Jun 23, 2023
Fatherhood - AmirBlack3


Fatherhood is a journey like no other, filled with precious moments and profound responsibilities. It's about being a guiding light, a source of support, and a role model for your children.

To all the fathers who have embraced the joys and challenges of parenthood, we salute you. Your unconditional love and sacrifices shape the lives of your children and leave an everlasting impact.

In honor of this special day, we invite you to experience the heartfelt journey of Fatherhood, an emotional indie game that explores the bond between a father and his child in the face of adversity.

Tag a dad who inspires you and let's celebrate the amazing fathers who make a difference in our lives. 💪❤️

#HappyFathersDay #FatherhoodGame #CelebratingDads
Godsworn - Jackdaw [Thunderoak]
Happy summer solstice celebration!


While the shortest night falls on 21/22 June, in eastern Europe the celebration usually takes place on the 23/24 June.
In Latvia known as Jāņi or Līgo, in Lithuania as Rasos, and in a lot of places known as Kupala night. Wreaths and bonfires are customary.

You can see the traditional wreaths as a worshipper upgrade in Godsworn. As for how we see the solstice in a mythological sense - the rituals on this night were performed to give the sun (Saule) the strength to get through the winter, as the days will only become shorter now.


So for those who celebrate, hope you have a good one, and for the rest I hope you learnt something new today. 😊






P.S. We are just back from a lot of events and travel craziness, so apologies for the silence in the development updates department. But rest assured we are back to making good progress on the game behind the scenes!


Join our Discord to get more updates and hear first about future playtests and demos! https://discord.gg/r2qBuBXfVc
Light The Lamp Hockey - JordyBoy
Hello Hockey Fans!

Been at work again through the past 2 weeks. Sorry for no updates yet as I don't want to send an update out that could potentially break everything and therefore jack up the current release.

I have been building the draft database and will be reaching out to the Beer League Community to get some names in there for my expected release of the new update.

The big outlook of course for me is giving you guys a fun, quick playing product that will fulfill your retro hockey gaming needs. That being said, I have been contemplating with where my endgame in all this is and I will firstly state that my biggest focus is on the gameplay and I hope to expand on all that soon. The seasonal aspect is not yet ready for prime time but I am working on a way to make the aspect of what a Season IS in LTL Hockey which would hopefully reflect the gameplay that I have worked on so hard to achieve.

I have been busy with life the past few weeks but I hope to have an update out before the Steam Summer Sale begins!

Thanks everyone for their patience!

-Jordan

Jun 23, 2023
Roomvas - jawslouis
  • Bugfix: Crash when loading a layout from the main screen
  • Bugfix: Materials were not exported properly for walls and roofs
Jun 23, 2023
Your Only Move Is HUSTLE - ivy sly
1.6.0
  • Mainly just balance updates, QOL, and a few new toys.
  • Removed forward dash auto-correcting
  • Normalized the cast's grounded friction during knockdown to approximately that of Ninja's.
  • Melee attacks no longer cancel combo damage scaling from projectiles on the same turn
  • Hitboxes that don't normally scale combo damage will still scale it on the first hit of the combo.
  • Fixed hitbox meter gain modifier not actually being applied
  • centered the audio a bit better (why does this keep getting reverted)
  • Extra combo scaling on normal hitboxes is only applied after damage is taken.
  • Removed ghost "turn ready" freeze sound
  • Added option to enable the old brace mechanic from a previous unstable cycle.
Ninja

  • Quick Slash
    • No longer moves slightly upward one frame before teleporting.
    • Buffered attacks in neutral now come out 1 frame sooner.
    • Meter gain increased (0.25 -> 1.0)

  • Release Momentum
    • IASA increased (5f -> 6f)

  • Stomp
    • Damage increased (700 -> 1000)

  • Whip Wave
    • Startup reduced (11f -> 9f)
    • Melee damage increased (800 -> 950)
    • Melee hitbox no longer hit-cancellable. Hopefully this makes it better of a DI read.
    • Projectile damage increased (400 -> 600)
    • Speed increased (19 -> 21)
    • Knockback increased (2 -> 3)
    • Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown.
    • Projectile hitstun reduced (30f -> 14f)
    • Projectile hitstop increased (4f -> 5f)
    • Projectile knockback angle sends further away.
    • Projectile DI modifier increased (1.0x -> 1.5x)
    • Projectile is now a hard knockdown.
    • Can be used out of Back Sway

  • Shuriken
    • damage increased to 600 for both air and ground versions

  • Summon
    • Slide is now unparriable.
    • Increased slide damage (650 -> 800)

  • Back Sway
    • Can be used out of chuk stance

  • Heavy Chuk
    • Projectile no longer scales combo damage.

  • Chuk Jump
    • Is now cancellable into double jump.
    • Can now jump a little farther
    • Increased knockback (5 -> 6)
    • Can now launch in the reverse direction

  • Chuk Spin
    • Can now be cancelled into grounded options when interrupted right before landing.

