Cube Control - ..::GooBall60
This update addresses some more community feedback as well as some other minor changes. The changes include:

-Improved physics interaction between cube gibs and moving hazards
-Added missing colliders on world 1 foliage
-Adjusted the pattern of some spikes on level 5-5
-Slightly decreased speed of spinning spikes on level 4-7
Hunt: Showdown 1896 - Cry_Ari

Join us for our first Tide of Shadows Gameplay Livestream!

Watch as our Community Managers deal with with all the new dangers that came in with the tide and give away some DLC.

Streaming here on Steam and on-
Twitch
Youtube
Facebook
Jul 5, 2023
Antique Restorer - laszlo.molnar.official
The Antique Restorer demo has been updated once again! Now, you can view the table from a top-down perspective by pressing the SPACE key. Join us on the Steam Discussion forums to discuss this feature or any other aspects of the game!


Jul 5, 2023
只因兄弟(BroChicken) - 贾宝蛋
1. Added a new character "Teacher Ma"
2. New weapon "Lightning Pentacle"
3. Add achievements to new weapons and characters
4. The super weapon attack of the weapon "wheel" has been changed from launching 5 tires at a time to: increase the size of the tires, and the tires can rebound 3 times after hitting the wall
5. The super weapon attack of the weapon "Explosive Staff" has been changed from launching 5 magic balls at a time to: after the explosion, it can explode to the surroundings multiple times
6. Reduce the attack of monsters and reduce the difficulty of the game
7. Some bug fixes
Forza Horizon 5 - T10Yaachts

If there’s one car that should be on the top of your radar, it’s the 2023 Formula Drift #64 Forsberg Racing Nissan Z. This ludicrously powerful drift car from none other than three-time Formula Drift champion Chris Forsberg produces an incredible 1,300hp with an endless supply of tire smoke.

Tuned for the drift track with a highly modified twin-turbocharged V6 engine, a widened body kit and exhausts popping through the hood, this Nissan Z is primed for competition. It can be yours starting this week once you reach 160 PTS on the Upgrade Heroes Festival Playlist. You have until July 20, don’t miss out!

But that’s not all! This week you can also unlock the 1992 GMC Typhoon. The 280 horses on tap allow the Typhoon to do things unthinkable for an SUV before its introduction, like blasting to 60mph in 5.3 seconds. A sleeper, however, the Typhoon is not. Slammed low to the ground and sporting a full aero kit, it couldn’t possibly be mistaken for the stock GMC Jimmy that it is inspired by, even at a distance.


See how the Typhoon fairs in Mexico by scoring 20 PTS on the Festival Playlist before Thursday, July 13. What other cars would you like to see in future Forza Horizon 5 updates? Be sure to upvote your top-requested cars on the official Suggestions Hub.

Here’s a closer look at the events and rewards in this week’s Festival Playlist:

SERIES REWARDS
  • 80 PTS: 2016 Pagani Huayra BC
  • 160 PTS: 2023 Formula Drift #64 Forsberg Racing Nissan Z
WINTER REWARDS
  • 20 PTS: 1992 GMC Typhoon
  • 40 PTS: 1990 Porsche 911 Reimagined by Singer
Over in the Forzathon Shop, don’t miss out on the 2020 Koenigsegg Jesko and 1977 Holden Torana A9X, as well as the Karaoke emote and Donut Media Yellow Jumper.


