GTTOD: Get To The Orange Door - low_hanging_nuts
First off...

Dread.

GTTOD is my first game, so I have never really experienced a whole lot of aspects when it comes to game dev. Like for instance, I have never released a game, so that's like a WHOLE aspect of game dev I just have absolutely zero knowledge on or experience in. Even worse, for the last NEARLY 8 years I have worked on GTTOD, I haven't really even gotten close before. I always would restart lol

Well, I learned something recently. When you get towards the end of a development, you get this absolutely insane burst of energy and determination; like a second wind. I am getting that wind right now, and it has been one of the most insane experiences of my life. I've never worked so hard, proficiently, and consistently in my life. It's like someone's micro dosing me Adderall each time I blink or sneeze, shit's bonkers.

SO, without further ado, I'm just gonna jump right into it so I can get back to work lol HERE WE GO WISH ME LUCK HAHA 24 PAGES



Bro what, we're starting this off so strong. Apparently the first thing I did after the last post was to make something known as "The Wall of Attunements". It was basically this method through which I could create alternate MODES, but actually ended up turning into a really cool user-selected run modifier system. You'll see that later.



Around this time I finished up The Blade Sentinel and gave him a fancy arena. Nothing super crazy here, other than a big more polish and thought put into how he fought (but not enough, as you'll ALSO see later)


Krev remade the LMG model


I made an item that lets you portal back to the HUB


I became a Jedi while explaining an animation during a meeting




I made a new thing called the "Trial Cave" which is the housing for the BABE. You now have to challenge a trail stone in order to access the BABE. Pretty neat.


K8! was born! This is our shopkeep character who watches over your shop items and dolls out the weapons from Gear Cards.


I started working on the style for the next Act (AKA Altitude) in GTTOD. It's a cold, rainy place with giant basalt and purple bands of energy rippling across the sky.


STOMP


I then made the Alpha Cache, which is pretty much a speedrun box (or at least it is now). How it works is that the price of the crate depends on how long you have been in a run, BUT they only exist in Altitude 2. That means you gotta hustle a bit.


I spent like 6 hours streaming all of GTTOD and made a tier list of every version of the game. This is basically where it landed.


I spent some time improving the main menu a bit, adding in a seed system so you can save runs (which to this day I do not believe anyone has done), and then made sub menus for the options (which I now have to go and fix lol).


We played out very first game of GupBall in Discord. Gup won.


POV: You're a camera strapped to an enemy's shoulder



I began implementing mod tools and people started to play around with them.

So we're in, I'm pretty sure May at this point. After the mod support was implemented and people started testing it, I had a month or two where I just could not do ANYTHING. I had a cancer scare, I was super duper depressed, SUPER lonely, you name it. I moved out to a camper in the middle of the woods to be alone, and shit just started going kinda downhill in my real life. It was ROUGH, and during that time I didn't get much done. Luckily I had help from others to not only keep progress on the game going smoothly, but to also help me out of that rut in my life. One of those things were a whole new addition to the game in the form of Elite Enemies:





Elite Enemies are basically just bigger badder better versions of their generic counterparts, with certain new abilities or aspects altered to make them more challenging to fight. Some can even be minibosses against the player, like the Elite Golem. These guys can both gain and lose prominent weaknesses, and I BELIEVE the first of these fellas starts spawning around threat level 40.




During this time, I also was poking at more Altitude 2 levels and seeing what did and didn't work with the new geometry.

I am not even kidding you that this is pretty much all I worked on for two months if Announcements is to be believed. We pretty much jump from late may to early July with the next few entries, and most of that is just The Exclusion Zone. It was REALLY sparse leading up to the launch of the previous update.




After literally like a year in nine months from the start of its concept phase, The Exclusion Zone finally made it into GTTOD. The new tutorial is a way smoother way to introduce mainline mechanics into GTTOD, and even now is still being altered and expanded.



And lastly, I did a FULL rework of Dungeons. Same exact concept, just far better design.


ALRIGHT THIS IS WHERE IT STARTS GETTING KINDA CRAZY
We are now at the end of June, and I start getting this realization kicking in that...holy shit...with The Prologue in, we're nearly done with GTTOD. Act 2 and Act 3, and then obviously lots of love and care for bug fixing and polish, and BOOM. Content wise that'd be it. OF COURSE that's not how the last month has gone even in the slightest, which you will see, but at the time it was still very much the truth.

There ARE a bunch of things I'm gonna skip since I wanna get to work and finish this next update off sooner rather than later, BUT I will hit the important points:


And what could be more important than a fishing minigame?


