Schmaragon Playtest - mogadishu
Cosmetic and balance patch.
Puzzle Wizards - Ray Greenwell (TFW)
- Fixed streak-ending game crash on mighty home Heartwood moves
- Adventures have slightly more Halloween decorations
- Fix layout issues with logon news popup on large or small screens
- Fix raven mouths.
- Many other things that go bump in the app.
The Crackpet Show - bearplaster
Dear animal freakshow fans,

Thanks to your feedback received during the gameplay of The Crackpet Show: Happy Tree Friends Edition, we have conducted a small update and would like to share what has changed!
  • Added missing artwork in the upgrade selection screen.
Just in case you're just as cracked as we are, terminally online and not knowing what to do with yourself… We may be busy little bees, but you should follow these pages:

Our Twitter with jokes, gags and rofltastic memes - https://www.twitter.com/htfedition

Our Discord with hilarious highlights and news - https://www.discord.gg/happytreefriends

Our "hello fellow kids" Tik-Toks - https://www.tiktok.com/@happytreefriendsthegame
Midnight Monitor: Anomaly Watch - ~Senpai
Hi everyone, and thank you so much for your continued patience. Midnight Monitor has just been updated!



The Neighbourhood House has been added!

An Artificial Intelligence security system monitors every inch of this beautiful, secluded, high tech home. Armed with real-time threat detection technology, the residents of this illustrious home have nothing to fear with their lives firmly in the hands of their state-of-the-art AI defence system.

Or do they?

Uncover the secrets behind this spacious estate, as well as the true nature of "Sequre_OS".






With this new house comes new anomaly types, as well as refinements to previous ones. Door Anomalies are now Displacements. Substitution Anomalies replace disappearances, and Time Manipulation adds an all new mechanic to the game. Abysmal and Presence Anomalies no longer end the game immediately, though they do make it much harder 😉

With this update, the total number of anomalies in the game so far is over 400, with many more planned to fill out the rest of this new house and beyond.



Currently exclusive to this new level is a new scanning mechanic that is not yet available anywhere else. If you see it, be sure to make use of it! It will only show up once and can give you a hint on where to find your next anomaly if you're having some trouble:




This brand new scanning feature can be a vital lifeline if you're unsure of where to look. It can give the locations of up to 2 anomalies, so don't miss out your chance to use it when you see it!

Be warned however, the scan can also fail, too. Honing your observation skills is, as always, the best way to beat the night.



Replacing Black & White mode in the Neighbourhood House is Nightcam Mode:



The houses in Midnight Monitor are designed to be colourful and interesting to look at. This means that anomalies are typically designed to be much more easily seen through changes in colour and brightness, something that Black & White Mode completely removes.

Nightcam Mode changes the gameplay up by turning on night vision - Objects are lit with a single light and lose most (but not all) of their colour. In testing I have found this to be a very satisfying mode to use, and I hope that you do too! It turns out that colour is very important for humans to be able to spot changes, and the small amount of colour that Nightcam mode keeps is a game changer.



This new level is full of secret to find, including messages, text, sounds, cameo appearances and much more. Keep your eyes peeled and try not to get caught off-guard 😉

Full Patch notes for this update are below:

  • New house level added: Neighbourhood House
  • New Anomaly types added: Substitution, Time Manipulation
  • Completely rewritten code and functionality to help make building the game easier and faster
  • Secrets and easter eggs throughout the level
  • 100+ additional anomalies, with many more planned
  • A greater focus on optimisation. The new level looks fantastic and is fully playable on older laptops, and even the Steam Deck!
  • A brand new lifeline mechanic: Scanning
  • Interactable elements in the new level - Try moving your mouse around and see what you find!
  • Multiple tweaks and fixes

As this is a brand new major update, some functionality might be buggy or not functioning correctly. If you experience any issues please let me know as soon as possible by emailing viexigames@gmail.com or join the official Discord at https://discord.gg/qDxzxRQUfz.
Shadow of the Road - Kajtii


Greetings, Samurai!

