Ikonei Island: An Earthlock Adventure - Frogboy



Hello there, Castaways! 🏝️

It’s been a long time coming but we are so very close to announcing the V1.0 version of the game and we are just making the final touches to get the island ready for an influx of epic adventurers.

Here are a few more updates as we get ready for the big announcement…

First up we will be releasing a new demo version of the game which will give those of you yet to dive into the perfect introduction to our island and its delightful inhabitants on October 9th 2023.

Better yet:
Not only can your friends try out the solo version of the game, but up to 3 of them can join you in online co-op mode and play the entire game FOR FREE if you own the full game. Yes!! The whole thing as long as at least one of you owns the game.

We also are introducing the full price of the game from October 9th 2023 which will be $24.99. But worry not - you still have time to grab your ticket to the island at the current lower price until then.

Hop on to the island before it's too late!

https://store.steampowered.com/app/1550730/Ikonei_Island_An_Earthlock_Adventure/

Oh! And one more thing… we will confirm the proper launch date when we make all these changes.

The full launch date will be…. (stay tuned we will let you know very soon!)


💙 Join Our Discord Island

Join our community on Discord! We've got contests, and channels where you can share feedback, report bugs, get help with the game, and find friends to play with. Aside from the magnanimous presence of your favorite Frogboy!


We'll croak you on the island! 🐸
Snowcastle Games
The Invincible - tommy
Interplanetary Contest

"Astronaut, do you copy?

We have prepared a cosmic challenge for you, in which you can compete to win an amazing PC from AMD.

In honour of human curiosity and bravado in crossing the boundaries of universe, use the cosmos theme to create a piece of art in any form.

Share it on Instagram, Twitter or Steam Artwork with #TheInvincible hashtag. We are waiting for your submissions until October 26th.

END OF TRANSMISSION"



Full contest rules: https://11bitstudios.com/docs/TheInvincible_PC.pdf


Dive into our comic from The Invincible universe at:
https://www.invinciblethegame.com

And immerse yourself in The Invincible world a little bit more here...
Discord
Twitter
YouTube
Facebook
Instagram
Astronimo - Gemma_Coatsink
Attention Adventurer

The time has come. Astronimo is out in EARLY ACCESS NOW!

Gather your crew, explore strange planets, build all manner of weird & wonderful contraptions or even your own worlds.

You're only limited by your imagination!



Get it now:

https://store.steampowered.com/app/1808640/Astronimo/

Join the Astronimo community in Discord
Follow Astronimo on X




Hearts of Iron IV - PDX Chakerathe
Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at military industrial organisations (MIO’s).

Now we talked about the concepts of the MIO’s in the Dev corner in may but since then we have done a lot of work taking onboard internal and community feedback and from that work we have changed lots of things. This means that some of the things we talked about previously in the dev corner won't be true anymore. That's enough prefacing so let's get into it, let's see what the finished MIO’s look like.

So to reiterate what we went over in the last dev corner here is what we identified and how we wanted to improve it. Firstly we have the current model of companies in HOI.

Currently we have to provide static modifiers and sometimes change them via scripted decisions or focus rewards, this makes them very un-interactive and mostly something you click once and then forget about, it's just another modifier on your country.

By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them.

From this we had an intent and goals established.

Intent
  • Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.
Goals
  • Allow the player to define their designer direction.
  • Integrate design companies into production
  • Provide a framework for national specialisms that can be used on the world stage
So let's see what the final version of the MIO’s look like. So firstly how do you see your MIO's? This is as simple as previously you can find your MIO’s in the political menu where you would have found the buttons to unlock design companies before.



From here we can click on details and this will show the detailed page for that specific MIO, this is where you will upgrade that MIO as it grows in size.


Right so this is very different from the mock ups from the dev corner so let's go through this.

Firstly let's talk about the progression change in the middle. Previously we had 6 departments (3 design, 3 manufacture) each with their own stats and unlocks; this now has been condensed into 1 tree covering everything for the MIO. The old design was very void of narrative and feeling and often was overwhelming with choice but underwhelming in effect. By bringing everything into a tree like so with fewer actual unlocks your choices are more impactful and the compromises are clearer. The trees also allow for a narrative progression through the small advances made within companies that the bonuses provided represent.


In addition to this we have unique traits for some MIO’s that represent them having their historical unique capabilities.


