Witch It - Exenoxx
⚠️ (26th Sep) Translator Notice ⚠️
Applications are now closed for all languages!
However, if you still wish to translate for us in the future, head over to the Witch It Discord server, go to the #roles channel and read the latest announcement. Here, you can sign-up as a prospective translator, and be among the first to be notified whenever we're looking for new translators to join the team!



Do you natively speak Japanese, Danish, Italian, Portuguese, Korean or Polish?
We are looking for people ready to help us translate Witch It into your local language! 🌏

Help us bring one of the following languages to 100% completion:

🔹 Japanese - 43%
🔹 Danish - 56%
🔹 Italian - 68%
🔹 Portuguese (Brazil) - 73%
🔹 Korean - 79%
🔹 Polish - 82%

And in return, we'll grant you an exclusive in-game Translator Hat for the witch, as well as give you a spot in Witch It's credits (a great achievement when applying for new jobs or opportunities)! You will also receive a special Official Translator role over on Witch It's Discord server. ✨

✔️ As a translator, you must:
1. Be able to speak and write your language natively, or just as fluent as a native speaker. We may ask for proof, if necessary.
2. Be fluent in English, so you can understand Witch It's source strings and translate them into your language.

📝 How do I sign-up?
1. https://www.discord.gg/witchit.
2. Press the "What role do you want?" drop-down box.
3. Click "Official Translator".
4. Fill in the short form and await a response!

If you can't use Discord but are still interested, please reach out to us on support@barrelrollgames.com!
Office Affairs - SoalBurner97
Office Affairs Patch Update v1.01.022

This minor update addresses several user reports of the game stalling under certain conditions at the end of scene 64 where MC is talking with Eric.
Now the resulting scene should correctly redirect the player to the specified ending based on choices made in the game.
Scene 13-14 with Sarah has been moved to after the Angela / Sarah intro to make more sense in the natural progression of the story
Brinefall - Eldacar
Hey everyone,

I hope this message finds you well! First and foremost, I want to extend my deepest apologies for the silence on my end lately. I've been nose to the grindstone at work, striving to bring you the best experience possible. Since the release, I've been tirelessly working on a series of updates to enhance Brinefall and your gaming experience. From performance tweaks to user interface refinements, every effort has been made to ensure that you get the most out of the game.

I'm thrilled to let you know that a new content update is on the horizon! This one's packed with exciting improvements that I'm sure you'll love. Your feedback has been invaluable, and I've taken every suggestion to heart.

As a solo developer, this journey has been a rollercoaster of challenges and triumphs. But let me assure you, my passion for this project burns brighter than ever. Your support means the world to me, and I'm committed to delivering an experience worth your support!

Thank you for your patience, and stay tuned for more updates. That's an overview of the fixes already available in-game i've released from launch on.

I want to take a minute to thank everyone once again for the feedback and feel free, to be honest. I'm doing this game for the player and not for me. Your feedback helps me a lot to improve the game!

Have fun, everyone!

iMPROVEMENTS AND FIXES
  • Fixed the runestone to now update the stats properly.
  • Fixed the boat in the main menu to render all the materials
  • Small improvement to the AI behavior.
  • Fixed the mana runestone to add mana.
  • Fixed the mana runestone to be blue.
  • Fixed the roof clipping issue.
  • Fixed the enemy to turn invincible when they walk a certain distance from their spawn point.
  • Fixed the chest that could be left open indefinitely .
  • Greatly increase the radius of the gatherable (plants and rocks) making them easier to find.
  • Fixed the condition to the merchants (blacksmith and merchant) to now have the crafting recipes.
  • Fixed a runestone being stuck underground.
  • Added the name above all NPCs to make them easier to find.
  • Added a sign to click on when you build the boat.
  • Reduced the cord of the boat (10 iron instead of 50).
  • Fixed a bug preventing attack when you quit while inside the boat.
  • Fixed some bugs with the cursor.
  • Reduced the NPCs' roaming distance.
  • Improved the NPC pathfinding
  • Fixed The Giant and Kill Argoth's quests.
  • Added the name above all NPCs to make them easier to find.
  • Added a sign to click on when you build the boat.
  • Reduced the cord of the boat (10 iron instead of 50).
  • Fixed a bug preventing attack when you quit while inside the boat.
  • Fixed some bugs with the cursor.
  • Reduced the NPCs' roaming distance.
  • Improved the NPC pathfinding
  • Added cloth to the merchant shop to make it far easier to get.
  • Released quick fix to prevent some money duplication.
  • Added the lightning spell to the game.
  • Greatly increase the boat speed and turning speed.
  • Improved the terrain to minimize the ground going above the building foundation.
  • Fixed a bug preventing to place building when you max level in some cases.
  • Improved some tree textures.
  • Fixed the building placement glitch of the roof.
  • Building placement will not behave better in general.
  • Reduced the NPC roaming area to make them easier to find.
  • Move the guide to be closer to the storage chest.
  • Added a "Teleport boat to town" button on the menu (in case the boat gets stuck somewhere)
  • Fixed the town level being stuck sometimes.
  • Small game balances on certain weapons.
  • Fixed the options menu.
  • Fixed the player attacking when building
  • Fixed some chest placement
  • Greatly increase the hitbox of projectile spells.
  • Increase the iron ore and minerals quantity found per chunk (tripled the amount).
  • Fixed a weapon being free to craft.
  • Lightning tweak on the day&night cycle.
  • Performance optimization
  • Greatly improved the camera optimization eliminating most of the lag spike.
  • Fixed the player getting stuck in the small town
  • Fixed weird lightning effect at some time of the day
  • There will be more iron spawning in the mine.
  • The enemy in the goblin camp will now drop iron ore.
  • Added a safe zone in the beginning so you can build freely (following the feedback)

