Sep 6, 2023
Sleeve Shock - Cutlass Boardgames


It's the end of the intro!
This release is another burst of story content, that ends where it does because that's the end of the intro arc!
Next update will include a navigable map, that will make future scenes more modular instead of linear! (So we kinda had to end it here so you don't get half a map implemented)

Changelog:
-Added intro cards to explain some lore and concepts in the game
-Conclusion of shower drama
-New Expressions added
-Ann Muscles reveal
Escape The Pacific - Radu | EtP Product Designer
Dear Survivors!

Needless to say that at 'Gamers4Gamers Team' we believe that the best games are made not just by developers, but by the entire gaming community. That's why we're excited to involve you in a crucial decision that will impact your gameplay experience.

We've been hard at work revamping our User Interface, and we've designed two unique styles for how vitals are presented on the Heads Up Display (HUD). Both styles have their merits, but we want to know which one resonates with you the most.

Here's how you can participate:

Check Out the UI Styles
  • Take a look at the two different UI styles for vitals at the bottom of this announcement. We've provided visuals to help you make an informed choice.
Cast Your Vote
  • Once you've examined both styles in conjunction with the overall UI style sample, cast your vote as described below under How to vote.
Spread the Word
  • Encourage your fellow survivors and community members to participate as well. The more voices we hear, the better our decision will be.

Why Your Vote Matters
Your vote isn't just about aesthetics; it's about crafting the ideal survival experience. The winning UI style will become a part of 'Escape the Pacific,' shaping how you interact with the game and adding to the overall ambiance of survival in the Pacific wilderness.

Voting Period
The voting period begins today and will run until the 13th September 2023. So, don't delay; have your say and help us make 'Escape the Pacific' even better!

UI Assets
Please note that everything you see regarding the new UI design is subject to change. What you see here might not end up in the game exactly the same.

Have a look at this image showcasing the concept of the new UI



These are the two UI styles for the vitals
Style A


Style B


To make it easier to understand the entirety of how the vitals fall in place on the new HUD design, here you can see an example for each of the two new UI styles in place
Style A


Style B


How to Vote
We are looking for which style you think fits better in the overall HUD design.

Open this voting form and answer 2 questions. Shouldn't take longer than 1.5 minutes.

We're thrilled to have you actively participate in this decision, and we can't wait to see which UI style resonates with the community most. Your involvement makes 'Escape the Pacific' an even greater adventure.

Thank you for being part of our community and for helping us shape the future of our game.


Have a great rest of the day,

Radu
G4G Team
Sep 6, 2023
Summer Daze: Tilly's Tale - Admiral
  • Fix to audio compression to reduce the RAM footprint even further to prevent game freezing and unexpected game crashes
  • Fix to audio mismatch with dialogue on Getting Kicked Out Of School ending
Burden of Proof - SomeGuy322
From the moment that the original Shinogi Chess Club released, I've had concrete ideas to continue the story and dig deeper into all of the questions raised by the first game. After a brief experiment with a different genre, I returned to the shared world of Burden of Proof/Shinogi Chess Club to tell the true story that I really wanted to achieve when this series first started. 8 months later and after a whole lot of effort, Shinogi Chess Club 2: Resistance is finally nearing release!

If you're interested, you can check out the Shinogi Chess Club 2 Steam page using the link below! Wishlists really do help a lot and I appreciate everyone that has taken the time to support me!

https://store.steampowered.com/app/2299430/Shinogi_Chess_Club_2_Resistance/



Development

Over the course of this past year, I've worked hard to not only anticipate expectations for this game, but exceed them. You'll see improvements in animation, rendering quality, stability, performance, and writing. I've tried to hone in on more consistently entertaining dialogue which balances plot, humor, and insight into each character. But beyond that, so much more has gone into the development for this project.

