Home Sweet Home : Online - Home Sweet Home


Announcement from Home Sweet Home : Online Team

The server is opened. The following updates and fixes have been applied

New Update
  • Added Ōno Village map in Battle Mode.
  • Added "Cursed Ground Beeswax Cartridge" into Bullet Pot.

Shop Update
  • New Skins for Kamiko have been added to Direct Store: Cod Gray, Luxor Gold, and Murasaki no Botan
  • New Skins for Ratri have been added to Direct Store: Steel Blue, Violet Poison, and Sodalite Spirit
  • New Skins for Tida have been added to Direct Store: Golden Champaca, Golden Lythraceae, and Nesoenas

Optimization
  • Optimized to decrease the amount of transferred data while login to the game.
  • Optimized to decrease the amount of transferred data while using the Customize menu.

Adjustment
  • Adjusted: Controlling the placement of traps while using Kamiko's skill, Kami no Torappu (R), will be easier.
  • Adjusted: When Kamiko equips Serial Killer, the effect of Serial Killer will fully regenerate all traps of Kami no Torappu skill (R).
  • Adjusted: Dark Occult will no longer affect the Fuuin skill (R), but it will now affect the Kami no Torappu skill (Shift) instead. This change decreases the time required to regenerate each trap.
  • Adjusted: the visual of Kamiko's trap: Allied Kamiko's trap will now have green outlines in Battle Mode.
  • In Battle Mode, when Warden has immunity and walks through an opponent Kamiko's trap, the trap will be destroyed.

Bug
  • Fixed: The incorrect audio while Heartrocker is attacking.
  • Fixed: The incorrect items at the beginning of the match in Survive Mode.
  • Fixed: Players cannot use jump points.
  • Fixed: Offerings which increase the chance of selected map working incorrectly.
  • Fixed: Players cannot use offerings which increase the chance of selected map.

For any bug encounters or other issues please contact our support team at hshsupport@ygg-cg.com with the subject line: [bug][issue] alongside attaching screenshots and description of your issue.
GladiEATers - MilkBubblesGames
Hey fellow Combat Chefs, Oliver and Iliana here, two members of the micro team cooking up GladiEATers; the pairing of cooking and turn-based strategy!

Welcome to the CALoseum, where the CAL particle has been discovered and has the power of animating the inanimate calories in food! After years of GladiEATer warfare, nations have decided to solve disputes by way of GladiEATer combat in the CALoseum.

The best Combat Chefs from around the world have been conscripted in this battle, each with their own Culinary Specialities, unique team of GladiEATers, and Stories you can immerse yourself in.

Have I forgotten to mention that this also includes you? That’s right! Play as one of these Combat Chefs to cook & command your way to the top!

As a starter, let us introduce you to the game and its features.



Cooking
Have you ever cracked an egg? Or perhaps baked a loaf of bread? You do exactly that as you prepare food in fun, bite-sized Mini Games, before watching it come to life as a GladiEATer! Remember, the better your cooking, the stronger your creature. Cook up a feast of a team before time runs out!

Creatures
You are now at the CALoseum and are ready to battle the world’s greatest Combat Chefs. The time has come for you to command your food creatures in deep turn-based strategy. Your potential team of over 50 GladiEATers with over 150 special hand-animated pixel abilities is all prepared, impatiently waiting for you!

Combat Chefs
Seven of the world's best Combat Chefs are here, with their own tales, unlockable recipes and unique Gladieaters. We cannot wait to tell you more about the special place the Combat Chefs hold in our hearts in a later update!



FAQ

Who’s making this game?
We are MilkBubbles, a micro studio with a love for pixel art and the indie scene, particularly its genre-bending spirit that we are fully embracing with GladiEATers. We are hard-baked fans of creature-collecting RPGs and the nostalgic flavour of pixel art.

Where can I get this game?
GladiEATers is currently being self-published for Windows, Mac and Linux on Steam... with Console, and Mobile in due course.

When can I get this game?
Early Access will be released in February 2024! We intend to leave Early Access within a year.

Will you release a Demo?
Yes, a demo will be released in 2024!

Will there be Multiplayer or Co-op?
Yes, at Early Access launch there will be a simple Multiplayer system developing into an online Multiplayer leaderboard and Co-op play by the end of Early Access.

What comes next?
Our aim is to keep posting updates like this on Steam so that we keep you guys in the loop on development, so keep your eyes open for future blog posts, and comment down below on what you’d like to hear us talk about! food creature suggestions are permitted



Click the Wishlist and Follow buttons on GladiEATers’ store page to keep in the loop! Please don’t hesitate to join our Discord community, where you can ask questions, share your art or simply chat with other Combat Chefs such as yourself.

Lastly, we cannot tell you how powerful and influential your ongoing support has been. Thank you ever so much, truly.

