Bot Crisis - mubarak.almehairbi
  1. New levels
  2. Fix connection issues
  3. The game rules have changed. Now each game has several rounds, and each player has several life points
  4. In-game shop
  5. New hats
  6. Add abilities
  7. Other improvements and fixes
STRIDE - JoyWay_sup
Enhancing everything players love about the freerunning nature of STRIDE, the full-fledged sequel 'Fates' pushes the parkour action formula even further with new gameplay and a story-driven campaign.

The game will be available on Steam next year:
https://store.steampowered.com/app/2597880/STRIDE_Fates/

Players who bought STRIDE in Early Access on Steam will get an exclusive offer on Fates, please scroll down for more details.

For further updates, follow STRIDE: Fates on social media:


Is STRIDE: Fates a separate game?

Yes, Fates is a true sequel and a full-fledged separate game by all means, from content and playtime to technology and value for the players.

This decision has several reasons:

1️⃣ Player value

Back in December last year, we planned to release Fates as a new game mode with a free update, with corresponding scope.

But after hearing the voices of our players and the VR community, it was decided to go all-in and make the best game we are capable of. The update was officially canceled in less than a week from its original announcement.

Instead of an hour of gameplay, we made a separate game, better in every aspect, with new content, mechanics and 5-8 hours of story campaign (depending on side quests and time spent in open world locations).

In the latest trailers, we have only shown you a few locations, and haven't even touched on characters, quests and other content yet. More surprises will come that we don't want to spoil right now.

2️⃣ Technological advancement

The development of STRIDE started back in 2019 with a small team of very enthusiastic, but new-to-the-scene developers. With all the years of updates and introduction of multiplayer, the code base of the project has been growing larger and more convoluted. Despite several restructurizations, some technical debt and restrictions are still present in the project.

When we started developing Fates as an update / DLC, we encountered the limitations of the original STRIDE, as the new project contains a lot of content that is very different from the original. The new content required significant changes to the game engine and other technical aspects.

At some point, after fruitless attempts to upgrade the existing engine, we had to restart the project and basically re-do almost all the code from scratch, and now the new engine is incompatible with the original STRIDE.

Reworked STRIDE Engine now offers advanced levels of graphics, physics and interactivity. We refined every aspect of the original STRIDE: shooting and weapons, enemy variety and their AI… the list goes on and on.

When you run, fight, interact with characters or solve puzzles, you will feel a major leap in technology.

What content will the game feature?

STRIDE: Fates is a story-driven adventure, set in a wide range of locations of a dystopian Airon City. From dirty slums to affluent skyscrapers, you will parkour and shoot your way through many places to challenge your reflexes and enjoy the view.

Blockbuster-level narrative.
  • Climb buildings, vault through windows, and slide down cables with lightning speed.
  • Explore open-world locations under the watch of snipers and drones.
  • Feel the thrill of close-quarters combat with tactical shooter mechanics.
  • Use your gadgets and hacking skills to outwit thugs and corporates.
  • Meet a motley cast of characters to shape your Fate.
  • Puzzles, collectibles and more cool stuff that will be announced later.
In terms of length, the campaign will take 5-8 hours of action-packed gameplay (depending on side quests and time spent in open world locations).

Story Setup

Step into the shoes of Nick Young - a parkour spec-ops officer (aka chaser). Raised in the slums of Airon City, at the very bottom of the food chain, he got a golden ticket out.

To survive and climb the ladder in elite police forces of SkyChase, you will have to deal with power shifts in gangs, dirty family feuds, corporate secrets, forbidden tech and much more.

Your fate is bound with other motley characters in this story. Will you accept the destiny or fight against it?

How much will the game cost?

We will announce the price a little later. It will be a full price for a VR game, adequate to the market.

It's important to remember that on Steam, while the game was in Early Access, it was stated on the store page that a story mode will be available for free one day. We fully appreciate our early adopters. Despite the fact that the game grew in gameplay value and received numerous updates that weren't initially planned (including multiplayer, currently counting 6 game modes), we know that many of you have been waiting for the campaign.

And therefore, Steam players who bought the game in Early Access (between Sept 4, 2020 and June 10, 2022) can get Fates for free at launch. Because, at that time, story content was listed on the store page. In order to do that, please write us an email to stride.fates@joyway.games with your Steam account username and a screenshot of purchase history.

