Dark Data: Zero - vashima
Hey homies, I know it has been a long time. I have been complete shit at marketing/keeping people updated, and I apologize for that. I've been hyper focused on developing the project, and honestly just really dislike social media in general, which is why I always procrastinate with those types of things. I know that isn't great for people interested in the project, nor the game, or myself; so with that said, I'm going to make a big effort to do better with community management/marketing etc moving forward.

The reason Dark Data: Zero is its own project now instead of an update to the original Dark Data is because it no longer makes sense to "Override" via an update, with a game that is clearly its own thing. The people involved are different, the mechanics and overall systems have been overhauled. I think it is slightly odd to compare projects to other games, but in this scenario it may help understand in a more succinct way. Dark Data's inspiration was Golden Eye and Perfect Dark. Dark Data: Zero plays more like early Unreal Tournament with heavy Turok 2 and early Resident Evil influences. The vibe of being a love letter to 90's console shooters remains, but aside from retaining some DD-Universe characters, DDZ is an odd prequel to the Dark Data movie script.

I know there was a time I was marketing Dark Data as having an update with single player. The scope and change of direction grew so immensely over the last 4 years, that again, it didn't make sense to go that way. With that said, ANYONE who is unwilling to buy Dark Data: Zero when it is finished, but has been interested in single player DD, and purchased Dark Data when it was $19.99 (with or without sales), then hit me up and I will send you a key. I'm not trying to fuck with anyone or be a meanie. I sincerely appreciate everyone who has been interested and giving support.

If you've been lurking and periodically checking things out, definitely give Dark Data: Zero a wishlist! I will work on making more posts on steam, and hopefully even twitter. Hop in the discord and hit me up with any questions or to check things out. The project has been in full-blown development, and really I just got too ambitious with what I want for the project for an indie game. With that said, it is feeling really good and I am so excited for you all to play it when it is done! I love you all and hope October has been treating you well.

-Mitch


JOIN THE DDZ DISCORD!!!

My Steam Profile


Witherholme - Bryles


Greetings magi!

It's been a few months since we've made an announcement so its time for an update.

Thanks to everyone who joined us during the previous Next Fest! We were delighted to have over 3,000 unique gobbos experience the playtest during that week. It was an amazing opportunity to let people try the game and we received tons of great feedback.

We're still working hard to get the game ready for Early Access. (SOON)
Here are some new features to look forward to:

Camp Merchant
Now you can spend your hard earned Gul on stylish new wares!
New items can be unlocked by finding secret scrolls throughout the world.



New Customization
Faces are now customizable!
We've also added over 80 new cosmetics each with unique descriptions and lore.



What's Next

Right now our priority is to get the game ready for Early Access.

Fortunately we are very close and have only a few more systems to work on. What we have right now is a solid foundation for the game that allows us to quickly and easily add new content. This will be our focus as we move through early access and push for a full release.

Currently we're testing out a lot of new features including:
  • Better onboarding experience and an actual training mission.
  • More natural character movement with camera-steering.
  • Improved camp layout for quality of life.
  • More levels to explore.
  • New inhabitants.
  • Other improvements based on player feedback.
We'll be posting more updates soon and sharing our plans for Early Access as we move forward.
Thanks for being patient - stay tuned!

For more news and info, check our Official Discord!

Fan Art
Since the playtest, we've had some wonderful fan art posted in our Official Discord!



Art by MellonBread!


Art by amba_si!


3D Model by Palduras!
(Screenshot from Video)


Thanks everyone for your support!
We are grateful to see our community grow as we bring Witherholme to fruition.

If you haven't done so yet, check out our Official Discord!
Castle Constructor - Sisyphean Games
Castle Constructor Beta 1.3 has been released. We decided to split the big pre campaign update into two parts and this is the first. This half focused more on the new units we wanted to add including javelins, Champions, and the new Dark Plate armor. See below for more info on each of those. In addition we added some more visual distinction between different unit types and improved some of the animations. In the next update (1.4) we will be focusing more on improvements to the blocks as well as possibly some siege units.

For more details on everything added, changed, and fixed please see the full changelog below.

