Three Minutes To Eight - Assemble_Made
Hi Puzzlers,

I hope you already had the chance to take a look at the demo of Three Minutes To Eight during Steam Next Fest. Don't be shy, share your feedback and let me know what you think!

Not to forget, and in case you might've missed it, Featurette Part 3 is available:


It tackles the challenges I encountered during development of the game. Especially when it comes to incorporating different genres (e.g. roguelike elements etc.) or making all those randomized events feel natural and fun. Don't wanna spoil too much though, make sure to check it out.

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Three Minutes to Eight is set in the near future, where players must uncover secret paths, find ways to cheat death, and unlock multiple endings to a unique mystery. Each run includes randomized elements and differing events that will urge players to revisit the game multiple times. Three Minutes to Eight is meant to mimic the borderline state of mind that teeters on the edge of consciousness, where everything is possible, yet remains elusive.

Features:
Stunning Pixel Art: Explore unique locations with a dark, neon style in awesome pixel art.
Multiple Endings: Finish multiple runs each with unique and randomized elements and events in order to unlock more endings.
Unravel the Mystery: Why are you destined to die at 7:57PM? It’s up to you to discover and find a way to stop it.

The demo is still available for you to play!

https://store.steampowered.com/app/2303320/Three_Minutes_To_Eight?snr=1_2108_9__2107
Oct 13, 2023
Merge Nymphs - NtkuLover
Bloons TD Battles 2 - samninjakiwi
Bug Fixes
  • Fixed xx3 Monkey Ace causing crash on Ports map.
  • Fixed Star Captain Jericho's ship not appearing in his unlock screen.
  • Fixed crash when viewing player accolades.
  • Fixed Club Members not earning double monkey money.
  • Fixed visual issue on season screen between ranked seasons.
  • Fixed issue where using xx4 Supermonkey's Darkshift ability would cause other towers to be sold.
Happy gaming!
三国大领主 - 3584424063
The whole server will be maintained from 10:00 to 12:00 on Thursday, October 19. You can't log in to the game during the maintenance process. Please inform each other.
The new server S323 will be opened at 10 a.m. on Saturday, October 14.
The return of veteran players began on October 19.
The return of old players begins:
Activity time: 00:00 on October 19th to 23:59 p.m. on October 25.
Return to player definition: Calculated from the first login at the beginning of the activity, players who have not logged in for 7 consecutive days will be judged as returning players after logging in for the first time during the activity time, and the status will not be modified after that.
Returning players can bind a non-return player in the same server.
Non-return player definition: Players who do not meet the definition of return players will be judged as non-return players when logging in for the first time during the activity time. The middle state will not be modified. New characters created during the event are also non-return players.
Non-return players can be bound by 3 return players in the same server.
During the activity: Returning players will issue corresponding resources and ingot rewards according to the lost time when logging in for the first time.
All players can receive daily login rewards every day during the activity.
During the activity, returning players and non-returned players can receive corresponding rewards after recharging the corresponding amount.
Issuance of additional rewards:
When receiving single and continuous recharge benefits from the return activity, players who are bound to it will also receive corresponding rewards by email.
If you want to receive multiple rewards, go to your former comrades-in-arms and let them return to fight together.
Remember to let them bind you after logging in to the game!
Warhammer: Vermintide 2 - [Fatshark] Aqshy
My name is Joakim and I'm the design director on Warhammer: Vermintide 2. I've been a part of Fatshark even longer than Lohner and for 15 years I've been working mainly with level creation and design in pretty much all of our games. Earlier this spring I took on the role of leading the design vision and direction of Vermintide 2 - like being the resident mission giver.

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Hello darlings,

Now that the long-awaited career for Sienna - the Necromancer - is just around the proverbial Ranaldstrasse corner, I want to look back at the journey leading up to this point and show you some behind the scenes production footage in this dev blog.

