Golfing in Aether - Vetron
This is a large quality of life update with various improvements and several bug-fixes. I put off doing multiple updates while the summer sale was active so there's a lot of changes in this one.


Improved Island Visuals and Performance
First up is I've reworked all the island models for every level to both give better visual quality and also bring some performance gains.

https://steamcommunity.com/games/1914980/announcements/detail/3663164071049247637

Specifically what I did was expand on the 3D baking I was able to do with the complex wall models in the 1.5.8 update and apply this to the island meshes themselves. This was a very time consuming process as while some models are re-used, there is still 48 unique island meshes to rework. These are also very large and very complex models, so getting them to bake properly took quite a bit of work. Additionally the grass on the island's rocks is now generated from the baked data rather than general vertex normal information which removes some blurry artifacts in places.

There are two models for each island now, a high quality which is identical poly to before but with the baking on top - so looks really good, and a lower poly also with the baking. The lower poly looks better than it did previously but at the cost of some visual quality, though for low-end hardware this helps for performance.

Additions to view distance and foliage settings
For view distance when set to low, and other islands set to enabled, only the local island group will be rendered. In a standard session this will be either hole 1-4, 5-8 or hole 9. The idea is that you can still see some islands but culling a few to save on performance.

With foliage settings there will also be an affect on the quality of the island mesh itself as described above. When set to Low or Medium the lower quality mesh will be used, else the regular poly will get used. When testing on a Ryzen 3200G without a dedicated GPU in the levels I tested there was a 3-5 FPS gain on average, with greater gains when playing with other islands present.


Better local profile management
You can now delete local profiles on the select profiles menu. Only player 1 can do this, and the menu can be accessed by entering the edit profiles menu via Y gamepad button (or onscreen button) as before. When there you will see ability to delete the profile in addition to the apply changes.

Local profiles only store the name, customization, and any controller settings for local players, so if they are deleted even on accident (would be hard to do...) nothing really important is lost. There is of course a prompt asking if you are sure you want to delete the specific profile beyond the button press.


Optional leaderboardless scoreboard
A leaderboardless version of the scoreboard has been added which will be picked automatically by default when in local play. This is because leaderboards only work for player 1, so I've put more focus on immediate scores and progression instead.


If you would like this either disabled or perhaps enabled always, you can find a setting under game settings and set it based on your preference. I know not everyone likes leaderboards so if you want to just hide them then this will do exactly that.

Note that when leaderboards are hidden you will still submit a score to the leaderboards as before, its just the displaying of them on the scoreboard thats hidden.


HUD performance improvements
I've made some changes to the backend of the HUD to better cache information and only re-render parts when needed. This will help with performance on very low end hardware where CPU may be a bottleneck area (which is very hard to achieve in this game).

Specifically I've tweaked the player widget and current hole info widgets at the top of the screen. I've also tweaked the player names that float above other players in the game world as-well.

Tweaked ball rolling
I tidied up the graphs that handle some of the corrective dampening that is applied onto the ball in specific situations. There are no drastic changes here but a couple of improvements have been made such as to specifically fix balls stopping too suddenly at the base of a ramp, and in cases rolling a little too much.

Several bug-fixes and other changes
A lot of play testing was done given all the features in this update so numerous minor or behavioural issues were caught and fixed. You can see the full list in the notes below.

Hotseat / competitive mode was tested a lot in particular to really refine various little things that stood out. Examples include inconsistencies with remote players holing out vs the host, remote players ball's not being angled identical at the start of the round, fixes to the reset to checkpoints, and a bunch of camera related refinements.

As this is a very large update despite me including lots of fixes to various elements theres always a chance I've either missed something or a new issue will show up somewhere thats slipped through testing so do let me know if you encounter anything so I can get it hotfixed.