Departments now represent the groupings of equipment an MIO will affect this allows you to have a quick snapshot of the bonuses an MIO can and is offering so if you see an MIO with a department for medium tanks you know to expect it to give you houses for that and once you’ve unlocked some of those traits you will see them on the department/


Now we have some entirely new things. So let's start with the initial trait. Every MIO has an initial trait this provides bonuses to that MIO always and generally designates the type of MIO so an MIO such as supermarine has the initial trait agility fighter this tells us this MIO is focused around agility for small aircraft and the initial bonuses will also be for that



Next we have policies, policies are mid upgrade bonuses. They cost political power and provide a bonus that is outside of the normal traits you would get for the MIO. These bonuses specialise you MIO in certain directions from making it grow faster or giving bonus stats or building faster. Once you select a policy you cannot change it for 180 days so you need to make sure you’re selecting the ones you need for each MIO because they are long term choices.





Now we will get onto using the MIO’s, so as detailed before in the dev corner MIO’s are applied when we research now, so when you go to research something that has an applicable MIO for it you will get the option to attack an MIO for a small PP income cost or to research without an MIO. MIO’s offer research time bonuses so attaching them makes the time faster and adds funds letting your MIO increase in size as you research.

If you didn’t attack on MIO or want to change the attacked MIO you can also do this after researching. You can go to any equipment and create a new variant and attack or change the MIO on the equipment for a small XP cost. Once an MIO is attached to equipment it will apply to any further variants you make.





However the MIO attached to equipment is a snapshot of the traits of the MIO when it was applied and must be upgraded to gain any new traits unlocked since then also for a small xp cost. This can be done via the make valiant screen or via the history tab.


The history tab in the MIO details screen shows every equipment you have with that MIO attached and any equipment currently being produced by the MIO. from here you can upgrade the MIO on the equipment up to the latest traits individually or you can upgrade all non obsolete ones with the upgrade all button. You can also upgrade all whenever you unlock a new trait via a check box.



Finally we can add mio’s in the equipment designers this works the same as with other equipment but we do when designing the equipment.




Finally we have production, any production line can have an MIO attached so long as it has the equipment designed in one of its departments, most MIO’s will have production bonuses for equipment allowing for faster or more efficient production when they are attached. On top of this you also gain funds from producing equipment so building something with you MIO’s will let them increase in size faster. This is integrated into the flow when you add a new production line and can be added later simply via the production menu







Modding
Implementation of new MIO’s are very easy, you can create a new one or “include” and extend/modify an existing one all natively in the api.

An MIO has a basic structure like this

<code>
equipment_type = { mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank }
research_categories = { mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules }
<code>

This acts to tell the MIO what equipment it will be affecting with traits and which tech categories it will be applicable to. Here we are using a new type of collection for MIOs equipment categories; these are script defined sets of equipment types that allow you to reference all of them with a single token instead of having to declare each one individually for every instance.

<code>
initial_trait = {
name = generic_mio_initial_trait_standardized_production

equipment_bonus = {
armor_value = -0.05
defense =-0.05
}

production_bonus = {
production_cost_factor = -0.1
}
}
<code>


Next we are defining the initial trait that is modifiers that the MIO starts with, these can affect the equipment modifiers, production modifiers or MIO modifiers like fund gain or research bonus speed.

<code>
trait = {
token = generic_mio_trait_simplified_suspension
name = generic_mio_trait_simplified_suspension
icon = GFX_generic_mio_trait_icon_reliability

position = { x=1 y=0 }

equipment_bonus = {
reliability = 0.05
}
}

trait = {
token = generic_mio_trait_crew_ergonomics
name = generic_mio_trait_crew_ergonomics
icon = GFX_generic_mio_trait_icon_maximum_speed

position = { x=4 y=0 }
relative_position_id = generic_mio_trait_simplified_suspension

equipment_bonus = {
maximum_speed = 0.02
defense = 0.02
}
}

trait = {
token = generic_mio_trait_improved_tracks
name = generic_mio_trait_improved_tracks
icon = GFX_generic_mio_trait_icon_maximum_speed


position = { x=0 y=2 }
relative_position_id = generic_mio_trait_simplified_suspension

any_parent = { generic_mio_trait_simplified_suspension }

equipment_bonus = {
reliability = 0.05
maximum_speed = 0.05
}
}

<code>


Now we are defining the traits we can declare where they exist on the trait grid and if they have any parents that they connect to and what parents are needed for the trait to be accessible. As above we have the any_parent trigger. We can also do things like mutual exclusivity and other things expected from hoi4’s trees.

