Pinball FX - linne_zen
Hey Pinball Fans,

The Weekly Sales are back, with two new tables from Pinball FX. Challenge your skills on a pinball and rhythm fusion table or join Snoopy, Woodstock, Charlie Brown and the rest of the Peanuts on their adventures.

https://store.steampowered.com/app/2351845?utm_source=steamnews

Stop the NecroDancer once more, as you use your flippers to battle bosses and acquire the Golden Lute.


Table features:

- Zone in on the zones and boss around the bosses to advance and collect points
- Battle Coral Riff, King Conga, and more legendary bosses to earn diamonds
- Follow the flow of music with your combos and boost your multiplier
- Freddie has what you need! Spend your diamonds for weapons and hearts
- Face the NecroDancer in a multiball Wizard Mode for the Golden Lute

https://store.steampowered.com/app/2351842?utm_source=steamnews

It is Peanuts' Snoopy Pinball! The table features:

- Snoopy in Space! Gear up and collect moon rocks, but watch out don't run out of oxygen
- Your pinballs are stuck on the Kite Eating Tree, shake them off for multiball
- Climb the doghouse and defeat the Flying Ace's arch-enemy: The Red Baron


- Help Woodstock get back to the nest by guiding the Woodstock Ball on the table
- Can Charlie Brown kick the football this time? Shoot combos to find out
- 5 cents please! Shoot Lucy's Booth for advice... and random awards


See you on the leaderboards!
NosTale - Anime MMORPG - [CM] Daveius GF


Fortune’s having a bonanza in NosTale! Between 10th November (11 AM) and 13th November (11 AM CET), you can really rake in the goodies in NosTale with the following drop events:
  • Double Gold Drops: Defeat monsters during the event and receive twice the amount of Gold to spend on all those nice and shiny things!
  • Double Item Drops: Defeat monsters and potentially pick up twice as much loot as normal.
Polish up your armour, grab your weapon, summon your NosMate and scoop up these great rewards.

Best of luck!
The NosTale Team
Farming Simulator 22 - Smorgasbork
Attention, farmers! There’s an emergency, and you, as an engaged resident, can lend a hand to your fellow neighbors. You just have to install the Emergency Pack. It's free, it's on ModHub, it's available now - on PC and consoles. Check out the Launch Trailer!

HcKap_JTmcc



Respond to Emergencies!



Developed by Creative Mesh, makers of Pumps N' Hoses and Straw Harvest, the Emergency Pack offers you ten emergencies from four different scenarios that occur on and around local farmlands. When the pager starts to beep, you dispatch with two multifunctional firetrucks and a variety of professional tools to rush to the scene. 


Fight Fires, Rescue People - and Cats!



Your responsibilities as a firefighter include, well... firefighting, of course, as well as mitigation of hazardous, obstructive materials on the road (like trees or oil spills), and technical rescue of injured passengers in a car crash. More than that, a good firefighter also responds to helpless kittens stuck in trees. So, put up a ladder and save the cat!



When it comes to fires in the area, extinguish rising flames by hand or from the safety of the fire truck. Pallets, containers, bales, or fields catch on fire from time to time (change the frequency of occurrence in the settings). When oil is spilled, fallen trees block the road, or a car crash occurred, you have to secure the area, first.  


Specialized Firetrucks & Tools



You can't dispatch to emergencies without proper vehicles and tools, can you? Included in the Emergency Pack are the authentically digitized HLF20 and TLF3000 firetrucks by German manufacturer Schlingmann. With specialized tools, you eliminate dangerous materials or obstacles and cut free passengers trapped in automobiles.

Need reinforcements? Play the Emergency Pack with your friends, as the trucks can seat up to nine virtual firefighters and volunteers (multi-passenger script of the Kubota Pack required). And if those ten missions are not enough, additional scenarios can be created via mods, allowing you to create your own missions. 
Worldless - Poerkie (Killer Kitten)
Today we're diving into the enchanting audio world of Worldless! Before we immerse ourself in its ambient, dark, and melancholic soundtrack, we'd like to remind you that we've just announced a Deluxe Edition that comes with the soundtrack. Make sure to wishlist the game on Steam and enjoy the journey into Worldless' Audio!

