Sep 15, 2023
Plague of Yamorn - t3h3l
Howdy, how y'all holding up?

I’d like to start this by thanking everyone again for the amazing feedback and all the reviews I got for Plague of Yamorn.
The reactions have been unbelievable, literally, like damn, calm down, the game is not that great. ​

Anyway, the TL;DR of this news post would be that 1.1. is still coming, just a bit later than I had hoped and anticipated.

Being a game developer is not my full time job, most indie games don’t make a lot of money, and most game developers dont even make minimum wage (I think the number was around 85%). Me being no exception, which is fine, I have a regular job to pay the bills and I’m just starting out all this gamedev stuff, so I didn’t expect to make money.

What I’m trying to say is that I’m developing in my spare time and due to some personal reasons, that got reduced to a very small amount.
Basically I don't expect to be able to develop more than 1 day a week for the next 6-7 weeks.

There’s been some shake-ups at my regular job as well on top of that and you know how it is, it just do be like that sometimes, it is what it is.

The 1.1. Update is being worked on tho, check this out, some (2) peeks, a secret area that will be in the update, nobody will find it:


Some new effects for the newly upgradeable items:


So yeah, sorry for going radio silent and stay tuned for more updates!

Also, someone was asking about implementation of Steam Trading Cards in Discussions. They deleted the topic before I had the chance to reply, so I’ll do it here.

I’d love to add cards but the game does not qualify yet.
The option becomes available to me once the game reaches “certain player and sales metrics” and “engagement figures”. And what are these “certain player and sales metrics” and “engagement figures”? Well your guess is as good as mine but either way, the game is not eligible yet.

If it ever does become available to me, I’ll definitely add Steam Trading Cards!

And Unity is lucky I’m not making any money from this game otherwise I’d talk about the recent pricing scheme too. I wanted my next project to be a 3D one so I’ll most likely be using Unreal Engine to make it.

Aight' take care now,
DozenByte
PAYDAY 3 - almir_gaming


Hello heisters,

We want to inform you that Denuvo is no longer in PAYDAY 3.

We look forward to seeing you in New York City!

Happy heisting!

SBZ_Almir
Sep 15, 2023
Tactical Vengeance: Play The Games - briobob
Small Update

Hello everyone! Texture was kept making errors on materials, and we have remake these textures instead trying to fix the error, that didn't wanted to be fixed in some causes. This is also to be sure its not getting any issues with these Textures in the future.

Hot fix

  • Fix of Texture issues.Texture on some materials kept making errors after they were tested approved. Instead of continuing to try and fix the bug, textures for included materials are remake. This helps to ensure that any errors will not occur again.
  • Fix of Player VS Player UI. Player VS Player selection issues have been fixed now.



MT Games Interactive Team

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Super Dungeon Designer - Squish Studios
Join us for our weekly dev stream!

Place pre-lit bombs in your dungeon! You can link to them to spawn them and adjust the detonation time! We'll test around with this brand new bomb variant.

We're halfway through the Kickstarter and starting to pick up a bit of momentum! We're still behind our goals so consider helping us out if you haven't yet. Thank you so much to our current backers for all of your support - we appreciate you!

Kickstarter:
https://www.kickstarter.com/projects/squishstudios/super-dungeon-designer

Check out our free demo now up on our Steam page!

We'll be interacting with the chat so feel free to come chat with us and share any questions or suggestions you might have about the game.

We stream Super Dungeon Designer every Friday at 8:30pm ET on Twitch and to our Steam page.

Give us a follow on Twitch to get notifications when we're live:

https://www.twitch.tv/squish_studios

Wishlist from our store page: https://store.steampowered.com/app/1172920/Super_Dungeon_Designer/
Sep 15, 2023
The Backrooms: Survival - P1
Hello,

Firstly, apologies for the delay in the next update, we have secretly been working on the BIGGEST update yet!

We are pleased to announce that after over a year and a half since the early access release and over 50+ updates in this time, we have finally released version 1.0 of The Backrooms: Survival! Version 1.0 comes to you with a massive update featuring entirely new mechanics, game modes, graphical changes, items, and a LOT more. Read below to find out everything that has changed!

Also, version 1.0 does NOT mean that the game will not receive any more updates. Working on The Backrooms: Survival and watching the community grow has been a fantastic experience, so there are no plans to stop updating it as of now. There are still more updates and other plans for the future (next one already planned for next month!), such as porting the game to other platforms, seasonal updates, any random updates/patches, VR, etc. Version 1.0 simply means that with the massive amount of updates we have released and this mega update, all the content added and new mechanics since the original early access launch, we feel the game has come far enough and fulfilled all that was originally set out to be completed back from March 2023 to simply no longer be considered early access.

