OVER‧DeviL: Legend of the sacred stone - MangoPartyltd
Dear players of "Over Devil: Legend of the Sacred Stone,"
We are the publishing team behind Mango Party, and we want to address the recent controversy surrounding certain aspects of the game, particularly the issue of partially censored or uncensored content. With the developer's authorization, we would like to provide the following response:
First and foremost, we need to clarify once again that "Over Devil: Legend of the Sacred Stone" does not offer an entirely uncensored version on any platform.
Originally, the developer intended to release the game exclusively on Japanese platforms that do not allow explicit uncensored content. As a result, most of the CG images featuring explicit content are pixelated (censored), and some uncensored CG images are cleverly composed to circumvent these restrictions. These efforts were made to provide players with the best experience within the platform's guidelines.
Mosaic is applied to obscure specific details
However, the Mango Party team must acknowledge that when we decided to release the game on Steam, we failed to appropriately adjust the game's content and labeling. We also did not realize that the concept of "partially censored" could be ambiguous and lead to misunderstandings. This was a significant oversight in our publishing strategy, and we sincerely apologize to our players for this mistake.
After this issue came to our attention, we discussed the possibility of financially supporting the developer to create a fully uncensored version. Nevertheless, the developer has been a one-person team handling tasks such as writing, artwork, and game production for the past four years. With the game already launched, there is insufficient time and resources to rework the game content, including over 700 different CG images.
Ultimately, it is our responsibility as the publisher for failing to label the mosaic content correctly, and we humbly request our players to understand and still appreciate the rich content and gameplay of "Over Devil: Legend of the Sacred Stone."
Lastly, we deeply apologize for any confusion caused to players regarding the product and appreciate your understanding and support. We commit to ensuring strict content labeling in future game releases, preventing similar issues from occurring.
They're back! Halloween treats in the form of exclusive paint job rewards for our Elite Dangerous streamers!
It doesn't just stop at official partners either!
ANYONE who chooses to stream Elite Dangerous on Twitch this Halloween period (beginning Monday, October 16th at 17:00 UTC until November 12th, 17:00 UTC) can offer up not one, but TWO paint job drops for their audience to redeem!
This offering isn't only limited to Twitch streamers of course, as some of your favourite YouTube creators will also have their own stock of perilous paint to give away as they so choose too!
Added destructible items in random dungeons with a chance for equipment drops. Fixed an issue with enemy summoning positions in a particular dungeon scene. Rearranged chests and destructible items in random dungeons.
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːthetreeoflifeː
Just like every Friday since the beginning of our journey, we're happy to bring you this week's behind-the-scenes look at the work we've been diving deep into for TFM. A lot of exciting changes are being taken place, as always with the aim of refining and enriching your gameplay experience. ːFistpumpː
Since we are knee-deep in working towards our next Major Update, our Steam build won’t be receiving an update yet. There's a lot we're overhauling and re-imagining, and we want to make sure that when we do release it, it presents a thoroughly complete and polished experience for all our players. So, it might take a little while, but we promise it'll be well worth the wait! ːreimpressedː
Now, for a sneak peek at what we've been up to:
Changelog
Total number of additions implemented this week: 18 ːhappyhfː Changes made in response to community input and assistance are 45% and marked with ːhappyheartː (These changes are not live on Steam yet and will be available in a future release)
ːhappyhfː [Content] Overhauled early game buildings introducing Core Building progression; achieving settlement milestones now broadens crafting capabilities. ːhappyhfː [Content] New factions introduced in Memoria: "Ironkin Family" and "Chenoa". ːhappyheartː [Content] Introduced the Sunwater Well as a reward doodad. ːhappyhfː [Content] Major content refresh for the Cook profession, redefining all Food items. ːhappyheartː [Content] Hunter's Tent now includes trap activities. ːhappyhfː [Content] Introduced 3 new resources: Hone, Gem, and Seeds. ːhappyhfː [Content] Alchemist & Jewelcrafter now benefit from a clarified level-up threshold. ːhappyheartː [Balance] Hunters' Stealth form mechanics refined to prevent them from getting stuck when interrupted. ːhappyhfː [UI/UX] Updated the breed button mechanics ensuring proper cost checks; rectified button interaction and associated cost spending issues. ːhappyheartː [UI/UX] Constructions without an assignee now showcase a warning icon as an overlay for better user clarity. ːhappyhfː [UI/UX] Resolved display issues with the inspire button, especially when characters are freshly assigned to constructions. ːhappyhfː [Fix] Several issues pertaining to the Divine Favor and Inspire processes have been addressed. ːhappyheartː [Fix] Corrected Vortex Cleaver's identifiers. ːhappyheartː [Fix] Resolved discrepancies in the item spawn count for the SpawnItemOnGround effect output. ːhappyheartː [Fix] Addressed an issue where rewarded map objects erroneously showed costs in the Reward panel. ːhappyheartː [Fix] Multiple issues concerning the claimable main constructions on Map view have been fixed. ːhappyhfː [Fix] Path reward max stack count calculations have been optimized. ːhappyhfː [Internal] Underlying system improvements to enhance the gameplay experience.