We're back with another exciting peek into the world of Shadow of the Road! As always, we're thrilled to have you on this journey with us, and we've got some great updates to share that we believe will make your wait for the game more enjoyable.

Today, we'd like to discuss the three primary aspects we are currently focusing on. Let's dive into the first one!

Combat Animations

As you've probably noticed, we've been hard at work improving the finer details of our combat system. They may seem like small things, but they have a significant impact on the outcome.




The newest animations will add a new layer of immersion to the game, making combat feel more fluid and responsive. It's still a proof of concept, but there's a high likelihood that it will find its way into the game. Visual effects are impressive, right?

Verticality

What’s more, we’re enhancing verticality in combat! We’ve got some exciting ideas in the pipeline, including the ability to throw enemies at one another and more intricate environmental hazards. Imagine being able to use the surroundings to your advantage, like shoving an opponent onto a barricade or impaling them on spikes!

The possibilities are endless, and we can't wait for you to explore them. Just take a look at the WIP version of this feature! Looks painful…

Wideo #2 - Zepchnięcie na beczki


Let it snow, let it snow…

And here's a little treat for you, gamers. We're crafting the next landscape in our game and we're eager to show you a few screenshots to whet your appetite. The winter holidays are approaching quickly, so we already have snow on our minds.




We haven't shown much of the winter environment yet, so this could be your first peek at the frosty challenges that you can expect. We've got some stunning visuals in store, and we can't wait for you to dive into this world.



That's it for today!

Our goal is simple - we want to make this game an unforgettable experience, and we're thrilled to have you along for the ride. Keep an eye out for future devlogs and, as always, feel free to share your thoughts and feedback with us.

Your input is invaluable in shaping the game into something truly special. And if you want to stay up-to-date with everything and actively participate in the creation process, join our Discord server!



Thank you for your unwavering support! Stay tuned for more exciting updates on Shadow of the Road…

Cheers
Another Angle Games

Follow Shadow of the Road:
📍 Facebook
📍 Twitter
📍 Instagram

https://store.steampowered.com/app/1173980/Shadow_of_the_Road/
Oct 13, 2023
Daisho: Survival of a Samurai - corhal
- Gem sale for the weekend: get x2 gems for purchasing and gem lot in the store!
- New craft recipes in Stone Cutter, Potter's Wheel, Tanning Rack, Farms and a new Florist workshop.
- Optimizations to the Estate location.
- Switched on auto-mode for the event bog location.
- Fixed the icon for Shinobi amulet quest in the Battle Pass.
- Treasure chests in the Pine Forest now count for the daily quests as well.
- New feature where you can purchase items you lack for craft for gems.
War Thunder - Blitzkrieg Wulf


The Vickers Mk.11 is a prototype wheeled combat vehicle developed by British company Vickers as part of a private venture in response to an Australian requirement in the 1990s, this vehicle will arrive in the game with the next War Thunder update!

Vickers Mk.11: A Light Tank for Britain at Rank VI!

Features:
  • Versatile 105 mm cannon.
  • Laser rangefinder.
  • Light protection.
  • Large in size.


Meet the Vickers Mk.11!

The next dev blog season has begun! Coming to War Thunder in the next major update, the Vickers Mk.11 will help to bolster Britain’s ground research tree at rank VI! Highly agile and packing an impressive punch, the Mk.11 will be sure to provide you with an impressive choice for flanking and scouting. Let’s dive into the details of what this vehicle has to offer!




Right off the bat, you may have already noticed something oddly familiar about the Mk.11. Its size? Yes, it’s an absolute unit, but what we mean is its turret! This vehicle inherits its entire turret from the VFM5 light tank which you may already be familiar with, as it’s already in the game. This means that it sports a very-capable 105 mm LRF cannon, featuring excellent ballistic properties and a great rate of fire!

Interesting: The Vickers Mk.11 is big. And we really mean big. To put it into perspective, its height is almost the size of two 6ft people standing on top of each other! So large that it could carry 4 crew and 7 additional crew members. In the game, it will have 4 regular crew members.