Clocking out,
Oliver and Iliana


互联网大亨 Internet tycoon - 独眼龙也看得出
Greetings, dear players.
  Our indie game Internet Tycoon will hit the Steam market on July 26th!

  We've chosen the Internet as the theme of our first indie title. The player will take on the role of an entrepreneur, creating and maintaining their own website, simulating the process of founding a website from scratch, turning losses into profits, and even becoming the world's number one website tycoon.
  During the game, the player may learn various trivia or even useful knowledge about website maintenance: 

How to obtain users for websites?
How to set up the server?
How to profit from ad contracts?
How to exploit your employees with non-paid overtime? (kidding)

  Of course, at this stage, the Internet Tycoon is still imperfect. We'll keep improving the quality and gaming experience with subsequent patches and updates.

  Lastly, feel free to try out the Internet Tycoon!
(English Language pack is currently under working, and it is expected to be implemented in about a week after the game release.)

Steam Page:
https://store.steampowered.com/app/2249340/_Internet_tycoon/

Angel Legion - yymoon
Dear commanders, the new server S42 will be launched on July 21, 2023.

New Server Opening Time
July 21, 2023(Friday) at 18:00 PM(UTC/GMT+8)

New Server Event
Blessing of Valkyrie
Commanders can use Star Dollar to purchase the God of War serial package, which contains S Equipment-Master Sets, special fashion Dragonborn and White Secretary, rare S angel related to the unique scythe (AOE) - Valkyrie Gene*200.
TIPS: When purchase the God of War serial package, you need to purchase the previous level to unlock the next level.

New Server S Hero Recruit Rate UP
Rate Up Hero: Valkyrie
Valkyrie, one of the Three Goddesses of War, is known as the most powerful Angel Hunter of the Star Alliance. Attack all enemies with a chance to carry out an additional round. When she appears on the battlefield, it often means that this battle is going to be a massacre. So it’s best not to provoke her! Commanders, if there is a Goddess of War to fight for us, our adventure will be easy and fun!

New Server Time-limited Recruit Mission
Commanders in new server come and get massive rewards by completing specified number of Adv. Recruit!
Stellaris - PDX_ladydzra

written by: MrFreake, jasonpepe, AlphaAsh, Jamesfire, corsairmarks, michaelmakesgames

Hello Stellaris Community!

You’ll be pleased to know that dev diaries are currently scheduled to return next week! In the meantime, we are going to take this opportunity once again to highlight some of the lesser known mods from the Steam workshop.

This week, we will be looking at mods that add internal political interactions within your empire, from new factions, to leveling your rulers, new mechanics for vanilla civics and even an industrial overhaul. This is an exciting lineup of mods, and – judging by the sheer number of people who are interested in an Internal Politics rework – one of these could be just the mod you were looking for. handwave

If you’re a Modder, and are interested in having your mod featured in a future Mod Highlights, please fill out this form. After this week Mod Highlights will be moving to a longer-form biweekly or monthly publication (depending on the number of interested modders we get), and either taking the place of Dev Diaries when there’s no news (eg. Summer and Winter holidays), or the second Monday of each month.

So if you are liking this format, keep an eye out for future Mod Highlights!

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Divided Loyalties by AlphaAsh​



Features
  • Up to 15 new extremist factions can now form in a run.
  • There's one extreme faction for Xenophobes, and two for all other ethics. Sorry gestalts - you get no extremist factions. Sad face.
  • There are pros and cons to promoting or suppressing extremist factions.
  • ...and also banning each of the factions. Yes, you can ban extremist factions.
  • Some factions oppose each other. Think before you promote/suppress/ban one. Another faction may be very pleased... or very upset.

Summary

This mod includes 15 new extremist factions, one for Xenophobes, and two for all other ethics. There are pros and cons to promoting, suppressing and banning each of the factions.

Some of the factions are also opposed to each other, in such a way that promoting one faction will pee off any opposing faction, or suppressing or banning a faction will please any opposing faction. You aren't told which factions oppose which - experiment and find out.

You absolutely should not use this mod if you dislike red indicators in the factions screen. Or dislike not being able to get 100% approval from all factions all the time.

No, really. I get it, it's not for everyone. With this mod it is intended to be very difficult to keep all factions happy at the same time. It is intended for you to make tough decisions about which factions to promote, suppress or ban. It is intended that you will make compromises with policy, ascension and a few other areas of running your empire when managing factions. It is intended that your Unity from factions may fluctuate, sometimes seeming excessive, or lacking.

Inspiration
Factions are a feature that needed more bite. This mod does that.




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This next mod was hard to classify, since it has a mix of both diplomacy and internal politics. I put it in the internal politics highlight, because I write these things and that’s what I wanted to do. Stop judging me.

