Oct 13, 2023
Oddsparks: An Automation Adventure - mmt_orchid
Explorers, Builders and Spark-petters,

We're working hard like the Sparks in your future workshops to get Oddsparks: An Automation Adventure in your hands as soon as we can. While everything is very work in progress, we already want to show you a few cool things about our game that we think are interesting.

Today, we have the Lead Game Designer, Brenden, and he’s going to talk to you about... Ziplines! Ziplines is a new logistics building that can carry an item from a higher position to a lower position, made to help you create production lines in mountainous areas. Let’s take a quick dive into the feature!

Ziplines

Wandering around an early mountain prototype with the very early ziplines!

So, when we started making the game, we knew that we wanted to add verticality into the gameplay. In our first biome, which we refer internally as the woodlands, we knew that verticality would be a small-scale problem for the player and then we would ramp it up in our second biome, the mountains, and really force the player to solve vertical logistic challenges. It was natural that a zipline came to mind in the early ideation sessions.


Our first Zipline blockout! We reused a lot of parts of other buildings to put it together.

We’ve been pretty sure we wanted ziplines in our games for the past year, and finally it was time to work on them properly. We’re currently still fiddling with the UX and how we restrict their use – we're always really wary when we’re providing logistical tools that don’t involve Sparks and just carry items, but they’re in and we absolutely love them.

Figuring out the perfect restriction is always difficult. We want to carve out a specific niche for every logistic tool and ensure the balance with every tool feels great! We want you to look through your Sparks and the build menu like it’s a box of chocolates. You’re spoiled for choice, but aha, here’s the perfect thing you were looking for. Hopefully we can hit that feeling just right.


Zipping down our current zipline. Note that we’ve changed the model to clearly show that you have to build it on the cliffs.

What also helps us get it right is that with every logistics tool, there’s both a use for the Sparks and for the player! You can go close, interact and slide down the zipline. It’s a great tool for both carrying items and navigating the world and makes it really fun to explore your workshop!

It’ll take a bit of time to unlock them since they’re for the second biome, but we hope you’ll love them and zipline around just as much as we do.

Other features this month!
We’ve also worked on a lot more things. Here’s a quick list of five more features we’ve recently added. Comment with what you’d like to know more about!

  1. A Spark Pen was invented to keep your non-working Sparks out of the way, but ready to be called anytime. You won’t need to fiddle with equipping Sparks if you quickly need a new set.
  2. Speed Booster Path Addons to get your Sparks to reach places even quicker! Be careful, they go a bit too fast even for them and won't be able to do things like pick up and drop off items when they’re boosted.
  3. You can now throw Sparks at a workstation to assign them to produce stuff there. We’re working on calling them back from workshops, in case you need them for other tasks.
  4. A Scouting Spark (names not final!) is now made for locating and knowing what's around you. If you need to know which way to find something, this Spark is for you!
  5. Wooden and Magical items are being renamed and given a new look. We want to make sure you won’t mix things up!
Oddsparks: An Automation Adventure is still a work-in-progress, and some of these features might not make it into the game. There’s so much more happening behind the scenes as we’re working on the game... come hang out with us at our Discord and make sure to wishlist and share us with your friends!
The Gap - CrunchingWnuk
If you've missed, you can drop by to see The Gap in action, played by @KingArgaroth, where he digs into the story and the mechanics, all while chatting with the devs.

And, if the stream piques your interest, there's still time to play the demo! It's available all throughout the Steam Next Fest, which ends on Sunday.
Get it while it's hot!
Wild Indigo Ranch - RenG
Howdy, howdy! 🤠

The demo for Don't Die in the West is out right now, meaning that it's the perfect time to start venturing into the Wild West! Make sure to check it out during the Steam Next Fest, running from October 9 to 16.

Catch our demo gameplay and Q&A session, where Mette (Game Director) and Tommy (Art Lead), shed some light on some of the most popular questions about the game.

