Knock on the Coffin Lid - TroublesomeFurious
Knock-knock, adventurers!

Another week of development behind us and it’s time to see what we’ve been working on during this time? Let's go through the list together. Rise out of your coffins – and off we go!

Dungeon maps

Our artists continue working on mapping the local world, and this time their magical hands made the dungeons grow and bloom. It's hard not to get lost in them, but we'll do our best to ensure that you don't lose sight of light at the end of all those tangled tunnels.



Lost ones

It seems we've made so many cards that we've lost track of whether all of them have their own artwork or not. So when yet another card labeled "in progress” appeared out of nowhere, we quickly (with the help of our artists, of course) created this artwork for it.



Effects

"There can never be too much ice!" – we thought. So we increased the size of the iceberg that appears during freezing to make it more accommodating for multiple enemies. However, it grew too much in the process, and we had to chop it down with ice axes. The things we do for our heroes!





Luckily, our animators found us some fire in the effects library, so we didn't freeze while hacking away at the ice. But this guy was less fortunate – he ended up with lethal burns, even though he's a demon.



The update road

And, of course, we're preparing for the next update – we’ve already assembled a new version and are testing it rigorously to avoid a large number of bugs and ensure that everything we've added works correctly. This will be one of the final updates before the release version, so we want everything to be in its place.

Also, new animated cut scenes have been sent for voiceover and the Tarot mode is being expanded, along with a UI being finalized for it. Unfortunately, we can't take a peek at the work just yet – Mortis is closely watching us after the last time, if you know what we mean...

That's it for today! Don't forget to visit us on our social media and send greetings to our team – we always love seeing your comments and suggestions.

See you in the next diary!

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Jun 23, 2023
Forgotten Journey Playtest - Gradient Games
• New quest system!
• New quest & minigame
• Camera shows more info
• Added spacesuit screen material
• Fixed walking diagonally bug
• Fixed opening cutscene bug
• Fixed camera quick switch bug
• Fixed Atoix movement animations
• Fixed camera auto exposure
Shot Supreme Playtest - gunnel.cringes.0o
Features
  • New Automatic ball
  • New Streak ball
Evil Dead: The Game - Saber Interactive
Whether you're good, bad or you "got reeeal ugly," strut your stuff from the lowly graveyard to the heights of the Kandarian Castle! Show off to all Survivors and Demons that you know how to Slay! Send us your most aesthetically pleasing, stylish screenshot or video capture for the chance at infamy and bragging rights! Be sure to use #ExploreEDTG in your post!

⬇️ Rules below ⬇️

🎥Record a video or take a photo in "Exploration Mode" with no HUD showcasing your favorite character/s or location by 6/30 at 11:59 EST.

🗳️ We’ll reshare the best clips or photos, and the most liked photo and video will have the chance to win special bragging rights on our Official Discord: http://discord.gg/EvilDeadTheGame
Will You Snail? - Sdaan



Yo snails.

Squid here.

It came to my attention that for some reason, some of you yet haven't stepped into my simulation. That's a shame. It's time to correct that.

I heard that an apparently important discount is to come in the next few days.
You puny beings like discounts, yes?

Well, since I'm the most powerful entity in the universe, I do what I want, hehe. I want more of you to be my playthings.


That's why, just for you snails who haven't got to experience the game, the Steam Summer sales will start on June 26th instead of the 29th! You'll have 3 more days to enjoy a discounted Will You Snail?!


Well, yeah. Being the smartest and most evil AI of all time has to come with some perks, hehe.

Snail you later.

Squid
No Plan B - GFX47
Changelog

Here's the changelog for the latest test build available right now on the test branch (check out the next chapter to try it).

