We are excited to introduce to you another long-awaited update from the gaming world! Welcome to the world of "Sex of Thrones" - the hottest visual novel for adults that is already in active development! 🎮🔥
What awaits you:
🎮 Mini-Game: Get ready for thrilling challenges and test your skills in games that reveal new dimensions of entertainment.
🌆 Animated Locations: Immerse yourself in the incredible atmosphere of "Sex of Thrones" thanks to detailed and dynamic locations that will truly captivate you.
🔎 Quest System: Puzzles, riddles, and tasks await you, requiring your intellect and determination. Guide your character through a richly woven adventure!
🃏 Adult Cards: The game's storyline leads to various developments, and your choices will impact which hot cards are unlocked for you. You play, you choose, you indulge!
"Sex of Thrones" promises to be the hottest and most exciting game of its genre, and we can't wait for you to experience it firsthand. Stay tuned for updates and news, and don't miss the opportunity to be among the first to discover this explosive world!
So, get ready for adventures, bold choices, and boundless pleasure. "Sex of Thrones" is ready to redefine your perception of adult visual novels. A game that deserves your attention! 🔥🕹😉
Get ready to embark on an extraordinary celestial journey! "Stardust" brings the wonders of the cosmos to your fingertips. Join us for an immersive experience that will transport you to the farthest reaches of the universe. Join this Friday at 10:00 am (local time) and gather as many meteorites as you can!
Cooking Live - Italian Kitchen Simulator - Victoria S.
Jane’s been asked to shoot a TV program called “Cooking Strike” to show off her incredible cooking skills, and she needs to complete five levels in a row to make sure she’s ready!
While you complete the levels to get ready for the show, the TV crew will bring some more professional equipment.
If you fail a level, your progress will be reset and you’ll have to start from the beginning! You can try as many times as you want. The TV show’s paying for the food, so you won’t be using yours up.
When you finish the fifth level you’ll receive a big reward that includes booster parts, Coins, Rubies, and blog points!
If you don’t complete all the levels before the event ends, don’t worry. You aren’t losing anything, and there’ll always be another TV program!
Pact of the Ancients - 3D Bara Survivors - bebelamviana
Hi everyone!
We're thrilled to announce that we're in the final stages of Pact of the Ancients launch, which will be in the second half of this month. We'll be revealing the exact date soon!
Game Story Based on your feedback, we're adding more backstory to the game. Now, before the adult scenes, there will be a contextualization scene explaining what led up to that moment. These scenes will differ depending on the character, as each of them has their own backstory.
Kulgoth backstory spoiler:
Gameplay
We've achieved a robust gameplay experience with 20 skills, 30 equippable items that alter skill attributes, and dozens of achievements for you to collect!
Characters Concepts
We've refined the character concepts and here are their final versions:
Kulgoth - The demon
Quintus - The gladiator
Kosan - The barbarian
Kneer - The satyr
William - The defender
Adult Content
We're actively working on integrating adult content (already finalized!) into gameplay. The scenes will be unlocked during gameplay, and characters will also gradually lose their clothes as they take damage! Will you play it safe or take a risky move to catch a tantalizing peek?
Level Design
We're also dedicated to the level design post-production, improving lighting, and adding more details leading up to the launch date.
To wrap up this summary, another juicy spoiler for you:
🔑 Join our Discord channel, we'll be giving out keys for you to test the game!
Wishlist Pact of the Ancients on Steam and stay tuned for more updates.
The Madden NFL 23 Championship Series witnessed record growth in player participation and the return to our first in-person competition in over three years, capped off by a historic run by “Dez,” who became the youngest player ever crowned Madden Bowl champion. We are thankful for our fans, players, and the entire Madden community for an unforgettable year!
Following last year’s success, we’re thrilled to announce the return of the Madden Championship Series (“MCS 24”) in Madden NFL 24. Below are the main headlines for this upcoming season:
More Chances to Win
Each month from September to January will feature one competition with at least USD $125,000 on the line, giving you more opportunities to showcase your skills and earn more!
More Live, In-Person Events
All finals will be played live, in-person as we look to bring players back together during MCS 24.
More Ways to Play
Cross-play is coming to the MCS, allowing players on PlayStation 5, Xbox Series S|X, and PC to all compete in the same virtual gridiron.
More Rewards for All
Whether you are a first-time participant, veteran MCS competitor looking to stream more, or regular fan who watches our events, MCS 24 will offer more opportunities for you to earn in-game content to build your MUT roster.
The scheduled maintenance will occur during the following period:
From 9/5/2023 (Tue) 7:00 PM (PDT) to 9/6/2023 (Wed) 1:00 AM (PDT)
*Please do not connect to the game servers until the end of maintenance is announced.
