🎉🌽 Welcome to the Launch of Cornucopia & Its Soundtrack 🎵: A New Chapter in RPG Farming! 🎮
Get ready to dive into the enchanting realm of Cornucopia - a groundbreaking fusion of 2.5D RPG farming and soul-touching music!
The evocative soundtrack of Cornucopia is no ordinary composition. It takes you on an emotional rollercoaster, calming your spirits during tranquil moments and amplifying the excitement during your thrilling adventures. 🎼🎶
Cornucopia amalgamates classic farming RPG elements with unique gameplay twists, all accentuated by our enchanting soundtrack. Interact with lively NPCs, engage in exciting animal races, discover mystical realms, all while being completely immersed in Cornucopia's resonant melodies. 🌟🎧
Join us on an unforgettable journey with Cornucopia. This game perfectly blends familiar farming RPG features, innovative gaming mechanics, and a deeply emotive soundtrack. Let the music guide you through an unparalleled gaming adventure. 🎵💖
Seize the golden opportunity to immerse yourself in the magical world of Cornucopia and its hypnotic soundtrack. Acquire the game and soundtrack bundle today, and embark on an audiovisual odyssey like never before. 🎮🎧
💖Be a part of our Cornucopia family! Stay tuned for updates 💌🔔
Join our thriving community 👨👩👧👦 and stay abreast of all exciting updates, news, and exclusive events. Together, let's explore and cultivate the mesmerizing universe of Cornucopia 🌾🌻!
🔔 Wishlist and follow Cornucopia on Steam to never miss any of our news, events, and updates. 🔔
With great enthusiasm, I am thrilled to announce that the version 1.0 of our game will finally be released on August 15th! I am extremely pleased with the final outcome, including the gameplay, UI changes, and more. I believe that everyone will be able to enjoy a substantial improvement. New elements like expanding the lore, killstreaks with bonuses, modifications in the gain of experience, new weapons and more. But I don't want to ruin the surprise!
The most important aspect to highlight is the tremendous support I received, the constant feedback, suggestions, and criticisms that helped shape EON Fighter into its final state. Contributions from players like Alex Bourdages, Slieop, Razorlight, BattleFeed, and many others were crucial, and I cannot express enough gratitude towards them.
However, reaching version 1.0 does not mean the development has ended. I will always be able to implement improvements and add more content. Once again, I sincerely thank each and every one of you, and I genuinely hope you enjoy the version 1.0 of EON Fighter.
Don't miss the incredible LaurentheFlute's live stream for The Steam Visual Novel Festival! Join her on August 7th at 8 PM EST as she plays Sky of Tides. Lauren is not only a talented VGM flute player and singer, but also a published fiction writer with an MFA in creative writing. She takes her time exploring video games, analyzing narratives, and keeping it real. Tune in and catch the action! She can also be found streaming regularly at: https://www.twitch.tv/laurentheflute
After many weeks of hard work, we’re very excited to present to you two major feature revamps… and a bunch of updates and bug fixes!
Save System We completely changed the way runs were saved/loaded to prevent certain exploits while keeping the overall experience agreable for everyone. The only thing to keep in mind from now on is: you can pause/resume your run to your heart’s content except during fights, as true heroes always face adversity head on!
Special Requests / Sorties & Architect’s Curse We entirely reworked the Special Requests / Sorties as they had a lot of untapped potential. Here we present: Expeditions - a new and exciting way to start all your runs! Moreover, Expeditions and Architect’s Curse Levels combine to provide exciting and challenging runs.
To accommodate all these new changes, we didn't have any choice but to erase any pre-existing saved game. Balance Changes
Removed Ethereal Elevation Knockback
Removed Plight Knockback
Decreased Machiavellian Calculator uses per combat to 4 from 5
Burning Incubation W now reads [on being played] “Shuffle card in draw pile. Its cost increases by 1 and its damage by 20.”
Rest option to upgrade a card now improves with Act
Improvements
Foes now have unique power icons
Bug Fixes
Fixed an animation issue on Arcane Anchor
Fixed an issue where losing to the last boss was still yielding a completion of 100%
Fixed several VFX targeting issues
Fixed an animation issue that was occasionally crashing the game
Fixed an issue where opening/closing multiple popups in a row would crash the game
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.
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
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!
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)!
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!
Quests Complete the factory and shopping quests.
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.
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.