Monastery - pedromester
Ghouls tend to struggle against a solid defense, so I'm bringing out the big guns: a large shield and my plate armor. I know this combo's gonna pile on the weight cards, but maybe there's a strategy there. I'm curious to see how this plays out given where my mastery levels are at currently.

Jump in and watch the strategy unfold!
Hot Girls Delivery Club - ssassy.studio
Please add the game to wishlists, as it will help us see where requests are coming from by region.
[Neolithic]To the End - orochi2k
English
############Content################
[Wonderland Travel Agency]Random caves may now have "Halloween Enemies." (Including Ghost, Pumpkins, and Scarecrows)
[Wonderland Travel Agency]On the day of Halloween, the chance to have "Halloween Enemies" will dramatically increase.
[The House near the Paddy Field]Added a piano.
[Enemy]Pumpkin Men can now attack alongside with Scarecrows.
[Sayinas Island]New location: South of Samujier (It comes with butterfly and fishing data.)
###########System##################
[Enemy]Moved the Pumpkin Man's enemy generate code to the override function. A slight optimization and increase the code reusability.
简体中文
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【奇幻之地旅行社】随机的洞穴中现在可能出现“万圣节敌人”(包括:幽灵,南瓜人,稻草人等)
【奇幻之地旅行社】在万圣节当天,出现“万圣节敌人”的洞穴的概率将会大幅提高。
【水田近家】加入了一台钢琴。
【敌人】南瓜人现在会和稻草人一起进攻。
【萨伊纳斯】新区域:萨姆吉尔南部(包含了钓鱼和蝴蝶数据。)
###########System##################
【敌人】南瓜人的生成代码被移动到了一个override的函数下。略微优化,同时增加代码重用性。


Latest news from Ukraine/乌克兰小剧场
https://controlc.com/393a88d3
{LINK REMOVED}
Cell to Singularity - Evolution Never Ends - lunch
Hello Universe Architects!
This 20.27 build includes changes to the research race along, leaderboard, and some small changes to the main game.


Research Race:
  • Fixed: Issue where playtimes were not being shown correctly.
  • Improved Intro with new popups when starting the Research Race.
  • Added more information and graphics to Info Tab.
  • Improved Research Race Localization.


Leaderboard:
  • Added tier icons in the tier tab next to player's name in the leaderboard.
  • Showing badge count in player profile.


Main Game:
  • Lowered metabit cost for Neural Network in Reality Engine.
  • Simulation prestige number changed to how many metabits you own in scientific notation.



Soul Stalker - Radhood
Hi everyone!

Over the past few weeks we've been testing the next major update in the beta branch of the game. I'm glad to announce that all of these have been compiled into the game's main branch, meaning everyone can play it now! I've put the patch notes below, which is a combination of new changes/fixes, and the previous beta branch updates.

As always, we would really appreciate it if you left a review! It's the best way to support the game!

