Necesse - Fair
Hey everyone!

This is a small mid-update patch that tweaks the new mana system and adds a few more mana related trinkets. We're obviously still working on the next bigger update, but after getting some feedback on the last one, I wanted to get this out now.
I still read all feedback submitted from inside the game, in Steam discussions, reviews and in the Discord server. So don't hold back! :)

Other than this patch, you've probably seen a few other minor patches in between updates. These are just bug fixes and translation updates. Thank you to everyone who has been helping in translating the game!

The game is also currently on sale. So if you have been thinking about picking it up, now is a great time :)

Thanks!
- Fair

Here's the changelog:
Added trinket and armor enchants with mana regen.
Added Magic Manual trinket, bought from the Mage settler.
Added Prophecy Slab trinket, found in Desert Cave rooms.
Added Scrying Cards trinket, crafted in Demonic workstation.
Added Forbidden Spellbook trinket, found in Deep Desert cave rooms.
Doubled base mana regen, but reduced bonus from magic armor.
Tweaked a bunch of magic weapons damage and mana usage.
Reworked mana potions to give a base amount of mana instead of a percent.
Changed when you stop being mana exhausted to scale better with your max mana.
Improved handling of saving failed because of another process, like an antivirus interrupting it.
Updated a bunch of translations and added a couple of new ones that is work in progress.
Fixed miner settler not having a question mark over their head when wanting to be recruited.
Fixed being able to cancel slime poison buff.
Fixed a bunch of possible crashes.
Fixed GNDItemArray copying not being able to handle null items.

And some other smaller fixes.

As always, you can select an older version in Necesse properties -> Betas tab.
The BridgeMancer - Crimson Stone Games
SIX 2023

We are very thrilled to share that we’ve been selected for the 2023 lineup of the Seattle Indies Expo! This weekend, we’ll be exhibiting The BridgeMaster at the Motif in Seattle for this free event on Sunday, September 3rd, from noon to 9pm. It’s just a short walk from the Seattle Convention Center if you happen to be there for PAX. We’d love to see you there!

We’re definitely feeling very grateful to be selected! This year, 57 games applied to be part of the showcase, and after 300+ reviews conducted by the panel of jurors, less than half (25) were ultimately selected to be part of the official SIX lineup. We feel very much in good company with an impressive variety of unique indie games, all made here in the Pacific Northwest. We encourage you to check out the other games in the lineup as well!



Recent Demo Updates

To prepare for our SIX submission, we made many updates to the demo after the Steam Puzzle Fest. Throughout the process, we conducted playtests regularly to keep a close eye on what was working and what was not. There’s always more room for improvement of course, but we’re confident in saying that the game is now in its best state so far!

Here are many of the changes we’ve made recently:

Design
  • Expand intro with new illustrated story panels
  • Add to, clarify, and rearrange dialogue
  • Remove input suppression with bridge tremble
  • Implement support for continuous keyboard input
  • Raise star thresholds to reward perfect play
  • Update villager AI to walk instead of jump if possible
  • Make villager spawns static per level


Visuals
  • Add VFX for rickety bridge tremble
  • Update jump rune icon for legibility
  • Display yellow pips for jump segments of escape paths
  • Add environmental props to title screen and Worlds 2 & 3
  • Include adjacent props when destroying houses


UI / UX
  • Add Level Select menu to in-game HUD
  • Lerp wood icons to resource counter
  • Disable Undo & Restart when moves = 0
  • Add pagination buttons and X/Y counter to hints
  • Clear FTUE prompts upon activating hint
  • Lerp text scale on updates to move and hint counts


First Time User Experience (FTUE)
  • Add to and improve hints for all levels
  • Hide hints after the magician moves
  • Add FTUE prompt about how villagers escape in Level 2
  • Add FTUE prompts for (de)construction in Level 3
  • Add FTUE prompt for Undo/Restart in Levels 4 & 5
  • Add FTUE prompt for jump runes in Level 10
  • Add FTUE prompt for rickety bridge in Level 16
  • Clear FTUE prompt for Undo/Restart once either is used