When creating traits we don't always have to affect everything, we can limit a trait to only affect specific equipment. By using the “limit_to_equipment_type” we can select an equipment type that MUST be contained in the “equipment_type” categories defined.

<code>
tree_header_text = {
text = mio_header_tank_construction
x = 3
}
<code>


Finally for normal MIO setup we have headers, these are text entries that you can position on the grid. They will always be above a trait on the same grid location and are fixpoints numbers so can go between grids.

Now that works great for a new MIO but now let's talk about taking an existing one and expanding on it to make it a bit more unique without having to duplicate this for every MIO.

<code>
include = generic_medium_tank_organization
<code>


This include line will take all the script from the defined MIO and use it for this new MIO; we can now modify this include as well. We can simply declare non trait values normally and they will override just like with parenting in other parts of hoi4’s scripting. However for traits since they are a tree they need to have some explicit commands.

<code>
add_trait = {
token = ENG_mio_trait_expanded_turret_capacity
name = ENG_mio_trait_expanded_turret_capacity
icon = GFX_generic_mio_department_icon_tank_medium_tank_engine
special_trait_background = yes

position = { x=1 y=1 }
relative_position_id = generic_mio_trait_all_round_cupola

any_parent = { generic_mio_trait_all_round_cupola }
limit_to_equipment_type = { mio_cat_eq_all_medium_tank }

equipment_bonus = {
reliability = 0.05
armor_value = 0.05
breakthrough = 0.05
}
}
<code>


Here we can see we have used the add trait line to add another tree to the tree just for this MIO, we are even able here to give it a parent by using the token for a trait declared in the included MIO. in addition to add we can also “remove_trait” and “override_trait” if we wish.

The final part I'll talk about for trees is the allowed and available blocks. Allowed & available works just like any other in the game. We can lock MIO’s for any reason. So if you want to stop a trait from being available because of a decision or national focus you can do this. And allows you to lock MIO’s to specific countries but is only run on load as with other allowed blocks.

The finally part of MIO’s is policies

<code>
mio_policy_land_cutting_corners = {
icon = GFX_mio_policy_cutting_corners
allowed = {
OR = {
has_mio_equipment_type = armor
has_mio_equipment_type = motorized
has_mio_equipment_type = mechanized
has_mio_equipment_type = anti_tank
has_mio_equipment_type = flame
has_mio_equipment_type = anti_air
has_mio_equipment_type = artillery
has_mio_equipment_type = rocket
has_mio_equipment_type = infantry
}
}
available = { has_mio_size > 5}
equipment_bonus = {
same_as_mio = {
build_cost_ic = -0.1
reliability = -0.05
soft_attack = -0.05
hard_attack = -0.05
armor_value = -0.05
}
}
}
<code>


This is a policy in script. It's very simple to implement but we have a few special things for MIO’s. Has_mio_equipment_type is the trigger used to ask if the MIO has a specific unit type defined in “equipment_type = {....“ so this is very useful for making sure policies are only allowed or available for the mio’s you want. Finally we have same_as_mio this dynamically makes the stat bonus apply to whatever equipment was defined for “equipment_type = {....“ So we don't need to worry if the armour bonus we add with a policy is targeted against the correct equipment or cover them all, so long as we are allowing them correctly we just add the modifiers under “same_as_mio”.

That's a quick round up of most of the core parts of MIO’s from a modding standpoint but feel free to ask questions if there's something still unclear.

That's everything for this week as always feel free to ask questions about this feature and I'll do my best to answer them. Later this week we will be looking at the International Market feature. I hope to see you there. C0RAX Out.
Sep 27, 2023
Project Hunt - projecthunt2022


Update

- The size of moose and red deer antlers has been adjusted to match the animal's class.
Daisho: Survival of a Samurai - Saturnus
Hey there Brave Samurai!

We're pulling back the curtain to show off our refined and reimagined estate constructions. From intricately designed houses to matching walls and gates, the upcoming update promises a deeper dive into authentic Japanese aesthetics. Keep those katanas sharp and eyes peeled; a more immersive Daisho experience is on the horizon!


There is more interesting stuff currently in development as well, so come join our Discord where you can interact with developer team and get new info on the upcoming feature and release dates!

Brawlhalla - pablo
Phase in and out of visibility as you fight for your escape from Loki's prison! Queue up for a timed 3 player, heavy Damage FFA matchup. Use stealth and strategy to score points and win!