Add Fates to your wish list and stay tuned, we have a lot of closed tests planned!

Sign up here: https://stride-fates.joyway.games/beta
Old World - Fluffster
The main branch has been updated!
Main Branch: 1.0.68949 release 10/04/2023

To celebrate the release of our 3rd DLC, Pharaohs of the Nile, this weeks Game of the Week (4th-10th October) will feature the new nation from the DLC, the Kush, regardless of DLC ownership

Headline changes
  • Commander leader flanking bonus increased
  • Added list of past events to character tooltip
  • AI and performance improvements

Design
  • Commander leaders now get +100% bonus attack strength while Flanking (up from +50%)
  • City Site ownership is now determined first by who has a military unit on the tile (in the case of an ally)
  • Event options with the chance to gain 1 delayed trait now get offered as a fallback rating if the trait is invalid.
  • Non-allied tribe settlements that are not on city sites no longer get absorbed into a nation by border expansion
  • Revised city site placement algorithm so that you can now have player starts closer than two minimum city site distances apart, if the map is too small for the number of players
  • Higher-tier wonders now count toward lower-tier goals - e.g. Legendary wonders will be counted for the "have 1 Strong wonder" goal
  • Can now hurry obsolete units already in the build queue
  • End turn is canceled if there are new decisions to make after automated units move

Programming
  • Games in the completed folder no longer include replay data
  • Adjacent effectUnit refactor
  • Tribal invasion AI improvements
  • Combat AI improvements
  • Added console command setTribeInvasion
  • Added mod support for specific tribes and tribe strengths to use central AI to coordinate their units
  • Change mod Infos files now processed after append mod Infos files
  • Improved terrain mod support and performance optimizations
  • Map scripts now use internal variable/functions to set terrain formations, without persisting them to tile data since formations are only needed at generation time
  • Removed terrain formation ID and tile elevation from network data
  • Removed some unused terrain renderers
  • Removed unnecessary calls for timeline border tiles
  • Got rid of tile latitude in network data and saves. The save now instead stores the min/max latitude of the generating mapscript, latitudes are calculated as needed
  • Optimization to avoid calls to native code in a few places

UI
  • Added list of past events to character tooltip
  • The location of initial city improvements (Garrison, Fair) can be specified by using the relevant improvement ping on a valid urban tile. This replaces the old system of ctrl+clicking the preferred tile.
  • Improvement pings now always get removed when a tile improvement or terrain changes
  • Leader selection screen now uses multiple rows instead of scroll arrows
  • Peace mission now shows tooltip explaining mission is disabled when one nation has not met the other
  • Added toggle to tutorial events to allow the tutorial to be disabled directly from the event
  • Improved urban adjacency requirement help text
  • Tooltips for Barracks, Harbors etc now say they are a spawn point for relevant units
  • Removed city site text on tiles with settlements on them. Tile tooltip now shows if tile is a city site.
  • Map editor UI cleanup
  • Added progress for "Establish a State Religion" ambition
  • Hurry helptext now shows warning if cannot hurry due to missing prereq, such as Scholar governor for Inquiry
  • Event browser added new event warnings
  • Added strategy notes to Encyclopedia entries for Laws
  • Turning existing characters into Courtiers no longer triggers a popup

Bugs Fixed
  • Fixed theology ambitions getting canceled too early
  • Fixed AI bug where city sites were sometimes claimed by non military units, when they should not have been claimed at all
  • Fixed missing icon in turn notification when in no characters mode
  • Bonuses that takes away citizens are no longer possible if it means removing specialist builds with progress from the city queue
  • Events featuring nations that are eliminated are now correctly made invalid
  • Fixed tile status tooltips not showing
  • Fixed issues with mountain renderer
  • Fixed save/load bugs
  • Fixed tile tooltips overlapping minimap in Windowed mode
  • Fixed potential data issue for tile text with undo
  • Fixed non-allied units not being bounced when a unit newly occupies a tile.
  • Fixed rare issue that could cause saves started whilst offline to fail to load when online
  • Fixed scenarios not unlocking when playing offline
  • Text and event fixes
Programming Without Coding Technology 2.0 - PWCT Software
Hello

In this little update we are using Ring 1.19 (From GitHub - Under Development) - 64bit version

According to our tests this provide an increase in performance by 25% in many cases.

