Mobocratic Union - Proqet Studios
  • Added the ability to choose a gender in the politician creator view.
  • Improved the country view by displaying political party support with a bar chart and showing the graphical distribution of elected seats by their party holders.
  • Added 17 new amendments with themes related to immigration, constitutional rights, and agriculture.
  • Added 25 new amendments focusing on criminal justice reform and national defense.
  • Alphabetically arranged the EU member countries list in the character generation menu.
  • Added more descriptive country descriptions in the upper right corner of the country overview section.
  • Introduced 30 Finnish language male first names and 30 female first names.
  • Rewrote one of the start questionnaire questions to ensure that the alternatives fit into symmetrical and appealing buttons.
  • Improved dialogue in the team management system.

Dune: Imperium - Dire Wolf Digital
Join us for a first-look at the basics of solo play in Dune: Imperium!
uFactory - Lucid Silence Games
Hi everyone! uFactory has been in development hell for a while and I'd like to take this opportunity to discuss what happened, what's changing, and what will be coming in the future.

What Happened
The answer to this is complicated and based on a number of factors. Some are very simple (uFactory just never made enough money to be able to reinvest in it). Others are more complex (despite 74% positive reviews, only 33% of the top 6 shown on our store page are positive; the other negative ones describe problems that don't even exist in the current version of the game.)

Ultimately, the problem boiled down to two major factors: (1) uFactory wasn't making money and (2) continued development of uFactory had become painful.

The first issue is pretty simple. Due to a lack of marketing and initial negative reviews, uFactory simply didn't get the discoverability or momentum an indie game needs. Because of this, the revenue never got to the point where it could support even a single full-time developer, and that's after the many costs of initial development. That meant that uFactory development had to take a back seat to paying the mortgage.

The second issue is a bit more complex. Part of it is due to the massive changes made in response to user feedback after the initial Early Access launch of the game. So many fundamental things changed while retaining backwards compatibility that the code base was riddled with tech debt. This was exacerbated by the choice of engine. uFactory was built on Unity, which, since its IPO in 2020, has gotten steadily worse as a platform to develop on. Near the end, it would take literal minutes of waiting after every code change before I was able to test the change. This meant that even the fun parts of development (adding features and content) became and absolute slog, and the less fun parts (like bug fixing and refactoring) were nightmares.

What's Changing
Some of you may have heard the scandal that the Unity engine was recently involved in, regarding royalties demanded of developers. If you haven't heard about it, it's interesting reading, but the short version is this: Unity demanded a new pricing model and tried to force it on all customers, new and old. The backlash was so severe that they not only walked back the scheme, but the CEO was forced to resign. Unfortunately, though, the company lost the trust of indie game developers and might never recover. Given that this scandal seemed to be caused by Unity's merger with an ad/spyware company, that loss of trust may be well-deserved.

So, due to the poor management at Unity, as well as the technical issues described above, I've made the difficult decision to move uFactory to a new engine. I tried out about 10 different options to see which would work best for a logistics game such as this. The things I was looking for are: (1) reasonable pricing model or free, (2) unlikely to be screwed over in the future for profit, (3) easy to use and well-documented, and (4) good community for when documentation isn't enough. After reviewing the major high-end engines (like Unreal and CryEngine), I found they failed conditions 1 and 2. So, I started gravitating towards FOSS (or "Free and Open Source Software").

Ultimately, two engines rose to the top of the list: Stride3D and Godot. As a .NET developer at heart, I really liked Stride a little more, but it, unfortunately, has an inscrutable and poorly-documented shader system that was a major roadblock. I look forward to trying it again in a couple years for new projects.

But that left us with one: Godot. Godot is a free and open source engine that has become the new home for many ex-Unity developers, and for good reason. The latest versions are very well-done and the engine is slick and lightweight and efficient. Those multi-minute pauses in Unity? So far, they've never broken 10 seconds in Godot.

So, the future of uFactory will be built with Godot.

