Red Frontier 2 - wolderado
Hi everyone!
It's been a while huh... I'm going to talk about what we've been doing and what will happen to this project. First of all, I want to say that I love this project and the idea behind it. I love immersive sims and interesting horror games.

But sadly we have to announce that the project's development has been halted

Why?
Development first started in 2019. We've had worked on it for 2 years or so but it was not a full-time project due to our workload with our university. After a while, I had to start developing another game called DoubleWe due to external reasons. I thought I could juggle between the projects but working on Red Frontier 2 proved to be difficult due to legacy code, bad unity project files, and outdated systems. Unity editor got so screwed that I couldn't even edit the terrain due to the extremely low performance of the editor. Also, Red Frontier was way technically overscoped for a two-person team. So we couldn't work on it consistently for the last few years.



Future of Red Frontier 2
Development will be halted while we focus on DoubleWe. When we return to this game, we have to remake most of the project. Currently, it's very very time-consuming to model, rig, paint, and place every environmental object by ourselves. Since I was still learning 3D during this project, let's say it turned out.. not so good. We lost our visual style along the way. We plan to return to the art style of Red Frontier 1 & DoubleWe which are much more manageable and stylistic for an indie game. I can't say when we'll return to this project but hopefully, it will be after the release of DoubleWe.



Permanent Demos
We'll release what we have as a permanent free demo. I don't like unfinished projects so we decided to release what we developed so far as a free demo. Along with this new demo, you can play Centipede Demo (the old one) and Red Frontier 1 which probably most of you haven't tried before. Here's the summary of the demos:

  • Snake Demo (Outside)
    This new demo features a giant roaming snake similar to RF1. You start at a safe station and have to make your way to the city entrance. It also features gadgets, the power mechanic, safe houses, and the ever-present dust storm. You might experience bugs & issues so we're sorry in advance!
  • Centipede Demo (Inside)
    This is the demo we published before. It shows you what the gameplay will be like inside the cities & stations. This demo is happening after you finish the snake demo. The game should be pretty stable
  • Red Frontier 1
    The origins of Red Frontier and it's a jam game made in 3 days. It's a finished game but controls might feel a bit old. It takes about 20 minutes to 1 hour to finish it.

Demos will only support Windows. Sorry, Unity doesn't like it when I switch build targets :(



DoubleWe
We're developing another game called DoubleWe. In this game, you have a clone hiding among the crowd and you have to kill them before they kill you. I think it's a pretty unique horror game with highly emergent game mechanics. Here's the link:

https://store.steampowered.com/app/2506530/DoubleWe/


Closing Thoughts
Thanks to everyone for sticking with the development! I hope we'll return and finish this awesome game and give you guys an awesome experience! If you have feedback or just want to say what you liked about the game, don't hesitate to open a topic! We're not disappearing anywhere and very much like to hear your feedback!

If you want to keep up with our future projects, here are the links:


Or just join our discord channel:


Have a good day everyone!
-wolderado
Oct 6, 2023
Simply Cubic - i3m1r_Dev
Hello again,

We're here with Patch 1.1! With this patch, we fixed more bugs. All of the bugs that we know about have been fixed. If you see any problem while you're playing, please let us know!

You can always contact us with mail (aquilastudiosgames@gmail.com) or our social media accounts.

Thank you!
Oct 6, 2023
IGNISTONE - mono2568
・We have changed the difficulty display of the "Chaotic Road" from 4 to 5.
ΔV: Rings of Saturn - Adrian W.
  • New in-game extension manager allows you to pick which installed extensions and DLC you want to use. It will present itself automatically when it detects a new extension being installed and allows you to pick if you want to use it for your game. You can access the manager at any time from the title menu.
  • Improved stability on M1/OSX systems. The modern OSX system depreciated OpenGL support, which the game uses, which means that driver bugs that are currently present in the system are never going to be addressed and fixed by Apple. Godot Engine 3.x, on the other hand, uses exclusively OpenGL for rendering. This leaves us in a state where known bugs in the system driver were causing the game to crash. This release includes a number of workarounds in the game code meant to address that and call the function methods in a different way in the hope of working around all the existing driver bugs in the system driver. The stability is greatly improved, but the workarounds impose a much longer time required to change the display mode (fullscreen/borderless window/windowed).
  • You can now turn off your main torch in the Minding Virtual Flight Service.
  • You will not get achievements for tasks performed during simulated flight anymore.
  • Your crew will not gain experience for flying the MVFS simulation.
  • Added dark bars on the top and bottom of the initial dive cutscene to make the texts displayed there, including the transit tips, easier to read.
  • Updated translations.
Oct 6, 2023
The Ramsey - ZP
New mode added
- 'Wildlife' : Battle with tougher, and harder boss. The map does not show hints.
Tap Ninja - Idle game - Shamahan
With this update the Gold income should be comparable to the pre-v5 income, meaning that all of the Achievements are now reasonably achievable once again.