Unlike the VFM5, the Mk.11 features a wheeled 6x6 chassis, offering you good mobility. This vehicle can reach speeds of up to 105 km/h on paved surfaces, all while retaining good off-road characteristics apart from in the most difficult terrain types such as deep snow or mud.




The fact that the Mk.11 is based on a modified APC chassis means that it won’t really offer you much protection in your matches. Featuring only lightweight armor, this vehicle will be able to withstand light machine guns and autocannons at a distance. However, dedicated anti-tank weapons will most certainly make short work of its thinly armored hull. Therefore, a smarter tactic would be to make use of its excellent mobility to stay out of sight from any enemies that you may encounter, all while picking off enemies from flank positions!



In your matches: Pro-tips when using the Vickers Mk.11 by Tom (Oxy), WT Community Manager (TL): “As the vehicle is so massive and very lightly armored, it’s important to keep its size in mind while considering your positioning, common defensive spots won’t work too well for it as it’s just so tall. The best strategy will be to focus on its speed, aiming to push aggressively to a good position early on. Fighting like an MBT head-on won’t be too reliable for it — if you can plan your initial route well and get to the side of your enemies, it doesn’t matter how little armor you have (at least for a while!).”



This wheeled behemoth, the Vickers Mk.11, will soon be available at rank VI in the British ground forces research tree when the next major update is released! Make sure that you’re keeping an eye on our website for other exciting dev blogs that we’ll be revealing. Until then, enjoy your matches!
BattleJuice Alchemist Playtest - Alchemical Works
Hey folks!

Welcome back to another development update for BattleJuice Alchemist! This time we delve into the realm of particle systems. Understanding them is crucial for enhancing our hyper-stylized, low-poly look while maintaining good performance.



For those non-developers among you, a particle system is a simulated group of tiny, individual objects known as particles. These particles can represent various elements such as fire, smoke, sparks, you name it. Particles are lightweight and dynamic and using them we can add a lot of vividness to our game.



But we have to be cautious... as we continue our journey, we encounter a formidable adversary: overdraw. It transpires when transparent objects stack atop each other, causing rendering complexity to increase. The cost of rendering transparency intensifies with each overlapping layer, jeopardizing our game's performance. Luckily, Unreal Engine bestows upon us a potent tool: Shader Complexity mode.



Green signifies efficiency, whereas red warns of rendering extravagance. By looking at Complexity mode, we can pinpoint areas where overdraw festers, allowing us to optimize our particle systems at the critical points. Our low-poly, hyper-stylized art style grants us a boon, sparing us from the complexities of naturalistic rendering. Yet, transparency, especially lit transparency, can become a problem, if we are not careful.

Let me end with two Unreal specific best practices that I found useful regarding the performance of particle systems:

1. I always manually set every particle system to "Use Fixed Relative Bounding Box" to keep e.g. fast, far-travelling sparks under control.

2. I avoid using the light module in emitters. They are tempting but hit performance pretty hard in my experience.

That's all for today, thanks for reading! Until next time, happy playing / designing / coding :)

Alain
The Braves - Tesla
The new demo of THE BRAVES is here!

You’re all invited to play the new demo of The Braves that has debuted as part of Steam Next Fest. Add The Braves to your Wishlist if you don’t want to miss its full launch!

The updated demo includes twice as much content! It features:
  • 6 new characters and the opportunity to upgrade your heroes above Epic
  • City Hall—a new building that introduces various quests and rewards
  • Two new armor sets
  • Graveyard—a new location
  • Reworked difficulty levels for the locations
  • 3 evolution options for battle skills
  • 9 new passive skills

We’re eager to hear about your thoughts and impressions! Feel free to join our Discord server and tell us what you think about the game. You can also share your reviews through the Steam Community Hub. Feedback will help us make the game even better!
Booty Farm [18+] - TenderTrouper
She's making the challenge far harder than it needs to be…
”I want the biggest, ball-busting, bone-breaking blast of
cum in my ass and I think you're just the guy for the gig!”



Hold on to your britches October 13th.-24th. 🚫 🌰 🥜
...