Stormworks: Build and Rescue - Geometa


Dear Stormworkers,

Last week was minor update week, so this week is announcement week! In this announcement, we will discuss the plans and strategies we have for game development over the next few years.

Stormworks

We continue our support and maintenance plans, with minor updates planned every 2 weeks, major updates planned every 4 to 5 months. We also have a new DLC planned for the end of this year.

Stormworks first launched its closed Beta almost 6 years ago, and we are still having loads of fun developing it. We have as many players as ever, and we plan to keep these updates going for a long time.

Minor Updates

The issue tracker is driving most of the content in the minor updates, as we work towards tackling the remaining bugs there. Of the remaining reported bugs, some are fixed and undergoing testing, while many are planned and their work scheduled. We are making steady progress and are usually solving at least 10 issues each minor update.

While bugs and the overall quality of player experience are our main concern, we are trying to introduce the occasional feature as an interest point for players. This can sometimes be a friction point with the community where some players feel that 100% of effort should go into resolving all issues. For this reason, we are thinking about dedicating most minor updates to bugs and quality, and keeping features for the major updates. As always, this is subject to player feedback. What do you think?



Major Updates

We have major updates planned and are currently working on content for 2024. We typically announce major updates with 3 weeks to go before their release.

DLC

We are working on one new DLC to be released at the end of this year. We can't wait to announce this! Exactly how and when we make this announcement, we don't know yet. We want to get a bit more development done but will share info as soon as we can.

Not Stormworks 2

As previously mentioned, we are also working separately on a new game! This new game doesn't affect Stormworks development and is a separate title.

This game is super early in development and is mostly ideas, prototypes, technology tests, designs and discussions. Its a very long way from any release.

Our goal is to make an awesome new building game, inspired by Stormworks, but also inspired by player creations, many other games, and our own new ideas. We plan to make far fewer features, but to a higher quality, with a greater level of finish.

Until we have a final name for this new game, we are calling it "Not Stormworks 2". The point is that while we love Stormworks, there is no point cloning our own game. Most of the features from Stormworks won't be in the new game, but that's OK because it allows the new game to be it's own thing, and allows us to be creative and introduce new ideas!

There are a lot of expectations around a Stormworks sequel, and this is something we have thought a lot about. It is best we focus those expectations on improving Stormworks itself. "Not Stormworks 2" is an ambitious building game, but it's a different thing and isn't intended to meet the expectations of a sequel. It isn't Stormworks 2!

Something we are very interested in for a new game is full modding support. We have been researching and developing some really cool technology that is aimed at a new approach to modding that gives full control and access to mod makers.



Player feedback is super important to us so please let us know if you have any thoughts on any of the above! We look forward to your feedback.


Much love <3,

The Stormworks Developers
DarkSwarm - Bitfire Games

Attention on deck!

So before we head into summer vacation we would like to reveal our internal project roadmap we try to scope the project for until we hit Early Access.
Be mindful the development of DarkSwarm is a highly complex project with many interdependencies so do not be surprised if we have to push deadlines and change features.

But we remain extremely committed to bringing you the best game we can!


DARKSWARM: LIVING ROADMAP FALL 2023

NETCODE
Lot’s of netcode for online multiplayer. Additionally, local co-op enables friends to join your game from the same console or PC, enhancing the cooperative gameplay experience. To ensure smooth team play, DarkSwarm includes a ping wheel that provides real-time feedback.

MISSION TYPE: BIO EXTRACTION
In this new mission type, players are tasked with hunting down a special enemy to retrieve valuable biomass. Engage in intense battles and overcome crazy enemies as you strive to extract the biomass.

MISSION TYPE: CONQUEST
DarkSwarm introduces the Conquest mission type, where players must capture nodes on an infested planet colony.


DarkSwarm infested planet colony (early prototype of planet environment)

MORE ENEMY TYPES
More advanced enemy AI. More enemy types & growing hive mechanics. Modular system for enemy destruction and variations.

THE HUB
The ship hub serves as a central location within DarkSwarm, providing players with a variety of essential features. Here, you can conveniently spawn your characters, allowing for quick access to missions.

