Adore - glourenco

Hi adorers,
We would love to thank everyone who has supported us during the early access, you made this game possible.
As we are getting close to the 1.0 launch and the game price will be adjusted after it, this will be the last chance to obtain Adore for a smaller price.
After the final version launches on August 3rd, the price will be adjusted to $19.99.

Good luck and have fun!

May Draknar bless you!

Blindsight: War of the Wardens - roccowu.poshentertainment
We're excited to announce the opening of our Community Discord! Join us to play an active role in shaping the game's future with your feedback and for you to connect with devs and players and forge new friendship along the way! 🗣️🔥Join Now: https://discord.gg/eKAnw37nzn
Jul 21, 2023
Creature Creator - Daniel Lochner
Unlock 23 new body parts and patterns, complete 2 new quests, battle against the humans and challenge your friends to the new Kaiju Hunt minigame!

You can unlock the city by travelling through the mineshaft in the Cave, or via the bus stop on Farm!

  1. Kaiju Hunt Hunters band together to hunt down the randomly chosen Kaiju before time runs out! It won't be that easy though... hunters are much weaker, and the only attack available to them is Bite (Lvl 1)!
  2. Body Parts & Patterns Unlock 18 new body parts and 5 new patterns. A new fire-breathing ability has also been added to all the dragon mouths!
  3. Quests Complete the factory and shopping quests.
  4. Battle Face off against the humans and their best friends!


If you encounter a bug, please consider reporting it in the community Discord server. Thank you!
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer patch 0.23.1 is now available! This update fixes bugs, improves quality-of-life, and improves the non-English language translations.

Enjoy!

  • Translation updates for all supported languages, including a complete re-translation of Simplified Chinese.
  • When exiting a ship, crew will now use the airlock closest to their current location instead of the airlock closest to their destination.
  • Ship mirror settings are now remembered per-ship.
  • Copy/pasting parts or loading blueprints from a saved ship design will now copy/load all part settings, not just those that are modifiable in the ship designer.
  • When the camera is rotated, a red "North" arrow will now be shown on the minimap. Clicking this arrow will reset the camera rotation.
  • Added a confirmation popup when exiting the game from the title screen.
  • When plotting an in-system FTL jump, the camera will now only zoom out as far as needed to show the possible jump destinations.
  • Doubled the speed at which Resource Collectors can move resources.
  • Crew will no longer leave their ship to pickup resources, salvage, construct, or repair if their ship is preparing for a hyper-jump.
  • The missing parts warning can now be disabled from the ship editor hamburger menu, in addition to the settings dialog.
  • New VFX for Ion Prism destruction.
  • The "No existing airlocks" warning will no longer be shown if the ship does not have any crew.
  • The Railgun Launcher and Accelerator tooltips now mention that crew can't walk from one side to the other.
  • Added three new Cabal ships: Callisto, Lyra, and Phaethon.
  • Added one new Fringe ship: Axlerod.
  • Miscellaneous updates to other existing ships and stations.
  • Tweaked the order of the armor and structure tiles so that "tri" pieces are sorted after wedges.
  • Roof lights no longer show crew speed in their stats.
  • Bugfix: NPC stations and ships could "steal" floating resources from the player to repair themselves. This most commonly happened during construction of the player's ships while resources are temporarily floating outside.
  • Bugfix: Reconstructing Ion Beam Prisms using crew construction could cause them to forget their target prisms.
  • Bugfix: Area-of-effect weapons that hit the player's own ships were unintentionally damaging neutral ships/stations, which could cause the player to become wanted.
  • Bugfix: Resource Collectors that grab only a partial bundle of resources could cause the remaining resources to be left outside after construction is finished.
  • Bugfix: When multiple ships make simultaneous in-system FTL jumps, one ship jumping could cancel another ship's jump.
  • Bugfix: Radar blips for player ships with only blueprints could still "see" into the fog of war, extending the player's sight range for free.
  • Bugfix: Restocking a ship's resources in Creative Mode (or Imagineer difficulty in Career) wasn't accounting for any in-transit deliveries.
  • Bugfix: It was impossible to transfer resources to your own ship if the receiving ship didn't have any crew.
  • Bugfix: Mining Lasers set to "fire at target" mode would not fire at any parts or asteroid tiles marked for salvage/mining.
  • Bugfix: Railgun disconnection icons were being shown very dark when in blueprint mode. (They are no longer shown at all in blueprint mode.)
  • Bugfix: Resource collection beams graphics could sometimes render beyond their start and end points.
  • Bugfix: Huge Thrusters had very slightly asymmetrical center of mass which could cause perfectly symmetrical ship designs to not fly straight.
  • Bugfix: Crash when typing certain non-English characters.
  • Modding: The part debugger can now be opened by pressing Shift+Tilde+P.
Wild Life - ๖ۣۜPower๖ۣۜpuncher
Welcome to this week’s progress report :)

Level: We are finalising all the gameplay relevant areas of the Apoc blockout and started work on the Lizard architecture.

