Eldritch Exterminators - Ephern Games
We want to start off by thanking everyone who has played Eldritch Exterminators so far! This game is a labor of love for us, and we are excited to see it in the players’ hands now.

As our first major update, we wanted to make this a special one, and are bringing in a boatload of hotfixes and new content. Our tech-monkey Dylan has been typing away in his dungeon to bring us these new enhancements to the game. We are at 3 pages worth of patch notes, with the biggest additions being a new weapon, Adira’s Wrath, a burst rifle focused around critical hit chance, and its custom soul that can convert any weapon into a 2-round burst. Two new enemies, each with their own unique abilities and mechanics.

Alongside the above are steam achievements, a rework to the trinket collection system, and a variety of balance changes.

For our next major patch, we are working on adding in controller support, 2 new Blast-themed weapons(WHAT COULD THEY BE!?), a full rework of abilities(more on this later), the Blast Artifact tree, shields, rituals, and runes.

Join Our Discord: https://discord.gg/QvJMb2G


Additions
  • Added New Gun: Adiras’ Wrath
  • Added New Soul: Soul of the Adiras
  • Added a disable screen shake setting
  • Added a hide damage numbers setting
  • Added a new music track that plays during the ghost wave
  • Added new key bindings for selecting artifact upgrades
  • Added Steam Achievements
  • Added 3 Boons (Burgeoning Fury, Gluttonous Haste, and Shrine Tender)
  • Added 2 New Enemies
  • Added New Artifact Type: Harmony
  • Added 1 Harmony Artifact
  • Added a F3 Performance Monitor

Trinket Rework
  • Trinkets are now random drops from enemies
  • Added Ability Power Trinket
  • There is a 1% chance for Trinkets to drop
  • Soul of Trinket Master: Trinket Chance 500% -> 300%
  • Runic Apprentice Artifact: Trinket Chance 100% -> 200%
  • Astral Trinkets: Now gives 3% Trinket Chance for every Trinket up to 300%
  • Removed Trinkets from the Artifact Card Pool

Harrath’s Peace Rework
  • Fan Fire now shoots 6 projectiles rather than 8
  • Ability Power now affects Damage rather than projectile count for Fan Fire
  • Fan Fire: Cooldown 9 -> 8 seconds
  • Health is no longer locked to 6, so health meta-progression affects Harrath’s Peace
  • Health Regen affects kills needed to heal, so health regen meta-progression affects Harrath’s Peace
  • Fixed Harrath’s Peace not banishing Regen Tagged Artifacts & Boons

Balance
  • Default Max Fire Rate 2000 RPM -> 1200 RPM
  • Madruger: Base Fire Rate: 480 RPM -> 540 RPM
  • Madruger: Projectile Size: 3 -> 2
  • Ghost Enemy: Health 38 -> 36
  • Ghost Speed: 12 -> 20 -> 18
  • Ordinal Fury: Damage 25% -> 30%
  • Ordinal Fury: Fire Rate -6% -> -10%
  • Soul of the Duplicant: Enemy Health -25% -> -20%
  • Blazing Torrent: Fire Rate 20% -> 25%bl
  • Frenetic Frenzy: Fire Rate 25% -> 35%
  • Frenetic Frenzy: Max Fire Rate 1000 RPM -> 400 RPM
  • Chaotic Frenzy: Fire Rate 6% -> 10%
  • Umbral Ordnance: Damage 2 -> 3
  • Soul of the Anchored: Soul Worth 15% -> 0%
  • Soul of the Anchored: Knockback 0% -> 15%
  • Soul of the Anchored: Ability Cooldown 0% -> 15%
  • Soul of the Anchored: Health Regen Speed 0% -> 15%
  • Soul of the Berserker: Soul Worth 10% -> 0%
  • Soul of the Berserker: Damage 0% -> 20%
  • Soul of the Cathilan: Soul Worth 20% -> 0%
  • Soul of the Cathilan: Damage 20% -> 60%
  • Soul of the Cathilan: Max Damage 2 -> 4
  • Soul of the Collector: Soul Worth 10% -> 0%
  • Soul of the Cathilan: Pickup Range 80% -> 100%
  • Soul of the Cathilan: Objective Pickup Range 30% -> 40%
  • Soul of the Harrath: Soul worth 10% -> 0%
  • Soul of the Harrath: Damage after dash 20% -> 35%
  • Soul of the Harrath: Damage after dash 20% -> 35%
  • Soul of the Madman: Soul Worth 20% -> 0%
  • Soul of the Madman: Bounce 1 -> 2
  • Soul of the Madman: Fire Rate 0% -> 30%
  • Soul of the Pacifist: Soul Worth 10% -> 0%
  • Soul of the Pacifist: Max Health 0 -> 6
  • Soul of the Phantom: Soul Worth 20% -> 0%
  • Soul of the Phantom: Piercing 1 -> 2
  • Soul of the Phantom: Damage on Enemy Pierced 10% -> 20%
  • Soul of the Trinket Master: Soul Worth 20% -> 0%
  • Soul of the Victor: Soul Worth 10% -> 0%
  • Soul of the Victor: 5% Soul Worth on Boss Kill -> -5% Enemy Health on Boss Kill
  • Soul of the Dretch: Removed the fire rate effect
  • Soul of the Dretch: Ability Cooldown: -100% -> -75%
  • Ritual Site: Enemy Weight Threshold: 65 -> 75
  • Ritual Site: Capture Time -> 10 -> 12 seconds
  • Slime King Crown: Capture Time -> 5 -> 6 seconds
  • Sime Pile: Capture Time -> 5 -> 6 seconds
  • Bomb Map Objective: Capture Time 6 -> 12 seconds
  • Map Objective: Capture Radius 350 -> 320
  • All Guns: Dash Duration: 0.2 - 0.35 -> 0.35
  • All Guns: Dash Cooldown 1 - 5 -> 4
  • All Guns: Dash Speed: 2 - 4 -> 4
  • Fire Sprite: Fire Rate: 10 RPM -> 8 RPM
  • Hammer Slime: Speed: 26 -> 32
  • Hammer Slime: Piercing Resistance: 0 > 1
  • Hammer Slime: Bounce Resistance: 0 > 1
  • Bomb Map Objective: Base Damage 80 -> 120
  • Enemy Bullet Speed: 140 -> 125
  • Splinter Artifact: Rariety Eldritch -> Eerie
  • Eldritch Cascade Artifact: On Damage Dealt -> On Pierce
  • Eldritch Cascade Artifact: Damage 34% -> 25%