Below is the list of changes in this new mega update. WARNING: There is quite a lot of content added to this update, and if you are an old player the new changes may make the game feel almost like a new game, so if you don't want spoilers and want to just go in blind, ignore below and launch the game and see what awaits you! Because there is quite a lot of stuff added, we will split it into categories (new items, weapons, blueprints, etc.) instead of just all together like a normal update. Read below for all the new changes:



CHANGELOG:

New Game Modes:

Four game modes have been introduced. Now, when you start a new single or multiplayer game, you can choose one of four game modes that affect the style of play.

-Classic (Permadeath mode): The original Backrooms: Survival experience. One life, one chance. Die, and your progress and save file for this run are gone!

-Adventure Mode - Explore the backrooms without permadeath. Instead, the death penalty will see you lose random items and money and respawn a few random floors back, unless you choose to give up and accept the death

-Sandbox Mode - Sandbox mode gives you access to a whole list of console commands to do everything from spawning entities, items, god mode, messing around with things such as run speed, other player parameters, etc. A full list of console commands is available on the game's personal wiki. Steam achievements are disabled in sandbox mode for obvious reasons. No permadeath.

-Explore Mode - Think of it as a "peaceful" mode. No entities spawn, so if you just want to explore levels without fear of a monster jumping out, this is it. No permadeath.

-Classic and Adventure mode have their own leaderboards for each category (highest floor, lowest, etc.). Sandbox and Explore do not have leaderboards.

-Multiplayer rooms created for explore and sandbox are invite-only and thus do not appear in the global public lobby, as these are modes you typically would mess around in with friends.

-New save system: You can now save and load multiple different runs at once. When starting a new game, it will be saved to a new slot. You can then load any of these save files at a time, so for example, you can have multiple save files for each of the game modes. Unlocked blueprints persist across all saved files. Permadeath save files are automatically deleted upon death.

-Console commands for Sandbox mode:
-SPAWN ENTITY - spawn entity in front by id
-SPAWN ENTITY RANDOM POSITION - Spawn entity random position on level
-(spawn a random entity by setting ID as -1
-SPAWN ITEM - Spawn item by ID in front of the player
-UP FLOOR - Go up 1 floor
-DOWN FLOOR - Go down 1 floor
-TOGGLE GMODE - toggle god mode
-SET STATUS - Set status on the player for 60 seconds by ID
-SET STATUS MAX - Set status by ID for its maximum time
-RUN SPEED - Set player run speed
-WALK SPEED - set the player's walk speed
-JUMP HEIGHT - Set player jump height
-SET HUNGER - Set player hunger
-SET THIRST - Set player thirst
-SET SANITY - Set player sanity
-SET MONEY - Set player back coins
-ADD ITEM - adds item directly to inventory by ID
-ADD MATERIAL - adds 100 of material by ID
-SET MAX MATERIAL - Sets 9999 of every material
-GIGACHAD - ???
-PURGE ENTITY - removes all entities of that ID
-PURGE ENTITY ALL - removes every entity
-PURGE ITEM - removes an item of that ID
-PURGE ITEM ALL - removes every item



Misc Changes:
-Entities now have stamina. This means they will be unable to endlessly chase you. Instead, they will fatigue just like you and will have to walk for a few seconds until their stamina recovers allowing them to run again. Bigger entities generally have less stamina than smaller ones and creature-type entities

-Blocking with a melee weapon is now more effective. Previously damage was reduced by 50%, now it is reduced by 70%

-Weapon stats such as damage are shown when selecting a blueprint to craft

-Armor stats are shown when selecting an armor blueprint

-new weapon enhancement effect: Poison. Add poison damage to your weapon

-A settings option to disable the HUD. Useful for taking screenshots and just for messing around

-Critical hits: there is a small chance to deal a critical hit against entities with both melee and ranged weapons, dealing twice the damage. (the damage number will show "critical")

-Headshots: Striking entity heads with melee weapons or ranged deal a headshot and deal extra damage. The damage number will show "headshot"

-New pickup system: You can now pick up items just by standing over them and pressing the pickup button, whereas previously you had to select each item with the cursor/crosshair. This makes it
significantly easier to pick up smaller items, items you may miss (as if you walk over them the prompt appears), or lots of items at once (i.e. enemy loots). You can still use the crosshair to pickup manually or specific items, so for example, if you are standing on an apple but look at a banana, you will pick that up instead of the apple, so the crosshair is primary while the new pick up is secondary.