But first, if you haven’t read the narrative lore post then go here to get the story.
When the team started exploring what Siennas new career could be, they started with our three general career goals in mind:
  • To create a career that was fun and cool, and that had its own gameplay space in the lineup.
  • To explore something new that helped us innovate a technical aspect.
  • To delight you with something unexpected yet plausible for the Hero.
The idea of a Necromancer has been kicking around for a long time - it was already in the back of our skulls when starting work on the Grail Knight. The team knew from the onset that we had to explore something that wasn’t a fire wizard simply because it would be challenging to carve out a gameplay role that didn’t cannibalize on her regular careers. From a tech perspective we also dreamt of something akin to a pet class with a summon & control type of gameplay. Together with the End Times storyline a Necromancer ticked all of those boxes.

Creating the Concept
We started out creating a concept for the Necromancer. We do similar concepts for all things that we create, highlighting details and material references so that our outsourcing partners have a clear idea of the direction we want.



Looking at the career designs it was clear that the Necromancer would be the most complex class of the bunch, and that it made most sense for it to go out last. That would give us confidence in figuring out good practices for careers in general and it gave us time to plan and lay the groundwork for the technical side of things. Most work was put into the career highlight: the skeleton minions.



Creating Sienna’s Minions
We call them minions rather than bots because even though they feel similar they don’t share the same code or design space. Sienna’s skeletons are actually rather like a friendly faction of their own, sharing behavior and movement with Vermintide’s enemies. That meant a lot of work, both from a pure visual and combat behavior perspective but also balancing their presence and relative player positioning so that they didn’t end up being too noisy or obtrusive. It also meant a lot of bug fixing.







So having done the groundwork we now have a bit of tech in place for enemies fighting enemies. We’re pretty excited toying around with that for the future. :)

After a lot of prototyping the skeleton behavior was getting to a good spot, enabling us to focus on presentation and tweaking.

Bringing the Necromancer to (Un)Life
Career production started in earnest earlier this year with creating the Necromancer's basic building blocks - her weapons, the character model and the minions. The initial idea was of Sienna using ranged attacks to soften up enemies but having a heavy hitting toolkit to finish them off. In the beginning it might have been a bit too heavy hitting.



This combat style saw several iterations in both functionality and appearance, and the way she played was changed and tweaked over several months - a special shoutout to our alpha testers who provided invaluable feedback and insight on direction.

The team worked hard to ensure we fulfilled what players would expect from a Warhammer Fantasy Necromancer. The career not only had to play well, we also had to make sure she looked the part, and stayed in keeping with the miniatures and Warhammer Fantasy lore. Extra care was put into nailing down how she could summon skeletons, which saw us going back and forth with it being an active or passive ability (and trying out different alternatives for visual presentation).



Of course, having figured out a design doesn’t mean the work ends then and there - it’s all about finding that sweet spot between gameplay balance, performance targets and sheer fun. Some ideas didn’t make it, but the team sure had fun exploring them. :)



We’re super happy to soon release the Necromancer and the recently deceased upon Helmgart and surroundings, and we hope you enjoyed this behind the scenes blog. A big thank you to all our players and our fantastic community. And rest assured, we’ll be back soon enough with more cool things to reveal in the next dev blog showing you what actually made it into the career.

Come along Darlings, let's go save the world.

— Joakim, on behalf of the Vermintide 2 team.
Deep Rock Galactic: Rogue Core - GSG_Aaron


Hello Miners,
We’ve got some behind-the-scenes stuff to share. Keep in mind that everything below is a work in progress, so we can't promise that what you’re reading here will make it into the final game.
Having said that, here’s what we’ve been up to lately. :)


Putting pistols on paper
It’s a Friday morning in October, and Frederik is drawing pictures of pistols.

Frederik Jeppesen is a 3D Artist & Concept Artist at Ghost Ship Games. He’s designed plenty of plants that grow in the caves of Hoxxes, loads of heavy-duty mining equipment, and more weapon frameworks than he can count.

But right now, he’s drafting weapon concepts: a new set of guns for the dwarven Reclaimers, the crack operatives of Deep Rock Galactic: Rogue Core.