Changes
  • Thorny Breach now banishes Dash Tagged Upgrades
  • Changed Ghost Wave to spawn more ghosts over a longer period of time
  • Bombs now scale damage over time
  • Lowered the visual rotational recoil on all guns
  • Add a bit of randomization to the visual rotational recoil
  • Rerolling should now give new results unless there are artifacts to reroll the existing
  • Map Objective spawns are based on enemy weight rather than amount
  • Madrugar needs 800 RPM to unlock rather than 1200 RPM
  • The window in window mode is now re-sizeable
  • Slime Quintet spawns small blobs from the sides of the screen rather than close by
  • Slime Quintet no longer spawns small blobs when dying
  • Adjusted the enemy spawn rate curve to allow for some breathing dips
  • The color of the souls is now more Vibrant
  • Small blobs now start with 30% of their speed and scale up over time
  • Fire Sprites projectiles now start with 25% of their speed and scale up over time
  • Smoothed the transition between music
  • When auto-fire is enabled, pressing the left mouse will stop firing
  • Re-named “Projectile Amount” to “Projectile Count”
  • Re-named "Forbidden Magnification" to “Dark Amplification”
  • Re-named “Sanguineous Draught” to “Crimson Draught”
  • Re-named “Enigmatic Empowerment” to “Enigmatic Might”
  • Re-named “Extra Dash” to “Furious Haste”
  • Redesigned the UI of the upgrade cards
  • Adjusted transparency of the trees
  • Snipe now shoots the closest enemy to the Crosshair rather than the highest-health
  • Changed the pitch of soul collection based on the number of souls to the next level
  • While Dashing can no longer shoot or use passive abilities
  • Hammer Slime now moves slower the closer it gets to the player
  • The health bar now changes color as the less health there is
  • Changed Ghost movement style to a closing strafe
  • End round screen now shows time survived and kills
  • Violent Delights turns On Critical Hit artifacts into On Ability Cast
  • Bomb Map Objective now disappears after 28 seconds of inactivity
  • Slightly increased the duration of Knockback’s effect on enemies
  • Knockback on damage taken and taking map objectives now scales with Knockback Strength
  • Ability Power and Cooldown now say what they affect.