https://store.steampowered.com/app/1716600/Brinefall/
Astral Gunners - satibros
Version 0.9.2 is now live! See below details on this update to Astral Gunners. If you're seeing the game for the first time due to Shmup Fest, thank you for checking out our game and don't forget to go check out all of the other incredible shmups on sale right now.

Massive Changes to Dystopia



The first version of this level was simply not up to the standards of the other levels. With all the changes between this update and the previous version, it's almost an entirely new level with too many changes to list in detail. Instead we'll highlight the bigger changes overall.

Full song. This stage now features the full song written for the level, instead of a 1 minute looping track. As with all of the other levels, key scene changes sync up with the changing passages in the music to create a music video feeling in the level.

Faster! Faster! Everything moves faster. While we may scratch the itch of slow and plodding shmups at some point in our lives, Astral Gunners is not the place to do that. Dystopia still has a distinctly claustrophobic feeling to the level, but the sense of speed found on other levels is brought up to standards now and everything in this level moves about 2-10 times as fast as it did in the previous build.

Difficulty adjusted. Since this level appears on the level select screen as one of the second or third levels the player can choose, it didn't feel right having it be the most difficult standard stage. It's now listed as being more difficult than Azuria and Light World, but easier than Crimson Peaks or Emerald Belt and is redesigned with that in mind.

New identity. Along with the change in difficulty comes a new identity for the stage. This is the stage where we want the scoring mechanics to really click for players. There's enemies that are harmless if avoided but can generate tons of bullets to farm for score, and there's a section where the player is allowed to mash the special button over and over. The race against Samurai Gunner is easier to survive, but more challenging to win the race and unlock by far the most powerful NPC helper.

Bonus Waves Updated



To those who are unaware, we'll explain one element of the scoring system briefly to make this change more understandable. There are a number of sections within Astral Gunners where killing enemies faster causes the next enemy wave to spawn immediately. When this happens, the time saved is stored and at three checkpoints in each level that time is expended by playing through a separate bonus wave timeline that is consistent across all of the levels. When you complete the bonus wave once, the enemies upgrade from silver to gold, and then from gold to rainbow.

In all versions up until this point, each tier of the bonus wave looped twice. We've added more patterns so that this loop doesn't happen. Additionally at the end of each loop we've added a new enemy, currently dubbed "The Microwave," that functions as a sort of miniboss for the bonus waves to make it much more noticeable that you've hit the end of one tier of the bonus waves.

Training Mode Additions



There's been a few new features added to training mode for those on the path to become the most skilled space fighters around.

  • Toggle to view enemy health. There's now an option to display enemy health as numbers.
  • Magnifying glass zoom. You can now create a window that zooms in on the hitbox.
  • Option to Hide UI on pause. For people who want to pause and study a moment.

Light Gunner QOL Changes

  • Light Gunner has a brief flash over their shield to indicate a full homing missile charge.
  • Light Gunner's shield special blinks a few moments before it disappears.