Also, we can create projects that access more memory.

Thanks!
Warframe - LukeSimms
Feel that ghoulish chill in the air, Tenno? It's a hair-raising reminder that the Nights of Naberus, our most macabre yearly celebration, are back!



This year's event will run from Wednesday, October 4 at 2 p.m. ET until Wednesday, November 1 at 2 p.m. ET. This year also introduces several new items to earn with your Mother Tokens: including a Gammacor Day of the Dead skin and so much more!

Nights of Naberus 2023 Rewards:
- Gammacor Day of the Dead Skin - Frightening Flock Emblem - Taunting Tam Emblem - Somber Stalker Sigil - Hounding Kubrow Sigil - Lua Nights Glyph
Be sure to visit Daughter on Deimos throughout the month to trade in your Mother Tokens for these Rewards!

Additionally, you can purchase Day of the Dead Bundles from previous years from the in-game Market. So be sure to log in and join us in the latest Nights of Naberus celebration!
Oct 4, 2023
Shin Galaxy - Engage - AJ To The Moon
Update 2.1.0 has been released. Here's what was added/changed:

- Halloween Skins:

Halloween skins have been added to the game, just go to the Hangar to equip them.



- Tips on Special Enemies:

Tips on how to make a special enemy appear during the game were added to the Catalog.




Bug fixes.
Abiotic Factor - CrissCrossGal
Greetings esteemed colleagues,

Spooky season is here and we hope you’re enjoying it! We’ve got more developer insights and game mechanics to share with you this month, so grab a gourd flavored food item and strap in.

Worth the Weight

If you’ve got frail human bones you probably also have wimpy human muscles, so it’s a perfect time for us to talk about how Armor Weight Class will function during your journey into the depths of the Facility and worlds beyond!

Through crafting and the occasional lucky loot, scientists will get stronger armor over time as they progress. Stronger armor is often heavier and wearing heavy armor slows you down - but exactly how much are you slowed?

To solve the challenge of creating a balanced and rewarding armor system, we’ve introduced Armor Weight Class, which as it sounds, calculates the total weight of armor and places you into a weight class. Weight Class primarily affects your base movement speed, meaning heavier armor will slow you down, and less armor will return you closer to normal.

Since this system can involve a bunch of numbers (and let’s face it, numbers can be a little misleading) we’ve created a handy UI diagram that gives you your weight class at-a-glance!

Keep in mind our UI is all a work in progress and may change and improve between now and release.



As you can see, the Chef Hat, which also offers no armor, doesn’t affect your weight class, but if you equip a full set, even a stronger, lighter armor set like the Carapace armor, you might find your trip to the kitchen a little cumbersome. And that’s okay, the benefits are generally… worth the weight.

As a general rule: the earlier in your adventure you can find or craft something, the less it weighs and the lower armor values it might have, though there are some exceptions to this with so many varieties of protection to find. A lead vest offers little protection, but it weighs a lot. Is it worth it, in a pinch? Probably! Even wearing something like a Hazmat Suit might slow you down a bit, especially with heavy armor worn underneath.

Now that we understand the connection, let’s get specific! As you can see in the UI image above, Weight Class has four levels of impact; no impact, light impact, moderate impact, and heavy impact. As a small quality of life note, no matter how heavy your armor is, your base speed can only get so slow before it “bottoms out.” So once you’re very heavy, you’re very heavy. We won’t turn you into a complete snail – as long as your inventory isn’t full of anvils or something!

Peep your little science eyes in the top right of this GIF to see the Weight Class UI in action.



Deep in the Field

For this week’s installment of talking to the team, we’re gonna go look at beep-boopin’ servers, strange beings from who-knows-where, radioactive items, and more!

Kecko, 3D Artist

Drills!


Tired of assembling furniture with a screwdriver? Well, not yet, because the game isn’t out. But one day, you might. Anyway, we have a solution! Upgrading your building tool is a crucial part of optimizing your journey.

The drills were a lot of fun to concept and bring to fruition, and some of the first assets I created on my own from start to finish, from concept to final mesh and texture. I think the drill made from a tape gun and a hand drill is my favorite of the three.
Pies


Nothing like a sweet (or savory!) treat to put you back on your feet. There are plenty of pies to make - assuming you’ve teched up into Ovens - which are crafted from all kinds of foods you might find or grow.