*Please note that the availability of Weekly Tasks and Limited-time Tasks that end at 8:00 PM (PDT) on the day of scheduled maintenance will end at the start of scheduled maintenance.
*Please note that if the 24 hour period after a Character Deletion Request passes during the maintenance, the character will be deleted.
*Characters that have completed the “Application for Ship Transfer During Scheduled Maintenance” will be transferred. AC will not be consumed until the Ship Transfer is complete.
*Ship Transfer applications will be processed according to the order in which they were submitted. However, some Ship Transfers may be postponed until the next Scheduled Maintenance if the number of submitted applications is excessive.
*If you do not have enough AC at the beginning of the Scheduled Maintenance, Ship Transfer will not occur, even if you purchase AC during the Scheduled Maintenance.
*For more details on Ship Transfers, such as the requirements, please check here.
Please note that the time maintenance is scheduled to end may change depending on the circumstances.
Welcome to the eleventh development update for Haunted: Attack of the Dead Men. It's been another busy month with the release on itch.io (as I'm sure you're aware of by now), but like last month this update will be more technical than previous updates as there isn't a new level to show off. Map 11 (the newest map) is mostly done now, but it needs more polish before it is ready for its own gameplay video. Besides, I included some preview footage of it in the new trailer, which you can find below in case you missed it.
So what else have I been up to this month then? Well, I was on my laptop for a few weeks so the most pressing issue was getting the game running better on it. That isn't all though - there have been a few more additions which will become available in an update to the demo soon, which I will go over in this post.
AI and Pathfinding
This is probably the biggest change I've been working on this month, and surprisingly didn't take very long to implement. I mentioned some AI changes in the release notes for v1.3.2, but also mentioned plans for further improvements to this. The main problem with the old AI was this - I had tried to use only simple pathfinding techniques before, to give the enemies a more "retro" feel (in other words, not too precise when avoiding things). However, this approach doesn't work well with the more complex, free-form level design that most of the maps have. This was particularly notable in Map 3, where the enemies struggled to get around the rows of bushes.
The new system makes use of Godot's built-in navigation and pathfinding logic, which I have experimented with in the past and found to be clunky. Fortunately, Godot 4 has improved this a lot, and it didn't take long to generate the necessary navigation "meshes" from the level data - I was able to get this (mostly) working in just one afternoon in the end (which may be a running theme in this development update!). The enemy AI then uses this data to navigate the environment in a more intelligent and less error-prone way.
So don't be alarmed when the enemies start chasing you more effectively!
New Difficulty Options
One feature I've wanted to implement for a while now is better difficulty tuning. The basic difficulty options affect how many items you will find and how many enemies you encounter, but for those of you who like a challenge these might not be enough. So, allow me to introduce these new options:
OK, so the "pistol start" option isn't new. This was previously in the gameplay options menu, but I've thought for a while now that it didn't belong there as it shouldn't be possible to "opt-out" of it if you've started the game that way. This option resets your weapons, ammo, health and armour at the beginning of every level, so you will always be on the hunt for new toys.
Permadeath is new though, and it will be very tough to get through the whole game with this enabled. For the benefit of those who don't know what this means, when "permadeath" is enabled you are locked to a single save slot, and when you die this save is deleted. So in effect, you have to beat the whole game without dying. Good luck!
If you think the game will get too hard with these new options, well, it probably will. But there are new rewards for enabling them - I have added a score multiplier associated with each. This allows you to get the higher rankings even on Oberleutnant (medium) difficulty. Naturally, with all this extra score floating around there needed to be new rankings for the masochists among you who want the challenge to still be satisfying - I've added S+ and H (for Haunted, right?). H is only achievable by playing on Feldmarschall (very hard) with both of the new options enabled. You can see this below:
That isn't it for difficulty customisation. I plan to add more of these options in the future, and possibly a "new game+" mode to go with them.
The "Minimap"
This feature was long overdue. The old "minimap" was badly implemented and didn't really help much with navigation, so it needed a complete redesign. The new minimap relies on sprites for all the different objects that make up the background and scenery for each level, which are then placed according to where each object is.
I had assumed this redesign would take a long time, but (again) it only took an afternoon to get the basic system in place and working for map 1 - after this all I had to do was add more sprites. A nice advantage of the new system is that I can show and hide sprites based on which "floor" they are on, so you only see what you can actually interact with. Here's an example of it in action:
Another useful feature of the new minimap - it only reveals itself as you explore the level. This way, you can actually see the areas you haven't explored yet, which wasn't possible with the old one.
