Minor fixes and changes: Updated Xp levels, now require less to level and all levels have rewards Added Enemy ability display to the encyclopaedia Updated some animation anchors and Mushaloon Sprite and Animations Updated enemy ability descriptions Implemented advanced tooltips and configure some Bloodfountain Mushaloon and Encyclopaedia PNGs updated Added leader board steam avatars Fixed some formatting issues in the encyclopaedia Fixed leader board formatting issue Fixed loading a battle reward not clearing the enemy encounter Actually fixed gambits not being usable sometimes Fixed fungal Infestation not working sometimes
A friend of mine was the main dev on STARSHIP MURDER and I did the narrative design. It's the best title I'll ever come up with. Kuba the main dev wrote up a whole thing about all the work that went into it, so I'll let him do most of the talking.
FROM NOW ON YOU HEAR THE WORDS OF KUBA.
Hey, everybody! Kuba from My Next Games here.
Ufffff…. It took me longer than I anticipated but I finally got our new game out into the world! It’s called Tales From The Arcade: Starship Murder and it’s an experimental murder mystery roguelite in which the killer changes every time you play. You can now get it for free via Steam:
With this little announcement out of the way, let’s move on to this month’s update. Today I thought I would tell you the story of Starship Murder’s development. I decided to do so not only to show you the process behind a curtain but also as a record of how this thing came to be.
As I mentioned in a previous update, it all started with Hank: Straightjacket - a tiny little adventure game we made at the end of last year. We came out of that side project with high spirit. It was a lot of fun to quickly create something small that everyone can enjoy. As soon as Hank: Straightjacket was released, in our spare time, we started brainstorming ideas for another little game we could make. After a month we took a vote to decide which one we’re gonna pursue.
The vote landed on the picture above. The concept was simple: you click different points of the space station to repair it. After a few more discussions we added in the murder mystery angle. Expecting the people to follow a real time dialog while they keep an eye on the station sounded risky. It could have ended up overwhelming a player. We decided to go with it anyway :P. After all, we were making a tiny free indie game. The goal was to create something unique and learn from the experience.
With all that out of the way it was time for a dummy screenshot. It’s a method I use to better visualize the game to everyone on the team. As my art skills are pretty limited (I’m a programmer) what I usually do is mash tougher whatever I can find on the internet until it resembles what I’m trying to convey :D This is also where we moved away from the idea of the space station in favor of a starship. The journey that is implied with a spacecraft was a natural way of telling the player when the game would end and at the same time it maintained the atmosphere of isolation we were trying to invoke.
Then, finally came the day when we started the development. Initially we set ourselves a two week deadline for finishing the project. We started working and… we failed :(. This is how the game looked at that point.
There were two main problems that we were facing. First, was that the game didn’t feel like you were playing as an AI (It was more like: you're just a human looking at a couple of panels) Second, was that the location window which was de facto the main view of the game was too small and cramped up. Even though we passed the deadline we decided to continue with the development.
With every day passing I started to become more and more angry with myself and the project. It was supposed to be done quickly and now who knows how much time it will take us to solve the problems we encounter. It also didn't help that at this point all of our personal lives suddenly became much less stable (housing situation, costs of living you know the staff). We needed to finish this thing ASAP!
The soundtrack came through on the last day. Witek(Artis) introduced me to his brother - Rafał. He has been making music for years and besides the tracks he released on the internet he also had hundreds of unpublished ones. He sent me this album - Vintage Dust - that's been sitting in his drawer for a while. I unzipped the package, added the tracks to my playlist and launched the game to see if what I’ve received fits the mood. A few moments later I knew we had hit the jackpot.
The game was almost finished. There were still issues of balance and dialogues though. Unfortunately we needed to stop - our lives became too erratic to continue… I hated everything about Starship Murder at that point…
Two months later things started to stabilize again. I don’t like to leave things unfinished so I reached out to Matthew(Writer) to resume our efforts on the game. We sat down and spent another week working on it. He was writing and I was tweaking the overall pacing. As I was going through the game I realized that the break we took refreshed my perspective. This thing wasn’t even close to being that bad as I remembered it to be…
Fast forward to today, I’m actually quite happy with how Starship Murder came out at the end.
Cya Around,
Kuba
P.S Overall, if you sum up all the time we spend on development it would be around 6 weeks.
Summer's officially over, let's end it with a BANG! This update is hot AF if I may say so. Time for a fun day at the beach with ALL the main girls (Yes, there's quite a lot of steamy scenes) thanks to some omnipotent assistance. We hope you'll enjoy the many different and fun interactions we got in store for you.
We're also testing out a new feature and would love your feedback on it. Finally, we implemented "ambience" sounds to further enhance your immersion.