Worldless - The audio team

We like to describe the Worldless soundtrack as an ambient, sometimes dark, and melancholic flux of sound. The soundtrack aims to elevate the atmosphere of each level and convey a particular mood or feeling to the player.

The Audio in Worldless is very important and the foundations of Worldless’ Audio have been a tight collaboration between Joel Roset (Game Director), Berlinist and BeGun (Music Producer from Barcelona), and Jaime Bermudez. With Jaime being responsible for the in-game sound effects and the integration of Wiise, the audio layer.



Concept - Floating above time and space

With the audio of Worldless, we’ve focused particularly on conveying emotion. Each area of the game is different and we found it incredibly important to match these with different emotions and feelings. Combining this with a minimalist approach and making the player feel like a particle in the universe has been the goal. In the end, we decided to compose music that was simultaneously static and flexible, epic and calm, electronic and organic.

It has been a huge challenge and came with an incredible amount of work but seeing the music come together and going through concept, initial score and finishing touches have been incredibly rewarding in our eyes, every track fits the needs of the area in-game perfectly.

The direction from Joel and his vision for Instrument choice & various sounds have been an integral part of this and made it a smooth experience, we could lean on his insights and ideas. When combined with our taste & personality we were able to give the Soundtrack the distinct Worldless flavour that we intended.

Shapes - Two sound environments colliding

The Worldless soundtrack has to provide a chill exploration of each part of its universe and we want it to boost the adrenaline for the player at certain moments. To achieve this we have divided the OST into two categories of tracks:

  • Ambient tracks, related musically to the calmness of the cosmos, will appear stretched and have a slower tempo.

  • Boss Tracks, require a specific sound to appear both intimidating and disruptive. Intimidating to the player but also disruptive to the stretched continuous time of each level.
It’s worth noting that bosses are what we usually call the explosions in-game, moments in which the player is hit by a wall of sound. Along with the boss battles we tried to convey a different musical narrative with each enemy. The boss tracks should match the appearance, moveset, and story background of each boss. It is something we found very important and we want you to experience this for yourself in-game.

Because the sound environments are completely different from each other, we shaped the soundtrack to be heard separately. We want you to experience the ambiances related to the peaceful moments of gameplay first and then the pieces connected to the more difficult moments.

Soundscape: sci-fi without the sci-fi touch

One thing that was apparent to us from day one was that Worldless’ soundscape should avoid the frenetic style expected from the sci-fi soundtrack of a combat game. During its platforming and exploration phases, we have decided to keep the tempo and soundscape low: no fast arpeggios, no square-waves, no fast rhythm/percussion (even during the encounters).

Instead of looking after synth waves or sharpened synthesizers, which could be perceived as a razor to the ear, we’ve researched a wider sound, that could be perceived as a breath, with simple and regular movements. We used the synth pad massively. In some tracks we also used organic sounds such as strings and pizzicato/percussion strings.

There are few exceptions, in some music tracks such as Opaque Heights (one of the game’s levels) we have used some bass-synth with a little distortion to convey a sense of bewilderment and desolation. We also used piano and strings (even pizzicatos) in some moments as percussion during the boss fights, particularly in The First Iteration and Plea for an End.



Focus on the player: avoiding emotional rollercoasters

It’s been important for us to make the soundscape not only to fill the Worldless universe but also to guide the player. We tried to design a soundtrack that could help (and not stress) the player in each phase. Bosses are the only exception in which we went full power. But…

…In the middle between bosses, there’s a lot more to explore and many encounters to fight. Worldless is a complex game, especially due to its innovative turn-based fighting system. To help the player we needed the tracks to aid the players during the combat encounters, encouraging them to try again and, most importantly, allowing them to focus on the SFX. These are crucial in combat and will help with the timings to parry or execute special attacks.

The final soundtrack: minimalism and maximalism

Composing the soundtrack to Worldless has been a fun challenge for us. We have wanted to compose something sci-fi, with a minimalistic and melancholic touch since we started playing Another World in our Amiga 500. So when we were proposed to score Worldless we were thrilled and our excitement grew as the scoring process went on.

