Brutal Orchestra - Tromble
Bienvenidos! (Welcome Back!)

Clown Meat, Talia's next game is still pretty deep in the oven but Brutal Orchestra hasn't been left in the dust! We've been hard at work on localizing Brutal Orchestra to Spanish (with other languages on the way).



There have been some difficulties with translating to Non-English/Spanish languages so we want the help of YOU! If you are a native speaker of French, Italian, German, Portuguese, Japanese or Turkish and have an in-depth knowledge of Brutal Orchestra we want to talk with you to make sure that our translations are up to snuff before we release them to the world! Come to Brutal Orchestra's Discord and let's get discussing!

Also if you have an existing fan-translation for a language we didn't mention above that you would want made official, get in touch with us on Discord!

Also please enjoy this gorgeous fanart by mungeater999 on Brutal Orchestra's Discord ːMungː



So without further ado, the changelog:

Localization:
  • Brutal Orchestra is now available in Spanish!
Enemy and Boss Balance:
  • The Mother's Visage ability "Dependancy" now inflicts 3 Frail. (Orig: 2, Erroneously: 1)
  • Heaven will no longer use the ability "Come Home" on the first turn.
  • Items that prevent wrong pigment now work in the fight with Bronzo.
  • Spitfire Spoggle's are now considered to be fish. (Massive gameplay ramifications.)
Character Balance:
  • Reworked Burnout's ability "Decimation".
  • Arnold's Passive Panic attack is no longer prevented by "Infernal Eye".
Item Balance:
  • Bloating Coffers now shows current coins in combat.
  • Added Wallop and Premature Excretion to the item ability "Alchemical Abomination".
  • You can now remove items by dropping it on the character that has it.
Status and Passive Balance:
  • The status effect "Scars" trigger on the status effect "Linked" again.
  • The passive effect "Construct" is limited to 5 now.
Misc Changes
  • Brutal Orchestra saves more frequently.
  • Custom characters can now have up to 6 abilities render normally.
  • Improved cinematic text positioning to support future localization.
  • Increased the size of various UI elements to support other fonts.
  • Extended "Sword" (Brutal Orchestra's font) to include special characters.
  • Improved mass swapping to swap at least 1 enemy at all times.
  • Right clicking pigment now more easily adds them into the ability cost.
  • Item's and Passives show their icon on activation now.
  • Updated credits.
Bug Fixes:
  • Fixed Music Man transformation + Confusion + Conductor double transformation combo bug.
  • The Passive Effect "Two-Faced" no longer triggers on death.
  • The Skinning Homunculus' ability "Inhuman Roar" now properly inflicts "Frail" to self.
  • Changed "El Dorado" icon to the correct icon.
  • Fixed a bug with the audio when skipping a cinematic too fast.
  • Fixed "Clive's" pressure point pigment cost being aesthetically the wrong way around.
  • Fixed "Overexert" unintended interaction with damage on combat start.
  • Fixed "Someone Else's Face" improperly interacting with "Divine Protection".
  • Fixed a bug where items destroyed on death didn't properly update the UI.
  • Fixed a typo in the tutorial for the field effect "Shield".
  • Fixed a typo in the Dollmaster's Dialogue.
  • Fixed a typo on the "Overflow" Keyword in the Glossary.
  • Fixed a typo on the item "Opulent Egg's" description.

Oh hey, you're still here. Ah well I'll give you a little teaser of a non-videogame Brutal Orchestra project that is on the way as a treat.



What could it be? ːFlarbː


Ara: History Untold - Ara: History Untold
Hey there, history buffs and Ara enthusiasts!

Last week, we released a new episode of our Dev Diary series, focusing on Ara's intriguing progression system. In this episode, our host, Steven Bell (aka @Stakuyi), interviews Michael Califf, Ara's Lead Designer, about the game's three main Acts and the unique Eras that take players on a journey through human history.



So, what's the scoop? Each Act in Ara: History Untold covers a substantial span of human history, and they come with their own set of technological Eras. Let's break it down:

πŸ›οΈ Act 1: From the Ancient Era to the Antiquities. Here, you'll be laying the foundation of your nation, setting the stage for the epic journey ahead.

βš”οΈ Act 2: Enter the Middle Ages through the Enlightenment. This act throws challenges your way in managing your citizens, making sure they're happy and thriving.

🏭 Act 3: The Industrial Revolution all the way to the future age. This act focuses on end-goal objectives for your Nation as you steer it towards a bright (or not so bright) future.



But that's not all – The full video on our YouTube channel is packed with tips and insights on Act Transitions, Prestige, and more!