https://store.steampowered.com/app/1914980/Golfing_In_Aether/
Patch Notes
General
  • Added setting of field of view to 75 down from 90 when playing for the first time on a steam deck. This is a local system setting, which you can override / change at any time from game settings. The reason for the lower FOV is it will help with seeing things better. This will not have any effect on anyone who has already played the game as it is purely the default setting.
  • Added mechanic for deleting local profiles, it was already possible to edit them.
  • Fixed updating some graphics settings such as ‘other islands’ not immediately resulting in changes.
  • Added backend changes to how the level sequence stage is executed, specifically it is now created on the fly based on the level index rather than performing a lookup for an existing reference. This can help with loading reliability by removing a potential point of failure where a reference in the chain may not be replicated in time.
  • Fixed an issue with creating a session, proceeding to complete or end that session, then creating a new session in the active session, which would lead to an incorrect sync of joinable information in the steam lobby. I’ve exposed more information to -log from the connecting / joining process to make this easier to debug in future.
  • Fixed an instance where a couple of graphics settings wouldn’t immediately be saved. This is specifically settings such as ‘Other Islands’ which is tied to the players profile as an accessibility setting. All specifically system settings were saving fine.
  • Fixed a potential issue where it was possible for a remote player to launch their ball during a competitive match during a latency period.
  • Fixed an issue in hotseat mode where if a remote player were to holeout it would immediately proceed to the next player, end their turn rather have the short delay showing them in the hole as it would be for the host. This could also be a of cause of the power meter to be visible when moving.
  • Fixed an issue in hotseat mode where if a player you were spectating were to enter a hole (that isn’t the cup) and then on your turn you were to enter that same hole the camera’s initial position was incorrect.
  • Added a tidy up of some of the ball rolling behaviour by simplifying the backend graph. A couple of improvements have also been made to specifically fix balls stopping too suddenly at the base of a ramp, and in cases rolling a little too much.
  • Fixed a potential issue where if you created a custom session, picked custom levels, but didn’t choose any custom levels, while it did pick levels it wasn’t identical behaviour to default. Instead when custom is picked but no levels chosen earlier on in the process the session will just go with default levels.
  • Fixed an instance where resetting in a session to checkpoint (a pipe) the velocity was not being set correctly.
  • Added improvement to spectating another player exiting a pipe to help with camera seamlessness.
  • Fixed a potential failure that could occur with the hotseat player order when a remote player establishes themselves as first in order, then proceeds to disconnect during state where player order is determined. Players will be actively checked during this stage.
  • Fixed when a remote hotseat player is first in turn order for holes other than the first they had an incorrect initial rotation.
Environment
  • Added a performance setting to other islands being rendered via the view distance setting. When set to low only the local island group will be rendered. In a standard session this will be either hole 1-4, 5-8 or hole 9. The idea is that you can still see some islands but culling a few to save on performance.
  • Added additional mesh quality level as part of the foliage setting. When set to low an even lower poly set of models will be used for a few things such as the cherry branches. This does reduce the poly of the higher poly models a little further (about 25%) at loss of some quality. This will specifically help very low end hardware.
  • Fixed normal of some rotators, particularly vertical windmills when seen in distance as part of a LOD island.
  • Fixed the appearance of a hole mesh on boneyard which had a minor gap.
  • Fixed alignment of a pipe and ground piece on around the bend.
  • Fixed appearance of some movers seen on LOD islands. Some inversed types weren’t moving the correct direction.
Interface
  • Added option to delete a local player profile on the choose players menu. This option will only appear when player 1 selects edit profile on a local profile. After pressing delete an on-screen prompt will appear confirming if you really want to delete this local profile. It should be noted that local profiles only store things like their name, customization, and any controls/accessibility settings. There is no progression or stats for local profiles.
  • Fixed an issue where status updates for the bottom glyphs of the shared input menu could be set while in non-shared state.
  • Fixed an issue where editing a local profile and then creating a new profile would begin with that player names set rather than blank.
  • Fixed various instances of create new profile not starting blank if that specific player had previously created a profile in that menu session.
  • Fixed an issue where after saving edited profile changes the ‘edit profile’ button prompt was no longer visible until you reselected the profile or selected another that could be edited.
  • Fixed an issue where if you change the customization to an existing local profile, then edit the local profile and save changes the customization changes you had just made are not reflected in the interface.
  • Added contextual string to distinguish between initially creating and saving an edited local profile.
  • Fixed an issue where it was possible to enter editing local profile before having pressed a to join.
  • Added improved caching to player name widget which will offer a small performance gain on very low end hardware.
  • Added improved caching to the HUD. Most of the values will do render updates based on value changes. This will help very low end hardware by freeing up a few ms of rendering.
  • Fixed a small navigation history issue relating to selecting ‘custom’ on the theme select menu, exiting from the custom menu – which will take you to the root new game menu, and then re-navigating to the select theme menu where the previous state was shown.
  • Fixed Thumbstick navigation on the theme select menu when creating a full session.
  • Fixed an instance where two navigation sounds would play while using the d-pad when opening the ingame menu.
  • Fixed a couple of instances where holding down the navigation and pressing back in a menu could still result in active sounds.
  • Fixed navigation sounds able to be triggered on the scoreboard (when no navigation was possible).
  • Fixed an instance where a session on the session browser would only indicate ‘in lobby’ or ‘hole 1 of 9’.
  • Added a leaderboardless version of the scoreboard which will be picked automatically by default for local play. Via game settings you can specifify to also either have it always disabled or enabled based on preference.
  • Added improvement to player name behaviour in hotseat. When it is your turn, the floating name above your ball will disappear immediately vs fade out – but other players names will fade appear as before.
  • Fixed an relating to session identifiers which could sometimes lead to a session replacing another on the session list.

