Sep 9, 2023
Barro F22 - !eu
ːns_greenː Added Race Track #19
ːbar_trophyː Added achievement for Race Track #19
ːns_greenː Added Race Track #20
ːbar_trophyː Added achievement for Race Track #20





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Rabat Protocol:Metal Rhapsody - WHAT' S UP GAME LABS
Today is a sorrowful one.

We admire the regional culture of Morocco very much, as well as the fantasy of World War II, so we called the game Rabat Protocol.

Our production team expresses our most sincere condolences to the Moroccan people affected by the earthquake.

We hope for a swift relief of the situation.

Sincerely,
Rabat Protocol Development Team
Apartament 1406: Horror - Airem
Hello,



A new version is available (v1.2.2). I added updates to LAST HOPE, you can choose the difficulty level (but only from the menu). Also, I've been balancing LAST HOPE a bit, but one more update will be needed.

  1. In the LAST HOPE mode, a difficulty level has been added, leaderboards have been created, a bag has been added (you can still discard items, but it will be easier to keep them in the bag because it's easier to find), and other changes such as the boss appearing later. In the next update, more features will be added to LAST HOPE mode, along with balancing. Note that you can only change the difficulty level in the menu before starting the game.
  2. Verification for Steam Deck has been added (currently, button icons for Steam Deck hints are not displayed, only text, so the verification icon is yellow, not green; it's recommended to check the demo).
  3. New sounds have been added upon player request, for example, for items that are thrown, like a chair.
  4. A new option to disable the "Letterbox" (black bars at the top and bottom) has been added.
  5. 95 languages have been updated (options, menus, interface, etc.).
  6. Optimization for low-end devices.
  7. Fixes for hints (Japanese, German, French, Portuguese, Spanish, Turkish, etc.).
  8. Cosmetic improvements for the ending.
  9. Fixes for the LAST HOPE mode (fixing list navigation buttons, bugs, code optimization, etc.).
  10. Steam achievements fixes (e.g., Play LAST HOPE).
  11. Fixes for EMMA.
  12. Bug fixes, for example, a wall preventing some players from completing the game (after returning to the normal Apartment with red fog).
  13. Fixes for the final intro (95 languages).
  14. Localization fixes, for example, Italian language.
  15. Fixes for the final intro for the Polish language.
  16. Fixes for Japanese (intro, localization) thanks to @やっちゅ(Yacchu, https://www.youtube.com/watch?v=2nordqw1KNo).
  17. Fixes for low-end computers, e.g., if you set graphics settings to low, there will be fewer system particles (e.g., spiders in the bathroom).
  18. Bug fixes for some players, e.g., when returning to the normal Apartment 1406, a wall may appear, etc.
  19. Achievements have been improved (Number 20, 23).
  20. Localization and voice-over fixes (some languages like Japanese).
  21. Text/notes fixes (e.g., Polish language).
  22. Fixes for some sounds and music.
  23. Update for Windows 32-bit, Windows 64-bit, Linux 64-bit, and Mac 64-bit.
  24. Other minor fixes.

Thanks for your feedback, suggestions, etc., full changelog here.

Another update on the way.
Laysara: Summit Kingdom - Quite OK Games
Hello there!

It’s been a while since our last proper post about the game itself, so it’s about time to look into one of the most essential mechanics in our game: citizens’ satisfaction!



In Laysara, there is no such thing as a global happiness level - instead, every single household has its own satisfaction metric, showing you how its inhabitants feel. It is because you are supplying goods to the houses, and a house could be in the range of a service or enlightenment building, which is usually something that its dwellers desire.

The basic rule is simple - fulfil your citizens’ needs to boost their satisfaction level and upon reaching certain thresholds, you’ll be able to upgrade their housing. Upgraded houses can accommodate more inhabitants, which allows you to create more dense urban districts - which is something you definitely want if you care about efficiency :)


In-game house menu: so close! Fulfil one more need to unlock the sweet “Upgrade” button!

So, in order to make your folks happy you need to fulfil their needs. Needs are divided into three categories:

  • Food needs: This is pretty self-explanatory, right? Citizens need to live close enough to a Food Market with a steady food supply - the more diverse, the better!

