Streets of Rogue - George Kulko


Hi there, everybody!

As you may know, we launched a community contest last week to celebrate the 4th Anniversary of Streets of Rogue. So the wild thing is, we already have over a thousand submissions from participants! It's unbelievable how active the community is. I'm looking forward to going through all these, and also extremely terrified, because: A. Dang that's a lot of words! And B. If this doesn't cause some hardcore feature creep, I don't know what will.

That said, I've decided to add something extra to the prize!

Initially, I announced the prize to be a digital copy of Streets of Rogue 2 once it releases for the platform of your choosing.

Now, I'm happy to inform you all that, in addition to the game, I will personally congratulate the winner(s) in a special video message and publish it.

To participate in the contest, go to the announcement and just leave a comment with your idea(s):

https://steamcommunity.com/games/512900/announcements/detail/3669919470492221810

You can also go to our Discord server and shoot your suggestion(s) in a dedicated forum channel. The contest will end on August 2nd.

Keep those ideas coming!

-Matt D

Wishlist Streets of Rogue 2:

https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
Streets of Rogue 2 - George Kulko


Hi there, everybody!

As you may know, we launched a community contest last week to celebrate the 4th Anniversary of Streets of Rogue. So the wild thing is, we already have over a thousand submissions from participants! It's unbelievable how active the community is. I'm looking forward to going through all these, and also extremely terrified, because: A. Dang that's a lot of words! And B. If this doesn't cause some hardcore feature creep, I don't know what will.

That said, I've decided to add something extra to the prize!

Initially, I announced the prize to be a digital copy of Streets of Rogue 2 once it releases for the platform of your choosing.

Now, I'm happy to inform you all that, in addition to the game, I will personally congratulate the winner(s) in a special video message and publish it.

To participate in the contest, go to the announcement and just leave a comment with your idea(s):

https://steamcommunity.com/games/2165810/announcements/detail/3690185668813288961

You can also go to our Discord server and shoot your suggestion(s) in a dedicated forum channel. The contest will end on August 2nd.

Keep those ideas coming!

-Matt D

Wishlist Streets of Rogue 2:

https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
Punch Club 2: Fast Forward - DJ_TinyBuild
Hey Champs!

ːsteamhappyːPunch Club 2: Fast Forward is out tomorrow!ːsteamhappyː



To celebrate, join us on Steam on July 20th, at 18:30 CEST (17:30 UK, 12:30 pm ET, 09:30 am PT) for the final countdown to the release of the game - we'll even be giving a few copies away in the chat!

We're also being joined by some Devs from Lazy Bear Games, so make sure you don't miss this!

