License to Breed - Cherry Kiss


This one's HUGE, so you better cum with all the HORNY you got!!

This ones a real numbers game. We are talking 43 H-scenes, 20 different girls to impregnate, and at least 5 quintillion gallons of sperm to be ejaculated…

The male birth rate is dangerously low, and the prestigious Amane family needs to secure some heirs! As part of your grandfather’s will, it’s up to you as the only living male of the family to make sure your bloodline & the town’s population doesn’t die out, with a new law giving you supreme fucking authority, anytime, anywhere ♥

Embark on an epic journey of discovery, finding all the best tail in town. Your local heiresses, nurses, shrine maidens, and all the suburban snatch is yours to be dicked down in the most depraved ways you can dream up.

Get to work, this town of temptresses ain’t gonna impregnate themselves.

https://store.steampowered.com/app/2552100/License_to_Breed/
License to Breed - Cherry Kiss


This one's HUGE, so you better cum with all the HORNY you got!!

This ones a real numbers game. We are talking 43 H-scenes, 20 different girls to impregnate, and at least 5 quintillion gallons of sperm to be ejaculated…

The male birth rate is dangerously low, and the prestigious Amane family needs to secure some heirs! As part of your grandfather’s will, it’s up to you as the only living male of the family to make sure your bloodline & the town’s population doesn’t die out, with a new law giving you supreme fucking authority, anytime, anywhere ♥

Embark on an epic journey of discovery, finding all the best tail in town. Your local heiresses, nurses, shrine maidens, and all the suburban snatch is yours to be dicked down in the most depraved ways you can dream up.

Get to work, this town of temptresses ain’t gonna impregnate themselves.

https://store.steampowered.com/app/2552100/License_to_Breed/
Archons: Arena - VesperayDev
Good Citizens,

Archons: Arena is coming to Steam Early Access on September 13th.

The first release will include:
  • 14 unique opponents
  • 60 items
  • 75 skills

https://store.steampowered.com/app/2321900

In the coming days, we will post articles explaining the main features of the game. Stay tuned!
Lacuna – A Sci-Fi Noir Adventure - Mjeno
Hey, everybody!

You may have noticed that we haven't shared much about ourselves or our work over the last year or so. Time to bring you up to speed!

🎧 LACUNA LO-FI 🎧

First off, we want to thank you all for the very positive reception of Lacuna Lo-Fi! We really appreciate the positive reviews and comments. The album recently surpassed 1.000 YouTube views and has racked up a few thousand additional plays across streaming platforms.

In case you don't know what we're talking about: To celebrate Lacuna's second anniversary, we released a free mini album titled Lacuna Lo-Fi, a chill remix of select tracks from the Lacuna soundtrack. You can find it on Steam, YouTube, and most streaming platforms!



🎻 LACUNA IN CONCERT 🎻

Earlier this summer, a medley of the Lacuna soundtrack was featured in a video game soundtrack concert at Saarländisches Staatstheater. From the bottom of our hearts: Thank you so much, Saarländisches Staatsorchester, Yannick Süß from HippoScore, and everybody else who helped make this possible! A full recording of the concert will air September 27 on Saarländischer Rundfunk. Check our Twitter or Instagram for a tiny sneak peek!



🎮 NEW BETWEEN HORIZONS DEMO AT GAMESCOM 🎮

In spring of this year, we released a demo of our upcoming sci-fi detective adventure Between Horizons. Despite its favorable reception, we pulled it again about three months later for a number of reasons. If you haven't heard already, a completely revamped demo is playable at gamescom right now! You can find it in two places in Hall 10.2: the Indie Arena Booth as well as the GameUp!/saaris booth (E020g - D021g). Come check it out!

(Don't fret if you can't make it, the new demo is coming to Steam a little later.)



🩸 UNBURIED KICKSTARTER 🩸

We recently announced our plan to join forces with legendary pixel artist 6VCR to delve into the genre of survival horror together. We are extremely excited about this project, but it has no clear timeline right now as it massively depends on the response to the upcoming crowdfunding campaign. If you want to see it come to life, please follow the campaign or sign up for a one-time e-mail and help us spread the word!



🏢 NEW OFFICE 🏢

Believe it or not, we recently moved for the fourth time in less than four years. We swear this is the last time for a while now, as the new location is everything we could ask for. It's a very central place in Saarbrücken and just two floors underneath some good indie friends that moved in with us. Check out our break room!



