Fruitbus - AuroreZell
In celebration of us going to the Tokyo Game Show, the Fruitbus demo will be back on!



Play the demo from September 20th to October 1st! We will be streaming the demo starting right now, until the end of the Tokyo Game Show on the 24th!

We would love to hear your feedback, so please feel free to share your thoughts on the demo in our Discord!

We hope you all enjoy playing the Fruitbus Demo!

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Sep 15, 2023
Girl Genius: Adventures In Castle Heterodyne - sharkrepellantspray
Accessibility / QOLI (Quality of Life Improvements)
  • Jumping down from ledges has been adjusted to make it a little better for everyone.

Bug & Issue Fixes
  • The "A Perfect Moment in Time" achievement can now be unlocked correctly
  • Tarvek is feeling a little better, and won't write dialogue over other lines of dialogue.
  • A cutscene issue within Phosphorous Gate has been fixed.
  • Certain pistons will stay behind walls as they're supposed to.
  • Hiding inside staircases are no longer possible (clanks reported that it felt unfair)
  • Fixed certain text typos.
  • A certain treasure canister will no longer hold Dingbot back.
  • Arena Console has been adjusted to use a linear time format for best clear time evaluation.
  • Should Agatha use the death ray within an Arena-Challenge, it will now be recharged accordingly after exiting the challenge.
  • RollerClanks have gotten a better understanding of collision with stairs in the vault levels.
  • Collision within the arena has been adjusted to keep any dropped item from clipping through.
  • Fixed some issues regarding Zola's animations.
Booty Calls - NtkuLover
Sep 15, 2023
Pocket Rogues - Ortan
Update 1.36.1 is dedicated to fixing and enhancing many aspects of the game, aiming to make the gameplay much more comfortable. Now, you won't have to spend a lot of time selling your inventory items to the Merchant or worry about accidentally selling/dropping/destroying your valuable items.

And the dungeons themselves have come alive! Now, goblins and certain other creatures are fully animated, as are all friendly NPCs and mercenaries. By the way, did I mention that you can now encounter two new mercenaries?

And somewhere deep within the cold and treacherous depths of the Prison, someone vulnerable and infinitely loyal is already waiting for you...


CHANGELOG:

[GAMEPLAY]
- After constructing a new building, the Trapper will appear in the Camp. With his help, you can exchange and upgrade pets directly in the dungeon without returning to the Fortress
- Upon purchasing the new "Trading rows" building, players will have the ability to lock any item in their inventory. A locked item cannot be accidentally sold, destroyed, or dropped until the player removes the lock
- After upgrading the "Trading rows" to level two, players can quickly sell all inventory items to the Merchant, except for the locked ones
- A new pet has been introduced. It can be found in the Abandoned Prison after 7th floor, provided that the "Trapper's shack" has been built

[GENERATION]
- After the 15th floor in the Camp, you can encounter new mercenaries (Berserker and Wizard). A squad can still only have a maximum of 2 mercenaries at a time
- Several new traps have been added
- Some objects in the rooms of the Catacombs and Prison that were always found there, now appear by chance



[BALANCE]
- When lifting a curse from an altar, characters now gain experience only after defeating all waves of enemies, rather than each wave. There can no longer be more than 3 waves, and the chance of the altar being cursed has been reduced (from 50% to 20%)
- When destroying the Merchant's chest, not only does he become hostile, but also all other characters in the Camp
- The attacks of the Wandering Troll and Tamed Troll now have a knockback effect and deal damage to everyone, including their allies
- The base defense value for the item "Silent face" has been reduced from 145 to 105
- Poisoning from impassable poison puddles and clouds found in the Catacombs is now less dangerous
- The level of creatures that appear when destroying objects (like Larvae) has been halved
- When sacrificing a pet, there's a 35% chance that one of its attributes will decrease by 1

[MISC]
- An automatic backup saving system has been added in dungeons, which should restore progress in case of a crash (but it's better not to rely on it, and save manually through "Save and Exit" in regular dungeons or in the Camp)
- Surviving characters can now directly purchase passive items in the store, even if they already have items of that type in their inventory
- All daggers are now displayed on the character when equipped
- All friendly NPCs and mercenaries are now fully animated
- Goblins, trolls, regular zombies, and drowned are fully animated
- Dialogues now display the interlocutor's portrait
- Added the ability to use a gamepad to configure companion behavior and change the size of the mini-map
- The appearance of Goblin-Wizards and Goblin-Executioners has been updated
- The appearance of arrows used by Goblin-Archers has been updated
- The Camp's floor appearance has been updated
- After constructing a Pen in the Camp, a small fenced area for pets will appear
- Some troll sounds have been replaced
- The skill description "Sign of Sacrifice" has been changed: it now more accurately reflects the effect's action (increases all damage taken by the creature, rather than reducing its defense). The effect applied to enemies has been renamed to "Vulnerability"
- Next to the skill upgrade button on the character selection screen, a skill point icon is now displayed
- The cost of buying new abilities for pets in skill points and gems is now displayed in one cell to avoid confusion
- In Settings, you can disable the display of legs for animated characters (may affect performance)
- Playtime statistics now display hours and minutes separately (previously only minutes were displayed)
- New character statistics fields have been added ("Used Crosses of Life")
- An additional warning has been added if you press return to the Fortress instead of loading the saved dungeon