See you there Gang!
Victim - Error_Esc
Summary:
-Added additional intro scene/tutorial to introduce a partial upgraded 2D movement feel.
-Made changes to the beginning of the game toward an attempt to make it less confusing and more accessible to some players.
-Change the logic for the tombstone so that the text is No Longer randomized and now order instead.
-Added a full screen toggle notice to the beginning caution screen.
-Added a Pit maze in one of the Deadwoods' scenes. (*May remove or expand upon?)
-Added a way to revisit the New "Happy Tutorial Area" whenever the player wants from the Main Hub Area.
-Added a thought bubble effect that momentarily displays a specific item when required.
-Added ability to Exit "Happy Dream Tutorial" Area if revisiting.
-Added item collection instance to some items when being collected.
-Added checkpoints to rest areas and various platforming starter areas toward eliminating potential frustrations, which may allow the game to be easier.
-Checkpoints can be accessed via the Central Purgatory once the first initial Checkpoint has been activated.
-Added a graphic that displays WASD Control Scheme to the tutorial area for players that may not be aware.
-Improvements to a few areas to allow for easier accessibility for lost players.
-Added a few exit shortcuts to useful areas.
-Improved Interactive Barrel and Husk Functions.
-Touched up and Fixed Layer misplacements in the Tech Facility, Hermit Basement and Frozen Areas.
-Changes to various aesthetics around the world.
-Added and Altered specific behavior of the Pod Drone Seeker.
-Added Extra Exit Functions in 2 Key Collection areas in the Tech Facility. (Rather than falling down a pit of death)
-Added a couple useful exit options
-Improved Beginning Scene Aesthetic
-Added a useful checkpoint to the Depths Pit
-Added FULLSCREEN Toggle Switch to the play areas
-Added New Quick Cutscene to backtrack transports
-Polished all of the Night Creature Sections
-Added Checkpoints to All of the pits
-Made adjustments, tweaks and additions to the Catacomb Trials Area and Mushlands Area
-Added a couple of useful escape exits to two of the pits in the depths
-Added Blood-Mush Sprite to the Blink ability
-Added a New Ambient Track for the Chambers Area to replace the prior track
-Adjusted first Chamber Room's timed switch to go along with it's design changes.
-Added Pod Drone Deactivation
-Added to the aesthetic design of the Chamber Trials and Catacomb Trials Areas
-Added a Rest Area to the Chamber Trials
-Made Warden Capture instant Death
-Removed Specific Logic for Razor Shots where blood would spatter when colliding with any object.
-Added useful Exits to all of the Grave Holes and Catacombs Entrance
-Added New Gate Animation Sprites to a Specific Gate Style
-Added Checkpoint to waste disposal
-Fixed Collision points and Data Card Placement in an Ashes Area
-Changed Text when collected Bag of Goods item
-Remade the Flesh Floor and Horizontal Flesh Tendril Sprites
-Adjusted the Baggy Collection in the Depths
-Adjusted the Demon Key Position when Collecting
-Added New Checkpoints to the beginning of each of the four Puzzle Temples
-Added a New Checkpoint Indicator to All of the Checkpoints that shows exact spot of activation when activated and if already activated.
-Added useful exits to a couple needed areas
-Expanded the room at the beginning of the Tomb of Grief
-Added a crumble sound effect for broken skulls
-Moved the Checkpoint marking the Mush Temple, back one room
-Added Sound Effect to Brainwash Boss Defeat
-Added New Scrolling Backgrounds to all of the five Brainwash Areas
-Added more pits and a bit of aesthetic changes to the Dead Woods area
-Aesthetic changes to much of the Dead Woods and all of the Mush Temple
-Aesthetic additions through the Valley of Death and the Mush Temple Brainwash
-Added 400 New lines to the randomly generated thoughts. *Partially including a segmented version of the one outdated user review that I broke into many individual lines of text as a "Thank You" to the first person to review this game.
-Added effects to the Cyborgs in the Tech Facility
-Added to the design of the first Valley of Death area
-Added Frames and Tweaked the animation for the Boss of the Brainwash Areas
-Completely Revamped every frame for the Single Hit Death Cutscene
-Changed around some layering in the first Valley of Death area
-Added New Scrolling Clouds background
-Added a New track to go with the Ash Temple
-Added a New track to go with the Brainwash Levels
-Changed and added to the Aesthetic design around the Frozen Key within the Lair area
-Added to the aesthetic design of all five of the Brainwash Levels
-Added a New audio Track to accompany the Lair area
-Tweaked a few lines for the randomly generated thought process
-Added 40 new lines to the randomly generated thought process to now total 2040 potential lines of text
-Added to the Aesthetics of the Maze of Contemplation
-Changed the pitch of the Ashes Audio Track that accompanies the Ashes area
-Added aesthetic design to much the Frozen Norths area's lower areas
-Design additions to the Lair area
-Ambient sound trigger fix when player moves from the Morbid Temple back to the Desolate Mass area
-Added new logic to many of the overworld gates to allow layer positioning based on the player's positioning
-Added new lines to the randomly generated thought process to now total 2050 lines of potential text
