Jul 28, 2023
Re.poly - Zeitfresser
Hey there girls and guys.

In this update I implemented own created models for the first biome monsters.
Not much for this time, I know but I am preparing the game for the next big step, the map expand.
This means the next update will take some time to create the new biomes, caves, monsters and equipment.

If you find a bug please feel free to post it on the discord server. I hope we see us there :)


Update Notes Version 0.2.7d


Additions:

+ Replaced: Goblin male model (Modular and random parts in the future)
+ Replaced: Goblin Female model
+ Replaced: Goblin Archer Model
+ Replaced: Ork Modell
+ Replaced: Goblin shaman model
+ Replaced: Troll model
+ Added workstation: Birdhouse (Put in seeds to get feathers over time)




Changes:

- Changed: All the crafting blueprints for the character will be displayed in the workbench too.
- Changed: Moved Beehive research blueprint to the animal stuff tab
- Changed: Aiming or Bow strawing will be canceled when opening the reload window by holding the reload button
- Changed: Stone arrow deals 25 damage instead of 35
- Changed: Copper arrow deals 40 damage instead of 50
- Changed: Iron arrow deals 75 damage instead of 85
- Changed: Tweaked the HP of breeding animals. They are less tanky and it feels more natural. (Since the monsters do not attack your animals it would not be a big deal I guess)
- Changed: Bushes will no longer give wood. Instead they give more fiber
- Changed: Trees will drop less apples
- Changed: Trees will no longer drop sticks (To prevent a overflow of sticks. Harvest bushes instead)
- Changed: Punching is a bit slower (Balance nerv to not make the club or sharp stone useless)
- Changed: Reduced the characters base damage from 10 to 8 (Not significant but neccessary)



Fixes:

- Fixed: Arrows to not hit the target
- Fixed: Bolts do not hit the target
- Fixed: Big fireball will not harm birds
- Fixed: Pressing the back button in the settings menu will reset all settings
- Fixed: Arrow,bolt and magic ammo duplicating exploid
- Fixed: Mounts will not follow the character when they set to follow mode (They will follow even when you in water now)
- Fixed: The quest "How to survive Part 9" does not count the meat from breeding animals
- Fixed: Reloading a range weapon via the reload menu can cause the weapon to not work anymore
- Fixed: Crafting a bow will give you a bow with full charges
- Fixed: Crafting a crossbow will give you a crossbow with full charges

Jul 28, 2023
Microcivilization - Ondrej Homola
Hi,

a few tweaks to the demo have been released along with bugfixes:

  • Babel tower now summons a unique crisis with each level - passive level risks lowered.
  • Vagabonds now eat your food
  • Vagabonds are now the first to be killed when receiving damage from Crisis.
  • Tweaked how indicator values appear when vagabonds are added/removed
  • Can now purchase a 20s stun of crisis for gold
  • Marketplace charge gold reward increased
  • Recipe sell values lowered

Bug fixes:
  • Fixed a crashing issue when Fire risk was combined in a specific way
  • Fixed a crashing issue when Hero button was dragged and dropped on Collect button at the same time as the button was clicked
  • Fixed a crashing issue that rarely could occur when Crisis was destroyed at specific period of time within the game loop.
  • Fixed a crashing issue that rarely could occur when Quest was started.
  • Fixed visual bug on merge button when pressing enter

Have a nice weekend,

Ondrej
Jul 28, 2023
Emperial Knights Playtest - Shad
new bgm
WooLoop - ToastieLabs_Lee
Urban Gallery DLC

This Urban-themed gallery unlocks 21 additional levels for WooLoop! Each image is of various urban lifestyle times, builders and iconography!



Explore what the big city has to offer!

Available for the price of $0.99, £0.89, (or your regional equivalent).
https://store.steampowered.com/app/2213376/

WooLoop Patch Notes V1.4.49
New Features
  • Added support for the Urban Gallery with 21 new images!
Jul 28, 2023
Let's! Revolution! - Mischawake
Following our release week sale, we're bringing back the game's free demo for anyone interested in giving it a spin before buying. The demo features two of the six playable classes, the Trooper and Shadow, which you can try on Easy and Normal difficulty.

