Kagura Survivors: Endless Night - Swaps4
We’re excited to share a sneak peek of a major project we’ve been working on! A complete overhaul of the Kagura Survivors: Endless Night user interface (UI). This isn’t just a fresh coat of paint – it’s a complete rebuild from the ground up, aesthetically and functionally. We aim to bring the UI more aligned with our evolving vision of what Kagura Survivors: Endless Night should be.

HUD Rework

Our HUD (Heads-Up Display) is getting a significant makeover. We’re incorporating new visuals and designs to provide a more immersive and intuitive experience. It’s all about delivering the information you need right when you need it in a way that’s easy to understand and doesn’t disrupt your gameplay.

The HUD now has an inventory button as a simple mechanism to hide the ability slots during gameplay to gain more undisturbed screen space. We’re also adding a spellbook to quickly access information about possible ability and passive synergy evolutions!



Shop Redesign

We’re introducing a significant shift in the way our Shop operates. Instead of upgrading modifiers as in the old system, the Shop will now revolve around upgrading your character. We’re reworking its layout and functionality to make it more user-friendly and visually appealing.



These are just a few highlights of the many improvements coming to our UI. We’re putting our hearts into this project and can’t wait to unveil the complete transformation. But remember, this is just the start, and we have many more exciting updates in store.



We’re eager to hear your thoughts and feedback on these proposed changes. Your input is crucial as we continue improving Kagura Survivors: Endless Night. Let’s continue to shape the future of the game together!

Keep surviving, and stay tuned for more updates!
高考之路 - OKJOY
Dear players,

The demo of "The Road of Gaokao" will be updated on June 25, 2023. This update includes multiple game optimizations and bug fixes to provide you with a smoother gaming experience. Here are the detailed contents of this update:

Fixed the bug of still being charged without dining in the cafeteria
Fixed the bug of consecutive dish ordering in the cafeteria overwriting the previous dish
Fixed the bug of repeatedly entering the mini-map
Fixed the bug of tutoring class guidance not being triggered properly
Fixed the bug of certain events not being triggered properly
Optimized the generation level of prompt UI
Optimized the card hierarchy
Optimized the interaction of lens animation
Optimized the wording of spoils of war
Thank you for your continuous support. Enjoy the game!
Jun 24, 2023
Spider Slingers - Ancient Entity
I'm planning on having a few updates big and small come out in the next little while.

  • Steam Rich Presence in Main Menu
  • Steam Rich Presence in Lobby
  • 3 New Steam Achievements!
  • Chat Visibility Options (Useful for streamers) Restrict whos chat messages appear for you.
  • Smaller bug fixes
Cozy Keep: Farm, Craft, Manage - Tester
Celebrate Steam Next Fest with us, watch the broadcast and play the free DEMO version of Medieval Shop Simulator

Start playing right now!
https://store.steampowered.com/app/2261350/Medieval_Shop_Simulator/

Got feedback and ideas? Join our Discord
Enjoy our game's DEMO!
Jun 24, 2023
Keeper's Toll - Stingbot Games
Hi Everyone,

Build 0.5.9 is Live. Here's what's new:

- New Curse: Heretic's Embrace

- New Curse: Torches (Usvit Depths only)

- New Achievement: Max Ranger Talents

- Ranger: Burst Shot Active Ability has been revamped. It now shoots out a burst of arrows in a cone
shape in front of the ranger. Upgrades increase arrow count and large boosts to effects at later ranks

- Ranger: Removed Poison Ivy Passive Ability

- Ranger: Modified Active Ability: Nature's Snare. Upgrades now inflict poison damage as well as slow

- Ranger: Created a new Passive Ability: Emberdust. Burst Shot and Explosive Trap will now inflict a delayed secondary burst of damage when this passive is active

- Ranger: Improved collision detection with the Quick Shot Arrow

- Ranger: Minor tweaks to balance skills and talents damage output

- Ranger: Revised Multi Shot Passive. Double Shots will now inflict 2x base Quick Shot damage. Triple shots will now inflict 3x base Quick Shot Damage

- Ranger: Fixed an issue with Burst Shot collisions sometimes not triggering on specific mobs

- Ranger: Burst Shot and Soul Arrow wind ups will now change direction to face the player's look direction, until the shot is fired