Lust Theory S2 - Beach Day features: 910+ NEW IMAGES 24+ NEW ANIMATIONS Narrator voice (This is a test only working in this Beach Day event) New "Ambience" sounds
You can start the "Beach Day" event after completing the main story while choosing to stay in the simulation and then cliking on the floating sphere in the living room.
Goldenjar Fall - Definitive Edition - Ardeal Studio
Dear adventurers,
We have exciting news to share with all of you. Get ready to experience a series of enhancements that will improve your gaming experience and journey through the Dwarven Halls.
Reset Your Talent Tree: Have you ever wished you could reset your Talent Tree and experiment with different configurations without worrying about previous decisions? Now you can! The Goldenjar Fall update allows you to reset your Talent Tree so you can adapt it to your current playstyle. Every time you break a weapon, you will improve your damage with axes and additionally gain a point to reset your talent tree.
Walk While Holding Click: Comfort is essential when embarking on epic adventures! With our latest update, we've fixed the "walk while holding click" feature. Now, you can explore by simply holding down the button as you venture into the halls of Goldenjar.
These are just some of the improvements you'll find in the Goldenjar Fall update. We are committed to providing you with the best gaming experience possible, and this update is part of that commitment.
So, what are you waiting for? Update your game right now, and may Torgabarath guide you on your journey.
[Added] - New map: Target Package Thunderfall - AR-10/SR-25 .308 Rifle - Second Primary Weapon Slot (new default keybind layout is - 1 for pistol, 2 for first primary and 3 for second primary) - 40+ new weapon mods - Gasblock Weapon Mod Slot - Extraction for Clean House (Once all AI is dead or incapacitated just run outside) - Operation Objectives (now works) Sector Sweep - Find Intel and eliminate all threats Kill no capture - Kill everyone, intel is optional Find and Extract - Find and extract with Intel, Killing is optional - Updated EOTech Vudu model
[Bug Fixes and Improvements] - Updated Networking Solution - Removed white plane when using ATAK - Removed Reverb/Echo for footsteps - Fixed Clean House props not appearing through scopes - Fixed Incorrect Poses on Magazines - Weapon Bug fixes - Other Misc Bug fixes
[Known Bugs] - No grass on Sensitive Intelligence - No muzzle flashes
The infantry combat overhaul intends to create the most fun, immersive, authentic, and teamwork-oriented infantry combat experience possible. The goals are to:
Increase the amount of teamwork needed to win a fight.
Create more meaningful tradeoffs between different factions, weapon types, and optic types.
Keep the game fun while making it more approachable for new and existing players.
Mitigate the amount of punishment newer players experience in combat while learning the game.
Features
These patch notes will not list the exhaustive changes that we have made to each of the following areas, so please see the original infantry combat overhaul blog posts (LINK 1/LINK 2) for more detailed information about the changes:
Suppression
The suppression effect has been completely reworked to become more immersive and to enable the use of suppressive fire to become a valuable tactical tool for overcoming the enemy in combat. More powerful weapons will create a more intense and longer-lasting suppression effect. The suppression effect itself will reduce the ability of a player to be effective in combat, encouraging them to reposition themselves or seek cover.
Newer players can stress less about knowing exactly where the enemy are and instead provide meaningful suppressing fire to fix the enemy in place so that others can flank or maneuver on them.
Picture-in-Picture Scopes
Picture-in-Picture (or PiP) scopes have been added to the game, this is a more authentic way of representing magnified optics in a game. Instead of your whole screen being zoomed in when aiming through a magnified scope, only the area inside of the scope will be zoomed in. The field of view (space that the optic takes up on the player’s screen) for different optics will follow real-life measurements in most cases.
Gunplay Changes
Gunplay overall has been adjusted to create more fun, immersive, and authentic team-oriented infantry combat. The ability for a single player to affect the outcome of a firefight has been mitigated; effective communication and teamwork should overcome lone individual fighters in the majority of cases. All weapons have been adjusted and the weapons available to some factions have also been adjusted. Adjustments after release will be an ongoing effort to ensure we strike the correct balance.
Different types of weapons and optics will now have much more meaningful trade-offs, magnified optics will not be the best choice in every situation.
In the majority of situations, players who are in a bad position relative to the enemy are more likely to be wounded or suppressed, and less likely to be instantly killed, giving them meaningful moments to be able to react to incoming fire and making combat less punishing overall.
Infantry Movement Changes
Character movement has undergone changes to encourage greater communication and coordination between infantry and other infantry, as well as between infantry and vehicles.
Overcoming tall obstacles will be more challenging for individual infantry players than before, work together with your teammates to buddy-boost over taller objects and plan your movements through urban areas more deliberately.
Vaulting over obstacles is now triggered only when also holding the “Move Forward” key. Otherwise the character will instead attempt to climb on top of the obstacle. This is intended to give you more control over your actions in combat and help prevent accidental vaults causing deadly falls.
