are running this livestream to coincide with the release and Steam's Next Fest! Make sure to give it a try and wishlist the game!
The wait is over and the Steam Next Fest is finally here! Starting at 10 AM PST / 7 PM CEST, it's time for you to join us in exploring the colorful cosmos of "My Little Universe".
Remember, every single star in our universe counts, so don't forget to wishlist us!