Making the pie really tested my modeling chops. It was tricky to assemble it in a way where each slice comes together to make a part of the whole without having weird gaps, mainly because of the lattice crust. The process was probably not entirely dissimilar to how you make the lattices on a real pie.

Explosive Sledgehammer


Only a brilliant scientific mind would think: "I should place a landmine on the end of a sledgehammer." This beast of a weapon and miracle of science is somehow relatively safe to use. I really like the dings and burn marks to indicate (explosive) wear, as well as the general construction of the head.

Server Rack


The server rack was a lot of fun to paint. The cables were tricky to get looking right, but I think I did a pretty good job on the drive-bay CRT. You tell me! The blinking lights really make this piece pop, and it looks awesome inside the glow of a server room - and we have a lot of those in the facility! Some of our process involves painting over real world examples to achieve our stylized retro look. This was one of my first forays into painting over photographs as part of my texturing process.
Jenny, Tech Artist

Crystalline Chaos


While we first described this effect as “confetti” in a joke-like manner, it’s turned into anything but a joke. The [REDACTED] has a vicious projectile attack, emitting a burst of confetti-like fragments accompanying the main purple “laser” effect. It’s become quite the deadly spectacle, with a hint of twinkling afterglow…
Underwater FX


Quite possibly my favorite – and possibly most scary – effect this week: Underwater Post Process effects! I think the GIF speaks for itself. Big otherworldly fish not included. Not in this status report, anyway.
Jacob, Programmer

Radioactive Items


I added support for items to emit radiation, whether it's on ground, in a container or even held by an unfortunate scientist. This can be mitigated by special gear and containers that shield the radiation. It gives an extra challenge and choice in co-op play, where the group must decide who’s the poor soul that has to hold the spicy power cell.

Luckily, refrigerators block a bit of radiation too, so all that stored up alien meat won’t make your kitchen the deadliest place to be… most of the time.
Jorden, Level Designer



When moving between sectors, we wanted to show a clear change in the environment, for example giving the deep labs that “Big Science'' feel, opting for more curvature and a bit of a “Have I been abducted?” sort of vibe. You can also tell the higher up (or deeper down?) scientists have had a bit of a budgetary surplus, complete with artificial daylight and taxidermied denizens of some other world.
In Case You Missed It

Vehicle Dev Vlog
Vroom vroom! In this dev vlog we talk about vehicles. Find out how to get yourself forklift certified in ABF!


Abe Gets Sick
There’s a new Watercooler short inspired by good old game conventions. Unfortunately I can’t embed YouTube shorts. Here’s a link instead: Abe Gets Sick

Stay Tuned

When you descend into the GATE Cascade Research Facility you’re going to be facing a lot of unexpected challenges. Follow these Status Reports for tips, insights and strategies to keep you safe, as well as fun looks-behind-the-scenes at development!

We plan to continue doing these about once a month, with lots of surprises in between.

You can also subscribe to our Newsletter to keep up-to-date on news about Abiotic Factor, and gain exclusive access to testing environments. Oh, they’re coming.



Wishlist Today!
https://store.steampowered.com/app/427410/Abiotic_Factor/

See you next time, Scientists!

You can also join us on Discord!
AURA: Hentai Cards - △ R C - E N - C I E L


Hello everyone!
October is here, which means the release of our game AURA: Hentai Cards is on its way, and will take place this month!

We have finalized new locations, quests with generous rewards, rendered sexy porn scenes and characters. We've already uploaded the build for Steam moderation and are waiting for it to pass inspection. It won't be long before you're immersed in the exciting story of the world of Pentarull!





Oh, that's right! We've already collected over 14,000 wishlists on Steam! Let's push it up to 20,000 and then we'll release some DLC to thank you for your support! Thanks for coming all this way with us!



Add our game to your wishlist and subscribe to our Publisher Page!

Oct 4, 2023
Wargroove 2 - Keevahh
Hello Wargroove fans!

I’m Hassan, the creative mind behind the story of Wargroove 2 here to share some insights into my writing process and behind-the-scenes look at what to be expected in the Campaign. We’re not far from the launch day now, so strap in to one of the more spoilery Dev Blogs. If you want no expectations of what the stories might be about, not all of this blog may be for you. If you’d like to know a little of the thinking behind the story and what was left to work with from Wargroove, read on!