-Text chat overhaul: Text chat now has a dedicated window where all sent chat messages are displayed, as opposed to the old system where text chat appeared over the player's head. It is now possible to scroll through old messages also. When the text chat is closed, if a message is sent by another player you will receive a small notification on the corner of the screen alerting you of new unread messages.

-The current level you are on is now moved to be under the hotkey bar and is hidden when inventory is open

-The maximum number of players for an online game is increased from 6 to 14. While a high number, it is useful if you want to create a large room with lots of friends for chaos

-Loading screens have been added during level transitions. A random tip is shown on each loading screen. Players will need to press a key to proceed when the level is finished loading.

-The current game most is shown in the bottom left corner of the inventory

-Added a playable "Hound" skin character

-The Obituary records are spaced out and in a darker font so easier to read. The game mode is also shown for that run

-The "time survived" stat pauses while you are incapacitated/dead.

-Added a main menu button linking to the wiki

-Main menu GUI overhaul

-new level 0 wall texture

-changed the look of the "drunk effect" to be more of a drunken blur than a white fade

-New Pause menu GUI

-disable background UI while the pause is open

-Dead entity corpses will despawn after 30 seconds. This is to reduce clutter, lag, and corpses piling up blocking passageways rendering some players stuck or trapped.

-Durability for weapons/tools is shown on hotkey bars also

-When highlighting an item on the ground with the crosshair, its name will now be shown above the use and examine buttons. (This was previously the case for weapons only, now it is for all items).

-A chance for the default backrooms theme (level 0 ) to be more open and wide similar to the original OR the standard backrooms survival narrow corridors

-Headshot kills on entities will decapitate their head clean off with bloody effects also

-Changed some pistol reload animations (i.e. flintlock)

-Improved the torture room floor texture

-short "RE: CODE" logo intro on starting the game

-Main menu BGM added

-graphical improvements to lighting




New Status Affects:

-Haste: increases movement speed

-Ward: protects you from being inflicted with negative statuses such as poison, bleeding, etc

-Energized: prevents stamina from reducing



New Weapons:

We have added a few "modern" weapons as this is something that has been heavily requested. For balance reasons, they are of course not too OP and they are quite rare to find and expensive to buy. They are similar to the nail gun but slightly better.
-9mm Pistol

-308 Hunting rifle

-44 Revolver

-38 Snub revolver


New Items:

-Venom Enhancement Kit - adds poison enhancement to your weapon

-Protection gem: bestows "Ward" on the player. Can be found.

-Energy Nut: eat it to bestow "Energized" on yourself

-Speed Seed: eat it to bestow haste on yourself

-9mm Ammo box: contains a handful of 9mm bullets

-308 Ammo box: contains a handful of .308 bullets

-38 Ammo box: contains a handful of .38 bullets

-44 Ammo box: contains a handful of .44 bullets

-Ascension Crystal: used to instantly ascend to the next floor. Can only be found. Very rare.

-Descension Crystal: used to instantly descend to the below floor. Can only be found. Very rare.

-Warp Gem: used to warp to a random spot on the current level instantly. Can only be found. Quite rare.


New Blueprints:


-9mm Pistol

-308 Hunting Rifle

-44 Revolver

-38 Snub

-9mm ammo

-38 ammo

-308 ammo

-44 ammo


New Achievements:


-Achievement for using any teleport gem/crystal

-Achievement for headshotting an entity

-Achievement for acquiring the haste effect

-Achievement for obtaining a modern weapon



Bug Fixes:

-Fixed clicking the resume button on the pause menu sometimes not unpausing the game (before had to press escape if this happened)

-Stopped the safe level spawning items. This was a bug as it led to an exploit of being able to farm items without threat

-When going to a new level, players no longer "fall" while the level is loading but are set to the correct position instantly

-Fixed the death animation where the player ragdolls not working in singleplayer (previously the player would fall instantly without transition)

-Fixed a bug where you could use hotkeys while text chat is open

-Fixed blueprints being lost to corruption

-Fixed starting a multiplayer game deleting single-player saves

-Fixed ladder spawning in trees in winter whiteout (snow) level

-Fixed a bug where the battery/oil life of flashlights/lanterns will persist to new ones. I.e you have a dead flashlight, pick up a new one, and that will also be dead. They all now have their own independent life.

