Jun 25, 2023
My Neighbor's Lonely Wife - Delta
- Fix the problem that keywords update didn't apply in Traditional Chinese.
- Fix the bug that cause weekday change to "日曜日" when you try to skip the day in End B.(ENG, TCH, SCH ver. )
三国大领主 - 3584424063
On Monday, June 26, S301-S303 will clean up inactive accounts from time to time, each cleaning lasts for 10-20 minutes. Inactive accounts refer to: 1. Land above level 10 has not been occupied. 2. It has not been online for three consecutive days. 3. No top-up. At the same time, the above three points are inactive accounts, which will be cleaned up.
On Thursday, June 29, the whole server will be maintained from 10:00 to 12 o'clock. After maintenance, S301-S303 will enter the third season. For the specific content of the season, please refer to the season description in the world.
The new server S308 will be opened at 10 a.m. on Saturday, July 1.
The return of old players began on June 29.
The return of old players begins:
Activity time: 00:00 on June 29th to 23:59 p.m. on July 5.
Return to player definition: Calculated from the first login at the beginning of the activity, players who have not logged in for 7 consecutive days will be judged as returning players after logging in for the first time during the activity time, and the status will not be modified after that.
Returning players can bind a non-return player in the same server.
Non-return player definition: Players who do not meet the definition of return players will be judged as non-return players when logging in for the first time during the activity time. The middle state will not be modified. New characters created during the event are also non-return players.
Non-return players can be bound by 3 return players in the same server.
During the activity: Returning players will issue corresponding resources and ingot rewards according to the lost time when logging in for the first time.
All players can receive daily login rewards every day during the activity.
During the activity, returning players and non-returned players can receive corresponding rewards after recharging the corresponding amount.
Issuance of additional rewards:
When receiving single and continuous recharge benefits from the return activity, players who are bound to it will also receive corresponding rewards by email.
If you want to receive multiple rewards, go to your former comrades-in-arms and let them return to fight together.
Remember to let them bind you after logging in to the game!
Jun 25, 2023
Red Moon: Survival - WMGparadyze
Hello everyone, just wanted to let you know what's going on with the game, and what's coming in the next update.

As many of you reported, there are some issues with the AI, right now i am reworking the system to fix all the issues.

And the upcoming update will introduce some new content:

- New vehicle - Jeep with storage, will consume more fuel than the bike

- Bunker system, there will be randomly generated bunkers to explore (they will contain good loot but also zombies)

- Changes to the Farming (plant bed) system

- Two new zombie types (Spitter and Giant)

- Improvements to the gun system and two new guns and attachments for all the guns

Hoping to get this update ready by start of August

All the best!

Jun 25, 2023
F.O.G. - Fear Of Going - Happy Art Club
Fixed a bug where the spawn point of the boat level would spawn you in the void.
Fixed a bug where dialog would use the wrong sound effect.
Fixed the lava in the pillars level.
Nimbus INFINITY - GameTomo
GameCrafterTeam has just uploaded a quick patch, code named 'Zuikakou Kai Go.'

This patch fixes a crash bug that sometimes happens when restarting M8, adjusts easiest mission difficulty on M9, and increases Ryusei unit shield on all missions.

Please enjoy Zuikakou Kai Go!
Calcium Chaos: Derailed - Lunch Money Games
Our friends over at Spelkollektivet are playing the new demo update for Steam Next Fest!
HELLIST Playtest - Onii Chan
Yo wassup my fello friends, long time no see fella, i just got a few updates to announce for u m8:

* Treasure room - item choice when you open chest. You can also hover over items on the ground and see the item description
* Status Effects (Poison, Frozen).
* Drinks - random effect on each run.
* A few new items, icy floor, and healing fountain.
* Each sin is a de-buff to make the game more challenging, and I intend for the sin item to show self-improvement advice e.g. for Sin of Lust: NoFap, and Gluttony: healthy relationship with food. For now the advice is very simple. Sin of Lust is unlocked if 20HP or less at start of 2nd floor, and Gluttony if you unnecessarily consume a potion/food/etc. Only 2 of 7 sins made so far.
Rhythm Quest - ddrkirby
I'm continuing my break from working on world 6 levels for now. I've sent out the current build to some internal beta testers to get some feedback on the difficulty scaling and reception to the newer mechanics, so I want to give myself a chance to let that feedback come in and stew on it for a bit before I continue on with the last 4 levels of the game.

In the meantime, I've been trying to tackle some improvements and fixes that have been laying around in my backlog for a while...

Gamepad Rebinds

This one has been desired (and requested) a long while ago, but I kept on putting it off because I wasn't sure exactly how I wanted to handle it.

I already had control rebindings working just fine for keyboard controls, which have a single key assigned to each action:



The problem with gamepad bindings is that by default the gamepad controls have many different bindings: to jump you can use the d-pad, the left analog stick, the south or east face buttons, or even the left shoulder button.

I was sort of at a loss for how to deal with this, both in terms of the UI (how to show the combined default bindings?) and in terms of implementation (how to override the entire set of bindings at once?).