VISUALS
Plenty of updates to the visuals and effects. New UI graphics and integration. New options and settings menu.


CHARACTERS & CLASSES
During this fall, even more class special abilities are introduced, providing additional depth and variety to gameplay. Experiment with different character classes and their abilities to find the perfect combination that suits your playstyle and complements your team.

Thanks for your time and have an awesome summer!

Sign up for the newsletter DarkSwarm

Feel free to drop by our Discord. You are very much invited! :)
https://discord.com/invite/YDrrCwA


And wishlist of Steam if you haven't

https://store.steampowered.com/app/2303200/DarkSwarm/

THROWDOWN BOXING 2 - derrick.rowell
The main event is here. Throwdown Boxing 2 Ver. 5.0 is the classic colorful old school arcade styled boxing game you've been looking for! With brutal hits, comical play and bumping music, the battle's here!. This major update adds more beautiful music tracks, awards tracking and progress saves, and crazy amount of gameplay secrets and powerups for you to discover! So get your copy of TDB2 today because the Rumble is Ready! This game was made by me for the love of punch out and the for the fun the be had in the arcades, Let's Go!!!

Headbangers: Rhythm Royale - TomT17
Hey there Flock! 🐦👋
Tom here, Headbangers: Rhythm Royale's Community Manager! Today we are back again for another minigame breakdown in...
Coo-munity Flock 2!
First Piano Shooter 🎹
In case you've missed our previous segments, our Coo-munity Flock's breakdown specific gameplay elements of Headbangers and soar into never seen before features! Ready for another gameplay breakdown? In Coo-munity Flock 2, we will be diving into our second round minigame, First Piano Shooter!


How to play:
Are you a piano player? Or maybe an FPS fan? Or maybe both? Well First Piano Shooter is just for you! It’s all about accuracy in this minigame. Your objective is to reproduce all the melodies as quickly as possible to move onto the next round. First Piano Shooter tests your memory, speed, and ability to fire a slingshot.
Want to hang at the top of the leaderboard?
Make sure to follow all the green keys whilst listening to all the notes in the sequence. Once you hear ‘Play’, get ready to copy the melody you just heard! Hitting a correct key, will turn it green.


It gets trickier as it goes!
As the round progresses, patterns will increase from 1-2 keys to 3-4 keys in one melody. Use that birdbrain to hit all the keys! Have you ever seen a pianos key flutter away from you? Well now you have! In the last moments of the round, keys will separate in varied ways, making this minigame a little trickier. This can occur with individual keys or with multiple keys, splitting into two groups or at times, even three groups. Don’t let this throw you off Flock!


How do you score points?
In First Piano Shooter, your score is measured by how many keys you hit overall, with one point gained for each successful hit. However, completing a full melody will gain you a bonus point. This will appear in green. You could say that memorising all keys successfully is the key to success!


Which round is First Piano Shooter?
First Piano Shooter is a second-round mini-game. In this one, you will compete against twenty Pigeon-Players. Ten players will progress to the next round, with ten being eliminated. First Piano Shooter is a timed mini-game, with seventy second on the clock. Complete as many melodies as possible in seventy seconds to progress to the next round.

Remember, stay composed. This is a minigame you can’t just wing! 🐥
🥐 TwitchCon Paris!
Thanks to all the Flock that joined us over the weekend at TwitchCon Paris! It was amazing to meet so many friendly faces and join our lovely feathered friend. If you snapped a photo with our Pigeon, make sure to send it to us on our Headbangers social media accounts below!


About Headbangers: Rhythm Royale
If you missed our trailers, Headbangers: Rhythm Royale is a 30-player musical battle royale game. You play as a Pigeon, battling through four rounds of minigames that test your rhythm, reflexes and even your ability to rap. Get ready for a Pigeon Party as wishlisting is available for Headbangers now. So, use that beak and spread the word!

We hope you are as excited as we are for Headbangers: Rhythm Royale, arriving on October 31st!