We kept moving ahead with Elite Enemies


The first BIG change was the complete rework of the Static status effect. Now, it is a stacking damage that charges as you proc it. Basically, once Static has been proced on an enemy, each successive hit of the same damage type (static) will increase the damage for when the stack is released. That makes Fire Damage a AOE, and Static Damage a boss melter. They each serve their rules exactly.


One of the biggest mixups to GTTOD's gameplay loops is the new Leyline Offerings. These are end level rewards you are able to choose from every time you progress through a dungeon OR a level. Different rewards have different rarities as well, so you won't get SUPER loaded up too frequently. The rewards are as follows:
  • +10 Jade Vines
  • +1500 Shards
  • +Card Pack
  • +Harbor Scroll
  • Full Heal
  • Max Ammo
  • +3 Keys
  • +Extra Life
  • +5 Health
  • +5 Shield
  • +5 Overshield
  • Blessing
  • Curse


A COMPLETE REWORK OF LIKE 75% OF THE BLESSINGS AND CURSES as well as four new ones. I just sat back with the Discord and tried to address every boring or lame or annoying blessing or curse in the game, and I went to extreme lengths to rectify them. For instance, I think the coolest change out of any of these is The Devil. I don't remember what it did before, but now it summons two fiery companions to blow your enemies........up.


I took some time to improve the arena that the BABE sits in. Now it's this super cramped area FILLED with enemies, and is genuinely one of the most challenging aspects of the game at the moment. You want big guns? You gotta fight for 'em.



Next I reworked how you gain shards and health, and overall simplified the loot system a tad. Now, shards are dropped from enemies, items are dropped from interactables, and EVERYTHING has a pickup. Everything has some kind of THING that you SEE with your EYES. So health comes out and bounces around on the ground, shards break off enemies and suck into your little stomach black hole thing idk that's not real lore I just made that up. Regardless, this rule has made looting and interacting within GTTOD feel far more realized and consistent.


The Cyclops was introduced, which is a brand new character to GTTOD (which is something we haven't seen in a while since new enemies are usually just remakes of their older counterparts lmao). He shoots lasers from his eyes, stomps around when he gets damaged too much, catches himself on fire like a fucking MORON, and also has a shield during his tantrums. He's a big tall scary baby and you're gonna kill him you're gonna kill a baby.




Not only does The Blade Sentinel get a new arena, but The Legion Sentinel is introduced as the boss of Act 2 with a new arena as well! We saw this guy earlier, but he has since got a bit of an upgrade. He's also an absolute menace. Complete asshole.


Next on the kill list was the Wall of Attunements, which got a complete rework. Now, instead of a mode selection, it's a modifier selection. You can pick and choose between anything in the list, and some of them even have symmetry together. This allows you to customize your run better than ever before.


I started my work on equipment, creating the Shuriken - a fast rapid fire throwing star that procs static. And then...............


The grappling hook. GOD it's so fun. It has a nice balance between swinging and pulling, and can be fairly easily controlled with your air acceleration. It's just a great addition to the equipment arsenal.


I created a new save system that allows for mid-run saves. Still not sure how I'll implement it, but I'm putting this here to warn you that your saves are all getting deleted (but that it's really easy to cheat your way back in place now).


The Slumbering Spring got a bit of a rework along with the run generation system, and it now functions as a rest level AFTER The Blade Sentinel. It has been significantly nerfed, however.





Finally, the time came to start working on the final Act of GTTOD - Altitude 3, AKA The Summit. I started with the safe level following The Legion Sentinel - a level titled "The Tavern in the Veil of Distant Woes". The music and atmosphere here are working wonders man. I am listening to the piano play right now, actually lol


There's also this guy there


I started adding in miniboss enemies and hiding them everywhere around The Shatter. Here's Mother Mantis...a big fucking Mantis that spawns buffed Manti....Mantises? Whichever. Not original, but very fun.


I added in the Scriptorium so I can write out a bunch of lore entries for those who are wanting to try and piece together the history of the universe that GTTOD takes place within OR to try and figure out where the universe is going...


I drastically improved the options settings, adding in sliders and more settings and options for all sorts of gameplay and keybind things.



That leads us to the final big change of the last six months...a complete rework of the Upgrades and progression system. You will now be unlocking categories known as "ASPECTS" that pertain to a specific part of your build. As you unlock new abilities and progress your character, you will also be unlocking things in the real world or within your builds. Things like new curses and blessings, aspects, areas in the HUB, and plenty more.


Welp, that about wraps up the last 6 months
I imagine I will only ever be doing one more of these before launch...that's an odd feeling after nearly 8 years.

