The Police Mystery - rpgamedesign
- A few bug fixes
Stay Still 2 - tarbapaulcornel
Hello there, brave gamers! We're excited to bring you a brand new patch update for Spooky Halloween Stay Still 2, which addresses a couple of issues to make the game even spookier and smoother. šŸŒ•šŸ‘»

šŸ› ļø Here's what's been fixed and improved in this update:

Fixed the demo's ending animation: We listened to your feedback, and we're happy to report that we've fixed the problem where the demo's ending animation had a spooky glitch of its own - the door sometimes didn't open! There are no more impediments in your way; the door now opens as it should, allowing you to delve deeper into the eerie unknown. Prepare for a seamless and spine-tingling end to your demo experience!

A proper tutorial for the safe puzzle has been added: You won't have to scratch your head trying to figure out the combination. This addition ensures that you have all of the information you need to unlock the game's secrets. Expect a simpler and more rewarding puzzle-solving experience.



Thank you for your continued support and enthusiasm for Stay Still 2. We're committed to giving you the best gaming experience possible, and your feedback is invaluable in helping us achieve that goal.

Please contact us if you encounter any additional issues or have additional suggestions. We're always listening, and we want to make your journey into the unknown as enthralling as possible.

The update is OUT NOW!

Best wishes!
Midnight Girl - Midnight Girl Team
AdventureX is back! It's an annual festival in London for narrative-driven games, and last year we showcased Midnight Girl at the event. This year we're once again participating in the Steam event, which runs from Nov. 2-8.

Streaming Program
  • Prologue (The first cutscene in the game).
  • The Apartment (Playthrough of the first level)
  • Thomas Ryder talks about atmosphere.
  • Thomas Ryder talks about level design.
  • Thomas Ryder talks about sketches.
  • The Power Station (Playthrough of the Midnight Girl demo).

About Midnight Girl
Midnight Girl is a casual and atmospheric adventure game. The game takes place in France during the Sixties. The story, mood, and style of the game are inspired by the city of Paris, Belgian comics and heist films from the Sixties.




Korea Dynasty (ģ”°ģ„ ė©”ķƒ€ģ‹¤ė”) - StrictSquid
Sorry. Currently in update 0.5.25, there is a bug where the inventory disappears when saving. The archives saved in update 0.5.25, which was updated this morning, may be lost, so you cannot play stably at the moment.
After immediately identifying the problem, we updated it to include an emergency hotfix.
You must load the archive from backup data prior to the 0.5.25 update to prevent the archive from disappearing.
Update 0.5.25 (After the 0.5.26 update, we recommend that you restore from backup data played before on November 3.)
We sincerely apologize for causing great inconvenience once again to players who may have felt the loss of their acquisitions in the game.


Improvements

Main scenario
  • Some dialogue lines in main missions have been modified.
*The plot has not changed.

Animals/NPCs
  • The attack range has increased depending on the size of the snake.

Natural systems/Artificial features
  • A dialogue message has been added for failing to pay the toll to the gatekeeper.

Player
  • Some improvements have been made to player motion.

Bug fix
  • Fixed an error where snakes were wary of each other.
  • Fixed an error where a bow shooting gun would attack even after surrendering.
  • Fixed an error where the buff UI size was abnormal.
  • Fixed an issue where loading a previous save would result in winter even if the game had only been started for a short time.
  • Fixed an issue where snakes would shrink in size when hit.

Multiplayer
  • Fixed an error where the singer & drummer NPC could speak or have a conversation while performing.
  • Fixed an error where the save date of the save file was not updated when saving in multiplayer.
Total War: WARHAMMER III - CA_Yuey


Greetings!

Earlier this week we released Hotfix 4.0.6 which targeted a number of fixes for WARHAMMER III, including an issue where Mother Ostankya's and her Hag Witches would "double-shoot" when standing still.

However, this fix for Mother Ostankya came with the unintended consequence of some visual glitching on her model, which we've addressed in this hotfix.