-Made Flailing Fetus' and Freakazoid threats crushable
-Added shove-able block to strategic points in the graveyard area
-Made Goopers auto-pop 3 seconds earlier
-Made Spores auto-pop 2 seconds earlier
-Darkened the sky over the clouds in the Lair area
-Moved some layers in the Frozen North
-Added new text to many of the already placed signs
-Fixed spawn when coming back from the Alternate Dimension
-Added a bunch of New Paddle Flippers to all of the Crazy Brain Stages
-Adjusted all of the ladders in both the North Tower and the South Tower
-Adjusted audio triggers in the south east of the Desolate Mass
-Adjusted logic for a couple Frozen gates when exiting.
-Adjusted logic within some grave holes secret exits
-Added gradients and backdrops to many of the differentiated Cutscenes
-Added a New sound effect when collecting a Fragment
-Adjusted sound triggers after collecting a Fragment
-Adjusted how the paddle flippers interact with the Crazybrain in the Crazy Brain Stages
-Changed a Grave Pit in the Ashes from an instant pitfall to a mound that must be dug into with the Shovel
-Changed the Design of the Painting Fire Pit in the Ashes area so the player is able to escape without dying
-Added 20 more new lines to the randomly generated thought process to now total 2070 potential lines
-Added new logic and adjusted the existing logic for the flipper paddles within the Crazy Brain Stages
-Added a sound effect when a flipper paddle smashes the Crazybrain
-Added an animated effect when a flipper paddle smashes the Crazybrain
-Added to the aesthetic design to the grave holes in the Desolate Mass
-Tweaked the logic for the Chattering Rot-Skull, the Frozen Crippler and the Bloody Crippler threats
-Added 30 more lines of text to the randomly generated thought process to now total 2100 potential lines
-Stopped Endless Frozen Cripplers from spawning at the Top of the North Tower climb 01
-Added to the Aesthetics and design of the Furnace
-Added to the Aesthetics and design of the Deadly Blizzard area
-Added to the Aesthetics and design of the Desolate Mass area
-Added to the Aesthetics and design of the Sewers
-Added to the Aesthetics and design of the Haunted Dungeon
-Added a bunch of new sprites
-Added three new decorative objects with layer adjustment logic based on player's position
-Added to the logic that deletes all progress when starting a new game that allows the player to exit the First playthrough of the Tutorial Dream properly.
-Added and applied 7 new Sound Effects
-Tweaked the logic of two specific push block puzzles
-Added to the design of the Sewers
-Tweaked the logic of the Sewer Grief encounter
-Added a New Cutscene for Blood Mush/Recollector Portal Travels
-Adjusted the logic in the Main Hub for Recollector Portal Travelling
-Adjusted the logic for the Blood Mush ability
-Added a few New Sprites
-Added a few New sound effects
-Adjusted the puzzle near the Sewer gate entrance
-Added to the aesthetic design of the Lair area
-Added to the design of many cutscenes
-Added 30 specific item Function graphics for key-abilities that display when the correlated item is collected to show how the specific item's ability functions
-Added to the design and expanded each room within the Tomb of Grief
-Added to the aesthetic design of the Lair area
-Added a few New Sprites
-Added to and adjusted the Aesthetic design of all of the scenes within the Mushlands area
-Added a pattern to the base tiles of the Ashes area and applied them
-Added to the aesthetics of the Ash Temple
-Added to the level design of the Grief Stalker encounter
-Adjusted the puzzle near the Sewer gate
-Adjusted and added to the logic of most of the Enemy Threats
-Fixed the collision bounds of a specific decorative tree
-Adjusted the Crow Threats to only attack if the False Idol has been collected
-Added new sprites, animations and functions to the Flaming Skeleton threat
-Added Text when collecting 8 specific items
-Added to the aesthetic and level designs of the Furnace
-Added to the aesthetic design of the Ashes area
-Added a 2nd Rest area for the Furnace
-Added a Secret Passage in the Mush Temple with 6 New Rooms
-Added to aesthetic design of the Frozen North
-Added to the Design of the Night Creature chase in the Furnace
-Added a New Grief Stalker Room in the Dungeon
-Added more puzzles in the Mush Temple Secret Passage
-Added a Large Spore Spawner
-Adjusted various aesthetic design, layering and logic
-Added to the design of the South Ash Tower
-Added two new backgrounds for the South Ash Tower
-Added to the Mush Temple Secret Passage
-Added to the Aesthetic design of both the North Tower and South Tower
-Adjusted the level design of the South Tower
-Adjusted Night Creature response and added SFX Night Creature Death cutscene
-Added Exits to the First puzzle rooms in the Facility of Madness
-Animated the Skinless NPCs in the Ashes area
-Removed certain hidden collision blockers
-Added 50 new lines to the randomly generated thought process to now total 2150 differentiated potential lines of text.
-Added flickering light effect to light sources such as lamps, fires, and torches.
-Added to the aesthetic design of both the Frozen North Tower and the South Ash Tower
-Adjusted the positioning of turret projectiles
-Changed the Layout of the valley of Death in order to access certain areas earlier.