Music & SFX
  • Replace ground rumble and add tile collapse SFX for intro
  • Update footsteps SFX per character and surface type
  • Add SFX for scroll pickup, rickety bridge, undo, and tile debris
  • Add pencil scribble SFX for scroll dialogue and hints
  • Play SFX at reduced volume in title screen
  • Lerp in/out of paused low pass filter on music


Optimization & Bugfixes
  • Limit frame rate to monitor refresh rate
  • Self-destruct dust and splinter VFX
  • Bugfixes for rickety bridges after undo
  • Bugfixes for duplicated actions
  • Bugfix for Level Summary scrim
  • Bugfix for lerping wood icons


As always, thanks for playing, and stay tuned for more to come!
Resolve - Miley'
First off, thank you immensely for your patience these last couple of months! I am incredibly excited to finally make this post about what has been going on behind the scenes and what is going to happen now.

What happened?
I will cut straight to the point. After the open playtest events back in March there were a few things that became clear to me in addition to the expected technical issues of an experimental pre-alpha. Even though we had spent more than a year conceiving, iterating and implementing mechanics and features, the core of the game felt very close to games we have all played for thousands of hours already.

We had focused on optimizing the game for competitive balance and lost sight of the heart of the game: Having fun with a random group of complete strangers.

At that point I knew we had to take Resolve off the radar and take the time to reimagine the game into something new, exciting and fresh. Rethink what a large-scale team game that relies on communication looks like, and break the chains that held the project down.

This meant the direction of Resolve had to change and I wanted to build on everything we had learned so far to take the game to a new level.

Why is it taking so long?
Throughout this project I have always used the word ‘we’ when referring to the development team. But the truth is that while everyone in the Dev team has brought something to the table that has shaped the project, I am making 99.9% of the work on my own. But I would rather redo all that than simply adding new paint to a game that already exists.

Until March I had been saving money with a diet of lentils, and at this point I am pretty much living on water and bread to pull off this final stretch without bringing in outside interests and maintain creative control. And now I am incredibly excited to finally reveal the new direction and get the engine roaring once again!

Tomorrow we will reveal the new direction!
Recently we have been assisted by people with a lot of experience from working on Gates of Hell and Burning Lands, and tomorrow we will announce the new direction with more details to follow. and I can’t wait for you to see it!

While some people will inevitably be disappointed that the game is not what they were expecting, I hope you will cleanse your mind and take part in this journey, as we build Resolve from the ashes of what came before!
[Neolithic]To the End - orochi2k
20230831
English
############Content################
[Gallery]Added the train departure cutscene to the Gallery of Memories.
[Marinas]New location: Marinas Pet Store
[Butterfly]You can now teleport the Marinas Pet Store from any outdoor location in Marinas after you have visited the pet store once.
[Profane of Succubus]Changed the effect of this item. Instead of causing enemies to become confused, it now gives one of your allies a new effect that provides +10 seductive skills.
[Profane of Succubus]Added a new animation.
[Profane of Succubus]Added a new effect with the same name.
[Faith]Tenet "Carnal Exaltation" now also provides +3 seductive skills. Consequently, it's now also a functional tenet in addition to a devotion-generator tenet.
简体中文
############Content################
【影集】将列车出发的过场动画加入到了回忆的影集。
【玛丽娜斯】新地点:玛丽娜斯宠物店
【蝴蝶】在进入过宠物店一次之后,你现在可以从玛丽娜斯室外地点传送到玛丽娜斯宠物店。
【魅魔信息素】该物品的功能进行了大幅修改。现在,这个物品会让你的一名队友获得一个临时的+10诱惑技能的效果。而不再是此前的让敌人混乱的效果。
【魅魔信息素】加入了一个新的动画。
【魅魔信息素】加入了一个同名状态
【信仰】信条【肉欲飞升】现在同样会提供+3诱惑技能。因此这个信条变成了一个同时具有功能性和虔诚生成功能的信条。


Latest news from Ukraine/乌克兰小剧场
https://controlc.com/ec8f148a
{LINK REMOVED}
Aug 31, 2023
Devoid Prototype - Veritric
Greetings Voiders,

Please report any bugs on the Official Devoid Prototype Discord.
Its also a great place to tell us what you like, dislike and would like to see in the Void.