Don't forget to visit our Discord server if you have any ideas or feedback for the game. A big thank you to y'all for trying out the demo and sharing your thoughts with us.

Warm howdies,
The Don't Die in the West team
River Town Factory - f
( • ̀ω•́ )✧叮叮叮大家好久不见,更新来啦~!

本次更新内容如下:
1. 新增一天即将结束时的凌晨强提醒
2. 装备【灵鹫踏】新增普通攻击时体力消耗减半的效果
3. 修复了使用手柄时与NPC交互按RB闪退的问题
4. 修复了兽潮中敌人会攻击未完成的蓝图建筑的问题
5. 修改了山洞地图中变身天机神兵后无法通过的区域
6. 修复绿元神洞战斗任务返回标题再读取无法完成的问题
7. 修复【一人赴会】任务返回标题再读取无法完成的问题

顺便给大家说一下我们接下来会开始游戏T7部分的制作,同时许愿池也将重新开启啦~有任何意见和建议都欢迎在各地给我们留言~!



----------------------------------------------------------------------------------------------------------------
如果工坊主们遇到BUG/突然闪退/存档丢失/存档异常/游戏无法正常运行/想提出意见和建议等等,都可以通过以下方式随时联系我们解决~!

100%无遗漏确保问题闭环的邮件反馈方式: xb@cedong.com.cn
快捷但可能有1%的概率漏掉信息的QQ反馈方式:
江城创业记游戏1群:596672095
江城创业记游戏2群:702307976
江城创业记游戏3群:665445239

友情提示:
存档路径:游戏库里找到《江城创业记》→ 右键 → 管理 → 浏览本地文件 → Save 文件夹,如果有存档问题,可以将Save文件夹发给我们。
DON'T SCREAM - [DCC] Joe





This is a short horror experience designed to make players jump. Think of it as a scare simulator. Don't expect a storyline; just one primary challenge: DON'T SCREAM. It's simple enough for anyone, even your mom. Seriously, challenge your mom to play!

If you scream, you restart. DON’T SCREAM is an Unreal Engine 5 short horror experience inspired by '90s camcorder found footage. Made by two indie devs. The challenge is simple: explore the mysterious Pineview Forest for 18 minutes without screaming.

Sounds easy, right? But there's a catch. Time only progresses as you move, and you cannot predict the scares. You must calibrate your microphone in-game so that every whimper, jump, or even a minor squeak is registered as a scream, increasing the challenge. With dozens of dynamic scares, each playthrough offers a unique experience.

It’s the perfect game to scare the pants off your friends and family. Our lead playtester (also my wife) is currently in a clinic recovering.

MICROPHONE REQUIRED TO PLAY
DON'T SCREAM challenges not just your nerves but your voice control. Here's what to expect:

1. Calibrate Your Microphone:
Set it up in-game. It's not just tech setup; it defines your challenge. A mere squeak or quiet gasp should be flagged as a scream, causing you to restart.
2. Mind Your Voice:
You can talk during gameplay, but keep it low – slightly softer than normal. Too loud and it’s game over.

3. Play Fair:
You could bypass calibration to shout through scares, but it'd spoil the thrill. For a genuine horror experience play as designed.


DISCLAIMER: WE ACCEPT NO RESPONSIBILITY FOR ANY UNDERWEAR THAT MAY BECOME UNUSABLE SHOULD YOU PLAY OUR GAME.



When will the game come out?
DONT SCREAM enters early access on October the 27th, 2023 - in time for Halloween!

Do I need a good PC for DONT SCREAM?
We utilize Unreal Engine 5 to maximize the game's visual fidelity. While we've made significant optimization efforts and continue to do so, below are our minimum and recommended system specifications.

How long is the game?
'DONT SCREAM' is designed as an 18-minute horror experience. However, the actual duration can vary depending on how often you get scared and scream, prompting restarts. With multiple scares to encounter, the replayability value is high.

Are there Spiders in the game?
Yes, 'DONT SCREAM' does feature spiders. If you suffer from arachnophobia, please exercise caution before playing.