Performance
  • Optimized Souls and Trees
  • Magnets should no longer cause a large frame drop
  • Bombs should no longer cause a large frame drop
  • Eldritch Burst and Thorny Breach should no longer cause a large frame drop
  • Increased the loading speed of some scenes
  • Optimized various parts of the code

Fixes
  • Fixed a CTD when getting a Curse
  • Fixed a potential CTD when changing scenes
  • Fixed an incorrect coloring of one of the gun
  • Fixed a rare issue with banishing that didn’t banish the target artifacts
  • Fixed some curses not getting banished, when they should
  • Fixed Dash and Speed tags having the same color
  • Fixed Fire Rate was giving way more Fire Rate than intended
  • Fixed Bosses sometimes do not spawn when they should
  • Fixed an issue where way more things were being loaded than they should
  • Fixed Slime Quintet not spawning as many small blobs as it should
  • Fixed an interaction between Esoteric Grace and Eldritchmar Balance not working correctly
  • Fixed souls displaying on top of enemies
  • Fixed Soul of the Anchored not giving pickup range
  • Fixed soul of the Goruk having incorrect buff timeout
  • Fixed Focused Fire giving the wrong amount of Critical Chance
  • Fixed a small visual issue with the Pause Menu
  • Fixed a typo with Soul of the Damned Revelation
  • Fixed an issue with Harrath’s Peace where the health bar is not updating correctly
  • Fixed bounce not bouncing correctly when bouncing off of map obstacles.
  • Fixed it being possible to get Ability Cooldown into the negative numbers
  • Fixed getting the Coil Speed of the Railgun to a point where the coils stop
  • Fixed Railgun coils doing more damage than they should
  • Fixed Nova not having the correct rotation
Salty Hounds - Topping Palette
Dear players of Salty Hounds,

The Salty Hounds 0.8 update will be released in mid-October.
We wanted to release the update in September, but we need a little bit of extra time even though we're already done implementing or improving the new features, such as:

- To-do list (aka 'quests')
- items
- interactions with NPCs and the world

We are postponing the move to 0.8 because we want to include all these new features in the first update, instead of adding them over time (0.81, 0.82...).

We'd be grateful for your understanding.



Even though we have abandoned the code base of the buggy 0.7 build and started programming it from scratch, the progress is very good. Everything is moving forward many times faster than when we were developing the previous 0.7 build. The development team is working hard to ensure that the update is as polished and enjoyable as possible.
We appreciate your patience and understanding.

In the meantime, here is a sneak peek at some of the new features:

- Quest feature preview


- Item feature preview


- Improved map interaction


- Improved Mini-map feature


Thank you for your patience and support.

Topping Palette
Oct 2, 2023
Brinefall - Gamera Interactive || Herald
Dear adventurers,
it's been a while since our journey began, and I wanted to take a moment to fill you in on the happenings and extend a heartfelt apology. As a solo developer, I underestimated the challenges of a commercial release. Mistakes were made: from the initial price point to the quality assurance process, and I'm here to make things right. I've teamed up with the passionate folks at Gamera Interactive, fellow indie developers who've provided insights and support.

The price has been a point of contention, and I've reevaluated it. After careful consideration and feedback from the community, Brinefall will now be available at a new price point of 7.99€/$. This adjustment brings it in line with other games of similar scope. Furthermore, I want to ensure that this adjustment is fair for all our players around the world. As a result, the price will be slightly adjusted depending on your country to account for regional economic factors. Rest assured, this change is aimed at making Brinfall accessible to a wider audience, and I appreciate your understanding.

Due to recent developments, including the development of a new project, I've considered the possibility of transitioning Brinefall to a new engine. This, however, would take considerabIe time away from the game's development. After careful consideration, I've decided to stay with Unity for Brinefall's continued journey. Rest assured, I'm committed to providing the best experience possible within this framework.

In response to the valuable feedback from the community, this update focuses on polishing and addressing various issues that have been brought to my attention. I've listened, and I'm committed to making Brinefall the best it can be. You can expect smoother gameplay, enhanced performances, and a more immersive experience overall. I've also tackled bugs and glitches reported by the community.

Thank you for your patience and unwavering support. Keep an eye out for the upcoming updates, and let's embark on this journey anew.

Michael

CHANGELOG
  • Game is now way more balanced [tweaked numbers and values].
  • Added Steam integration and 21 achievements.
  • Camera behavior improved.
  • Performance improvements for potato hardware.
  • Fixed bleeding effect
  • Fixed the roof alignment, not working properly
  • Fixed audio issues [volumes, missing SFX, added new music per biome].
  • The scout can now bring back the boat to town
  • Fixed the Setting menu not always working properly
  • Fixed Quality Settings
  • Various fixes on UI
  • AI general improvements added

https://store.steampowered.com/app/1716600/Brinefall/?curator_clanid=33330069
Railgunners - Didi
Collider os a big hitbox around the ship and we failed to check it up before releasing.
Now its how it suposed to be, a small ball on the center of the ship! You can now avoid lasers bullets event pass through enemies!