Bug Fixes in 0.7.8
  • Target Gui arrow is visible on the vanity camera.
  • Ship inventory not respecting size when transferring from Cargo Hold.
  • Fixed skill description for ‘Overcharge’ skill.
Changes in 0.7.8
  • Removed Thermal Blasters Mk1 from Equipment Fabricate menu as it is still in development.
  • Codex Entry added: “Gameplay Tips -> Vanity Camera”.
  • Tweaked AI difficulty. (Based on Star System Threat Level).
In Progress 0.7.8+
  • Improvements to graphics, lighting, and colors. (would appreciate your feedback)
  • Additional Codex Entries.
  • Some rare cases of save corruption. (saves can be repaired, last occurrence in 0.7.6)
  • Some cases of missing market item icons. (having trouble reproducing)

We appreciate all your feedback and support!
Safe Travels.
Warhammer 40,000: Rogue Trader - tired_darkspawn
The Drukhari are considered among the most cruel and malicious of xenos that threaten the Imperium. They are a degenerate society of the ancient Aeldari xenos race, a dark culture of torturers and raiders, striking out at the galaxy's inhabitants from their labyrinthine shadow-realm of Commorragh. Selfish, prideful, arrogant and murderous, the Drukhari are a self-serving people. Their rulers reign over their kindred with the utmost cruelty and intimidation, for only the fear of death can keep the Drukhari in line. Their subjects are torn between their own ambitions that urge them to backstab their own and a hatred of their common enemies that pushes them into fragile alliances and shaky agreements. The laws of this fractured society are known only to the Drukhari themselves - and even they often become victims of their own intrigues and games, having faltered in their judgment or one of their plots.

Marazhai Aezyrraesh, the Dracon of the Kabal of the Reaving Tempest, is a true scion of Commorragh, who is driven by an insatiable lust for violence and power over others - things which he achieves through subtle cunning, shady deals, and — to his great delight — carnage and the agonizing torture of his enemies. Everything changes when another raid in realspace goes awry, and Marazhai realizes that this time it was he who was being hunted. It's time to strike back, not wait for the enemy to get ahead. But the intricacies of Commorragh's intrigues and machinations are different from the rules of these rampant and bloody raids, and the most sophisticated plan can fail if one of your tools is an overly feisty and underestimated Rogue Trader... or if one of the apex predators of Commorragh, with whom you struck a dark alliance, decides not to hold his end of the bargain up.

Stripped of everything that once belonged to him, Marazhai receives one final favor - to perish to the delight of his kin, feeding their insatiable hunger with his exquisite pain. This fate is unlikely to suit the proud Kabalite of the Reaving Tempest, and he has one last chance to avoid it - to enter into an alliance with yesterday's enemy. If this uneasy union holds together, if the doomed find their way out of Commorragh, if this Drukhari, a child of the Webway, survives in realspace... then the fallen Dracon will have a shred of hope: one day reclaim the shards of what he once considered his own or follow the path of bloody revenge as someone with nothing to lose.

The rut of daily life on a Human voidship can be unbearably dull for a creature of such different customs - and there is none more inventive in devising twisted entertainment than a bored Drukhari. Since only the Rogue Trader is worthy of any attention amid the surrounding rabble, it will not be difficult for them to attract Marazhai's special consideration. A former preything can just as easily be turned into an amusing plaything... or, if the chosen rules dictate, roles can change completely. For a reckless – or unwary – Rogue Trader willing to indulge Marazhai’s debauched nature, he has much to share on the subject of depravity and cruelty – things might just leave a permanent mark on the soul of a willing and receptive “mon-keigh”.
Brigador Killers - dudeglove
Courtesy of our lead artist, August's post is a look into the design of an armored vehicle belonging to NOSPOL, which is one of the enemy factions you'll be facing off against in Brigador Killers. Without further ado...



Brigador Killers deals in part with the question of militarized police and police violence. How to approach this in the design and presentation of the world of Mar Nosso and its inhabitants? It is not enough to present to the player an MRAP [Editor's note: [b]M[/b]ine-Resistant Ambush Protected vehicle] with police badging. While obscene, absurd, it is also perfectly ordinary to Americans. We are inured to it.

