We implemented tags so uploaded dungeons can be tagged and filtered. We'll do some testing on that and then we're going to have some fun building a dungeon by randomly choosing what items/objects/tiles I can include in each room. Should be fun!
We'll be interacting with the chat so feel free to come chat with us and share any questions or suggestions you might have about the game.
We stream Super Dungeon Designer every Friday at 8:30pm ET on Twitch and to our Steam page.
Give us a follow on Twitch to get notifications when we're live:
Revel in the wonders of Yi Ling's menacing appearance. With its sharp beak and even sharper feathers, it makes us ponder: How will Yi Ling integrate with the eclectic wildlife of Aberration? We are anxious to see how the ARK community and Aberration treat our new arrival on ARK: Survival Ascended.
Let's take a trip down memory lane as we embark on our journey to The Center for our next Community Creature Contest. What will be the fan-voted real-world creature that will launch with the map for ARK: Survival Ascended?
Please note that this creature will be released for The Center, so make sure your real-world submissions are in theme with that map! As previously stated, we’ll add an additional real-world creature for each expansion pack map release on ARK: Survival Ascended.
Check out the Creature Submission Guidelines for more information on the submission process, and hop over to the Creature Submission Forum to see the current entries. We are looking forward to seeing your ideas come to life!
The entry period will end at 1 PM Pacific on August 14th.
The voting will begin immediately after and end on August 21st at 1PM Pacific.
Make sure to check our Twitter on August 14th for the RankedVote link!
*Note that the proposed features for the creatures from the submission entry are meant to inspire their design, but certain aspects may still be modified.
We've made some changes to the creature submission process that you can see below:
A single person or entity can only win once.
Posts will no longer merge with similar submissions.
Survivors on all platforms will be receiving an EVO Event! It will be active until Monday, August 7th. All Official Servers across each platform will be undergoing this evolutionary change which includes:
*Note that these bonuses are multiplicative of the game's standard 1x rates.
Official Servers: 2x XP, Harvesting, Taming and Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval, 2x hexagon
Small Tribe Servers: 4.5x XP, Harvesting, Taming and Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval, 2x hexagon
Creator: BritishTexan The sweet gaming grandmother, BritishTexan, embarks on a journey to the icy fields in search of Prisminium Gachas that were custom-made for her 60th birthday!
Creator: Veno and Raasclark Veno and Raasclark are back with another Dingle Cup Contest. This time, they are making dinosaur hybrids to battle them out! What kind of atrocities will they create?
Welcome to Eden by @WolfTek7
Meet Ducky and Quaks by @SoyDrys
Guess what is my fav mount! by fan-da-engraveri
Warfare by l-system-l
Managarmr by mios-axe
Tek armor by unordinarylynx
His mutton chops were predictably short-lived. by fritzmetzger
Aquascape Simulator isn't just a game of creating and managing your own aquatic wonderland; it's an immersive experience that challenges your creativity and offers thrilling opportunities. Brace yourself for the client request feature and the exhilarating auction system, both of which will fuel your passion for aquascaping.
Client Requests
You'll face exciting challenges as a skilled aquascaper. Clients will approach you with specific design requests, and it's up to you to accept or decline them. Fulfilling these requests earns you generous monetary rewards and enhances your reputation within the aquascaping community. With each fulfilled client request, your business expands, unlocking new items and features, paving the way for limitless artistic expression.
Auction System
The auction system enables you to proudly present your aquascape designs to potential bidders. They'll have the chance to place bids on your captivating creations, and it's up to you to understand their preferences to elicit higher bids. Immerse yourself in the experience of revealing your artistic talent to the community.
Aquascape Simulator's client request feature and auction system ignite new levels of challenge and excitement in your aquascaping journey. Embrace the challenge, fulfill client requests, and auction off your designs. Expand your business, earn acclaim, and create aquascapes that effortlessly blend beauty and functionality.
If you have any questions about the features discussed or anything related to the game, feel free to leave a comment or post on our discussion forum. Your feedback and inquiries are valuable to us!
Don't forget to wishlist Aquascape Simulator to stay updated on the latest news and updates. Your support and interest mean a lot to our team, and we can't wait to bring you even more exciting features and improvements in the future.
Join Community Manager Arciellia as she goes over the details of the upcoming August content! Join us on our Twitch.tv channel, Tuesday, August 8th at 2:00 PM PDT (5:00 PM EDT). As always, there will be giveaways throughout the stream.
after three years, it was finally time for another (albeit small) update. In the current version, I changed the graphics a little and switched to different renderers, mostly in preparation for a level editor feature that is due --- at some point... (But not yet).
