SNAKE FARM - HEATHER FLOWERS
Hey, snake farmers! It's time for a quick progress report on the FREE upcoming expansion, The Curse of Ramona!

In addition to endless mode, I'm adding ten new snakes (and ten new items) to the game. These snakes are designed to shake up the meta while providing interesting new gameplay opportunities. No longer shall every leaderboard-hitting run be nothing but lootsnakes and big worms!

These new snakes range from the agile Tsuchinoko...



To the explosive Boomslang...



To the majestic Dragon Snake!



All the snakes being complete is a huge step towards finishing up this expansion. I'm very excited for what comes next! See you in the next announcement postssssssssssssssssssssssssssssss šŸšŸšŸšŸšŸšŸ
Oct 18, 2023
Deceit 2 - Matt
Road to Full Launch

Hello Deceit 2 Community! Since our Steam-only launch in September, we’ve been listening closely to your feedback, as we’re working full-steam ahead towards our launch on consoles. You’ve asked for a load of improvements, and we are determined to deliver.

Deceit 2 is not just any game; it's a heart-pounding arena of social deception, strategy, action and the ever-enticing question of whom to trust. We are making a number of improvements across the board in advance of our console launch, and in this post we’re going to run through some of them.


Optimisations

Following what we confess was a premature PC launch, we’ve been working on a load of optimisation-focussed updates. We're thrilled to announce we’ve already achieved a roughly 200% performance increase since our initial launch. These improvements translate to smoother, more dynamic gameplay and make Deceit 2 accessible to even more players with varying hardware capabilities. We've enhanced the lighting, reworked character models and animations, and optimised gameplay code. We are much happier with where the game is now, but we are still expecting a further increase in FPS in our updates planned for November.


User Experience

We can admit when we followed the wrong path, and we wanted to address that some of the visual and thematic elements around Deceit 2 have been confusing. That’s why the entire graphical style surrounding Deceit 2 is undergoing a rework to be more aesthetically pleasing and consistent. This new style will roll out across the game's UI in the coming months, as well as on the website and other media. It will adhere to a ritual-esque chalk line style, emphasising the magical-fantasy aspects of the game.



User experience remains at the heart of our ongoing improvements. We've been working diligently to make Deceit 2 as user-friendly as possible. Our focus has been on a more intuitive UI that simplifies navigation and enriches your in-game experience. Expect responsive gameplay mechanics, easier access to vital information, and an overall smoother, more enjoyable journey from login to leaderboard.

We're elevating your auditory experience as well, with line trace-based occlusion and improved implementation of convolution and algorithmic reverbs for a more immersive sound environment. All of this means that you should notice big improvements to the sound!

Furthermore, we'll be enhancing the flow throughout the game. Key moments like the intro sequence, activating weak points, voting cinematic, banishing circle, and end-of-game sequence will be updated for clarity and intent. We've been busy addressing your feedback from Discord and Steam, as well as from live game data and the recent EGX event in London. This community-driven approach will continue, so keep your comments coming—even if they're brutal.



Mastery System

Our brand-new Mastery System adds another layer of complexity and excitement to Deceit 2. Climb the ranks from Wood to Master by earning accolades for your strategic brilliance and cunning deceptions. Various accolades await your claim as you progress, allowing you to flaunt your achievements with exclusive plinths and badges. With our full launch we’ll be adding a load of new rewards that can be unlocked with accolades.


New Content

Rest assured, we're never content with standing still. To keep your Deceit 2 experience as invigorating as the first time you played, we're introducing new maps, roles, and terrors. These additions promise to not only freshen up the scenery but also introduce new gameplay mechanics that will keep even the most seasoned players on their toes. We’ll be making a community beta version of our second map available later this year.