So, the initial point of departure for the SWAT vehicle was to go back to the source: the Los Angeles Police Department and their SWAT Team. This department’s escalation of weapons, tactics, and equipment would I believe set the template for militarized police presence in America for years to come.

Which brought me to the Cadillac Gauge V100/Commando:


While iconic and fitting for the technical restrictions of our engine (wheeled vehicles can only have four wheels), we run into a similar problem as the MRAP: too many associations, many of them positive. The player can’t “see it with new eyes,” which to us is one of the crucial aspects of good science fiction.

So we’ll shift to an older, and much more loaded point of departure: German wartime armored cars.


British soldiers inspecting a captured Sd.Kfz. 222, North Africa, 1941 (Wikipedia)

While the associations vary, the baggage is unquestionable. WW2 German hardware should be unambiguous enough of a reference. Not so simple! German wartime hardware is the background radiation of popular cultural designs in film and videogames for decades, everything from Star Wars to Killzone. These design elements are powerful, but so much so they can easily overwhelm your own design intention and muddy your intended comment.

Another particular difficulty with referencing German wartime designs is that one can end up on footing to that of say, Jin Roh – where the loving depiction of German wartime arms and armor could be read as uncritical devotion. This is not what we mean to suggest with NOSPOL, the corrupt and gang-ridden police force you face in Brigador Killers.

Early on, I switched from the Cadillac Gauge basis to this idea of roughly approximating the Sd.Kfz 222. I wanted to echo the angular hull shapes, but the overall design shouldn’t map too closely to any original wartime design. Rather, I wanted to design my own vehicle to invoke, rather than recreate a wartime vehicle explicitly that might distract or muddy the player’s read for the vehicle.

Again, let’s have the player see it “with fresh eyes”. There are myriad other pitfalls with fascist police force design. Travel too far in a given direction and you retread others’ work, like Viktor Antonov’s brilliant Combine APC design for example was something I wanted to avoid.

The best way to do this was to design the vehicle in a way that made sense to how NOSPOL might commission the vehicle in the setting: a retrofit from an existing truck chassis.

I had this Russian tanker truck model on hand. Perfect!


But it’s Russian, not German, how is that helping your association?” Good question. Just as with the Loyalist military gear was largely but not exclusively Russian in origin, we don’t want any one single source. When the viewer sees a design that is by turns subtly heterogenous in character it’s my theory that it aids in, to introduce a metaphor, slower digestion.

An obvious design is like a piece of candy–it can be very sweet, but it’s gone and eaten quickly without a second thought and without a lasting impression. We want this design to be somewhat… chewier. More complex flavor notes. We want the taster to think about what flavors strike the palate.

So we begin from a Russian truck chassis to execute a German influenced armored hull design to talk about American militarized police. Simple enough, right?

Let’s chop off the back wheels and introduce a magenta box to remind us of the package space required by the engine. Whatever else goes on in the design, we’re going to need ample clearance to house the engine.

While we’re at it, I quite like those big, high clearance front fenders. Let’s turn them around and put them over the rear wheels.


Now we’re getting somewhere. We haven’t really had to design anything yet, actually–but by using a real world truck, notice how confident and realistic the scale read is. Provided we keep it consistent with our chassis here, the scale read will be more or less an automatic bonus, and will keep our work from getting too outlandish.

[Side note: one such problem that science fiction designs from scratch will run into is that when designing a ground car the designer fails to take into account the legal width limits for road legal vehicles. While military machines can be bigger, they are also still expected to travel on the confines of established road infrastructure. Get those dimensions dialed in first and you’ll get a lot “for free”.]

All we need to do now is start fitting an angular hull on top of this chassis, while still keeping in mind our other core requirements. How many people can it hold? Where does the driver sit? Does the armored car actually have a front and back driver, as some armored cars did? What engine limitations for a sprite-based and isometric game do we need to cater to?


In the interest of time we’re not going to walk through the rest of the design in detail, but with the major hull shape established, much of the rest would be about adding the hull detailing consistent with armored vehicles, stowage, searchlights, etc. Once we’ve got our goal in mind for this design there’s not a lot of quibbling over different shapes and thumbnailing different looks–one of the great pleasures of independent game development is that we can dispense with a lot of tiresome Art Director behavior most of the time.