In addition to that, I fixed some bugs:
Music volume is turned down when the tutorial speech plays
Privacy Policy link was (temporarily) broken
Some menu items could not be selected with keyboard controls
and I also implemented a new help button (which can be removed from the screen), which will display the objective of each level.
You read that right. Voidside's getting an update! Only problem is: The game isn't out yet!
I wanted to make this announcement now as I want to set expectations for how Voidside is going to be handled post-launch. Voidside is NOT an early access game, the game as it is can be played over and over again and players will receive the intended experience.
However, that does not mean that the game will be abandoned on arrival. I plan on updating this game over the course of time, not regularly, but whenever I personally feel like there is something I could add to Voidside outside the game's current scope. This is my way of making sure that Voidside's release doesn't get delayed over and over again.
Now, I bet you're wondering: When will this update come out? What does it include? Should I hold off until the update comes out?
I currently do not know when the update will come out, as I do not want to pressure myself with any unneeded deadlines. I can't go into specifics about the update itself, but I can share the title: 'Monsters an Machine Guns'. And lastly, If you want to get the game this update will not significantly change core gameplay or delete progress, so hop in as soon as the game launches!
This update will be free to all Voidside players, past, present and future.
Until then I hope you're looking forward to Voidside's release on the 16th, and if you're reading this in the future then I hope that you're having fun!
This is something I get multiple questions about nearly every day. Before this I'd always give basically the simple answer that 'It is coming & nothing else about it'. That changes today.
I'm happy to announce that multiplayer / co-op is now being actively worked on & current features are being reworked & cleaned up to work in a multiplayer environment. Also, I have an active trello page that will show the current progress of features/content as they get worked on to be multiplayer ready. (As linked below)
Another thing I know people will want to know is when will this be available? At this moment I am not going to announce any date or time frame for multiplayer but I'd rather just show people progress as it gets expanded. The first version of multiplayer will as well be a sort of test where players can join a world and do random activities, although these will not save between joining and leaving it. (Something that will come after 'test' release)
As progress continues, I will update the Trello board & start to release actual gameplay videos of players in a multiplayer environment.
Finally, will have another small-ish patch soon and thank you everyone, for everything.
In this devlog, I showoff the first two Cutscenes for the game!
This is my first attempt at developing Cutscenes, and they are utilizing in-engine mechanisms to handle all of the dialogue and actions!
As these are a first pass at storyline integration, I would love to know your thoughts on them, and how I could improve them.
These cutscenes were essentially developed as a proof-of-concept, and will be integrated as part of the next major update to the game. In the future I would love to be able to really increase the production quality of these cutscenes, getting better cinematography, character action, voice acting, and so forth. But for now, I think these do quite well, and I quite enjoy them. They certainly have a feeling and pacing like an old JRPG title, which is what I'm going for.
As far as the storyline goes for the game, it follows the leader of the Mystic Race, Grandmaster Knulxevra. The Mystics are a proud race of spellcasters, formless beyond their long flowing robes and strong horns. The story starts off with the aftermath of one of Knulxevra's most tragic creations, the Fragment. This Fragment was created when Knulxevra split its soul in half; Knulxevra believed it was creating a pure Mystical essence, however that plan went awry and all that was left was destruction. After a failed attempt at destroying the Fragment, Knulxevra now has to wait 1,000 years for another opportunity to destroy it, and so is forced to lie dormant until the time is right. Upon awakening 1,000 years later, chaos has consumed the world, and its Knulxevra's task at fixing the wrongdoings of its past.
The two cutscenes shown in the blog above begin with the intro to the story, and then head into the part where Knulxevra attempts to destroy the Fragment. There's quite a lot of dialogue, and I'm certainly going for a rich philosophical approach to this storyline, so I hope that comes off as intended! I do certainly enjoy deep, well-thought out lore, and want to integrate that into the game in an interesting way. The introduction to the game is certainly being overhauled to be fairly cutscene-heavy, but I think that's okay- more storyline and lore is better than less, in my opinion. (Plus, well... there's always the skip button, LOL).
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Now, to update you all about the state of the game! Right now, I'm still in-progress developing the last handful of Cutscenes for the game (another devlog to come about that soon-ish!). Beyond that, I have a handful of extra major features to integrate (more to come soon!), and then of course plenty of clean up and rebalancing to do. So there's quite a lot of work to be done! But quite a lot that has been done as well. I'm really trying to get the introduction to the game greatly overhauled to be the exact experience I want first players to the game to, well, experience, and these cutscenes are probably the biggest overhaul that will be coming.
While I'd really like to give a more grounded release date, I still believe the next major update is a few months out. I feel like once I get these cutscenes completed, I'll be able to give a more solid time estimate, but I appreciate the patience of everyone who's enjoying the game!