Beta 1.1.2 Patch Notes
  • Added an arrow indicator to all dashing enemies to make it even clearer when they're about to dash, and what direction they're dashing in.
  • Changed the dash enemy AI to make it such that the dash direction is determined when the enemy starts dashing, instead of when the charge is finished. This should make it much easier to avoid dashing enemies.
  • Fixed bug that made dashing at the wall at high speeds clip out of bounds.
  • Fixed bug that made it such that you were sometimes unable to increase your max dash count with the new items.
  • Much increased the max dash limit to the point where it should be unreachable in normal playthroughs.
  • Fixed some localization bugs that made it such that some items had the wrong descriptions.
  • Added a new character, Skate. She has incredibly fast dashes.
  • The Regeneration stat no longer heals you at the end of combats, only in shops. To balance the stat out, all characters now have increased regeneration.
  • Added the Dodge stat. If you get hit, you have a % to not take damage in accordance with the stat.
  • New trinket, Ankh Charm - Dodging has a 5% chance to heal 1 HP.
  • New trinket, Backstab - Dodging has a 5% chance to heal 1 HP.
  • New trinket, Flying Gold - Dodging grants 10 extra coins.
  • New trinket, Healthy Heart - Increases dodge chance by 5%.
  • New trinket, Light Armor - Dash 1 additional time.
  • New trinket, Sickly Creature - Increases dodge chance by 10% but reduces Max HP by 10.
  • New trinket, Special Totem - Dodging causes a random projectile weapon to fire.
  • New trinket, Winged Boots - Getting hit while dashing always results in a dodge.
  • New trinket, Wolf Dash - Increases dash speed by 20%.
  • New trinket, Anticipation - Get a stockpiled dodge at the start of each combat.
  • New trinket, Bat Wings - Increases your chance to dodge by 5%.
  • New trinket, Cold Blood - Dodging or getting hit applies frost to enemies around you.
  • New trinket, Contract - Dodging gives you 20 coins.
  • New trinket, Herba Dodgia - Dodging has a 10% chance to heal 1 HP.
  • New trinket, Hermes Sandals - Increases dash recharge rate by 15%.
  • New trinket, Reverse Curse - Get healed for 25% of regeneration at the end of combats.
  • New trinket, Wave - Dashing surrounds you in a water wake that damages enemies.
  • Reduced the duration of the first 2 act I combats to 20 seconds, and adjusted gold drops to balance it out.
  • Reduced the duration of combats after the first 2 of act I to 40 seconds, and adjusted gold drops to balance it out.
  • Reduced the duration of the first 2 act II combats to 35 seconds, and adjusted gold drops to balance it out.
  • Reduced the duration of combats after the first 2 of act II to 45 seconds, and adjusted gold drops to balance it out.
  • All characters now start with 99 coins instead of 50.
  • Added spawn blocking. This means that if an enemy is about to spawn under you, it picks a different spawn location so it doesn't hit you.
  • Added pathfinding for the "regular" CPU Load setting. All enemies now follow you and move around obstacles.
  • Removed the pickup stat, as it had low impact. The Dodge stat now takes its place in the stat display UI.
  • Fixed some localization bugs.
  • Added achievement to unlock Skate, the new character.
  • Fixed bug that tinted the color of the map line incorrectly.
  • Fixed bug that caused the Act 2 boss to not use the dash arrow correctly.
  • Fixed bug that caused some spawn blocking to softlock elite combats.
  • Implemented minor lighting optimizations.
  • Fixed bug that caused the regeneration stat description to display its old descriptions.

Also, we recently announced a new game in the same genre as Soul Stalker, and it has a free demo out as well! Try it out with the box below, I hope you enjoy it!

https://store.steampowered.com/app/2491670/Wanted_Shadows

Anyways, that's it for this update, and as always, we would really appreciate it if you left a review! It's the best way to support the game! Also, play the Wanted Shadows demo and give it a wishlist! That helps us out a ton as well!


https://store.steampowered.com/app/1714240/Soul_Stalker/


- Conrad, Lead Developer
Deceive Inc. - Yoshiro


Agents,

It is time for you to start being read in on all the latest operational changes heading your way later this month. To start:

A new agent is joining your ranks!
You may have already seen some of their handy work in the field. While their full motives aren’t yet known, the company has arranged for this talented individual to put their talents to use for Deceive Inc. after contact was made.

We’ll be sharing more on this new agent in the days ahead, but we wanted to take this opportunity to brief you on some changes in the field:

Private Lobbies
Private Lobbies will be officially added for all players, allowing for agents to group up with their friends and drop into an operation together in solo, duos or trios. This is only the beginning and thanks to player feedback from last month's beta, the team is already looking at how we can add in some of the top requested features and tweaks.

Audio Occlusion Changes
We’ve made changes to how weapon sounds propagate in maps to make obstructions a bigger factor. In this update, walls and other obstructions will have a bigger effect on blocking sound while open areas will keep sounds propagating from far away. We hope this makes picking fights in closed off rooms safer and more of a strategic consideration.

Room Weighting Overhaul
A driving factor on how NPCs navigate a map is based on “weights” attributed to room. In this update, a major overhaul of restricted areas weight has been made across the entire game.

This now means that all guard rooms have a balanced weight to not skew certain rooms to have much higher guard traffic than others, making some rooms more desirable to sneak into without a costume early on. This is a subtle change on the surface that should result in a better balanced experience overall.

NPC Vision arc tweak
NPCs are getting a vision upgrade with this update. What that means is that the side of NPCs will be less of a deadzone for them to spot you at various angles. We were very careful to tweak this in a way that still allows players to sneak behind NPCs but standing right next to one on their side will result in them noticing you now.

