The Midnight Town Stories: Adam's Diary - FabioDarkOcean
Dear Players,

We've taken note of your feedback and incorporated extra hints for the initial room and the upper corridor.

Feel free to keep sharing your thoughts with us via email at info@darkoceangames.com.

Thanks a bunch,
Dark Ocean Games.
Fetish Room 18+ - dev.*******
Hello, everyone!

Let me tell you about Fetish Room 18+ while we're still working on it. Firstly, this is a sex simulator, but unlike any other. This game offers numerous possibilities for character customization – you can craft your ideal hero or heroine. And here's the kicker: all events unfold in real-time! There are no pre-processed clips; everything unfolds under your control.

Navigating through this game is a genuine pleasure. The ability to tweak the camera, facial expressions, and character movement – everything is intuitive. You'll undoubtedly feel like a part of this world!

🌐 The demo version of the game is set to launch soon!

Don't miss out on the chance to partake in this daring adventure! Join us in the enticing world of Fetish Room 18+ and prepare for a plethora of extraordinary experiences! The release will take place on October 09. Be ready!

The game promises numerous adventures and incredible experiences. Apologies for the slight bias, but we couldn't resist sharing this discovery with you. Make sure to check out Fetish Room 18+ and share your impressions!
To stay updated with all the latest developments, follow our Steam community updates!
Drakensang Online - m.richards
Sargon the Terrible has returned, and it needs heroes to stop his subordinates and foil his plans. Travel to Kingshill and talk to Jon Sunlair and help save Dracania once more!

Adventurers - rise up to the challenge, defeat Sargon and earn great rewards during Drakensang Online’s Terrifying Shadows - A New Era event!
Bahnsen Knights - earlofmonkey
Hello Everyone,

We will be recording a new developer walkthrough for Bahnsen Knights for the upcoming Steam Next Fest, which begins on the 9th October... so soon! We will be taking a deeper look at the game but we would also love to answer your questions too.



If you have any questions you would like to ask about Bahnsen Knights, the Pixel Pulps series, or even where the best food can be found in Buenos Aires, just leave your questions below in the comments.

Cheers!

Nico, LCB Game Studio
Oct 2, 2023
Schism - Famicon
NEW
  • new weapon: Thunder Clap
  • new weapon: Tesla Rifle
  • new weapon: Heart Break

BALANCE
  • orrery cannon now has 4 orbitals minimum
  • orrery cannon now fires excess planets as orbiting bullets
  • pachydoom bullet sprite is way larger now (thanks dave)
  • pachydoom now has a point-blank explosion (thanks dave)
  • spore enemy's gas damage increased
  • reworked how champion enemy HP scaling works, they should have less HP at the start but ramp up way more
  • reduced damage multiplier on Riccochet
  • reduced war god's ATK scaling
  • war god's downside changed to increase chance of multi-wave rooms instead of all rooms being multi-wave

TWEAKS
  • spike traps now do damage in intervals

FIXES
  • fixed crash with dealer psy and Free Cast card
  • fixed crash with knight enemy's shield (thanks dave)
  • fixed crash with Magic God (thanks dave)
  • fixed bug with serpent dagger and split shot (thanks dave)
  • fixed crash with power psy when you have large amounts of INT (thanks dave)
  • fixed crash when teleporting and having minions (thanks TreeofEmber)
  • fixed crash with sniper enemy or breakable objects (thanks Strateture)
  • fixed crash with certain weapon mods (thanks dave)
Oct 2, 2023
Psycho Crab - Super Walugus Grudenburg - BLM
-Added a trail to Pollution Crab during the escape.
-Fixed a few bugs with Gullcrab.
-Added a sound to checkpoints being acquired.
As Long As It's Not Illegal: Act I - MoonCaustics
As Long As It's Not Illegal behaves a bit differently on Steam, so this announcement is to help anyone who may be having trouble restarting the game from ACT I after purchasing ACT II or the Last ACT

To replay ACT I you must first uninstall "ACT II" and/or "The Last"
Simply go to the library tab and select "As Long As It's Not Illegal: ACT I"
From there, Locate the DLC area on the right and select "Manage My DLC"
    To play ACT I Again:
  • Uncheck ACT II and Last ACT
    To play ACT II Again:
  • Check ACT II
  • Uncheck Last ACT
    To play The Last ACT Again:
  • The Last ACT behaves as expected and all three can be installed by this point without issue

This doesn't effect the carry over of choices and the game will still record what you've done in previous ACTs smoothly

Happy Gaming!
Oct 2, 2023
Super Gorilla Quest - Witherskeleton
  • Made the second deep lab area exitable and re-enterable
  • Improved fullscreen system
  • Fixed bug where chimp and tear achievement was unlocked with one living guard
  • Fixed bug where sign in city 2 hung off building
Oct 2, 2023
Mewgenics - souldescen
Q: Will famous cats or other game cameo type cats appear in game?
A: We will have stray cats that look similar to characters you might know. Heck, we may also have cameos of real-life wild animals that you might be able to crossbreed with your cats. Cameo strays will be very rare though, so keep an eye open for them!

Q: Will the cats have special death animations? Like dying of poison or being burned?


Q: Is it run-based (Isaac, Gungeon), i.e., progression affects playthroughs but the primary goal can still technically be achieved within one playthrough, or campaign-based (Darkest Dungeon, Rogue Legacy), i.e., you work towards the goal over the course of several playthroughs?
A: It's both. In Mewgenics, you will push out further from your house with specific points of interest that, when completed, will yield unlocks like Isaac. But regardless of hitting those goals, coming back to your house hub with loot/food/mutations will build up and create more of that "campaign" based long play you mentioned, like Darkest Dungeon.