Console Launch

We're over the moon to announce that we've completed development on both Xbox Series S|X and PlayStation 5, subject to review, and submitted Deceit 2 for console certification. To make sure we’ve addressed all of the PC-launch feedback, we’re targeting a full console launch in late November, but with an extra pre-release console test in the next few weeks. Stay tuned, and we’ll be announcing the final dates very soon! Cross-play will be enabled, and while there won't be console-exclusive features, the inclusion of controller support will ensure a comfortable and intuitive gameplay experience for all players.


Expanded Availability

We're not stopping at console availability. To make Deceit 2 even more accessible, we're in talks to bring the game to other stores, such as the Epic Store, and will be looking at other platforms in 2024. We're also exploring options to include Deceit 2 in subscription services like Game Pass. This global expansion ensures that a wider range of people across the world will have access to our riveting world of deception and strategy. The more the merrier—and, of course, the more entertaining the game becomes as new communities join the fray.



That's all for this week - but we have much, much more planed for Deceit 2 very soon! Our Halloween event starts on the 26th October, and we'll be sharing much more on that shortly.
Moonlight Peaks - Supervlieg
Hello, Moonlighters!

We're thrilled to invite you to join us for a special live stream event this Thursday, October 19, 2023, at 16:00 CEST.

During the stream, we'll be chatting with Joran and Ties, two developers on Moonlight Peaks. During the stream we will also be answering your questions in the chat.

We can't wait to connect with our community, answer your questions, and provide you with an exclusive look into the enchanting world we're working on!

The Little Chicken Team

Join the stream here: https://steamcommunity.com/broadcast/watch/76561197978428763
Simple Game - Чибиси
What was added:
- full support for achievements
- some funny and secret commands to the terminal
- several hints in different parts of the game
- reviews from the final part were translated
Some bugs that were at release were also fixed.
Oct 18, 2023
Project Asteroids - EZ
[ TUTORIAL ]
  • Fixed broken part of the building #2
Last Epoch - EHG_Kain
Hello Travelers!

We’re releasing a quick hotfix today to resolve a progression blocking bug within Council Chambers. We are still working on a number of other bugfixes for a complete patch, but wanted to get this fix out ASAP.

Changes

  • Fixed a bug where the barrier would sometimes fail to dispel in Council Chambers preventing access to The Sheltered Woods
Space Salvage - PentaDemon

Greetings Space Pilots,

We deeply appreciate your ongoing support. We want to share some insights about Space Salvage, so we are performing a live stream later today at 7PM BST / 1pm CDT ā°

If you want to know what is going on, you can join us on ā†™ļø

Our FACEBOOK Page: https://www.facebook.com/fruitysystems/

Our YOUTUBE Channel: https://www.youtube.com/@fruitysystems

Also, feel free to bring your questions! We will be pleased to answer as many of them as we can.

Stay tuned, Space Pilots! šŸš€
Gearbits - Quackpond Games
Hello everyone. I’ve got a major content update for Gearbits. This update adds a whole new game mode, the wave survival mode. After the game launched, several people suggested adding a wave survival mode. Well, here it is! I hope you’ll like it.

Here’s how you play:

Start the wave mode by going to "Extra missions" in the main menu. Here you can select a map or change the game parameters. You unlock more maps as you progress through the story.

Each new wave spawns in an escalating number of enemies. Defeating enemies earns you credits. You can use credits to buy new weapons and equipment in between waves. Then you use the weapons to defeat enemies in the next wave to earn more credits.


This goes on until you clear the set amount of waves. You can also set the wave count to ā€œinfiniteā€ to go on until you’re shot down or exit to menu.

I’ve also added in three new achievements. I was kinda surprised by how many people go out of their way to collect achievements, so here’s a little something for you sickos.

Wave motion energy: Clear 15 or more waves with any parameters.

Eight minutes of death: Clear 8 or more waves with "100% bug" and "Catastrophic escalation" parameters.

Mass production miracle: Complete all missions with the Mirabilis regular type.