We were able to use a lot of creative freedom while designing each track. We were able to develop and work on different ideas and then define and polish each of them with guidance from Joel, who helped us create a sound that could be described as a constant subtraction aimed to reduce everything to minimalism, but also - when necessary - expand it brutally to a sort of minimalistic maximalism

The scoring process involved several people with different perspectives for each track, resulting in a mix of personalities that was enriching for both the soundtrack and the people involved. Often a track evolved naturally and spontaneously from the sketch to the final production through a great collaboration of everyone involved.

A key factor in making the Worldless score a success has been the involvement throughout the whole game development process. This has been incredibly valuable and something we want to highlight. Often a musician works under tight deadlines & time restraints. In Worldless we had plenty of time to play and interpret the game, understand Joel’s vision, and translate it to the music score worthy of Worldless.

~ The Worldless Team

https://store.steampowered.com/app/1898500/Worldless/
火焰征程 - 248543609
Maintenance time Beijing 2023.11.10 AM: 9:30 to 12:30
1. Fix the problem that the name cannot be changed.
2. Fix the problem that some players cannot log in.
The First Explorers® - buchwald.interactive
Hi together,

a lot of people asked me where they can get a T-Shirt with the official The First Explorers Artwork on it.

So I decided to make this happen and introduce a time limited Patreon Level until the 6th of December.
Until that date you are able to join the new Tribunus Level on Patreon.

If you choose to be part of the Tribunus Level you will receive
● an Exclusive T-Shirt
● an Exclusively Signed Thank You Card
● free shipping of the T-Shirt and the Card
● VIP Work in Progress Updates

The T-Shirt and the signed Card are an one-time delivery, so this benefit is only happening once per member. My plan is to deliver the T-Shirt & Card before Christmas.
If you decide to stay in this level for a couple of months in a row, I'll try to come up with some more possible appreciation merchandise ;)

Of course you will also get the VIP Work in Progress Update perk, which means that you receive new gameprogress updates two days before everyone else.
You also have the Tribunus Supporter role on the Official Discord, while you're part of this membership.

Make sure to tell all your The First Explorers friends about that this, so they don't miss out on this special offer :)

Best,
Sebastian
Hira Hira Hihiru - ANIPLEX_EXE
”Hira Hira Hihiru” 2023.11.17(JST) Release!


▽Trailer


https://store.steampowered.com/app/2314820/_/
Bem Feito - Takada


Bem Feito is available for Steam, PlayStation 4, PlayStation 5, Xbox Series X|S, Xbox One, and Nintendo Switch.

🎮 A Game Within a Game:
Bem Feito takes you to an alternate universe where a long-lost Brazilian console, the Jogaroto, resurfaces. Through the development of an emulator named GAROTRON, players gain access to the enigmatic password-protected files and a ROM of the game 'Bem Feito'. It's a mind-bending journey that blurs the boundaries between reality and the digital world.

In the game Bem Feito, you'll step into the shoes of Reginaldo, a charismatic yet almost silent protagonist, whose life revolves around mundane household chores, forging friendships, and making choices that subtly influence the game's unfolding narrative. This is no ordinary game; it's a unique blend of horror and mystery, a Life Sim that blurs the line between reality and fiction.

Here's what you can expect in 'Bem Feito':

  • Manage daily tasks on B-613, your own little planet.
  • A wide variety of tools and chores.
  • Immerse yourself in an incredible soundtrack and beautiful graphics.
  • Enjoy fun gameplay and meet charming in-game friends.


Are you ready to dive into this one-of-a-kind adventure?
#BemFeito
Of Blades & Tails - coldi
Hey everyone!

The day has finally arrived and I couldn't be happier of what Of Blades & Tails has become over the past 3 years. It's been a wild and exciting journey. I'm grateful for everyone of you who helped with their feedback from the first demo back in 2021 and throughout the last year of Early Access!

I'm not gonna lie, the last 6 months or so have been pretty intense. Working on an open-world RPG, managing community and trying not to wipe everyones progress with each major update is not an easy task, especially if you have a full time job and family :)

It's so great to see that eventually everything worked out! Especially the fact that you could play the game from the early demo to 1.0 (over 2 years) with the same savegame and not losing all your progress along the way. That has always been an issue for me as a player when it comes to EA. Therefore I implemented a savegame migration strategy early on and it did the job quite well. There were 2 updates that required a reset of the players attributes/abilities, but everything else could be silently handled under the hood.

