Oct 22, 2023
Boundless Paths Playtest - Oaklin
Version 0.41
Escape key now exits most menus and cancels tile select
Pause button removed during day phase.
Space button now pauses/resumes game at night phase, when map isnt covered by some menu.
Added hotkeys for spells.
Space button no longer ‘presses’ ‘in focus’ button (but enter/return still do, in case someone is using button navigation)
Improved UI for gametesting hook.
Checkmate Showdown - KC
Today's setup comes from the Queen's Gambit TV Show, Harmon vs Borgov.

Read about it here!
Oct 22, 2023
Exoplanet: First Contact - Nessie


Hello, space cowboys!

Today, we'll talk about one of our most vibrant storytelling elements — cutscenes. We'll also discuss what guides us in creating them, the tools we use, and the challenges we face.

When designing cutscenes for the game, we adhered to several principles, with the first being the principle of necessity. The primary goal is to simplify the player's understanding of what's happening — conveying information without lengthy dialogues, helping to assess the situation, or finding a secret passage.



Secondly, it's often easiest to reveal the personality, motives, and emotions of characters in cutscenes. They allow us to showcase the seriousness of a situation or emphasize the dramatic nature of a moment — as seen, for example, in the escape of Scalphunters leader’s favourite arphant.



And, of course, cutscenes are an additional opportunity to showcase beautiful panoramas of K'Tarsis from interesting perspectives!



Creating cutscenes is a rather labor-intensive process. We work with them directly in our own engine, using standard assets. However, the process requires meticulous directing, partly echoing the daily routine assignment process. In addition to that, we work with lighting, perspective, speed, and many other settings.



The drawback of such an approach is the time-consuming nature. Despite our efforts to use a minimal amount of resources and not make cutscenes overly complex for the sake of cinematic quality, directing one episode in the game engine can take up to three to four days and involve numerous tests — selecting angles, lighting, camera movements, and much more. However, the ability to quickly, vividly, and clearly convey the story to the player is definitely worth it!



Nevertheless, we do everything to streamline the cutscene creation process. For this purpose, we're developing special tools that significantly reduce the workload. For example, processes like simulating shots and hits on an object, playing footstep sounds in corresponding animations, and much more are automated.

When creating cutscenes, we aim to make them dynamic and concise, showing only what is essential. Due to the time-consuming nature of their production, we prioritize elements that are crucial for better unfolding of the game events. We plan to release several more cutscenes. Perhaps, you would like to see specific moments in them? Feel free to share your preferences in the comments and on Discord — and see you soon on K'Tarsis!

https://store.steampowered.com/app/531660/Exoplanet_First_Contact/
Oct 22, 2023
HopeLand Playtest - CatMan
Quick update 0.3.0
- Added car creation system
- Adjust the new map
- Add new item storage
- Added new boss
- Increases the weapon durability of melee weapons by 5 times.
- Various balance adjustments
- Fixed reported bugs
Oct 22, 2023
Rightfully, Beary Arms - DBS PR
Happy October Furiends!

We are quickly approaching the spookiest day of the year, which means we gotta spookify Rightfully, Beary Arms.

Help Beary collect candy while he runs around in his pumpkin mask from October 23, 2023 at 9AM ET until November 1, 2023 at 9AM ET.

Share your eerie little screenshots and gameplay clips with us!

Oct 22, 2023
Idle Spiral - idle.system.company
[v2.2.0 (Theory Ascension: Unravel the Spirals of Insight!)]
Added : Theory
Added : Loot system for each enemies (Unlocked after T32)
Added : T32 ~ T36
Added : Nuke Mode
Added : New Enemy "Super PI"
Added : 2 new Z-Reactors.
Added : New Battle Upgrades
Added : New Spiral Equations
Fixed a critical bug where all Milestones were being applied.
Fixed : Fixed an issue where Cumulative Achievements were not functioning.
Fixed : Corrected an issue with the Story.
Changed : Changed: r is now limited to 1E300 and players will be stopped at tornado prestige 90 until further content is developed.
Changed : Reduced some of the requirement values for Tier 5 Achievements.
Changed : When specifying the difficulty for Auto Start, the checkbox will now be deselected.
Changed : Offline bonuses will no longer reset difficulty levels. Consequently, the feature that stopped offline bonuses when you died has been removed.
Changed : Changed: Math Skill will now be changed to "Enemy Growth Reduction" in battle stats, and visible as a percentage rather than a raw value.
Changed : Limited the amount of Spiral Points that can be obtained in Battle to 100 per day.
Changed : Changed Equation rewards to display increments, not just the "+" symbol. Some parts might be hard to see, but this will be addressed in future updates.
Improved : Improved the calculation of the Battle Offline Bonus. Super Critical Damage and Critical Damage are now taken into account.
Magenta Horizon - MadBaek
Halloween is near, so I have some scary updates for you all.