Come try out the game that Rock Paper Shotgun called...

"Superbly presented with oceans of strategic depth, Let's! Revolution! is a spirited fantasy roguelite that gives Minesweeper a vibrant new lease of life."

Read the full Rock, Paper, Shotgun review.

The demo will be available through Steam Strategy Fest (August 28th to September 4th).
Mistwinter Bay - Swordlake Entertainment
Hello, everyone! It’s been a very long time, but we’re back with more information about the progress on the full game! Since it’s been so long, we have had time to add multiple characters, buildings and features, as well as implement a bunch of quality-of-life-improvements.

First off, we’ll take a look at a long list summarizing the work that has been done since Full Game Progress Update 1 in March. Since we've added a lot of things, we can only go into detail on a few of them. If you have any questions, don’t hesitate to leave a comment and we’ll answer it as soon as we can.

Since the last post, we’ve done the following in the full version of the game:

• Expanded the character creator
◦ 2 new body types
◦ 1 new head shape
◦ 1 new face (eyes + mouth)
◦ Lip color options
◦ Eyeshadow color options
◦ Added the ability to randomize names and appearance
• Added new characters
◦ Finished Dough and Kieran
◦ Added and finished Lynx, Oscar, Lilith, Euphemia, Jerome and Ulvar
• Added new buildings
◦ Hunters’ Camp, Wheat Farm, Stone Quarry, Brothel, Stables (includes a new trade route with Meblia, Yscor and Ethal), Marketplace (includes generally better rates when trading)
• Your spouse gains your family name upon marriage, if they aren’t a foreign leader, Ethalian or Yscorian
• Building a Keep now comes with a set number of jail cells. Building a Castle increases the number of cells.
◦ Both the Keep and the Castle shows a list of prisoners (both townsfolk and non-essential NPCs) and empty cells in a new tab-menu in the town overview
◦ If all of the jail cells are full, it’s no longer possible to take prisoners
• Added visual effects
◦ Screenshake (dialogue)
◦ Blood spatter (dialogue)
◦ Different particles when hovering over built and unbuilt lots (town)
• Added an item collection
• Added a laws-mechanic
• Added a taxes-mechanic
• Added the ability to change guard presence in town
• Various UI fixes
◦ It’s now possible to see how much the population will increase when building something
◦ It’s now possible to right click with the mouse to close or back out of all menus
◦ Characters’ reputation is now visible in the gift-menu
◦ An on-screen pause button and log button has been added during dialogue
◦ The text log now displays the 25 most recent lines of dialogue
◦ Buttons to instantly change text speed and auto added to pause menu
◦ Information about foreign leaders is now available alongside the townsfolk roster
◦ Information in roster if a character is uninterested in you
▪ That is, they’re unavailable for marriage and hangouts and you can’t give gifts to them. That is separate from a character detesting you, which means you can’t change their reputation in any way. Information about a character detesting you has been visible for a while
◦ New information to existing menus in the throne room at the start of a month
▪ Shows if there are new hangouts, personal quests or a visitor at the inn
▪ Shows which specific hangouts and personal quests are new
▪ All personal quests now have names that are displayed on the button for each quest. These names will also likely be used for the achievement of completing said personal quest
◦ “Round buttons” are now bigger
◦ Added sound effects to buttons and other UI
• Overhauled the settings menu
◦ Added sections based on categories (text, graphics, sound, etc)
◦ A message above the apply-button indicates unsaved changes
◦ Music and sound values are now displayed as percentages
◦ Added more options related to audio, visual effects and auto text

New characters and buildings


Last time, we mentioned that we were working on implementing the Guard Tower Captain, Dough Moriarty, and the Ship Captain, Kieran Teriani. Both of them have been fully completed for a while now. In addition to those characters, we have also fully implemented the characters in the picture above. Those characters are: the Hunter, Lynx Lioness; the Wheat Farmer, Oscar Sweet; the Stone Quarry Miner, Lilith Bale; the Brothel Manager, Euphemia Kudarth; the Stable Master, Jerome Gotts; and the Marketplace Supervisor, Ulvar Freid.