Some of you might have noticed that the wave mode was already patched in to the public branch yesterday. I uploaded a patch yesterday, but I didn’t want to make a big announcement yet, in case some game breaking bug managed to sneak in. Nothing game breaking has been reported, but I’ve made some other small adjustments. Here’s a list:
  • Enemies give slightly more credits.
  • Resupply, repair and support drops now cost less.
  • Jammer drones produce correctly coloured wrecks when destroyed.
  • Fixed a bug where starting a new game and exiting before defeating any enemies caused the previous games enemies to be displayed in the score total.
  • The shop platform now randomly moves to a new location between waves.

I also wanted to get yesterdays patch out as soon as possible, because it contained a ton of bug fixes unrelated to the wave mode. Now that the game has released, a lot of new people have played it and in doing so, they’ve discovered a lot of bugs. Here’s a list of what has changed:
  • Charged weapons no longer play their charge effects if no ammo is left.
  • Fixed running animations not playing if the players moves the analog stick very slightly.
  • It is no longer possible to hold movement keys when loading into mission 4 and avoid getting equipped with the tag gun, making the mission unwinnable.
  • The animated sample in mission 12 no longer randomly disables its collider and allows the player to walk through it.
  • Mission 13 no longer randomly spawns the player below the map. This one was really nasty, because it only seemed to happen randomly, and it basically ruined a story set piece for those who encountered it.
  • Mission 17 bosses no longer stay behind to attack the ground if no suitable targets are in range.
  • The last cutscene can now be paused.

The game is made by one person and tested by a few volunteers, so I appreciate the leniency you’ve shown me with accepting the bugs. Even so, I am very disappointed to have allowed them through.

Luckily, patching builds on Steam is very easy and I’ve been able to patch these out. Still, I dislike the mentality of releasing an unfinished game and then fixing it later. Or selling a game with half the content and adding the rest later. Gearbits is not a live service game. If I ever try to sell you a ā€œGearbits battle passā€ it will be your job to hunt me down.

I won’t sell a battle pass, but I do have ideas for more Gearbits related content. I’d like to do more if the game becomes successful enough to warrant expansions or maybe even a sequel. Maybe with the addition of the wave mode, the game takes off and becomes the first installment of the long running Gearbits franchise. You can always hope, right?

Next, I’ll try to take some distance from the project and do something else besides game development on my free time. I’ve got a ton of ideas for games, Gearbits related and otherwise, so I’ll be back. But I think I’ll be better equipped to make those ideas a reality, after I take a small break from game development.
TerraTech Worlds - Cassie @ Payload
We've recently been sharing a few pieces of TerraTech Worlds concept art over on our social channels, and we thought we'd post them here in case you might have missed them!

2m Off-Road Wheels




Puffball Hazard



Fungus Trees



We'll be sure to share more concept art in the coming weeks and months, so let us know if there's anything in particular that you'd like to see! Otherwise you'll just get the stuff that the Community Manager thinks looks the coolest, and you probably have better taste than her.

Until next time!
WolfQuest: Anniversary Edition - loboLoco
v1.1.0h - Released 18 October 2023

IMPROVEMENTS:
* On MacOS: Added native Apple Silicon support, so players with M1 and M2 Macs will see much better CPU performance. (GPU performance is unchanged, so this will be noticeable only when the game simulation is the determining factor on FPS.)
* Lost River: Reduced odds of feral dog packs.
* A few more Halloween decorations in Lost River DLC map.

BUGS FIXED:
* Typing an "x" in game name closes the Save panel.
* Lost River: Poisoned cattle carcass contains no poison.
* In multiplayer games, in certain circumstances, rival wolf pack groups are at maximum size for eight players, regardless of number of players actually in the game.
* When player sends mate home, mate stops just short of den and doesn't let pups out of den.
* Achievement "Look what the wolf dragged in" can be unlocked with antlers and skulls, rather than only human objects.
* Achievement "Portable Picnic" cannot be unlocked with pronghorn fawn carcass.
...