Not least because of this it has been possible to receive a wide range of valuable feedback across the whole game and not just the first 10 hours or so, because players were forced to restart after each update.

That being said, some of you sure wonder what future plans I have for Of Blades & Tails!
The honest and probably not very satisfying answer to this is: It depends... ;)

First of all I will definitely work on player feedback and fixing any major issues that might come up! Extra content post-launch will depend on how well the 1.0 release goes. So that's something I can only evaluate in the coming weeks. And because of the intense nature of things in the past months I would definitely like to slow it down a bit / take a little break / regain energy.
So TL;DR I will get back to the topic of future content in a separate post. Some time in December seems appropriate! :)

Now with all of this out of the way, I wish you all a ton of fun with Of Blades & Tails 1.0!
I wish I could erase my knowledge of the game to be able to play it blind and make all the discoveries for the first time! It definitely is the kind of game I always wanted to play. So I hope you'll like it, too :)

Last but not least, here is our fresh Release Trailer!






Feature Highlights during EA

A summary of all highlight features that have been added during Early Access, in chronological order.

  • Stealth talent and gameplay
  • Achievements
  • Detailed in-game statistics
  • Treasure Hunting
  • Reworked health recovery and balancing
  • New region: The Haunted Forest (with a unique survival mechanic)
  • Engineering talent
  • Beastmastery talent (with abilities to temporarily tame creatures)
  • New region: Levendell and surroundings
  • Equipment modifications
  • Illusion Magic talent
  • Reworked unarmed combat
  • Random seeds that add more variety to each playthrough
  • New region: The Barrenland
  • A Combat Arena where players can compete in leaderboards
  • New "Challenge (Hard)" difficulty mode




Changelog v1.0.0

Game World

  • The main quest "Over Hill and Dale" can now be completed.
  • The story quest "Of Haughty Antlers" and following can now be completed.
  • A new region has been added: The Wasteland
  • New biome and dungeon types have been added.
  • Multiple new locations have been added to the wasteland.
  • A final encounter has been added.
  • 4 new dungeons have been added.
  • 2 quests have been added to the Adventurers Guild.
  • 1 quest has been added to the Mages Guild.
  • New types of enemies have been added.
  • 6 new legendary items have been added, incl. 2 artifacts.
  • A new human lore piece has been added.
  • New music tracks have been added.
  • New secrets and hidden encounters have been added.

Mechanics

  • A new item and mechanic has been added: The Magic Detector
  • Magically hidden objects have been placed at existing locations.

This item allows you to detect magically hidden objects in the game world.
There are several ways to obtain a detector:

  • Through the Mages Guild quest.
  • Bought from the Trader for Magic Supplies in Immerfurt.
  • Found at a few locations in the world. In the chest inside the Church Ruins, and in the chest at the larger Cultist Camp (Unless you already looted these locations, then you'll have to fall back to the other 2 options.)

UI & QoL Improvements

  • The path indicator now shows your remaining movement points for this turn.
  • Added a "locked" toggle to player/skill bar that prevents skills from being accidently dragged outside the slot. (This has been reported as a potential issue from Steam Deck players)
  • An audio option has been added to disable the combat music.
  • The feedback form won't pop up on exit anymore, but is now available through a dedicated button in the main menu.

Achievements

8 new achievements have been added:

  • Wanderer
  • Explorer
  • Discoverer
  • Become an Adventurer
  • Become a Mage
  • Magic Detective
  • With a little help
  • And so it ends

Other Improvements & Fixes

  • Adjusted item mods on random loot so it's more likely to find level 16 items now. (This may also affect your existing loot, but only in a way that a former lvl 14 item is now lvl 16.)
  • Fixed a missing perk description for "Trained Runner".
  • Fixed a bug where object highlighting remained active after pressing Alt+Tab.
  • Fixed a bug in item upgrade and modification views when view gets closed in-between animations.
  • Prevented an issue caused by clicking quick slot items faster than intended.
  • Updated several localizations.
Nov 9, 2023
Sole Saga - Dev It With Cat
- Fixed Imbued curve blade and imbued Mystical Hand
...