- Necromancer: Fixed a bug with Bonecaster. All ranks now spawn correct. Also reduced initialization time by 1 second

- All bosses are now immune to knockback

- Usvit Depths: Improvements and optimizations to the enemy spawn system

- Usvit Depths: slightly lowered HP for the fire mage, spectral sword and beggar enemies

- Bug Fix: Necromancer: Effigy will now properly inflict damage against enemies

- Bug Fix: Mimic should no longer attack when stunned. attack timer will now be reset

- Bug Fix: Poison Shroom can no longer spawn a poison cloud, if dead

- Poison Shroom now plays SFX when emitting his poison cloud

- Bug Fix: Boss Souls will no longer spawn out of bounds in Usvit Depths

- Bug Fix: When speed powerup is active and player levels up and upgrades speed, the powerup boost will no longer be deactivated

- Bug Fix: when spamming enter at game startup, the game would take you to a failed to load page and shut down the game. This has been fixed and will not occur if the data is loaded correct

- Modified Audio Management system to add a slight cooldown on audio clips to prevent multiple clips of the same type to overlap and play at the same time

- Improved enemy navigation when hitting obstacles

- Code refactoring


We have a seemingly endless list of requests/fixes that we're contsantly working on knocking down, while we continue to add new content. If you have any requests, bug reports or suggestions, please don't hesitate to reach out to us.

Coming Soon

We'll be releasing a Merchant/Item system to the game with all sorts of unique items players will be able to purchase during runs to enhance their experience. We are going to roll this system out in phases. More details to come in the next week or 2!

June Contest
Just 1 week left to enter our Design an Elite for Castle Usvit Contest! Prizes up for grabs, and we'd love to see some more submissions, despite the great entries so far:

https://store.steampowered.com/news/app/2002220/view/3683427732701626663?l=english

Thanks for following along and showing your support as we continue development on Soul Survivors.

Stingbot
江湖客栈-The Jianghu - 暮雨玲枫
诸位东家:
现因服务器出现问题,发售上架时间暂时延缓,具体上架时间会通过公告另行发布,给诸位东家造成的困扰,还望海涵。

PS:酋长正手持七星重剑坐在服务器主程旁
ScrewUp - Screwup

First person view test For playing and will be updated soon which will come with a new balance adjustment To match all new games This will help to play smoother and more fun.
Jun 24, 2023
KILLBUG - nicholasmc1
Hey Everyone,

Nick from Samurai Punk here with another small patch fixing some gripes people have been having with the Blood Shot targeting.

  • Blood Shot Should overall feel more consistent and reliable
  • Lowered reverb on Firefly Explosion Sounds


Thanks to everyone in the community who helped test this update.
Jun 24, 2023
77p egg: Eggwife Playtest - Zaperox
Lots of changes, here they are:
  • Wheels respawn bug might be fixed.
  • Fixed an issue on some setups where the mouse could leave the game window.
  • Fixed some achievements not working.
  • Fixed electric plugs in cow boss being a bit not-good.
  • Adjusted light from poo barrels.
  • Reduced fire extinguisher explosion steam timer.
  • Crossbowner primary fire now fires the bouncy projectile, seconrdary fires unlubed. Increased projectile homing likeliness.
  • Fixed Uddertaker out-of-ammo clicks when attempting to alt fire.
  • Electric gun cannot be manually reloaded, instead will trickle reload electrical charge passively (or by being plugged in).
  • Electric charge ammo is now visible in inventory.
  • Electric gun now says PLUG IN when empty.
  • Empty milk magazines are now flattened and don't have a lid.
  • Inventory and stats screen should work better on more aspect ratios.
  • Cowboss now has collision.
  • Updated Chris Test Level secret secret level.
  • Hopefully fixed hit markers not going away.
  • Pisstol fire modes switched. Alt fire is chargeable and can backfire.
  • Muzzle flash tweaks for guns that have them.
  • Fixed Applicator tampon string not being visible.
  • M77 cut into two levels: Cumbubblingham and M77.
  • Fixed factory end explosion not always killing everything.
  • Improvements to Cow Boss fight.
  • Tweaked soul eggs for some enemies.
  • Door handles now jiggle if you try to open a locked door.
  • Tweaks to apartment pickup placements.
  • Fixed a few weapon tooltips in inventory.
  • Changed Cybermage wall appearance.
Jun 24, 2023
Microsoft Allegiance - BackTrak
Big thanks to Weed for a big pack of balance changes!


ac_10 change log

Intentions:

Dial back Exp/Sup boosting everywhere. Give Tac a little boost in terms of accel/speed and fun factor via more Hunters. SFs will have to utilize cloak more to be in stealth mode.