-Added a specific exit in the Mush lands
-Swapped two of the Keycard locks in the Dead woods
-New areas added to the Dead Woods that flesh out the world and make sense of the worlds connectivity
-Added Achievements
-Paved the way for more Achievements to be added
-Added Level design in the Decrepit Dungeon
-Added 6 more Achievements to Total 29 Collectable Achievements through Steam
-Added another Achievement to a now 30 Total Achievements
-Added to the design Dream and Nightmare worlds.
-Added a Giant Duck to the Nightmare
-Made Adjustments to the Top of the Frozen Tower
-Made Adjustments within the Valley of Death
-Added to the Grief Encounter in the Decrepit Dungeo
-Added 4 more Achievements
-Added to the design of the Future Void
-Added a few more Item Display Cards to accompany specific items
-Added aesthetic design to all of the Horrific areas
-Added aesthetic and level design to the Alien Moon Base areas
-Added Aesthetic design to the Purgatory Desolate Entrance
-Added Aesthetic design to the Mausoleum in the Graveyard
-Added Aesthetic design to one of the Rooms in the Desolate Maze of the Lost
-Added a Giant door to the Crypt Gate guarded by the Destroyer
-Added Aesthetic and Design to the Catacomb Trials
-Added New Sprites for a Wooden Switch
-Added Wooden Switches to the Catacomb Trials
-Added 10 New Achievements to a now Total of 44 Achievements
-Added 5 Leaderboards for Time Trial Bonus Content in the End Game
-Added another Achievement to a now Total of 45
-Added another Steam Achievement to a now Total of 46 to Collect
-Added a Counter Clockwise spin kick to the Shadow Player for the Brainmush Puzzles
-Aesthetic adjustments in the depths and the Catacomb Trials
-Finished adding Achievement by Adding the final Four to a Final Total of 50 Steam Achievements to Collect.
-Added New collected sprites, animations and logic to all of the 50 Collectable Paintings
-Added more logic to the NEW GAME / DELETE MEMORY option
-Made aesthetic adjustments in the Desolate Maze and Dead Woods
-Improved the Realization Cutscene
-Added to the the Cyborgs in the Facility of Madness
-Logic and design Adjustments for the derelict space shuttle
-Added Asteroid Hazards for the Space Float Areas
-Aesthetic additions to all of the Moon Base areas
-Added design to the Space Area of the Derelict Space Shuttle
-Added numerous targeting laser satellites surrounding the Derelict Space Shuttle
-Fixed crash when using the Black Hole Portal after Smashing Boulders with the hammer that was isolated to individual rooms
-Fixed a bug when using all portable transporting items after unlocking gates or opening chests
-Refined all of the Item Sprites
-Added new collected animation to almost all of the Item Sprites
-Added new collection logic for most of all of the item sprites
-Adjusted sound effect for laser shots
-Added a single missing collision box for a single piece of terrain
-Added aesthetic design to the Decrepit Dungeon
-Added 2350 New Original Written Lines of Text to the Randomly generated thought process mechanic to a now total of 4500 potential lines
-Added more to the aesthetic design of all of the Derelict Dungeon Trial Rooms
-Refined all 25 of the Page Collection Point's logic and animations
-Various logic adjustments
-Various placement adjustments
-Various Level Design adjustments
-A few added sprites
-Loader Backdrop Stylizations
-Added to the Aesthetics of the Ashes Area
-Alien Moon Base Adjustments
-Hollow Man/Living Skull function additions
-Added Sprites for Hollow Spirit and Living Skull
-Adjustments to Camera Coordinates setting to Player in a bunch of Specific Large Rooms
-Adjustments to the Dungeon's Living Skull Collection Room
-Adjustments to the Hollow Man's Gift Giving
-Additions to the Design of the Blade Pits in the valley of Death
-Adjustments to the Danger Barrel Logic
-Adjustments to a few Rooms within the Valley of Death
-Audio changes in the Valley of Death areas
-Enhanced Blade Pit in the Valley of Death
-Added decorative Sprites
-Added Aesthetics to the Dead Woods, the Facility of Madness and the Valley of Death
-Logic Adjustments to player spawn coordinates for many Large Rooms
-Added decorative sprites
-Adjustments in the Alien Moon Base
-Added four interactable Conveyer Belts
-Added Conveyer Belts to all of the BrainMush Mini Games
-Added Conveyer Belts to a few rooms in the Facility of Madness
-Added Achievement Counter
-Aesthetic Additions to the Facility of Madness
-New Puzzle utilizing Conveyer Belts in the Facility of Madness
-Added 2 useful exits in the Facility of Madness
-Adjustments and Design additions to the Blood Engine
-Changes to the Functionality and Animations of the Broken Cell Hazards
-Adjustments and additions to the logic and design of the Chaos Trials
-Level Design additions within the Blood Engine and the Chaos Trials
-Aesthetic additions within the Blood Engine and the Chaos Trials
-Added The Wardens to the Chaos Trials
-Added sprites and Logic that shows completed TVs
-Added aesthetic design to much of the Blood Engine
-Added animations to the display of the Seven Way Out Notes
-More additions to the aesthetic design of the Chaos Trials
-Added a Hint Bubble for the Hash crafting in the Mush Land House
-Added logic to some of the Mush Lands areas
-Removed unnecessary logic within the Mush Lands areas
-Adjustments to the Shattered Containments Cells
