Dawn Apart - HustleCrowe1
Welcome to a new instalment of our dev blog series, in which the colonists finally get busy! Yes, this post will shine some light on how the good folks trying to make an alien hostile planet their home, have to chop, mine, and haul their way out of their new harsh reality - before automation processes and a whole lot of optimizing will eventually make their life on Aurora more endurable.

As laid out in of our previous posts, at the start of our upcoming demo you'll land on Aurora in a small spacecraft with a handful of colonists and a sparse arsenal of resources and machines. Initially, in order to get your colony rolling in the absence of heavy machinery you'll need to gather resources such as wood and mineral ores by hand. So, to guarantee a smooth division of labour we implemented an order system including this fancy (work-in-progress) UI element that lets players select in which order they want to interact with a given entity.


Chop, chop
By selecting the axe icon you can now mark trees for chopping. Right away pioneers - if their personal schedules allow it - will channel their inner Paul Bunyan and seek out to cut down marked trees. Since we are aware that wood chopping in building games often walks a fine line between being annoying and incredibly satisfying (especially if you nail the chopping sounds) we opted for the following system:

Pioneers will hit a tree (with pieces of wood splintering off) until it falls over and a log is spawned. As soon as this log bounces off the ground it fractures into the actual wood resources which are then hauled to the next stockpile. For players, chopping trees will actually be the first touchpoint with our voxel destruction physics. As of now the trees, as opposed to every other asset in the game, are not made out of voxels but here is a screenshot of our WIP system:


Mine your own business
Both tree cutting and manual mining are powered by a tile-based 2D world space dragging system. Selecting an order in the menu will actually change the mouse cursor into the respective icon. In the case of mining simply drag the pickaxe symbol over the ore deposits you want to deplete and colonists will start digging away.

For now they remove about 15 voxels in depth off the planet's surface - one voxel every 10 seconds. When they have excavated five ores the colonists will stop mining and haul the resources to a stockpile. Eventually, assisted by more powerful tools, they will dig way deeper, with the possibility of transforming the planet into hole-riddled wasteland full of craters. These six pioneers tasked with mining for ores were a little overzealous though:)



Leave your mark
Speaking of impact on Aurora's terrain, in the past week we have also started working on a small, but very cool feature. Wherever a pioneer is walking each of their individual steps will leave traces on the ground. In this 'Desire Path' logic there are various stages to the reduction of the flora. At first the grass, in a radius of 3-4 voxels gets thinner and lighter when pioneers trample over it until the first layer of grass voxels is completely gone and only sand remains. The ground can recover however if the hauling routes are no longer used and the biome supports (re)growth.



Overall, we are trying to design (pretty mundane tbh) activities like tree cutting, mining and hauling stuff not only as means to set up your colony and factories but also to show from the get go how you can interact with the fully destructible voxel world and leave your mark on Aurora's surface. We can't wait for you to set foot on the planet yourself once the demo is out (at first exclusively for our Discord members). Until then, see you next week.

Sep 22, 2023
One Hour One Life - jasonrohrer


Many fixes this week, including domestic production of worms through compost piles and mass-transportation of worms in buckets.

You can now cultivate willow trees and bald cypress trees, though only in swamp areas. But these are the only trees in the game that can be cultivated without irrigation.

You can cut a rope back into its component threads. You can remove cool glass from bowls and stack it.

There's a more sensible camera failure condition when the photo server is unreachable.

Popcorn and garlic behave more consistently when eating out of a bowl. Antennas are containable. You can fill bowls with fresh peppercorns. You can fill backpacks with charcoal, just like you can fill them with soil. Extracting an arrow from someone no longer causes the arrowhead to disappear from their corpse.
Fremdganger - The Cheating Demon - Mastermind6425
Hello, dear acolytes.

I'm here with some exciting news again! I want everyone to be able to finish Fremdganger - The Cheating Demon, so I have created a full Walkthrough for the game which includes all the puzzles and their solutions. If you ever get stuck and can't seem to figure out what to do next, feel free to look it up in the walkthrough.

Since Fremdganger is not your typical every-day game, this is also not your typical every-day walkthrough. I spiced it up a bit so even people who already finished the game might be able to gain something from skimming through it.

Thanks again to everyone who supported this game. I hope you're looking forward to my next project, which is getting closer and closer to its reveal!