As a side note, this hotfix will still display as 4.0.6 in-game, but the build number itself has been updated to 23687.3129211. You can verify this update by checking the new build number to ensure you have the latest changes.

If you experience any new bugs or issues after updating, please report them HERE!

See you on the battlefield!

—The Total War Team

For the latest news and announcements, drop by our official social channels. Steam Discussions Twitter Facebook Instagram Discord
Nov 3, 2023
Whispers in the West - Co-op Murder Mystery - Infinite Whys
AdventureX is the UK's only convention dedicated to narrative-driven gaming. Since 2011, AdventureX has been bringing together developers & gamers with a passion for interactive storytelling.

Encompassing everything from retro pixel-hunts to rich, branching narratives, AdventureX is a celebration of creativity, indie development and geek culture.

https://store.steampowered.com/sale/AdventureX2023
Survivors of the Mare Vitalis - Tuerin
Hello there,

I am here with the 1.0.6 update, in which the WHOLE STAGE SYSTEM AND DIFFICULTY SETTINGS HAVE BEEN CHANGED with the feedback from you all. I will also write a detailed article about the stage system and difficulty, I will only express some simple things here. Let's start taking a look at the changes;

  • The entire stage system has been changed and brought to a level that makes the game easier, especially in the early game.
  • A DIFFICULTY SETTING HAS BEEN ADDED to the settings for those who are satisfied with the old difficulty of the game, those who think it gets easier as the game progresses, or those who still find the game difficult. You can adjust the difficulty of the game instantly without restarting the game. This setting takes you forward or backward in the stage system, determines how often enemies spawn, and which enemies will spawn. It has no effect on enemies on the map, nor does it increase their health or damage.
  • Fixed the bug where the damage taken by the worker stone head from the laser drone mk2 was not affected.
  • Fixed the bug that prevented the sound from being turned on and off.
  • Fixed a visual bug during language selection.
  • The black effect on the camera frame has been reduced.
  • Male spinner's damage frequency has been reduced.
  • Female spinner's damage frequency has been reduced.
  • The area that the baby stone head can damage has been narrowed.
  • Some other minor bugs have been fixed.
  • Companions have been optimized, late-game optimization has been increased.
Horticular: Build a Garden, Attract Wildlife - DanPos
Hey everyone, Dan here the community manager for Horticular, with what is hopefully a nice and juicy development update!

What will we be talking about?

  • New Trailer
  • New Key Art
  • Next Fest Recap
  • Road To Release
  • Creator Highlight
  • Community Garden Spotlight

So let's get right into it!

New Trailer

Since Horticular's debut trailer a lot has changed in the game, from UI to whole mechanics, so we thought it was about time for a brand new trailer.



We actually worked with YouTuber KatherineOfSky to debut the new trailer, so massive thanks to her for agreeing to do that!

My hope with this new trailer is that if anything changes again in the future it will be easy to drop in new footage of the game and keep the general flow showing off the various elements that make up Horticular!

New Key Art

Alongside the new trailer we commissioned two new pieces of key art, which we have shown off previously, but we love it so much we thought we'd share it again below in case this is the first time seeing it properly.

We got a nice warm feeling one, and a more bright colourful version done. We love them both and we are currently swapping them in and out on the store page to see which people are more drawn too.

Which do you prefer?





Next Fest Recap

We decided to enter the October Edition of Next Fest with a new demo update that brought a lot of quality of life fixes to the demo.

The reception was amazing, whilst we didn't hit the top of any of the big front page charts, we got wayyyyy more wishlists than we thought we had planned for, driven by a lot of passionate new fans over on the Horticular X/Twitter account.

The patch notes for the demo felt more like those you'd see on an early access game update haha.



Road To Release

For this section, I will hand you over to Robert, Horticular's (only) developer!

--

As we’re barrelling towards the winter break, I’m currently wrapping up the big-ticket features and tech for Horticular. The goal is to become feature complete, taking the game into an internal Beta to spend the remaining time on polishing the experience and fleshing out content. The list of remaining work for this isn’t too big, but it contains some crucial items that I thought I’d share with you!