In a nutshell, here's what you can expect from this new title:
  • A continuation of Himiko's journey as she tracks down her mother
  • An answer to nearly every question which was raised by the first game
  • A direct look into Himiko's backstory and further development of the lead cast
  • Largely the same exploration gameplay as the first game, but even more streamlined with less confusing levels and clear goals
  • Enhanced Shinogi Chess controls and new variations in board setup which make certain matches play out differently than the first game
  • UI polish across the board (literally and figuratively)
  • Difficulty-related achievements are tracked per chapter and no longer require you to play through the whole game in one shot
  • New easter eggs, hints, and lore about the state of Burden of Proof's characters and plot threads
  • As usual, a whole suite of new music which expands upon themes from the first game and many scenes are now uniquely scored as well, utilizing motifs from each opponent/situation and playing with them in exciting new ways



Story Details

In the wake of the Typhoon Initiative's collapse, a new threat has risen to challenge the city's obsession with Shinogi Chess, a board game variant which has taken hold of countless schools across Japan. With the Spring Championships behind her, Himiko Masaki continues the search for her mother, and will stop at nothing to acquire power in pursuit of this goal. As she investigates new leads and unravels a sinister conspiracy, Himiko is driven down a path of vengeance, and discovers just how far she's willing to go for the truth.

Meanwhile, Yoshino High School has finally recovered from last semester's shocking events. The Shinogi Chess Club struggles to stay afloat when new arrivals, including aspiring poet Kenshi Okawa, shake the group to their core. As Himiko learns more about the other members, such as Kaito Sakuma, a brilliant student with suspicious connections, she realizes that more lies beneath the surface when it comes to her friends. Amidst these complications, rival clubs at Yoshino High have also caught wind of Himiko's activities, and seek involvement for the safety of the school.



That's all for now, and I'd like to once again thank everyone for supporting me and keeping up with my work. I know everyone has been patient waiting for answers, so I think you'll be very satisfied to see everything that gets explored in this new title. For fans of Burden of Proof, I know this game will only provide a small taste of updates for BOP's plot lines, but I do believe you'll still find a lot to love here.

Again, please wishlist Shinogi Chess Club 2: Resistance on Steam as it really helps a ton, and keep an eye out for new updates in the next few weeks!

Thanks for playing,
-Matt
LOGIC ABUSE - fouriersoft
Hey folks,

A short update to let you know that you can play LOGIC ABUSE for free during the Steam SHMUPfest.

On September 25th at midnight, a demo will unlock. Just visit the LOGIC ABUSE steam page, and you will see a button to download the demo.

It has been a long journey and a ton of work before I felt comfortable releasing content to the general public. I super appreciate any feedback you can provide on the game, good or bad!

Kick some ass!
- f
FINAL FANTASY XIV Online - SquareEnix Vystenya


It is time for another fierce round of decisive matches as we move on to the next stage of the Crystalline Conflict Regional Championship in Europe and Oceania – the Quarterfinals! Read on for details of the upcoming tournament live stream on the official FINAL FANTASY XIV Twitch channel, where the teams will battle it out to secure a place in the Semifinals!

Additionally, we are delighted to announce that Rookuri and Lythi will be joining us as commentators both for the Quarterfinals, and for the Semifinals and Finals live on stage at the European Fan Festival 2023 in London!

Quarterfinals

Day 1
Saturday, September 9, 2023 at 6:00 a.m. (PDT) / 13:00 (GMT) / 14:00 (BST) / 23:00 (AEST)

Day 2 - Part 1
Sunday, September 10, 2023 at 4:00 a.m. (PDT) / 11:00 (GMT) / 12:00 (BST) / 21:00 (AEST)

Day 2 - Part 2
Sunday, September 10, 2023 at 6:00 a.m. (PDT) / 13:00 (GMT) / 14:00 (BST) / 23:00 (AEST)
* Start time is subject to change.

Where to Watch
The official FINAL FANTASY XIV Twitch Channel
* Co-streaming is allowed.

