HUMANKIND™ - The-Cat-o-Nine-Tales
After last week's look at how naval battles will change in the next update, it's time we turn our attention to how we will handle strategic and luxury resources in the next update, and touch on some of the changes that should make control of the oceans more appealing.


Resource Deposits: Riches of the Land

Before we delve into how strategic and luxury resources will work in the next update, we need to say a few words about what they won't be: a stockpile-based system. We know many of you were hoping that we could switch to a system in which you produce and consume resources every turn and your stockpile changes accordingly, with consequences for running out, but changing from the current access-based system to a stock-based system would be such a fundamental change that it would have taken too much of our attention away from other tasks.

So, if we are not switching to stockpiles, then how are we handling resources in the upcoming patch?

While we are sticking with an access-based system of strategic and luxury resources, we are aiming to increase its granularity and diminish the effect an abundance or scarcity of any given resource will have on your economy. To that end, resource deposits on the map will now usually yield more than one copy of each resource. This not only generates some variation in the (strategic) value of different deposits, it also allows us to add some effects that increase the yield of deposits so you can improve your economy without exploiting new deposits. The higher number of resources in your economy also ties into some changes to the trade system that we will discuss next week.




Strategic Resource Requirements: Supply and Demand

Of course, with easier access to strategic resources from horses and copper all the way to oil and uranium, we've had to increase the resource requirements of units and infrastructures. Won't that just leave us at square one, though, where you are just a single copy of a resource short of building that cool Emblematic Unit you just unlocked? That's why we are also changing the resource requirement system: Now a single copy of each of the required resources will be enough to unlock construction, but falling short of the requirement will make it inefficient as each missing copy increases the industry cost. 


Luxury Resources:  People-pleaser

There's been no shortage of feedback about luxury resources since the game's release. Some people found that access to luxury resources made stability both trivial and volatile, as it was as easy to gain massive stability bonuses as it was to lose them. Others found that an abundance of a few select resources could catapult their economy to new heights. The general consensus was that luxury resources in Humankind were very, very powerful. 

Obviously, leaving them untouched as we increase the number of copies of each luxury was a no-go, but even tweaking their power might not suffice. 

To rein in the growth spike an abundance of any specific resource can give you, but maintain resources as a valuable goal for expansion, trade, or even conquest, we have split the effects of luxury resources into three categories: 
  • The diversification effect: This effect is earned with the first copy of a luxury resource you have access to and does not stack. Generally, this bonus will offer a moderate boost to Food, Industry, Money, or Science, as well as a stability bonus to your cities. 
  • The cumulative effect: This bonus stacks per copy of the luxury resource you have access to, but only offers a smaller boost to FIMS than the diversification effect does. 
  • The wondrous effect: Earned by controlling the luxury manufactory of a resource, this effect is a stacking percentage bonus to the appropriate FIMS yield. 
Of course, the “manufactured” resources like Weapons or Pharmaceuticals do not have Wondrous Effects and do not necessarily follow the pattern outlined above. 


Internal Trade: Shipping and Handling

So, how do you take advantage of these new resource effects? 

The first step hasn't changed much: You still build a resource extractor on a deposit in your territory, even if you can later upgrade its yields with infrastructure. However, this extractor no longer supplies your entire empire directly. Instead, all your resources must first be taken to your capital by way of domestic trade routes, from the extractor to its administrative center and then territory by territory to the city center of your capital. 




Resources will only affect your empire if this path can be traced without interruption, so you might lose the benefits of faraway resources without losing control of the deposits, especially if they have to cross neutral or foreign territory. Since many ocean regions cannot be claimed, resources found outside your home continent are particularly vulnerable to poaching. 


Hang on a minute... 

Poaching? 

Well, you'll just have to come back next week to learn about that.
Cabernet - Neonhive
Today we’re thrilled to announce that as part of Steam’s Visual Novel Fest, featuring some of the very best games telling a story through art and interactive fiction, you’ll have the opportunity to sink your teeth into the very first playable demo of Cabernet from 7th August!