Addition: 1 art file for a helium rock with high resolution texture

ER Nan 1/2/3 +20% more effective on heavy class hull, and +15% more effective on extra heavy class hull

EXPANSION:

all Reg Interceptors 650HP (from 700HP)
all Hvy Interceptors 15 Fuel (from 18 Fuel)
Purpose of fuel reduction is to curb the rushing ability of Ints/Figs two-sector-hopping at full burns.

TACTICAL:

All SFs, base signature = 1 (from 0.5 / various) Base signature will be higher +50%.

Cloak 1 = 62.5% = Base 1.0 sf 37% signature
Cloak 2 = 70% = Base 1.0 sf 30% signature
Cloak 3 = 76% = Base 1.0 sf 24% signature

For reference, cloaked with sig 3, a base sig 1.0 faction sf will have 24% signature, before ac_10 it would have been 12%. So yes signature is +50%. The weapons the sf uses
have been modified to a lower signature use. Hunters half the sig they were before. Utl1/2/3 half the sig from before.
To be effectively stealthy the sf will have to be cloaked enroute to targets.

Ship speed 1 GA = 1.1 (from 1.05)
Ship speed 2 GA = 1.1 (from 1.05)
I'd like to see how this goes. 5% speed increase /upgrade is mostly negligible. Potential for +20% increase (in reality is +21% after 2 upgrades) is interesting and makes Tac viable.

all Light SF/SF/Adv SF Mass 45 (from 60) exception TF mass does not change, and Belters mass 68 (from 90)

Lt SF HP to 150 (from 100,140 TF-BIOS)

NG SBs deleted (not used- SB buffs coming)

SB mass halved, most were 120 base mass, now 60 mass (TF is lighter mass, Belters is heavier mass)
SB energy increased to 3000 (was 2400- Hvy Cloak is more of an option)

Sniper 1/2 signature 0.15 (from 0.5) energy use per shot = 4 (from 10)
Utl 1/2/3 signature 0.5 (from 1)

Hunter 1/2/3 signature = 0.5 (from 1)
Hunter 1 Damage=40 Cargo payload=5 Acceleration 200 Lifespan 4 Mass1
Hunter 2 Damage=50 Cargo payload=5 Acceleration 200 Lifespan 5 Mass1
Hunter 3 Damage=60 Cargo payload=5 Acceleration 200 Lifespan 5 Mass1
SF will have 4 hunters, Adv SF will have 6, range 2000-2500m

SUPREMACY:

"Big change"
Gat 3 projectile speed = 700mps (from 600mps) +15% faster projectile than Gat1/2, range remains 660m.
TF PE Gat3 projectile speed for comparison = 1000mps.

all Fighters 13 Fuel (from 15 Fuel) Fig/Enh Fig/ Adv Fig
Fighters can gain a little more usage time by upgrading to Booster2/3 by increasing burn efficiency.

Dis 1/2/3 + Galv = remove absolute speed from projectile
Purpose: to better match gattling gun for mixed weapons converging projectiles. The weapon divergence problem is gone when thrusting in any direction. The weapons converge on the same path.

SRM Quickfire 1/2/3 - Adjust fire rate to 1 missile every 1/3 second from 1 missile every 1/4 second

Dis 3 damage per shot = 2.25 (-10%) from 2.5

SHIPYARD:

Enhanced Carriers: Increased Turn Rate

PE Longtom returns, 2000 speed X 1.1 lifespan = 2200m base range + faction modifier + PW/EW range modifier
Slight modification: half area effect flak damage as original. Direct hits do same damage as in DN core = 100/shot.