The King of Iron Fist Tournament and Grand Tournament collide! Devil Jin, Nina Williams, and Yoshimitsu are ready to brawl, featuring custom Signature FX, lock-in animations, and dedicated roster spots. 

Today is the last day to claim the Prizefighter Bundle with Prime Gaming! Starting tomorrow, September 28th, claim Thor and his gleaming gold armor and Hammer Skin in the Cinderguard Bundle. Both packs are unlockable by all players with an Amazon Prime subscription in supported regions at https://gaming.amazon.com/gp/amzn1.adg.product.316d05e9-9259-4376-83ce-41c35ab1ab63.

To catch the latest Brawlhalla news and content, be sure to follow us on Twitter, Twitch, Facebook, YouTube, Instagram, Discord, and TikTok!



GET READY FOR THE NEXT BATTLE! Who will emerge victorious as The King of Iron Fist Tournament and Grand Tournament combine? 

Epic Crossovers

Devil Jin
  • Mirrors the abilities of Zariel.
  • A powerful fighter with only ultimate power and destruction on his mind, Devil Jin is the result of Jin's mind and body being taken over by the Devil Gene.
  • Devil Jin will do whatever it takes to achieve victory. His Devil power allows him to blast his opponents with dark energy and fly with his black feathered wings.
Nina Williams
  • Mirrors the abilities of Lucien.
  • A master of the lethal arts and a professional killer known by the alias of "Silent Assassin,” Nina Williams was employed by the Mishima Zaibatsu.
  • Nina’s experience as an assassin gives her an edge in the Tournament. She’s a formidable opponent, whether she’s using Weapons or in hand-to-hand combat.
Yoshimitsu
  • Mirrors the abilities of Jiro.
  • The leader of a Robinhood-like guild of thieves known as the Manji Clan, Yoshimitsu has an artificial arm powered by a perpetual engine designed by Dr. Bosconovitch.
  • His mastery with a Sword and Scythe is on full display and he even has the ability to summon clones to boost his attacks.


Emote

TEKKEN Arcade Cabinet – GET READY FOR THE NEXT BATTLE! 
  • Bonus: Players can emote nearby to play too!
  • Some Legends may not be quite sure how to play, though…
KO Effect

Panda Slam – I'm so hungry. Bamboo dumplings would be so tasty right now!



Avatars
  • Heihachi Mishima – You think you’re tougher than me?
  • Kazuya Mishima – So it’s you…
  • Arcade Buttons – I got next.
  • Jin Kazama’s Fist – Feel the power coursing through you.
  • King – ANGER OF THE BEAST
  • Mokujin – Let's train!


Emojis
  • Kazuya Smart – So it's you… finally outsmarting your opponent!
  • Heihachi Thumbs Down – Not a fan of your off-stage fighting technique.
  • King Thumbs Up – That's how a true champion fights!
  • Kuma Wave – ROOAAARR (Hi!)
  • Xiaoyu Shrug – Oops, I won!


The Brawlhalla x TEKKEN Epic Crossover event also includes:
  • Free “1st dan” Title reward for logging in during the Event.
  • New Maps: Mishima Dojo (1v1) and TEKKEN Brawl (Volleybrawl)
  • New Splash art and UI Theme.
  • Original main menu, character select, and victory theme music.
  • Daily login bonus of 250 Gold to celebrate this Epic Crossover event!

TEKKEN™ Series & ©Bandai Namco Entertainment Inc.



Phase in and out of visibility as you fight for your escape from Loki's prison! Queue up against 2 other Players in a 3 minute FFA game with 300% damage. Score 2 points for KO-ing an enemy, lose 1 point for being KO'd. All while you and your opponents go invisible when not using powers!
  • 3 Player FFA
  • 3 minutes
  • 300% Damage
  • Most points at the end wins!



Step into the ring with the Prizefighter Bundle! Revel in the chaos of Terminus and turn it into your own spectacle. This offer includes
  • Prizefighter Cross Skin
  • Cross Legend Unlock
  • The Heavyweights Gauntlets Weapon Skin


Fully armored and ready to fight! Claim the Cinderguard Bundle starting tomorrow, September 28. This pack will include:
  • Cinderguard Thor Skin
  • Thor Legend Unlock
  • Sol Smasher Hammer Weapon Skin
These promotions are available for all Amazon Prime members in supported regions to unlock at no extra cost. Claim your loot at https://gaming.amazon.com/gp/amzn1.adg.product.316d05e9-9259-4376-83ce-41c35ab1ab63.