Habitat Tool
Starting on the gameplay side, I’ll be diving into habitats yet again. While I’m happy with their overall reception and generally being like small puzzles, habitats still don’t fully feel like a first-class feature. For example, important information is hidden away in various UI elements and there is no direct player interaction. I’ve also heard feedback that habitats may spawn in unfortunate places, messing up garden planning.

Now, the general premise will stay the same, but I’m leaning towards introducing another tool for the player: the habitat tool. While it needs some experimentation, the idea is to give the player easier access to plan habitats, while keeping the challenge and mastery of species. For instance, one option is to allow the player to mark areas as planned habitats to show planning details.

This tool would also mean that I can move the hacky logic of the animal overlay (tracking a creature changes its behavior) into the dedicated tool. And since tools are all interactive, it could perhaps be used to nudge or move existing habitats for people who want more control over their garden.

Hortic Day Overhaul
While not a primary game mechanic, the Hortic Day needs some love. Truth be told, the current implementation almost hasn’t changed since the initial gameplay prototype of Horticular. So I’m looking forward to both introducing some quality of life (skippable pages perhaps?) and fleshing out some of its features.

Steam Deck UI
You may already have tried Horticular on the Steam Deck and found that it works pretty well. However, there are some text elements that are illegible, which needs to be sorted out before the game is launched.

I don’t know exactly what that means in practice and I need to try some things out. It could be enough to revamp some of the UI elements, but I could also introduce an additional UI size intended for small or distant screens. Regardless, it is work that will help us launch the game on further platforms, so it will be a welcome change.

Steam Integration
Speaking of Steam, I need to get it integrated into Horticular! This basically means getting achievements and stats up and running. Fortunately, I have already prototyped it and I hope it will be a rather quick integration.

Modding
Which leads us into modding. While Horticular is pretty easy to mod as is, I intend to fully support mods before launch. That means that it should not only be easy to make them but it should be even easier to install them, for example via the Steam workshop.

For this I need to make some backend changes to how files are loaded as well as creating additional tools to make and upload mod packages. In particular, this needs to play nicely with any official post-release content, and it needs to be simple enough so that any non-technical player can just download some new animals and have them show up without fiddling with configs.

I can’t wait to wrap up the above so I can focus fully on the gameplay in the time leading up to Horticular’s launch in 2024.

---

Creator Highlight

With the excitement around Next Fest we got some new coverage on YouTube that I'd love to highlight so you can see the game in action and support those who have supported the game by giving them a watch and a like!

First on the list is Yogscast(!?!) in August this year we were selected to be in Tiny Teams 2023, and Loli, Rythian and Briony played the demo on stream!



The Pillow Fort


2DKiri


ToastBurn


Community Garden Spotlight

Over the Horticular Discord we have a channel to showcase community gardens that people have shared and below are just a couple of our favourites!

First up we have CoffeeBean:



Here with have Cryp's heart-shaped swamp:



And finally here is cdev's neatly organised garden:



Thank you

That's it for this development update, thanks so much for reading and supporting Horticular! If you haven't already, please feel free to have a play of the demo and be sure to leave your feedback!
Glowing Stones : Heroes' Awakening - MoonLightDevCorp
Hello everyone!

As promised, I'm keeping you updated on the development progress!

Summary of the past month: A lot of work on GS, at my IRL job, and a bit of family time.

But what we're interested in here is GS, right?

So... First of all, the writing of the chapter is almost entirely finished. As of today, we're at 50,000 words for the entire game, and for Chapter 4 alone: 13,000 so far.

I still have one or two dialogue scenes to write (planned for Monday :)), and I think we'll be at 15,000 for this chapter.

But writing isn't the longest part. It's one of the most important (in my eyes) but what really takes a lot (a lot!) of time is the images and animations.

For now, I've made 450 images and almost 2000 frames of animations for this chapter. By way of comparison, Chapter 3 had 1100 images and 7500 frames of animations.