In the meantime, you can drink in Cabernet’s brand new Story Trailer, now front and center of our Steam page.. Will you choose your humanity or sink further into despair? Thrive or simply survive? The choice is yours…



Steam’s Tiny Teams event also kicks off today, and Cabernet is among some fantastic games created by small teams.

Check out what’s going on here: https://store.steampowered.com/sale/tinyteamsfestival2023
Spread: Transmission - Cave
Hey folks, Cave here. Today I am absolutely thrilled to announce that after over two years of development, my casual strategy board game Spread: Transmission is now available in Early Access.

Charge cells, spread and take over opponent territory. Play against friends on a wide variety of maps exploring different concepts or create your very own map to play on! Mix and customize the three additional game modes to craft unique game play experiences.

There is a 15% discount happening right now to celebrate the launch of the game! 🎉

Unleash the Storm
Let's take a look at the latest update and the additions made since the Open Beta event in June. With the "Unleash the Storm"-Update I aimed to introduce more content for casual players, so there are plenty of ways to enjoy the game while I am busy tinkering with community feedback and working on smaller updates to the game.

Cell Lab
This update introduces the third additional game mode "Cell Lab", which adds five special cells to Spread: Transmission: "Locked"-Cells preventing players to charge the cell directly, "Rotation"-Cells which after every turn the cell spread rotate in the indicated direction, "Double Charge"-Cells which once per turn after it gets charged will charge again, "Double Spread"-Cells which once per turn after it spreads will spread again and "Double Distance"-Cells which spread one cell further in every direction.



As always you can mix and customize this game mode with the other Labs, crafting your own personal experience. For example, you could exclusively enable "Double Distance" and "Rotation" Cells, so the board slowly turns into a maze over time; or you could combine Box Lab with Cell Lab if you want to increase Box Lab's pacing a little bit. The possibilities are endless.

While I managed to fix Box Lab replays for the Early Access release, I am afraid Cell Lab replays will not playback correctly during the initial release of the game. Replays are the bane of my existence. This will likely not affect many players if any, seeing that replays are not a highly popular feature of the game, but I felt like I should probably call it out. I will try to fix it as soon as possible.

Map Creator
Creating maps is easier than ever before. The new map creator will guide you through the rules of making a Spread map, pointing out issues with the map visually and generate previews of what the map will look like in-game. Take a look at what one of the testers created:


Yup, I know this feature is gonna haunt me already, haha. The map creator will probably get more features in future updates, things like map variation support or the ability to recommend certain game modes with a map, but for now it mostly expands on the old custom map system, allowing the players to give their creations names and automatically generating preview images and tags for the map. This leads me to...

Steam Workshop Support
Yes, you will be able to share your creations with the world. Did I already mention that this feature is going to haunt me? The game will automatically determine all the appropriate tags for your creation, so you will be able to browse them accordingly. I've already published some bonus maps for you to enjoy, so make sure you check out the workshop whenever you long for something new!


This feature was difficult to test, so please bear with me if there are any stability issues at launch. Feel free to reach out on the Steam forums or our Discord server if you encounter any problems at all.

Steam Achievements
Last but not least, this update finally introduces Steam achievements to the game, rewarding you for playing and accomplishing special feats! The first batch contains 27 achievements, but more will be added in future updates.



So, what's next?
After the release of Prototype 5, I want to slow down content development for a bit. For the past 6 months I have been primarily focusing on adding content for players to enjoy during the Early Access, introducing Labs in Prototype 3, Bots in 4 and now another Lab and Level Editor in 5. That's 3 major updates in just 6 months! While I haven't received lots of feedback during that time, a lot of stuff has accumulated still and for the next few updates I want to work on these. Things like tool tips - which might just be the most requested feature at the moment, or new options. I would also like to start a dev log series on YouTube at some point.

For now I will focus on resolving issues that require my immediate attention, if any arise. If everything's resolved I am going to take a break for a couple of weeks and recover from all the stress that comes with releasing a game. Thanks everyone for your continuous support. Your feedback will shape the future of Spread: Transmission, please don't hesitate to reach out on the Steam forums or our Discord server!