How do you plan on improving the game?
During our Early Access phase, we'll actively listen to players' feedback to enhance the game. For 'DONT SCREAM', we aim to increase the scare factor by adding new surprises and more mysterious elements in the environment. Our goal is to make the game both more enjoyable and scary.

Why VHS?
We love the raw look of camcorders. The grainy effects make the horror even more intense. It makes you wonder: Did I really see something scary far away, or was it just the camera playing tricks on me

Is there a storyline?
While 'DONT SCREAM' doesn't follow a traditional storyline, it does immerse players in the lore of Pineview Forest. This fictional forest brims with mysteries and oddities. If the game gains popularity, we're considering delving further into this lore.

What is the objective?
The main goal is to explore Pineview Forest without screaming. In the full version, we plan to introduce Steam achievements that will reward you for uncovering the mysteries of Pineview forest. Depending on how well the game is received, we might add more optional objectives.

Do I need a microphone to play?
Yes, you do.
Secret Neighbor: Hello Neighbor Multiplayer - irris_place
🚪 Uncover the mystery lurking behind that door... because a new curious adventurer knocking in for Halloween! 🎃

Check this out: https://youtu.be/6mw1YCIzCJM

They say curiosity killed the cat, but we say it just made Quentin - the first explorer character in Secret Neighbor since the very release. 🎉 We won't spill the beans on his tricks just yet, but we could definitely spill something else.



📅 SAVE THE DATE: Quentin drops in on October 26th!

🔎🎃 What are you waiting for the most from the Update so far? Let us know!

Hologryph & TinyIra


Till next time!
tinyIra & Hologryph

Follow us on social media:

Be in the Know at https://www.secretneighbor.com/





Love Spell: Written In The Stars - a magical romantic-comedy otome - greatgretuski
Hello, everyone! With the recent release of our massive content expansion, "Love Spell: Starlight Edition", the development team has decided to put together a small contest to celebrate the game!



Check out the official Love Spell Fanworks Contest!

Express your inner magic for Love Spell with a fanmade work and enter for a chance to win a Collector's Edition Set of the game! Participants from all around the world are welcome to enter as we'll ship both domestically and internationally for this contest!



Win a Collector’s Edition set, digital game keys, and more by participating in our fanworks event!

Deadside - Loaf
Hello Deadsiders!

Halloween is getting closer, and as many of you in the community already guessed, that means a Halloween update is getting closer as well! This isn’t just a seasonal update though, we do have some new features that we will take a look at in this post. After that, we will talk about some of the other things we have been working on in the background, as there are some huge features that we have been investing a lot of time in, that are getting closer to completion. So let's get it started;

Wolves:




Update 0.8.0 will be the introduction of Wolves, a hostile animal that will roam the forests and abandoned towns of Deadside. Wolves will attack players on sight, so be vigilant! Being attacked by a pack of Wolves will force a player to use their firearm to defend themselves, creating a lot of noise that other players can use to their advantage. You can also skin a wolf using a knife, and sell their pelt to the trader, for a little bit of extra cash.

This is the first large animal to be added into Deadside, but it is certainly not the last, as you will see later in this post, but for now, let’s move on to the next feature:

Re-Designed Weapons:







Update 0.8.0 will have new weapon models for the AK-mod, AK-SM, AK-SU, VSD, and Skar. This is part of an ongoing process of remodeling almost every weapon currently in Deadside, in order to make improvements to the overall weapon system that we were unable to do with the old models. These new textures and models are being made by dedicated artists, who have recently joined the team, so that the rest of the developers can continue working on other features.

Halloween Skins:

Of course, this wouldn’t be a Halloween update without our Halloween skins! This means AI will now be spawning with unique masks and helmets, and it is now possible to find rare Halloween weapon skins once again. Some of these weapon skins are quite unique, and they were very sought after during our last Halloween update, so, get them while you can!