In the broader context, we're approaching an exhilarating checkpoint for TFM. Once this major update rolls out, we'll have reached a point where TFM delivers a complete experience. This evolution is a culmination of all the invaluable feedback we've gathered since the beginning of the Early Access. Our journey through early access has been incredible, and seeing TFM grow with your feedback has been nothing short of rewarding. We genuinely can't wait to hear what all of you will think about the new changes and refinements. ːreexcitedː
And what comes after this major update? We're already gearing up to dive into the next phase which includes workshop support, procedural generation, and the polishing stage leading to our full release! The journey toward finalizing TFM's vision is on the horizon, and we're thrilled to have you all alongside us. ːSmallRedHeartː
Have a wonderful weekend, and see you all next Friday! ːgearthumbsupː
The taming rate is activated, and this is no joke!
Right now, and until maintenance begins on Monday, your chance to successfully tame the desired creature has been increased by 20% of the original!
The toughest monsters and bosses will wag their tails or make an elaborate bow as you approach. Stock up on cards - and go in search of a new best friend!
Sonucido: The Mage - A Dungeon Crawler by Daniel da Silva - Daniel da Silva
Hey!
It has been quite some time since the last update but I certainly didn't forget about Sonucido. A few months ago, I decided to get a part-time job to get a stable source of income. This means that I don't have so much time for developing a new game and focus instead on improving the already released games! I detailed this in blog post.
I watched a livestream of Sonucido and saw that there was one passage blocked because of a bug. This meant to me that I needed to update the game and I also used the opportunity to polish the game even more. While testing I found a couple of bugs which are all squashed now. What started out as a few fixes and improvements turned into this big list of changes. Many of them are small but it still adds up to give you an even better experience.
Have fun! ːinclineː
Full Changelog
- Fixed various bugs which were related to throwing bombs - many things only triggered if you used the hotkey and didn't work with the inventory button, this is fixed now (aside from a serious case in which a path would remain blocked this also affected every (!) closed door in the game) - Q previously made you turn left and draw your weapon - now you only turn left - Changed the scale of two doors from 0.85 to 0.87 and of one door from 0.9 to 0.87 which were leftover when I did the rest of the doors in 1.0.1 - Adjusted the position of a door slightly - Fixed a minor bug which didn't remove the inventory overlay if you walked into the dialogue of the swimming guy - Changed me to us and the German equivalent in the thank you message of the farm woman - Added a missing German localization of the message you get if you already visited the tavern - Fixed a bug where you could get stuck on the platform which elevates forward above the water if you hit a turning key exactly the wrong time - Fixed a bug where you could get only a half block down on a stair in specific circumstances in one level (and also fixed it in a potential case in another level) - Added another sentence to the laybrinth guide - Added a block to the layout of the labyrinth - Added blocks to two of the elevators at the start of a level because with high fov values you could see the basic gray background - Also added blocks to one section where the light comes from above and changed the position and intensity of the light so that you can't see the gray background with high fov values and also can't see unlighted space (which wouldn't make sense if the light comes from outside) - Added a missing German localization of one note - Added a missing German greeting to the armor lady if you are sick and changed the greeting she had in the English localization - Fixed a bug regarding the level cap - if you got in any way to level 26 in a stat (this could only affect luck and strength if I'm not mistaken, unless you are cheating) and found a level up potion you could get to even higher levels. Now the maximum level you can obtain through level up potions is 25 - Fixed three light bleeds - Fixed the wall light bleed in a couple instances where you walk towards a wall where a torch is and on one side it shows a white line for a moment (in one case black) - Aligned the both sides of a broken wall passthrough properly in one instance - Removed a node which was there to remember me to add a health potion which I already did at another place - Fixed two shadow bleeds - Fixed one instance where you could see a jagged line with MSAA 4 - Fixed a minor bug in the dialogue of the son (if you chose the not helping option and left the dialogue you would get a blank dialogue bar if you got back to him instead of a greeting) - Fixed a bug if you opened a particular door in a special way - Fixed the timing if you removed the boards with a bomb in Level 2 even though the player can't have a bomb at this point (unless he's cheating) - Increased the health of the wallmonster by 3 - When you let the blacksmith improve your sword a few turns will be skipped - even though this happened, it was only shown after you left the conversation - this is fixed now - Increased the turn number which get skipped at the blacksmith to 30 (instead of 20) - Increased the time for which one sentence is displayed of the dialogue of the imprisoned cousin - Increased the time for which one sentence is displayed of the dialogue of the chronist - Increased the time a little bit until the guard of the city steps aside - Increased the time a little bit until the food monster steps aside - One of the pictures of the Rocpus incidents was unused and one repeated, this is fixed now - Minor technical improvements to the dialogue of the leader of the city - Added a missing German greeting to the soldier if you are infected (the one after the child, father, grandfather puzzle) - Removed a word from a German sentence which was too long to be displayed fully - Improved a few English and German senteces - Fixed a couple of typos - Minor code improvements
Hello Riftanians! I am here with a small update with a few tweaks:
- Buffed Berserker HP slightly -Buffed Spellsword ATK and INT slightly
- Added a small repeatable fight after the Guard's Blade quest, by talking to the Rifthaven General in the Barracks, this will be simple fights everytime with a 500 EXP reward upon winning, with no game over penalty on loss!
- Took off the 1% HP per turn from the Health Ring, as it is broken just like the previous Phoenix Ring, it will just constantly regen the 1% HP even after death.... Added a +15 Defense bonus in place of the 1% HP a turn!
These are some small changes but hopefully they will help in the beginning and the repeatable fight is for the purpose of training and to get past the Tower of Arms 4 as I have made the fight decently hard in recent updates... a pro tip: Use Shield Bash as much as possible with Bernard for Tower of Arms 4 (: