Shadow of the Road - Kajtii

Samurai!

First of all, hello again! We want to thank you for your support and for following the development of Shadow of the Road. It means the world to us!

Gore

Today we want to talk about the concept of gore in our game.

As many of you may know, the phrase refers to brutal graphic and violent aspects often depicted in pop culture. It's an element that can evoke strong reactions and emotions - let’s be honest, it could be even disgusting for some people.

You can see an example below, but be aware that all of the materials here are a work-in-progress.







From the beginning, our goal has been (and will be) to create a truly bloody and intense experience in Shadow of the Road. We wanted to challenge the boundaries and deliver a game that doesn't shy away from the darker side of its world. We believe that by embracing the brutality, we can achieve a unique and immersive atmosphere. It is not a secret that…

The path of a samurai is not colorful

Throughout the development process, we have put a lot of effort into improving the gore element. We understand its importance and have dedicated a significant amount of time to refine it. We constantly strive to strike the right balance between realism and art, aiming to deliver an experience that resonates with players.

VIDEO #1


VIDEO #2


In terms of the future, we have several enhancements in mind for gore and general atmosphere. We want to ensure that the impact of violent encounters feels weighty and meaningful. This includes refining the visual effects, sound design, and even the narrative context surrounding these moments.

We want every brutal scene to have a purpose and contribute to the overall experience!



Before we wrap up…

We would like to let you know that we will be sharing more updates soon. Stay tuned for our future announcements and join us on {LINK REMOVED}, as well as our other social media platforms such as Facebook, Twitter, and Instagram. We greatly appreciate your support and engagement.

Until next time
Another Angle Games

Follow Shadow of the Road:
📍 Facebook
📍 Twitter
📍 Instagram

https://store.steampowered.com/app/1173980/Shadow_of_the_Road/
PAYDAY 2 - SBZ_Sebastian
PAYDAY 2: Update 238 Changelog
Update Size: 664.9 MB

Heists
  • Goat Simulator - Fixed an issue displaying copyrighted material in the level.
  • Rats Day 2 - Fixed an issue where optional loot, in a specific safe, was not able to be interacted with.
  • Midland Ranch - Fixed an issue that was preventing a string from being displayed for the laptop placement, for anyone who was not in possession of the laptop.
  • Border Crossing - Fixed an issue where the Border Crossing Exp tweak didn't work as intended
Weapons
  • Fixed a graphical issue on the Amaroq 900 Sniper Rifle that caused the bullet to appear through the character's body, in the menus.
  • Fixed an issue with the Ijiraq Muzzle Brake and Qanuk Barrel, on the Amaroq 900 Sniper Rifle, that caused these mods to disappear during sprinting.
UI
  • Fixed an issue where some glove icons were cut off
  • Fixed a crash when accidentally pasting a picture into the social hub search bar
General
  • Fixed an issue where some players had access to more skill points than intended
  • Fixed an issue with safe house raids not appearing
  • Added performance optimizations to contour handling
  • Fixed an issue that could delay damage bonuses application when marking a unit.
  • Fixed an issue where damage bonuses would sometimes not apply when multiple contours are applied on the same unit.
  • Fixed an issue where the Aced version High Value Target might not apply correctly to SWAT Van Turrets.



Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.

If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...".
The process may take some time to finish.


Restoring a Linux save file as a Windows save file

Go to your main save game location: Steam\userdata\<random number>\218620\remote
Move your save098.sav out of the folder
Copy the linux_save098.sav and rename the copy to save098.sav
Start the game, your progress should be back.
Once you confirmed it worked you no longer need the older file you moved out of the folder


Keep those helmets flying!
OVERKILL_Tobias
Lawless Lands - Corrosive Studios [Dev]
6/28/23 - Lawless Lands Update 2.5.4 (More Brightness Tweaks Based On Feedback)

Hey everyone.

Based on continued feedback and my own testing, I've decided to release another patch here to further increase the brightness and visibility of the game. Take in mind that rain and storms will still hamper visibility slightly, but the default values for the visibility in game have been adjusted to be less intense. The world modifier that lowers visibility slightly still functions as normal, just reducing visibility by about 10% of what the current value is. I feel that these changes still retain the dark and grim feeling of the game, but will help to make it less frustrating and claustrophobic in terms of being able to see the environment.

This update applies for the main game and the expansion.