  • Since "that CEO" is gone, I removed the splash screen joke as I promised.
  • The game used to have a strict set of normal damage and heavy damage from the enemy's side. From now on, each enemy's attack will have a set amount of damage multipliers. This was added for future balancing and conceptual consistency. (for example, there should be a damage difference between getting smacked by a lobster and getting crashed by a train.)
  • This also means, that some enemies will deal more damage and some enemies will deal less. But overall they will provide the same playstyle to beat them.
  • Buffed the health of bosses in 2-3 and 3-3.
  • Added more necklace inventory slots to provide more collectibles in the future. (There are no new necklace pieces yet!)
  • Completely removed the boss's post-attack delays in Still Alive and Wandering Soul difficulty modes.
  • Added the warning signal around the health bar which appears when the health is low.
Inside the Labs - chreseeba
What is coming to Inside the Labs?

- Baby Mutants
- Crawling Mutants
- NEW Light source equipment
- NEW objective
- Revamped objective system (increased replayability)

Just in time for Halloween!

Bright Memory: Infinite - FYQD-Studio
Please find the list of fixes and adjustments included in this update below.

Additional Features
  • Added Steam Workshop support.
    (You can change the following models with the Workshop: Sheila, first-person arms, first-person legs, and guns)



  • Added mod support.
    (You can now access mods from the main menu.)

    ▼Mod Development Manual:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3053538813



  • Changed the Aim Mode when Perspective-assist is turned on.
    (It will now be an over-the-shoulder shot instead of in first-person perspective.)



  • Added a steam effect to the exoskeleton armor in Perspective-assist Mode for certain actions such as the double jump.

Perspective-assist Mode Optimization
  • Optimized the dodge animation transition to make it look more natural.
  • Optimized the dash animation transition to make the switch from walking to dashing look more natural.
  • Optimized the physics of Sheila's hair to fix most instances where her hair would become longer when using certain skills.
  • Optimized the Aim Mode so that the crosshair will only zoom in or out when firing in Perspective-assist Mode.

Fixes
  • Fixed an issue where the toon shader would not work in Introduction and Life and Death.
  • Fixed an issue where the toon shader would not work during the animation of the sneak attack with the kitchen knife in the stealth mission of Surrounded.
  • Fixed an issue where the toon shader would not work when climbing.
  • Fixed an issue where the toon shader rendering settings would not load when continuing the game or starting from a selected scene.
  • Fixed an issue with the sniper rifle reloading animation in Perspective-assist mode where the magazine would sometimes get stuck on Sheila's arms after reloading.
  • Fixed an issue in the beginning of The Primordial Flood where there were no walls at the edges of the area.
  • Fixed a typo in the Simplified Chinese version of the Tips that display on the loading screen.


PLAYISM
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Facebook
PLAYISM Official Site
PLAYISM Publisher Page
Void Crew - daniel_hutlihut
Our unplanned not-too-scary B.R.A.I.N.ssssssss update dropping this Thursday!

Here’s a sneak preview of what’s to come:

The B.R.A.I.N.



Get ready for METEM's latest technological breakthrough! Introducing our cutting-edge, organically sourced, 100% METEM devoted Automated Shooting Weapon System: A turret controlled by a Bio-Robotic Automation Interfacing Neurosystem - or just B.R.A.I.N. for short – the ultimate tool to assist smaller crews or the solo intrepid METEM explorer on their epic space journeys.

Cruising time



Rejoice, thy requests and threats have been heard! All METEM vessels have now been equipped with Pilot-free Cruise Mode capabilities! Thanks to the sacrifice of several mandated volunteers, the Cruise Mode has gone through rigorous hazard protocols to ensure state of the art safety precautions.

What else?

For this update we managed to cram in a few extra fixes and quality of life features, here’s a few:
  • Ship (and everything on it) is automatically converted to alloys at the end of a run
  • Performance pass
  • Fixed some annoying issues like the Litany minigun ammo slots getting stuck
  • Target lock based aim assist
  • Balancing - Ice Storms re-balanced to have high and low intensity


Join our Discord for more news, and don't forget to tune in on Thursday to read the full changelog.




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