Incursion Red River - Moritz Naser
Hello everyone!
Welcome to another dev blog. We’re going to cover some of the latest Patreon updates, and give a sneak peek at what is to come.

Vendor
We brought back the vendor after giving it a complete rework and visual overhaul. Items are all tagged meaning the players have the ability to sort, filter, and directly search for items they want to purchase. Limited stock for each item is a mechanic we decided to implement for version 1.0 of the vendor and will be tweaked as the economy becomes balanced. On the right hand side, we’ve added a visual cart showing all items similar to online sites. Visuals are still a work in progress, so please consider this a version 1 of the vendor. Some other QOL features with the vendor include visual indicators for purchases that exceed available funds, and a static price for all items in the meantime. Keep a lookout for the vendor as eventually a black market will open up allowing for the purchase of extremely rare items as the game’s content evolves!





Quarry Pt. 2
The first part of Quarry was released to our Patrons and we have to say its’ a major upgrade to the public demo map. We’re pushing our environments to the limit while still adhering to our target minimum specs in terms of hardware. Now, part 2 of quarry is well underway and includes the heart of the map: the quarry itself. Large amounts of verticality in a smaller space will force players to take risks when crossing as they will be seen from all angles in case enemies approach. Surrounding areas will also be close quarters combat focused with more of an industrial, and less of a natural local environment.







Weapon Revisions
We replaced the old AKM with a more modern and practical AK-74M. The new weapon was modeled and animated fully in-house and sets the standard for all weapons to come. Since its initial release to Patrons, it has been reworked and its animations were upgraded to fit our vision. Furthermore our arsenal has been expanded with a new pistol: The Sig Sauer P320. The P320 will have many attachments designed for more personal or quiet encounters.



QoL improvements
Many Quality of Life improvements added here are more behind the scenes edits but show in gameplay. Performance has drastically improved on the Quarry map since its initial push (and even more so from when we play-tested it internally). We’ve also tweaked AI visibility in regards to foliage. This is something we didn't have to consider on the previous demo map due to none of the objects being see-through. (For those that thought of the vehicle windows, we’re working on that!)

Improved Hit Feedback

Based on the feedback we gathered from our Patreon supporters in regards to the 'Hit feedback', we recognized the need for enhancements. As a result, we redesigned the damage effect in an effort to make it less frustrating, while still engaging and immersive. We switched from a standard vignette to a more grainy and flinch-like effect. On top of visuals, we’ve added another vocal audio queue of the player being hit. We feel that this combination not only corrects the issues our supporters were having, but also enhances combat immersion as a whole. As always we want to hear your feedback on this and we will continue to tweak as needed! We are also aware that currently there is no way to heal, and therefore no way to remove the effect when the player’s hp is low. We’re currently working on a fix for this. For now, the implementation of healing will be simple but the mechanic is required and we acknowledge that. Over time, we will be expanding the system to include different types of damage and healing.



Weapon Handling and movement speed
Weapon sway has been dramatically improved. Weapons now feel heavier, and more realistic compared to before. If you pay close attention when you play, you’ll notice the spring action of the weapons when they reset to their neutral state. This implementation worked extremely well with making the gun re-seat into a comfortable position, which we feel is the cherry on top in regards to realism for weapon handling.
We’ve also tweaked our movement speed to better reflect realism.



Added Foliage Interaction
This was a direct request from one of our patrons and we couldn’t agree more that it was a great idea. Quarry’s foliage is one of the many things that bring it to life. Therefore, being able to see the foliage be pushed aside when traversing the dense tropics was huge for immersion. Thank you for the request, and we hope you like the implementation!



What’s next?
To reiterate, we plan on adding a basic healing system to complete the cycle of taking damage, and regenerating health. We are also going to be releasing the new sections of quarry as soon as they are ready.

For the new stuff we haven't talked about yet we have awesome news for those that have been asking for more content. We’re going to be lifting the shroud on our mission system and some of our gameplay loop!
The game has 2 major mission categories: Contracts and Challenges. Contracts can be seen as primary objectives and have different difficulty levels. If playing as a team, the team leader decides the primary objective for the entire group. Challenges are “side missions” that can be selected individually and can be completed across several raids, independent of any contract. There will be 8 Contract types, split up into 4 tiers. As always, we would rather show than tell, so stay tuned for more info on this.

Nov 4, 2023
Wound Man - jefukuri
Thanks for all of your valuable feedback!
We really appreciate you taking your time to play, review and send bug reports.

Update 0.1.2 includes:
  • Eight new achievements!
  • Bug fix for level 27 (Brain) - all three levels of difficulty are now functioning properly.
  • Various optimizations
Doodle Harmony - siehgrain
--The game had some localization issues in the pause menu and has been fixed.
The Mystery Of Woolley Mountain - jamesfootlight
Event Information

The Mystery Of Woolley Mountain is part of the AdventureX 2023 Sale from Nov. 2 - Nov. 8. I'll be doing a few broadcasts and will announce them here. Apologies if you see several announcements.