Code: Sandbox: The Lua implementation into the sandbox has made good progress. We have added very simple autocomplete functionality for ease of use and for newcomers to see what Lua and our Wild Life functions have to offer. Additionally, a documentation page has been created that gives a broad overview over the Lua implementation, as well as an explanation for every Wild Life specific function with examples. The page can already be viewed, but keep in mind that things could still change since it's not final: Lua WL Documentation
The sandbox has also received a small quality of life feature that enables you to colourize the elements in the outliner.
We are still working on the processing range. It’s a lot of work, but we are making progress.



Character: Continued to work on the rat Kerpali and we expect to have it finished by early next week. More outfit progress.




Animations: Finished the Max x Kira scene animation and implementation. Currently working on a few Eccentric Tier requests and routine animation retargets.



To celebrate the addition of Agon we also created about a dozen new Maya x Kral sandbox animations. (Agon shares Kral’s animation skeleton).

Design: We activated quick travel to most existing locations. Players will see locations marked on their world map from game start, for ease of testing. We also continued work on Sky Village side quest and dialog design as well as Sky Village lore and Cave of Wisdom design and continued to work on the final item list.



Thank you for all your continued support,

-Wild Life Team
Death Road to Canada - Rocketcat Games
I've been working on the next Death Road to Canada update, and also our upcoming First Person Swordfighting game, Dad by the Sword ( Wishlist it here! )

For the next update, I'm planning on focusing entirely on content. The current plan is also to get some Death Road community modders to add some content to the game, much like we did with Professor Sycamore in a previous update. For now, I'm focusing on getting new CYOA Events in the game this time, as I don't think I've added much in quite awhile now.

I'm also going to dive through the Suggestions section on the Discord. Quite awhile ago, one of the mods set up a bot in #deathroad-suggestions where people can propose ideas, and then vote on their favorite ideas. Check this out on the Official Rocketcat Discord!

As soon as we're ready to test the next update, I'll put it on the beta testing branch and make a post on how to access this! I'm hoping to get testing branch up some time in August, likely later in the month.

Thanks for all your support for Death Road, and I hope you enjoy the next update!

Ready or Not - Gabe
Welcome to the 56th edition of our biweekly newsletter! Today, it's time for a deep dive into one of the most essential aspects of development: concept art. We will explore a general approach to the creation of these styles for our tactical shooter, Ready or Not. By following the post, we will understand different levels of importance, together with exciting behind-the-scenes graphics.

In some instances, we are joined by one of the many remarkable artists and personalities here at VOID Interactive, Ropolio!

Introduction

Before checking behind the curtains, we must understand exactly what concept art is. To put it simply, it represents the visual design generation of an item, character, or even area that does not yet exist. This automatically creates a story that is able to flourish into something that players are able to personally experience in several projects, including those connected to the gaming industry.

Take a look at the following selection of outfits that precisely represent the Los Suenos Police Department’s progression when it comes to the vast imagination of the artists.


Above: Modular designs for detectives in the police department, or on the scene.



The history and connection to RON

Many of us are no strangers to the classics that owe their existence to this very practice. From iconic titles like Legend of Zelda and Grand Theft Auto, to mesmerizing adventures like Ori and the Blind Forest, all games have historical significance in gaming concept art. It represents an indispensable stage in video game pre-production, breathing life into imaginative worlds and laying the foundation for the experiences that await players.

It’s the same for Ready or Not, where everything must match the immersive environment, whether that be the equipment of the SWAT units, colors, or the next room that may require a tactical breach. The team at VOID Interactive is constantly working hard to bring these ideas to reality, and by using reference points, it can create an arsenal of goals for the project.

Our Police Station rework is a prime example of what thorough early analysis can offer players when they first step into this well-built structure. Together with other design departments, it can easily be said that concept art has the ability to transform into something memorable in the long run.