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Features
Adds new mechanics to the following civics for increased depth and RP:
- Exalted Priesthood
- Nationalistic Zeal
- Parliamentary System
- Shadow Council
- Technocracy
- more on the way!

Summary
Exalted Priesthood:
- Lead a Galactic Faith that other Spiritualist empires can join
- Use the Ideology casus belli to forcefully convert empires to your faith
- Compete with other Exalted Priesthoods to win followers
- Contend with the spread of unorthodox beliefs -- reform your faith or declare heresy!

Nationalistic Zeal:
- Balance your nation's Zeal
- If your zeal gets too low, you get Nationalistic Disgrace
- High zeal grants strong military bonuses, but too much causes Nationalistic Hubris
- If you lose a war or any territory while you have Hubris, you are immediately Disgraced

Parliamentary System:
- Planets elect factions to represent them in parliament
- Each faction has a unique effect on the planet
- The factions and political power of the planet's pops determines who wins (with a bit of randomness)
- If you don't like the election result, you can "find some more votes" for your preferred candidate, but you risk a scandal!

Shadow Council:
- Appoint your non-Councilor leaders to positions in your Shadow Council
- The more Shadow Councilors you have, the less experience your "legitimate" Councilors earn
- Six different Shadow Council positions, each with a unique effect that scales to the leader's skill
- Shadow Councilors can get exposed, and you'll face a tough choice

Technocracy:
- Your non-scientist leaders can start with the Technocrat trait, producing a little science
- At level 4, your Technocrats choose a specialization (Physicist, Social Scientist, or Engineer), with a unique effect depending on the leader's class

Each civic's new mechanics can be individually turned off if you don't want to play with them all.

Inspiration
I like playing civics that have a big impact on gameplay! Sometimes I want to choose a civic that fits with the RP of my empire, but the effects are a bit boring... So I made Uncivic to add some new life to conceptually interesting but mechanically simple civics.





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Those of you who remember MODJAM2020, might remember this as a mod that started off as an Origin, but now contains almost a total overhaul of how vanilla industries work!

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Rise Of Cosmic Industry by jamesfire​



Summary
Industry in Stellaris is simple, and abstracted to the point of not making much sense. Not only that, but critical methods of industry that should be utilized by space-faring empires are missing entirely.

Features
Rise of Cosmic Industry is composed of 7 modules that can be independently disabled at game start, and come with minimal overwrites:

  • Orbital Infrastructure is an implementation of Orbital Districts on planets, opening up more options for planetary development.
  • Realistic Development overhauls how things are built, using a Labour-like system called Industrial Production, so that 2 planets don't build twice as fast as 1 for some reason.
  • Factory Automation implements Automated Factories, for making resources without pops.
  • Space Exploitation is an expansion to Space Mining using Minor Colonies, allowing you to exploit celestial bodies more thoroughly.
  • Fallen Empire Buildings provides a third tier of Buff Buildings, that increase the production of their appropriate job, as well as produce some resources on their own.
  • Cargo Ships provides Cargo Ships that can be used to form trade routes with other empire's planets, granting both planets resources based on their existing production.
  • Shipping Costs makes planet-level deficits cost some energy credits to represent shipping in materials to cover the deficit.

In Rise Of Cosmic Industry, I provide new mechanics and new content that better match how I feel this should work, and in some cases just add missing tech.




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Want to get your ruler to the next level? Jasonpepe has you covered with this next mod!

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Ruler Level System by jasonpepe​



Features
Unique Skill System for every empire Ruler(s).
1. Customize their focus
2. Spend their Execution points for campaigns when necessary
3. Leaders are self-learning and will level up over time

Summary
A mod that allows player to customize their Ruler's abilities, which includes:

1. Ruler Foci: A UI which allows players to customize their Ruler's Focus and Categories.

2. Every leader has Execution Points and Idea Points.
  • Execution Points: Spend to level up categories and launch Ruler Campaigns.
  • Idea Points: Used to unlock or skill up focuses.
  • Rulers can only have up to 15 Execution and 15 Idea points.

3. Each Ruler has their Charisma, Affair, and Inspire skill levels.
  • Charisma: Determines the speed of gaining Execution Points.
  • Affair: Determines the progress speed Ruler Campaigns.
  • Inspire: Determines the speed of gaining Idea Points.
  • Ruler’s species traits will also effect the base-value of the 3 skills.

4. Ruler Campaigns: Short-Term, powerful Campaigns that appear from time to time. More Campaigns can appear with higher Affair skill levels.

5. Over time, Rulers will gain Skill Points (scaled by their Affair skill level). Skill Points can be used to improve Ruler's Charisma, Affair, and Inspire skills. Skill Points can also be converted to Execution & Idea Points.

Inspiration
In my gameplay of Stellaris, the Ruler is the main leader in my mind. Yet I always find a Ruler’s ability to rule a country being a lackster, as they should never appear to be a figurehead.