[FIXED]
- Improved performance with large floor sizes and multiple active objects
- Daily tasks weren't saved when transferring progress via the cloud
- When transitioning between floors, players always ended up in the same version of the Treasury and Ambush
- When using the Rune of Greed, it was impossible to get to the new version of the Treasury
- When upgrading legendary quality items at the Forge, gems weren't highlighted in the inventory, even if the item had empty slots
- When selling items to the Merchant, their value was not displayed in the inventory
- When buying consumables, it wasn't possible to manually enter a specific quantity
- Cells on the pet ability purchase screen did not adapt to wide screens
- When killing enemies with a weapon that has the "Exploder" effect, they were counted twice in task completion statistics
- The "Murderer" effect was incompatible with the "Empty bowl" artifact
- Cursed items lost their negative effect when upgraded at the Forge
- The Source of Corruption did not attack the enemy
- Wights used the "Jump" ability too often
- Effects applied to NPCs in the Camp persisted indefinitely
- Boxes from which a rat might jump out simply broke when approached by a character after clearing a floor
- Using instant healing after clearing a floor or a Well, mercenaries and pets didn't restore their HP
- The lock icon was not displayed on the buttons of the second and third artifacts if the corresponding level of the "Artifact Workshop" building was not constructed
- When opening the mini-map while moving, it shifted in the direction the character was moving
Sep 15, 2023
Dungreed - MegurinE
Bug fixes
  • 8th floor : Fixed the location of the prop in the lava.
  • Prince's Dignity set effect: Fixed missing skill name and description.


Changed contents
  • Human Lasley Costume: Alternative appearance has been added (unlocked after defeating the final boss in hard mode level 8)
  • Leigong Drum: The grade has been changed (Rare -> Advanced)
  • Chainsaw: Attack speed is slightly lowered, but an additional 40% movement speed is granted during attack.
  • Adelaide: Shotgun bullets fire faster. (The default magazine capacity has also been adjusted accordingly)
  • Puple may lily, Flame Rose: Locations have changed.
  • Some text has been modified in Japanese, Simplified Chinese, and Traditional Chinese.

Custom costume related features

[See guide]

  • New #armor, #bow, and #ring tags have been added.
  • Stats with the same conditions are now displayed as one element.
  • New stat conditions have been added.
    If Equip armor, ring, and bow tagged items

About Steam Workshop

We are currently continuing to work on opening the Steam Workshop. It took some times because workshop-related features had to be implemented within the client, but we are working hard on it. Unless there are any major issues, the workshop will be opened next week. Thank you for your patience. :)
Sep 15, 2023
shapez 2 - Jelle
Hey everyone!

We’re working on a new shape type that’s coming to shapez 2: Crystals. These crystals will massively shake up the endgame and come with a couple of handling instructions.

Before we get into it, be sure to wishlist shapez 2 if you haven’t already! It really helps us out with the release of the game.

https://store.steampowered.com/app/2162800/shapez_2/




Devlog 009 - Crystals

While we’re still in the early development stages of crystals, we would like to walk you through how they work and our vision for the mechanic. Be sure to let us know what you think!

Please keep in mind that the current visuals for the crystals are placeholders and will be changed before early access.

What are crystals?

Crystals are a brand new shape type you will encounter in the final stages of the game. They’re pieces of solidified colored paint that are quite brittle in nature and should be handled with care. This fragility means crystals come with their own set of rules and mechanics, which will shake up the production order you’re used to and provide greater depth and diversity when it comes to producing shapes.



You'll come across the basics of crystals in the final milestones of the game. The more complex crystal milestones will be an optional challenge for those who dare.

Creating crystals

Crystals are created using the Crystal Generator, a machine that will turn any paint you pipe into it into a hardened shape. The shape the crystal takes on depends on what you use as a mold: the Crystal Generator will fill up any empty spaces – including supports – of the shape you send through the machine up to the uppermost layer of the shape.



Doesn’t matter if you’re a bit square or a star – as long as the space is occupied by any shape, even other crystals, the Crystal Generator will not pour paint into it. Additionally, crystal isn’t any specific shape, like a circle or a square, and cannot be painted after hardening. It’s 100% solid ‘crystal’ with the color of the paint you used to create it.