Also, don't forget we have an AMA session happening today, pop on in on Wednesday, 4th October at 17:00 BST / 7:00 PDT / 10:00 EDT and ask us all about the development of Wargroove 2!


Picking up the narrative thread from where the first Wargroove left off was a huge challenge - one I was truly excited to sink my teeth into! With the first game wrapping up so neatly and all the characters becoming the best of friends, creating fresh conflict required some brainstorming. It wasn’t enough to simply rely on poking at old faction wounds. I had to bring something new to the table whilst ensuring fans of the original game got to see their favorite Commanders step back into the spotlight.

The lore and worldbuilding of the factions and Aurania left a lot to play with. Wargroove scratched the surface of Cacophony tech. There was a whole lot left unsaid about the ancient civilizations of Cacophony and Silmor, not to mention what might dwell in the neighboring regions of Aurania.

When we first considered returning to the vibrant landscape of Aurania, we toyed with the idea of introducing a subterranean species, unknown to its surface-dwelling inhabitants. We imagined Tolkien-esque dwarves or even a slinky, sneaky cat faction living right under the noses of the Commanders of Wargroove 1. However, we realized that this concept didn't quite sync with the existing lore, which didn't permit a secret new faction to reside so nearby.

Then, inspiration struck in the form of Terry Pratchett's captivating stories. We found the concept of anthropomorphic mice an excellent thematic fit for the Wargroove universe. Plus, let's be honest, they're pretty cool! So, we decided to bring these adventurous mice-folk into the fold, and we're sure you'll find them as fun to hang out with as much as we have.



Though, the solution to creating conflict didn’t just reside in adding new factions. We also imagined whole new overseas locations, and a deeper delve into the rich lore and world-building that formed the backbone of Wargroove. If you've been aboard the Wargroove 2 ship since its initial reveal back in March, you'll remember our introduction of a new Commander: Nadia, aka Captain Firebird. This notorious pirate is a force to be reckoned with and adds a fiery spark to the Wargroove roster. If you’d like a refresher, check out my previous spotlight on the dreaded Captain Firebird.

Nadia's creation actually started with her design. Our artist, Midio, drew inspiration from the Brazilian women he grew up around to create her, and even looked to female pirates from South America.

After getting well-acquainted with Brazilian culture and its people through extensive research, I felt I was able to craft authentic lore and dialogue for Nadia and her crew. Her character is a testament to the rich tapestry of influences that makes up the world of Wargroove 2. But hey, we won't spoil it all for you. Here's a sneak peek into each campaign's premise, without giving away too much (consider this your spoiler alert if you prefer to plunge into the game knowing absolutely nothing).


Prologue
Meet Lytra, a Faahri mage whose lack of magic skills are only made up for by her hearing ability. Lytra’s pretty new to this whole army-expedition thing, but at least she has role models like Pistil Samt-Al Raas to guide her! Arriving in Aurania on an information-gathering mission, Lytra is eager to please, and easy to manipulate.

Breaking Grounds
Breaking Ground is the first campaign which carries straight on from the Prologue and continues the story of the Faahri. I’m not going to go along and spoil every little detail for you, but I will say Lytra finds more than just a role model in Pistil when she meets Rhombus Nadir or “Rhomb” for short. Guided by the gentle General’s grace and strength, Lytra learns much about what it is to be a fellow Commander.

Rising Tides
Wulfar is tasked by Mercia and Emeric with finding out exactly what the Heavensong Empire is up to. When they ask him to travel to the eastern colonies, Wulfar gets his sea legs, but his motives are a little more personal than they initially seem! The journey brings him face-to-face with the notorious Captain Firebird and her pirate crew, who've been wreaking havoc for Ryota and his army.

Dark Skies
While enjoying a sleepover in the safety of Cherrystone Castle, Errol, Orla and Koji intercept a mysterious distress call from the South. With their ally in need, they form the Rescue Squad - a troop of daring friends, ready for anything! With the courage only teenagers could muster, the trio take to the skies and journey to the icy-realm of Felheim.

……
…?

I came into the project as a huge fan of the first Wargroove, and I’m glad I was able to expand and explore on the lore already established by Chucklefish.