-Fixed the stamina slider disappearing sometimes, usually when alt-tabbing out of steam

-Fixed a bug where if you fall/do not clip out the level in multiplayer, you wouldn't respawn to a random position (as is the case in singleplayer)

-Fixed instantly dying to lava in multiplayer levels sometimes when entering the level

-Fixed a bug preventing you from passing floor 100 in multiplayer

-Fixed a bug that sometimes caused you to not be able to pick up items

-Fixed a bug preventing locked doors/bars appearing to close when starting a single-player game

-Fixed item duplication bug

-Fixed items sometimes not spawning on low levels

-blueprint backup for extra protection: If somehow you do lose your blueprints in a crash, just reload any old save file saved with them and they'll be restored globally

-Fixed gunpowder sprite showing as "wood" incorrectly

-Moved some inventory GUI around to stop some elements from overlapping





Thank you all who have supported the game during the early access period, and were there to help with suggestions and feedback through the many, many updates we have released, as always, we'll see you in the next update!

Cheers!
RPG Architect - Locke
  • Avalonia converted to stable release cycle.
  • Interrupts work in battle now!
  • Added "Held" and "Description" to Shop Items.
  • Fixed an issue with importing data under bad circumstances to Statistics.
Sep 15, 2023
Wastelander - appstronautstudios
Hi everyone,

Now that we've got our first EA stability patch released we'd like to give a quick roadmap update so you know what to expect in the coming few weeks of early access development. This won't be a roadmap for the full EA period, just for the next 3 patches.

Patch 1 - Scaling difficulty levels past Insane - This will be an incremental difficulty toggle that you'll be able to increase as you beat each subsequent level. Each difficulty level will add an additional modifier to the map that will increase the difficulty in some way or another.

Patch 2 - Content Updates and improvements - We've been gathering a ton of data on augment / blueprint / deployment / relic usage and average scores and winrates as more and more people play games. This patch will focus on making improvements to balance, as well as adding additional augments (and possibly some new buildings).

Patch 3 - Scenarios + Groundwork for Map editor - Scenarios are a feature that existed in our earliest playtest versions of the game where you could load maps that other players had abandoned or failed and attempt to complete them from where they had been left off. We'll be making improvements to this feature concept and releasing it back into the game. At the same time we'll also be laying the groundwork for the map editor which will be released in a later patch.

Throughout this period we'll also be doing bug fixes, and polish tasks so expect a lot of additional improvements in the coming weeks! (And don't worry, Infinite mode is under way, but it's a huge project and will take some time).

Thanks a lot for playing everyone and we hope you enjoy the upcoming content!