Numerous Small Bug Fixes

I wish I had a good enough memory and good enough note taking skills to list everything in this category, but it has been quite some time since our last build and we've had to tear apart certain sections of the game to make fixes. Regardless I want to make sure we say thanks to everyone who has been patient with us and offered notes on bugs.

What's next? When is the game actually going to be finished? What's left to add?

Right now, we're feeling like we can comfortably say version 1.0 of the game will be ready in Q1 2024.

What we can promise: There will be a final stage "Dark World" which will be a boss rush style stage and feature some rematches against some important bosses. New music will be added; each boss is going to have their own theme. Hyperspace will change and be a more fleshed out bonus stage. Power-ups will be redesigned to focus more on fun, creativity and feeling overpowered and less about being a balanced alternative way of playing the game.

There's a number of other features and ideas that we want to incorporate into the game if we have time, such as a time attack mode for players who enjoy speed running games, mission-based trials meant to offer challenges while teaching mechanics, and hidden dialogue sequences to build on characters. While all of these are things we really want to see in the game, we're trying to keep our focus on what makes Astral Gunners what it is and that's an emphasis on classic arcade scoring goodness presented in a way to ease newcomers to a way of understanding games that is so important to us.
Super Raft Boat Together - Banana Cloud
Hello Super Raft Boat Together players! It's been a while since there's been an update. We've been preparing this for a while now so there's tons of new stuff, let's take a look!


New Biome: Soda Sea



After Electric Flow, fend off enemies of sea and sky that have been influenced by Soda! The enemies are tough, and the boss Cooler is even tougher!

  • Soda Fish has an extra jump using a soda bottle burst to propel upwards.
  • Bluejay will shoot a six pack of soda bottle missiles towards you, and wanders while recharging soda.
  • Soda Shark will charge up a dash to chomp through multiple rafts, make sure to take them out!
  • Soda bottles will hurt rafts and players if they collide.
  • Soda geysers will destroy rafts and knock players into the air!

Super Raft Swapper



The "Super Raft Swapper" can now appear at the Ship of Deals! Swap out your raft for the run and try a new raft! There are 12 super rafts to use total: 4 from the character's super rafts, 4 that will show up in the shop, and 4 you can unlock to show up at the shop.

New Super Rafts

Here are the 4 super rafts that will show up by default, try to unlock the other 4!


Construction Raft
Faster build rate when standing on them.


Marksman Raft
Increased fire rate and critical chance while standing on them.


Powder Keg Raft
Explodes after an amount of time after being placed or when destroyed.


Bumper Raft
Bounces entities that touch it.

Weapons Dealer



In addition to the Super Raft Swapper, there's also a Weapons Dealer where you can swap to different weapons for the right amount of coins.

Raftport, Rescues, and Missions



Raftport has been polished up and condensed, and Ron got a fishing stand for his rods! Also, where did everybody go? During runs you'll have to find and rescue them and regain their services!



There are now missions to track progression like rescues and Kraken defeats, and daily missions that refresh every day. Missions can give coins and bottles, and tougher ones will unlock new content like areas and super rafts. Some missions will also show up after finishing others, what else could there be to unlock?

Path to Kraken



Each time you defeat the Kraken Swarm, you'll gain a new tentacle added to the Kraken Statue in Raftport. When the statue gets four tentacles added, you'll be able to face off against the Super Kraken!
Each Kraken victory will change up the next run and slightly vary them up. Defeating the Super Kraken unlocks looping and more variance to runs. Can you finish the Kraken Statue?



Keybindings



Keybindings have been a top request and something we wanted in since launch, so it's nice to finally have it implemented!

The Rest of the Update

There's a lot of big stuff in this update, but also a lot of smaller things. Here's the full patch notes of everything not talked about above.

