Three Kingdoms Zhao Yun - ETime Studio
Dear players,

"Three Kingdoms Zhao Yun" is Releasing on Jan !



The fully released version of the game will consist of 12 episodes,and this fully released version will present you with all the content of the game.



We hope you enjoy this game based on the history of The Three Kingdoms with Zhao Yun as the protagonist.









https://store.steampowered.com/app/2201710/_/
SANABI - 神圣Oo
Hello, it's the SANABI Team.

A bug that occurred in the Release 1.3.8 version has been fixed.

We apologize for any inconvenience you may have encountered.

—-------------------

  • Fixed a bug that caused the game to crash after defeating the 'Writ of Execution' under specific situations
  • Fixed a bug that caused the game to crash during the tutorial if the language was set to the following settings German / French / Portuguese
Nov 9, 2023
Fantasy of Caocao 2 - SunnyGame
- 彻底修复战斗中短时间卡牌频繁创建销毁导致的卡死问题:卡牌名字去掉阴影,卡牌数字去掉描边改用图片数字
- 修复手牌重叠问题
Rogue: Genesia - PlexusDuMenton
Hello everyone, it's time for the monthly Dev-Blog

Update 0.9.1

Let's start with the main focus of today's Devblog, Update 0.9.1! This update is turning out to be much larger than I expected, not necessarily in terms of content, but in terms of how much work was done for a "medium" sized update.

The biggest change made during this month for this update was the complete rework of how collision works.

Collision Rework

While thinking about how to improve performance with the Pike (known to be a very performance-heavy weapon), I ended up reworking the entire collision detection system I'm using.

As you may or may not know, Rogue: Genesia is a 3D game, with 95% of the logic handled in a 2D manner (you don't care about a projectile going over or under enemies) with only a few exceptions using the up axis (like worm gland projectiles, for example).

However, due to many factors, I was using the 3D physics of Unity, mainly because the game is in 3D, and it's much easier to handle it.

But having the game use 2D physics would definitely unlock much more performance. However, the first issue is that there's no easy way to use 2D physics when the whole game is happening in 3D.

The first issue is that the game's logic mainly happens on the X/Z axis (Y is used for up), but 2D physics only works on the X/Y axis.


(each circle is a proxy used for collisions)

The only way I found to achieve this was by creating invisible "proxies" for every object in the game that requires collision (projectiles, player, enemies, trees, interactable elements...) and updating their positions in real-time on this 2D physics plane.

However, it was far from perfect. First, moving an object in 3D, then replicating the movement in 2D, then having collisions displace the 2D object, and finally replicating it in 3D would have been a messy adventure. I also considered using 2D physics for projectiles, enemies, and players, but it quickly became apparent that this would lead to a very messy implementation.

In the end, I had to modify many parts of the game to have the displacement logic handled directly by the 2D proxies and only move the 3D objects based on the 2D proxy's position. This was a very time-consuming process, with potentially hundreds of places in the game code that had to be adjusted to move 3D objects this way.

Another major issue I encountered was that the performance was somehow much worse than when using 3D physics. After hours of debugging and investigation, I discovered that, unlike 3D physics, Unity's 2D physics didn't handle direct transformations of objects' transforms very well. So, once again, I had to modify many parts of the logic to set or add velocity to the 2D rigid body of the proxies instead of directly displacing them. This, of course, came with its own set of bugs to fix.

In the end, after debugging all these situations and enabling multi-threading (which wasn't possible with 3D physics) and setting the physics update to be on the Update loop (instead of FixedUpdate)
After some benchmarking in extreme scenarios, I achieved a significant performance gain in collision processing, from 2x to 4x better. Using the same scenario as in https://steamcommunity.com/games/2067920/announcements/detail/3669925177420091529,
I went from an average of 60ms of processing for physics to 17ms of processing.


(old 3D physic)

(new 2D physic)

(In those examples, even the average frame time saw a massive improvement, going from 5 FPS to 10/12 FPS.)

I don't believe there's much more I can do in terms of optimization now.
Laggy situations primarily arise from there being too much happening, and there is no "magic solution" to further improve performance without making direct changes to the behavior of things (such as adding a soft cap on projectile count or introducing global cooldowns with larger effects) or basically remaking the game from scratch going for an ECS approach.

Weapon Stats Rework

Another aspect that consumed a significant amount of my time was the modification of how weapon stats were handled.
Until now, weapon stats were represented as numerical values that were modified as the weapon leveled up. However, this approach was impractical, especially when I wanted to introduce temporary changes (for instance, a weapon modifier altering a weapon's attack speed).
The best solution was to make weapon stats function in the same way as the player's stats: set default values upon weapon initialization, modify the base stats upon leveling up, and easily permit the addition or removal of modifiers.

