Oct 12, 2023
Oxygen - Turquoise Revival Games
Hi everyone,

Thank you so much for your feedback and support.
Here are the new features, improvements, and some fixes:

1) Annual Report - Reward

Added a new reward for Annual Performance. In the Annual Report, you’ll get uniforms or Kevlar suits depending on your performance. If an extra Vote of Confidence level is achieved, you’ll receive Kevlar suits.



2) Task Details

We’ve added the task details to the “Upcoming Task Widget”. Now you can see the targets and then decide to accept/postpone/decline.



3) Quarry

Quarry roof rotating-mesh location fixed. Quarry mesh had a rotating mesh issue. It’s fixed.



4) Ruin Filter

Ruin filter’s outline material is improved. Selected ruins look clear.



5) Improved “Add Road”

Improved the Add Road Function. It’s now possible to start “Add Road” from an existing road.



6) “No Crack” Difficulty Option - Extra Coal

"No Crack" option gives extra coal by default.



7) Ambient Lighting - UI

Ambient lighting in the main menu, options menu, loading screen, and new profile menu have been increased.



8) Fixed the “Mouse Lagging” issue

We’ve fixed the “Mouse Lagging” issue.



9) New Mouse Cursors

We’ve added new mouse cursor types. You can find them in the Options Menu (Gameplay section).



10) Mouse Cursor Size

New mouse cursor size options can be found in the Options Menu (Gameplay section).



11) Mouse Settings

There is a new setting for the mouse: Invert Mouse Rotation.



12) Camera Settings

Here are the new settings for the camera movements:
- Invert Camera Zoom
- Camera Keyboard Sensitivity
- Camera Rotation Sensitivity
- Zoom Sensitivity

These settings can be found in the Options Menu (Gameplay section).




Thanks again for your feedback and suggestions!
We'll continue updating the game towards your feedback.

All the best
TR Games
Saltsea Chronicles - Die Gute Fabrik
Game Director Hannah Nicklin introduces an independent report into the climate impact of the development of Saltsea Chronicles.

Read the full report on its findings and methodology {LINK REMOVED}.

As well as launching the world premiere of our story-driven adventure game Saltsea Chronicles this week we also shared (what we believe is) another world-first: a detailed impact report into the climate impact of the game’s development.

Our game is set on a flooded world after a great disaster. Saltsea Chronicles is not precisely our world, although it could be. The collapse of the Thwaites Glacier – sometimes called the Doomsday Glacier – could cause a sudden rise of sea levels by 1 metre which would absolutely put the place I come from in the UK (Lincolnshire) underwater. That’s even before we get to the rise in sea levels already impacting many island nations, and that will continue as we fail to curtail our carbon emissions.

Part of that is why I’m really proud to share this report. We commissioned Benjamin Abraham the author of Digital Games After Climate Change to produce it, and as well as tracking our impact and suggesting mitigations and changes we can make in future projects it also advocates for other studios to do the same, offering methodology, resources, and key actions.

There are no videogames on a dead planet. Net zero is an urgent target not just for big companies, but to reach it, smaller companies like ours need to act too. The report makes a number of recommendations for other indies, and shares resources for them to track their own impact, set targets, and track their progress.

It also proposes a climate impact rating system that could sit along age ratings, keeping players aware of our efforts, and keeping game makers accountable as we all strive to hit net zero.

I’m really proud to have been able to support such an extensive assessment of the impact of Saltsea Chronicles’ production process. I hope this report offers means for smaller game organisations to find a hand-hold in how to begin to take action. Our survival depends on it.

Read the full report on its findings and methodology {LINK REMOVED}.

About Saltsea Chronicles

Set in a post-flood world, Saltsea Chronicles allows you to guide a misfit crew in search of their missing captain. The investigation and the decisions you make will see you explore a series of beautiful and intriguing islands, meet different communities, and see the lives of people built on the ruins of what came before – all as you unravel the mystery at the heart of the game.