As with all the other townsfolk, these new ones join the town when you build a specific building. You need the Hunters’ Camp for Lynx, the Wheat Farm for Oscar, the Stone Quarry for Lilith, the Brothel for Euphemia, the Stables for Jerome and the Marketplace for Ulvar. The Hunter’s camp shares a lot with Hector’s Lumber Camp. The Wheat Farm and Quarry share a lot, as does the Brothel and the Stables. The Marketplace is sharing a lot with the Black Market, which will be added soon.

Building the Stables opens up trade routes with Meblia, Yscor and Ethal, which means you can buy wood for cheaper and sell stone for more profit. The Marketplace also opens up a new option in the trade menu, providing generally better trade deals over all.

Improved character creator
One of the biggest changes we’ve made in the past few months is to overhaul the character creator. Now, there are a total of four body types to choose from and the option to choose between two head shapes!



Since the eyelids and mouths looked a bit odd on some skin tones before, we’ve completely changed how the eyes work. This means that the eyelids and eyes are separated, which gives you the option to choose the color of the eyeshadow, as well as the shape and color of the eyes. It’s also possible to change the color of the lips.

In addition to those changes, we have also added the ability to randomize every feature of the player character’s visual elements, as well as the first name and surname. However, it’s not possible to randomize the entire character at once. We don’t plan to add that feature, either, since we assume that most players don't have use for it.

We will keep adding outfits, hairstyles, accessories and so on until the game is released. It’s possible that we will add some more faces and maybe another head shape as well. However, we won’t add any more body types.

Collection, taxes, guard presence and laws
Even though most of the game’s features have been planned since the start, we have recently added four unplanned features. I’ll try to break all of them down into bite sized chunks here.



The first new feature is the collection. It is basically an item inventory consisting of objects that you have gained throughout the game. From the start, you only have one item – the ceremonial crown. You can gain new items in various types of events. Some items give permanent effects, while some are purely sentimental. Right now, there are a total of 11 items, but only a few are obtainable, since most of them are related to the foreign leaders. Two of the objects relate to monthly events that are available in the demo ("Jacques’ backstory" and "the traveling painter" monthly events), where you “gained” an item, but didn’t actually receive anything. In the full game, you do receive those items. The collection is viewable in the throne room at the start of a month.



The second feature is taxes. Via the new taxes-menu, you have the ability to raise taxes for the townsfolk. You can raise taxes for each of the three social classes independently. The tax raise means that you will gain a certain amount of coins per month and the social class in question will lose reputation each month. The amount of coins you gain depends on the social class and the number of townsfolk you have in that class. The tax raise is locked for a set amount of months before you can lower them manually. You can’t lower taxes if it means your coins per month will go below 0. A message is shown in the throne room at the start of a month if you can lower the taxes

In the same menu as the taxes, you can also change how many guards there are in town. The guard presence is split into low, medium and high. At the start of the game, it is set to low. It cannot be raised until you have built either the barracks or guard tower. Each of those buildings has the ability to raise the guard presence one level. Raising the guard presence reduces your amount of gold per month. Lowering the guard presence increases your gold per month, but reduces the reputation of every townsperson as a one-time effect (which means that you won’t lose reputation monthly. However, if you lower the guard presence again, reputation will be lost). The guard presence also affects the likelihood of crime-related events taking place as monthly events. However, it doesn’t affect character story-related events (like hangouts, personal quests, negative reputation events, etc).



The final feature is the ability to create new laws or change existing ones. By this, I mean that it’s possible to impact Mistwinter Bay’s laws in different types of events. You can’t actively change laws – instead, laws act as a reaction to things you do in the regular gameplay. A new button in the throne room at the start of a month gives you the ability to view laws that you have instated. These laws are (so far mostly) decorative and are made as a direct response to something you have promised or done in an event. These laws cannot be changed once they have been made.

Continued work
We’ve done a lot in the past few months, but there’s still a long way to go. We don’t know how long development will take, but we hope to release the full game sometime in 2024.