Like many other tricky problems I've run across in Rhythm Quest, letting it sit in the back of my head for a while allowed me to come up with a different approach:



Gamepad and keyboard bindings now each have their own standalone submenu (not available on platforms where they don't apply). More importantly, there's an individual setting that toggles between a "default binds" set and a "custom binds" set. The default binding set features multiple binds, whereas the custom binding set only has two (that can be overriden by the user). This elegantly (?) solves the issue I mentioned above.

This also lets me illustrate the controls in a hand-drawn diagram, something that's probably easier to parse than "Jump: DPad, Left Stick, Left Shoulder, A, B, ..."

Using the same system, I'm even able to detect whether a (supported) gamepad is plugged in at all, and dynamically update the screen accordingly:



I adopted the same tech for the keyboard bindings screen as well (had a bit of fun trying to draw a keyboard layout):



You'll notice that I decided to also expand the default bindings to just encompass the entire left/right half of the main keyboard keys. Unity does a reasonably good job (?) of detecting keys based on physical location, so this should work even if you use a nonstandard key layout like I do. I'm not sure what will happen for non-ANSI physical layouts, but I'm assuming the custom binding system will suffice for any odd edge cases.

For now I'm providing two custom binding slots for each action (an improvement over before where you could only use one key), in case you want to alternate keys for faster sections.

As usual, there's a ton of silly little details that need to be handled with input rebindings, and as usual, Unity provides just enough functionality to be helpful, but also forces you to work with a ton of abstractions like "InputControlPaths", "InputActions", and "ControlSchemes" that end up making your head spin when you think about them too much. You need to, for example, make sure that a rebinding can be cancelled via either Gamepad OR Keyboard input (the input system by default only allows you to define a single cancellation binding...)...

Rendering Artifacts

This is a really silly one, the kind of thing that you'd never imagine would be an issue, but somehow it is. Rendering the game to a width or height that's an odd number (e.g. 1013x533) causes weird visual artifacts:



This is caused by camera scaling and such -- here, the resolution is 501x301 and the game has decided to render the pixels at 2x, which means the base resolution is 250.50x150.50, which doesn't work out too nicely.

I tried to address this before by automatically resizing the game window and forcing it to be a multiple of two, but that didn't work too well. My new solution is to handle the rendering properly by shifting the camera by a similar fractional amount, so here we simply shift the camera over by a half pixel and fortunately that works to fix things.

Released Early/Late

Suggested by one of my playtesters -- the "Too Early / Too Late" text for holds is now more specific in calling out "Released Early / Released Late". A super easy fix that hopefully helps clarity a tiny bit:



I'm glad I got around to some of these improvements and fixes (which should be coming to the demo soon), but I feel like I've only just scratched the surface of the work that needs to be done. Even for the gamepad rebinding system, I still need to test how it works on Switch / for other types of gamepads, and could even stand to draw different graphics (especially for the Switch joycons). There's also some tweaks that I'm going to be trying to look at after seeing how playtesters fared with the current build...

The year is about halfway over and unfortunately my progress hasn't been super great -- I've only managed to finish off 6 levels in that time, plus some optimization work/etc. Of course, I had some real life stuff happen that drew my attention away, but that's also sort of true in the upcoming months as I help mentor for a video game tournament. That "end of 2023" date is starting to feel really scary when I think about it...
F.O.G. - Fear Of Going - Happy Art Club
Added a second spell slot.
Fixed sound effects and added new ones.
Changed how particle effects function.
Changed how status chance is calculated to reduce how often AI enemies apply status effects to you.
Added blood to all levels.
Changed how blood looks and works under the hood.
Removed multiplayer tab. Multiplayer will all be handled behind the scenes. Multiplayer will automatically and only allow you to connect to the official server.
Added a new tutorial level at the start of the game.
Updated a few maps and fixed lava.
Fixed enemy spawning and made enemies spawn in a pack size of 3.
Fixed targeting system and improved performance.
Performance improvements and bug fixes. Majorly reduced ram usage.
Changed control scheme. Left-Ctrl will never be used as a gameplay key again as it's giving me arthritis.

Added PvP factions.
Faction will be displayed as a flag on the back of other players.
Chaos (purple) - can fight angel, devil, and other chaos.
Angel (gold) - can fight devil and chaos but not other angels.
Devil (red) - can fight angel and chaos but not other devils.
Passive (white) - is an exception that can't hurt other players or be hurt by other players.

Refactored the codebase to support an upcoming capture the flag PvP gamemode.
Catch & Cook: Fishing Adventure - LD
Celebrate Steam Next Fest with us, watch the broadcast and play the free DEMO version of Catch & Cook!

What is "Catch & Cook"?
Catch & Cook is a fishing adventure game in which you are not only a fisherman, but also a restaurant owner. Explore the ocean, catch fish and cook them in your own restaurant. A wide variety of fish, recipes and gameplay mechanics await you. So, what are you waiting for?

Start playing

Click on the "Download demo" button on the Steam page to download the game
https://store.steampowered.com/app/2354940/Catch__Cook_Fishing_Adventure/

Keep up with the latest news
We share all the updates on several platforms. Join our other communities to stay up-to-date!
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Have a great time playing our game!

https://store.steampowered.com/app/2354940/Catch__Cook_Fishing_Adventure/
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