Oct 9, 2023
Jagged Alliance 3 - Home
Highlights• Fixed multiple cases of invisible enemies in exploration.
• Fixed issue where dead bodies became invisible.
• Fixed an issue where when changing the floor view would not hide roofs.
• Fixed an issue where the Faster Enemy turns feature would remain active after combat.
• The Lion's Roar can now be properly dual-wielded.
• Fixed issue where you couldn't execute a melee attack against some objects.
• Fixed an issue where some texts displayed as square symbols in Simplified and Traditional Chinese.
Project Adder (Prologue) - Draspur
Adder is out now for free on Steam. If your interested in the source code or learning about game development, check it out here: https://github.com/ReflextionsDev/Adder

Also feel free to join us on Discord!

Starfield - JessBethesda
A new update has been released for Starfield on all platforms. This update includes changes to Settings that allow for players to adjust their FOV as well as some other performance and stability improvements.

Thank you so much for your continued feedback and support of Starfield and we look forward to a future with you on this journey.

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Starfield 1.7.36 Update - Fixes and Improvements



General
  • FOV: Sliders are now available in Settings that allow players using first person or third person to adjust their FOV.

Performance and Stability
  • [PC ONLY] Improved stability for Intel Arc GPUs.
  • Various additional stability and performance improvements.

Quest
  • Echoes of the Past: Addressed an issue where tunneling creatures could pick a location that would prevent progression.
Land of the Vikings - Aeman
Greetings Jarls!

Today’s the day that Land of the Vikings is finally launched out of Early Access, and version 1.0 is now available! To mark this special occasion, here’s the 1.0 Release trailer below!


Over the course of nearly a year in Early Access, we’ve implemented numerous content updates, improvements, system overhauls, and bug fixes. These changes were largely based on community feedback and ideas from you. So, thank you for being a part of this journey with us! If you need a recap on what came about since Early Access, we wrote about it in our previous blog here.
We are very happy to be fully launching the title today - and for a quick recap, here’s what’s coming in the 1.0 update:

New Game Mode - Immersive Mode
  • Take on the mantle of Jarl, and guide your Vikings through glory! In this introductory mode, it's a great starting point for new players to learn how to navigate Land of the Vikings, with more than 25 objectives exclusive to this Viking-themed story.
New Events
  • As you navigate your Vikings towards unrivaled glory, be prepared for the lurking shadows of treachery and the ever-mounting dangers that await your village. Brace yourself for over 20 events, ranging from raids, to charismatic commanders, and the complex demands of your village. Your leadership will be tested like never before.
New Map - Volcano
  • Do you have what it takes to settle on an island, with an active volcano? The new map introduces a new landscape for you to explore and settle your Vikings on, all while being in the presence of a mighty volcano!
New Disaster - Volcanic bombs
  • Witness the skies ablaze as volcano bombs descend upon your brave settlement. Do you have what it takes to survive this fiery trial?
Available in 8 different languages!
  • Land of the Vikings is now available in 8 different languages, including English, French, German, Russian, Spanish, Polish, Chinese, and Turkish.
Players who have been enjoying Land of the Vikings and saving their progress since the battle & runic update (v0.9) will be able to carry over their saves, which will be fully functional in the 1.0 release. However, please be aware that saves from versions prior to v0.9 will not work properly in the 1.0 release game.

25% launch discount!
To celebrate the 1.0 release, we have decided to maintain the price at $19.99 for one more week after release AND provide a 25% discount during that period. So, if you have a friend who's been on the fence, now is the perfect opportunity! After the discount period, the price will increase to $24.99.

https://store.steampowered.com/app/1981570/Land_of_the_Vikings/


What’s next?
Post-launch, we’re committed to continuing to iron out any further bugs found, as well as introducing more features into the game. In fact, we’re excited to reveal the post-launch roadmap!



Here’s a little sneak-peak of what’s upcoming, and we’ll reveal more about each of these updates as we get closer to releasing them.

Thank you again for your support, and we’ll see you in the next blog!

Skål!
Oct 9, 2023
ENDALOR - Wedl3
Hello everyone,
We are launching Demo for Endalor right now!!
You can download it and play from our Steam page. We have been working hard and for a long time on this project and we hope that all of you will enjoy it :)

You can leave the feedback for the game in our community tab or at our Discord https://discord.gg/zCFxefUnjR

Quantum Protocol - kaiomeris
A new collab deck is here, this time featuring the fantastic space shooter Nova Drift!

https://store.steampowered.com/app/858210/Nova_Drift/


Many familiar ships and mods take on a new form, reimagined as Quantum Protocol cards. Play mods to mix and match effects onto your ships and discover new combinations every run! Will you go all in with damage? Or balance defensive mods with offensive power? Or maybe focus on setting up the field to drop the almighty Leviathan!!! The choice is yours.

The card art is by none other than the dev of Nova Drift themselves! Chimeric!

But there's more!