Now, here's where you come in! We're all about making content that you want to see, so let us know what topics you'd like us to tackle in future episodes. Head over to our YouTube channel, hit that subscribe button, and watch the full Dev Diary episode. Your support keeps us going, and together, we'll shape the course of history – one era at a time! 🌍

https://store.steampowered.com/app/2021880/Ara_History_Untold/
The Camp - lsstudios.info30
Everything new in The Camp update version 1.2
-New monster design
-Lore elements added
-Tables and chairs added
-An easter egg!
Sep 27, 2023
Leaf Blower Revolution - Idle Game - cheesetor
* Cards auto transcend (Cards -> Transcend menu, unlocked in Coal shop)
* Quark shop prestige fixed
* Cursed Dice save scum prevention
* Dice enemies gem leaves order fixed
* Borbventure types fixed partially (i.e. less borb juice)
* Card packs dialog fixed
* Chests open count notification fixed
* Crafted Leaves stats delay fixed partially
* Guide entries fixed
* Shop stars indicator fixed
* Obfuscated BLC upgrades fixed
* Some crash fixes
Sep 27, 2023
Shoresy: Legends of the North - TreewoodStudios
Hey arcade hockey fans!

We just launched the ODR Hockey Heroes Kickstarter campaign!

This is your chance to grab early bird discounted versions of the game, exclusive rewards and limited time deals!

Back the project on Kickstarter now! QUICK there are only a few of the super early bird rewards remaining!!

ODR Hockey Heroes Kickstarter
Sep 27, 2023
Bad Egg - Adhominem
Do you want to BREAK SOME EGGS?

Time to play the Bad Egg Beta Test!

Let us know if you find any bugs, or stuff you'd like to see!

We especially are curious about players using Steam Deck or game controllers!
Midnight Monitor: Anomaly Watch - ~Senpai
Thank you as always for your continued support of Midnight Monitor.

I have worked on some much needed Quality of Life fixes for the external camera, Dark Mode, Black & White Mode and Hard Mode.

The Back Yard

The external cam has seen some much needed love. The view has been zoomed in and items have been shuffled around to work with this new viewport. It is now much easier to see the entire back yard.

In addition to this, the lighting has been drastically improved. Dark and previously hard-to-see objects now stand out much more readily, and frankly I just wish that this was my real back yard. Check out the changes below!




Naturally the most important change is...

THE STATUE IN THE YARD HAS BEEN LIT UP



Hopefully you should get a lot less "PRESENCE IN THE GARDEN" chat messages when you stream this to your audience... :)

Visibility Changes

Dark Mode and Black & White Mode have received some well needed adjustments, generally making the game much more visible when using either, or both in tandem.

  • Dark Mode is now slightly darker, but the flashlight is now much brighter - You should find that this balances nicely and is a worthy upgrade for the mode's namesake
  • Dark Mode has also had the range of the flashlight increased up to 25m, meaning it is now much more suited for using on the External Cam
  • Black & White Mode has had its levels tweaked - Shadows have been raised and Highlights lowered, leading to a much more consistent image and generally making changes much easier to spot

Hard Mode

Yes, another update to Hard Mode. It turns out Hard Mode went from way too hard, to way too easy. Most people are now clearing Hard Mode after 1 round, so the difficulty has been increased again:

  • Hard Mode spawn frequency has been raised from +50% to +75% speed
  • No other changes have been made

Miscellaneous

Some other minor tweaks have been made. Please see the full patch notes for update below:

  • External Camera has received improved lighting and visibility
  • Made it more obvious that the statue in the Garden is a Statue
  • Dark Mode is now slightly darker, but the flashlight is brighter and casts a longer beam
  • Greatly improved visibility for B&W mode and Dark Mode in general, but especially in the back yard
  • No more glowing blood! Blood has been changed to a new non-glowing and glossy texture.
  • Fixed some other minor visual glitches
  • An invisible anomaly in the bathroom has been stamped on and called names
  • Hard Mode has been tweaked again - Last time I made it too easy. Hopefully it's more balanced this time. Spawn frequency has been increased from +50% to +75%

Support

For Midnight Monitor support, please feel free to drop a message in the game's Steam Forums.
For support on Discord, please join the official Viexi Games Discord at https://discord.gg/fPXs5YfBHH
Alternative you can email viexigames@gmail.com.

Coming soon will be updates to the game audio. The new level is also only a week or two away!

Sneak Peak

Galactic Civilizations IV - [SD] redskittlesonly
Early Access Update v1.9 adds the Modding Workshop, Galactapedia, Missions, and New Civilization

Highlighted Features:
  • NEW! Korath Civilization: The Korath Clan returns, vicious as ever!
  • NEW! Modding Workshop: Players can now browse, download, and manage custom community created content.
  • NEW! Galactapedia: An in-game encyclopedia of concepts and terms.
  • NEW! Missions: Curated challenges on a custom galaxy and win conditions.
  • Sector Bonus: You now earn a Bonus for owning a Sector.
  • Consequence Events: Events where your choices early on have effects much later.
  • Culture Trait Update: Added powerful new "Capstone" traits to set your Civilization on the path to victory.
  • More Civilization Focused Content: Unique tech, planetary improvements, and other content based on Civilization abilities, biology, and culture.
  • Major quality of life improvements, including Auto-Asteroid Mining, a Monthly Summary screen, minimizing event windows, etc.
  • Big AI Update: Improved decision-making, reduced nagging, enhanced economic management, and more responsive to wartime circumstance.
  • Improved galaxy generation, including larger maps.
  • Tons of crash fixes.
  • Tons of bug fixes.
  • Much much more!



