Star Control®: Origins - Yarlen
  • Small crash fix caused by async save game loading.
School of Magic: Deck & Slash - KeySam
In this prerecorded session I go over the gameplay of School of Magic, how the game came to be and some basic strategy.
Jun 27, 2023
Trails of the Black Sun - Rebel Graphix
PATCH v1.2 includes:

▚ added more checkpoints in all missions
▚ added a new soundtrack when loading Time Trial Missions: Weaponized Thoughts
▚ added new sounds for Pistol when shooting with or without silencer upgrade, and when aiming down sight
▚ added new sounds for the main character
▚ added new UI sounds
▚ improved gun shooting system; all guns are now more accurate
▚ improved level design in Land of Luana mission
▚ Time Trial Mission City Center is now officialy stable
▚ increased speed when grabbing ledges
▚ removed some tutorial pop-ups from Prologue mission due to the implementation of a new dialogue system
▚ fixed a bug where the collected points were not saved at the end of the mission
▚ various bug fixes

Download the latest Update and play Now!

#update
An Amazing Wizard - Gobo
Update 0.3.34 DEMO

✅ Added:
[UI] Added Inventory where you are able to swap your spells and weapons and see all your current stats and selected perks.
[Spells] All projectile spells (including Basic Spell) now fire exactly at the aimed position.
[Magic Weapons] All Magic Weapons now rotate towards the aimed position.

🔄 Changed:
[Basic Spell] Reduced base Basic Spell damage to 10 => 5.5, increased it's attack speed to 1.75 => 2.3 and reduced knockback to 7.25 => 3.8
[Spells] Buffed Arcane Bomb (Cooldown reduced 7.5 => 5.5 seconds and increased it's max damage to 29 => 43).
[Key Bindings] Changed default secondary dash key to left control.

⚙️ Fixed:
[Spells UI] It's now possible to read Basic Spell description when hovering over it's icon in the Main Game UI.
[Settings UI] Now player needs to click on the menu buttons in the Settings in order to change them instead of it auto changing when hovering.
Untrusted - evolvedlabs


Untrusted - v1.173e - Changelog

Server-side Changes

+ Bots behaviour slightly improved
+ When using the /setbots command, the lobby leader name will be shown to non-lobby leaders.
+ Experimental 2 bots per game temporarily enabled
+ Miscellaneous minor bugfixes/improvements

New Features

+ EXPERIMENTAL: It is now possible to add ChatGPT powered bots to the lobby.
The Lobby Creator can use the command "/setbots X" where X is the number of bots to add to the lobby.

-> Please note this feature is experimental and IT MAY BE UNAVAILABLE AT TIMES even for LONG periods (days, weeks) based on development needs <-

There is currently a limit for 2 bots per lobby at this time. It may be reverted to 1 after data has been collected.

Bots right now only spawn as NETSEC.
DO NOT EXPECT A FLAWLESS EXPERIENCE (especially as time goes on and people learn to meta-game the bot).
The bot currently spawn only as NETSEC.
Humans are better to play with and I suggest using the bots only to fill up a minimum sized lobby (and it may be so in the future).
There are certainly some tells and it will be improved overtime.
Please report in #feedback how badly it performs, especially if you find tells / ways to metagame/manipulate the bot in a way that can be considered unfair.

Suggested bot count:
  • 1 bot with 12 or less human players
  • 2 bots with 13 or more human players
Jun 27, 2023
Madcap Mosaic - 1classydude
This update is small- I flipped a switch in Gamemaker. I suspect it will increase FPS for most people by a bit. Please get in touch if this patch causes any issues for you. You can respond here or get in touch via the discord link below, or by email to madcapmosaic@gmail.com.

https://discord.gg/g7zr28Cs8
Feudal Friends - Keep
Hey everyone,

The release of Feudal Friends, which was expected to be broadcasted on June 27th at 19:00 UTC, has been postponed to the week of July 10-16 due to feedback and improvement suggestions received during the demo and test process.

With this delay, we aim to enhance the user experience by providing a better gaming experience.


Keep Games
Jigsaw Puzzle World - cyrilsplutterworth
This update brings further improvements to the extra controls introduced in version 1.2.0.

Now, the piece-movement and camera-movement functions are controlled by different mouse buttons.
This should stop the frustrating situation of trying to move a piece, and instead moving the camera.
The left mouse button controls piece movement, as it always did. The camera movement is now controlled by the right mouse button. There are in-game reminders about these controls.

I have also moved the corner markers to the top of the z-axis, so that they can always be seen over the puzzle pieces.

Thankyou to the members of the community who discussed these changes with me. If you have any other suggestions or comments to share, I'm happy to hear them!
Jun 27, 2023
RPG Architect - Locke
  • Animations now run off of (relative) pixels for translations.
  • Avalonia 11 nightly stability updates.
  • Animations can now target the "bottom" of a target/collider. This may eventually expand to other locations.
Jun 27, 2023
Private Dick: Lipstick & Lies - Cisco Donovan
Hi,

So the new demo is out in the wild and the feedback I've received so far as been super positive. Have you played it? What do you think? I love hearing from players so do reach out (even if you only have bad things to say!)

I've been sitting on this devlog for a little while, waiting for something concrete to show and announce. But frankly I don't have anything to show yet, so I just wanted to show a pulse.

I'm busy working on the Early Access release. That was slated for July but that's gonna slip hard. I'm hoping for end of August.

I've been working on producing a roadmap to make it a bit clearer what I'm working on and what's involved. My plan is to work this up into something nice and visual and share it next month.

But to summarise, I've been polishing up the quality of the opening chunk of the game - the stuff that happens before the Red Tie demo. I'm just about to hand out some voiceover work to my actors which always an exciting step in the process. And once the audio comes back I'm probably at the absolute minimum point where I could launch.

This week I've had art delivered for two new CG scenes and I can't wait to plug those in. One is for Olivia's storyline, which I hope to had a couple of releases after early access (so October/November). The other may just slip into the early access build though.

Sadly I expect a lot of pressure on my working hours in July. As some of you may know, I work on contracts to fund the art, music and voice for Private Dick - it's a tricky balance to earn enough to fund development while also leaving me enough time to actually DO development (not forgetting, of course, that handing out, reviewing and integrating work from the team also take a lot of my time). And sometime those contracts have responsibilities attached, which means I'm not entirely in control of my time. Are any of us, I suppose?

There's a big tension on the EA build as to what goes in it. I want to give paying players something new and exciting and entertaining. Ideally at least an hour of content. On the other hand, the sooner I release and start generating revenue from the game, the more I can wind down contracting hours and the more time I can spend on development. But if the first release is too thin, and players are disappointed, and I start clocking up bad reviews, well, that might get hard to recover from.

This is something I'm always weighing up. I know where I want the EA build to be, but that may be too much content for me to fund and add right now. So I'm always trying to work out where to cut, where to optimise, to get to a releasable point.

Anyway that's all for now - I really just wanted to check in quickly.

I hope to write in a few weeks with a more concrete and visual roadmap so that you have a better idea of where development is at.

Cheers,

-Cisco
...