NPC Scolding behavior overhaul
Previously, when a NPC spotted a player with the wrong disguise from far away, they would walk slowly to them to scold them. This meant that players could easily run through large restricted areas with very little risk of npc catching up to them. Now, aggro-ed NPCs that are far away will run toward the player to scold them.

We also think this behavior makes more sense for a player trying to emulate a NPC and spotting someone with the wrong disguise from afar which should help blur the line more.

Xiu’s Return To Greatness
The madame has been a figure of much discussion about her viability due to some ongoing issues. She wanted us to pass along the following: “Only a fool would count me out”. Xiu has been the focus of our first “Targeted Agent Sweep” where the team really dug into some of the legacy issues that have built up and worked on getting them fixed while addressing balance around the character as well.

Other agents will also see improvements with work having begun on Red that will be reflected in the upcoming update as well as increased reliability of Hans active.

Keep your eyes tuned as more briefs will be headed your way agents, covering more detail, new information, and additional balance updates and QoL improvements/fixes for agents!
Oct 5, 2023
Stress testing - difkpik
修复了部分移动板块坐标错误
部分性能优化
Wartales - Madeline [Shiro QA]
Wartales v1.0.28886

Battle
  • Fixed a crash that would occur when restarting battles during a Ironman playthrough.
  • Fixed a crash that would occur when using the weapon swap skill with Looter’s dagger.
  • Fixed an issue where some multi-hit attacks would only preview the damage made by the first hit instead of the sum total of the hits.
  • Fixed an issue where enemy reinforcements could be seen through the darkness during tomb fights.
  • Fixed an issue where the mastered Team Spirit would trigger its effect on spearman with the regular Team spirit
  • The counter-attack skill now only grants the “Riposte” status on first engagement per turn.
World
  • Fixed an issue where attacking Abbot theocene and canceling the fight would softlock the game.
  • Fixed an issue where capturing opponents would not count towards unlocking the “ballad of the naked ones”.
  • Fixed an issue where Co-op players could have more captains & Lieutenants than intended.
Undead West - RV Luke
Hello Gunslingers!

Welcome to the first devlog of Undead West, developed by Deathless Games and published by Retrovibe. [I’m [b]koschei[/b], lead developer and artist.]

Undead West is a rootin’ tootin’ shootin’ roguelite bullet hell set in the wild wild west, where you play a cowboy who has been brought back from the dead to seek revenge. Utilizing an array of guns & whiskey, shoot and dodge roll your way out of the grave and into the west.

So, without further ado, let's learn more about the project!



💀 INTRODUCING DEATHLESS GAMES



We are a New Zealand based indie studio with a passion for making lovingly crafted pixel-art games.

Our team won the Student Slice award at the NZ Pav awards for ‘Petal to the Metal’, a twin-stick bullet hell developed over 6 months, in Unity, during tertiary edu. We started the development of Undead West in December 2022.

Our lead developer & artist has been making pixel-art for 7 years.



💀 UNDEAD WEST X RETROVIBE



This year we started cooperation with Retrovibe, a game publisher from Warsaw, Poland! The aim of our publisher is to unlock next levels of fun by delivering new indie titles with a retro heart.

The vision for Undead West happened to fit perfectly into Retrovibe’s style so we naturally started working together to bring you the official game reveal last weekend during Realms Deep 2023 showcase!



💀 INSPIRATIONS FOR UNDEAD WEST



Undead West is inspired by roguelites such as Enter the Gungeon, Nuclear Throne, and Hades. The ability to craft your own builds mixed with the rng of buffs given to you for successful progress in these roguelites was always a ton of fun, plus the high-paced adrenaline-inducing rush of dodge rolling through waves of bullets barely avoiding getting hit to snatch victory from the jaws of defeat.

This kind of gameplay is what we also want to provide to you, through several western themed stages, and unique boss battles.

While there are so many beautiful pixel-art games to be inspired by like Hyper Light Drifter, and Rain World, we’ve gone for a simpler monochrome style akin to games like Minit and Gato Roboto.



💀 GAME CONCEPT



The core gameplay of roguelites is the concept of completing the game in one go, dying and trying again if you fail. We love a good story, and having a lore reason for this death & resurrection mechanic which is how I came up with the idea of a gunslinger who lost a duel, and is revived by Death themself for the chance to get revenge, collecting souls of adversaries defeated along the way to pay back his debt to Death.

