We would like to inform you that there is an error with the [Activity Pledge Package #16] currently on sale, which results in a discrepancy between the consumption of eternium and the amount of quartz rewards given at each stage.
The activity pledge consists of items that can be acquired immediately upon purchase and additional rewards given upon achieving gameplay goals.
Each stages in the [Activity Pledge Package #16] currently on sale requires CEOs to spend 150,000 eternium which is equivalent to the total amount of eternium to complete the previous Activity Pledges.
As a result, spending 150,000 eternium will grant you all the rewards for stages 1 to 4 collectively, and additional 900 Quartz are given compared to the previous Activity Pledges.
[Previous Activity Pledges]
- Total of 4,650 Quartz + SSR Furniture or Trophy ▷ Immediate Acquisition → 1,950 Quartz & SSR Furniture or Trophy ▷ 10,000 Eternium Spent → 450 Quartz Issued ▷ 50,000 Eternium Spent → 900 Quartz Issued ▷ 100,000 Eternium Spent → 450 Quartz Issued ▷ 150,000 Eternium Spent → 900 Quartz Issued
However, since the total eternium consumption for the final reward of the [Activity Pledge Package #16] remains the same, we do not plan to carry out separate data modifications or retrieval measures. Starting from the [Activity Pledge Package #17], the eternium consumption levels and quartz rewards will be adjusted back to normal.
We apologize for the confusion and inconvenience caused due to the abnormal application of the product's data.
Fuga: Comedies of Steel 2 is a spin-off manga video series that depicts the world of Fuga: Melodies of Steel 2 in a cute way, and available on the CC2 YouTube channel!
※Currently it's available only in Japanese. English version will be available in the future.
Fuga: Comedies of Steel is a spin-off manga video series that depicts the world of Fuga: Melodies of Steel in a cute way, and available on the CC2 YouTube channel!
We regret to inform you that the game "Cavalry Girls", originally scheduled to launch on the Steam platform on July 21st, has been denied for release, therefore, it will not be able to go live as scheduled.
We are actively communicating with Steam and hope to resolve this issue as soon as possible so we can bring "Cavalry Girls" back to you quickly. To avoid issues with future Steam listings, we have immediately initiated plans to link up with multiple channels such as Epic Games and GOG, to ensure all of you who are looking forward to "Cavalry Girls" can experience our game as soon as possible.
We understand that this news may be a disappointment, and we deeply regret and apologize for any inconvenience caused. We feel the same despair and loss as all of you.
We will keep you updated on the latest news and developments in the group. Please continue to follow us in the Discord. https://discord.gg/4kzUDG2rTZ
Thank you for your patience. We apologize again for any inconvenience this situation may have caused.
Try racing Canyon Run with a layout change at the dead-end turn! We removed the compulsory turn in the middle of the race so you can focus on the battle and not the rock wall your car is smashing up against and your monster is catapulting over!
Changes in this update:
Removed compulsory dead-end turn in the middle of Canyon Run.
Input: enabled Nitro using the right mouse button.
Fixed launch and game save issues with player names containing whitespace.
Alrighty then, sounds like it's time to get your No-Dead-End party on!
Stations In Seoul: Open World Card RPG - <color="red">|ω`) [しょぼん
Dear players,
Welcome to the 8th development diary for 'Stations in Seoul'. As a solo developer, your continued support and interest are what fuel my efforts and inspire me to keep pushing the boundaries of this game. Today, I have a few significant updates to share with you.
Firstly, I'm currently working on improving the card User Experience (UX) within the game. Although this is a complex and time-consuming task, I firmly believe that it will enhance your in-game interaction and overall enjoyment of 'Stations in Seoul'.
In addition, I'm pleased to inform you that the creation of the first chapter's story, characters, and stages is in full swing. I'm striving to craft a captivating narrative and immersive gameplay environment for all players.
One of the biggest challenges I'm tackling is simplifying some of the more complex systems in the game, particularly concerning card usage. It's my goal to make the game as accessible and enjoyable as possible for everyone.
Lastly, I'm contemplating on how to integrate Roguelite elements into the game. This represents an exciting opportunity to enhance gameplay dynamics and introduce new challenges.
Although the development process is taking slightly longer than expected, I assure you that I'm dedicating my utmost efforts to deliver an engaging and enjoyable gaming experience. I'm hopeful to present a prototype to you in the near future.
As always, your feedback is invaluable to the ongoing development of 'Stations in Seoul'. It helps ensure the game aligns with your expectations and remains enjoyable for all.
Thank you once again for your unwavering support and patience. I look forward to sharing more updates with you soon!
Game Content Update : 1. Add character textures with higher precision. 2. Transition page effect improvement.
Game Engine Update : 1. Player Vertex Shader adds portrait movement texture painting. 2. The drawing module independently provides the map event detection function from the map block detection. 3. The map module removes the map event compilation interface function and merges it into the map unit compilation interface. 4. The map module adds the interface for obtaining the number of horizontal and vertical blocks of the map. 5. Input module destructor optimization. 6. Draw module map unit event detection function to add null pointer judgment. 7. The drawing module reloads the map function to remove the early judgment setting. 8. Redraw the map immediately after the drawing module triggers the map unit event. 9. Draw the module to add an interface to detect whether a key is pressed. 10. Item module health component increases damage overflow judgment. 11. Event module: The game event structure adds a game item pointer member. 12. Transition page to increase the number of vertices and refine the effect. 13. Player Shader optimizes the player texture drawing process.
Find with Seoul: Story Puzzle - <color="red">|ω`) [しょぼん
Hello players,
I am thrilled to bring you the 15th installment of the Find with Seoul development diary. The continued support and interest you show this project are what fuel my motivation to strive for the best.
In this update, I am pleased to report that a number of bugs that were affecting the gameplay have been fixed. This challenging task should substantially improve your experience and enjoyment of the game.
In the meantime, the creation of new storylines, characters, and stages continues. This is a laborious yet rewarding process, and I am committed to adding depth and excitement to your experience of the game.
I am working diligently to unveil the first new stage by August. It's an ambitious goal, but I'm up to the challenge. I believe that the addition of this new stage will further elevate the fun and thrill of Find with Seoul.
Thank you again for your ongoing support. I'm excited about what's to come and hope you are too!