Putting the mind that I want my Ruler a 6-6-6 one, not 0-0-0 (EU4), a ruler mod is made.

This mod has a lot of history, the very first version was released in 1.5 (Utopia DLC). In pre 2.0 version, the mod still used the classic annoying popup events with randomized options. After 2.0 released, the first rework introduced the Ruler Campaign(s) edicts. Then in 2.6, the first version of Ruler Focus was introduced. The mod also got a complicated and massive rework in version 3.0, with a completely new custom-made UI, and an even more recent one in 3.8 with Ruler Directions getting an overhaul update.





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If an empire is subjugated and there’s no atmosphere to carry the sound, does it make a sound? No.. I don’t think that’s how the expression goes. Anyway, this mod will do the next best thing, and allow you to keep the leaders of integrated Subjects and pre-FTLs.

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Features
  • Have the option to keep (and maybe assimilate) leaders in a variety of situations when gaining control of another empire:
  • When integrating subjects
  • When infiltrating or conquering pre-FTLs
  • When firing the Nanobot Diffuser on a pre-FTL world
  • Custom story text for different kinds of "Retain Leaders" situations, including integration between regular/hive/machine empires and interactions with homicidal civics
  • Uses the new "Recruit Leader" functionality added in Stellaris 3.8 "Gemini," with additional background art taken from official Stellaris art
  • Empires with assimilation available to them (or necrophages) can opt to transform leaders based on the available assimilation type(s)
  • Updates the "Promising Officer" events (both the standard and the variant during fleet maneuvers) to use the "Recruit Leader" functionality - other built-in Stellaris events similarly enhanced, including expanded story text
  • Adds special traits for former rulers - including those who lose an election or are otherwise forced out of rulership (includes variants for different empire types and leader classes)
  • Designed to work with other mods published by corsairmarks, including additional gameplay interactions

Summary
Have you ever wondered what happened to the former leaders of your subject after you integrated them? Or perhaps where that pre-FTL leader went after you annexed their planet? Wonder no more! With this mod you will be prompted to choose what to do with the now-unemployed leaders whenever you integrate a subject, conquer a pre-FTL planet, "allow" pre-FTLs to join you via covert infiltration, or convert then via a colossus weapon.

Scientists and Admirals are automatically assigned back to their pre-integration roles, if they were commanding a science ship or fleet. Notably, if you play with "pause-on-event" the science vessels will then continue their assigned orders after the leader is reassigned for command.

Inspiration
I developed this mod over two years ago and it was first published to the Steam workshop in July 2021. Its functionality dovetails nicely with the enhanced focus on fewer, more memorable leaders as part of Stellaris 3.8 "Gemini" update (and Galactic Paragons expansion). Although it's less likely players will be integrating empires (since the Overlord expansion), the flavorful gameplay options still enhance interaction with pre-FTL empires.




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That’s it for this week! Next week Game Director Eladrin will be back with our first regularly scheduled Dev Diary after the summer!
Jul 20, 2023
Governor of Poker 3 - Laura_GOP


Prepare for a gaming revolution in GOP3's new feature: BLITZ! 🃏✨

Hurry! From today until Friday, July 21st, dive into the excitement! Complete missions, collect stars, and unlock rewards in an exhilarating event! 🏆💰 The clock is ticking! ⏰💥

Don't miss this ultimate challenge! 🏃‍♀️🏃‍♂️

ℹ️ More info about BLITZ

The Governor of Poker 3 Team
Shardpunk - bryqu
1.1.3 PATCH NOTES

New features:
  • Added Dread mechanics to the game, expanding the way stress is handled. You can read more in my latest devlog entry.

Bugfixes:
  • Gunter's Focus action now receives stress reduction from the "Face the danger" Team Skill.
  • Fixed missing glyphs for the Japanese fonts.
  • Fixed some missing cover issues on one of the map pieces.
Thanks for reading! Enjoy!
Jul 20, 2023
Wordsearch Attack - bsagames
- Fix an issue where the music didn't play all the time that it should.
- Some unrelated code refactoring.
ITERAZERS - Rohi
PvE shooter game "ITERAZERS"
Version 1.0.5, including improvements, has been released today.

[Improvements]
Enhanced the display of the title logo
Practice opponents now attack during the performance test screen

The app version is shown on the bottom left of the title screen.
FARSIDERS - Gambit Ghost Studio
- Fixed where Ice elemental passive indefinitely freezes the enemy
- Fixed missing sfx in card draw from the Deathdealer
- Fixed flickering light at Grover's Ground
- Electric Talent tree [Node2-3]: Fixed an issue where random lightning doesn't occur when in combat
- Increased Barrett movement speed 3 > 5
- Reduced Barrett staggering rate 2 > 1
- Swapped crate locations of attachment ORCA-02 with Pinpoint Systems
...