That said, however, I have come to believe in the promise of FOSS game engines. As such, Lucid Silence Games has become an official contributor to both the Stride3D and Godot engines. You can find this studio name listed on their respective websites. LSG is a Gold Strider sponsor of Stride3D, and is a Titanium contributor to the Godot Development Fund. You can rest assured that your support of this studio is indirectly supporting the entire FOSS indie gamedev community.

What's Coming
uFactory in Godot is already a work-in-progress. It's less of a port and more of a rewrite designed to fix some of the problems deep in uFactory's original code base. Already, code that was confusing in the previous version has been made simple by having a clearer plan up-front. More importantly, I'm taking a back-to-basics approach. Extraneous features are being cut to make sure the core game is as tight and fun as possible. Tools are being built to help balance the game automatically and speed up the time it takes to add new content. Speaking of content, it's being built, from the start, in a modular way. Yes, modular as in mods. Right out of the gate, the factory scenarios come from simple JSON text files... so you can write your own and add them to the game. That's just the start, though, as the game will also come with built-in placeholder machines and commodity token graphics so you can design your own manufacturing processes without needing artistic skills.

There will also be a couple other new features added that truly complement the existing gameplay, like multi-stage factories, where you have to complete one section's goals before you unlock the floor plan and machines for the next section. This will have multiple benefits, but mostly it will make the tutorials more seamless (and less onerous), and will make the mid-game levels feel less overwhelming at first. Plus, it will increase replayability, because once you beat the level once, you can try it again with everything unlocked from the start!

So, when will all this be available, you might ask? The goal, not a guarantee, but the goal, is to have a basic demo with a few levels available in a Steam beta branch by December 1.

In addition, I'm going to try to make it a point to release a new devlog on the first of each month. If I fail to do so, come yell at me in our Discord server. Also, I occasionally post more frequent updates and videos of WIPs in that Discord server too, if you're interested in that sort of thing.

In Summary
I've always said uFactory *will* be finished, even if I couldn't say when. And I still stand by that. Let's hope Godot continues to be such a pleasure to work with and a new era of regular content and feature updates ensues.

Thanks for sticking with uFactory all this time. We'll get out of Early Access someday.
Nov 1, 2023
Rescue The Prisoner - SunPraiser
Attempt to fix a bug where some players couldn't see the health dial.
Nov 1, 2023
Beneath the Mountain Playtest - Failosipher
Thane finished, bug fixes, etc
Broken Roads - Chris [VE CM]
We're kicking off a new mini-series of trailers for the playable origin stories, starting with Hired Gun!

Broken Roads features four origin stories each with their own unique attributes, starting skills, and reputation around the world which changes how certain characters interact with you.

Check out our first Origin Story trailer here:



Expect more trailers coming soon!

And if you’re wondering ‘hey Drop Bear Bytes, where’s your October update?', we’ve been non-stop busy making the game, adding polish, fixing bugs, closing out quests, wrapping up loose ends, recording videos, conducting media interviews, playtesting the game, and so on. There’s your update - now let us get back to it!

- The Drop Bear Bytes team
Savant - Ascent REMIX - Jo-Remi
It's A Great Day!
We've just announced another BIG update to Savant - Ascent REMIX. Otus, Geddy, Alphonse and Twig from Owlboy will ascend on Dec 5th!

As our first official DLC for Savant - Ascent REMIX, you'll be able to play the entire game and all it's modes with the new characters!


A New Way To Play!
You can switch between each character (or gunners, as we like to call them) just like in Owlboy! Otus will be able to carry each gunner between platforms, creating a unique way to traverse the tower. Check out the screenshots below, mark your calendars and put Savant - Ascent REMIX on your wishlists! You can also fetch Owlboy right now at 65% Off for the occasion:

https://store.steampowered.com/app/115800/Owlboy/




The DLC was announced as part of Owlboy 7th Anniversary! Join us in the celebration over at our Discord channel!