  • Prosperity needs: People don’t just want to survive - they want to thrive! This means access to service and entertainment facilities (such as Baths, Inn or Yak Racing) and a supply of utility and luxury items from a Commodity Supplier.

  • Enlightenment needs: Spirituality is very important for Laysara folks! They crave access to a variety of enlightenment buildings, such as Shrines, Mandalas and Yak Guardians. Some even want to live in a Monastery Enclosure!


Needs are divided into three categories - you need some from each one!

To make your citizens happy you need to fulfil different kinds of their needs - everyone has to eat, appreciates having a moment to relax, and wants to spend some time reflecting on the ways of life. The proportions however differ based on folks’ background - their social caste (you can read about them more in our previous post here). Lowlanders really strive for Food variety, as a high-quality diet is crucial for physical labour. Artisans demand lots of Prosperity items and services because high living standards will motivate them to maintain their refined production jobs. And lastly, Monks seek a lot of Enlightenment sources - which kinda makes sense, right?


See these little grey symbols? It means that Monks living here require a lot more Enlightenment needs.

As you may have noticed on the screenshots, some needs are represented by smaller, and some by larger bricks. Well, that’s because some needs could be more desirable than others. Some fulfilled needs will cover two squares in the satisfaction progress bar (hence the double brick!), and some - only one.


The second part of the house menu shows you what folks living there want.

Let’s take a look at Lowlander’s demands - some of them are highly demanded (double brick), others are still appreciated, but not so much. But some needs aren’t there at all - Lowlanders are just not into Perfumes and won’t benefit from living near a Monastery. This means that the desirability of any given need can vary based on the caste of the house’s dwellers.


Food demands of Lowlanders, Artisans and Monks.

Let’s take Cheese as an example. As you can see, Lowlanders would be really happy if they could get it from the Food Market - it’d boost their satisfaction level doubly! Artisans are not that crazy about Cheese, but still, will appreciate it as a nice addition to their menu. Monks, on the other hand, are not interested in having Cheese at all! Even if they have access to Cheese from a nearby Food Market, they just won’t eat it and their satisfaction level won’t change. Looks like you’ll have to find a different way to keep them fed!

There is one more nuance, which you may have spotted already: It is up to you, the player, to choose which demands you’d like to meet, and on which you’d rather pass. Don’t have enough yaks for milk and cheese production? That’s okay - the happiness mechanic won’t require any specific needs like “Now you need cheese for the upgrade!”. You’ll need to fill the satisfaction meter, but the exact tools you use are 100% up to you. It’s your job to find the best strategy in any given circumstance - and circumstances will change quite a lot.



A lot of fertile area makes it really easy to produce Tsampa (barley flour) and distribute it to your people - but you won’t always be that lucky.

You’ll always want to reach these satisfaction thresholds - but in every city and on every slope you’ll have to decide how to do it.

Development updates

As it comes to development updates, we don’t have anything revolutionary to share - we’re working hard to get Laysara ready for our Early Access launch :) No promises about any dates just yet, as we’re still not sure how much more time it will take. We’re improving the game on every front and are really hyped about how it is coming together. As an example, here is a sneak peek of the new carriers’ 3D models and animations:



There is much more going on behind the scenes and we can’t wait to show it all to you, but for now, there is still work to be done - and that’s what we’re focusing on right now :)

As always, if you want to chat, just head to our Discord server :)

Until next time!
Quite OK Team
Devil's Island Playtest - NeverSayNever
Never Say Never intends to give You a gift as a thank you for your support!
It's not just a promotion!
This is also an update that will allow you to fight with your fists!
And that's not all!
*Now the game will also work on 2GB graphics cards!! Just change the graphics settings -->Quality Level-->Low and the game will work!




Stardeus - spajus
Greetings, Space Travelers!

I'm still working on the upcoming major update, extending it with a few more noteworthy features. Let's take a look!

New Tutorials



The Wrecked scenario had a built-in tutorial that didn't cover enough of the game. It was completely removed in favor of a brand new tutorial system. I've accumulated a large amount of feedback about the current tutorial, and applied a lot of it when building this new system.