For the art, I'm therefore halfway through the chapter. But that doesn't mean you'll have to wait another 3 months!

Firstly, a large part of the remaining scenes are two-character scenes, so much quicker to set up.

Also, during these months since the release of Chapter 3, other things have been done:

The music: I was able to have 13 pieces of music created for GS! They are unique, made especially for each character, according to my criteria. This music, made by a professional composer, will be included in the game, and its HD version (in .wav) will be included in the bonus pack, in case you want to have the soundtrack. I own the exclusive rights, which means you won't find it anywhere else. After the release of this chapter, I will continue to have music made, I need about a dozen more pieces.
The graphical interface: I've learned quite a bit about Renpy (the game engine) and what it allows. So, I developed some things myself but, let's be honest, it's still amateur. So I've started looking and getting quotes for a professional designer, to have a nice interface that's worthy of the name!

Furthermore, as I mentioned in my last news, I am now (as of today) part-time! So I will be able to dedicate more time to my game, while having a healthier family life!
And for that, thank you from the bottom of my heart!

As you can see, I've really not been idle, but there's still a lot of work to do.
I hope you'll appreciate what I produce, I certainly love the result!

Thanks for your support, and see you soon!
Mutants: Genesis - Raven Celsius
Greetings Psycogs!

This is the last of our Articles about the Time Rifts, which will be released on November 8!

We will cover the Shop this time, as well as the new cards coming with this update!

THE TIME SHOP

Once you manage to beat any of the Weekly Time Rifts, you will be able to collect Rift Shards that will be specific to the minor mutation you have faced.

Those currencies will then allow you to buy multiple things like exclusive cosmetics and cards. There are 5 different Rift Shards and some items, including some exclusive and exciting cosmetics, will require Shards of multiple types!



NEW CARDS

Talking about cards, we have 7 of them joining the pool of Mutants: Genesis!

Let's introduce each of them with a quick commentary from our Game Director, Arthur "Docjackhal"!

Son of the Storm


This new basic mutant is an essential asset in new stasis-based decks. Capable of sniping any target on your own and your allies' terrain each time they undergo a new stasis charge, Son of the Storm is a key mutant to protect.

You'll need to defeat Titans altered by the Electrostatic mutation to obtain it.


Buffalor


This monstrous buffalo zombie is imbued with the Radioactive mutation, and will automatically disintegrate all opposing mutants whose attack reaches 0 or less. A new alternative way of dominating arenas.

You'll need to defeat titans altered by the Radioactive mutation to obtain it.


Stellarian Lithominer


A veritable building smashing machine, it will devastate the opposing side of the arena every time you equip it with an orb or play a building.

You'll need to defeat titans altered by the Seismic mutation to get it.


Sorceress


An evil sorceress who can summon an army of zombies to protect herself. Hidden behind your other mutants, she'll wait for the fateful moment to strike and flood your opponent with a horde of the living dead.

You'll need to defeat titans altered by the Necroplague mutation to obtain it.


Data Snail


Who hasn't dreamt of a giant snail with a cannon on its back? This Tech Snail will unleash a deluge of fire every turn as soon as a mutant evolves. It's enough to make your opponent's situation... explosive.

You'll need to defeat titans altered by the Explosive mutation to obtain it.


Singularity Wizard


This powerful magician can permanently erase an opposing mutant every turn. It's enough to give you a definitive advantage over your opponents and send them off into space.
You'll need to defeat numerous titans altered by the Electrostatic, Radioactive and Explosive mutations to obtain it.


Scarlett


Finally, the terrifying Scarlett enters the arena. A real asset to the Tactics decks and the Bones decks, her ability to survive and generate bones is sure to have a powerful impact in duels.
You'll need to defeat numerous titans altered by the Seismic, Necroplague and Explosive mutations to obtain it.


So here are the new cards and goodies coming up with the Time Rifts update on the 8th of November! We hope you'll enjoy them as much as we did creating them.

Have a good day Psycogs,

The Genesis Team

___

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