Excited to announce a significant overhaul and game-changing update that has been in the works for a while - which takes TFM to a new level! ËreexcitedË
Our passion for delivering the most immersive city builder and colony sim experience has led us to reshape TFM's core loop - we've reimagined and redesigned the game flow to make it more accessible and familiar for city builder and colony sim game fans while preserving the soul of TFM with its deep personal progression of each unique character.
The Build Panel
We've returned to the drawing board, reimagining TFM while preserving the essence of the game we all know and love. You can now organize your overall strategy better with our new Build Panel. It acts as a tech tree of constructions, presenting a clear roadmap of your available building options and helping you plan your settlement expansion effectively.
Job Selection
We've given you more control over your settlement workflow. You can change your characters' work assignments by selecting them and right-clicking on the constructions. This allows you to adapt to new challenges and maximize the potential of your settlement more dynamically. Tailor your workforce to your strategy and watch your faction flourish!
Path Rewards
Our unique Paths system has also evolved and now serves as an engaging skill line for each character, a tool for exploring a wide variety of possibilities that enriches each character's journey! As characters gain experience and progress, they unlock rewards and uncover exciting opportunities. This enhanced system provides a unique depth to character progression, turning each path into a thrilling personal adventure filled with endless exploration potential.
Objectives and Claims
Introducing expansion mechanics that allow the completion of objectives and claiming of rival factions' main constructions. It's time to plan, strategize, and grow your settlement into a realm! The thrill of conquest doesn't stop here; our upcoming major update promises the introduction of Skirmish maps, so prepare for unparalleled strategic depth and keep a vigilant eye on our roadmap!
Points, Perks, and Stats Revitalized
Dive into a reimagined gameplay experience as we overhaul the Points, Perks, and Stats systems in TFM. Your settlement's points and your characters' primary stats now profoundly impact the odds of obtaining rewards. This change resonates through every layer of gameplay, adding richness to exploration, emphasizing strategic planning, and injecting an exciting dimension to character development and settlement management.
Every point you collect, every perk you obtain, and every stat improvement achieved will be instrumental in deciding your settlement's success. These elements are intricately interwoven, ensuring that character progression and high-level management are as engrossing as they are rewarding.
This revitalization brings a profound coherence between the individual (your characters) and the collective (your settlement), creating a melodic loop of growth and development. Be prepared to strategize, evolve, and enjoy the enhanced gameplay experience that awaits in TFM's new era.
With these changes, we boldly enter a new era for The First Men. This update signifies a transformative phase in our journey, an overhaul that refines the gameplay while preserving the spirit that makes TFM unique.
Your invaluable feedback guides us as we continue to sculpt the world of TFM. Our community's excitement, passion, and dedication fuel our ambition, inspire our creativity, and drive our determination to make TFM an unforgettable gaming experience.
We have great news for those eagerly awaiting a chance to embark on this revamped journey! TFM will be available at a 20% discount during the Steam Summer Sale. So, there's no better time to delve into our immersive world and become a part of the TFM community.
Lastly, whether you're a seasoned player or just starting your journey, your reviews on Steam make a world of difference. Remember to post or update your review to help us improve the game.
Thank you for joining us on this remarkable journey. Together, we will continue refining, reimagining, and elevating The First Men to new heights!
- Fix missing Memories UI in main menu. - Fix a bug occur when choosing End A and End C, black screen after ending.(Englich version) - Fix when you decorate flower it dosn't work.(Englich version) - Fix some of text that is too long.
From the very beginning of Cabernet, youâll be making choices which change how Lizaâs afterlife plays out.
Moral choices happen regularly; some will even impact the fates of other characters and story endings. For making noble and empathetic choices, Liza gains humanity points and for chaotic destructive decisions, she gains nihilism points.
Unlike many other karma systems, morality points in Cabernet only add up and never go down - doing bad deeds does not replace or erase a good one and vice versa.
How are you enjoying Friend Pass? Here's the second in a series of updates that will be releasing over the coming weeks which focus on QoL improvements and polish, with the intention to prepare Trivia Tricks for its graduation from Early Access!
If you missed the news, we've just launched the Friend Pass Party Bundle which gets you a significant discount on Trivia Tricks and Last Train Outta' Wormtown! If you're after more party games with Friend Pass support then definitely check it out!