The free-to-play Legend rotation for this week features Magyar, Lucien, Ezio, Xull, Val, Mordex, Kaya, Artemis, and Lin Fei
  • Magyar – As the last remaining member of the Batavian Strazci army and wielding the strength of a 100 elite knights, this spectral guardian has come for the glory of battle with their Greatsword and Hammer!
  • Lucien – This mysterious highwayman is always scheming for gold, and now has come to Valhalla to take part in the tournament wielding Katars and Blasters!
  • Ezio – The reward for a life well lived is eternity in Valhalla. Wielding his Auditore Blade and the Apple of Eden, Ezio is ready to use his assassin’s skills on any rambunctious opponents that stand in his way.
  • Xull – With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
  • Val – An android assassin with terrifying strength and quicker-than-light cognition. With her Sword, Gauntlets, and extreme cunning, Val is a force to be reckoned with.
  • Mordex – Wielding his Gauntlets and Scythe, this lycanthrope steps into battle!
  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
  • Artemis – After transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla. She is ready to fight with her Rocket Lance and Scythe!
  • Lin Fei – A defender of the innocent and teacher of the lost ways. She is a great teacher who has developed her own fighting style, the ‘Way of the Iron Dragon,’ which utilizes her Cannon, Katars and an ancestral dragon-spirit.
Sep 27, 2023
Luna Abyss - mousewastaken on twitch
If you're new here or you've only just heard of Luna Abyss here's everything you need to know!

Luna Abyss is a single player story shooter with bullet hell combat. It follows the story of Fawkes - a prisoner of Luna caught between a cryptic prophecy & their prison sentence.


Luna Abyss Announcement Trailer

Scout the depths of the Abyss using biomechanical wardens. Recover forgotten technology from within the Abyss & the lost colony it consumed. Sprint, jump & dash your way through this brutalist megastructure. And face corrupted souls & twisted cosmic horrors in bullet hell combat.


Luna Abyss Gameplay Trailer

Every move you make will be overseen by your artificial prison guard Aylin. Each mission you complete will reduce your sentence & bring you one step closer to freedom. But these century old ruins are alive with maddening echoes, and the voices of the Abyss call to you...


"Incarcerate" - Luna Abyss Story Trailer

You can follow along with our development here on Steam & on our community Discord server! Join Here!

We were also thrilled to announce our partnership with Lost in Cult & Black Screen Records recently to bring the Luna Abyss OST to vinyl! You can register your interest for that by clicking here!


Luna Abyss at Save & Sound 2023
Fort Solis - Terry_Dear Villagers (Com Dev)


Since the launch of Fort Solis, your support, reviews and comments have meant the world to our team! The engaging and immersive adventure on the Red Planet has been a memorable experience for the media!

We've prepared a report from our first explorers in Fort Solis! Watch the accolade trailer and prepare for your long night on Mars!

The Mac version will be released on 26 October, so mark your calendars!



https://store.steampowered.com/app/1931730/Fort_Solis/

https://store.steampowered.com/bundle/34109/Fort_Solis__Terra_Edition/
Last Train Home - THQ Nordic
Greetings, Legionaries!

Join a harrowing mission through the unforgiving wasteland!

Siberia: merciless, unforgiving, a realm of death. No Czechoslovak winter, no matter how brutal, can rival this icy purgatory. Yet, this perilous path is the Czechoslovak Legionnaires' only hope, a desperate odyssey toward the distant harbor of Vladivostok, their final chance for salvation.




In their relentless journey, they confront not only the numbing cold but also the remorseless Red Army, shadows of doom determined to annihilate them. Hunger has become a loyal companion, and the train, a vessel of dwindling hope, sputters on the verge of running dry—fuel that both propels the steel beast and preserves the fragile warmth of their legionary kin.

The fate of these valiant souls is destined by your decisions.

Last Train Home thrusts players into the grim aftermath of the First World War. As a commander of the Czechoslovak Legion, you'll find yourself trapped in the chaos of civil war in the heart of Russia. Aboard an armored train, you must venture into the unforgiving landscape of Siberia and safely bring your men back home.

Soon enough, it will be your turn to explore the world of Last Train Home and see for yourself.
Stay tuned!

https://store.steampowered.com/app/1469610/Last_Train_Home/

Important links

Last Train Home


Ashborne Games


THQ Nordic

...