Update 2.5.4 Change Log:

Changes & Additions:
  • Decreased the base opacity of the fog of war by ~10%
  • Decreased the base opacity of the rolling fog visual effect by ~10%
  • Increased the default values for vision radius preference for all settings by ~5% (You can change your vision distance preference in the preferences tab of the character record item in the plot section of your inventory)
  • Decreased the default values for fog of war opacity preference for all settings by ~5% (You can change your fog of war opacity preference in the preferences tab of the character record item in the plot section of your inventory)
  • Updated the values listed and changed inside the preferences tab of the character record item to reflect the above changes
  • A few other quick tweaks and changes

That's all for now! The update will be live soon.

-Cryptic ːCStudiosː
Solas City Heroes - Zeker
Hello heroes!


The new update for Solas City heroes is finally here!

While the main point for the update was to fix issues, I added a new feature to the game!

Mayhem!

Once you complete the story of the game, you will be able to see areas where villains have invaded!

When an area is invaded by a villain it will be marked in red on the map. One of the villains (including the ones from Bonus areas) will be the last boss in that area, and four of their minions will also spawn in the map. All enemies in the area will be a bit stronger and more aggressive.

I hope you like this feature as much as I do.

Have a great week and very kinky adventures heroes!

Cheers!

Changelog Solas City Heroes 1.0.2
  • Fixed an issue with Steam Cloud saves not being set up properly
  • Fixed an issue that could cause players to get stuck if they are knocked into heavy bondage traps when no enemies are available
  • Fixed an animation in heavy bondage that would play a F/F version on non female targets sometimes
  • Fixed an issue with two long hairs being incorrectly in the list of short hairs
  • Fixed an issue with missing hair
  • Fixed an issue that could cause an enemy to get stuck in the roof of the Manor
  • Fixed an issue that could cause an enemy to get stuck in the roof of the Dojo
  • Optimized the Gallery scene, increasing performance on older computers and reducing loading time
  • Slightly increased general performance in older computers
  • After completing the story, you unlock the option to return to the hub after completing a stage
  • Added Mayhem Mode! Once you complete the story, you unlock Mayhem mode. When entering the map, a random area will be marked red, in that area the final boss will swap to a different villain (including bonus area bosses!) and it will also spawn some of his minions in the map (each boss has 4 minions related to them). Enemies in Mayhem areas will be stronger, for a more endgame-ish challenge!
  • Fixed an issue that caused the capture mode to get stuck sometimes
  • Fixed an issue with some cyber restraints being incorrectly set up in the selection: cyber yokes, cyber torso binders and cyber back binders were swapped.
  • Ninja enemies are now properly tagged as ninjas (for naming purposes)
  • Added a failsafe to prevent a stuck issue on the Dojo stage
  • Fixed an issue with an animation having the incorrect cum animation
  • Removed an incorrect line in the pause tab
  • Fixed an issue with sounds not properly set for Ground Oral 2 animation
  • Added missing animations to the preferred positions preview system
  • Reduced the penalties to escape at higher levels to not make it impossible to escape (it still may be impossible to escape sometimes due to build choices)
  • Fixed an issue with an achievement getting unlocked earlier than intended
Jun 28, 2023
Angola '86 Playtest - Every Single Soldier
New UI update
Theseus Protocol - huangxi
Join our discord and share your opinion and feedback!

The overall update content is as follows:

    1. Added a switch function between playing cards modes and charging modes to facilitate pure touch screen players to play games.2. Added Steam achievements (can only be completed in the beta branch, because EA version players temporarily cannot complete achievements, all have been set as hidden, and will be visible in future updates).3. Added a setting option for random result locking: if selected, the random related results will still be consistent with the previous game when the same battle is restarted. Please turn it on as needed.4. Updated the graphic tutorial: more detailed graphic tutorials have been added in the game, which can be viewed by clicking the question mark in the upper right corner of each interface.5. Each character has added battle mechanism guidance.6. Added a function unlock prompt in the settlement interface.7. Charlotte and Nina added a standing picture switching function, which can be clicked to switch the standing picture in the character selection interface or the reward interface after the battle.8. Some component functions have been adjusted.9. Added conpendium for different nouns.10. Support opening the conpendium interface during a game.11. The game mode now needs to meet certain conditions to unlock: Hard mode will be unlocked after any character reaches level 3, and Deep Dive mode will be unlocked after any character reaches level 2.12. Known bugs have been fixed.


How to play Beta Version
1、Right Click Theseus Protocol in your Libarary, click on Properties...

2、Select beta - Theseus Protocol test




How to quit Beta Version
Select None in Beta, then you could exit Beta Version.


Jun 28, 2023
Magi's Dream - Yeah 누가 내 수저 더럽대
Added leaderboards so players can compare their best waves on each map!
Also added a speedrun leaderboard - fastest escape time for each map!