~ Cave ːluvː
Flying Shark - andreas


We're releasing our second wave of Toaplan Arcade Shoot 'Em Ups on Steam and GOG on August 24!

https://www.youtube.com/watch?v=-wR5tEUTFDA

Vol. 2 features four highly anticipated Toaplan classics emulated in high quality and enhanced with tons of quality-of-life features. You can purchase all four games together for 19.99$/€ or separately for 7.79$/€. Be sure to wishlist all four titles to prepare for launch day!

SHMUPS INCLUDED IN VOL. 2

  • Hellfire: Toaplan's first side-scrolling shooter, known for its blazing graphics and strategic gameplay. Save the galaxy by burning aliens to ashes with the ultimate firepower!
  • Slap Fight (AKA Alcon): A brain-melting vertical shooter with gauge-based power-ups that'll get your blood pumping!
  • Fire Shark: Set the skies ablaze and endure white-knuckle shmup action in this no-nonsense aerial trial! Fly solo or play in co-op.
  • Flying Shark (AKA Sky Shark): A military shmup adventure with destructive power-ups, stunning graphics, and evil enemy forces to destroy!

Each game features quick save/resume, online leaderboards for single credit players, no assist and assisted modes, and Achievements (for bragging rights)! You can also showcase your skills online using the built-in video capture!

List of updates:

  • Authentic emulation with minimal input lag (input processing and rendering are all done on the same frame).
  • Instrument panels with additional gameplay information and artwork in vertical titles.
  • Gameplay can be rewinded between 10 and 18 minutes.
  • Assist features, such as auto-fire.
  • Very Easy Mode, allowing beginners to master each game at their own pace.
  • Pixel-perfect display or full-screen scaling in both windowed and full-screen modes.
  • Rotate the game in 90-degree increments.
  • Choose between Raw Windows Input or Steam Input.
  • You can practice your skills using the practice mode.
  • A brand new Mirror Mode (in select titles).
... and more!

This collection of beloved shooters was so much fun to put together, and we hope you enjoy it. Our team is working hard on Vol. 3 right now, and we'll let you know when it's ready.

Get ready for August 24 by adding all four games to your Wishlist!

Follow us on Twitter (@bitwavegames) to stay updated!
PHAGEBORN: Online Card Game - LlamaDaisy
Dear Denizens of Issilith,

“These younglings are much more likely to be killing you than the other way around.”

In the mysterious realm of Issilith, the Noxbat Youngling roams as a fascinating creature known for its piercing screech. These large bats use their haunting call to hasten the demise of their prey. Their nesting habits are equally macabre, as they line their breeding nests with the corpses of deceased animals. This eerie practice ensures that their offspring can feed without ever leaving the nest. Coating the nests with a peculiar sticky saliva, they prevent the meat from rotting. As the young bats feast and grow stronger, the nests eventually break, becoming a vital moment of reckoning. At this juncture, the Noxbat Younglings must learn to fly, or face the peril of their final lesson in life.



Originating from the eerie Noxbat Nest, triggered by its Lastwish ability, the Noxbat Youngling bursts forth, taking flight with unyielding determination. With its Unblockable nature, this critter effortlessly soars through the shadows, disregarding any attempts to hinder its path. Possessing a power of 2, a health of 2, and at a mere cost of 2, the Noxbat Youngling proves to be a formidable presence in the battleground, embodying the haunting essence of its origins.

Unleash the formidable creatures of PHAGEBORN and share your favourites with fellow Residents of Issilith on our Discord channel! Join the community and embark on epic adventures in the world of PHAGEBORN!

Yours truly,

PHAGEBORN team
Echo - timmyyayaya



Yes, you are not mistaken.
The "Echo" demo was released in 2015, and it has been 8 years since then.
Thank you very much for your support. We are currently offering a special price on the game!
If you enjoyed the demo, please don't miss this opportunity!