Also fixed special feedback enemies and bosses blink white

Oct 2, 2023
三国真龙传 - sunkey_ls
1. 主线剧情
2.神器商店增加赵云,200神器点。第三章赵云在剧情入队后返还200点神器点。
3.修复随从无法学习法术的BUG
4.幽州城增加支线任务
5.修复使用药丹报错BUG
6.修复血量减少没有影响抓随从概率问题,同时一场战斗内多次使用捆仙索绑缚神会累计抓捕成功概率
7.修复吃果实无效问题
Oct 2, 2023
An Ankou - Krobill
A few fixes spotted by our players this week-end:
- fixed an issue caused by interacting with something while in Parry where you could not get the Divine Touch status anymore.
- fixed multiple issues caused by the Ring of The Harasser (Ring of the infantryman stopped working if you had also the Ring of the Harasser, You got bounced back like crazy by any impact, game frozed for a fraction of a second or longer sometimes for each parry... It was bad, really bad)
- fixed an issue with Gargoyles' charges where they could inflict damage multiple times during the end of the charge.

Balance:
- increased the health of Gargoyles.
Plastomorphosis - vidy-games

Demo version of “Plastomorphosis” is released now.



Third-person horror with fixed camera angles and retro-styled graphics.

https://store.steampowered.com/app/2607450

This is a story about an ordinary citizen who was evacuated to Modern-City, trying to survive and embrace the new reality as a «new citizen».

The demo will be also participating in Steam Next festival which will be held October 9 – 16.




Wishlist and Follow for more news.

https://store.steampowered.com/app/2459430/Plastomorphosis/





Also, keep an eye on my X/Twitter — https://twitter.com/vidygames


Stay safe and play indie games!
Hunt: Showdown 1896 - Cry_Ari

LIVE NOW - Tide of Corruption Developer Stream 🌊

Our next event is washing ashore, join the development team to learn everything you'll need to know about it!
Streaming here on Steam and on-
Twitch
Youtube
Facebook
Oct 2, 2023
Ardaria - Ardaria Team
Dear Ardarians,

MATERIAL UPDATE

We just released the 0.1.0 version of the base building prototype on Steam!
You can see the update in action on youtube, right here -> https://youtube.com/shorts/ZIDB0w075NM
Ardaria Prototype is a base building tool which let you create a house of any shape and any size + decorate it with 300+ props and 40 materials.

What you must know about this update:
added 40 materials for procedural walls, floors and roofs, you can all find them in the material tab of the inventory
smart align system and drag&drop components on the map, build anything faster
crash system report so we know when you have a problem
a timelapse mode to render nice videos of the best community creations

Due to the addition of the crash report tool, the update size is around 800MB.

And some smaller features:
a new type of wall cut: the arch
toggle coordinates text helper with L
Procedural pillars can be placed anywhere on the plot, no need for beams anymore
echap will now let you close the inventory and menu
save character orientation
free build camera will keep character orientation when enabled
you can delete a saved game


Additionally, we fixed some issues:
roof pattern now follow the underlying mesh slope
some pivot fixes on some meshes
the game now launches in "medium" quality by default
AZERTY support
lowered the birds
fixed orientation of doors
save corruption issues when new elements won't be saved in the build

We believe the base building system is now ready to be used at it's full potential, we still can't find the limit of the engine regarding the amount of meshes you can spawn and the size of the build you can make.
Here is a video of the biggest build we made, it's a fortress on 15,000 square meter.

The future update will be focused on fighting hordes of ennemy, and to crush them in a cloud of blood.
Stay tuned Ardarians !

JB
Oct 2, 2023
How To Build Your Igloo - Rava
Hello builders!

Being a beginner also means learning how things work by making mistakes and correcting them.
This specific update is no big deal, but it impacts whoever has already played the demo.
Let's go into details.

Demo saving method has changed

When releasing HTBYI demo, I stated that progresses from the demo could be carried on to the full game.
During the last week I realised, through some tests, that this wasn't actually the case, because I hadn't fully comprehended how cloud saving and folder organising worked within Steam and Unity.

Good news: issue fixed!

A very small modification to the overall settings of the game was enough to fix this issue and now the full game should be able to find and maintain the demo progresses. And this is good news.

Bad news: you may have lost your demo progresses

Now to the (slightly) bad news: because of this change, if you played the demo before last weekend (so before the end of September), you may find out that you've lost your saved data for the demo and that you have to restart the game from the beginning.
The demo is short and easy, so I feel it wouldn't be a big deal, but still I feel the need to apologize for this inconvenient... of course, I'll try NOT to cause similar inconveniences once the full game is out! That wouldn't be good for reputation, I guess.

Good news again (maybe): your progresses could not be completely lost
There may be, however, an easy way to recover your lost progresses from the depth of your PC.
If you already played through the demo and you don't want to start over, contact me at soggetto.rava@gmail.com and I'll give you instructions on how to recover the missing savefile.

That's it for the day! Rookie mistakes are called rookie mistakes for a reason... right?

See you in a week for the Steam Next Fest, builders!

Rava
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