Launch-day is looming ever-closer, if you’d like to reacquaint yourself with Wargroove and its story, check out the Wargroove Wiki - with a whole Lore page dedicated to some information you might find useful when playing Wargroove 2!

Remember, it’s your LAST CHANCE to get 20% off on Wargroove 2 ahead of launch. Get it while the discount’s hot!

https://store.steampowered.com/app/1346020/Wargroove_2/

Have fun,
Hassan

ZONERS - allin.indie
Greetings all,


v0.34
Today v0.34 of ZONERS goes live and with it we officially reach the end of Phase 1 of Early Access development. This is a smaller patch focused on animating the training mode character (Dum-E), adding two new advanced tutorial missions and tweaking/fixing a few gameplay and other issues.



Dum-E will become fully unlockable and playable at some point in the future, complete with a very unique gimmick that you can't see in the training mode! But you'll have to wait for this, as their gimmick is effected by the other characters... ooo the mystery!



UPDATED ROADMAP
So with Phase 1 complete, it's time to update the road map to better reflect the current status of the game and goals going forward. If you take a look at the image below, you'll see a number of things have been moved around, combined and even added.



As always, these are subject to change. Currently the only thing taken away from v1.0 is the Trials, which I am now aiming to add after launch, provided there is enough demand. In this same vein, it is quite possible 1 or 2 of those extra characters in Phase 3 get pushed to post launch too. We will have to see how fast development goes on the remaining tasks.

For now, the focus is on adding new ways to play with Stage Variants, a special 2v2 mode & New Match types, as well as generally improving the other aspects of what's in the game to make everything as intuitive and clear as possible.



INCREASED PRICE DELAY
It's a constant point of deliberation in my own mind whether the price should actually go up as the game becomes more feature rich and complete. Looking at the state of the game, I've decided the price of the game will NOT be going up until the end of Phase 2. At this point, the game will be really quite polished, with a lot of fun to be had, and the final Phase being some pretty hefty additions that round the entire package out. I feel like this is a fair tradeoff.



Well I best get cracking on with Phase 2. As mentioned in previous posts, this isn't going to be such a long dev time to get complete relative to both the content and personal issues I had during Phase 1. But do expect the same undulations in terms of larger patches and smaller ones as I work to increase the game's options and modes of play, and make the whole thing from start to finish feel extremely polished.

Peace & Love
Paris




V0.34 Patch Notes

ADDITIONS

  • Dum-E's Idle, Move, Melee, Shoot, Super, Hyper, Hit, Stun, Wallstun, Quick Recover, Electric & Daze animations added
  • Added Parry & Clash Advanced Tutorials
  • Added Disable Melees & Disable Projectiles options to custom match settings

FIXES & CHANGES
GAMEPLAY
  • Fixed bug with Ringressa's projectile where dashing through it would cause it to get removed instantly
  • Ringressa projectile laser now has a fading effect after completing so it doesn't instantly visually disappear
  • Ringressa projectile laser now updates visual distance properly depending on whats its path & calculates this in a more optimised manner
  • Fixed bug where when exiting a match during Crabhammers' Hyper move the ball gravity would not be reset
  • Dum-E base moveset Super move adjusted to have narrower spread, faster projectile speeds and shooter life span, making it more similar to a shotgun
  • Drawing in a Clash no longer stuns both players, it just knocks them back
  • Fixed issue where any situation with a ball gravity modifier would not account for pauses/slow downs in game speed
  • Fixed bug in main tutorial where holding the Super move before releasing it would trigger multiple "ticks"
  • Fixed crash in Ball Aura Advanced Tutorial when ball hit the projectiles
  • Fixed bug where currently selected Advanced tutorial rank requirements were dependent on the one you started with if you chose "Next Training" at the end
  • Fixed crash at start of King boss match
  • Fixed and improved darken background accessibility setting and updated the default value. Your profiles will need to be remade after this patch
  • Improved & optimised desaturate background accessibility setting

MENUS
  • In the custom match settings screen, moved the Disable Supers and Disable Hypers buttons to the Player category
  • Fixed bug on advance tutorial select when holding the analogue in a direction that would stop the cursor from moving

MISC
  • Updated the way character draw angles are handled when going from a moving to a idle state

...