What pathway will you trace through the story?
落日满天星 - Parzival
我们为什么需要电子游戏?
这是所有制作者始终都会思考的问题。
在我第一次接触到电子游戏时,它并非像现如今这样火爆、热烈、充满生命力,在很长一段时间里,电子游戏是游手好闲、不学无术、毁掉家庭的代名词,“精神鸦片”的帽子在襁褓之中便被各式各样的人一顶又一顶的扣在头上,很多人日以继夜在虚拟世界取得的里程碑式成就,放在现实生活中往往难以开口,这又指向两点原因:一是倾听者茫然与不耐烦的表情;而是倾诉者找不到对等的听众。这又汇向了一个结果:电子游戏伴随计算机而生,滋养它的养分缺失千千万万火热过一时便冷却为枯骨的名字。
电子游戏的成长冷漠无情,却出乎所有人意料的迅速,然而归于个人,却又是包罗万象,有人得到了破碎,有人得到了繁华,对我而言,我得到的是一种特别的贯彻灵魂的温暖。
那时候能接触到网络的人远不如现在多,骂人最严重的的词汇会是“神经病”,在小学时我玩了一款叫魔兽世界的网游,其中的英雄、副本、装备等等概念对于我当然非常新奇,但有一点当时我并未品味出来,在如今精神匮乏的时代反而咀嚼出一些味道,那就是游戏由人带给人无与伦比的生命力。我足不出户便受到来自陌生网友的关心,我第一次发现世界并不是线性而是多元的,我第一次知道原来获得成功的方式不只附和大趋势一种,而获得成功和获得没有代价的成功又是两种概念...我第一次借助网络,接触了现实的世界。
我们称它为电子游戏,其实对于我它和现实没什么区别,又是很长一段时间,我沉迷于此,难以抽身,因为扮演救世主、牛仔、英雄、传奇的经历比当一个普通人有意思的多——不同角色、不同背景的代入,这也是游戏吸引人的地方。但慢慢地我发现这样不对,因为现实正有无数的人为了更美好的现实而努力,游戏里很美好,现实没有那么美好,但正因为没那么美好的现实孕育出了这个绚丽的世界。“Because reality is real.”我慢慢明白那些绞尽脑汁地游戏设计师们给角色谱写了那样完美的游戏旅程,那样精彩的故事恰恰是在告诉人们:“嘿,虚拟世界很美好吧?如果你喜欢这些故事,别忘了在现实生活里分享给下一个人。但关上游戏记得出去走走,我们写出美好的故事正是因为这里有无法取代的蓝本,即真实本身。”
电子游戏就是在这样的理念下,由最普通的线性对战,发展到一个小故事,发展到一个世界观,最后变成一个个世界的。我们走过很长的路,却对最开始它诞生的源头难以忘怀,人一生只去两个地方,开始和结束。在我看来目前的游戏当然比原来我玩的时候,效果要好上千倍,但恰恰缺少了制作游戏最开始的那一份珍贵,而伟大的故事往往诞生于那一丝无暇的依恋。
我不喜欢现在的游戏,有每天做任务的,有快餐式的,有简化内核的...所以我想自己做一款,和我小时候玩过的,差不多的游戏,当然,这是我的故事,和大部分人走上这条路一样,我也学着开始创作自己喜欢的故事。创作这样的游戏当然要花费不少时间,可比起人生的旅途,它要短暂得多,我会喜欢这个过程,因为它和我不喜欢的大路不同,这是一条审视自己的道路。它不会是众人追捧的电竞,只是多年后某个天气不错的日子打开了还会让人怀念好多好多的小甜品,嗯,大概就像红茶旁边的方糖,主食前的餐前面包吧?
游戏始终是一个载体,而不是工具,它应该承载灵魂,而非数不尽的渲染,我相信这个故事尽管画面粗糙,引擎也不是很好,也会感动到一部分人,游戏基于我们想告诉世界的故事而创作,至于素材呀、画面呀,那完全是附带的嘛!只有辣鸡才需要靠画面吸引到人(#`O′)(傲娇)
我们为什么需要电子游戏?我的答案是因为电子游戏就是电子游戏,因为永远有人需要这种方式来告诉世界过去未来发生的事情,永远有人为了这片多彩的世界而奋斗。
有一本小说上写了一句话:不错她看到一个固执倔强的老人的一生。日记的最后一页,歪歪扭扭写着四个字。
“古典不死!”
哈哈,电子游戏是跟着时代一起奔跑的产物,哪有什么古典现代,我想真有古典那也死的差不多了