PW Skycap 1: Direct hit dmg/shot = 20 (from 13), Area hit dmg = 6.5 (from 13), Area damage radius = 10 (from 5), Lifespan =1 (from 0.75)
PW Skycap 2: Direct hit dmg/shot = 28 (from 18.75), Area hit dmg = 9.5 (from 18.75), Area damage radius = 10 (from 5), Lifespan =1 (from 0.75)
PW Skycap 3: Direct hit dmg/shot = 36 (from 23.43), Area hit dmg = 11.5 (from 23.43), Area damage radius = 10 (from 5), Lifespan =1 (from 0.75)
Purpose: Direct hits will do more damage, area effect hits will do half the dmg they did for each tier 1/2/3. Area damage radius was increased.

PE Skycap 1: Direct hit dmg/shot = 20 (from 13), Area hit dmg = 6.5 (from 13), Area damage radius = 10 (from 5), Lifespan =1 (from 0.75)
PE Skycap 2: Direct hit dmg/shot = 28 (from 18.75), Area hit dmg = 9.5 (from 18.75), Area damage radius = 10 (from 5), Lifespan =1 (from 0.75)
PE Skycap 3: Direct hit dmg/shot = 36 (from 23.43), Area hit dmg = 11.5 (from 23.43), Area damage radius = 10 (from 5), Lifespan =1 (from 0.75)

Skycap is back to 2000m+ ranges. The area effect damage is less, and the direct hit damage is more. This is a try it and "see how it balances" change. The idea is that at max range the flak effect will not be so overpowering.

XRM Torpedo 1: 2 Torpedos/shot. 2 shots/missile rack. Acceleration 50 (from 70), Turn radius 0.65 (from 0.61), Reload time 6 (from 3), Lifespan 13 (from 11), Launch velocity 10 (from 75) Range ~4355m
XRM Torpedo 2: 2 Torpedos/shot. 2 shots/missile rack. Acceleration 50 (from 70), Turn radius 0.75 (from 0.61), Reload time 6 (from 3), Lifespan 14 (from 12), Launch velocity 10 (from 75) Range ~5040m
Purpose: To make torpedos useful. These will track capital ships better. 2 Torpedos/shot is a fair amount of damage. The torpedos can likely be shot down by skycap gunners. The Torpedos are effective versus carriers, and even idle cons or miners.

LRM Killer Swarm 1: Reload time 6 (from 3)
LRM Killer Swarm 2: Reload time 6 (from 3)
Purpose: To slightly delay salvo firing of Killer Swarm, which is devastating damage to capital ships.

Corvettes deleted
Light Class - Attack Carriers - improve speed to 80mps, Pilot Skycap gun, 1 Turret Skycap (from 2)
Light Class - Destroyers - improve speed to 110 mps (from 100), Pilot Skycap gun.
Med Class - Frigates - Pilot Skycap gun, improve speed to 90mps (from 75), 2 Turret gunners (from 3)
Med Class - Assault Ship - no changes
Heavy Class - Devastators - 3 Turret gunners (from 4)
Heavy Class - Cruisers - 3 Turret gunners (from 4)

To promote more capital ships or mixed small craft in tandem opposed to "everybody jump on a turret".


Gigacorp:

Requirement to buy a sy: Need a tech base. Does not have to be Adv Tech base.
Hvy CM development requires a shipyard and development moved to Shipyard (not garrison).
Heavy Class development will upgrade Shipyard to a Drydock.
Can develop LongTom, Skycap3, Tac Nuke2, Cruise2, Large3, Hvy CM2, HK3, Killer Swarm2, etc after Heavy Class.
Lt Carrier made into standard carrier. Std Carrier Development is deleted.
Can buy enh carrier development with SY on.
Lxy Int = classic model and classic guns
Int / Hvy Int model = fig08 classic giga int and classic gun mounts
Giga fig model = weed_gcfig (hitbox was excessively large looking at convexhull file) lower triangle fins are deleted


Rixian:

Advanced Stealth Fighter energy 3000 (from 2800)
Stealth Fighter energy 2800 (from 2600)
Stealth Fighter signature = 0.6 (from 0.7)
Rix combat drone mass 1 (from 3)
Rix combat drone 2 ammo = 25 (from 20)
Rix combat drone 3 ammo = 25 (from 24)
Combat drone 1/2/3 shoot ships only - no targeting necessary - closest proximity target


Destroyer Ammo = 1800 (from 2400) This could be abused with no ammo nerf as this ship with Lancer is considered light class now.