Here’s the finished render of the armored car, in two flavors. First we see it as it will first appear to the player:


Beyond the police colors, something that always distinguishes overenthusiastic purchase of surplus military equipment by police departments in America and the former military service these vehicles saw is plainly their role. In the military, an armored vehicle is maintained but often subject to a lot of wear and tear. Once an MRAP is back home in America, emblazoned in SWAT livery, it seldom has to “work”. Its purpose is intimidation and peacocking for the department by and large. This is the initial guise I wanted to see the SWAT armored car deploy in BK as. A little “underdressed” compared to its military companions, seen elsewhere in the game.

Then, as the game progresses, and the player’s fight against the Concerns and their attendant police and mercenary forces intensify, updates and changes are made. Even a SWAT vehicle is forced to “work” under something more akin to active combat conditions. It needs to keep ammunition and fuel and spare tires with it.


It might even need to get semi-improvised slat armor for the wheels, a repeated weak point for ambush attacks from the player character (or other parties?). We highlight for the player that the slat armor is definitely newer by giving it fresh, dark paint compared to the more sunfaded exterior of the main hull.

Hopefully you’ll agree that at least some of the above is more than bluster and the design principles as established are borne out in the final design, and that the up-armored variant makes it clear to the player that the fight is escalating. See you, killer.


Stay appraised of news about Brigador Killers development by wishlisting and following the game.

https://store.steampowered.com/app/903930/Brigador_Killers/
Project: AHNO's Ark - luyiwun
1. Time: September 9 (Saturday) 1000-1800
2. Location: No. 132-7, Dali Street, Wanhua District, Taipei City
3. Note: The event on that day is free. As long as you come and play a game to give feedback to the production team, you will be given chicken steak and milk as a gift in return~
4. Registration time: from now until the quota is filled

The link to the registration form is as follows:
https://forms.gle/XCc4hyoCYkRrTPPYA

Welcome to sign up!
BattleBit Remastered - See12Run
What would you like to play?

Community Servers
For the past month, we've been developing a customization interface for community servers, starting from scratch.

What does it mean to you? (as a player)
If you experienced cases where you wanted to play a specific gamemode, map or wanted the game to be slower/faster, maybe with a different ruleset, it's your time to use the server browser for it's intended purpose.

You can also find some community server posts in ⁠our Discord
If you are interested in hosting your own server with your own rules, we will open applications soon once again, check ⁠community-hosting.

This is our first true rollout of community servers, and you can expect more addtions, improvements, changes in the future as we develop this feature further.

v2.1.1 Patch Notes

  • Prestige will no longer reset weapon/gadget/vehicle kills, no longer required to re-unlock attachments.
  • Leaning spam has been nerfed.
  • Bandages wouldn't sync when used in vehicle fixed.
  • To decide if players are in the safe zone or the dead zone, vehicle's center will be used as reference point. This prevents the driver from staying safe zone while other players are in the danger zone (outside boundaries).
  • Domination tickets increased.
  • Anti Grenade Trophy moved to light gadget section from heavy gadget section.
  • Anti Grenade Trophy will no longer destroy friendly grenades.
  • Anti Grenade Trophy will give XP when destroys a grenade.
  • Destroying Anti Grenade Trophy/MDX will give XP.
  • News/updates will no longer showup unless changed.
  • Player will get attack/defend bonus + squad point when they are in flag regarless the flag is marked as target by captain in casual gamemode.
  • Server browser searching fixed.
  • Server browser additional filters fixed.
  • Server browser, server that has progression will have proper indicators.
  • Players will be no longer allowed to change squad while alive.
  • Gun game, a bug where player's ammo would desync fixed.
  • Old District, Old Eduardovo, Old Namak, Old OilDunes will be available for community servers.
    (Depending on how we receive feedback on those maps, we are planning to return some of them to official map server's rotation as well)

    WEAPON ADJUSTMENTS
      Misc
    • All snipers will give off stronger muzzle flash.
    • ASVAL/SVD/Groza/PP19/PP2000/SV98/AK15 will have access to OKP7 - 1P78 - PKAS scopes

      FAMAS
    • Damage increased from 24 to 26.