Keep up to date with Headbangers! 🐦
Headbangers Twitter
Headbangers Facebook
Headbangers TikTok
Team17 Discord
Team17 Twitter

https://store.steampowered.com/app/1761620/Headbangers/
Fuchian Chronicles - ShenTzu Games
Another month, another update! I’m working on the script still, but in the meantime, here’s a new character!



Her name is Fuchs (as in Fuchian), and if you’ve played the original game, Space Fox Kimi, you’ll know her as Kimi’s party member and GFE’s envoy to Earth in that game. Obviously she has much less screentime now and her role is different, but I liked her character in the past and wanted to give her a minor role at least.

Finally, a little bit of bad news: I’m afraid that the script is taking longer than I would like, mainly because of a newly discovered narrative plothole that needed me to revise certain events in chapter 6. I hope to finish by the end of July, but I’m not entirely confident about that deadline. I will commit to finishing the chapter by mid-August though, so it won’t be delayed further. Thank you for understanding.

That’s it for this time! Barring any critical hotfixes or real life emergencies, the next announcement will be the release of chapter 6. See you then!

- ShenTzu
Unexplored 2: The Wayfarer's Legacy - jd
This week’s update is only modest: a handful of bug fixes and some new content that revolve mostly around wind spirits and old shrines.

Patch 1.4.12
Gameplay Changes
- Implements the wind swept level filter.
- Restores function and appearance of weather shrines and forest shrines.
- New minor Marang machine: the wind catcher (in new worlds only).
- New NPC: wind spirit.
- New NPC: root spirit.

Bug Fixes
- Restores missing ‘flash pads’ in Nexus levels.
- Levels with the ‘past ghul attack’ encounter load correctly.
- Fixes a possible generator issue with levels with Raaf shrines.
- Weatherproves inns and other interiors.
- When you defeat the Fly Lord, the effects are only triggered once.
- Improves the integrity of walls in spire ruin (and other) levels.
- Repairs incorrect climbing level entrances.
- Improves the textual clues for a particular torchlight puzzle.
- Makes more torches available in levels that include torchlight puzzles.
DEFENDUN : Hero Defense - GONGGAM ORAE CONTENT INC


Hello, I'm Ferry, the graphics specialist at Dependon.

I would like to inform you about the update version changes on July 14, 2023.



[New Unit Types Added for Defensive Units]

-Wanderer

-Outlaw

-Buster

-Destroyer


[New Unit Types Added for Deep-Sea Units]

-Cannon

-Rocket Launcher

-Shark Launcher

-Megalodon


[New Unit Types Added for Technical Units]

-Repeater

-Rifle

-Gatling

-Titan

-Modification to Diamond Acquisition Amount
(Acquired Gold Amount / 3 → [{1 + (Current Stage * 0.3)} * (Acquired Gold Amount / 6)])

-Removal of 5 Gold Acquisition and 10 Gold Acquisition Cards




-Knight
Maximum number of attackable enemies: 2 → 3

-Archer
Attack speed: 3s → 2s

-Wizard
Attack power: 1 → 2
Attack speed: 2s → 3s

-Walker7154
Attack power: 7 → 9
[Skill] Cooldown: 8s → 7s

-JIN
Attack speed: 0.15s → 0.2s

-Demon
Projectile size increased

-Werewolf
[Skill] Attack power: 10 → 14

-Metal Kim
Attack power: 10 → 14

-Howlres
[Skill] Attack power: 4 → 7

-Cargold
Combination changed: Special Soul Lv3 + Swordmaster → Special Soul Lv2 + Salamander

-Xenon
[Skill] Cooldown : 20s → 24s
Combination changed: Rainbow Knight + Magic Soul Lv1 → Rainbow Knight + Magic Soul Lv2

-Guardian
[Skill] Slow rate: 60% → 70%
[Skill] Attack speed: 0.6s → 1s

-Ceres
Attack power: 4 → 10
[Skill] Effect: Slow → Binding
[Skill] Binding: Duration: 2s

-Summoner
[Energy Ball] Attack power: 4 → 8

-Ifrit
Attack power: 8 → 12
[Skill] Slow rate: 40% → 80%
[Skill] Slow duration: 1s → 10s
[Skill] Lava Mortal's 2nd attack interval: 0.1s → 0.05s