Station Drone 1 accuracy = 0.045 (from 0.05)
Station Drone 2 accuracy = 0.04 (from 0.05)

Draconium:

Stealth Galv = 3.5 dmg /shot (from 1.75)
Stealth Galv = 0.75 signature (from 0.4)
This makes the weapon as effective versus bases as EW Galv for fighters.


Omicron Hive:

Ship Sensors = 1.05 (from 1.1)
Missile Track = 1.05 (from 1)
Ripcord = 1.05 (from 1)
Must buy enhanced fighter/advanced fighter, interceptor/hvy interceptor, stealth fighter/advanced stealth fighter
Cost = 0.8 (from 1.0)
Tech con build time = 90 seconds (from 120 seconds)
Starting Lt Int (-Fig)
Supremacy yields Fighter
Tactical yields Lt SF
Renamed Ships
Pw Hammer 1/2/3 projectile lifespan = 5 (from 4)
Interceptor Ammo = 500 (from 450)
Hvy Interceptor Ammo = 500 (from 450)
Enhanced Fighter Ammo = 650 (from 600)
Advanced Fighter Ammo = 950 (from 900)


Valkyrie:

Remove Med Shield from Constructors
Remove Med Shield from Miners
Makes utlility craft stealthy, however must escort.

Teleport no longer can be docked on. Rescues pods. Was a powerful base in that every TP was a home rip, and could rescue pods, and could rearm and launch different combat ships.
Since cannot be docked on, can no longer be captured by TT or HTT. This combined with the global attributes toned down to 1.0 is to balance the faction.
Teleport launches craft in the vertical Z plane, which at first was unintended, but interesting enough to keep it this way.
Bases have shields at 50% shield strength and +50% hull strength. (From 0 Shields and +100% Hull)

Station Hull = 1.5 (from 2.1)
Station Hull repair = 2
Ship Sensors = 1 (from 1.2)
Ship Signature = 1(from 1.2)
PW Range = 1 (from 1.1)
EW Range = 1 (from 1.1)
Missile Track = 1 (from 1)
He3 Yield = 1.1 (from 1.2)
Payday Modifier = 0.1 (from 0.25)
Ship Hull = 1 (from 0.9)
Ship Shield = 1 (from 0.9)
Station Shield = 0.5 (from 0.1)
Station Shield repair = 2 (from 1)

SUP/EXP/TAC Tech base cost 10,000 (from 12,000)
Garrison base cost 20,000 (from 24,000)
Shipyard base cost 15,000 (from 18,000)
Outpost cost 5000 (from 5500)
Refinery cost 3000 (from 3500)
Teleport cost 3000 (from 3500)

As it is now 1 full miner will get you approximately 3900 credits before yield 1&2.

Add PE Tau Cannon in Tac, a stealth fighter weapon optimized versus light/medium hull types using ammunition/energy, requires Research Station + Adv TAC + Sniper2 + Utl3

Remove 3rd pilot Skycap from Cruiser.
Remove Missile Boat
Remove Stealth Miner
Remove Stealth HTT
Use weed_hat model for Hvy Fighter
Use weed_hunt model for LRM Hunter 3x2 missile
Add Artwork icon for LRM Hunter3x2 noting it is a dual fire missile (x2)
Hvy Fighter minepack = 2 MPs/slot (from 1)
Refinery signature = 1.25 (from 2.5)
Afterburner fuel burn rate = 0.001333 (from 0.0008888) +20% more burn rate than booster 1 burn rate. It was too good with no penalty.
Phalanx Tower dispersion = 0 (range = 1000m) signature 0.4


Phoenix:

Ship Shield 1.25 (from 1.35)
Nova Bomb drone build time = 4 minutes (from 2 minutes)
Nova Bomb mounts Med Shield or Med Assault Shield (from Large Shield) is a nannable utility craft
Transceiver payday = 750 (from 300) This faction relies on additional tech to be successful.
He Yield = 1 (from 1.1)
Cons/Miners use Med Shield only


TF:
Fighter/Enh Fighter/Adv Fighter Scale = 18 (from 17) +6%


GT:
Pulse Laser no longer absolute speed projectile, will now take momentum into account.
Pulse Laser energy per shot = 4.5 (from 6) -25% energy use
Adv Fig with no energy upgrades can fire for 15 seconds, from 12 seconds
For comparison most Adv Figs with gat3 can fire for 30 seconds before reload.
...