- misc -
  • Added compass arrow directing to effigy and boss location
Idle Magic Legend - hewei
Increase magical powers holy sword, holy shield
Local shared warehouse
Automatically sell artifacts above
DYSPLACED - knotto


It was great to reveal the game finally. We've been developing and preparing since the start of 2023, so it was great hitting the first milestone, the reveal!

I thought it would be proper to create a post that sums up some of the discussions we've had with people on Discord and in other avenues of communication during the last 24 hours, so that's the topic of this post!

What type of game will Dysplaced be at its core?

It's a relaxing open-world RPG game with elements from survival, building, and crafting genres. It is a refinement or evolution of Dysmantle mechanics, where the resources are a needs to an end.

Will this game have player need meters (hunger, thirst, energy) like in any other "survival" game - or will it be like Dysmantle?

In this regard, like Dysmantle. No hunger/thirst mechanics are planned at this point. People seemed to like it that way in Dysmantle too. You'll only get stronger with food & other concoctions.

Is it Dysmantle 2.0

It falls into the same genre, and the goal is to hit the same "more relaxing" type of vibe inside the survival genre, as showcased in Dysmantle. So it does show its ancestry in more than a few ways. However, our goal is to create new gameplay systems, worlds, and mechanics that will make the title it's very own product.

Are you gonna be able to break stuff like in Dysmantle

Yes, you will be able to get break stuff. There'll be a lot of abandoned villages and other structures to scavenge in addition to natural - and unnatural - resources.



Will it involve a more detailed base-building mechanic?

Yes! Base building is most likely going to be more prominent, and we're currently envisioning the player would have to build multiple bases/settlements around the map, so that would be one resource sink that doesn't really exist in Dysmantle.

Also, in the current plans, it's unlikely that your camp/outpost/settlement would be razed to the ground behind your back. Again we'd like to offer mostly empowering things instead of coming back to a bunch of ruins or constantly stressing about the things you build.

The camps may offer benefits when you're in their area of influence based on what you built in that camp. You'll most likely have several camps instead of one because of this. You may need to build new camps to "conquer" new areas.

However, a lot of this is still being explored in the design, but the main goal is to provide a positive, approachable, and enjoyable building experience.



Will there be a jumping mechanic?

Jumping is confirmed! This is mainly because the terrain has more features, so jumping comes in handy in many cases. Also, it feels fun to jump over small streams and such in our test environments.

And climbing?

You can climb up the stairs, up a ladder, up a hill. But probably no rock climbing. We are still fine-tuning our new physics implementation so things may change.

Are there classes? Like warrior etc.?

In the current plan, there would not be strict classes, but it would be more about what you equip.

Will Dysplaced have some connections in lore with dysmantle?

Maybe...

I’m hoping for some long-term goals you can work towards, like the Ark in Dysmantle. Will there be things like that?

Yes, we plan to have some long-term goals that manifest in the world itself. One long-term concept is that you'd build stuff to "reconnect" the lost exiles in the world on the brink of doom. This would be achieved by building the necessary roads, outposts, and other infrastructure. Again, a lot of this is still on the planning board, but in any case, our goal is to have such features.

I hope when it gets released, this game will have better "unstuck" mechanics than Dysmantle has.

We'll try to achieve that. There will likely be something else instead of pills. Perhaps an emergency teleport spell...

Will it have NPCs?

NPCs will be in! However, there will not be branching discussion paths with the NPCs or romance or anything you might find in a Bioware game. Maybe expect more Zelda-like NPCs instead. The protagonist is most likely silent.



What kind of co-op will the game have?

The co-op will be online and shared screen - whichever you prefer. Co-op at the moment is targeted for two players.

What would be the EA launch date?

Late 2024 earliest, might be later.

Will it be on iOS?

At some point. However, the primary platforms are PC & consoles.

Will it have guns?

Not directly, but there are probably spells that shoot magical projectiles of some sort. Can a magic missile be considered a gun?

I'm curious about the combat - will it be as rigid as in Dysmantle?

We'll try to improve the combat according to the feedback from Dysmantle. We hope to have something better but not too complex, as this is not a fighting game - fighting is only one of the gameplay elements.



Is the main map bigger than in Dysmantle?

Most likely, at least somewhat larger. How much depends on a lot of moving parts.



Is this game going to share Dysmantle’s legacy of no microtransactions other than expansion packs?

We have no plans to introduce microtransactions into the game. Base game + potential DLCs - that's most likely going to be it as far as we can see it.

Will the game have character customization?

Yes, there will be a character creator!



Jun 28, 2023
Cat Box Paradox - biscuitlocker
Fixed co-op stat being overwritten in single player
...