Either way, I gotta get to work finishing up the new upgrades system, and then I'm off to rework the equipment and workbench systems. After that, Ultimates...and then after that? Finish the rest of the game lmao

Oh also join the Discord / Newsletter so that we may keep each other warm in the coming nuclear winter.

DISCORD LINK

NEWSLETTER
Jul 31, 2023
Layers of Fear - Saucerhead
Dear Layers of Fear Fans! We’re happy to announce that Patch 1.3 for
all gaming platforms is live. Many thanks to everyone who gave their feedback!

CHANGELOG:

• The game's achievements system fixes
• Fixing the "Get your Inheritance" achievement
• HDR calibration tool for consoles (and all other changes from the previous PC patch)
• PS5 controller upgrade - additional events with vibrations
• Widescreen support for PC
• Additional sounds and audio fixes in DLC Mother
• Lighting fixes in LoF1
• Animation fixes in LoF1
• Additional Manequine interactions in LoF2
• Fixes for gameplay with the Flashlight in LoF2
• Collision fixes
• Added missing VO’s
• Changes in fonts and corrections of language versions
• Bug fixes
• New easter egg added
F1® 23 - Electronic Arts
An eventful FORMULA 1 ROLEX AUSTRALIAN GRAND PRIX 2023 sees the field tightly packed entering the closing stages. Can Fernando Alonso harness a decent race pace to secure a podium finish?

Play Now!

https://store.steampowered.com/app/2108330/F1_23/
The Kaiyo Mission - eXplore_studio
When we come closer to the planned release date, like we do for our first game to be released during this summer, we keep finding things we still need to correct and add to the game. Beta-testing is great, but it brings about lots of additional things we want to add now. Also, some of the features we had planned turn out to take longer because the solutions are much more complex than we had anticipated.

We suddenly see ourselves confronted with making a terrible choice:

Do we stick to the release date? Or do we stick to our sustainable way of developing the game?

Join our Community Hub to continue reading this DevLog and share your thoughts... See you there 🙂
FIL - SAM Loves Halo
- Fixed various bugs throughout the game
- Balanced certain items, such as the weapons and armor on Uranus
- Removed FIL
Feed All Monsters - DU&I
Hello everyone!

With this update, we are adding the Finnish, Arabic, and Turkish languages!

Furthermore, a bug has been fixed that was causing the game to freeze when the Throwing Pan was thrown out of the game area. Thanks for reporting it!

We appreciate your support and wish you a great start to the week!
Withering Rooms - Moonless Formless
Withering Rooms 1.11 (2023-7-30)

Church of Burdens/Infinite Arena Update

Book of Burdens

Unlock "hard mode" by picking up the Book of Burdens. In addition to making monsters much more deadly, you'll also be stalked by a new monster - the Burdened Brother - that can appear anywhere when you least expect it. When defeating a monster while holding the book, your bestiary entry is inverted and you receive a new item - Dream Essence. Toss the book away when things get too tough.

Nightingale's Creature

Enter the new Church of Burdens area in New Game + to create Nightingale's Creature. This new ally can be strengthened using Dream Essence collected while holding the Book of Burdens. Use the Summoning Knife to summon the creature to wherever you are. Pick the creature's playstyle - should they stay behind you, stay on the other side of your foe, protect you, or patrol the room independently of you? Craft an arsenal of weapons, shields and spellcasting tools and equip them in either hand. Set up a healer with a ranged fire attack or a dual sword wielder to accompany you on your journeys.



Epilogue D

In New Game +, you can now enter the the Church of Burdens and the Burial Grounds. You'll meet two new NPCs and can unlock a new ending.

Infinite Customizable Arena Matches

After completing the first 10 arena matches, you now unlock infinite customizable arena matches that award league points. Pick the monster pools, enchantments, number of monsters and music. Join with monsters in a team battle.



Fixed Camera Mode

After completing the game once, you now unlock Fixed Camera Mode. Similar to classic horror games, the camera will frame the scene in different ways as Nightingale moves through it. As this is a new feature, please file a bug if you see anything odd.