Discord Server
Be sure to check out the official discord server with channels for Golfing In Aether and my other various projects.
Jul 17, 2023
Escape From Mandrillia: Local Asymmetric VR vs PC - Germanban
  • Fixed poison cloud physically colliding with c4 charges
  • Adjusted and rounded bullet speed for most weapons so shooting feels more consistent between similar ammo types
  • Made steel chair damage the same as the pipe (still breaks in one hit, and because it's shorter you'll usually have less momentum with it on average)
  • Slightly increased Warrior skin punch damage (from base 90 to 100)

  • And a visual one: tweaked all barrel explosion FX so a small part of the debris particles will permanently stay. After some tests it doesn't seem to really affect performance even after blowing every single barrel in the map, but it might become a toggle in the future (the initial debris amount has been reduced from 300 to 240 particles -200 temporal and 40 permanent, so in that regard performance will feel better)
Section 13 - ODS GeeK
Hello Peasants,

I’m ODS Orbit of Ocean Drive Studio fame! Nice for you to meet me again.

So Orbit fans. Not gonna lie. I kiiiiiiiiiinda feel targeted. ThorThor came up to me this morning and said “Hey, Orbit! You know what you’re good at? Shooting at me! Write a blog about how to NOT play like you.” and I said “No way, man! I’m the best Blackout Protocol player in this office. I’m not writing it!”

It’s the principle of it, you know? I can write a blog about whatever I want. No one’s going to force me what to do.

Anyway, I’m here to talk about how to not play like me! I swear it has nothing to do with my conversation earlier. Here are my top 3 tips on being a good teammate in Blackout Protocol. Hey, maybe you and your friend can finally get past the Parking Lot level! Those enemies in the Lobby area are getting reeaaaeallllyyyy bored!

Tip #1: Fire only when you have the line of sight of the enemy!

Classic ThorThor in her natural habitat.

Friendly fire: it’s deadly, it’s always on, and you’re going to lose a lot of friends along the way! This isn’t your great grandma’s roguelite game, junior! Bullets don’t magically pass through your teammates and into enemy skulls. You actually have to make the effort to NOT hit your allies. Don’t turn your teammates into Swiss cheese with that minigun. Save that anger for the actual enemies. Or go ahead and kill your teammates. What do I care.

Tip #2: DON’T HOG ALL THE AMMO

If you’re a terrible shot…don’t pick this up, maybe?

When you pick up that ammo case, your teammates don’t magically get those bullets with you. You pick that up and it’s gone for everyone in your team. Don’t be that jerk that shoots 5 or 6 bullets then proceeds to pick up the ammo case because you think you’ll need it. If you’re that person who wastes ammo because you can’t hit the side of a barn, maybe reserve that ammo for that one teammate doing all the hard carrying. Which reminds me.

HEY, ODS Kangaroo! There’s a reason I’m punching QTs with my fist!

A simple “Hey, does anyone need this ammo case next to me?” has the potential to be a game winning play! I guess that’s a good segue to the next topic...

Tip #3: Communication! Communication! Communication!

This took 500,000 hours of coding, so use it.

Look, man. I know you won the Lifetime Achievement Award for the Most Socially Awkward Person in a Day Time Drama and internet nerds are scary, but in order to succeed in Blackout Protocol, you gotta talk to your teammates. We were even nice enough to add built-in voice chat to help you talk. Too shy to grace us with that angelic voice of yours? There are pings to mark points of interest and a modifiable communication wheel to give your team a heads up about something. You can even customize the wheel to mention you’re low on ammo! Now if only there was a wheel option to tell your teammate to leave your room…

Really, the TL:DR of this blog is to get on my level and just get good. I’m just kidding. You’re not that bad. Just do me a favor and don’t enter my room, please.