Additional System & Gameplay Updates
Added proximity indicators to the squad list:
These are dots that appear alongside the names of squad and fireteam members within your local voice chat range. The color of the dot represents how far away from you they are (bright white for 0-25 meters and grey for 25-50 meters)
Vehicles that can hold ammunition will now show a 3D ammo icon so that you can identify them more easily
Updated several CAF faction reload animations to be more true-to-life
Nametags will now only appear when there is a direct line of sight between you and your teammate
Temporarily added a “Scope Image Clarity” option to the Settings menu. You can use this setting to choose whether to prioritize clarity or anti-aliasing while using scopes. You can learn more about why this setting is being introduced in the “Known Issues” section below
General Bug Fixes
Players in a server’s queue will no longer get stuck in the queue when the server changes maps
When projectiles pass through walls, they will now have appropriate exit VFX
Aiming down sights with the AK-74M’s GP-25 grenade launcher while your FOV is set to 120 will no longer cause the gun to clip into your viewpoint
Binoculars now behave correctly when FOV is set to 120
Corrected the appearance of the ADF Crewman/Pilot icon on the deployment screen
Fixed a bug that allowed vehicles with blown-out tires to drive over AT mines without detonating them
Fixed a bug that could cause players to encounter an infinite running soldier animation after joining the server
Fixed a bug that could cause the barrel and scope of sniper rifles to momentarily become invisible if a user collapsed a bipod while aiming down sights
Fixed a bug that could cause the deployment loading screen to appear incorrectly
Fixed a bug that could prevent players from damaging vehicles with emplacements in certain situations when playing on Jensen’s Range locally (not online)
Fixed a bug that could prevent players from switching to certain seats in a vehicle even when they were unoccupied
Fixed a bug that could prevent the IMF RKG3 AT Grenade’s SFX and VFX from playing - after destroying hedgehog traps or the second state of barbed wire
Fixed a bug that prevented the salute emote from playing when used by a player on the ADF or BAF team
Fixed a client crash related to WorldSettings
Fixed a client crash that could occur while loading into the main menu after starting the game
Fixed a minor visual issue impacting the glasses and visors of BAF soldiers
Fixed an issue that could allow the third-person camera to clip through certain walls during emotes
Fixed an issue that could cause occasional waves of server log spam when having multiple clients connected
Helicopter control settings for Pitch, Roll, and Yaw are no longer reset each time the game is started
Players can now exit HMG bunkers as intended
Players will no longer become stuck inside the vehicle after attempting to exit the LAV, BMP1/BMP2, AAVPW, MT-LB, BFV, or M1126 vehicles in places where the vehicle’s exit points are obstructed
The ADF EF88 Ironsight Rifle can now be zeroed reliably
The emote wheel description for the Push Ups emote has been updated to reflect that it cannot be used while standing
Water shields on amphibious vehicles are no longer deployed automatically upon vehicle spawn-in and will reliably deploy and retract properly when entering and exiting the water
When a player using a recruit kit joins a squad and uses VoIP, the VoIP widget will now correctly display a recruit role icon next to their username
Map Updates & Bug Fixes
Anvil
RAAS v4 - Replaced the BMD-1M with the BMD-4M for the VDV faction
RAAS v4 - Replaced the PMV Mag58 3x with PMV RWS for the ADF faction
Black Coast
AAS v1 - Replaced the BMD-1M with the BMD-4M for the VDV faction
AAS v1 - Replaced the 2x Kamaz Logi with 2x BTR-DG Logi for the VDV faction
AAS v1 - Added 1x LAV-25 for the USMC faction
RAAS v1 - Removed the BMD-1M from the VDV faction on this layer
Goose Bay
RAAS v1 - Removed the BMD-1M from the VDV faction on this layer
Manicouagan
RAAS v10 - Reduced the number of BTR-MDMs from 2 to 1 for the VDV faction
RAAS v10 - Removed the BMD-1M from the VDV faction on this layer
RAAS v11 - Reduced the number of BTR-MDMs from 2 to 1
RAAS v11 - Reduced the number of MATV M2s from 2 to 1
RAAS v12 - Reduced the number of BTR-MDMs from 2 to 1
RAAS v12 - Removed the M1151 M2 Open Door vehicle from the USMC faction on this layer
Mutaha
RAAS v4 - Replaced the M113 TLAV with the TAPV for the CAF faction
RAAS v4 - Replaced the Sprut-SDM1 with a T72B3 on a 10min initial delay
RAAS v4 - Removed the BMD-1M from the layer
Narva
RAAS v2 - One helicopter with a 10-minute initial spawn delay has been added for each team
Destruction v1 - Fixed a bug that could cause objectives and objective caches to spawn floating above the floor in certain areas
Pacific Proving Grounds
Made various visual improvements to terrain.