Handle with care

The tricky thing with crystals is their aforementioned fragility; if you’re not careful with them, they’ll shatter into millions of incredibly tiny shapes, unfit for production. That’s to say, they break and disappear.

So, when it comes to keeping these crystals intact, there are two rules to keep in mind:

1. Separating (cutting, swapping) two or more connected crystal parts will cause all adjacent crystals to shatter. Crystals can be safely separated from normal shapes (molds), however.



To help you determine when two crystals are connected, here is the code:



2. Dropping crystals on top of another shape using a Stacker will cause the dropped crystals to shatter. Shapes can be safely dropped on top of crystals, however.



A brand new challenge

The inclusion of crystals will seriously change up the way you need to think about creating shapes. It essentially inverts your production; instead of directly producing the shape you need, you need to produce the exact opposite and leave the spaces you want the paint to harden in unoccupied. The molds themselves could be considered an intermediate-level shape goal, with parts that can either be discarded or reused continuously.

Considering the fragility of crystals, it’s wise to delay the inclusion of crystals in your production chain as long as possible. Prepare everything you can, produce the ideal mold for the crystal shape goal you need, and only pour the paint after everything else is done.

If your shape goal only requires one color of crystals, you will only need one mold. However, if multiple colors of crystals are required, you’ll need one mold for every color and pour the paint in stages. Once all the different crystal components have been poured, combine the crystals using a half swapper, for example. Just remember: do not separate or drop crystals!





That’s all we have to share on crystals for now. This mechanic is still in early development, so be sure to let us know your thoughts on this addition! You can join the discussion on the shapez 2 Discord server.

If you like what you see, be sure to wishlist shapez 2 to support the game and stay up to date with development!

https://store.steampowered.com/app/2162800/shapez_2/


~Tobias & the shapez 2 team

Join the community:

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The Grugs: Origins - Yogurt
Welcome to our fourth developer log, here, we'll introduce our second playable character, Brumhilda, the wife and mother of the family.

When it came to desgining Brumhilda, we wanted to create a mother figure that was different from most of the archetypical caring, soft and nurturing characters we've seen so many times, but we also didn't want to stray too far from the already well-known image of a mother, and so the first concept for the giant wooden spoon wielding brunnette with bangs was born. Her shape design tells the most about her character, as it includes mostly squared shapes, but she also has a few sharp edges around her dress and hair. This makes her feel like a inherently soft character with a hard exterior.



Brumhilda's animations all have lots of weight to them, yet they also have a small sense of grace too. We did this to convey not only her size and power, but also her hidden feminine side, which was shown briefly in the first promotional trailer for The Grugs: Origins.



When it comes to giving her a voice, we're lucky to have people in our team who have a great many . One such person is responsible for not only many of the backend programing but also for a lot of the voices you get to hear in our games. He's the voice of both Hector and Brumhilda, and we're proud to have someone with such a broad list of talents.



Besides the bruttish figure, Brumhilda also has a soft side to her character, however scary her children and husband may take her, at the end of the day, she has their best interestest at heart. And besides keeping her family well fed and alive, she's also a great dancer!



Just as with Hector, Brumhilda also has a large wardrobe full of costumes to try on for a variety of occasions, whether it be something formal, festive or just straight up unconventional!

Sep 15, 2023
Len's Island - flow
Hey everyone!

Some big and small changes in this patch. Most notably, we've removed utility boxes from the game, and instead added the functionally straight into your backpack so you can switch out weapons and armor anytime, anywhere!

Some of the small changes listed below will also make hunting deer a fair bit easier, and some of the dungeons a bit easier, especially the ones with lightning fish. We also made some changes to peaceful mode, to make it a little more... peaceful.

~ Julian

+ New additions and changes this patch:
  • New Tools & weapons tab in main backpack inventory that shows your unlocked weapons and tools just like the utility box did. You can now equip and swap out weapons, tools, and armor anywhere without needing to drop them on the ground or go back to a utility box.
  • Reworked the player tab in the backpack to include an inventory of all unlocked armor pieces.
  • Reduced all incoming damage within peaceful mode to 50%.
  • Added new hover info box in the main menu that shows the exact modifiers applied when creating a peaceful mode world.
  • Mining outpost now only takes oil as an input, and output times and rates have been tweaked.
  • Olive drops from olive trees have been boosted.
  • Olive oil recipe changed to now require 3 olives.
  • Bob haircut tweaked to look less... bad.
  • Deer now get stunned for a short amount of time when hit, allowing them to be more easily hunted down.
  • Lowered lightning strike damage from 25 > 15.
  • Lowered fire damage tick from 2 per second to 1 per second.
  • Removed the stun from lightning fish attacks.
  • Raised gold cost for some runes.