Just as during most of this year, our focus moving forward will be on implementing the rest of the marriage candidates. We have 14 townsfolk and 6 foreign leaders left. After that, we will get into monthly events, which will likely be a lot faster to implement. In other words, once all the marriage candidates are done, things should be moving at a pretty nice pace!

We might try to give a short update when we’ve implemented a few more townsfolk, but I won’t make any promises. But I can at least assume that it won’t take as long between update 2 and 3 as it did between update 1 and 2...

I’d like to sign this long post off with a HUGE THANK YOU to everyone who has played and enjoyed Mistwinter Bay.

And a special, MASSIVE THANK YOU to our Patrons on Patreon – Emelie and Cinder – for supporting us!

With that, I thank you for your support and wish you a happy rest of the summer!
//LevUNknown, lead developer
The Break-In - Oliver
A bunch of improvements to make non VR easier and less confusing, especially with climbing axes, carrying stuff and losing gear. More improvements planned later

  • Fixed non-hosts not getting access to increased gear slots from host’s upgraded getaway vehicles
  • Fixed possible bug when ending climb and dropping climbing axe at the same time could cause a broken player state
  • Added protection against getting stuck in the shelves in cargo truck and dave’s van getaways
  • Added protection for objects getting stuck in ungrabbable state in nonVR
  • Fixed attachables sometimes instantly re-attaching when detaching them in non VR, causing them to seem to disappear
  • Made carried tools go to toolbelt if there are slots when grabbing a two-handed object
  • Made head wearables go to toolbelt if there are slots if you are holding things in both hands while removing
  • Made head wearables get grabbed when removing instead of falling to the floor
  • Fixed climbing axe dropping out of your hand when stopping climbing in nonVR

Patch has now been re-uploaded with fixes to the void bug and NPC navigation issues.
Jul 28, 2023
Tunnet - puzzledsquid
Hello!

I am really excited to finally release the first demo of my current project: Tunnet. While I am planning to release the final game later this year, I simply couldn't wait to share this short demo to the world.

The demo gives access to the first few bunkers of the game and aims to provide an overview of the gameplay mechanics. Keep in mind that it is a Beta demo at the moment: you might still encounter bugs and some areas are still poorly optimized.

I will do my best to keep the saves transferable to the full version of the game (and to the potential future versions of the demo). Also, I recently added gamepad support: this should make the Linux version compatible with the Steam Deck.

Please feel free to provide feedback and report issues using the link in the pause menu (ESC > "Give Feedback").

Have fun!



--
Puzzled Squid
Jul 28, 2023
Iragon 18+ - Lamorak
New Build!

Click here to check out our new Monthly Update Video!


Swordbreak Raid Scene
Welcome back to another Iragon changelog. This week we have prepared a WIP scene with Darick, Jenna, and Brianna. After the encounter with the Harbinger, our heroes try to flee the harem but are met only with chaos and destruction. And at that moment a very terrifying and sad thing happens to Darick. Please have a look and tell us what you think. This scene is testable in both Regular Mode and VR in the Experimental Hall through the "Exit Harem Scene" portal.

Camp Scene Audio
We’ve also been working on the audio of the camp cutscenes that are found after the boss fight following the New Solis level.


Subtle vs. Over-acted face animations.
In anime games do you expect to see very subtle facial animations or do you expect them to be move over the top line in anime shows?


Jul 28, 2023
Iragon: Prologue 18+ - Lamorak
New Build!

Click here to check out our new Monthly Update Video!


Swordbreak Raid Scene
Welcome back to another Iragon changelog. This week we have prepared a WIP scene with Darick, Jenna, and Brianna. After the encounter with the Harbinger, our heroes try to flee the harem but are met only with chaos and destruction. And at that moment a very terrifying and sad thing happens to Darick. Please have a look and tell us what you think. This scene is testable in both Regular Mode and VR in the Experimental Hall through the "Exit Harem Scene" portal.

Camp Scene Audio
We’ve also been working on the audio of the camp cutscenes that are found after the boss fight following the New Solis level.


Subtle vs. Over-acted face animations.
In anime games do you expect to see very subtle facial animations or do you expect them to be move over the top line in anime shows?


...