There will be multiple new tutorials, each covering a single aspect of the game, and you will be able to move back and forth through the tutorial messages.



Tutorials will be optional, but highly recommended even for the seasoned players, as they will reveal certain tips and tricks that are quite difficult to figure out on your own. I've seen players with over 100 hours of play time getting surprised to find out you can hold shift to build floors in a circle.



New Universe and Starmap Mechanics



There are a few big changes in the Starmap:
  1. Universe generation is now less random and based on Biomes to distribute resources and faction presence. You will have to leave the first star system to find Uranium and the planet closest to your ship will be guaranteed to have common resources very much needed in early game.
  2. Star systems will have visual trajectory rings. Planets won't be moving around stars just yet, but that option is now on the table.
  3. You can enter planets, star systems and galaxies while the ship is still moving. It was annoying to have to wait for the ship to get to full stop.
  4. You will have to fly your ship outside the outermost ring to exit planets, star systems and galaxies. While the instant exit button was convenient, it was confusing, immersion breaking and required ugly hacks like not allowing to exit the system while an asteroid was incoming.



These changes made the previously generated universe pretty much obsolete, therefore if you will load an old save file, the universe will be regenerated from scratch. This means that all shuttle expeditions and copters will be returned, any planet terraforming progress will be lost. It's inconvenient, but necessary, and I do always recommend a fresh new run with every new major update anyway.

Improved Charts



The charts will now be much easier to read. You can also clear them and toggle the view between 0-max and min-max.

Freeze of v0.9

You may have noticed that the v0.9 version is getting almost no updates. This is because the v0.10 has diverged to a point where backporting changes to v0.9 is becoming inconvenient. I want to move fast and release the v0.10 update sooner, therefore I encourage you to switch to the `experimental` or v_0_10_rc branch in `Steam Betas` and try the upcoming updates today. Any issues reported in v0.10 release candidate are fixed with top priority.
Both experimental and v_0_10_rc are currently pointing to the same build.



That's it for now, see you in the next development update that will bring the v0.10 to everyone!
- spajus

Follow the Development

Get Stardeus

https://store.steampowered.com/app/1380910/Stardeus/
Sep 9, 2023
Enigma Manor - Necroactive
Flare Gun
This new weapon is unlike any other, and much more powerful than the rest. Using explosive ammunition you can instantly kill any enemy in the game with only a single shot, the blast radius of the explosion also allows you to down multiple enemies simultaneously. However, the biggest advantage of this new weapon that truly sets it apart from the rest is the ability to temporarily stun the ghost that lurks throughout the manor. This will disable her for 60 seconds before she respawns back at her cell.

The flare gun is only available for Standard/Casual difficulty, you can find it inside the room marked with a skull on the door. Ammo for this weapon is extremely scarce, 10 rounds for Casual and 5 for Standard. It is up to player to decide on the most efficient way of utilizing these bullets.

Achievements
Added a few achievements to reward players who managed to beat the game, as well as a few other challenges. I plan to add more in the future, but for now the 10 achievements are as follows:

  • Resident: Finish the game on Casual difficulty or higher.
  • Escapee: Finish the game on Standard difficulty or higher.
  • Survivor: Finish the game on Hardcore difficulty or higher.
  • Champion: Finish the game on Nightmare difficulty.
  • Perfectionist: Achieve an S+ ranking on Nightmare difficulty.
  • Executioner: Kill all monsters in the manor.
  • Speedrunner: Beat the game in under 1 hour.
  • Untouchable: Beat the game without using heals or revives.
  • Mastermind: Complete all puzzles. (This requires multiple playthroughs as the puzzles are randomized)
  • Runaway: Escape using every route. (This requires multiple playthroughs as the escape route is randomized)
Additional Changes
  • Instructions for the generator puzzle has now been translated for all languages.
  • Hint above generator has been removed, it is now included in the instructions.
  • Due to the addition of the flare gun, I've reset the speed of the ghost for Casual.
Fixes
  • Fixed collider in one of the rooms that made the keypad inaccessible.
  • Fixed collider in one of the kitchen rooms where bullets couldn't pass through.
  • Fixed collider for the staircases where bullets couldn't pass through.
  • Fixed navmesh for the staircases that should prevent enemies from getting stuck.
  • Fixed missing ceiling texture in the one of the corridors.
  • Fixed inventory icon for rifle ammo being affected by quality settings.
Deck Defenders - EmuPanda
1.0.15.0 Hotfix 2