Nonetheless, making this replacement resulted in over 1000 errors that needed to be fixed.
These were relatively simple errors to correct, such as changing
"Damage = 10" to "Damage.SetBaseValue(10)" or "Damage += 3" to "Damage.AddBaseValue(3." $
Still, I had to manually update each of these 1000+ lines of code one by one, which was a time-consuming process (it took me approximately 2 days of repetitive line replacement to fix).

However, this change opens up the possibility for much more flexibility in weapon behaviors.
This newfound flexibility was almost immediately harnessed in one of the new weapon evolution introduced in the next update, where a "siege" mode is activated when the player is immobile, granting the weapon (and only this weapon) improved stats.

Weapons
Speaking of weapons, adding a new weapon is always a difficult decision.
When adding a new weapon, I have to consider many factors, and this becomes increasingly complex as the game gains more content and weapons.

First, I want to avoid weapon to overlap each other too much, which is a bit of an issues with Spear/Bow/Crossbow, they still serve different purpose, so it's fine, but they are very similar in their behaviour and how to use them.

Secondly, I need to think ahead about how the weapon will look, ensuring it doesn't turn out ugly, as happened with the Pike when it was initially added to the game.

Thirdly, performance is a concern. I must be careful about how the weapon scales, as some super cool ideas might quickly overload any computer when there are more than 30 of them (again Pike was a major Lag source for bit of time due how it worked).

Finally, adding a new weapon that isn't an evolution means I have to think of proper talents linked to it. These talents should align with the weapon's theme and can sometime prove difficult to be made.

These factors are the reasons I don't add many weapons to the game. I take time to refine a weapon idea for several days before implementing it in the game, and then test if the idea actually works within the game.
Implementing a new weapon typically takes 4 to 12 hours of work, depending on how many new things I have to program into the game.

Update 0.9.1 will introduce one brand new weapon, as well as four weapon evolutions. I've teased some of them on Twitter and they are already available in the beta branch of 0.9.1 (same code as usual).
Here are some screenshots:






Balance and gathering feedback
This part is a bit off-topic about update 0.9.1, but I think this is an important point that I wanted to approach during one Dev-blog

Another difficult factor about weapons is their balance.
I'm not an advocate of perfect balance, especially in a single-player (or coop) game; this often comes at the price of fun.
But I still understand the importance of having a certain balance and playing with compromises. Crossbows and throwing knives may be the most powerful weapons in the game, but they have important negative points so they don't become the go-to weapon for all situations.
There are also some weapons that are often underrated, like the Worm Gland.
In the end, it's still hard to balance weapons; most of my intel on what weapons are strong or not mostly comes from the Discord. However, I also know they are mainly veterans of the game and may not represent the average players.
In addition, I often see players on the Steam forum complaining about X or Y weapon. While it's interesting information, it often comes without a deeper analysis of their strengths or weaknesses. So it's a bit hard to know if it's a proper issue, especially when in the same post, three other people say the absolute opposite.

I am always open to balancing suggestions (not just limited to weapons), but I want to have more than one or two people speaking about how they feel about X or Y.
Either a deeper analysis of the issues (which some veteran players often do on the Discord, and this is very precious information and feedback to properly balance the appointed feedback) or a large mass of players agreeing with the feedback (which I then know it's time to put serious time into analyzing the issues players may encounter in deeper detail and understand the origin of the complaint).
As a player, you also don't have to worry about reposting some balance issues that you still encounter many versions later. I often do a lot of minor balancing all around, and sometimes a balancing change I made in one version gets reverted by something else in the game.
An example of something that could happen:
  • Players complaining about Health Transmutation not being strong enough at Version X,
  • I buff it in version Y, so it's fine
  • Now many months later at version Z, I nerf the Max Health gain all around the game, and players who wanted to complain about Health Transmutation not being strong enough see the post that is many months old and simply think there is no point in reporting it again or that the issue has persisted for many months when, in fact, it just got accidentally reintroduced.
    It takes a lot of time before I notice this important change.

The same goes for suggestions. I receive a lot of suggestions, and sometimes I like to revisit suggestions when I want to focus on adding new content. I also try to gauge how important some suggestions may be based on how many players agree with a suggestion, and it helps me prioritize some things.

What is missing for 0.9.1 ?
The main limiting factor for the release of the update remains the same: the animations for the new snow-themed enemies. This was further delayed due to some misunderstandings between the animator and me, which effectively postponed the entire process by one month.

I still believe that this delay provided me with a valuable opportunity to focus on many things I wouldn't have had time for or would have been scheduled for update 0.10.

Once 0.9.1 is ready and published, I'll shift my focus to Update 0.10, which should ironically be quicker for me to develop than 0.9.1, even though there's a substantial amount of work due to the new region added with 0.10.