Category 
Event 
Restriction 
Reward 
Seasonal Points 
Forzathon Weekly 
Holden out for a hero 
1977 Holden Torana A9X 
160 Forzathon PTS 
5 PTS 
The Trial 
Tune it Up: Datsun 510 
1970 Datsun 510 – B 700 
2015 Audi RS 6 Avant 
10 PTS 
EventLab 
Circuito De Mulege - 2 Laps 
Anything Goes – S1 900 
Donut Media Leaf Cap 
3 PTS 
EventLab 
Racers In The Mist 
Offroad – B 700 
Donut Media Pop Up Headlights 
3 PTS 
Playground Games 
Baja Circuit Team King 
Decade: 1980s – S1 900 
I'm the best at Games” Forza LINK chat phrase 
3 PTS 
PR Stunt 
Callejón Speed Trap 
Anything Goes – X 999 
Super Wheelspin 
2 PTS 
PR Stunt 
Carretera Speed Zone 
Anything Goes – X 999 
Super Wheelspin 
2 PTS 
PR Stunt 
La Cruz Danger Sign 
Anything Goes – X 999 
Super Wheelspin 
2 PTS 
Seasonal Championship 
Let's Be Reasonable 
Horizon Special: Reasonably Priced – C 600 
1987 Nissan Skyline GTS-R (HR31) 
5 PTS 
Seasonal Championship 
Muscle Memory 
Classic Muscle – B 700 
2008 BMW M3 
5 PTS 
Treasure Hunt 
An Old Challenger Approaches 
A class act for sure, win a drag race for treasure galore. 
100 Forzathon Points 
3 PTS 
Photo Challenge 
#ItsTurboTime! 
Photograph the 1982 Porsche 911 Turbo 3.3 at the Horizon Rush Outpost. 
"Mo Powa Baby" Forza LINK chat phrase 
2 PTS 
Horizon Open 
This Ain't My First Rodeo 
Earn 3 Ultimate Drift or E-Drift Skills in Horizon Open Drifting. 
2005 Honda NSX-R 
2 PTS 
Monthly Rivals 
Copper Canyon Sprint 
2021 Mercedes AMG GT Black Series 
N/A 
4 PTS 
Monthly Rivals 
Los Jardines Circuit 
2023 Lotus Emira 
N/A 
4 PTS 
Hot Wheels PR Stunt 
The Ribbon Speed Zone 
Retro Hot Hatch –A 800 
Super Wheelspin 
2 PTS 
Hot Wheels Seasonal Championship 
The Magic Number 
BMW M3 – A 800 
Hot Wheels Cap 
5 PTS 
Rally Adventure PR Stunt 
Duna Escarpada Speed Trap 
Retro Hot Hatch –A 800 
Super Wheelspin 
2 PTS 
Rally Adventure Seasonal Championship 
Tune Buggy 
Unlimited Buggies – A 800 
Raptor Raw Emote 
5 PTS 
Horizon Super7 
The Super7 Challenge 
Complete all 7 Challenge Cards 
Super Wheelspin 
N/A 
News from the Forza Franchise

Add Forza Motorsport to your Steam Wishlist

With Forza Motorsport launching October 10, be sure to visit our new Forza Motorsport Steam page and hit Wishlist to be notified of its release.

https://store.steampowered.com/app/2440510/Forza_Motorsport/

Check out the Forza Horizon 5 Horizon Racing Car Pack

Discover your next favorite car in the Forza Horizon 5 Horizon Racing Car Pack, featuring 4 incredible new-to-Forza cars for you to collect and drive! These high-performing cars are perfect for all the unique driving experiences the Horizon Festival offers:

https://store.steampowered.com/app/2440490/Horizon_Racing_Car_Pack/?curator_clanid=40722422
Campus Life - Marketing FrozenWay
Hello, Millennials!

We know it's been a while since our last devlog, but we're back with an update on the recent progress made by our team. The development is still in full swing, and we're steadily approaching the creation of the first playable build. As a result, you can anticipate seeing more in-game content rather than just concept art.

Prepare yourself to meet some of the characters you'll encounter during your college adventure in the game.
Now, without further ado, let's proceed!

Animation

We really want our campus to be vibrant and bustling with life, so you'll be able to encounter numerous students (NPCs) going about their day in various ways. Sometimes, you might stumble upon them engaging in passionate discussions.