For details on the teams and brackets, proceed to the tournament website.
Sep 6, 2023
Saber Punks Playtest - dan.little
Bot animation overhaul
-Unique animations for all characters
-Combos each have dedicated animations

Bot Fixes
-bug fixes for behavior hand offs from basic to ult and back
-safety checks to reduce errors from halting attack loop
-bot gun shots no longer send slashes

Training Fixes
-fixed bug in character class meter
-gold metals should be easier to achieve especially for simultaneous and jab steps

Arcade Fixes
-grading scales with difficulty
-current opponent highlighting

Weapon Fixes
-coloring bugs corrected on several ultimate weapons
-collider positioning fix on fans
-adding grip points for two hand ultimates
Football Coach: College Dynasty - achi
With this update comes a long awaited feature that amps up the realism: a new "Scholarship limits" setting, which if enabled, limits your roster to 85 scholarship players total. To facilitate adhering to this limit, you can now cut players during the "Players Transferring" stage. You'll have a certain amount of free cuts, but will incur a coach integrity penalty if you cut too many players. The amount of free cuts is increased if a new HC is on the staff (roster turnover is expected).



With this 85 scholarship limit, the way recruiting and transfers work is changed slightly. Previously (and if this setting is disabled), each team had 25 total commits per year, which includes HS, JUCO, and Transfers. Now, when scholarship limits are enabled, each team has 25 in-season commits (HS/JUCO players who commit before the offseason), and in the offseason, can recruit up to the 85 scholarship limit. That means if you lose a ton of players to the portal/draft, you can recruit more to make up for them, and also that you should make sure you have room for incoming transfers before leaving the "Players Transferring" stage.

More changes include the fact that new games with this setting enabled will have 85 players generated per team, instead of the old 71. I've tried to ensure that the overall talent is about the same, by having the last few generated players per team be of lower star quality. Also, if enabled, you'll notice many more players will enter the transfer portal (roughly double the old amount), as they are either cut or don't see playing time for themselves in the future. This makes the transfer portal even more valuable as a resource, especially for lower prestige teams.

This update also includes some other improvements, including game tips that show while advancing weeks, and a couple changes centered around official visits. Now, when scheduling official visits, you'll be able to see projected bonus points, which includes if there are complementary visitors, if it is a big matchup, and more. Also, there are new easy access buttons to view official visit results in the week dashboard and the summary dialog.



Lastly, there are a few bug fixes and quality of life improvements, which are listed below.

Features:
- Add scholarship limits setting and ability to cut players in "Players Transferring" stage
- If enabled, saves will start with 85 players per team, and teams will recruit slightly more players each cycle
- Cutting players costs coach integrity over a certain amount, based on difficulty and if is new HC
- Add game tips to show while advancing weeks (right now there are about 30, more will be added with time)
- Revamped "Players Transferring" page UI so you can more accurately see the upcoming year's depth chart

Smaller improvements:
- Add easier way to view official visit results, in week dashboard and summary dialog
- Show potential bonus points when scheduling visits
- Show visit points in "Visitors" tab in game page
- Add 'redshirt all freshmen' button in depth chart
- Add age filter to coach carousel
- Reduced effectiveness of Hail Mary

Bug fixes:
- Fix UI for top bar layout to reduce jittering and improve spacing (much needed!)
- Fix QB recruits showing inaccurate ranks
- "Num offers" filter now correctly saves in recruit filters
- Fix issue where player promise would require less targets/carries than they had in current year

Thanks for playing! The next update will be focused on game customization, so stay tuned!
War Of Being - Tricell_UK
Overhauled menus & extended customisation
  • VR and desktop menu's have been redesigned to fully support a plethora of input devices.
  • Automatic input device detection should switch context appropriately in real-time to reflect the device you're currently using (Only in desktop mode)
  • The full list of scalable graphics options are now exposed under the video menu. Users can now fully customise the graphics options to tweak performance.
  • Moved the mouse sensitivity option to the Control menu.
  • Fully customisable key bindings are now exposed in the Control menu (desktop). VR users can use SteamVR's controller bindings menu to rebind keys for Motion Controllers.
  • Fixed simulated crouching in VR.
Expand & Exterminate: Terrytorial Disputes - Endless Base Defense - Terry
As a Dev Beta, this build is currently accessible in the experimental branch

Gamers!

I want to thank everyone who bought Terrytorial Disputes, as of this update we are slightly above 500 units sold! I've received a ton of feedback, I want to especially thank the 80 people who did the survey. It's all been read and organized, a lot of it will go into future systems and changes, but there were changes that could be done quickly.