A few other things
I've noticed some players expressing concerns in the comments of the previous dev-blog that I might abandon Rogue: Genesia.
I want to reassure you that I won't abandon Rogue: Genesia and will continue to develop it until 1.0.

My loss of motivation is simply preventing me from maintaining my previous pace of working 10-15 hours a day continuously, which has led to a slowdown in the game's overall progress.
However, this just means that it will take an additional 1-2 months for the game to reach 1.0 compared to my original estimate.


Nov 9, 2023
The Front - Friendlymedic
Hello everyone, since the release of Early Acess, we have been focusing on solving bugs, optimizing game functions, we understand that all you guys have given enough patience and tolerance to a game in the early access stage, in fact, whether it is the voice of support or skepticism, they are the best encouragement for us, thank you!

It's gratifying to see that after spending a lot of time and effort, the team and the game have changed a lot. After several updates and maintenance, we've resolved a lot of game issues and are on track with the Roadmap to release new content.

Recent update review:
Version 1.0.9 (10/25/2023):
https://store.steampowered.com/news/app/2285150/view/3707084947542060799

Version 1.0.10 (10/30/2023):
https://store.steampowered.com/news/app/2285150/view/3707084947560228476

Version 1.0.11 (11/3/2023):
https://store.steampowered.com/news/app/2285150/view/3805038873997628684

However, we know there are still some tricky issues left to be resolved. We have sorted them out and made plans, and we are now responding to some of the issues that you are most concerned about.

Helicopters will crash and explode if they are suddenly dropped while in flight, is there any improvement to this situation?
  • This situation has been adjusted on November 3, version 1.0.11 after the update: when driving a helicopter, if you encounter a drop, the helicopter will slowly land on the ground, and there will be no more crash and explosion.

I've already got a lot of skins, when will I be able to use skins?
  • Skins have been developed and will be added in the next version. When you use the workbench to create items, you will need to select the corresponding skin appearance (which you already have in your account warehouse).

Are there any plans to support FOV adjustment?
  • We have completed development of support for adjusting FOV, which will also be implemented in the next version update.

Are there any plans to add an option to adjust gamma?
  • Yes, there will be support for adjusting brightness and FSR/DLSS/XESS settings in the next release.

In PVP beacon protection, it is also possible to lure monsters to cause damages against other players, is this going to be adjusted?
  • It will be the same as PVE, during beacon protection time, NPCs can't deal damage to buildings within the beacon protection range.

Regarding the buildings ownership, when the squad member who placed the beacon leaves, other people can't interact with the squad buildings within the range, are there any plans to make some changes to this setting?
  • We have no plans to change the way that buildings within the range of a space-time beacon belong to the beacon's owner for the time being. However, we are working on a squad impeachment function, so that if a squad member is not online for a long period of time, the other squad members can gain access to that member's permissions through impeachment.

Can we increase the squad size limit?
  • Yes, we have already included "increase squad size" in our development plan, but it will take some time.

Can I repair my vehicle?
  • We plan to add vehicle repair factories in the near future, so players can drive their vehicles to the factories and have them repaired.

Loot bag is stuck in a gap and can't be picked up after a character dies, is there any way around this?
  • In the future, we will add a feature that allows players to consume specified materials to retrieve props dropped after character death with the help of a workbench of some kind, but of course this operation will have a cooldown time limit.

What measures will be taken against cheating?
  • We have zero tolerance for cheating, we have already released the first batch of banning announcements on November 2, and will release ban list from time to time, this work will be carried out for a long time. Meanwhile, we are continuing to strengthen and improve the protection mechanism in the game, to ensure a fair and healthy game environment is the ultimate goal.

Recruited followers are currently limited in their functions, will special talents be added to followers in the future?
  • Currently, recruited followers have only one single function, but we are already working on expanding the talent system of followers, which will enhance their functions in manufacturing, traps, vehicles, and so on. In addition, recruited followers may come with recipes for exclusive items (not unlocked through the tech tree), and these talents and recipes will be randomly assigned according to certain rules, and the relevant functions are currently under development.

What will be the future development for PVE casual players?
  • The game plans to add a planting gene system, the most direct benefit of cultivating good genes is that it can increase crop yields, and at the same time, seeds with excellent genetic characteristics will be more resistant to cold and no longer be affected by the low temperatures of the snowy mountains, and the growth rate will be faster. However, the cultivation process requires more patience. In addition, the need for one-click planting will be fulfilled in the future, so planting will no longer be a laborious task.

We will make regular updates to fix bugs, adjust game balance, and optimize server improvements. We have established dedicated bugs report channel and suggestion channel in Discord for you. If you encounter game problems or have any good ideas and suggestions, you are welcome to exchange feedback there!