-Additions and adjustments to the design of the Blood Engine areas
-Added to the design and challenge of the Blood Engine Areas
-Changes to the usage of the Blink and PortoGob items when uses in the Awakened Hub area
-Added to the design and challenge of the Blood Engine Area
-Made various alterations to the Giant Crippler threat
-Added to the design and challenge of the Grief encounter in the Derelict Dungeon
-Adjusted the logic for much blood spatter effects for threats, hazards and player collisions
-Added a New Threat to various areas around the world
-Removed camera logic that caused issue when moving left into a large room
-Added New Sprites changing the aesthetic look of the Containment Cell Hazards
-Additions to the level design of a specific Hallway in the Blood Engine
-Aesthetic and design changes within the Blood Engine areas
-Added useful exit within a specific room in the Blood Engine
-Aesthetic additions within the Sewers Recharge and Transport rooms
-Added animated effects to the Crazy Brain as it moves around
-Added a new type of Useful Exits within the two Furnace recharge rooms
-Adjustments some coordinates for a bunch of items upon collection point
-Added New sprites for the falling platforms and the small spinning platforms
-Added to the design of a specific room in the Furnace
-Made some adjustments in the Mush Temple's Puzzle Path to the Mush Lands
-Added New turrets that shoot deadly needles that kill the Player in one hit
-Made many aesthetic and functional design changes within many various areas.
-single sprite change when collecting the Brick
-layering adjustment for a single bag of weed in the Valley of Death
-Adjustment to the LOG interaction and Brick Collection
-Added corpse head lock for doors unlocked via the Corpse Key
-Made adjustments to the Ash Lord Boss Encounter
-Made logic Adjustments to the seven Shadow Doors
-Ash Lord Boss adjustments
-Many aesthetic additions to most of the Frozen type based areas
-Added rest area within the Tomb of Grief
-Logic adjustments for the Night Creature chases
-Logic adjustments within the Graveyard
-Additional mechanic added to the Night Creature chases upon activation
-Camera adjustments within the Tomb of Grief
-Added two new types of shattering Ice Chunks
-Added to the aesthetic look of the Tomb of Grief
-Added to the level design of the Tomb of Grief
-Adjusted some logic within the Tomb of Grief
-Many aesthetic and level design additions to the Lair and Tomb of Grief areas
-Logic adjustments for the Item Collection Prompt description notices on collection point
-Additions to the Lair area
-Additions to the aesthetics and level design of the Lair and Crypt areas
-Added New enemy type
-Made aesthetic adjustments in the Graveyard
-Made logic adjustments in the Crypt and for a couple specific spawners
-Much changes to the Graveyard after the Living Skull is collected
-Adjustments to the Auto-Crusher's Logic
-Adjustments to the Boulder found within the Destroyer's Hall
-Added New Death Cutscene when killed by Crushers
-Adjusted all of the Crusher Hazards
-Added alternate counter clockwise spinner obstacles
-Added to the breakable blocks within the Crazy Brain stages
-Added new Barrel obstacles
-Added new sprites for the various boulders
-Added many aesthetic and level design changes to the Crypt, Graveyard, & Valley of Death areas
-Added 101 New lines of text for the Randomly Generated thought process word salad mechanic.
-Adjusted many lines that were too long for the Randomly Generated thought process word salad mechanic.
-Added logic for new restricted spawners
-Adjusted the logic for the battle with The Destroyer Boss
-Added new sprites for aesthetic purpose
-Added to the Aesthetic look of the Crypt area
-Adjusted the aesthetics within the Grief Boss Battle Room
-Added a New Cutscene
-Added New aesthetic sprites
-Added to the Graveyard platforming area's aesthetic look and level design
-Changed the aesthetic look to many of the areas within the Desolate Mass
-Added a simple puzzle to the Mausoleum in the Graveyard
-Added a firing animation for the Needle Turrets
-Added and adjusted some logic for various actors
-Added Health Bars for all Seven Bosses and Boss Rush Mode that includes logic and sprites
-Logic adjustments within the Crypt and Shadow Work Puzzles
-Much Level Design additions for the Graveyard Area
-Reworked the Crazy Brain Mechanics to eliminate Brain stagnation
-Added New breakable blocks to Crazy Brain stages including logic, sprites and animation functionality
-Added a Cutscene to accompany the Destroyer Boss' Death
-Added logic that adds effect and animates the Boss' Health Bars
-Added to the Aesthetic design of the Crypt area
-Added Checkpoints to the end of all six puzzle temples just before the Brainwash stages
-Added New SFX for Barrel breaking and Explosion SFX for the Destroyers Death cutscene
-Added Barrels to the level design of many areas
-Added to the aesthetic design of many area all around the world
-Added new Death Cutscene
-Adjustments to the CrazyBrain
-Added Score System to the CrazyBrain Marathon
-Logic Adjustments for the Brick attack
-Adjusted Collisions for Plinko Pit in the Blood Engine
-Added a New Mini Boss for the Blood Engine Core
-Added a third rest area in the Blood Engine to alleviate intense difficulty
-Fixed a specific memory leak issue cause by a segment of logic for the Goober Gob spawners found within the Sewer Area