The Wild West has some excellent locations & settings, guns to play around with, and our other main gameplay aspect - whiskey. In Undead West, you have the ability to unlock various whiskeys to build your playstyle around. Consuming the whiskey in combat gives you a temporary effect such as an unlimited chamber for your gun, fiery bullets, shrugging off damage and much more.



💀 DEVELOPMENT STORIES



Undead West has been in development for close to a year now, and we’re excitedly looking forward to a 2024 release.

Over the last couple of years I’ve prototyped a few twin-stick shooters, bullet hells and other game ideas. Most of my projects involved top-down gunplay, and with this I landed on developing a roguelite in a black and white art style; [otherwise asset creation could take me forever!]

When I found the music of Voltz Supreme, everything fell into place and created this epic Western feeling game.



TILL NEXT TIME!



Thank you for reading the first devlog of Undead West, and we look forward to sharing more updates with you!

-koschei, lead developer and artist



Wishlist now!

https://store.steampowered.com/app/2527880/Undead_West/

Connect with us on our official channels:



Follow Undead West on Twitter
Follow Developer on Twitter
Follow Retrovibe on Twitter
Visit Retrovibe Publisher Page
Wildmender - [Muse] Bubbles
Hi there Wildmenders, it’s been one very busy week here for all of us at Muse Games and Kwalee. Thank you so much for all the kind words, feedback, and beautiful gardens you’ve been sending us. And a very special thanks to everyone that’s submitted bug reports. We’re happy to report that we’ve managed to clear out some of the most severe and serious bugs we’ve seen so far. We’ve just pushed a build (195j) on Steam with those fixes*. Meanwhile we’re still working through all your feedback, and plan to have additional bug fixes and improvements to the game soon, so stay tuned!

Now, onto the patch notes.

Build 195i:

- Fixed incorrect generation of random maps in some user locales, causing them to become unplayable.**
- Fixed the Titan Crab getting stuck on top of the Salt Flats Arx Temple if you completed the temples in East, North, South order on the default map. (And potentially in certain random maps)
- Fixed certain progression blocking issues with repair the pillars in Gleb’s temple.
- Fixed an issue where players could destroy all their honey before starting the Gleb encounter, preventing progression. Players can now retrieve more honey from Gleb if they have managed to run out before the encounter.
- Fixed an issue where terrain at an Oros temple could sometimes block the altar on random maps.
- Fixed an issue where rarely players may not have a copper to collect in the tutorial bubble, or had previously collected the copper causing a progression block.
- Multiplayer: Fixed various issues with carrying plants long distances as a guest player. These would often appear to the guest as being unable to pick up new plants and objects, or having objects disappear from their back while carrying them.
- Multiplayer: Fixed an issue where guest players could suddenly take fall damage while climbing in certain network conditions.
- Multiplayer: Fixed an issue with crafting failing for guests if their first stack of a particular ingredient was not large enough to fulfill the recipe.
- Multiplayer: Fixed throwable items not being correctly consumed from a guest player’s inventory
- Fixed an issue with entering lean-tos and cutscenes while midair could cause players to be unable to skip cutscenes, and become stuck indefinitely in lean-tos for guest players in multiplayer.
- Fixed endless “Wraith Attack Ongoing” events. Certain wraiths assigned to defend objectives could be incorrectly counted as part of the wraiths involved in the attack.
- Added an in-game toggle to opt out of anonymized data collection under Settings->Gameplay->Enable Analytics Data. Our publisher is still working on another iteration of the EULA, aiming to make more improvements and should have a new revision in the coming days.

We’re still tracking down all the issues reported so far, and you can help us track them down by using the in game bug reporting system, or posting on our discord. Right now we’re working on finding solutions for the following issues, and any information on them will help!

- Performance on some machines. Including information about where you are, and what you are doing when encountering issues will help us track them more quickly
- Gear quests in the canyons marking incorrect storehouse locations.
- Players getting stuck as a ghost permanently
- Soil quality not updating until players reload their saves
- Wellstones not linking properly
- Plants taking longer than anticipated, or failing, to load in after teleporting
Item stacking issues
- Spirit Darters becoming stuck in rocks where they cannot be reached
- Salt Flat outpost horn may not be interacted on

Thank you all for playing!
...