We will continue to share the game's development plans and latest progress with all of you!

Anomalistic Revolution - Gleb
We're thrilled to announce the release of the "Anomalistic Revolution" demo, your gateway to a world of anime RPG adventure. Dive into this epic journey, explore captivating scenes, and experience the rich storytelling.

Your feedback is invaluable in shaping the game's future, and we can't wait to hear what you think. Join us and let the adventure begin!
AploVVare Collection - Aplove
Hey knuckleheads! I've got a new game for you, and a big update to an existing one!

I was going to release this sooner but uhhh... got a little bit carried away with new Solace Inc. content, so hopefully this was worth the wait!

Mitruvian Van





Mitruvian Van is a linalike immersive sim where everything is random and you must kill.

This game is aggressively random. It may be easy, it may be impossible. There are no 'solutions' available. Nothing is predetermined, that's up to you.

I made this late October after being inspired by Mosa Lina by stuffedwombat, and decided to make my own spin on the concept. It has boobs, guns, and explosions!

Solace Inc. v1.2









I decided to revisit Solace Inc. and added some more recruits, missions, and more! I also made some changes to the currently existing recruits and missions. I've also added loot crates which will are rare drops that upgrade both the actives and passives of 3 random recruits. There's some cool stuff, go check it out!

Oh, both of these games have new 18+ content for anyone interested ;)

Have fun, and thanks for playing!

CD 2: Trap Master - acegames
Dear Trap Masters,

We are excited to announce that our game "Trap Master" is coming to EA stage in just 4 days! And we have decided to extend the beta testing period!

The beta version includes 15 advanced difficulty levels, more events, and cards!



The new ending time for the beta test is: November 10, 10:00

Have fun! Stay tuned!!!

Klaus






Superfluous Returnz - Gee
Superfluous Returnz Artbook

I've been working on it for several weeks now, and it's finally finished: the Superfluous Riteurnz Artbook!

You'll find every location, every character, every cutscene, every animation detailed frame by frame, and much more. All with my commentary, in English and French!

This book is available:

Superfluous, the Comic Book

This was another job I'd been wanting to do for a long time: translating the French comic book Les aventures inutiles de Superflu into English.

The translation is called The Unnecessary Adventures of Superfluous, and you can see it as a sort of “prequel” to the game: how Harpagon Lonion became Superfluous, how Sophie came to work for him, etc.

You don't have to read it to understand the game, but it's a nice bonus.

This book is available:

Superfluous Returnz Deluxe

Don't get carried away: there's nothing new in the game!

This “Deluxe” edition is simply a Steam bundle that contains:

  • the video game Superfluous Returnz ;
  • the “Artbook & Comic Book” DLC;
  • the “Soundtrack” DLC.

In short, everything you can buy on Steam, with a small 10% discount.

See you soon for new adventures!
Toram Online - Toram Team

Adventurers can get gorgeous rewards by defeating the specified bosses on "Ultimate" mode during the tabulation period.

Make sure to team up with your friends or guild mates to defeat the boss monsters!

Rewards I:Win to Get Star Gem Shard!!
All adventurers who complete the Ultimate Challenge during the tabulation period will receive the items below.

Bosses
Difficulty Level
Rewards
Kuzto
Ultimate
Star Gem Shard x100
Reliza
Ultimate
Star Gem Shard x100
Guard Golem
Ultimate
Star Gem Shard x100
You can get a total of "300 Star Gem Fragments" if you defeat all the bosses!

Rewards II:Limited Event Battle Rewards!! Win to Get Orb Shards!!
18 lucky adventurers from around the world who complete the Ultimate Challenge during the tabulation period will be selected randomly to win "Gorgeous Items"!

Item
No. of Winners
Ultimate Gem
1 Player
Piercer [OHS]
1 Player
Piercer [THS]
1 Player
Piercer [Bow]
1 Player
Piercer [Bowgun]
1 Player
Piercer [Staff]
1 Player
Piercer [Magic Device]
1 Player
Piercer [Knuckle]
1 Player
Piercer [Halberd]
1 Player
Legendary Piercer
1 Player
Spirit Needle
1 Player
Legendary Needle
1 Player
Fairy Silk
1 Player
Legendary Silk
1 Player
High-Grade Ornament
1 Player
Legendary Ornament
1 Player
Book of Oblivion
1 Player
Orb Shard x777
1 Player
Don't miss this golden chance!

Tabulation Period
From: 11/09/2023 after the maintenance
Until: 11/16/2023 before the maintenance

Schedule of Item Distribution
Late November, 2023.

Notes
*Please note that the available period may be shortened or changed.
*Limited-time events or promotions may be held again in the future on different conditions after they have ended.
...