-Adjusted some logic for spawning hazard mechanics
-Added to the aesthetic look of the Sewer area
-Added to the aesthetic look of a few Blood Engine rooms
-Added new sprites for animated blood falls
-Added sprites and new logic for reading signs within scrolling areas
-Added a the ability to press 'P' to launch the Crazy Brain downward to alleviate moments of stagnation
-Added adjusted logic for reading text to all of the Scrolling areas
-Added some new sprites
-Added to two of the pits that lead into specific areas of the Depths regarding level design and aesthetics
-Added a specific entrance in the Dead Woods that leads into a pit that leads into the Depths
-Added aesthetic and adjusted logic for the seven Shadow Integration Puzzles
-Added effect to the seven Shadow realm reward rooms
-Added Electric Turrets, Electric Projectiles and Electric Tubes
-Changed the South Ash Tower to have an Electrified theme
-Added to the Ladder Sprites and added a Mid-length Ladder
-Adjusted the Logic for Player Damage Delay
-Added a Mini Boss for the top of the Frozen Tower
-Added a Mini Boss for the top of the South Ash Tower
-Added to the aesthetic design of the Blood Engine
-Made a bunch of sprite adjustments
-Added a sprite frame to the end of the Destroyer's death
-Polish the Player's collision boxes and sprites
-Improved the Player's damage animation sprites
-Added to the Aesthetic look of the Shadow Integration Puzzle stages
-Added a new steady shot laser turret
-Refined the three Mech Eye Core Mini Boss Rooms
-Added animations to the Catacombs Doors
-Added SFX
-Added to the Total Item collection count from the prior 335 items to a now total of 340 items
-Added two new character cards for the Hyper Fetus and the Mech Eye Power Cores
-Added animations to all of the Mech doors within the Blood Engine and the Alien Moon Base
-Changed the doors in the Sewers
-Added all corresponding logic to all of the above additions
-Added deadly puzzle under the entrance of the Valley of Death Mansion
-Made changes to the Logic of the player's wandering movement
-Made changes to the logic of the player's following shadow to match the changes made to the player's logic
-changed the toggle button for the Meds Item double speed function from 'Shift' to 'F'
-changed the Left Flipper Flip Button from 'W' to 'S'
-Added an indicator when the Meds Item x2 speed is active
-Added a Item Prompt Display when Meds item is collected to describe the item's functions
-Added Blood Bombs Hazards
-Added to and adjusted the Corrupted threat
-Adjusted positioning and added SFX for the exclamation effect for the Meds Item x2 wandering speed activation
-Added useful exit near the beginning of the Valley of Death's first area
-Adjusted the Blackhole portals layering
-Adjustments and Additions for the Haunted Basement area
-Added to the aesthetic look of many of the areas around the world
-Added effect for the eight offering items after each item has been offered
-Adjusted and added new angled collision blocks for the pushable block to collide with in the Shadow Integration puzzles
-Added to and adjusted the initial rooms within the Horrific Area
-Added a Snake Eye prompt when using the Snake Eye item
-Added an Unlocked Prompt Sprite and adjusted logic for the Horrific Gate when unlocked
-Touched up the sprites for all of the Notes to the Way Out
-Various logic adjustments and aesthetic additions
-Added to the aesthetics of the Horrific Temple and the Alien Moon Base areas
-Added another Puzzle to the Horrific Temple area
-Added effect to all of the pushable blocks
-Some Adjustments for the Horrific Temple Puzzle Rooms
-Logic adjustments for two of the puzzles in the Horrific Temple
-Added to and adjusted the Horrific Brainwash stage
-Added to and adjusted the Judgement
-Adjusted logic for the psychic attack
-Added recharge room to the Alien Moon Base
-Added checkpoint to the Alien Moon Base
-Aesthetic additions to the Alien Moon Base
-Added another Recharge/Rest/Checkpoint room to the Alien Moon Base
-Added Vertical Laser Hazards
-Added Level Design and Aesthetic Design to various rooms within the Alien Moon Base
-Added aesthetics to the Control Room in the Blood Engine
-Added to and adjusted the level design and the aesthetics of the Core of the Alien Moon Base
-Adjusted Exhaust Beam Hazard placements
-Alien Moon Base Core adjustments
-Added Laser Turret variant
-Added level design for various Alien Moon Base rooms
-Aesthetic adjustments for the Grand Experiment Boss Battle
-Added to the Level design and Aesthetic design to all of the Horrific world platforming areas
-Refined the Grand Experiment Boss Battle
-Added Aesthetic design to the Omninumb Boss Battle
-Added additions of both the Grand Experiment and the Omninumb boss battles to the corelating Bonus content Boss Rush battles
-Added threats and hazards to the Horrific Heart area
-Added to the aesthetic design of the Horrific Heart area
-Added new unique Sound Effect for the Horrific Doorways
-Changed Sound Effect for the Giant Eyes
-Added to aesthetic design within the Horrific Heart areas
-Added design to the Future Gate
-Added new useful exit within the Lair of the Night Creature
-Future Void area adjustments
-Adjusted and added to all of the Mini-Boss and Boss Deaths
-Added to and adjusted the Boss Death Cutscenes