Characters

Meet Emilio Garcia, a potential friend you'll come across in the game. He's the friendliest guy you'll ever meet, thriving in social settings. However, according to a trusted source, romantic relationships might not be his strong suit. If you're seeking friendship, be prepared for loads of fun. But if you're after something more, well... patience is key for success!
As players, you can engage in conversations and build deeper relationships, including romantic ones. Discover the characters’ backstory, complete tasks together, participate in activities, and exchange items with friends.The type of relationship you choose to strengthen is entirely up to you.




Today, we won't reveal all the details about the FUN fraternity, but we can introduce you to its leader, Summer Olivetti. She is a unique individual, and not everyone will warm up to her as much as we do. However, if you decide to make her your friend, you'll embark on a journey of total calm and relaxation.. Leave behind the stresses of everyday life, grab your favorite paints, and let love&chill conquer the world.✌️



Fraternity

To truly experience the vibe of the American college, you need something extra - don't just be a bookworm! Get out there and socialize with the crowd.

Join the POP fraternity and let the good times flow!

Fame and popularity? Here's your place! Don't worry about what others say about you; what's important is that they're talking. Rise above others, but be careful not to make enemies along the way to the top! Take control of your own path and strive for popularity!



Filling the world with fun stuff

At Millennials, we’re dedicated to making the campus vibrant and diverse. We constantly work on designing new elements for the game that bring a sense of a lively and bustling world, filled with well-populated spaces.
To enhance the excitement, we've made sure that certain items in the game are interactive, enabling you to easily engage with them and enjoy additional moments of entertainment. We’ve all played our fair share of table tennis at college; it would be weird not to have it in our game.




Environment

Looking for a peaceful study environment? Need a break from the hustle and bustle? In the dormitory, you can find a moment of tranquility. But if you're in the mood to socialize, you'll also meet fellow students engrossed in their daily activities. Whether you seek solitude or connection, the dormitory has got you covered.



Need a breath of fresh air? Explore the campus and immerse yourself in the vibrant world of Millennials! To create a living world, we constantly work on attention to detail, whether it's outside or inside.



Mo-cap

For all of you who stuck around till the very end, here's a little sneak peek of what we’re trying to achieve with motion capture. We’d like our characters to be expressive individuals, and nothing compares to having a human model for their expressions. We're keeping the details under wraps for now, but keep an eye out if you want to see more in the future!



Keep up to date

Well, that's it for today’s devlog. Thanks for tuning in and we hope you had a great time with our little show.
As usual, we invite you to hop over to our Steam page and add us to your wishlist and follow us, so you won't miss any future devlogs.

https://store.steampowered.com/app/2103090/Millennials/

You can also catch all the latest updates on our social media channels, so if you want to stay in the loop, you know where to find us!




Fufu, and bunch of grateful developers from Live Motion Games~
Warhammer The Horus Heresy: Legions - EGPepe

"Victory will go to the greatest swordsman."
– Lucius

Whether you’re a hardened veteran or a fresh recruit, prepare to get down and dirty in July's community-run tournaments for fantastic in-game prizes! Take a look at June's events in the dedicated web post.

Don't fear taking the first step in your path to glory and enter the fray!
The Time I Have Left - Ground Game Atelier
Hey everyone! Nitro here.

Game development is an iterative process. As ideas get explored and features implemented, they are refined, remixed, replaced, or even completely discarded. Like the Ship of Theseus, the change is continuous enough that it can be hard to distinguish when one iteration of the game’s design ends and another begins.

While different in its implementation, the current design for The Time I Have Left retains most of what we originally envisioned: A game built upon exploration, narrative, time limits, and accessible gameplay.

In this article, I’ll cover some of the original ideas and how they grew into their current form through iterative development.

EXPLORATION
A time-driven affair



The Time I Have Left (© Ground Game Atelier, 2023)

The timer was a much more punishing mechanic in the first iteration of our design. Time would start the moment you begin the adventure and would not stop until you beat the game, pausing and loading saved games notwithstanding. The six hours Aline had left to live would happen in more or less real-time, not even slowing down when you were checking out the menu!