- ODS Orbit

DISCORD | TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/Blackout_Protocol/
Jul 17, 2023
Space Expedition - Anton[MOBIRATE]
Game Update Changelog:

  • Controls optimization: The game's controls have been improved to enhance the overall gameplay experience. Players should notice smoother and more responsive controls.

  • Fixed bugs in localization: Issues related to localization have been resolved. This means that any language-specific bugs or errors that players may have encountered have been fixed.

  • Fixed achievement "Near-Immortal": The achievement "Near-Immortal" has been fixed. Players should now be able to unlock it successfully without any issues.

  • In-game sounds refactoring: The game's sounds have undergone a refactoring process. This involved adjusting and normalizing the volume of in-game sounds to create a more balanced and immersive audio experience for players.
Jul 17, 2023
MARVEL Puzzle Quest - b.willits
“End of all…”

  • The Fan Favorite Celebration is in full swing! Grab your favorite heroes while you can!
  • Join in on the MPQ 10th Anniversary Countdown! Come back for Weekly Custom rewards!
  • Get ready for a Hellfire Gala Celebration with even more login gifts!
  • Additional odd symbols are appearing in MPQ. What do you think they could mean?

Thank you for playing!

MPQ 282

STAR WARS™: The Old Republic™ - SWTOR Community Team


The new PvP season “Reign of Glory” starts on July 18th. In addition to the new rewards coming in Season 3, we’ve made changes to the points players receive on several PvP Maps, including all Huttball Maps. We’ve also adjusted the requirements for Arena Objectives and PvP Arena Weekly Missions. Let’s dive into all the changes coming in Season 3!

PvP Maps

Novare Coast
  • Defenders will receive 700 defender points (up from 500) when guarding a bunker.
  • Defenders will receive 700 defender points when defeating an attacking player near the bunker.
  • Attackers who actively capture the objective will receive 2000 attacker points (1000 for actively capturing and 1000 for any assist work player may have contributed).
  • Attackers will receive 5000 attacker points when defeating a defending player near a bunker.
Voidstar
  • Defending an objective now grants 700 defender points.
  • When defeating an attacking player near the door, the player will now gain 500 defender points.
  • When an attacking player defeats a defending player, they will receive 500 attacker points.
Yavin Ruins
  • Defenders will receive 700 points when defending a turret for 30 seconds.
  • Defenders will receive 500 defender points when defeating an attacking player near a turret.
  • Attackers will receive 500 attacker points when defeating a defending player near a turret.
In addition to the changes on these PvP Maps, the points received on all Huttball maps have been adjusted:

Huttball (All maps)
  • When a ball is scored, the ball carrier will receive 2500 attacker points.
  • When a ball is scored, the scoring team will receive 2250 attacker points.
  • Defeating the ball carrier rewards 700 defender points (up from 500).
  • Defeating enemies near the player’s end zone rewards 500 defender points (up from 250).
More details about these changes can be found in this forum post (only available in English).

Adjustments to Arena Objectives and PvP Arena Weekly Objectives

In consideration of the amount of time players must invest to complete Arenas, we have reduced the completion requirements for the following Arena Objectives and PvP Arena Weekly Missions. Here are the details:

Arena Objectives
  • Arenas: Decorated
    • Earn at least 7 medals in 6 Arena matches (down from 8 matches)
  • Arenas: Combatant
    • Play 12 Arena matches (down from 16 matches)
  • Arenas: Domination
    • Win 4 Arena matches (down from 6 matches)
PvP Arena Weekly Missions
  • [DAILY] My Kind of Scum
    • Now requires 4 Arena Matches (Wins count x3) - down from 6
  • [DAILY] Arena of Death!
    • Now requires 4 Arena Matches (Wins count x3) - down from 6
  • [WEEKLY] Time for Pain!
    • Now requires 16 Arena Matches (Wins count x3) - down from 24
  • [WEEKLY] Go Berserk!
    • Now requires 16 Arena Matches (Wins count x3)  - down from 24
Additional information can be found in this forum post (only available in English).