New Monsters

- Burdened Brother
- Ghost (Soldier)
- Martyr

New Items

Curious Statue (Left Hand), found in Chapter 2 and beyond - allows Nightingale to briefly turn into a statue, making her invulnerable as well as causing huge poise damage to any monsters who melee attack her

Balance

- Slowed status effect slows enemies more
- The rarely used Swap Places spell has been replaced with the new more useful Healing Barrier - this creates a sigil on the ground that protects you from ranged attacks and heals all allies

Polish

- The Butcher Surgeon has a bandaged appearance in Chapter 1

Bug Fixes

- Fixed Resolution Scaling so it properly downscales again instead of shrinking
- Fix the Fashion achievement not unlocking properly upon finding 10 outfits
- Cursed Armor now drops a bestiary entry
- Fixed odd giant Night Mother Blade hitbox
- Fixed background elements being 1 frame behind where they should be
- Fix the lobby not generating with a clerk desk and bell sometimes in Chapter 4
- Fix some instances of dialog softlocks in Chapter 2
DriveCrazy - TubezGames
Early Access is now available!

It's finally here!
A game about blasting through the streets in a kei truck has been released for early access!

I don't know what it is, but I heard that it is good if you have more than 10 reviews, so I would appreciate it if you could write a review.

If you want to report a bug or write an impression that is not good enough to write a review, please use the Steam forum.

As for the livestream, it says on the store page,
If you don’t say something like “I made it,” you’re free to post it. No prior reporting is required.
The game has a storyline, but you may play the entire content live.
Hashtag #ドライブクレイジー or #DriveCrazy

Hope you enjoy!
F1® Manager 2023 - Steve (Frontier)
Hello folks,

F1® Manager 2023 is now playable! 23 races, six F1® Sprint events, new cars, new circuits including the Las Vegas Strip Circuit, new drivers, new challenges… Your legacy begins here.



  • F1® Manager 2023 challenges you to manage the F1® team of your choice on your terms. Start your career as Team Principal at one of the 10 F1® teams and manage every aspect from the factory to the garage, to the starting grid

  • Experience broadcast-quality presentation as you take your team through practice, qualifying and a thrilling race day for each race of the season, and beyond

  • Detailed management systems give you control over your drivers, staff and car. Your decisions determine how your season unfolds

Relive thrilling races and key moments from the 2023 FIA Formula One World Championship™ in Race Replay, a brand-new mode which brings you even closer to the excitement and drama of F1®.

Utilising real world F1® data taken from the live races, Starting Grid replicates the race conditions and driver starting positions of every race from the 2023 season, and Race Moments allow you to take control of a specific team during a pivotal moment of a real race from the 2023 season.

Whether it’s taking control of Aston Martin at Monaco and trying to get Alonso his first win of the season or trying to keep McLaren in the points after a chaotic Australian GP, Race Moments challenges you to make those defining split-second decisions in the moments that matter.

Races are more dramatic and dynamic than ever with refinements to racing lines, overtakes and incidents. Improved driver AI, rival team decision making, and an enhanced tyre temperature simulation will pose a greater challenge across fully-realised F1® races.

Get closer to the racing action than ever before with all-new visor camera, jump on board with any of the 20 drivers on track and experience the thrill of a Formula 1® race from their point of view.

Feel the emotional highs and lows of the drivers as they compete for victory. A spin, pit stop error or failed overtake may affect your driver’s confidence. Weigh up the risks and use the new Driver Tactics options to instruct your drivers on how to approach the racing action and come out on top of important battles for positions.

Compete at the highest level of motorsport with more depth and detail than ever before. Older drivers will regress as they age, so scout the simulated F2™ and F3™ championships for the next generational talent. In order to catch the enhanced race AI, making the next breakthrough in car development is more important than ever. Balance the push for performance against the need to replace less durable parts.

Hire an experienced Sporting Director, opening up the ability to manage your pit crew’s training regime and hone their skills, crucial for a successful race weekend, avoiding costly errors and winning the Fastest Pit Stop award.

Let us know about your time behind the scenes at team HQ and on the pit wall in the Discussions!

Stay up to speed with F1® Manager 23 by following our social channels and visit our YouTube for videos on the newest features.
vivid/stasis - kouneyagami
Greetings to all vivid/stasis players! This is the changelog for version 2.2.0, the "Turning" update.

- Chapter 2 in its entirety is now implemented in the game.
- Class 9 has been added to Course Mode. Unlock it after finishing Chapter 2!
- Slightly tweaked the visual display for Combo and Judgement texts.
- The Node Flowchart now has background music.
- Fixed a bug where entering Course Select after entering Boundary Shatter would crash the game.
- Rerated a lot of charts.
- Fixed a bug where achievements would pop up while using Autoplay.
- Max combo record no longer saves while using Autoplay.
- Fixed a bug where switching resolutions would sometimes crash the game.
- Fixed a memory leak in the profile screen.
- SPIKE statistic added to Tech Stats, replacing FILL.
- Updated the user manual to reflect the SPIKE stat.
- Everything is about to change.
...