-Added to and adjusted the design and logic for a few of the areas within the Future Void
-Added to the inverted player control for the Future Void
-Added Energy Hazards
-Added Blood Explosion Effect
-Added Fire Explosion Effect
-Added Short Explosion Sound Effect
-Changed Sound Effect for the Meteorites and Asteroids impact effect
-Added various in-menu effect for specific items for specific conditions
-Added a requirement for a specific door within the Future Void
-Adjusted the explosion effects for Boss Deaths
-Added a few new sound effects
-Added a sound effect to all of the Mech Doors opening and closing function within all of the Blood Engine and the Alien Moon Base
-Adjusted the barrel break & the short explosion sound effects
-Adjusted the sound effects for the Alien's Grenades
-Added two track to the Bonus Content OST sampler
-Added aesthetic, design changes & logic adjustments to a few areas within the Tech Facility
-Improved animation sprites for the Flesh Mounds
-Improved animation sprites for all explosions
-Made many adjustments within the Future Void areas
-Added a New Mini Boss Room for the Future Void
-Added a New Mini Boss Room for the Alien Moon Base
-Added to the level design to a few of the stages within the Future Void
-Adjusted rapid fire blasters and associated lasers
-Added Multiple Save Slots
-Added Save Slot option menu page
-Added corresponding Save Slot logic to all autosave moments and manual save selections
-Adjusted some layering within the beginning of the Dead Woods
Overhauled the save system to have more efficient logic
-Added save indicator icon when game is saving
-Added save indicator icon notice page
-Overhauled and Adjusted the End Game Bonus Brainwash Marathon time trial stages
-Adjusted some sprite animations
-Added Secrets and adjusted existing Secrets
-Added New 'Start' Screen prior to Game Save File Select page
-Adjusted all Notice screens prior to the 'Start' screen
-Adjusted logic, added sprites, screens and backgrounds for various Menus and Selections in regard to Secret functions
-Added to the Clues and Clue Pages with visual clues to accompany the text of each clue
-Added five Secret codes to collect around the world (each code meant as input toward unlocking secret game modes)
-Added checkpoint to the lost maze within the Desolate
-Added useful exits within each TV room at the end of each Puzzle Temple
-Added Blizzard transport cutscene
-Added to the aesthetics of the Mushlands
-Adjusted the three Grief Stalker Spawns
-Major Overhaul of the audio logic to improve audio performance and prevent any audio glitches and audio clipping for a smoother audio experience
-Major logic adjustments all throughout the entire game
-Added many new hallways, a few more cutscenes
-Changed the look of some existing animated sprites
-Fixed many bugs that were previously under the radar
-Added 5 New Audio Tracks and added them to many areas in need of a unique Track
-Added the 5 New Tracks to the Bonus OST audio Track Player
-Adjusted more audio and SFX to better improve the audio experience
-Changed and improved many ground sprites
-Added to and adjusted the beginning of the game
-Added to and adjusted the ending the of game
-Added New Death Cutscene and utilized it for specific areas
-Added functions in regard to clue collecting
-Refined and adjusted all of the End Game Bonus Time Trial Modes
-Added a track randomizer logic set for the Crazy Brain Time Trial Stages
-Added to the aesthetic look of the Infection Area
-Added animations and sound effects for Logan's NPC interaction
-Made various adjustments to a few of the Brainmush puzzles
-various Sound adjustments
-various Logic adjustments
-various Checkpoint adjustments
-various Cutscene adjustments
-Added 4 New Audio Tracks
-Added Cutscenes and transitions within the Future Void area
-Made adjustments to much of the Future Void area
-Made adjustments to the Void Sentry threats
-Made adjustments to all of the lasers
-Made adjustments to all of the Crystal threats
-Adjustments made for the game's ending scenes after defeating the final boss
-Adjustments and additions for the end game bonus content
such as:
-Audio track additions for the OST Sampler to total 40 tracks
-tweaks to the final boss for the Boss Rush Mode to match the actual final boss
-SFX tweaks when entering and exiting different modes
-Changes to the Game's ending such as: audio adjustments and scene change timing
-Added a new animation for the flesh horror threat's obliteration
-Added sprite to signal the ending of the game's playthrough
-Adjusted and added to the Crazy Brain Trials mini game for the end game bonuses
-Adjusted the Steam Leaderboards for all of the minigames in the end game bonuses
-Simple graphical change for the Crazy Brain Controls screen
-Adjustments to the Moon Base Mini Boss Room
-Changed the Beam Blasts animated effect
-Adjustments to the Acid Drip and Blood Drip collisions
-Added a Dead Eye Core Room
Jul 19, 2023
Downbass Warriors: Heroes of Maydamn - LGBTESHNUK
This is pre bots update. Made server view page look appropriate and fixed a bug there servers might not be shown. Also added a new bug where servers might duplicate. Added new feature where after player death body will not disappear until max body count reaches its maximum. Shotgun has now 2 more pellets in its bullet.
Jul 19, 2023
Future Weapon 2D - futureweapon2d
Welcome To Future Weapon 2D's Demo