-Ferry
Attack power: 3 → 5
[Skill] Movement speed: 0.007 → 0.004
[Skill] Maximum number of attacks: 150 → 300
[Skill] Explosion attack power: 10 → 35

-Yellow dragon
[Skill] Attack power: 4 → 7

-Agent
Attack power: 40 → 50

-Marksman
Attack power: 50 → 70

-Headshot
Attack power: 60 → 100

-Bael
Dimensional Rift duration: 10s → 25s
Shield health: 4000hp → 2000hp



-Shop item display stand bug fixes

-Fixed a bug where the clear judgment was not based on the completion of the last stage.

-Fixed a bug related to the box acquisition effect.

-Fixed an error causing duplicate entries in the unit information list.



Hello, this is Ferry, the developer working on Defendun graphics.

We have been referring to reviews and discussions on Steam, other websites, and Discord as we develop the game. In this latest update, we have introduced three modern-themed classes with 12 new units. The Sniper unit takes on a central role, and players can create units of Defense (Shotgun), Deep-Sea (Rocket Launcher), and Technical (Gatling Gun) types. These units can synergize well with existing units or offer new combinations for exciting gameplay experiences.

Furthermore, we have made adjustments to existing units to address any imbalances, ensuring a more diverse and enjoyable gameplay experience.

We always appreciate your positive reviews and feedback.

Thank you.
Rising Spire - Rukifer
After three years of development, countless iterations, and the support of our Kickstarter backers, our small studio of 1 programmer, 1 artist, and 1 writer is proud to present...

Rising Spire Act 1 is now available in Early Access!

Join Atlas - the young, orphaned Nephilim - in his journey to protect those he cares about. Witness as he uncovers their dark secrets and has to come to terms with the fact that there are two sides to each war.

What you'll find playing the initial EA release of Rising Spire:

  • 8 unique enemies
  • 2 boss encounters
  • 2 weapons for Atlas
  • 2 party members
  • classic turn based combat
  • day & night cycle
  • camping & cooking
  • optional character arc



The purpose of an Early Access release is to involve JRPG players like you in our development process, so that we create a game we can all truly love! Rising Spire will receive regular content updates, as highlighted in the Early Access Roadmap above. When we get close to a new milestone, we will update the roadmap with more details about what is included in each patch. :D

We have set up many avenues for communication and we want to hear from you! If you have feedback, comments, impressions, or bug reports, you can find us here:


All this said, we want to thank everyone who supported (and keeps supporting us) in the creation of Rising Spire! Kickstarter backers, friends, family, our amazing community on Discord, and, of course, you - the player!

Thank you! We're looking forward to hearing from you!
- Frank & Zero & Ruki
Jul 14, 2023
Radio Free Europa - captainspadge
There were quite a few issues I missed with the 0.8.2 update and released small patches for, these include:
  • Missing textures on Asteroids
  • Incorrect textures on some bosses
  • Sub-projectiles had mods applied too many times
  • Players could damage their own ship with AoE damage
  • Some boss collision was acting improperly
  • Flares were not properly attracting homing weapons

As a example, this was what could happen with the sub-projectile bug:
https://www.youtube.com/watch?v=ptKdIr162lc
Warudo - Hikikomori
Warudo Early Access is now available to everyone! Thank you for your support and feedback in the past year. 🎉🎉🎉

0.10.0 changelog:

  • Built-in character model "Shipilka" (by かなリぁ) has been added. If you plan to stream with him, please remember to credit the author!



  • New built-in environment, "VR Room" (by BEBE CARROT), has been added.



  • All built-in environments have been revamped, fixing lighting issues and adding post process volumes.
  • Now, after selecting a .vrm / .warudo file, the author, version, and licensing info will be displayed.
  • Character expressions can now directly toggle GameObjects on/off - making it even more convenient to create expressions for switching clothes / accessories!
  • A new feature, "Open Logs Folder," has been added to the Editor's menu.
  • Numerous bug fixes and stability improvements, including an issue where lightmaps would occasionally disappear in certain environments.
...