Another is to the Elixir costs for unlocks after the Shrine - they have been increased. Why? The end game was simply too unbalanced and unreasonably too fast, there were two ways I could have gone with the balancing, either decrease the Elixir bonuses or increase the Elixir costs, the second option was chosen. Because of this, the Elixir bonuses have been boosted to compensate the increase in costs.

Apologies about the continuous number changes, but I'm hoping that this is the last of the balancing change updates. If all goes well then the work on v5.1.0 is going to begin, as a sneak peak it will include: Tier 14, unique achievements, 3 new pets, weekly riddles, and more.


● Skill Elixir costs for early and end game increased. Player Elixir has been adjusted accordingly
● Boosts to Elixir gains
● Boosts to Gold income
● Building income boosted & cost reduced
● Adjustments to Research upgrade costs
● Quest rewards for Gold & Elixir improved
● Pet passives for Critters boosted and Birds nerfed
● 'Claim All' button for Achievement rewards added
● The shuriken now will only target the clicked Firefly, until it has been taken care of
● Shift clicking in the sky now lets you throw shurikens
● Coins found by Pet Mouse now correctly award the appropriate Elixir
● Statistics for Firefly value now display more accurate values
● Pets are no longer running over each other in portrait mode
Oct 6, 2023
War Thunder - magazine2


  • A bug that caused aircraft models at a distance to flicker when the aircraft was against a cloud backdrop has been fixed.
  • Some stat card photos have been improved.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
Draft of Darkness - Crawly Games
* (Card/Pistol) Heat of Anger: Phys. Dmg. 1->0.75x. (+1: Phys. Dmg. 1.75x->1x.)
* (Card/Shotgun) Sinner's Kiss: Mend healing is replaced with unscaled Health Restoration (3 Health).
* (Item/Trophy) Fly Trap: Health Restoration 4->3.
* (Status/Perk) Muscular: Physical Power increase per move 0.2->0.4.
* (Status/Perk) Crusader: On combo, also increases all Power by 50% for the next move.
* You can now pet Bubblegum.
* Abandoned runs and run wipes now give partial completion credits. Only applies to save data above a certain version. Run wipes with older (pre-1.0) save versions will give 0 credits due to some changes in the save structure.
* Companion equipment will be added to the inventory when the companion is killed or sacrificed.
* Entity type flags (Robot, Pest, Human etc.) are now shown in tooltips and detail screen.
* Decision event choices which involve Status effects now show their tooltips.
* Added a hint to the Brain Artifact fight, where characters who receive "Negate Barrier" will speak to point to it.
* Equipment earned from the "Knight Armor" event is now "Decent" instead of "Pristine".
* Reduced "Darkness Remains" printing batch count from 2 to 1.
* "Unseen" indicator icons are now properly cleared when Library window is closed.
* Fixed a bug where Alt weapons didn't sync to character level unless swapped to the main slots.
* Fixed a bug where Alt weapons aren't destroyed with the "Defective Enhancement Machine" event.
* Fixed issues with the "Daemon Helmet" equipment.
* Fixed a bug where status effects aren't cleared when "Old Rollerblades" and "Tape Recorder" items are sold.
* Fixed "Sapphire Cube / Fragments" item not dealing damage.
* Fixed an issue with "Punch +1" card causing damage to be calculated wrongly.
* Fixed some item counters not visually updating in certain cases.
* Fixed "Fanny Pack" counter not updating on use.
GHOST at DAWN - Blue and Red Games
Fixed bug that resulted in black screen immediately upon startup.
Seeker Quest: The Creature Collector - Jestercraft
Hope to see you attending my Steam Next Fest livestream during the Steam Next Fest!

While waiting for the Steam Next Fest to start, why not watch our latest trailer?


PS. Here is yet another Seeker spotlight. This time it's The Grub! <3

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