My friends in real life either love it or hate it.
Let me know what you love and what you hate.

The game is complex and the demo quickly escalates from walk in the park to Elden Ring.
Also, watch out for sharks! They do a lot of damage.

If you can complete the final mission 'War Of The Worlds', send me a screenshot of Lt. Pullen with
no question mark over his head.
I won't believe you pulled it off otherwise!

Good Luck Captain!
Stolen Realm - JJ
Bug Fixes
  • Fixed an issue that caused online Campaign games not to host properly causing others to not see the game
  • Fixed issue where you couldn't finalize character creation on a hardcore character
  • Fixed issue where you were able to abandon quest in a hardcore game





Dwarf Fortress - Not Alex
Hey Urists,

It's Alexandra here from Kitfox with a seasonal video update from Tarn. We have updates on the art and programming side of development as Adventure Mode work continues. Watch the full video on Youtube:



One of the most exciting new updates is that we have started creating procedural dwarf faces. This means that a dwarf's appearance will reflect the personality from their description. Here are some of the prototypes that our artist Carolyn has been making:



Watch the full video to hear about updates to Adventure Mode, the Linux version and to see a Giant Capybara!

We are also working on a new beginner-friendly tutorial series with Dwarf Fortress content creator BlindiRL. We have a complete starter guide and a tutorial on making wells with more to come. It's never been easier to learn how to play Dwarf Fortress!



To discuss all the latest with your fellow urists, please join our Discord.

-Alexandra + Bay12
Soulknight Playtest - support
Hotfix: 2 Players spawned in the farmspot level
Jul 19, 2023
Amazing Maze - Lucky Raccoon Games
Hello amazing community!

We are happy to inform you that the Amazing Maze has been updated today with a new chapter for you to play (some levels have already been released since last Saturday in pre-release). Chapter 3 features 10 brand new levels, including new obstacles and challenges, and 3 new achievements.







The good news is that we will keep updating Amazing Maze and new levels will be added in future updates. Long live the Amazing Maze! :)

As requested by our player community, the new levels are mostly medium/hard difficulties.

If you want to join our Discord community, just click on the following link: Discord Server

Cheers!
Lucky Raccoon Games Team
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