P.S. If you'd like to chat with us or give us any direct feedback, or get help with strategies from other players, or even just share your games, we'd love to chat with you in our discord server: https://discord.gg/BVwxN3pa
Bud Spencer & Terence Hill - Slaps And Beans 2 - Trinity Team
PATCH NOTES
  • Added portrait pixels of backers within the levels.
  • Redone the background in the helicopter cutscene.
  • Level Estate: Improved bounce dynamics on the boss ring.
  • Level Military Base: Added floating animation to static Airboats.
  • Fx: Improved effects and timing of acid and explosive objects.
  • Level Cuba: Corrected some skins in the boss fight.
  • Level Market: Added new graphics for enemy spawn points (e.g., doors, stairs).
  • Level Military Base: Added new graphics for enemy spawn points (e.g., doors, stairs).
  • Level Cuba: Added new graphics for enemy spawn points (e.g., doors, stairs).
  • Level Military Base: Added sounds for electric cubes.
  • Level Military Base: Added sounds for the proper functioning of the "stealth" section.
  • Level Bowling: Added graphics to decorate a too plain area in the scaffolding section.
  • Level CIA: Improved coloring of basic enemies.
  • Level CIA: Added new spawn points for enemies.
  • Level Bowling: Added new spawn points for enemies.
  • Level Bowling: Redone the graphics for the hot dog cart in the alley.
  • Level Bowling: Fixed a bug that displayed the character change prompt multiple times.
  • Level Bowling: Corrected the position of throwing enemies in the rooftop battle.
  • Level Military Base: Enemies can now use the prison poles to enter the scene.
  • Level Military Base: Added new spawn points for enemies.
  • Minigame Bananaboat: The danger sound continued to play if the minigame ended with the signal active.
  • Minigame Binge: Added negative feedback for pressing the wrong button to eat.
  • Minigame Training: Improved accuracy for disqualifying a lagging player; it was happening too early.
  • Minigame Pelota: Added a hint to remind the player of the button to press during the batting phase.
  • Minigame Pelota: Replaced the timer font for batting with pixel art font.
  • Minigame Pelota: Improved graphics and effects to indicate where the ball will bounce.
  • Minigame Pelota: Removed the bounce icon when only CPU players receive.
  • Minigame Pelota: The crosshair now stays clamped to the entire back wall.
  • Minigame Pelota: Added a different sound if the ball hits the mat instead of the wall.
  • Minigame Pelota: Added graphics in case the mat is hit instead of the wall.
  • Minigame Pelota: Improved the utility of the lob; it now aims for open corners.
  • Minigame Pelota: The player no longer gets "stuck" when moving slightly towards the wall. Improved input to continue running alongside the wall.
  • Minigame Pelota: Corrected the coloring of Bud and Terence in story mode.
  • Minigame Pelota: Removed unnecessary interface elements after the game ends.
  • Minigame Gambling: Made it clearer when cheating is possible (cards in the sleeve of the cheating player continue to be animated in ping pong).
  • Minigame Gambling: Made it clearer that the three-of-a-kind is made with played cards, not held ones.
  • Minigame Gambling: Highlighted the cards that score points to better convey the game's objective.
  • Minigame Gambling: Colored the directional arrows used for cheating with the color associated with the player who can use that button to score points.
  • Minigame Gambling: Corrected poorly placed FX for fist on the table.
  • Minigame Gambling: Fixed graphical inconsistencies with Ruffini's character in party mode.
  • Minigame Chorus: Added new arrangements for choir obstacles to make it more varied each time it's played.
  • Minigame Airboats: Added a white outline to the crosshairs to make them more visible.
  • Minigames: In story mode, on easy difficulty, the minigame is considered won even if only one of the two players wins.
  • Party Game Menu: Added a frame to the level selection.
  • Party Game Menu: Synchronized the "Press Any Button" texts when players leave.
  • Minigames: Pausing the minigame allows players to consult the control tutorial again.
  • All levels: Enriched graphics and effects.
  • Text revision for the German language.
  • Level Cuba: Added a cutscene.
  • Level Sport Center: Corrected the behavior of enemies on motorcycles that tended to get stuck.
  • Level Theater: Fixed a bug that displayed the character change screen multiple times.
  • Level Military Base: Added a new spawn point with custom graphics for the control room.
  • Level Bowling: Improved ladder graphics.
  • Level Market: New custom graphics for enemy spawns.
  • Level Sport Center: Added new custom enemy spawn points for the parking lot.
  • Level Cuba: Added new enemy spawn points and improved camera management in the level.
  • Level Bowling: Corrected the idle animation of an NPC that remained motionless.
  • Level Bowling: Modified some walkable zones to be more consistent with the graphics.
  • Level Military Base: Some area attacks no longer involve Agent Tufano.
  • Level Market: Boss fight improvements.
  • Breakable objects: Fixed small graphical glitches.
  • Level Bowling: Added a checkpoint immediately after the minigame.
  • Level Military Base: Added a new interactive object for Terence.
  • Level Military Base: Improved camera management during some fights.
  • Level Village: Fixed a game-breaking logic bug.
  • Level Chinatown: Improved camera management at the end of the Chinese shadows.
  • Level Bowling: Corrected some bricks that, when thrown, didn't damage enemies.
  • Party Game Menu: You can exit the menu without the need for player 1 to press other buttons first.
  • Minigames: Playing with player 1 as CPU and player 2 as Bud created some logical inconsistencies.
  • Minigame Airboats: Made a series of changes to better convey when the player loses health.
  • Minigame Binge: Incoming meal icons are larger and more visible.
  • Minigame Binge: You can no longer go negative with the score.
  • Minigame Binge: Centered the graphics of incoming meals.
  • Minigames: The inverted Y option is now correctly applied in minigames.
  • Level Estate: Fixed a game-breaking bug that could prevent the level from progressing.
  • Level Market: Fixed an invisible obstacle that made it difficult to throw the can during the boss fight.
  • Level Sport Center: Fixed a bug that could block the player in the parking lot.
  • Localization: Fixed typos in the Italian language tutorial for the gambling minigame.
  • Level Estate: Graphic correction for the ring ropes.
  • Level Estate: Corrected Ruffini's enemy damage.
  • Level Estate: Improved AI for the boss fight.
  • Level Estate: Corrected music consistency that played in case the player was defeated after the boss fight.
  • Level Chinatown: Correction to graphics and walkable area.
  • Level Cuba: With Bud, enemies could be thrown out of the walkable area, making it impossible to progress in the game.
  • Level Cuba: Corrected CPU companion behavior during the boss fight.
  • Level Cuba: Increased the cooldown of some types of miniboss attacks if many enemies of the same type are on the screen.
  • Military Base: Added sounds to Agent Tufano's attacks.
  • Level Military Base: Corrected some minor inconsistencies in the alarm activation management.
Alder Forge - GamesByZine