Also included in this update is a complete rework of the Spirit archetype!


The Spirit cards have historically been a niche and awkward deck, centered around a strange rhythm of returning cards to your hand. With the rework, they still return to your hand, but they now make use of a much more intuitive mechanic of linking together on the field. There's far too much to explain here, give the deck a try!

Cards

Changed Cockatrice.myth. New summon condition.
Changed Mermaid.myth. New summon condition and effect.

Mermaid and Cockatrice have been changed to reward the most unique part of the character that uses them: combining lots of different cards into one deck.

Buffed Octavia.mage. MANUAL effect is now instant.
Buffed Ignis.sorc. Now deals more damage based on a multiplier rather than flat amount.
Buffed Tempus.sorc. Base form is 1 + X, upgrade is 2 x X.

Nerfed Spear.blood. Level 1 -> 2. Rarity white -> blue.
Nerfed Spear.blood+. Damage 4 -> 3

Level

Reduced the number of bananas in Esper's introduction deck.
Removed a few enemies from Queen's introduction chess level.

Special thanks to Nigokos for the art of Aurora.

Also come say hi in the Discord! This decks can get tricky, but the Discord is a great place to get help!


This update has been in the works for a long long while, thank you all for playing! Please consider leaving a review if you haven't already, it really helps me continue working on this game and other games in the future.
Oct 9, 2023
Songs of Conquest - Lavapotion
Greetings, brave Wielders!

Another sprint is done and we’re thrilled to announce a new update. This one is all about making your adventures smoother and a bit more random, in the very best of ways.
We are bringing you sought-after bug fixes, reduced loading times, new events for Barya, and more besides! Let’s dive a bit deeper into it and take a look at some of the highlights!

This puts the total amount of random events to over 400!

Wielders are now masters of maneuverability! They can effortlessly move through other friendly Wielders, creating more tactical opportunities. Teamwork at its finest! This means a lot, especially for the AI as this helps plan paths much faster and smoother, making it easier for the AI Wielders to go where they really want to.


It’s a Wielder shuffle! Friends shouldn’t stop friends from going places!

Let’s talk about online games! Everything is working smoother than ever and we have slashed online loading times across the board. We’ve also taken down another bug that was a major villain when it came to online disconnects.

And speaking of loading times, we have managed to make our save files smaller than they were before. Ensuring that every load, whether you are booting up an old multiplayer game or a skirmish map goes a lot faster.


Not even the Roadrunner can catch our loading speeds now! Meep meep!

We've tweaked the way skills are selected during level-up to ensure a more evenly distributed set of abilities. Say goodbye to always seemingly getting the same set of new skills when you level up.

The same fix worked solving an issue with random Artifacts on maps. They are now much more random or should we say evenly varied than before!


Don’t you want to collect them all?

And is that all? Of course not! Our AI just keeps improving as it gets closer to that end-game goal of being a varied and challenging opponent. This update introduces enhancements and fixes to both Adventure and Battle.

A great example is that the AI is now better at saving its essence for when it really matters and choosing its targets! Why waste that Justice spell on a common frog when killing an expensive and noble dragon is an option?


Poor Dragon, whatever did he do to deserve that Justice?

Besides all of that, there is still loads more to tell, both small and big additions coming together to form a great update. If you want to dive deeper you should read the full Changelog and really dig deep into all those details, we know you want to.

As always we want to say a special thank you to our community for helping us find bugs, give awesome feedback and just in general be fantastic. Your creativity and your helpfulness really gives the entire team all the reasons we need to give you the best game we can!

Peredine is really all of us devs, just so that we are clear here

Was there anything in this update that really stood out to you or is there something special that you just can’t wait until it comes out? Perhaps that last final campaign where we sort of wrap our story up?
Write us a comment or join in on our awesome discussions on steam or over on our Discord.

We hope you enjoy playing our game as much as we enjoy making it. Keep up the Adventures, we love hearing about them!

/Everyone at Lavapotion

https://www.songsofconquest.com/changelogs#changelog088


Twitter
Discord
Youtube
Instagram
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Nova Drift - Pixeljam Games


I'm proud to announce a collaboration with Quantum Protocol, another crafty indie game by a fellow solo developer, jkong. We teamed up to bring you a unique 16-card Quantum Protocol deck that features Nova Drift pixel art created by me.



The Nova Drift collab introduces the new nova archetype to Quantum Protocol! Familiar ships and mods take on a new form, reimagined as Quantum Protocol cards. Deploy ships to the board and play mod cards on them to create your own unique combination of effects. Stack damage mods for powerful offense, or load up on defensive mods to protect your other cards. Or maybe focus on setting up the almighty Leviathan! The Nova Drift cards are full of unique mechanics that make the archetype feel completely unique.



If you're not familiar with it, Quantum Protocol is a fascinating game, blending roguelike, card drafting, and puzzle mechanics into something new, all wrapped in an anime visual novel. I've never played anything quite like it, and that's not something I get to say often!