  • Sticky Bomb
    • Hitbox size slightly increased

  • Slide Kick
    • Low profiles a bit better
Cowboy

  • I made gun fun!!! fun is finally gun!!!! i mean

  • Can once again Shift out of Quick Draw.

  • Max fall speed increased (8 -> 10)

  • Inst. Teleport
    • IASA increased (8f -> 10f)
    • Reduced freeze frames (5f -> 2f) (aesthetic change only)

  • Temporal Round
    • Removed framekill

  • Shoot
    • Reworked (again). Now shoots an actual bullet projectile. The projectile will ricochet off the ground and walls as well as the Foresight afterimage. Can also be swatted back with melee and projectile hitboxes. You can control the ricochet direction and speed with the DI wheel. Enormously saucy. Goodbye full-screen QD 50/50s.
    • IASA reduced (14f -> 10f)

  • Lightning Slice (neutral)
    • Hitstun increased (10f -> 12f)
    • IASA increased (15f -> 20f)
    • Proration adjusted (1 -> 0)

  • Lightning Slice (combo)
    • increased hitstun (16f -> 18f)
    • Decreased damage (900 -> 800)

  • Horiz. Slash (grounded)
    • Hitstun increased (11f -> 13f)

  • Vert. Slash (aerial)
    • proration adjusted (0 -> 1)

  • Back Slash
    • Sweetspot knockback angle raised a bit

  • Impale
    • Hurtbox size increased after teleport

  • Downward Cleave
    • Startup adjusted (11f -> 13f)

  • Impale
    • Cowboy appears a little farther away from the opponent (16px -> 28px). This hopefully prevents the flipale exploit.
    • Startup always moves toward opponent even when flipped.

  • Pull
    • increased damage (400 -> 700)

  • Dash
    • Startup invulnerability on initiative adjusted to only be projectile invulnerability.

  • Air Dash
    • Resets momentum on startup.
    • Has a straight down option.
    • Dash down is available in 1k cuts as it should be.

  • Reel
    • Now automatically leads into Izuna Drop.
Wizard

  • swag renamed to gravity

  • gravity recharges while being comboed

  • Orb

    • Lock/Unlock
      • Is now a free action toggle.

    • Orb Tether
      • Effect is now stronger.
      • Removed framekill

    • Swords
      • Combo scaling adjusted for the first 2 hits (+1 -> +0) if this attack is started while the orb is locked

    • Lightning
      • Increased damage (900 -> 1000)
      • Is now unparriable
      • Extra damage while locked (1000 -> 1100)

    • Dart
      • Updated sound.
      • Darts are now faster when locked and have a slightly larger hitbox.

  • Confusing Touch
    • Scales combos properly

  • Spark Bomb
    • Spark bomb explosions always apply the spark buff if they hit the opponent.

  • Draw Moisture
    • Is no longer interruptible on the opponent's turn, as it no longer needs to contest with Quick Draw.
    • Reduced IASA (14f -> 13f)

  • Magic Dart
    • Damage increased (500 -> 800)

  • Combustion
    • Does not land cancel until after the hitbox comes out.
Robot

  • Robot's been a bit of a menace lately. I hope to fix some of his broken tools while making them more fun and engaging for both players. I also hope this will direct his gameplan more toward landing Command: Grab, which was the original design goal. He is also being tweaked to allow for more special mid-combo throws with meaningful extensions, emphasizing his intended role as a grappler. Plus a few buffs to moves that needed some love.

  • Increased max grounded speed (8 -> 9)

  • Magnetize
    • Rework. Magnet has been a terror on the neutral with no obvious solution, so for now we are going to tone it down and keep it to mainly a combo extension tool.
    • Adds a "pull" toggle that lets Robot yank the opponent toward them freely. This pull is much stronger than the prior magnet effect, but lasts for a very short time.
    • Pull strength is weakened in neutral
    • Cannot use Pull and Armor at the same time.

  • LOIC
    • Increased minimum damage (500 -> 700)
    • Combo scaling adjusted (+1 -> +3)
    • Does less damage in combos (1900 -> 1100).
      • This sounds like a lot, but note that combos are already going to be somewhat scaled, and the difference in damage points will never actually be that much. For example, if comboing Command: Grab into this move from neutral, the difference in combo damage is only 4040 -> 3530.

  • Command: Grab
    • Moves a little farther forward
    • Is now throw invulnerable for the first 5 frames.
    • Combo scaling adjusted (+1 -> +2). This also lowers the damage a bit to what it was before the melee attack scaling change.
    • Increased knockback
    • Throw IASA decreased (61f -> 60f)
    • You can choose to switch sides after landing it.
    • Reduced meter gain modifier (1.0x -> 0.5x)

  • Try-Catch
    • Now has a back version that slams the opponent back into the ground.