New Features:
  • New block, Javelin. Similar to an archer but it throws javelins that can knock down units. In addition rather than its range increasing as it is build higher the range moves out from the block, both the range and the min range growing with the height. Place it down low to target nearby tiles and place it higher up to target tiles that are further out.
  • New enemy - Javelins. Throws javelins just like the block but at your own units.
  • New enemy - Champions. Carrying a two handed weapon this unit excels in melee, knocking their opponents further away and dealing more damage than normal soldiers.
  • New armor level for enemies - Dark Plate. With even more health than normal plate armor these enemies are quite resilient and can be hard to take down without some lucky shots, crossbows that can pierce their armor, or concentrated fire to wear them down.
  • Ice terrain. Works like marsh tiles but with different visuals for use in snowy levels. Swamp Passage has been changed to Icy Passage and a new level has been added, Frozen River.
  • Updated the Creative mode wave builder. It now shows an image of each enemy in the wave and has a new layout with different tabs for Melee soldiers, Ranged Soldiers, Siege units, and randomizing that direction.
  • Improved soldier visuals. Added some new visual flair to units to make them more distinct. All ranged units now have a colorful shoulder cover to distinguish them from melee units. Longbows have their own helmet design with slightly more health. Crossbows get a better helmet as well. The new champions get a colorful cape. And the new Javelins get a metal cap.
  • Improved shooting animations. Ranged units now have a ready state that they will move to when they have a target in range. They will then go from that state to the new shooting animation and then return to the ready state until they no longer have a target to shoot at. It looks better and it allows units to shoot a bit faster since they can stay in the ready state instead of fully lowering their bows after each shot.

Changes:
  • Added a new weather effect (Blowing Sand) to some levels.
  • Changed how keep height is handled. Rather than trying to keep the keep above adjacent blocks it now tries to stay level with them. Instead of raising when there are three adjacent blocks level with it now it will raise when there are three adjacent blocks higher than it.
  • Adjusted the enemy spawn to have them facing the proper direction instead of having to turn after being spawned.
  • Removed the Moat block as we weren't happy with it. It didn't feel particularly useful or worth getting.
  • Changed the selected tab color to have selected tab lit and other tabs darkened per player feedback.
  • Slightly increased the health of tower shields (~20%).
  • The time enemies have to reach your keep before the wave automatically ends will now slowly increase along with the wave number to help account for complex castles taking longer to traverse.
  • Adjusted formations of ranged units to not break if the enemies have a target to shoot at. Basically it just keeps them firing as a group instead of individually when right in front of a block.
  • Adjusted 'knockdown resistance' to decrease by a percentage of its value instead of a flat amount. It also decreases faster now.
  • Changed the Barracks block to be a bit cheaper but only spawn one defender per wave.
  • Changed the Archery Range and Barracks blocks so that they can no longer be placed adjacent to another Archery Range or Barracks rather than only preventing placement above or below.
  • Added more information to the info panel for the Archery Range and Barracks block about how they prioritize where to send their soldiers.

Fixes:
  • Fixed an issue that sometimes caused enemies to just stand in place.
  • Fixed an issue that could result in enemies seeming to be invisible. Enemies that had fallen off the map would sometimes maintain their visible position when respawning which led to them not being visible and intangible.
  • Fixed an issue that was degrading performance. The prioritized list of enemies to shoot at was being updated every time it was requested instead of being limited to updating twice a second. Should be most noticeable with large castles.
  • Fixed an issue where Archery Range and Barrack blocks were improperly updating formation pathfinding, thus leading to formation being unable to find a path to the keep or taking incredibly roundabout paths.
  • Fixed an issue where blocks could end up continuing to shoot at units that fell off the map for a few seconds even though they were already dead.
  • Fixed a minor issue that could occur during the tutorial level.
  • Fixed an issue that caused the Bartizan tech to not apply immediately.
  • Fixed the Guild upgrade giving the Talus effect instead.
  • Fixed knockdown resistance not being cleared when respawning.
  • Fixed some minor issues when soldiers tried to pass between the top of a block and an adjacent ground tile.
  • The Alchemist block fire is now disabled on sides against a wall to prevent clipping.
  • Fixed an issue where Siege units would not break when killed and enemies were set to clear Instantly or Every Wave.
Oct 7, 2023
Wild Omission - xLarch
Wild Omission will be taking part in Steam's October Nextfest. The even runs from October 9th-16th, I will be doing two live streams during the event. The first live stream will be on October 10th @ 3PM Central Time, the second live stream will be on October 11th @ 3PM Central Time. I will be playing the game with some friends and chatting with the community, so do come by and say hello!
SEXWIFE: NO LIMIT - marinadelaetbokom