Arsenal changes
  • Added 1 grenade slot to all characters (they now have 2 slots by default, more with the Grenadier skill)
  • Tweaked the initial arsenal of each faction to add more grenades and a sniper rifle
  • Switched stun and shock grenade colors to match their explosion color

Enemies AI improvements
  • Enemies now flee grenades about to explode (hard/permadeath difficulty only)
  • Enemies now flee snipers' line of sight when they hear them (hard/permadeath difficulty only)
  • Enemies now take cover (hard/permadeath difficulty only)
  • Enemies now follow their attacker if they've lost sight of them
  • Enemies now react to dead allies, fleeing the shooter's line of sight
  • Enemies now react to the shots of their teammates
  • Enemies react to walking agents if close enough
  • The different enemy archetypes are now specific to the mission objective instead of the game difficulty

Other improvements
  • Added new types of doorways
  • Added new props layouts
  • Sped up the door opening animation of the enemies
  • Tweaked the door kicking, weapon shots and grenade explosions sound ranges
  • Tweaked the sound range modifiers and prices of the silencers
  • Updated translations

Fixes
  • Fixed custom maps not having all the defined NPC spawns
  • Fixed overlapping enemies considered as not visible
  • Fixed some props never appearing in (too) big custom maps

Reminder: switching to the test branch

In the Steam client, right-click on the game from your library and select "Properties".
Select the "BETAS" tab.
Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".



The game then should automatically update to the test version.

To switch back to the public branch, just select "None" in the betas dropdown.
Jun 23, 2023
Firefight - Sean O'Connor
- updated some Eastern Front map backgrounds
Train Valley 2 - Vauban

Hello friends! Every Friday 17:30 UTC/GMT we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.

Glittering prizes include:
1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 8 all new cards! Complete that second set and enter a final tier of 12 rare cards! Assemble all cards from all tiers and receive a special prize. Easy!
2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes!
2.5) One non-Champion from the top 10 gets a Challenger Card - introduced along with 12 new loco cards from Myths And Rails and Editor's Bulletin!



Visit our Discord server (#lets-play-together channel) to learn more.

A level we are playing this week is
https://steamcommunity.com/sharedfiles/filedetails/?id=2989887315

Now open your game - the link is right there in the main menu.

Good luck everyone!
Iron Meat - ryan.rasing
We’re back at the secret headquarters of the Earth Counter Invasion Force with Ivan Suvorov, lead game developer of Iron Meat! This week Ivan goes into detail about the common enemy–or enemies?--in the game: THE MEAT.

Question 1: How did the ideas for The Meat come to be? In other words, how did you come up with the idea for The Meat as this invading, global flesh plague that infects machines and people?


Ivan: It all started with the truck story. I saw the works of Boris Grokh, and was inspired by some of his works. The very first "Meat Inhabitant" of the game was a boss truck, which I "took" from Boris's art.



Initially, I wanted The Meat to appear only in the middle of the game, but in the end it turned out that it was more interesting for players to meet The Meat right at the very beginning. The story itself has already been created together with Retroware, rather, they even invented most of the story. But they started from the existing levels. The task was to figure out what was going on there. As a result, the plot is usually written and levels are made for it; in my game, it was the opposite. That is, there was a moment when everyone in the game was infected with The Meat, but there is no explanation for this.

Question 2: Can you describe what The Meat is and where did it come from in terms of the game's story?


Ivan: It is an extra-dimensional alien life form that has been planning an invasion of Earth from its dimension for a long time. It was able to teleport a part of itself inside the Moon, where it grew and was discovered purely by chance before it gained critical mass.


It has a "brain center," without which all other incarnations of The Meat are crazy monsters with the intelligence of a rabid animal. In the case of an infected person, the intelligence is no higher than a zombie, with some skills preserved (For example, running, shooting, somehow driving a car, etc.). They can act in sync only when the brain center exists.

Question 3: Who is Yuri Markov? And what is his motive?


Ivan: To avoid too many spoilers, I will say that Yuri studied The Meat, got infected, and, through the portal, led the invasion of The Meat onto Earth. At the same time, The Meat Brain from the Moon also controlled the invasion, and revealed tons of The Meat hidden in the depths of the Moon. The Meat Brain also bombarded the Earth with Meat-infected pieces of the Moon (falling Meat meteorites in the game).


We've got more in store to share in future updates!

And be sure to download and play the Iron Meat demo available now!
NANOFORCE tactical surgeon fighter - Mazamune
I've change the font in the game, the previous was pretty and stylish but unreadable, I must admit.

fixed the hud at the top of the screen (the green hyper bar was bugged)

some minor changes and some more corrections again, thanks to luggage (Verisim Skies on steam) he helped me a lot!

I'm continuing to build new levels (the "routeB" project) they'll come later, just be patient!

Thank you for playing NANOFORCE if there are bugs or anything else just tell me!
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