Frederik’s seated at his desk, sketching with a stylus on a well-worn black tablet. On his main monitor, he’s got a handful of drafts for a robust, futuristic pistol called a Field Blaster. His second monitor’s got a web browser with tons of tabs open: “Tactical flashlight,” “Man on fire GIF,” “Does tiramisu have alcohol in it.”

There's also a weathered black replica Colt 1911 handgun resting on his desk, just beside his mouse. "That's how you know we're not f**king around here," he jokes. He picks it up, cocks the hammer and aims it into the distance, taking note of the perspective and how it feels in his hand. "Holding a ‘real’ weapon sort of helps me envision new guns in my mind's eye, and how the details might look when you're holding it in the game."


Different sketches of the Field Blaster, which fires a wide energy barrier projectile.

How do you make a gun that speaks for itself?
In game design, a gun is a medium of communication. It should tell you a bit about itself, even before you pull the trigger.

In that sense, a weapon’s form follows its function. This prototype Field Blaster, for example, shoots a slow-moving energy wave, similar to the Nemesis’ projectiles in Deep Rock Galactic. Frederik’s job is to make sure this gun looks the part.

“Especially with our art style, the shapes are simple and the details are limited. So when I’m designing, I’m aiming for flash comprehension: emphasizing a specific feature that speaks to what the gun does, or how you use it,” he says. “For this one, I’m playing with how to visually communicate a force field emitter, as it doesn’t make sense for this projectile to come from a regular gun barrel. I’m imagining the whole ‘head’ of this gun punching in and out when you fire it, like some sort of pneumatic hammer.”

When designing a new gun, he starts by receiving a pre-prototype from Mike Akopyan, Lead Game Designer. These pre-prototype weapons don’t look special, as they use an existing Deep Rock Galactic gun as a placeholder. But how they function, what they shoot, and how they sound is already completely new by the time they land on Frederik’s desk.

He loads that pre-prototype into a testing engine and plays around with it, to get a feel for how the weapon works and feels. How is it to shoot? What’s the reload like? Is it energy-based, or kinetic? How’s it sound? Does it have a charge-up time?

“Once I play with the gun, I just try to let my mind go blank and start drawing. I really just feel it out. I know it sounds sort of corny, but it’s really just about getting the vibe of the gun,” he says.


Two concepts for the precise, hard-hitting Charge Blaster.
Creating a weapon fit for a Reclaimer
Rogue Core’s Reclaimers aren’t miners. They’re the ones you send in when the miners can’t get the job done. Their gear, their presence, and their weapons need to look the part.

“The Deep Rock Galactic miners are industrial guys who are really just going to work. Rogue Core’s Reclaimers are the elite. They’re badass, Solid Snake type of guys. We’ve got to reflect that in their equipment,” Frederik says.

He pulls up a mood board on his monitor, with images he’s using to inspire his designs. The mouse cursor passes over sharp-angled modern battle tanks, blocky boltguns from the Warhammer 40,000 universe, Picatinny rails, plenty of hard edges and rivets. He lingers for a moment on a picture of an F-117 Nighthawk stealth fighter jet.

These sleek, high-tech, elite-operations aesthetics define the Reclaimers’ weaponry. But at the same time, each weapon needs to stand out on its own. To achieve this, Frederik picks one defining trait of a weapon, and exaggerates it visually. An energy-based weapon, for example, should clearly show lots of exposed electrical components. Another Reclaimer weapon, the Charge Pistol, is a precision weapon – so Frederik emphasizes the long barrel and chunky counterweight grips often seen on competitive target shooting pistols.

While Frederik is one of Ghost Ship Game’s most prolific weapon designers, he’s never actually shot a real gun himself.

"I actually don't know a lot about guns," he laughs. “I mean I’m not like, a gun guy. I guess I look at them as tools, tools for doing a certain job. When I’m designing them, I’m mostly focused on how I can make a gun that tells you something about how it works.”


More proposals for the Field Blaster.

From concept sketch to final firearm
Because of Deep Rock’s signature low-poly art style, Frederik’s concept sketches often look more lifelike and detailed than their final in-game iterations.