! Bugs and issues resolved in this patch:
  • Fixed controls re-mapping bugs for gamepad scheme.
  • Made trees less likely to damage the player when they shouldn't.
  • Fixed the back of some pants clipping through skin.
  • Fixed various issues with the mining outpost not working correctly.
  • Fixed Void Rat spawners having annoying colliders that you can get caught on.
  • Fixed some critted abilities not showing their hit effects.
  • Fixed some machines not calculating their outputs correctly when entering the level.
  • Fixed various map glitches and visual issues.
  • Fixed lava and some water areas in the caves not rendering on the map.
  • Fixed bits of the smelter not fading when under it.
  • Fixed nav-mesh issues causing some enemies to float in the caves.
  • Stopped player from being able to swap fuel and non-fuel input slots.
FreestyleFootball R - Sean
Anniversary Challenge Event
Date: 2023/9/21-2023/10/26


In the upcoming version. We will have Anniversary Challenge Event!

At Anniversary Challenge Event, you can get Tokens in two basic ways
-Earn 5 Tokens for every day you log in during the event.
-1 Tokens for every race you complete during the event.
Tokens can be used to purchase great rewards, but the basic way of earning Tokens is not enough to get all the rewards. You can get more Tokens by participating in two Challenges - Victory Challenge and Score Challenge.

Victory Challenge: Win two consecutive matches.
Score Challenge: Score 3 goals in one match.

To participate in both challenges, you first need to place a bet, and you can choose to spend 2, 6 or 10 tokens.
If you succeed in achieving your goal, you will be rewarded depending on the number of tokens you have wagered.
Of course you can also choose not to withdraw these rewards and go through more rounds of the challenge to get more lucrative rewards. However, you should note that if you start a challenge round but fail to reach the target, you will lose 1 RP (Restart Point), and when your RP goes to zero, you will lose part of your rewards and lose your challenge progress.


Token(Success)
Extha Rewards for Victory Challenge(Success)
Extha Rewards for Attack Challenge(Success)
Token(Failure)
Extha Rewards for Victory Challenge(Failure)
Extha Rewards for Attack Challenge(Failure)
Lv.1
Token consumed*2
10000Points
15Scout Exps
Token Consumed*0.5
-
15Scout Exps
Lv.2
Token consumed*4
20000Points
30Scout Exps
Token Consumed*1
5000Points
30Scout Exps
Lv.3
Token consumed*8
50000Points150E-coins
60Scout Exps+150E-coins
Token Consumed*2
10000Points+
60Scout Exps+150E-coins
Lv.4
Token consumed*16
100000Points+300E-coins
120Scout Exps+300E-coins
Token Consumed*4
20000Points+150E-coins
120Scout Exps+300E-coins
Lv.5
Token consumed*32
100000Points+600E-coins
120Scout Exps+600E-coins
Token Consumed*8
50000Points+4300E-coins
120Scout Exps+600E-coins
Lv.6
Token consumed*32
100000Points+600E-coins
····
Token Consumed*8
100000Points+600E-coins
····
Lv.7
····
····
····
····
····
····

During the campaign period, the total number of Tokens you have earned and the highest challenge record will be recorded. The three players with the highest accumulated Token counts will be displayed on a leaderboard, and at the end of the campaign, we will give out mysterious rewards based on the leaderboard, as well as to the players who participated in the challenges.
Sep 15, 2023
Rebellion Corporation - OOJJRS
Improvements:
  • Trained <Engineers> crews who can repair to independently repair modules when they are not doing anything!
  • Improved animation based on speed when units move.
  • Supplies are no longer displayed in <Facility> tab of <Supply Exchange>.
  • You can now easily check on <Strategy Phase> how many <Archives> are left to obtain in a given mission.

  • <Supply Exchange> button on <Strategy Phase> has been significantly increased.

  • I tried to express events over time on <Strategy Phase> to make it easier to understand.

  • In <Strategy Phase>, a background of the resident crews has been changed to be different from the hired crews. You often said when you move on to next planet, "Where did the crew go?" I hope this will help reduce some of your questions.

  • Now, when checking enemy information on <Strategy Phase>, a camera will also move to that location.
  • A detailed view menu has been added to a window for selecting headquarters type.
  • When selecting a crew during a mission, the currently equipped plug-in is displayed in the status window.
  • <Archives> appear larger and clearer on a minimap.
  • Improved the expression of <Sealed Armory> when performing <Mad Man>'s Quest.


  • Gathering AI has been improved once more.
  • Minor UX improvements have been made.

Fixes:
  • Fixed an issue with <Force Field> of <Engineer Linh> (Target Module Invincibility) not functioning properly.
  • Addressed an problem where camera positioning was off when moving by clicking on the minimap.
  • Tweaked sound effects when units or modules are destroyed in large numbers.
  • Updated base count to be maintained in Hammerworks' Quest, and also added missing details in detailed view.
  • Corrected description of Ammo Depot module. (3 times -> 6 times)
  • Fixed minor UI bugs.
...