❓ THE FUTURE ❓

These are the major developments of the past few months that we can speak on for now. We still don't know when exactly Between Horizons will be released, but we continue to aim for late 2023.

As for our plans beyond that, we currently have multiple projects lined up that may (or may not) be realized sequentially or concurrently starting this winter. We had more concrete plans already, but the federal games funding program being cut over night threw a massive wrench in the works.

We hope you enjoy the new demo at gamescom. If you can't make it there, stay tuned for the demo release on Steam this fall!

Best, The DigiTales team

PS: If you want to stay in the loop, how about you follow us in one of these places and/or subscribe to our newsletter!
Between Horizons – A Sci-Fi Detective Adventure - Mjeno
Hey, everybody!

You may have noticed that we haven't shared much about ourselves or our work on Between Horizons over the last year or so. Time to bring you up to speed!

🎮 NEW DEMO AT GAMESCOM 🎮

In spring of this year, we released a demo of our upcoming sci-fi detective adventure Between Horizons. Despite its favorable reception, we pulled it again about three months later for a number of reasons. If you haven't heard already, a completely revamped demo is playable at gamescom right now! You can find it in two places in Hall 10.2: the Indie Arena Booth as well as the GameUp!/saaris booth (E020g - D021g). Come check it out!

(Don't fret if you can't make it, the new demo is coming to Steam a little later.)



🩸 UNBURIED KICKSTARTER 🩸

We recently announced our plan to join forces with legendary pixel artist 6VCR to delve into the genre of survival horror together. We are extremely excited about this project, but it has no clear timeline right now as it massively depends on the response to the upcoming crowdfunding campaign. If you want to see it come to life, please follow the campaign or sign up for a one-time e-mail and help us spread the word!



🎧 LACUNA LO-FI 🎧

To celebrate Lacuna's second anniversary, we released a free mini album titled Lacuna Lo-Fi, a chill remix of select tracks from the Lacuna soundtrack. You can find it on Steam, YouTube, and most streaming platforms!



🎻 LACUNA IN CONCERT 🎻

Earlier this summer, a medley of the Lacuna soundtrack was featured in a video game soundtrack concert at Saarländisches Staatstheater. From the bottom of our hearts: Thank you so much, Saarländisches Staatsorchester, Yannick Süß from HippoScore, and everybody else who helped make this possible! A full recording of the concert will air September 27 on Saarländischer Rundfunk. Check our Twitter or Instagram for a tiny sneak peek!



🏢 NEW OFFICE 🏢

Believe it or not, we recently moved for the fourth time in less than four years. We swear this is the last time for a while now, as the new location is everything we could ask for. It's a very central place in Saarbrücken and just two floors underneath some good indie friends that moved in with us. Check out our break room!



❓ THE FUTURE ❓

These are the major developments of the past few months that we can speak on for now. We still don't know when exactly Between Horizons will be released, but we continue to aim for late 2023.

As for our plans beyond that, we currently have multiple projects lined up that may (or may not) be realized sequentially or concurrently starting this winter. We had more concrete plans already, but the federal games funding program being cut over night threw a massive wrench in the works.

We hope you enjoy the new demo at gamescom. If you can't make it there, stay tuned for the demo release on Steam this fall!

Best, The DigiTales team

PS: If you want to stay in the loop, how about you follow us in one of these places and/or subscribe to our newsletter!
FOUNDRY - Rambus
First-person games like Foundry often face a common problem: How do you accurately render the player's gun—or in our case, drill—in front of the camera? The drill should follow you wherever you go and receive correct lighting.

The Naïve Solution
The naïve implementation involves simply "parenting" the drill to the camera so that it follows you around and appears to look correct. However, what happens when you get too close to a wall? Since the drill exists in the world, it goes right into the wall, causing an issue known as clipping.

Oh no! That drill doesn't look right

Solved Problem

Don't worry—this is a solved problem. We've all played shooters and seen the gun displayed correctly when up against a wall.


Random Wikipedia CSGO image

Some modern AAA games tackle this by rendering the first person in world space, using IK or other animation techniques to have the hands pull away when you're against a wall. This makes sense for first-person shooters when shooting doesn't make mechanical sense. But in our game, we spend a lot of time up against a wall, drilling!