Quantum Protocol has had amazing crossovers in the past with amazing indie titles like One Step From Eden, Cross Code, and Vault of the Void, all of which also have a playable deck.



Eventually, in the end-game, the Nova Drift pack can be mixed and matched with all of the other decks, exploding the deck building possibilities. The pack comes free with the base game, and has just been released. Quantum Protocol is a true labor of love, but it's also very challenging. If that sounds like your bag, I urge you to give it a try!



What's Next for Nova Drift?
The only real obstacle to full-releasing the game is creating the final boss, and the game's ending, so that we can finally allow "Endless" mode to be (optionally) disabled. However, there's still polish that we'd like to add before we call the game complete. We'd like to make at least one more update before we tackle the ending. Here are some of the things we're considering addressing next:

  • Body Gear: Viper redesign
  • Ignite and Burn overhaul / simplification
  • Flak love
  • Additional polish for underperforming and overperforming Mods and combos
  • Additional ease-of-access settings, such as press-to-toggle firing
  • Something secret...

Discord Upgraded! Come Hang
We've got quite an active discord with a very chill and inclusive community. The dev team is also pretty active there. We recently opened up some new channels like #weekly-discussion, #ask-the-devs, and #feedback. The latter allows you to submit feedback to a bot that lets players upvote or downvote the suggestion. I'm also quite proud of the #game-dev-help channel, which is a space for current and aspiring developers to learn and collaborate. So... come chat with us!

Want to help Nova Drift grow?
Steam Reviews really help! As a tiny operation, Nova Drift relies on its quality and reputation to sell, and reviews encourage the Steam algorithms to show the game to more people. Please do take a moment to fill out a short review, even if it's only a few words. It just might make a big difference.

Thanks for reading. Best wishes,

-Chimeric
Shakes and Fidget - DarkwingDang Playa Games
After changing the class icon of the Berserker, we are now also giving the class icon of the Demon Hunter a new coat of paint and would like to explain how the new class icon came about.

Why the change?
Since, similar to the Berserker, the class icon of the Demon Hunter only depicts a weapon (the crossbow), which does not reflect the class ability, we wanted to choose an icon that is familiar to you on the one hand and reflects the ability of this class on the other hand. Since the crossbow as a weapon is not solely used by the Demon Hunter (the Scout also uses crossbows), we wanted to change this.

What was important to us?
We are aware that the changes to the existing class icons represent a major intervention in your gameplay. As with previous changes, the class icon of the Demon Hunter has emerged through many internal discussions and we have tried to stay as close as possible to the original vision of the Demon Hunter and to optimize it mainly.

In order to address the Demon Hunter's individual ability more closely with the class icon, we focused on his Elixir of Revival. Since this elixir visually resembles the large endurance potion (“Potion of the Long Distance Runner”) too much, we wanted to make a clearer distinction here to represent the uniqueness of the elixir. In addition to the shape of the bottle, we added white bat wings. These wings symbolize both the ability of the Demon Hunter to be able to resurrect after death, and his class-specific connection to the demon world.

Class Selection
The visual representation of the Demon Hunter in the class selection has been expanded by giving him an aura of demonic wings to give him a special form and to emphasize his ability to resurrect. The bottles attached to the belt have also been adjusted in shape.

The red glow that previously surrounded the crossbow is not found in the color scheme in the artwork for the Demon Hunter. We have chosen a whitish glow, which surrounds the winged elixir in the class icon. This glow also surrounds the Demon Hunter in the class selection and ensures that the new class icon allows a clearer distinction from other class icons in the Hall of Fame, for example.
REPLACED - Gemma_Coatsink
"I thought you guys already had clouds..."

Our game has been present in development using planes and jpegs for skies for almost entirety of it's existence. I have used this approach in both of the trailers to achieve some pretty decent results.

However, we wanted to use a more modern and sophisticated tool suitable for a fixed perspective project like this, featuring authoring with the benefits of procedural generation, so we made our own sky and cloud system.

It is not the usual skybox, nor a plane or a png. Instead we are using something that works only inside our post-processing volume.

As we rely heavily on exact cloud formations and compositions — this system allows us to control that, while introducing generation elements such as noise, thickness, smoothness, extinction etc.

The clouds can also cast shadows on themselves, receive real-time lighting from the sun and the sky itself. All this is possible using only one single channel texture as an input.

How it works?

It consists of 2 main parts: a foreground layer and a background layer.

The foreground layer is the meat and is generated from the input texture, allowing to draw any shape as base. Then this shape is authored through generative elements.

The background layer plays a supportive role by introducing more randomness and believability to it, while being generated solely from noise.

Results

I'm still getting used to all the settings and knobs, but here are some of them in action.





For more on REPLACED:

Join the Sad Cat Studios Discord Server
Join the Coatsink Discord Server

Wishlist Now:

https://store.steampowered.com/app/1663850/REPLACED/

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