Nov 1, 2023
Owlboy - Jo-Remi
It's A Great Day!
We've just announced another BIG update to Savant - Ascent REMIX. Otus, Geddy, Alphonse and Twig from Owlboy will ascend on Dec 5th!

As our first official DLC for Savant - Ascent REMIX, you'll be able to play the entire game and all it's modes with the new characters!


A New Way To Play!
You can switch between each character (or gunners, as we like to call them) just like in Owlboy! Otus will be able to carry each gunner between platforms, creating a unique way to traverse the tower. Check out more screenshots below, mark your calendars and put Savant - Ascent REMIX on your wishlists, better yet - get it while it's on sale!

https://store.steampowered.com/app/2279330/Savant__Ascent_REMIX/




The DLC was announced as part of Owlboy 7th Anniversary! Join us in the celebration over at our Discord channel!

Tiny Combat Arena - Why485
Hello! This one is a long time coming and the culmination of a lot of behind the scenes work and also what was effectively a weekend side project for a while.

Tiny Combat Tools

The Tiny Combat Tools have been released on GitHub. The game has always been built with modding in mind. The game's JSON data files were meant to be edited, and with the new mod loader from last patch, no longer required overwriting the game's native files. Unfortunately adding new content is a lot more complicated, which is where the TCA Bundler comes in.

Using the new tools and TCA Bundler, you can import models and preview them exactly as they would appear in the game, using the same materials and shaders as the real game. This finally allows for the addition of new content by mods.

Check out the GitHub page for more details, along with instructions on how to import models.

Please keep in mind that there isn't a UI yet to show mods that are loaded and any errors, so if you plan on modding the game it's recommended to stick with the tester's branch in the meantime since it will print error logs to the screen.


Yak-141 by nuclearstonk and giantenemycrab

Night

The progress on night time is both ahead of schedule and close enough that night is now selectable in the game! The time of day system has support night for a long time, waiting only on an implementation of night lighting such as streetlights, runway lights, and beacon lights. All of these are now in the game and thanks to the tech artist look fantastic! The distant point light rendering saw another revision and now looks great at all resolutions and all distances, as well added support for blinking beacon lights.

Finalized Sand Island Map


With a couple new bases and other redesigned ones, the Sand Island map is approaching finished. Only gameplay related work remains, which means updating the Strike Instant Action missions along with the Arena UI improvements necessary to build out the first campaign.

Changelog
New features: - New mod loading system - Mods can be loaded on top of each other - Core game is now a hardcoded "mod" that gets loaded first - Many new buildings and props placed around the updated Sand Island map - Lights rendered as pseudo-sprites for pixel perfect point light goodness - Night is selectable in Instant Action - Automatic HUD dimming at night time Improvements: - Unified loaders for all JSON data - Text adjusted to work better at low (800x600) resolutions - Better runway lighting - Updated many buildings to use the new point lights - Added PAPI lights to Murasa Bugfixes: - Added quotes around the names of duplicate/overwritten data error/log messages - Bad campaign data no longer corrupts the persistent Arena save file - Bad campaign data no longer breaks the Arena selection UI - MapList.json now loaded on a per-mod basis - Vehicles initialized through the mod system - Fixed gun display name not showing correctly - Fixed markings not appearing correctly on Expeditionary field Balance: - AV8B roll rate increased 140 -> 180 JSON: - In Loadout definitions, "Aircraft" renamed to "Name" - In Loadout definitions, "Loadout" renamed to "Loadouts" - "Store" in the Store definition has been removed and made part of the Store definition itself
Nov 1, 2023
Jam Scrapz Collection - Onye Nacho
Battle it out in this online multiplayer top-down arena game inside the house with two elemental players - light or dark. Who will emerge victorious?

Luminous is back and more polished than ever! A swift duel for supremacy and dominance. A spooky game of arm wrestling on drugs manufactured just in time for a good old Hallow's Eve with a few bottles of wine with the boys (or girls)!
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