The more common solution for ensuring that the first-person elements are always on top is to use two cameras: one to draw the world and another to draw the first-person elements. This guarantees that the drill is always rendered above the world. An added benefit is that each camera can have different field-of-view settings, ensuring that the drill doesn't look distorted on ultra-wide monitors.

Rendering and compositing

The Catch

So, let's try that, shall we? Perfect, it looks great.

Well, if only things were that simple. Foundry uses something called "deferred rendering" (which we discussed in more detail in this previous post) through Unity's "default" rendering pipeline. Drawing with two cameras requires running the entire pipeline twice, resulting in unacceptably high performance overhead. Even if we run the second camera in forward mode, we still couldn't reduce the overhead to acceptable levels. It was adding as much as 25% overhead to our frame time, resulting in lower frame rates across the board.

So, we need to creatively solve first-person rendering within a single camera, using a deferred rendering pipeline.

Time to Get Creative

To do this, we simulate drawing with multiple cameras within a single camera setup, even when dealing with complex multi-object first-person geometry.

First, we render all first-person objects into the "stencil buffer," a special buffer that allows us to efficiently mask out areas in the image for future draws. We also draw the depth at this point, with "ztest always" set, ensuring that these meshes are drawn regardless of their position in world space.

Stencil buffer after drawing our drill

After filling the stencil buffer with first-person geometry, we draw the color data. We first verify that we have the correct first-person stencil set, and then check if the depth in the depth buffer is "zequal." If that's the case, we draw.

Depth for the drill is also drawn, regardless of if the drill *should* be inside a wall

One final issue remains: World Space UI actually draws after all our geometry, so we need to handle that as well. Unity UI includes a special component called a "Mask," which prevents child elements from drawing outside the graphic. Here, we apply another custom shader to check the stencil mask from before and determine whether we should draw the UI.

Reusing Unity's UI masking system

After all this, we had more masking and positioning work to do for forward-rendered objects like smoke and wide-aspect monitors. But the solutions largely follow the approach we selected, so I won't delve into that here.

Tada! It works, and it's fast

In Summary

Developing games is a mix of best practices and creative problem-solving. Every project will have its technology limitations. Instead of lamenting the high costs of compositing two images in your engine, your job becomes finding a solution with the tools you have.

-MarkL
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer patch 0.23.3 is now available! This patch has a variety of quality-of-life improvements, including the ability to automatically synchronize mods when loading modded saved games or joining modded multiplayer games.

Enjoy!

  • Saved games now store the mods that were active when the game was saved.
  • Trying to load a saved game with mods will now alert the player if they are missing any mods and prompt to automatically subscribe/enable them as necessary. (Only works for save files created as of this patch or later.)
  • When trying to join a multiplayer game where the host is using incompatible mods, you will now be given an option to synchronize your mods with the host. (Note that, due to this change, you will not see any modded games from before this patch in the multiplayer lobbies.)
  • The saved game dialog will now show when a game was saved with mods enabled. (Only works for save files created as of this patch or later.)
  • The Mods Manager now shows the install source, mod ID, and Steam Workshop ID when selecting a mod.
  • It is now possible to unsubscribe from mods by right-clicking on them in the Mods Manager.
  • Saved games with parts, doors, bullets, ship classes, or doodads from missing mods will now *usually* still be loadable but with those objects missing. Other glitches, including immediate separation of ships with missing parts, may still occur.
  • Significantly improved performance when large ships have many structure tiles queued for deconstruction.
  • Factories will no longer deliver resources to non-designated storage tiles if no resource limit has been set. If a resource limit has been set in excess of the number of tiles, they will still produce and deliver resources to non-designated tiles up to that limit.
  • Right-clicking on the large resource buttons along the bottom of the Resources Management screen will now provide options to eject some or all resources of that type.
  • The crew management screen now shows how many crew are assigned to each role.
  • The "Trap Mouse Cursor" setting no longer has any effect until the game has fully loaded.
  • Added 1 new Monolith ship: Liquidator
  • Added 1 new Imperium ship: Chrysaetos
  • Added 1 new Cabal ship: Hadar
  • Updates to crew roles and priorities for many trade ships and stations to prevent issues when crew are hired by the player or transferred to the station.
  • Miscellaneous updates to other existing ships.
  • Reduced the steel cost of 1x1 Armor/Structure hybrid tiles from 6 to 5.
  • Reduces the steel cost of Armor/Structure hybrid triangle tiles from 4 to 3.
  • Bugfix: Crash if an under-construction part is destroyed immediately after its construction is completed.
  • Bugfix: Asteroids and (especially) megaroids had very noticeable visual patterns.
  • Bugfix: When an asteroid or megaroid split into multiple pieces, the sprites for any of the new pieces would get randomly reset.
  • Bugfix: Ion Beams were unable to hurt structure tiles of their own ship when targeting their own ship.
  • Bugfix: After a ship split into multiple pieces, thrusters on the new pieces could still appear to be firing without applying any actual force to the ship.
  • Bugfix: Removing a crew assignment from a part (or assigning crew that had no assignments to a different part) wouldn't cause any crew operating that part to leave it.
  • Modding: Typing into Part Debugger text boxes will no longer trigger normal game inputs.
Grapple Tournament - Mr. Chief
Greetings, Champions!