Like what weâre doing? Hit the thumbs up below this news post! Have more detailed thoughts? Consider leaving a Steam Review letting us know what you think. Have a great idea you want to see implemented? Come chat with us devs in the Official Discord!
When Tricksters join a game they will now wave! Hello! đ
Tricksters also now have additional animations when a question is asked.
Redesigned the lobby player list to be easier to read and make clearer which players haven't pressed to 'Ready Up' (you know who you are).
Mr. Tricks has new dialogue commenting on players moving up and down in the leaderboard.
Mr. Tricks and the bosses will all repeat dialogue much less often.
Added âRender Scaleâ as a graphics option. This will adjust the render resolution of the game while keeping UI elements at the set resolution. This can be set to as low as 50% if you are seeking extra performance, or as high as 200% if you want to enable SSAA.
The âTexture Qualityâ graphics setting has been removed, as performance improvements made in the last couple months have left this option having no meaningful usage.
The mouse cursor will now go invisible when using a controller.
Fixed cases of the mouse âhoveringâ menu items while being invisible.
When a player is asked to rate a Workshop Category at the end of the game, the name of the Workshop Pack will now be displayed.
The Workshop Search menu has had the âTagsâ and âLanguageâ dialogs visually updated, and the gamepad interaction in these menus has been improved (controller users will no longer have to scroll to the bottom of the list to close it).
Improved the retry logic and error handling of network requests. This should mean that Creating or Updating Workshop packs, and connecting to Twitch, should now be far less likely to fail.
Clicking to Create or Update a Workshop pack with no connection to Steam will now inform players that this is the case.
If a game starts with no categories selected, the default categories will be enabled instead of picking a single random category.
The in-game Pause Menu has been visually updated.
Additionally, the Pause Menu's Settings page has had âDisplayâ and âMiscâ tabs added, which directs players to adjust these in the Main Menu.
Fixed a bug where a lobby wouldnât re-attempt to load the Workshop Categories in the Category Menu if the first attempt failed.
Removed the âbetaâ label from the Twitch menus.
We overhauled Mega Knockdown's optional turn-timer, so now you can play the high-speed "BLITZ" and "BULLET" variants online! We've also added some improved animations for Paul, and reworked Billy's balance.
Improvements to Timed Variants
In online play, lobby hosts can now set a turn time limit.
Like in local play, the options are Unlimited, Standard (15 seconds), BLITZ (3 seconds) and BULLET (1 second). Once a player receives their opponent's inputs, the timer starts ticking down. As in local play, when time expires, the timed out player stands there and loses their turn.
The turn timer is now a progress bar integrated with the input display.
The turn timer now pauses when you're contemplating a punish.
Several under-the-hood changes were made to the "timed out" state for improved stability and online compatibility.
New art!
Improved art and animations for most of Paul's moveset, including his air throw, sweep, jumping A, jumping C, backflip, Paulcano, Firepaul, knockdown, blocks, throws, back walks and throw techs.
Balance Changes
Billy's A attack: Startup decreased from 30f->20f. First hit damage decreased 250->150
Billy's B attack: Startup decreased from 40f->30f. First hit damage decreased 250->150. No longer safe on block.
Billy air throw: Damage increased 400->500
Billy stomp: Chip damage increased 150->200
Billy HP: Decreased 1700->1600
Billy's extremely slow normals made him a very one dimensional character in neutral. He relied a lot on knockdowns and +20 situations to do much of anything. However at a high level, if the opponent wasn't making mistakes and handing him free punishes and frame advantage, he had to make very hard reads to not lose neutral. Now he should have more options in neutral, but his damage/HP advantages are being pulled back to compensate.
Bug Fixes
Fixed an issue where round win counts would be incorrect for a late joining spectator.
UI Improvements
The in-game input display now shows the full names of special moves, instead of their internal placeholder names.
You can now see players' ping in the online lobby.
Spectators in online games can now see which player(s) have locked in their moves, and an estimate of how much time is left on their turn timer.
Miscellaneous
Your saved key bindings have been given another one-time reset to defaults to fix a bug with the input system. Sorry!
All in-game sprites have been compressed (losslessly). This is intended to decrease load times.
You can no longer press Block to cancel a punish. This option didn't serve a gameplay purpose, and caused some unintended issues.
Some changes were made to the "training dummy" for improved stability.
Unless you're playing a Jerma mirror match, the overhead side switch icons will no longer display--they are no longer needed if you're using the new sprites.