Dev insights & gameplay

I'll be talking about the inspiration and conception of Woolley Mountain and some gameplay, introducing some Easter eggs and fun trivia.

About The Mystery Of Woolley Mountain
Woolley Mountain is a fun, otherworldly Point & Click comedy adventure, which an array of strange and charismatic characters who you will want to spend time with, and help our heroes defeat the evil witch!
Nov 4, 2023
只管战斗 Unorthodox game - 鸭脑壳六元丶3
更新说明:
1.更改了召唤球的用途
2.现在掉落是召唤球的唯一获得途径
3.增强了武器粉色喷喷
4.优化沙漠地图中的BOSS,武器,物品
Kitchinko - NoahSchoo
Changes I made:

- Aiming
Aiming is now based on a math function that can update every frame instead of a pretend fire of a ball that takes a long time to determine whether or not the predicted shot should hit!

- NEW HERO! (And levels)
The HAT! Chef Toque joins the Crew with her "mind control" powers! (It's more like telekinesis) Press Ctrl after hitting a blue power peg to speed up the ball pot even mid-game!
[It should be noted that Ctrl can be pressed at any time before a shot to speed up the ball pot and put it in a different position]
The HAT joins for the newest SEVEN levels that have been included in this update.

- SAVING! (And auto-saving)
I had no saving in the game before. my b. It should be there now with this most recent update.

- CUSTOM LEVELS!
There is now a level creator in game, so if you want to make your own levels you can!
Theoretically the levels could be shared with your friends, but I am not confident on that point yet, if it is possible I will create a "how-to".

Graphics Changes
- Level 2 has been updated
Ball pot bounces between walls
Other cleaning up of some of the graphics

- Added Shadows ( I intend to add shadows to everything that the ball can bounce off of.


This post is hopefully in conjunction with the update that I have made.
I don't know fully how to get steam to do updates yet, so please let me know if it worked! :)
Nov 4, 2023
Sacabambaspis Chronicle - kimidori.soft
* Fixed a problem that caused some displays to disappear depending on the video quality setting.


# Please note that we will not be able to match players with different versions of the game.
Submachine: Legacy - Mat
Yeah, I know, it's a pun on the current rating of the game, but let me have this moment of triumph. :D

The game sits at 99% positive rating from 581 reviews, which grants it the Overwhelmingly Positive rating. Thank You guys for such a good reception of the game! I am really happy with how the release turned out.

I have read a lot of these reviews and I, myself am overwhelmed with how much this game means to you guys.



Now, about the update.

You might have noticed that since the release for the last three weeks I've been updating this game daily, sometimes few times a day. All those patches were too small to write an actual update announcement. So here's the basic summary of what all those changes were about:

  • squashing small gameplay bugs, ironing out object save states, fixing visual errors in room background images and lighting or shadowing layers.
  • taking into consideration older architecture PC's, especially with older and slower drives, which might cause the game to crash as it was not able to load graphics fast enough for the game to display them.
  • building in failsafe against corrupted save files.
  • solving conflicts between gamepad controller and mouse controls in the main menu when using both methods at the same time.
  • speed running-specific bugs in the vein of: "oh no, I clicked too fast and now the game is soft locked!".
  • second- third- and beyond- replays of specific chapters of the game were sometimes interfering with submachine layers of reality architecture in chapter 8 and 9. And yes, when I write "layers of reality" I feel as cringe as you'd imagine.
  • fixing the positioning of the elevator in chapter 6 once you start replaying the chapter, especially since I added a possibility to move around said elevator without using it.
  • taking care of other small fringe cases of replaying, restarting, quitting, changing chapters on the fly etc. Sometimes the logic could get a bit tangled here.
  • perfected looping in few of ambient tracks, which means removing few frames of silence from the track or removing clashing beginning and end of the track, just
  • since English is not my native language, large portion of tweaks were typos, missing "the", or something similarly trivial to fix.
  • adding few missing notes from the original games.

So as you can see - nothing major was broken, the game runs perfectly as intended, 16 times the detail and all that. New features, like the new ticket transporter in the Shattered Quadrant are working flawlessly, the game is by now tweaked to relative perfection.

Once again, thank You so much for buying, playing and commenting on the game. Jokes aside, this "overwhelmingly positive" rating means a lot to me.
I will naturally still be on the lookout for more bugs, typos or glitches to fix them on the fly.

I'll see you in the next update.
m



Nov 4, 2023
Telluria: Forebodings Gear Minigame - paoloronk
'black hole chest' removed. Items don't dissapear anymore on Age change.
3D Survivors - Gokuaku
  • We have introduced an MP (Magic Points) system for character-specific skills.
  • MP will automatically regenerate over time.
  • Skills cannot be used if MP is insufficient.
  • We have adjusted the points required for upgrades.
...