Other New Content
  • New Boss: Otter
  • New Boss: Cooler
  • New Boss: Giant Jellyfish
  • New Boss: Giant Bone Fish
  • New Trinket: Quickdraw Cola
  • New Trinket: Misfire Mantle
  • Reenabled Trinket: Soggy Toolbox
Balance
  • Raft refill rate is faster with less players.
  • Squad trinkets now scale to be less powerful with a larger squad.
  • Macro Mush health buff is now 1 heart.
  • Smelly Sea Pickle decription fixed (takes half a heart away, but it said it took 1 heart).
  • Orange Soda will now heal 4 hearts instead of full.
  • Quantity Wood now also makes super rafts cost an extra raft.
  • Glass Hat no longer works as a ghost.
  • Seagulls are slower and glide for longer and further after a drill attack.
  • Fish are slightly slower.
  • Trout are slower but have more health.
  • Wahoo Fish are faster but have less health.
  • Crabs are twice as fast at destroying rafts.
  • Dolphin won't dash on the first "Path to Kraken" run.
  • Pufferfish spike bullets do quarter heart damage (big spikes from Giant Pufferfish still do half heart)
Other
  • Super rafts now have different raft costs.
  • Coins collected from runs can no longer be used in runs. Coins remaining from runs are taken back to be used at Raftport.
  • Last enemy in swarm drops coins now.
  • Trinket bottles can now be picked up in water.
  • Wave and Shop events have higher chance of happening each time they don't happen.
  • Improved mini-boss randomization.
  • Tutorial will now end after the first boss and the tour has been updated.
  • New Option: Toggle Status Effect Particles
  • Beta's super raft the Buddy Raft now also speeds up players on it.
  • Beta's hi-five with his Buddy Raft will also hi-five closeby Buddy Rafts (he can only hi-five penguins not already being hi-fived)
  • Money is now shown in the trinket squad screen for the crew.
  • Optimized status effects.
  • Other small improvements/fixes.
Blue Oak Bridge - playmedusa
Sorry! We do hope this time is final: the mine elevator should be fixed! For good! For real? We'll see, we hope so!

Animal friendship cards should be working nicely too.

Thank you to everyone who has provided feedback, suggestions and left reviews. It's been incredibly helpful for us! Please join our discord!

We'd love to hear from you
https://discord.gg/HhjNd3u6KW

The Blue Oak Bridge Team💙
Sep 25, 2023
Chess Survivors - Aarimous
  • Attempting to fix an issue where the game would freeze and crash when playing on high game speeds.
  • Fixed an issue where the saved game speed was not applied correctly to new game instances
Sep 25, 2023
Highway Rampage - Lasso Games
Highway Rampage is OUT!
1.0 is here!


Greetings drivers! We've got some big news today - with this patch Highway Rampage is officially moving out of early access! We're very pleased to show you what all we've been cooking up, got a little of everything for you: QOL additions, new content and some balance changes to make the mid and late game more of a challenge!


Here's a quick rundown of what we've got for you today:

- A map of the wastelands to help you chart your course and track where you've been (and have yet to explore)! Visible in the pause menu, the garage and the end of game screen, the map will light up the path you've taken on this run.
- In addition to the map we've added signage on end of sector turnoffs to better show you which areas you have available to go into.
- Tons of new enemies and enemy variants in the mid to late game areas.
- Changed the KPH score multiplier system to be a little more difficult to maintain - keeping your score multiplier high now requires you to take less hits in addition to racking up kills!
- Added in a handful of dashboard graphics to spice up the sidebars of the in game screens!
- Graphical revamp of the upgrade truck menus!
- Elemental/DOT effect weapons should be more effective against bosses.
- Later game bosses/minibosses HP increased to scale better with player power ramping.
- Some sound balancing.
- Several weapon reworks and damage rebalances.
- Last but not least, an opening cutscene!

As always, thank you for playing - we'd especially like to thank all of our early access players for giving us a chance and providing some invaluable feedback along the way! As always, we can be reached via the Steam discussion boards or on our socials if you have questions or comments!
Lords of the Fallen - CIG_Shikallum
Greetings Lampbearers.

The heralds of Adyr’s return grow ever louder, and we’re now less than three weeks away from the launch of Lords of the Fallen. As part of the countdown, last Friday (22nd September) we held a special live stream featuring Alex Chaudret, art director for Lords of the Fallen at HEXWORKS.

Hosted by CI Games’ lead graphic designer, Matt Fryer, the two-hour stream was a unique and exclusive opportunity to not only put questions to Alex, but also take part in helping forge an armour set that will go into the game post-launch.


Many of you answered the call on social media and took in part in an online poll to determine whether the armour should be aligned with Rhogar or Umbral (if you’re not already following us on Instagram, X, and Facebook, then make sure you do so that you’re up to date with future Lords of the Fallen news.)

If you haven’t seen the live stream from Friday, then here’s your opportunity to do so before the final armour artwork is revealed later this week.


https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/
Sep 25, 2023
Chickado - koksall
Japanese garden section added.
...