  • Bounds Check
    • Removed throw invulnerability on the ground (transferred to Command: Grab).
    • Damage increased (1700 -> 1800)

  • Thunder Clap
    • Deals a lot of extra hitstop to the victim (25f) once per combo.
    • Can be hit-cancelled into defensive options.

  • Step
    • Against knocked-down opponents, this move now sends airborne and is not cancellable.
    • Hitstun lasts at least 8f against OTG opponents before they are knocked down.
    • Super dash is unchanged.
    • Reduced whiff meter gain modifier (1.0x -> 0.5x)
    • Reduced velocity meter gain modifier (1.0x -> 0.5x)

  • Crash
    • Sends airborne.
    • Hitstun reduced (30f -> 18f)

  • Vacuum
    • Now sends airborne.
    • Can be hit-cancelled into defensive options.

  • Earthquake
    • Shockwave proration adjusted (3 -> 1)
    • Added close hitbox that hits both standing and OTG (but not aerial) and follows up into a new throw once per combo.

  • Flame Thrower
    • Reduced IASA (20f -> 16f)

  • Drive
    • Forward
      • Projectile invulnerability removed (moved to Drift)
      • Reduced whiff meter gain modifier (1.0x -> 0.5x)
      • Reduced velocity meter gain modifier (1.0x -> 0.5x)
    • Drift
      • Added projectile invulnerability for the first 10 frames
      • Reduced friction
      • Is now a hard knockdown.

  • Landing
    • Removed meter gain
Punzel: Chapter I - Toujours la Meme Histoire - imstuckinacastle
“Hear now, hear now, all Gobbos of SKULL!

the OVERLORD invites you to partake in an open AUDIENCE.
Thereinst a demo will be nstrated and selected questions might be answered."

Participate in the art contest using our in-game drawing tool.
And don’t miss out on the chance at exclusive prizes straight out of Punzel's world!

More information can be found here: https://discord.gg/HcEyFstqX9
And for even more tidbits, comics and video content go here: https://www.instagram.com/princesspunzelworld/


~Crows croak as they sail by in the wind.

"How do they feel? What do they need?"

Rest your wings and comewel to the feed. ~
Jun 23, 2023
Sevyal - ARDA GÖBÜT
- Weight system has been adjusted.
- The sudden turning of the zombie has been fixed.
- Translation errors have been corrected.
- The rate of losing sanity has been readjusted.
- Advantages of items have been fixed.
- Finding the weapon has been made easier.
- Finding repair kits has been made easier.
- Warnings and instructions such as "No repair kit" have been added.
- New fonts have been added to texts for a more stylish appearance.
- Zombie animations have been fixed.
- The difficulty settings of the game have been restructured.

NOTE: It says 0.1.1 in game. My fault. ːsteamsadː
Witchcraft Survivors - Catpix
Added lots of explanations/ease of use to the game:

Go Back by clicking/pressing esc
You can now go back in most menus by pressing esc or the right mouse button

Bugfixes to skill description
Some skills didn't have a description at the latest upgrade level

Difficulty Bonus Explanation
Added a note that says that the bonus xp and gold only applies after a run (not during a run)

Crypts Stage Explanation
Made it easier to understand this stage by adding arrows on the ground and more detailed text popups during the game play (e.g. kill the boss within the time limit)
Pirate Souls - Bandana
REFERRAL SYSTEM
We've finally added a referral system to the game! Hopefully this new system will bring more players!

GIFTS (Based on Referee Level)
Level 10
Referee and referrer get 250 berries and 1 Note Sheet.

Level 25
Referee gets 350 berries, 1 Note Sheet, and 1 Uncommon Key.
Referrer gets 100 berries and 2 Note Sheets.

Level 50
Referee gets 400 berries, 3 Note Sheets, and 40 Event Tickets.
Referrer gets 150 berries, 2 Note Sheets, and 10 Event Tickets.

DIAMOND BONUS (As a Referrer)
You'll get 8% of your referee's diamond purchases
If your referee refers someone, you'll get 4% of that person's diamond purchases.
If the person referred by your referee refers someone, you'll get 2% of that person's diamond purchases.



FIXES
Dying at Marines' Fortress while Smo King event is in progress correctly sends the player at spawn location.
Fixed an issue where a player could stay stuck at Boken Coast map.
RC Revolution - omnirex.capital.ltd
  1. Introducing a refreshed lobby
  2. Rectified issues in the racing interface
  3. Incorporated markers for cars (working on a more specific descriptor XD)
  4. Integrated a speedometer
  5. Addressed issues with the mini-map navigation
  6. Implemented location fixes
  7. Optimized for improved performance
  8. Unveiled new horizons
  9. Resolved control issues on the Steam Deck
  10. Introduced physical properties to plastic chairs on the Coast location
  11. Player records now visible alongside each track under the "Quick Race" tab in the lobby
...