The second-round additional story, which was originally scheduled to be updated at the end of July, has been delayed until the end of August.
The current progress rate is 70%, so please wait a little longer.


https://store.steampowered.com/app/2100420

●Steam Reviews welcome
We need your game reviews to let more players know about our game. Please feel free to leave your likes or suggestions for improvement for Echo, thank you.🙏

●Please join and share with other players

Fanpage
Twitter
Wizard And Minion Idle - Oninou
Battlefield
  • Can now handle values above 1e308
  • Broken values were restored

Hellspirit-Shop
  • Can now handle values above 1e308
  • Broken values were restored

Generator V1/2
  • Can now handle values above 1e308
  • Some inconsistencies were cleared up
  • More precision for the calculation of some generators ⇒ This results in a minimal reduction of the values in the 0.001 range.

Synergy V1
  • Can now handle values above 1e308.
  • The demons have returned from the beach to the mysteries of WAMI and have cleaned up the mess and made necessary repairs => The levels have been reset to a value that requires about 1e308 exp, the power has also been adjusted accordingly to better reflect the status.
  • Offline calculation has been optimised and is now up to 60 times faster
  • Progress/exp Bars Anti Flickering added

Dungeon
  • Also here the demons were busy and removed all damages as a reward they feasted on your souls => The floors/bonuses were reset to a level that was possible with 1e308HP, also half of the souls gained by this were removed again.
  • Meditation/Demon Reproduction
  • Can now handle values above 1e308.
  • It is now possible to assign more than 1e308 daemons
  • Demon Reproduction V2 anti Flickering added

EXP-Shop
  • Adventure Drop Chance / Adventure Time the prize has been restored, should it have been Infinity/NaN last.

Gathering
  • Can now handle values above 1e308
  • Required Exp per LevelUp was restored, should it have been Infinity/NaN last.

Plaza/Perkshop
  • Can now handle values above 1e308
  • Perkshop page 3: the costs are now displayed correctly even if they are above
  • 1e308
  • Perkshop Page 3: The Tooltips for Adventure Crit-Chance and Adventure
  • Double Chance have been improved to better reflect when they are at the cap.
  • Perkshop page 3: Some inconsistencies in the tooltip were corrected.
  • Perkshop page 4: Fixed a bug where the upgrade for the cost reduction of the
  • BabyDemons from the Darkness Shop also increased the level of the same upgrade from the PlazaShop => This was a purely visual bug and does not lead to a reduction of the BabyDemon Cap.

Arena
  • The arena can now handle values above 1e308
  • Fixed a bug where the exp needed to reach the arena level was lower than intended.
  • Skills/Shops: The tooltips will no longer show Infinity/NaN when a bonus goes above 1e308.
  • The offline calculation for Arena skills has been limited to 10'000 to prevent further problems.

Slimes
  • The needs of the slimes were reset when none or 0 was displayed.

Fishing
  • The offline calculation has been optimised and is now much faster.

Classes
  • Cultist: If a "soft reset" was necessary in the dungeon, his current exp is reset to 1.

SoulShop
  • Potions: Temporarily and in preparation for upcoming changes, the bonuses granted by potions have been limited to 2000-10'000%, more information available in Discord.
  • The timer of Potions should work again as intended

A big thank you to Tireless Ghost who made all of these fix & improvement and who keep working on the game to fix all the issue (and maybe bring us some shiny new content in the future ːsteamhappyː)
ARTIFICIAL - SimpleGhost
Hello everyone!

ARTIFICIAL has been selected to take part in this year's Cerebral Puzzle Showcase
The Cerebral Puzzle Showcase kicks off on Steam at 6 PM BST (10 AM PDT) on August 3. The event will run through August 7.

More info about the event:
The Cerebral Puzzle Showcase is a celebration of the most wonderful puzzle games available on Steam.

With a carefully curated selection of award-winning titles and puzzle fan classics, you’ll find great discounts on your new favorite games - everything from the meditative to the brain-melting!

Alongside the Steam sale, the showcase features interviews produced by Thinky Games and guest streams from beloved influencers in the puzzle community.