Greetings! The time has come for Alder Forge to transition from Early Access to Full Launch. I hope that the launch version provides you with an entertaining experience, or at the very least, some fun. Without further ado, let's delve into the v1.0.0 manifest.


  • The Divine Weapons Pack optional event is added to the game's final dungeon "Netherwaves Halls". This pack contains the in-game most powerful weapons and can be acquired by assembling the twelve fragments scattered in the game's final dungeon.


Image Subject: Divine Weapons Pack Preview

  • The full content and Q check for all the NPCs from the start of the game is completed.
  • Interactive Guardian Battles SFX swap is reworked.
  • All the skills and items content check is completed.
  • Dragon Force VFX is enhanced and partially reworked for pre and post-teleport.
  • Dragon Force points are populated in the Atlas Court post chapter 1 for easy and quick navigation, the moment Adriel unlocks this exploration skill.
  • Footsteps VFX is enhanced.
  • The cliffs and rocks' collision in the Valley of the Twelve and the Etheros Path have been reworked from hand-drawn to precise hull real-time collision.
  • A finger twitch issue was found in all the NPC guards and was fixed for every NPC guard from the start of the game.
  • The protester's NPCs' animations in Val Réal (Leodorian District) during chapter 3 have been reworked.
  • Prop and asset occlusion is added in-combat during the execution of the Anima-latent Skills.
  • Orvysian banners and flags during chapter 3 have been reworked from fake physics clothing to proper real-time physics clothing.
  • The in-combat attack for the Knight class has been reworked to execute a double damage.
  • Flying mob's fall animation in the final dungeon "Netherwaves Halls" has been reworked.
  • The mobs' stats in the Voxenhold Hills during late chapter 3 have been lowered.
  • An optional conversation has been added at the start of the game in the High Council building to introduce the optional event "Fragments".
  • A 1.5k Drachis is added at the start of the game in the chest inside Adriel's bedroom in the Pax Residence.
  • All the game cutscenes' content Q pass is completed.

A reminder of all the updates and phase transitions that happened since the start of Early Acces on January 7th, 2022

https://steamcommunity.com/games/1575590/announcements/detail/3114802078742155390
https://steamcommunity.com/games/1575590/announcements/detail/3114802623683177617
https://steamcommunity.com/games/1575590/announcements/detail/3109173757010063212
https://steamcommunity.com/games/1575590/announcements/detail/3109174397660024478
https://steamcommunity.com/games/1575590/announcements/detail/4515423468954015271
https://steamcommunity.com/games/1575590/announcements/detail/5378989977359013282
https://steamcommunity.com/games/1575590/announcements/detail/3105798593276005412
https://steamcommunity.com/games/1575590/announcements/detail/5032215335973690331
https://steamcommunity.com/games/1575590/announcements/detail/3190248078060077415
https://steamcommunity.com/games/1575590/announcements/detail/3350135361885166044
https://steamcommunity.com/games/1575590/announcements/detail/3301724837304332113
https://steamcommunity.com/games/1575590/announcements/detail/3428954061804855076
https://steamcommunity.com/games/1575590/announcements/detail/3642884559117371400
https://steamcommunity.com/games/1575590/announcements/detail/3642885826022242943
https://steamcommunity.com/games/1575590/announcements/detail/3704812854410605010
https://steamcommunity.com/games/1575590/announcements/detail/3717201017015447421
https://steamcommunity.com/games/1575590/announcements/detail/3705943193598859866
https://steamcommunity.com/games/1575590/announcements/detail/3662040707260093306


I thank you once more for the time you've spent in the world of the Alder Forge. It was a privilege knowing that you have embarked and followed the journey of these characters and navigated their story.

Kind Regards,
Zine. E. Falouti
Sep 15, 2023
Arcane Assembly - Isaac Lee
The demo for Arcane Assembly is available now!

I'm currently working on the final area of the game, so I hope that the full release should be in the next few months, by the end of 2023.

Thanks so much for the support, and I'm very excited to hear your thoughts on the game!

- Isaac
...