      SG550
    • Muzzle scale changed from 0.85 to 0.6

      L86
    • Default sight is now (Red Dot)

      Ultimax
    • Increase reload speed by 10%.
    • Reduce first shot kick from 2.0 to 1.5.
    • Reduce vertical recoil from 1.5 to 1.1.
    • Increase ads speed from 0.35 to 0.3
    • Increase run-speed from 0.9 to 0.925

      As Val
    • Horizontal recoil lowered, from 1.9 to 1.2.
    • Accuracy increased, from 68.75 to 75.
    • Sound spread lowered, from 600 to 200.
    • Control lowered, from 0.86 to 0.8.
    • Reload time increased, from 3 seconds to 3.33 seconds.
    • Damage fall-off starting distance increased, from 20m to 40m.

      Honey Badger
    • Damage lowered, from 32 to 28.
    • Vertical recoil lowered, from 1.5 to 1.25.
    • Horizontal recoil lowered, from 1.9 to 1.1.
    • Velocity lowered, from 440 to 400.
    • Accuracy increased, from 68.75 to 72.25.
    • Firerate increased, from 800 to 880.
    • Sound spread lowered, from 600 to 200.
    • Reload time lowered, from 4.17s to 3.79s.
    • Base magazine capacity increased, from 24 to 25.
    • Damage fall-off starting distance increased, from 20m to 40m.

      G36C
    • Vertical recoil from 1.40 to 1.45
    • Horizontal recoil from 1.00 to 0.84

      UMP45
    • Damage increased, from 25 to 28
    • Vertical recoil increased, from 0.9 to 1
    • Horizontal recoil increased, from 0.5 to 0.65
    • Velocity lowered, from 500 to 475
    • Damage fall-off START reduced, from 50m to 30m

      PP2000
    • Increased damage, from 23 to 24
    • Reduced vertical recoil, from 1.2 to 1.1
    • Increased firerate, from 900 to 1000
    • Reduced ADS time, from 0.2s to 0.15s
    • Reduced damage fall-off starting distance, from 50m to 30m

    MAPS
    • District - Added Frontline 64v64 and 32v32
    • District - Rush gamemode adjusted one of attacker spawn on objective to avoid spawncamp.
    • FFA (FreeForAll) gamemode added to District and Namak in 16p and 32p players sizes.
    • Experimental old Elimination gamemode 32v32 was added on Frugis, District, Lonovo, OilDunes, Salhan, Sandy Sunset, Tensa Town, Wine Paradise

    The game has been updated to version 2.1.1
    August 31st, 2023


    Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch.
The Battle of Polytopia - simonadaili
We are thrilled to unveil the upcoming changes to Polysseum this September, bringing more competitions, enticing prizes, and a more defined path to the top.

The Polysseum will operate across four seasons yearly - Fall, Winter, Spring, and Summer. Every season will culminate with the season finals. Now, how do you reach this pinnacle? Here's the scoop: we're rolling out eight weekly tournaments, a total of 24 monthly tournaments. Your seven best results throughout the month will contribute to your standing on the monthly leaderboard, granting you a shot at the top 16 positions and entering the monthly tournament (details can be found in the image below).



Weekly tournaments
  • 8 tournaments a week - Monday, Wednesday, Saturday, and Sunday. 24 tournaments per month.
  • Up to 16 players per tournament.
  • 1v1 Single elimination, finals Bo3.
  • Live games, Might, small map.
  • Tribe of the month.
  • Prize pool per tournament - €10.

Monthly Leaderboard
Players will be automatically placed on the leaderboard once they participate in the tournament.

Monthly tournaments
  • Last Saturday of the month.
  • 16 players.
  • Live games, Might, small map.
  • Prize pool - €200.
  • Bracket format TBA.

How to join a tournament?
  1. Open The Battle of Polytopia -> Multiplayer -> Tournaments. Once you find the tournament that suits you, click “Join”.
  2. Follow our Tournaments Hub on Challengermode and find the tournaments you like.
Don’t forget to confirm your participation 15 minutes before the tournament start.

How to follow Polysseum?
...