Bug Fixes
- Fixed an issue where the Tinkerer's Workshop wouldn't allow you to claim your item
Sep 9, 2023
Sex and the Furry Titty 2: Sins of the City - shanesmith
Hey there, friends!

We're up and running towards our dreams with your help. Thanks to you guys, we can now officially announce a new visual novel, which is in the development right now. We've been doing it for quite a while now, along with other projects, and now the process has come to the point where we can show you a bit more!

https://store.steampowered.com/app/2576350/Mansion_of_Memories_Prologue/

Please, welcome Mansion Of Memories!

Investigate the old manor, compete for the inheritance, or dive into mysteries left by your late aunt along with her will. Your choices decide whether other inhabitants of the mansion become your foes or friends… or someone special.



You could have never imagined finding yourself in such a situation. An unexpected inheritance? A mysterious mansion brimming with enigmas? It sounds like the plot of a classic Gothic novel. Yet, here you are – within the old manor, once owned by your late auntie, Ann Bloodworth.

In the Prologue you’ll get to know how it all began, meet some of the manor’s dwellers, and pull the first string from the tangle of secrets. A bright sunny day gives way to a stormy night, and chilly wind howls within old walls, slamming the windows shut. Wait!.. Is it someone’s footsteps echoing in the attic?!



"Mansion of Memories" is a detective visual novel featuring funky chthonic creatures, romance, and a touch of erotica. You are one of the potential heirs to a substantial, albeit dubious, inheritance. You are invited to stay in the gloomy mansion, alongside a cast of characters, all connected to the matter at hand. And you’re here to figure out what the hell this is all about.



Solve mysteries, advance the plot, and remember that all your choices can have an impact.
Why does the presence of a butler unsettle you so? What lies behind the echoing footsteps within a locked attic? And the most chilling issue of all – what extremes might Margaret, who's steadfast in her pursuit, resort to if you were to outpace her for the inheritance?

This investigation embarks on a lengthy and intricate journey, yet you’ll be able to find friends to keep you company, whether it’s cheerful Liz, who is ready for any adventures, or Felix, enclosed in his own secrets... provided you’ll be able to earn his favor.



Who's to say whether you might discover a connection deeper than friendship amidst the shadows of late Ann Bloodworth's final wishes?

Features:

- rich narrative of classic detective plot;
- wide variety of quests;
- choices matter;
- love stories to enjoy;
- beautiful ladies... and other creatures, of, well, beauty.

Let us know what you think - we're really excited about this project. Don't forget to visit the game page and add it to your wishlist, join our social media to follow the progress!

https://store.steampowered.com/app/2575040/Mansion_of_Memories/

See you in the next one!

XO
Shane


Hang out with us on Discord server:
Sep 9, 2023
DINO MERCS - GingerrrT
Got a handful of fixes! Thanks for reporting fixes on the discord server and here on Steam, it's been super helpful.

I've got a bunch of other fixes in the works as well. I'm in the process of reworking card slot effect modifiers, a change that should help simplify everything and improve the gameplay experience. In addition to that, I'll be improving status cards. Some cards produce way too many of them, and they can have an outsized impact (negatively) sometimes.

Here's what this patch includes:

- UI: add a note on unlocks page explaining how unlock points are gained
- Bugfix: fix Enemy Headshot, Cruel Blade cards, they dealt damage to enemy instead of player
- Bugfix: fix enemy and player Blazing Sun cards, in weak slots they imparted Enraged status cards instead of Overheated status cards
- Bugfix: game could soft-lock around combat encounter three, due to some average/deadly enemies lacking an attribute needed for combat encounters
- Bugfix: the last screen of the tutorial disappeared again. I don’t know why. I added it back in. Hopefully it stays this time.
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