Above: The memorial area where the shrine can be seen through player navigation.



Giving life to Streamer and Michael

As discussed earlier, reference points play an important role in laying the groundwork for pre-production assets. Looking at our recent cinematic trailer and biweekly newsletter #55, we can easily inspect topics regarding Michael, also known as Milky Toes on the internet.

"Along with photobashing for clothing, I've been integrating artificial intelligence to speed up my workflow, specifically for faces and clothing folds. It helps create a likeness without using a real human's face. When talking about my main inspiration, I researched different youtubers and streamers to assist me in finalizing the necessary looks that created Michael."

━ 🎨 Ropolio

Even with Ready or Not being his first gaming project, Ropolio's talent and attention to detail allow him to dodge obstacles while providing intuitive visions for the project. Combining this with the strengths of other developers, the team can reach its designated goals much more smoothly.


Above: Early preview of the problematic individual himself, Michael Williams.

Extras

Before concluding our showcase, we are happy to show even more ambitious foundations to the community.

A quick look at the Debanco guards, a security group armed with non-lethal equipment such as pepper sprays and tasers, ready to defend their armored trucks from any perceived threat.



Armed with powerful weaponry and still representing style, Senator Forment's bodyguards are no beginners in the art of primary and secondary weapon combinations.



Last but not least, an early yet mysterious preview of the new farm.





Conclusion

This concludes our 56th briefing. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on YouTube or Twitch looking for new games? We got you covered; Ready or Not has officially partnered with Lurkit to elevate gameplay! Make sure to follow us here: https://www.lurkit.com/games/ready-or-not


Make sure you follow Ready or Not on Steam here:

https://store.steampowered.com/app/1144200/Ready_or_Not/

Over and out,
VOID Interactive
Jul 21, 2023
Dreadful River - sutcavonadabinggalirot
v0.4.159.3 ( July 21 - 2023 )

  • No longer spawn same river set twice in a row
  • Additional menus not allowed to open in specific situations
  • Clear previous river map icons on world map if new river gate opened
  • Some loot system changes
  • Some additional river tiles
  • River forts added
  • Added dynamic faction banner to forts
EVERSLAUGHT - Commander
Greetings Clerics!

Feels like forever since we last talked, doesn't it? We want to extend our heartfelt apologies for our unexpected and lengthy hiatus.

When we paused updates on EVERSLAUGHT PC VR, we started focusing on a different endeavor, EVERSLAUGHT Invasion for the Oculus Quest. We broke this news last July and realize, in retrospect, that our announcement may have conveyed the wrong message to our PC VR community. Our intention was never to make anyone feel excluded or undervalued, and we truly regret if we gave off that vibe.

Your voices of dissatisfaction were loud, clear, and absolutely justified. We've taken them to heart, and been working behind the scenes to get things back on track. Our goal is to mend the broken trust and reignite your passion for EVERSLAUGHT.

So, let's move forward with a fresh update - welcome to Patch 0.3.3, or as we like to call it, "Back from the Dead". Here's the lowdown on the latest changes:

Highlights

  • Save Slots: Want to start a new campaign without erasing your hard-earned progress? Now, that's entirely possible! Kick off multiple playthroughs, experiment with strategies, or just enjoy the game in different ways. It's all up to you.
  • Load Times: Say goodbye to lengthy load times. We've optimized the game size and memory usage, ensuring you're back in the action faster than ever.
  • Better Loot VFX: Finding loot just got a whole lot more satisfying! We've enhanced the outlines and effects to make your treasure hunting victories feel even sweeter.
  • Story Audio Logs: We heard you - secret rooms were too...well, secret. We've now added story audio logs to various dungeon tiles, making them easier to locate. Don't worry, your love for secret rooms will still be rewarded - they'll have a higher chance of spawning in later dungeons.
    We've also migrated to a more recent version of Unity. This not only means better performance and visuals, but also smoother workflow for us, making future patches less of a headache.

This is just a step in the direction we want to take. We aim to be more communicative, more receptive, and more committed to making EVERSLAUGHT an unforgettable VR experience. You can count on more regular updates in the future.

Once again, thank you for your patience and support. We're eager to continue this adventure with you by our side. Please consider joining our official Community Discord at http://discord.gg/everslaught

Ready your Gauntlets, Clerics!

-MobX Games
Jul 21, 2023
Age of Empires III: Definitive Edition - Lady Eridani

Fire the cannons, ye sea dogs!
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