I've been working on the new version of the map generator, the current map generator is the oldest part of the game. The scope and features that I need out of the map has vastly outgrown the current system. I don't want to release a lot of information about it since a lot of features are in the works, but I honestly believe it'll be a great addition to the final vision I have for Terrytorial Disputes.

I appreciate your patience as I figure out the exact balance of this game, I believe each update we are getting closer to a great balance baseline. I do recognize that as I add new units and status effects, they might take a couple of updates to perfectly find their home.

New Logo: Our Benefactors at ClancyWorks (A subsidiary of TerTech Interplanetary) have graciously bestowed upon us a refresh of the logo. While the original logo has served as this game's honorable symbol during it's development, it is time for *Expand & Exterminate: Terrytorial Disputes - Endless Base Defense* to molt It's chrysalis and be reborn as a butterfly. I believe the new logo looks great, and is a fantastic step into helping establish *Terrytorial Disputes* as the gleaming-gold standard to which with all future tower defense, and terry-type games will be compared to.

I'm excited to continue working on the game, I have a lot of big plans and ideas cooking up! Please join me on Discord, or any other of my social medias to stay up to date!


Terry
-CEO, Terry, Possibly a corporation



Added
  • New Paradox Rift effects, it's all GPU shader stuff so it shouldn't be noticeable on performance.
  • Stealth Enemies!
  • 2 New Stealth Units.
  • Guard Tower: reveals stealth units, and additional technologies added to towers to allow them to target stealth units.
  • "Silos Needed" audio check will trigger every 15 seconds, it'll do this 3 times. It won't restart until silo capacity has dropped below 75%.
  • Small Text on the first Tech Research slot to remind players to construct a tech uplink.
  • Custom Death Gibs: I want to capture the General's technical exploding when units die vibe. I want a corpse of the vehicle to fly up, explosion, gibs, the whole style. I've been working on adding some to the earlier vehicles. (Like always this was 100x harder than initially imagined)
  • Status Effects are now label on Champion's Health Bar, they can be hovered over with the mouse to reveal the description!
  • Champion's Name can now be pulled from your Steam Friends List!
  • Pause screen now includes me begging for reviews.
  • Invincible Status Effect
  • Steam Rich Presence Text for In-game status, now your friends can actively judge your performance.
  • DX11 Launch Option: If you are having crashing issues, please attempt this mode.



Fixed
  • Not all Exit To Desktop Buttons were created equal, If you died and exited to desktop, you were still prompted to give feedback. I thought that was disabled... BUT, I do have ~80 responses, so that'll be a great resource. *Feedback Survey Removed*
  • Console should now prevent keyboard inputs from registering.
  • TacCen Damage done by enemy units is now based only on difficulty & the vehicle's base stat. Being a Champion doesn't give it bonus damage.
  • Temporarily disabled Airfield, it will be returned better than ever, its really old, buggy, and bare-bones. I intend to rewrite it with more features soon.
  • Attempted To fix the the inability to place tech structures, I still haven't been able to nail down what exactly is causing it.
  • Gem Refineries no longer believe that water nodes are interact-able.
  • Basic Power Plant default power generation 100 -> 150
  • Higher EXP gain at higher rounds.
  • Tons of minor configuration changes.
  • Continued work in reducing mesh count & adding Level Of Detail models to every model.
  • Main menu camera sped up
  • Feedback button now closes with settings menu
  • H Key now returns you to your HQ as intended
  • Redid Terry-Gear MK1, It looks weaker and more unique now, feels more like a MK1.
  • Reworked Terry-Gear MK2, It shoots a conventional cannon now, and it's stats re-balanced.

Tech Tree Moves:
  • Removed a bunch of technologies that felt like useless, Example: Basic Power Plant now only has 2 upgrade technologies
  • Gem Refinery tech moved to Tier 1
  • Power Structure health up moved to Tier 1
  • All Walls are pushed up a tier, Concrete walls now starts at tier 1
  • Numerous changes to EXP cost, Money Cost, and research time to various technologies


...