New rewards

This new season also brings new stylish rewards, like the Sandstorm Soldier and Scorching Sands Armor Sets, and new Stronghold decorations, including  the PvP Season 3 Trophy (small and large) and the Sandstorm Soldier Armor Display decoration (both factions). Alongside these new items, players will be able to earn the new Title “Reign of <player’s name>” and the new Legacy Title “Immovable Object.”



Sandstorm Soldier Armor Set



Scorching Sands Armor Set



From left to right: PvP Season 3 Trophy (small and large)



Sandstorm Soldier Armor Display decoration (both factions)



Seasonal Vendor

Tullek

Tullek’s, the seasonal PvP vendor, will update his inventory with new rewards when the season starts. Among the new rewards available for purchase, players can choose between the Sandstorm Raider’s Armor Set, the Scorched Warlord’s Armor Set, and the PvP Season 3 Flag decorations (Red and Blue). Similar to previous seasons, these rewards will stay in Tullek’s inventory for the duration of Season 3 and move to Giradda’s inventory at the end of the season.



Sandstorm Raider’s Armor Set



Scorched Warlord’s Armor Set



PvP Season 3 Flag decorations (Blue and Red)


Giradda the Hutt

Giradda’s inventory will also be updated with rewards from the previous PvP season, “Piercing the Veil.” A collection of previous replicas and trophy decorations will still be available in the inventory rotation. Below are the items that are permanently available (new additions in bold):
Item
Cost
Shadeveil Assassin’s Armor Lockbox
6 PvP Tokens
Shadowfiend Armor Lockbox
6 PvP Tokens
PvP Season Blue Flag decoration (Season 2)
2 PvP Tokens
PvP Season Red Flag decoration (Season 2)
2 PvP Tokens
Shadowhand Armor Display
1 PvP Token
Cartel Enforcer Armor Lockbox
6 PvP Tokens
Cartel Delegate Armor Lockbox
6 PvP Tokens
PvP Season Blue Flag decoration (Season 1)
2 PvP Tokens
PvP Season Red Flag decoration (Season 1)
2 PvP Tokens

Each rotation group (A, B, C, and D) of Giradda’s inventory will be available for 1 week and then cycle out for 3 weeks during the weekly reset (on Tuesdays at 12:00 PM GMT/UTC - 7:00 AM CT). Details of the group content can be found in this article: PvP Revamp with Game Update 7.2.

The new season, Reign of Glory, starts July 18th! Get ready to jump into PvP matches to earn new rewards.
Path of Exile - CommunityTeam_GGG
For streamers that would like to share the ExileCon experience with viewers that aren't able to make it in person, we've put together a Code of Conduct for live streaming the event. If you plan to be IRL streaming during ExileCon, please adhere to the following guidelines so the event can remain fun and safe for everyone.

    Please respect people's space. If someone is giving social cues that they don't want to be included in your stream, please respect that and move on. The comfort of ExileCon attendees will always take priority over IRL Streaming.Please do not crash any presentations or interviews. You can watch them with your audience but do not be disruptive in any way to the normal flow of the convention.Please do not talk during any of the developer talks.Please do not film or stream any meet and greets. However, you can film/stream your own meet and greet. If your meet and greet is happening alongside another booked guest, please get their consent before doing this.While streaming or filming, do not enter any bathrooms or other spaces where people would expect privacy.Please don't do anything that belittles or mocks any attendees of the event, including staff.Please do not stream the VIP Dinner, ExileCon After Party or Ultra VIP Dinner.Please be considerate of the length of your camera arm not getting in other people's way in any scenario.You can record your reaction during the main show presentation but please consider the experience of people sitting near you. Specifically, you should not block their view or record them if they do not want to be recorded.

We reserve the right to ask you to end your stream if we feel the Code of Conduct has been breached. If at this point you show further non-compliance, you will be removed from ExileCon.
Vaudeville - Simodo
AUGUST 2023

Gameplay Updates

  • AI Improvements: Focus on enhancing the artificial intelligence of the characters, making them more intelligent, responsive, and realistic in their actions and interactions. Improve the consistency of their responses.
  • Achievements: Increase the number of available achievements to provide players with goals and rewards for completing specific tasks or milestones within the game.
  • Improved notebook functionalities: Enhance the functionality of the in-game notebook, allowing players to better organize their clues, notes, and objectives.