Removed the ability to lock a keyboard in Versus mode. This was useful as an anti-cheat feature for Steam Remote Play, but these have been replaced by the newer Online Lobbies. On that note, the achievement for locking a keyboard has been removed.
The achievement that triggers when you use Steam Remote Play has been removed. You can still play online with Steam Remote Play, but the Online Lobbies are a much better option.
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As always, if you have comments or encounter any issues, please press F8 in-game to notify the dev. You can also hop on the discord (https://discord.com/invite/bGVftKK) to find matches and discuss the new update.
Horizons of Spirit Island expands the hit tabletop game with more Spirits and island boards to increase replayability and improve accessibility for newer players. It features all the content from the tabletop game of the same name, designed by R. Eric Reuss. The five new Spirits are designed to be ideal for those playing a Spirit Island game for the first time, and three new island boards allow for even more island combinations!
Spirit - Devouring Teeth Lurk Underfoot: Long ago, the being which would become this Spirit was a small, territorial Spirit of the sand-by-water. It waited patiently for small prey to approach, then frightened them towards its waiting maw; when fresh prey was scarce it would scavenge. Most such Spirits stay tiny, but this one happened to take a bite out of Ember-Eyed Behemoth..
Spirit - Eyes Watch From the Trees: Even after centuries, the Dahan find many things about this Spirit somewhat enigmatic. It warns of danger, helps those lost or injured in the forest, and only works mischief on aggressors and the arrogant. Back in the days of the First Reckoning, its faint whispers were a source of dread, but to current generations they're a familiar and expected part of the island.
Spirit - Fathomless Mud of the Swamp: The Island has many swampy deltas along its coasts. Some are fairly navigatable, while others are mazes of murky water, tangled trees, and land that isn't nearly so solid as it appears. This Spirit is one of these latter sorts, with a penchant for spreading - it likes getting everywhere, slowly turning solid ground into muck and mire.
Spirit - Rising Heat of Stone and Sand: Even after centuries, this Spirit remains a bit unclear on why living things get so unhappy about fatal dessication, but the Dahan make such pleasant patterns across its sands that it's happy to forbear.
Spirit - Sun-Bright Whirlwind: A Spirit of sun-warmed and gusting air. It spins leaves and dust into miniature cyclones, playfully snatches at small unsecured objects, and sometimes - when joyful, or upset, or full of the vigor of nature - howls across the island, bending trees and abrading the landscape with pebbles, twigs, shells, and the occasional bird nest.
Island Boards: F, G, and H
What Else?
The low level game engine Spirit Island is built on has been modernized to improve performance, quality and compatibility.
The minimum system requirements have changed for macOS and Linux:
macOS High Sierra 10.13+, Apple Silicon or x64 architecture
Linux: Ubuntu 20.04, Ubuntu 18.04, and CentOS 7, x64 architecture
This update also includes several fixes and improvements, including:
Various core game cards have improved wording introduced in Horizons of Spirit Island, including the Downgrade keyword.
Power tooltips now indicate why a power cannot be used during the power phase (for example, if it requires a sacred site and you do not have one).
Towns and Cities with +2 Health now show 2 + icons properly.
Flame's Fury now applies the damage increase properly to repeats of Creepers Tear Into Mortar.
Fixed some issues related to undo and Event cards.
Fixed a problem with repeating a Power several times with different effects.
Fixed incorrect interaction between Explorers are Reluctant, Quarantine, and Immigration effects.
Immigration Slows no longer prevents all builds instead of just regular builds.
Discord fear card now checks for end of game at the correct time.
Fixed issues with undoing growth in certain situations.
Fixed a problem in Second Wave where an incorrect blight pool total could occur after switching blight cards.
Ocean in Play now works properly with Blight and Event cards.
What's Next?
We know you want to know! The massive expansion Jagged Earth is well in development, and we're looking forward to showing you sneak peeks on our Twitch channel to show our progress. Stay tuned!
Hello everyone, the playtest for Update 1.5 is now live.
This update includes:
- A full overhaul of the house level - A brand new monster taking the place of the Seers - New areas of the Estate - Reworking and balancing of monster mechanics - New voice acting - New notes - New Animations - New Music - And more
Weâve been working hard for the last several months to bring you this update. The main purpose of it being to fix many of the mechanical and thematic issues that the original release suffered from. After lots of hard work, we think weâve done it. We hope you all enjoy!