不过,古典不死,浪漫也不死。
有人看吗有人看吗有人看吗?我觉得你会看的!
我们为什么需要电子游戏?
这是所有制作者始终都会思考的问题。
在我第一次接触到电子游戏时,它并非像现如今这样火爆、热烈、充满生命力,在很长一段时间里,电子游戏是游手好闲、不学无术、毁掉家庭的代名词,“精神鸦片”的帽子在襁褓之中便被各式各样的人一顶又一顶的扣在头上,很多人日以继夜在虚拟世界取得的里程碑式成就,放在现实生活中往往难以开口,这又指向两点原因:一是倾听者茫然与不耐烦的表情;而是倾诉者找不到对等的听众。这又汇向了一个结果:电子游戏伴随计算机而生,滋养它的养分缺失千千万万火热过一时便冷却为枯骨的名字。
电子游戏的成长冷漠无情,却出乎所有人意料的迅速,然而归于个人,却又是包罗万象,有人得到了破碎,有人得到了繁华,对我而言,我得到的是一种特别的贯彻灵魂的温暖。
那时候能接触到网络的人远不如现在多,骂人最严重的的词汇会是“神经病”,在小学时我玩了一款叫魔兽世界的网游,其中的英雄、副本、装备等等概念对于我当然非常新奇,但有一点当时我并未品味出来,在如今精神匮乏的时代反而咀嚼出一些味道,那就是游戏由人带给人无与伦比的生命力。我足不出户便受到来自陌生网友的关心,我第一次发现世界并不是线性而是多元的,我第一次知道原来获得成功的方式不只附和大趋势一种,而获得成功和获得没有代价的成功又是两种概念...我第一次借助网络,接触了现实的世界。
我们称它为电子游戏,其实对于我它和现实没什么区别,又是很长一段时间,我沉迷于此,难以抽身,因为扮演救世主、牛仔、英雄、传奇的经历比当一个普通人有意思的多——不同角色、不同背景的代入,这也是游戏吸引人的地方。但慢慢地我发现这样不对,因为现实正有无数的人为了更美好的现实而努力,游戏里很美好,现实没有那么美好,但正因为没那么美好的现实孕育出了这个绚丽的世界。“Because reality is real.”我慢慢明白那些绞尽脑汁地游戏设计师们给角色谱写了那样完美的游戏旅程,那样精彩的故事恰恰是在告诉人们:“嘿,虚拟世界很美好吧?如果你喜欢这些故事,别忘了在现实生活里分享给下一个人。但关上游戏记得出去走走,我们写出美好的故事正是因为这里有无法取代的蓝本,即真实本身。”
电子游戏就是在这样的理念下,由最普通的线性对战,发展到一个小故事,发展到一个世界观,最后变成一个个世界的。我们走过很长的路,却对最开始它诞生的源头难以忘怀,人一生只去两个地方,开始和结束。在我看来目前的游戏当然比原来我玩的时候,效果要好上千倍,但恰恰缺少了制作游戏最开始的那一份珍贵,而伟大的故事往往诞生于那一丝无暇的依恋。
我不喜欢现在的游戏,有每天做任务的,有快餐式的,有简化内核的...所以我想自己做一款,和我小时候玩过的,差不多的游戏,当然,这是我的故事,和大部分人走上这条路一样,我也学着开始创作自己喜欢的故事。创作这样的游戏当然要花费不少时间,可比起人生的旅途,它要短暂得多,我会喜欢这个过程,因为它和我不喜欢的大路不同,这是一条审视自己的道路。它不会是众人追捧的电竞,只是多年后某个天气不错的日子打开了还会让人怀念好多好多的小甜品,嗯,大概就像红茶旁边的方糖,主食前的餐前面包吧?
游戏始终是一个载体,而不是工具,它应该承载灵魂,而非数不尽的渲染,我相信这个故事尽管画面粗糙,引擎也不是很好,也会感动到一部分人,游戏基于我们想告诉世界的故事而创作,至于素材呀、画面呀,那完全是附带的嘛!只有辣鸡才需要靠画面吸引到人(#`O′)(傲娇)
我们为什么需要电子游戏?我的答案是因为电子游戏就是电子游戏,因为永远有人需要这种方式来告诉世界过去未来发生的事情,永远有人为了这片多彩的世界而奋斗。
有一本小说上写了一句话:不错她看到一个固执倔强的老人的一生。日记的最后一页,歪歪扭扭写着四个字。
“古典不死!”
哈哈,电子游戏是跟着时代一起奔跑的产物,哪有什么古典现代,我想真有古典那也死的差不多了
不过,古典不死,浪漫也不死。
有人看吗有人看吗有人看吗?我觉得你会看的!