~The Storyteller

https://steamcommunity.com/sharedfiles/filedetails/?id=3039138953
SNWBRD: Freestyle Snowboarding - GamingLimited.co
  • Fixed Score and MediaScore 100x Bug
  • Fixed Shadows at Ultra High Settings
  • Added new Score Count Up for more Amped Like Style
  • Now Availiable at PC (STEAM - EPIC GAMES), Windows Store (XBOX and PC), DailyIndieGame and soon at PS4 and PS5
REMEDIUM - dmitry.kachkov
- Fix for enemies who not moving at some zones
- Fix respawn point can be activated in battle
- HUD weapons panel rework for more intuitive perception
- Fix player fall after game restart in some places
- Balance tweaks

Thanks for playing!
RPG Stories - zotos63
  • Gelatinous Cube (5 chromatic versions and 5 "empty" chromatic versions without objects)
  • Black Pudding
  • Gray ooze
  • Ochre Jelly
  • Aballin
  • Oblex
  • Dragonblood Ooze
  • Green Slime
  • Dracolich (with variations)
  • Gnoll (Gnoll 01, 02, 03, Gnoll Pack Lord, Gnoll Fang Of Yeenoghu)
  • Wraith
  • Ghost
  • Medusa
  • Myconid sprout, Shrieker, Fungus
  • Worm(Purple worm, red worm, green worm, giant worm)
  • Naga (Spirit naga, guardian naga, dark naga, Naga 01, Naga 02)
  • Minotaur
  • Floating Eye

I promise we are working like crazy for the multiplayer stuff!-)

Let's! Revolution! - Mischawake
We're thrilled to announce that Let's! Revolution! has been shortlisted and nominated for Game of the Year by the jury for the first SXSW Syndey Games Festival. Our team will be onsite in Sydney from October 18th to 22nd, demoing the game and attending the awards ceremony.

If you call Sydney home or are coming to town for SXSW, stop by our booth to say hi and grab some Beebom-themed swag.

Atomic Picnic - Ashkental
We're back with some cool new stuff for you all!

Features
New Event: Healing Shrine
The Zone has heard your request, and it might offer those courageous enough a chance of recuperating themselves. Are you bold enough to partake in The Zone's benefactions?

Changes
Readjusted cadence of Event Spawns
Increased Wisp Enemy model size
Adjusted Wisp flying height
Optimized the game during times when there are A LOT of enemies spawned

Bugfixes
Fixed a bug where players weren't receiving Pebbles after the match was over
Fixed a bug where the Objectives UI would break during the last Little Mac fight


----

Director's Commentary
This was a smaller update, but don't worry! We're working on some cool stuff! 🙂 You've all already seen sneak peeks of the new Boss, new Map and more Playable characters but we do have some new gameplay mechanics coming 😄

I'll leave you guys with this small tease of a new mechanic coming soon:
Sep 22, 2023
Artifact - Professor Squirrel
+Added all of Detective Lawson's remaining sex scene images and frenzy images

+Added the SHiMMER “app” to the sidebar, allowing for easier, on-the-fly access to NPC profiles. This has also replaced the “View Affected” link, and NPC Arousal levels are now viewable from players' 'Friends List'. NPC's current locations are only available if the NPC has accepted the player's friend request.

  • SHiMMER is presently the only way to tactfully gather useful information to work your way into an NPC's pants without spamming flirting or random gifts. NPC's SHiMMER profiles provide useful hints that allow the player to purchase the most effective gifts to maximize flirting efficiency.
+Added roughly 200 new possible status updates from NPCs on SHiMMER.

  • Status updates are now posted daily throughout the school year, with each NPC posting roughly 1 status every 10 days.
  • Dozens of unique status updates for every NPC, giving various insights into their lives while also providing a unique visual for how your influence is spreading throughout the campus
  • Status updates may change based on certain player interactions, including (but not limited to) acquired powers, level of Arousal, and level of Diminishment.
*NPCs will now automatically add you on Shimmer once their Arousal reaches 4

*Trying to start a new game while variables from an existing game are detected will now result in the game prompting you to Restart it to clear out those variables

*Various spelling errors

*Fixed a rogue hook name showing in the sound controls

*Updated Patron credits

-Removed Main Menu link from the Settings menu (to keep players from trying to start a new game without first clearing all existing variables via Restart Game, which lead to various issues such as some saves giving the appearance of merging together
Trash Bandits - Krab
PATCH NOTES - v2023.09.22.0

BACKGROUNDS
-Added a new grassy/wooded background for World 3
-Cranes and other background objects now have their start position randomized

STEAM WORKSHOP
-When browsing Workshop levels, the creator's display name now appears
-Added a new default thumbnail for uploaded workshop levels

LOOT ROBOTS
-Loot robots now have an alertness meter, which increases while it sees the player and decreases while it doesn't
-Loot robots now need to have line of sight to the player to spot them

DIALOGUE
-Added lots of dialogue!

HOTEL
-Added a truck to the hotel to return to HQ without using the pause menu
-Fixed a bug caused by interacting with a guest and a prop slot simultaneously

RESULTS SCREEN
-"Continue" and "Restart" buttons now no longer appear until results screen is finished
-Pressing the A or SPACE while on the results screen now fast-forwards it
...