A few things of note:
1. The playtest is in an experimental state, it is likely you will encounter bugs. Our hope for the playtest is to find all these bugs early and get them all ironed out before the official release. If youâd rather not experience bugs, then we recommend that you wait until the official release of Update 1.5.
2. To access the playtest, go to your steam library, right click on Claytown Horror, go to âpropertiesâ, go to the âbetasâ tab, then switch your âBeta Participationâ to âplaytestâ. This will switch you over to the playtest build.
3. Please report any bugs and feedback onto the steam community page, or join our discord server at discord.gg/p3aYqjJ4Za We will appreciate any and all feedback.
Weâre very excited for all of you to take a look at what weâve been working on. Also thank you to everyone participating in the playtest; we look forward to seeing all of your feedback and reports. With your help weâll make sure update 1.5 is the best it can be.
We've got tanks. We've got the factories to build them. And we even have a new protagonist voice that you could use to be a tank driver (or any other young protagonist for your game!). 3 New Resource Packs Out now!
Itâs time to roll out, with the help of the Battle Tank Pack Vol.1! Gee-kun-softâs latest vehicle battler pack focuses on armored tanks that are ready to charge forward and take on the enemy forces. 10 different tanks offer options for combat, defense, and reconnaissance so your players can prepare for any battlefield situation. Each tank comes with a battler and character sprite so you can use them in and out of battles. Face off against armored 8-wheeled vehicles to gain some important intel, and drive anti-aircraft tanks topped with missiles and satellite tanks around the map to stop the enemy from making their way into the heroâs base. Fill your sci-fi games with high-tech tanks that shoot powerful blasts of lasers, and bring out the literal big guns with an enormous tank that travels on railroad tracks.
Also included are 10 background images to help set the scene. Introduce your players to a city with a view of the shining skyscrapers or the cityâs main bridge lit up in the middle of the night, and have an empty field behind your characters when they stop on the side of a dirt road after a particularly challenging battle. And if that wasnât enough, this pack also includes 83 bonus images of the tanks in action that are perfect for battle cut-ins and cutscenes, along with PSD files so you can tweak the tanks to perfectly fit your vision. So if youâve been needing some extra vehicles for your military story or just love tanks, pick up the Battle Tank Pack Vol.1 today!
Create a grimy warehouse where villains gather with the KR Factory Tileset! Kokoro Reflections is back with a set of tiles to help you create those creepy buildings your game calls for, filled with mysterious machines and offices where important clues were left behind by the villain. A1, A2, A4, and 4 B sheets cover a variety of gray and brown details to build a busy factory. Instead of water, the A1 sheet includes rolling conveyor belts that could move your heroes to new locations, and the A2 and A4 sheets include wooden, dirt, and metal options that could work for both interiors and exteriors just in case the factory area includes more than building to search. Dangling wires and small pipes can decorate walls in between warning signs while the larger equipment can be observed from high up on raised platforms. Have your heroes squeeze between large refineries and tanks containing who-knows-what as they make their way to the factoryâs main office, where old notes tucked into shelves and computers still left on are waiting to be read.
This pack also includes character sheets for doors, levers, and valves so you can let your heroes unlock new routes the more they explore. Or use the smoke sprites to add to the atmosphere, blocking paths or billowing out of the tops of certain dangerous machines. Pick up the KR Factory Tileset and start building warehouses full of machine mazes and pipe puzzles for your heroes to solve!
Make sure your hero isnât a silent protagonist with the Young Protagonist Voice Pack! With a whopping 339 English voice clips to choose from, you can be sure that your hero has a line for any situation. The packâs voice is perfect for an energetic older teen or young adult, so if your villager-turned-chosen-one has been lacking a voice then listen up! Add some hmms, sighs, cheers, and groans to your cutscenes to add some extra emotions, or have your hero speak up randomly while walking around a town when they see something cool. Have him let out a cheer when he levels up and groan a meek âhow could it end like thisâ if he loses a fight. Start a fight with a brave âbattle startâ or âbring it onâ shout, and include a pained grunt when your hero is hit with a particularly painful move during the fight. Or keep the SEs out of battles entirely and use them when he explores dungeons with âhyupsâ and grunts of exertion as he climbs vines and leaps across chasms to discover new treasures.
Each SE comes in mp3, m4a, ogg, and wav audio file formats, so itâs easy to add them into your favorite engine! Add some extra life to your hero with the Young Protagonist Voice Pack!