AUGUST/SEPTEMBER 2023

Cosmetics Updates

  • Sceneries & Props: Introduce a variety of new and visually appealing sceneries and props to enhance the overall aesthetics and immersion of the game world.
  • Facial Expressions: Improve the facial expressions of the characters to make them more expressive and lifelike, enhancing the emotional depth and engagement of the gameplay.
  • Sound Design: Enhance the game's audio elements, including ambient sounds, music, and text-to-speech, to create a more immersive and atmospheric experience for the players.
  • Haptics: Implement haptic feedback to provide players with tactile sensations that correspond to in-game events, actions, or interactions, adding another layer of immersion to the gameplay.

SEPTEMBER 2023

Interaction Updates

  • Improve Steam Deck compatibility: Optimize the game to ensure smooth and efficient performance on the Steam Deck handheld gaming device, leveraging its unique features and controls.
  • Improve Controller compatibility: Enhance controller support and compatibility across various platforms, ensuring seamless gameplay experiences for players using different types of controllers.
  • VR version: Develop a virtual reality (VR) version of Vaudeville, allowing players to immerse themselves in the game world and interact with the characters and environment in a fully immersive VR environment.
  • Performance Optimization: Improve the performance of the game to ensure it runs smoothly on older and lower-end machines, optimizing resource usage, reducing system requirements, and addressing performance bottlenecks. This will allow a wider range of players to enjoy Vaudeville without encountering significant performance issues.

OCTOBER 2023

Porting Updates

  • Linux: Port Vaudeville to the Linux operating system, expanding the game's availability to Linux users and allowing them to enjoy the experience.
  • Mac: Port Vaudeville to macOS, enabling Mac users to access and play the game on their preferred platform.
  • Ipad: Explore the possibility of porting Vaudeville to the iPad platform, offering a mobile gaming experience for players on iOS devices.
  • Android: Investigate the potential of porting Vaudeville to the Android platform, extending the game's reach to Android users and providing them with a mobile gaming option.
  • TvOS: Consider the feasibility of porting Vaudeville to TvOS, enabling players to enjoy the game on Apple TV.
  • Xbox: Explore the possibility of porting Vaudeville to the Xbox platform, offering console gamers the opportunity to experience the game on their preferred system.

OCTOBER/NOVEMBER 2023

END OF EARLY ACCESS

  • Conduct a thorough review of player feedback, bug reports, and suggestions to address any remaining issues and further refine the game's mechanics, features, and performance.
  • Prepare for the official release of Vaudeville, ensuring that all planned features, improvements, and optimizations are in place for a polished and engaging final version.

Q4 2023/Q1-Q2 2024

Content Updates

  • New stories: Continuously add new stories, quests, and narratives to expand the game's content, providing players with fresh experiences and challenges as they progress through Vaudeville.
  • Procedural mode: Implement a procedural mode, introducing randomized elements and events into the gameplay to enhance replayability and create unique experiences for each playthrough.
  • DLCs: Release downloadable content (DLCs) periodically, offering additional storylines, characters, items, and gameplay features to further enrich the Vaudeville experience for players who wish to expand their adventure.

NOTE: The roadmap outlines a suggested timeline and sequence of updates, but the actual development and release schedule may vary based on the team's priorities, resources, and unforeseen circumstances.
Fargone - ROGUEAGENT
Hi everyone! Just wanted to say some big progress is being made behind the scenes on the next titled update, will have more to share soon.

Patch 0.2.1.3

Added

-New footstep sounds for AI based on surface

Fixed

-Tent not being usable without displaying the reason
-Model visual glitches
-Certain instances of quest progression getting stuck
-Fixed a crash caused by certain CPUs not being supported
-Fixed several visual glitches with UG labs
-Fixed spawning under map when loading game on certain occasions
-Fixed a rare instance of losing items
-Fixed AI footsteps being too quiet

Changed

-Reduced length of toxic storms
-Reduced toxicity levels of toxic storms
-FSR has been temporarily disabled due to an issue with the latest Unity

Jul 17, 2023
Runa & the Chaikurú Legacy - Fanny Pack Studios



Alpha v0.4.0

Changelog

Gameplay enhancements:

  • Improve guidance on Chaikuru Ruins' quest goals .

Artistic enhancements:
  • Added fireflies to the air temple.
  • Improved fog in air temple.
  • Improved environment of observatory road.
  • Improved jungle that appears on backgrounds in the zone after the labyrinth.
  • Improved textures of the cemetery's floor.
...