As he’s sometimes in charge of creating the weapons’ 3D models, he often draws with animation in mind: thinking about which components might recoil when firing, or how the reload process might work. Some details might get lost in translation to the Deep Rock art style, like small vents, bolts, or textured grips, but Frederik includes them anyway.

"It’s important not to limit yourself here. At this drawing phase, everything should be possible,” he says. “I’d rather go 150 percent on the details here, instead of 50 percent, and then having only half of those elements make it into the final design. You can always get more conservative as you model the gun in 3D, but you shouldn’t start out like that. Right now, we’re making a dream.”

These drawings aren’t exact blueprints for the final product. They’re more of a way to communicate the feeling of a weapon, an expression of ambitions. And even if the in-game models lose some of the concept drawings’ fine details, Frederik feels that good sound design and animation can still get those feelings across.

“I think that’s what Deep Rock is really clever about. We have a poly count economy that we're strict about, but we still give enough detail that your mind fills in the blanks,” he says. “Like if you look at the Cave Leech up close, it's quite low-poly. But because we add these details, like little teeth and the gross slurpy noises, it gives you the feeling that this is some disgusting, wet creature. We can do a lot of the same with these guns.”


Various proposals for the electric Shock Blaster.
Frederik’s philosophy of gun design
Not every gun comes easy. When Frederik gets stuck, he goes on lots of walks.

"I think it's important to take a hundred breaks. A thousand breaks. I try not to sit for too long, I go for a walk and get coffee. I think you have to have a certain level of brain activity when you're drawing – these weapons are active, so I need activity in the body,” Frederik says, as he starts laughing. “I dunno, maybe I just have undiagnosed ADHD.”

When he steps out for a walk, he often comes back with a fresh idea for the guns. Certain weapon components draw their inspiration directly from what he sees on his stroll: the rotating disc component on one Shock Blaster concept (see drawing D), for example, was inspired by an ashtray he noticed just outside the front door to the Ghost Ship offices.

In this way, each weapon concept is a personal expression. It takes shape from what he’s feeling, and what catches his eye at any given moment.

One day, these sketches will become real Reclaimer weapons, with their own heft, kick and percussive report. They’ll shriek in the depths of Hoxxes as they blast aliens to steaming paste. For now, though, these firearms start as feelings.

"Art is about observation. It's about emotions and function, and making it all click. That’s the beauty of this process. I really love this stuff," Frederik says, smiling at the sketches on the screen. "It gives you an emotion, right? It makes you feel something. That's my job."





Do you have a suggestion for what you’d like to read about in the next Below Decks? Pop it in a comment below. Thanks for reading. :)




Doggy Don't Care - rotub_
I will be playing through the Doggy Don't Care demo sharing insights and answering queries about the game's creation.

Follow Rotub on X: http://x.com/rotub
Follow Doggy Don't Care on X: http://x.com/doggydontcare

Oct 13, 2023
Karos - Julia

A weekly gift for our most active players!

Like this post ❤, copy the promo code into a special window in your account on the website of the desired game, and the gift will be in your GXP backpack!

YOUR PROMO CODE (copy in full and without extra characters):

7321637bdd3a953e3d0ed3af7aee0f

❗The gift is available until October 18, hurry up!
Oct 13, 2023
只猩:酋长争霸 Playtest - zytdark
1.修复手柄镜头控制因帧率过度导致控制不畅的问题。
2.修复了吃药因受击被打断后仍然减少次数的问题。
3.修复了闪避和防御可以打断吃药的bug。
4.修复了新手引导时提前喝完药导致新手引导卡死的问题。
Oct 13, 2023
Wildstrive - monstergaze2023
The new location is ready for exploration.
In this abandoned place you will find a lot of different loot and dangerous creatures. (loot is only available in the new game)

Various bugs have also been fixed:

  • Various bugs with animals have been fixed.
  • Fixed a bug with growing vegetables.
  • Fixed a bug with disappearing textures
...