Added missing map boundaries
Seed v1 - The PLANMC team can no longer place infinite HASCO bunkers for free. The team must also now abide by the three-player requirement.
PLANMC-VDV Training - The Sprut-SDM1 and ZTD05 vehicles are no longer missing from this layer
PLANMC-VDV Training - Fixed a bug that prevented RHIBs from spawning at the dock
Skorpo
RAAS v5 - Replaced the BMD-1M with the BMD-4M for a total of 2x BMD-4M for the VDV faction
RAAS v5 - Increased the number of Leopard 2A6Ms (on 15min initial spawn delays) from 1 to 2 for the CAF faction
Yehorivka
RAAS v2 - Removed the T72B3 tank from the VDV faction on this layer
RAAS v2 - Swapped the M1126 CROWS M240 with the M1126 CROWS M2 for 4x M1126 CROWS M2 total for the USA faction
RAAS v2 - Swapped 1x MATV M2 with 1x MATV CROWS M2 for the USA faction
RAAS v2- Reduced the number of UH60s from 2 to 1 for the USA faction
RAAS v10 - Updated the vehicle layout for both teams:
RAAS v10 BAF:
1x HX60 Transport (6min)
2x HX60 Logi
1x FV432
1x FV432 RWS
1x FV107
1x FV510
2x FV510UA
1x FV4034 (10min)
1x SA330 (10min)
RAAS v10 VDV:
1x BTR-D PKM (6min)
2x BTR-DG Logi
2x Tigr KORD
2x BMD-4M
1x Sprut-SDM1
3x Mi8
RAAS v11 - Removed the BMD-1M from the VDV faction on this layer
RAAS v11 - Removed the Sprut-SDM1 from the VDV faction on this layer
Known Issues
We are aware of an issue that can cause the view seen through a picture-in-picture scope to be blurred for players using anti-aliasing or FSR. The severity of the blur is impacted by the FSR and resolution settings being used, so it may not look the same for each player who encounters it. The cause of this issue is very complex but we are hard at work to address the issue.To mitigate this issue in the meantime, we’ve implemented a “Scope Image Clarity” option in the Settings menu.
There are two options to choose from:
Prioritize Clarity in Scopes: This setting makes the image sharper but may also produce visual artifacts and cannot be used with FSR. This works by temporarily disabling anti-aliasing when aiming with a scope, meaning that players using this option may encounter jagged edges while aiming. This is the option that is enabled by default and is ideal for players who want to prioritize a clear and accurate view through their scopes.
Prioritize Anti-Aliasing in Scopes: This setting smooths jagged edges, reduces visual artifacts, and makes it possible to use FSR, but may result in the blurry image described above. This option is ideal for players who want to prioritize anti-aliasing and FSR or who are not bothered by the level of blur they are experiencing.Feel free to give both options a try to see what works best for you. We appreciate your understanding and patience as we work to get this resolved as quickly as possible.
We are also aware that nametags do not appear when looking through a picture-in-picture scope. This is a temporary mitigation for a problem we found during development. Nametags appeared to be offset from their intended location while looking through picture-in-picture scopes. We have decided to remove them for now and will update you on any further adjustments to the nametag system in the future.
Mod SDK
Updated mod SDK to v6.0.
Updated mod versioning to v6.0. This requires mods to be re-cooked with the v6.0 SDK in order to be compatible with the updated version of the game.
Weapon sway configs in “Weapon Static Info” will be overwritten when the new SDK arrives. Remember to copy these values over to your new version.
The walk speed multiplier while reloading and using items previously lived in the “Mutable Soldier”, but now it is controlled on a per-weapon basis. See “Walk Speed Multiplier” in “Weapon Static Info”. Changes made to the parameter in “Mutable Soldier” will be lost.
The three parameters which together controlled ADS time have been consolidated into a single parameter in “Weapon Static Info”, adjustable per-stance. “StandLocBlendTime” was preserved but is not functional, so you can refer to this value to see what your pre-ICO weapon ADS time was.
Added Gameplay Events Subsystem: This allows modders to easily bind events to common gameplay actions like reloading, aiming, and firing, without needing a reference to the soldier or player controller. We aim to add more bindable events in the future.
Added Generic Punch System: This allows modders to use curves to rotate or translate the weapon and/or camera in response to gameplay events. This system is already being refactored, so feel free to experiment with it for now, please note that the input structs and blueprint nodes will change in the following SDK release.
Please Note: Updating to Squad v6.0 will force your cache to clear, resetting the game settings to their default values. Remember that you can use the "saved keybind preset" feature to save and load custom keybinds so you don’t have to set them up again when clearing your cache.