Base Building & Wooden Box Changes:

Version 0.8.0 has a decent amount of bug fixes, and changes regarding Base Building, and small Wooden Boxes. The bug fixes include:
  • Fixed a bug that prevented some items from being constructed;
  • Fixed a bug that allowed players to build wooden boxes in other players bases;
  • Fixed other minor bugs with item interactions.
As for changes to the building system, we have made significant changes to the construction costs, changing the amount of wood and nails required to build base structures, drastically reducing the amount of items needed in total. This means you will spend a lot less time swinging an axe at a tree, and more time actually building, or exploring other parts of the game.

So, that is update 0.8.0, not a huge update by any means, but it will still contain some good features and changes that we hope you all enjoy.

Post 0.8.0:

We understand that both update 0.7 and 0.8 don’t have as much new content as our typical updates, and this is because most of the Bad Pixel team is completely preoccupied with some very large and complex features. Some of which we have talked about in previous WIP posts, others we will be talking about for the first time today. Because of the scale of these features, they require a decent time investment in order to develop them correctly. For example, a lot of the animators and designers are working on Proning. This is because Proning has a lot of complex collision interactions for the designers to work through. As for the animators, they need to make new proning animations for every weapon in the game, and re-make the weapon animation tree so that the animations don’t break during gameplay.

With all that in mind, let's take a look at some of these major features that are being worked on in the background:

Roe Deer:




Unlike the Wolves, these deer are prey animals, which can be hunted for food. At the current moment, their AI and animations are not complete, so this animal did not make it into version 0.8.0 to join the Wolves. In any case, the Roe Deer will breathe just a bit more life into the world of Deadside, while also giving players another way to gather food for themselves.

New City:

For those unfamiliar, we have been working on a large new city in the south western corner of the map. This city will be the largest and most complex location in Deadside so far, featuring unique buildings, opening up new gameplay opportunities. Because of the scale of this new city, the art team has been very busy creating new models and textures to populate it. Here is an example of a broken down vehicle recently created by the art team:


Completing our Roadmap:

As we get closer to the end of the year, we are getting closer and closer to completing our 2023 Roadmap. There are only a few features left that we haven’t touched on yet, and those features are the Prone Position, New Events, and Expanding the Base Functionality. All of these features are currently being worked on in the background, and we aim to finish them as soon as we realistically can.

As we get closer to 2024, we would like to remind you that we read all of your feedback when putting together Roadmaps, so if you have any ideas or suggestions for the game, please leave them in our Nolt, the feedback channels on our discord, or even the comments section of this post, we read those too.

Thank you for reading! Stay tuned for the PTS coming soon!

Bad Pixel



Join other survivors:



Twitter
Facebook
VK
YouTube
Official website


ORX - Mistalleks
Greetings, Kings and Queens! Architects and artists! Our dear players!

With the upcoming release of Boreal Nomads this Fall, we’ve decided to use the opportunity to also celebrate… you! Our community, dedicated players, and early adopters!

Thank you for taking the time to play our game, being a part of our community, and for your amazing feedback on ORX! And what better way to memorialize your monumentally vital input, than to put a monument in-game, symbolizing how thankful we are for each and every one of you! This is why we’re announcing

Design a Castle Creative Contest!

The Main Castle in question.

Starting Today and until October 27th, you can submit your designs for the Main Building of Rune Guardians and the winning design will be added to ORX!

Your works can be both sketches and text descriptions (just don’t forget to include the closest references!). Winners will be picked by the development team and added to the game with the Boreal Nomads update.

We will also add the authors of Top 5 designs to the game’s credits!

For submissions, head over to the Design a Castle Creative Contest pinned Discussion, read the rules in the pinned discussion and submit your designs in replies to the discussion — this way everyone will have easier time to find and discuss them!

You can also submit your works on our official Discord server, by navigating to #design-a-castle channel.

Good luck and let your creativity flow!



Star Trek: Infinite - NEXUS
Uploading a launcher version that will force account re-login to the new version
Enabling launcher mod upload
...