There were downsides to this approach: Levels would need to account for the varying amount of time remaining you could enter them with, and mistakes early on could have consequences later on. To make matters worse, it detracted from one of the core themes of our game, which is to make the most of your time. This design encouraged rushing through levels as fast as possible to have more time available for future stages. It was anathema to our intentions, so we had to rework things.

To fix this, we made it so each level has a unique time limit, and your remaining time is discarded after you finish the stage. If you finish the level with half an hour to spare, that half an hour will be lost! This encourages players to go back and explore some more, to think about what they would like to do with the time they have left.

Additionally, we decided to slow down or even stop the timer in certain circumstances to encourage immersing yourself in the story. This way, you can read story entries without fearing the pressure of the clock.

PACING
An escape adventure

Originally, there were several ways to escape Colony 7 and each route would take you through different sets of areas, similar to how paths branch and combine in OutRun. While the genres and overall experience greatly differs, the core concept has plenty of overlap: A race against time through a heavily branching path.



OutRun (© Sega, 1986)

This approach required a great amount of work, resulting in zones being smaller than we wanted, and making it likely that most players would never see much of what The Time I Have Left has to offer. It also made balancing the experience much more difficult, so in the end we decided to condense the multiple escape routes into a single adventure.

The current, more straightforward design lets us tune the experience much better: We can focus on making each level have a different feel or focus on different gameplay aspects, thus ensuring the experience never feels stale or repetitive!

There are still lots of secret areas, but they are now contained within larger stages instead of being smaller levels locked behind secret alternative routes.

COMBAT
A near-death experience



The Time I Have Left (© Ground Game Atelier, 2023)

We planned to make the experience evocative of RPGs whilst maintaining the focus on narrative and adventure. To that end, we put in small, simple action sequences, somewhat reminiscent of random encounters. These were meant to break up the pacing, add gameplay variety, and expand on the narrative.

Our first approach didn't quite have the desired effect but it was nevertheless positively received. With each iteration, we slowly converged towards a more or less full-fledged combat system.

The core concept remains the same: Aline is defenseless in a strange, otherworldly place, and her only option is to endure an onslaught of threats until she wakes up. While the original implementation was closer to a QTE in spirit, our current iteration is closer to a traditional turn-based RPG with an active twist.

During the enemy turn, the player has to properly read what action the enemy is performing, and the player is tasked with evading those attacks. Good timing is rewarded with extra resources to use during your turn. Over time, we leaned further into these nascent RPG mechanics, adding skills for the player to unlock, a rating system that grants XP points for good performance, and more.

CLOSING THOUGHTS

While the ideas we left behind were interesting, iterating and being open to change helped us to find the fun in The Time I Have Left, and we are looking forward to seeing what you all think of the final product once it’s ready!

Of course, things in the cutting room floor are never truly lost: Sometimes, previously discarded concepts return when the environment is right for them, be it this game or the next.

I hope this article has given you an insight into how games change while in development. As per usual, I cordially invite you all to join our Discord server or drop a question below if you have any questions!
Cryptr - science works
Updates the boss healthbar UI in boss dungeons.
An Ankou - Krobill
Hi !

We've been busy since the release of the demo working on new content for the upcoming early access but there was something that was really bothering us: how the sword felt and behave. It took an almost entire rewrite of the weapon system of the game during two days, a quick overhaul of the animations... but it's better now!

So here's a small patch with this new behaviour for the sword, a few tweaks on the balance (early difficulty of the run have been reduced) and on the onboarding. That last point is still lacking sorry, we will try to do better next time.

Sadly, do not expect regular patches like this one before the actual launch of the Early Access. This particular point felt very important but we really have to focus on adding new stuff now and there are not enough of us in the team :)

We will try to announce soon what you can expect right at the beginning of the Early Access period and also what you can hope to see very regularly after that. More about that a bit later!

- Alkemi
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