The following features have been added to the game:
- New sexy story;
⁃ New cursor design for interaction;
⁃ Hiding dialogue for full immersion (Press x on your keyboard);
⁃ New Achievement.

Bunny Game - nocebo
Hey everyone!


Demo is now available for the duration of next-fest (Starting at 18:00 CEST 10.08.2023)
Hop-in and give our multiplayer game a try (Better with friends!)
We would love to hear your feedback on our steam forums or discord.

If you still need time to decide, you can watch our stream that shows exclusively gameplay experience.

Just remember, bunnies might be deceptively cute - don't forget to watch your back.

PS. If you like the game, make sure you wishlist it!

See you in-game / on stream.
Oct 7, 2023
Orpheus - waifudev
Hi i uploaded a small update when i fixed music bug, when you beat mini boss of level 3, the level music won't restart so i fixed this bug. Early access has been tested by many personn i know and it help me to find bugs. Next bug to fixed is player who slide in somes wall. Thanks you a lot for all people who tested the game.
Dungeon 3D - Dungeon3D
Hello, Dungeon Builders! We are releasing a small update that adds many new Avatar options in the Studio as well as refinement with camera controls. Enjoy, Builders!
Wyvia - gigatank3000
The newest entry of the class guide is here and we'll talking about the Bishop, Wyvia's holy class. Bishops are an advanced class focused on defensive ranged magic capable of using ranged weapons such as Cannons, Paintbrushes, Magic Staffs, and light armor along with Laterns that provide magic defense.

THE Bishop


The Bishop is the holy class capable of smiting enemies with holy retribution but primarily defensively focused. The Bishop's defensive skills include Heal which will restore your health, Ward which provides magical protection from spells, and in times of great peril Rays which scorches the earth around them doing massive damage to a wide area. Being an advanced class of the Wizard means that many of those skills complement the Bishop and takes full advantage of the Surge orbs to make them explode when they collide with one another dishing out a portion of your magical energy as damage. This can be a dangerous combination to your foes particularly with Rays as you envelope the enemy in magical power.


SKILLS


Heal



Heal is an excellent support skill particularly if you combine it with another class that places you in perilous situations often. Bishops are capable of healing a portion of their health with each cast making them incredibly difficult to dislodge especially when using Ward. However it's important to keep an eye on your mana as it can drain rather quickly. The health recovered is based on your maximum mana rather than your current mana.

Ward



Bishops are known be paragons of holy energy, whereas the Knight uses that to infuse their offensive power Bishops take the opposite tack and use it bolster their defenses particularly against magical enemies. If you find yourself encounter a large amount of mages or magical monsters the Bishop's Ward will let you weather the storm unaffected. You are effectively invulnerable to magical attacks until the bubble pops and it uses your maximum mana to form it's protective barrier. When upgraded having ward active can act as a focal point for your damage increasing it or a chance of unleashing a destructive wave of energy when magic strikes its surface.

Rays



The most destructive skill in a Bishop's catalogue is Rays. Able to call down holy bolts of energy from the sky above this magical attack envelopes the battlefield in a swath of holy energy. Perfect for clearing out large groups of enemies, when upgraded Rays has a small chance to cause any bolt that strikes enemies to explode in an explosion of magical energy. This can be a double whammy when paired with Surge hitting enemies in land and air.

PASSIVE SKILLS



Free Spelling


Spirit of Bishops


Resilience of Bishops


Lantern Mastery


Combusting Surge


Better Heal


Better Rays


Better Ward


Power Ward





Oct 7, 2023
Astrominer Playtest - Roy
Mouse now hides on idle.
Added bump and explosion sound effects.
Adjusted background.
...