Q: Can we see some background art?
a nice desert piece by HamBerry

Q: Having worked on a roguelike game before in Isaac, were there any lessons learned for how to make a good game in the genre that you're now implementing in Mew?
A: I learned a great deal from the last 10 years working on Isaac. Mew is a lot like Isaac, but where it differs is in its living world "hub" that you always return to. Allowing this hub to be unique to the player was super important and the primary focus for me when it came to taking things a giant step further. People have lived in Isaac's world for years now, but it never changes. It's always the same kid doing runs that are unique. In Mewgenics, we are trying to allow you to have control over "Isaac's downtime." We want your game to feel alive, we want the choices you make in a run to affect what you come home to, and we want you to have stories and experiences with your cats and cat families that feel as unique as a run does.

Also, we are making sure there are item and ability descriptions ;)

Q: What inspired the concept of breeding and mutating war kittens?
A: Originally, Mewgenics was inspired by having four cats and buying a few from breeders. Danielle and I, at one point, had three sphinx cats (hairless), and the whole breeding cats thing felt so odd. It seemed wrong in many ways and interesting to explore in a game. As the years went on, and the cats thinned out as we started to have kids, Mewgenics became more about genetics and what you pass down to your children. Having ADHD and dyslexia came with huge challenges, but with those challenges came strange small silver linings its those silver linings that really made me who I am. Now I'm experiencing this in third person as I watch my daughter grow up with similar experiences. It's wild, and I really wanted to bring that into the game as much as I can. Themes of nature, nurture, hardship, and perseverance interest me, and I think they come through well in Mew.

Q: Does the game have explosions?


Q: You said that Mewgenics is related to the Isaac universe. Will this be explored in depth, or will it be more low key?
A: It's something you need to play to understand and appreciate. All you need to know is it's set in the same world.

Q: Some time ago, there was a call for cat names where people could enter their cats' names. Will all of those be in the game? Or did only some of them make it?
A: We did call for cat names using an online forum, and people submitted great names. We will do another one closer to release, so keep an eye on my Twitter!

Q: Do the cats have emotions? (Like happy, sad, angry, etc.)

they have a huge range of emotions! ( they look even better when tied to animations with sound!)

Q: I don't know if this was answered, but will there be a way to set up remembrances for dead cats?
A: They will be remembered in your hearts and minds (and photos). Or maybe as zombies.

Q: Do we see the cats give birth?


Q: Were elements around from the start, or were they introduced later to provide more complexity and variation?
A: We started out with basic Pokémon elemental stuff, like fire elemental enemies being weak to water attacks. But it felt limiting. If water elements dealt more damage to fire enemies, shouldn't water also put out fires on the board? And if fire set grass ablaze, shouldn't water also help grass grow when applied? Tyler went in-depth implementing these combinations, and I think we've nearly covered all our bases when it comes to elemental logic. When you get the game, experiment with elements; I think you'll be pleasantly surprised. There's a lot more to say about this, its not a simple rock-paper-scissors, but we will elaborate more on that in a future post.

Q: Is an online mode planned? Now that we'll see an Isaac online multiplayer, I was wondering if Mewgenics would have an online versus mode or something similar.
A: Online vs isn't planned but isn't 100% off the table for something we might explore in the future.

Q: How much gore is there in the game?


Q: Can you cannibalize cats?
A: If a cat dies in your house and your other cats are hungry, cats will do what cats do. However, there will be dangers to doing so.

Q: Can you give the cats costumes?


Q: Are there weather effects/modifiers that may help/hinder the course of battle? Such as rain putting out fires or lightning setting fire to terrain.

Mewgenics features TONS of weather global modifiers that combo using the same elemental logic I talked about above.

Q: How "friendly" will the game be for newcomers to the game style? (Both roguelike and a tactics game) Will Mewgenics have a similar flow like Isaac in that regard?
A: The goal is extremely friendly. You should be able to jump into the game's intro, learn the basics, and get tossed into the full game quickly and easily. Mewgenics also has an interesting "head home" mechanic, where the cats you took on an adventure have points where they can head back to your home hub with the items and food they've collected if you feel things are going badly. This mechanic will provide beginners with softer goals and allow them to "stock up" on goodies to help them brave the harder areas further from home.

Q: How long is it to go from beginning to end when starting of a run?
A: Every run in Mewgenics start to finish lasts 1-2 hours. They span 3 chapters and it saves after every combat encounter, so you can quit and continue at almost any point you want.

Q: Will there be merchandise of Mewgenics?

10 years ago we actually made t-shirts and comics! These will definitely make a return after release. And maybe some other stuff too. We got ideas.

Q: Will the game be translated into other languages?
A: Yes, Tyler set everything up so things can be translated easily. Either at release or very shortly after, depending on how the schedule works out.

Q: How many hours is the gameplay, and how much will it cost?
A: The gameplay is infinite. I can confidently say that Mewgenics will be as replayable, if not more so, than Isaac. It's hard to put a number on the hours it takes to "finish," but there will be "endings" so you can stop and still feel accomplished.

The game will be about $30.

Q: Peashy?


Q: Can you discuss how we can acquire furniture and give examples of their effects on the world? Also, will there be something like run modifiers that apply a constant condition to all battle encounters in an adventure?
A: I'd love to dive into this topic here, but let's save it for its own post in 2 weeks!

See you next time!
-Edmund
Anima Song from the Abyss - contact
Anima Song from the Abyss Kickstarter campaign has entered it last 3 days. This is your last chance to help us to reach new stretch goals and make the game even better!

Don't miss it!




You can be part of it thought the next link: https://www.kickstarter.com/projects/animaproject/anima-song-from-the-abyss
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