https://store.steampowered.com/app/1357210/Galactic_Civilizations_IV/















Classic Sport Driving - Classic Sport Driving
Here are the results for yesterday's race!πŸ†

Arcade: Dave Mayo by some margin, but it's super close between P2 and P3!πŸ‘€

πŸ‡¬πŸ‡§πŸ₯‡
πŸ‡ͺπŸ‡ΈπŸ₯ˆ
πŸ‡©πŸ‡ͺπŸ₯‰



Quite close in pro!πŸ‘
πŸ‡ͺπŸ‡ΈπŸ₯‡
πŸ‡©πŸ‡ͺπŸ₯ˆ
πŸ‘»πŸ₯‰

Operation: Harsh Doorstop - Chach_Pls
Hello everyone!

Welcome to the thirty-seventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of August 2023.

Next Update Plans
We are now approaching the release window for our next major update! At the time of this devblog, we are looking at early November as the targeted timeline for this update. During the month of October we will be finalizing the automatic mod downloading system for server joins, and 5BKFQ getting in as much polish and bug fixing as we can.

Our goal for this update is to address as many of the recurring bugs and issues that we have seen raised within the community as we can in order to pave the way for the team to start actually being able to focus on the major gameplay features and content updates that we plan to bring to the game in the future. This update will include, but is not limited to: automatic mod downloading for servers, more robust server security systems/options T3N3D for server owners to prevent cheaters and other bad actors from playing on their servers, an overhaul to the AI framework/behaviors, an overhaul to our first person camera animation systems, further updates, improvements, and exposal requests to the mod tools, and more.

With the exception of vehicles, everything that we have been showcasing in the past few months of devblogs since our last update is just about completed and ready for the next build. On the topic of vehicles, we are going to continue pushing our work on these to the mod 7IQH0 that we have been using for testing purposes, and once the lead programmer is ready to begin prioritizing and focusing on the vehicle system it will then begin to be rebuilt and merged into the base game (our goal is that vehicles will ready for the next major update after this one). This is also why we are currently focusing much more on getting our larger maps ready in preparation for this.

While this won’t be the most β€œsexy” update in terms of flashy new content, and all the bells and whistles that we know people would like to see in the base game, this is going to really reinforce all of our existing systems, as well as put 5GVAP us (and the modding and server hosting communities) in a really solid position to begin iterating on all of those things moving forward.

Maps

Jaziira
The level design team has now started work on our newest map: Jaziira. Jaziira is a 2x2km map inspired by the popular Project Reality map β€œRamiel”, which is based on a coastal region of Mogadishu, Somalia. QM3HB This map will feature a main city composed of tall buildings, some smaller villages on the outskirts, and some farmland with a variety of vegetation, bodies of water, and tall hills.




The first version of Jaziira is coming with this ZC6Q3 next update, and will be immediately available to everyone!

Saint Quentin
Saint Quentin was recently given a more cinematic 64TJJ overcast look, with rising smoke plumes to add to the atmospheric WW1 feel, and the level design team continued to work on detailing out the rest of the map.




Khafji
In anticipation of being one of the first major testing grounds for vehicles, the level design team has now begun working on expanding Khafji out to its full and original intended size (4x4km). Coming with the next update, Khafji will now feature Y3FII several new areas beyond the currently used city portion of the map that most players will be familiar with.




These areas are still very work in progress, so they will likely lack the detail that the areas in the current map have TE2VE, however, the team is going to continue working on building out and detailing these areas over time, giving Khafji a lot of new playable areas to fight in and explore.

Animations

MP-443 Grach
The MP-443 Grach 4NM3V pistol is a weapon that we showed the models off for a very long time ago, however, we haven’t actually had a use for it till recently (we will disclose what it is being used for later on). It has now received partial and full reload animations:




Improved Camera Animations
All of W62LX our existing weapons have now received a rather substantial rewrite to their camera animation system in order to facilitate a much wider variety and range of camera animations and movement. This not only is what has helped power the camera movements/animations for stance transitions and movement while crouched and prone, but also many other new actions such as camera movement during reloads, weapon/equipment swapping, grenade throwing, and more. All of these systems will also be exposed for modders on the BR2BX next SDK update too!






This rewrite will also open up the option for us to start including animations and movements for many other actions such as jumping, walking and running, and so on (things that will be worked on in future updates).

β€”

Thanks for checking out this month’s devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager

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