Dragonheir: Silent Gods - Anita SU
👑The combat system is an important part of Dragonheir, and you need to be well-prepared before a battle begins. How to deploy your heroes to fight enemies in an intense real-time battle? Watch the video to get more information!

🔥Download Dragonheir NOW: {LINK REMOVED}
Silica - stastnyb0
Dear Silica community,

Our "Best Screenshot Ever" competition has just begun on Facebook and X (formerly Twitter), and we would like you to participate. We're giving away 4 Silica t-shirts for the following:

  • 1 entry on Facebook with the most likes
  • 1 entry on X (Twitter) with the most likes
  • 2 special winners picked by Dram

The rules are simple. Take the best screenshot using the improved free-fly camera. To achieve the best results make sure to read this handy article that will help you to improve your screenshot skills: https://silicagame.com/news/take-the-best-screenshot-ever

After you are done, and happy with the outcome, post the screenshot under the contest post on Facebook or X (formerly Twitter).

You have until Oct. 18 to send your entries, and we'll announce the winners on the 19th.

Good luck, see you in the skies of Baltarus! 🪐
BLACK STIGMA Playtest - jiwon.choi
Hello, this is BLACK STIGMA.

Thank you to the testers who participated in the "Blackstigma - Aim for the Top 20!" event
during Week 1 of EA Regionals testing.



Here are the top 20 testers who have mastered Black Stigma.




[Top 20 Kill Them All Mods]





- Kill Them All modes were selected based on the information displayed in "RECORD" obtained through play during PVP hours (12:00-00:00) during the Week 1 test period.

Ranking information is based on your final score, excluding any points earned or deducted for playing in Custom mode.



[Challenge Mode TOP 20]




- Challenge modes were selected based on the information displayed in the "RECORD" information obtained through play during the Week 1 test period.



[Winner's Rewards]



- Rewards will be awarded for each Kill Them All mode and Challenge mode. In case of multiple wins, the rewards will be combined.

[color=lightgreen]# To confirm the winner and deliver the event prizes, please email[/color]
[color=lightgreen]to operation@boldplaygames.com by November 11th
according to the form below [/color]

[color=lightgreen]* Title : BLACK STIGMA Test Event Winner [/color]
[color=lightgreen]* Contents[/color]
[color=lightgreen]- Game Nickname[/color]
[color=lightgreen]- Steam ID[/color]
[color=lightgreen]- Store Country[/color]

[color=yellow][ How to check Steam ID and Store Country ][/color]

[color=yellow]1. Log in with your Steam account [/color]
[color=yellow]2. Click your user name (top right) and click 'Account Information'[/color]




[color=yellow]3. Check your Steam ID 17-digit number[/color]



[color=yellow]4. Check Store Country[/color]




* Note:

1) If the application is not received by November 11th, 2023, the prize may be cancelled.
2) The Steam unique ID sent to you will be deleted immediately after confirming the winner without keeping it.

Thank you.

BLACK STIGMA TEAM
Oct 12, 2023
Multi Turret Academy Playtest - Flzzyf
  1. New multi-turreted tank: War Beast Char 2C!
  2. Increase magazine capacity, rate of fire, and reload time for Pz.I B.
  3. That's all for today. There will be more new features tomorrow:)
Oct 12, 2023
只猩:酋长争霸 Playtest - zytdark
1.修复场地中有异常调试文本的问题
2.修复最后一关boss重整旗鼓时被打断无限倒地的问题
3.修复死亡界面UI图标异常问题
4.修复解谜玩法连续自杀或死后自杀导致死亡界面残留问题
5.修复第一个解谜关复活被弹出来的提示卡住后主角自动漂移的问题。
Last Train Home - Strike131313
In this showcase, Petr 'pettka' Kolář (Managing Director, Ashborne Games) and Veronika Kotková (Community Manager, Ashborne Games) will guide you through two thrilling real-time missions and the intricate art of train management that connects them. Their adventure begins with the Moscow mission, picking up from where we left off in the first Hands-on Dev Stream.

And here's the exciting part – you can now embark on your own Last Train Home adventure by playing the demo! It's as easy as downloading from our Steam page.

We hope you enjoy both the video and the demo, and we're eagerly looking forward to your feedback.

https://store.steampowered.com/app/1469610/Last_Train_Home

Important links

Last Train Home


Ashborne Games


THQ Nordic



Oct 12, 2023
Crafting Idle Clicker - thomas
- Preparations for Halloween
- Polish: Performance improved. We keep working on improving your experience!
...