We are thrilled to bring you Grapple Tournament Update 33 - the first step towards Free-To-Play!

This is the first transition build on the road to making the game free!
Read more about this here.

Before we start the update log, please note that if you have the full version of the game,
log in at least once to get your CREDITS before the transition ends!

New:
- Reworked and extended the customization system
-- Redesigned the system for wearables
-- Added Armor Skin customizations, glove skin matches body skin
-- Added Grappling Hook and Cable customizations


-- Added Weapon Skins to the system, with a tons of new skins on the way
- Customization items have two background colors:
-- Blue: available in the shop
-- Purple: coming later to the shop, or in a battle pass, or some other way, or timed exclusive
- Introducing CREDIT(s) as the new ingame currency
-- You can earn CREDITs with buying the currency in the CREDIT Store
-- Soon we'll add more ways to earn CREDITS via playing the game and completing challenges
- Added CREDIT Store
-- currently only on Meta platforms
-- work in progress for Steam
- Added Daily shop for the paid version (coming soon to the free version)
-- Offering 5 purchasable items every day
-- With Reroll functionality to refresh the selection of daily offers


- New pause menu graphics design
- Added Armory in the entry HUB area to show you current loadout

Changes:
- Changed the UI in some places for better readability
- Added randomized customizations for bots
- Refined enemy coloring to look better close-up
- Complex got it's final art pass

Optimizations:
- Optimized complex UI windows in the game for performance improvements
- Removed drone customizations to gain performance in the Drone Challenge
- Removed menu coloring option to save on performance on all UI elements
- Removed some unused assets and codes from the build to save disk space

Fixes:
- Fixed weapon setup when gripping weapon on spawn (in Instagib)
- Fixed jump sound when using grappling hook after double jump
- Fixed a bug about FFA HUD not updating at game start
- Fixed spawn locations and colliders on Icebreaker
- Fixed typos in some places on UI
- Fixed a bug that showed other players' menu laser pointers

In this update, we've made significant enhancements to the underlying systems and as with any major revamp, there's potential for a few hiccups. We appreciate your patience and feedback as we fine-tune everything!

Work-in-progress and known issues:
- New UI design is not final
- Some customization item icons are not final
- Working on a preview for items in the shop
- Working on the CREDIT store functionality on Steam
- Some non-English translations might be missing
- In the weapons list you've probably noticed the new weapon, that is coming soon ;)

What's next:
We are continuing the transition to free to play in priority.

Communications and marketing around the game being available for everyone is starting. As always we'll listen to the community and will consider your feedback.

Have comments?
Send us your feedback and help us shape the game on Steam Discussions or on the official Discord server.

Join Grapple Tournament on
- The Official website
- Discord
- Twitter
- YouTube
- Facebook
- Reddit
- Twitch
Space Cats Tactics: Prologue - alexnicola07
Thank you for everyone who played the Prologue version!
It will retire soon!

The full game is out now
https://store.steampowered.com/app/1293300/Space_Cats_Tactics/

It would be amazing if you could go and play the full version!
Aug 25, 2023
FFFL: Brutalball Manager - StoutKasselGames
Pass timing was slightly off at high speeds causing simulation stats to not match normal stats after Defensive AI update. Slowed down the simulation speed slightly. Will attempt to increase speeds if it can be done without sacrificing accuracy.
...