You can check out the steam event page HERE!

Livestream:
Live gameplay with the developer will be happening on 3th of August 19:00 BST (11:00 PDT) here on Steam! You will be able to watch it on ARTIFICIAL's store page or on the page of the event! ːsteamhappyː



Other news:

ARTIFICIAL - The Prequel is a new free side story from the universe of ARTIFICIAL which you can WISHLIST HERE!

We are still looking for testers who are able to record their gameplay and send it over to us. If that sounds like something you would be interested in, hop onto our Discord and shoot us a message in #tester-sing-up channel.

Development of ARTIFICIAL is also being regularly streamed on Twitch, so make sure to check it out to get a sneak-peek behind the scenes!

Thank you once again and see you soon with more news! ːp2cubeː
Fire Shark - andreas


We're releasing our second wave of Toaplan Arcade Shoot 'Em Ups on Steam and GOG on August 24!

https://www.youtube.com/watch?v=-wR5tEUTFDA

Vol. 2 features four highly anticipated Toaplan classics emulated in high quality and enhanced with tons of quality-of-life features. You can purchase all four games together for 19.99$/€ or separately for 7.79$/€. Be sure to wishlist all four titles to prepare for launch day!

SHMUPS INCLUDED IN VOL. 2

  • Hellfire: Toaplan's first side-scrolling shooter, known for its blazing graphics and strategic gameplay. Save the galaxy by burning aliens to ashes with the ultimate firepower!
  • Slap Fight (AKA Alcon): A brain-melting vertical shooter with gauge-based power-ups that'll get your blood pumping!
  • Fire Shark: Set the skies ablaze and endure white-knuckle shmup action in this no-nonsense aerial trial! Fly solo or play in co-op.
  • Flying Shark (AKA Sky Shark): A military shmup adventure with destructive power-ups, stunning graphics, and evil enemy forces to destroy!

Each game features quick save/resume, online leaderboards for single credit players, no assist and assisted modes, and Achievements (for bragging rights)! You can also showcase your skills online using the built-in video capture!

List of updates:

  • Authentic emulation with minimal input lag (input processing and rendering are all done on the same frame).
  • Instrument panels with additional gameplay information and artwork in vertical titles.
  • Gameplay can be rewinded between 10 and 18 minutes.
  • Assist features, such as auto-fire.
  • Very Easy Mode, allowing beginners to master each game at their own pace.
  • Pixel-perfect display or full-screen scaling in both windowed and full-screen modes.
  • Rotate the game in 90-degree increments.
  • Choose between Raw Windows Input or Steam Input.
  • You can practice your skills using the practice mode.
  • A brand new Mirror Mode (in select titles).
... and more!

This collection of beloved shooters was so much fun to put together, and we hope you enjoy it. Our team is working hard on Vol. 3 right now, and we'll let you know when it's ready.

Get ready for August 24 by adding all four games to your Wishlist!

Follow us on Twitter (@bitwavegames) to stay updated!
Five Dates - Wales Interactive CM
Welcome to The Isle Tide Hotel Giveaway Announcement. No doubt you are here at the mention of a cash prize, yes? Understood. To celebrate the upcoming launch of The Isle Tide Hotel, we are giving one lucky winner £250 to spend ever so wisely, a weekend at a luxury hotel perhaps. For the unlucky majority, don't fret, three of you runners up will receive a digital code on a platform of your choice so that you can visit The Isle Tide Hotel as soon as it opens it's doors this September.

Please note, this is a worldwide competition and the cash prize will be converted for global currencies!



How do you enter? Please click here and try your luck with the tasks to earn more entries. For those Secret Room numbers, well, please do keep an eye on our social media channels to discover them. There will be four in total.

If you haven't already, why not check out The Isle Tide Hotel trailer:



Ready yourselves armchair detectives, as The Isle Tide Hotel is coming to PC, EPIC, PS5, PS4, Series X|S, Xbox One, Nintendo Switch, iOS and Android this September. Together with Interflix Media.
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