Performance
I mentioned in the release notes for v1.3.0 that performance on integrated GPUs was a big problem, and I managed to (partially) fix this in v1.3.1. I've been doing a lot more tuning on my laptop (which has an iGPU) so I'll end this update by going over some of the problems in more detail, and how I've addressed them.
So the first problem - what was causing so much lag in v1.3.0, and what did I change to fix it in v1.3.1? Well, it turned out this was actually the "rain" effect - in Godot 4, there are now two types of particles - those that run on the GPU and those that run on the CPU. It turns out, if you want to render a lot of particles on the GPU, you need a dedicated graphics card. Since the rain effect makes heavy use of particles, this was the first thing to change - the small fix in v1.3.1 was simply to switch the effect to use the CPU if the graphics card detected by the game wasn't up to the task.
But this isn't great really. My laptop is getting old now, so more modern iGPUs can probably handle this better, so just assuming any integrated chip needs simpler effects is wrong. Instead, there should be an option for it in the graphics menu. How about this one?
"Advanced" because nothing is really advanced about pixel art!
This new option doesn't just affect the rain though. It actually changes Godot's rendering backend - "Advanced" is simply better optimised for desktop graphics cards, and supports the most features (it is also the only one that supports the fancy volumetric fog effect). There are two other options - Simple is better optimised for integrated graphics (and smartphone GPUs, but who cares about those?), and finally, Legacy is available for those who have older computers which don't support the Vulkan graphics API.
You may want to play around with this setting, even if you do have the graphics card for the best quality. You can get a much more "retro" look by lowering the resolution and using the Simple renderer for example:
What's Next
That's it for this development update. The next thing on the list is to update the demo - v1.4.0 will be out (hopefully) later this month. It is almost ready as-is, but needs a bit more tweaking and testing first. More importantly however, there is an engine bug with the Simple renderer which I would like fixed before I release v1.4.0. Luckily it has already been fixed, but I will need to wait for Godot 4.1.2 first. If that patch release for the engine isn't out by the end of this month I will just go ahead and release v1.4.0 and a later hotfix (v1.4.1) to address the bug.
Other than that, a big new milestone is approaching. With the design of all of the maps that take place in Osowiec itself now pretty much finalised, it is time to start on the final three maps - each of these will share a similar new design, centered around the underground lair that the main villain has built for himself. Hopefully I will be able to show some of this off in the next development update!
Smaller update compared to the last one, this update adds the Gravity Manipulation Device and the Spatiotemporal Disruptor (read, gravgun and physics grenade but that didnt sound cool enough) to every map!
The Gravity Manipulation Device allows you to pick up any object regardless of size and weight, and manipulate it however you'd like! You can also stack this, so if you pickup an object with a GMD, and then pick up that GMD with another GMD you can make a cool train of them!
The Spatiotemporal Disruptor is a harmless grenade type object which packs infinite uses, utilising its detonator you can send most objects in a large radius flying away with ease (warning, this includes ones self!) for your amusement. Go crazy with dispatching whatever you don't want, whats it going to do, fight back?
I also updated the tutorial for new players, to give them a better idea of what to expect going into Jank Cube. -Added GMD/SD and detonator with explanation -Adjusted aesthetics to fit in more with the main menu -Made some text easier to see, i am still aware of the weird fuzzy text issue introduced by the last update
I also fixed some objects mistakenly being set to be static -Table in Map 1, not sure when this happened but, it did -Benches in Map 11 were removed I recall others but not what they were.
Also likely a large number of other changes that i have again sadly forgotten but they all work to make your experience with JC better! Thanks again to all my players, remember to suggest anything in my discord and report bugs if you so please.
Hey Everyone! The Monkeys have been working hard to bring you some exciting news!
There are some among us who have a need for speed, and we have a playtest just for you!
Test the Global Leaderboards coming to Trouble in Tornado Town!
Compete with your friends to get the fastest time possible and have a shot at holding the world record!
For those of you who have been begging for wacky destruction on the go, we have great news!
Trouble in Tornado Town is now compatible with the Steam Deck!
Take your favorite destruction game to wherever you may blow, with the ability to play wherever your heart desires. Who knows where you might complete your quickest run?
For our Mac enthusiasts out there, don't think we forgot about you!
Trouble in Tornado Town is releasing on Mac as well!
No matter what platform you prefer, you can tear up the town!
Stay tuned for more updates coming very soon, as the Monkeys have been hard at work to bring you a brand new level!
Here's the patch notes in more detail:
Trouble in Tornado Town is now available on Mac!
Try our new Steam leaderboard feature in our free Steam Playtest! See our post on TikTok about it!
Changed level order to make the experience better for new players
Changed start point in Breezy Fields
Propane tanks now explode!
Updated entries in the Credits
Fixed a bug where the game would only run at its normal framerate after pausing