Hollywood Animal - Weappy
Hey,

Have a look at art from Hollywood Animal.
Coming to PC in 2024.



Wishlist and follow
https://store.steampowered.com/app/2680550/Hollywood_Animal/
Nov 15, 2023
电竞教父 Playtest - jinsediaoying
fixed some bugs
BattleJuice Alchemist - Mr. Horrible Gelatinous Blob
We are thrilled to announce that BattleJuice: Alchemist will be showcased at EGS Survivall 2023 event in Mexico City from November 17-19! Join us at the Indie Booth, stand numbers 25, 26 and 27! We would like to invite everyone attending EGS Survivall to come over and see the game!
House of Jigsaw: Happy puzzling, Happy home - Tom van der Pluijm
We're thrilled to announce the release of the Best of Macro Photography DLC for our beloved main game, House of Jigsaw: Happy Puzzling, Happy Home!

Get ready to explore the mesmerizing details of the miniature world like never before. This DLC is a celebration of the tiniest wonders captured through the lens of our talented photographers. From intricate insects to delicate flora, each puzzle piece reveals a hidden universe waiting to be discovered.

https://store.steampowered.com/app/2649600/House_of_Jigsaw_The_Best_of_Macro_Photography/

Happy puzzling!
Nov 15, 2023
The Will of Arthur Flabbington - gugames.eu
Fixed a visual glitch with the crypt statue
Fixed typos and untranslated items in Italian version
Added missing name in GriefBot
Nov 15, 2023
AEGIS Kingdoms - Five
DEV DIARY #5

Hello all! It's been a whilte! It's time again to share with you what's been going on with AEGIS Kingdoms! If you don't like reading paragraphs, there's a TL;DR at the bottom of this post!

Alternatively if you want to read this post on our website, you can do so here: https://aegisgamestudios.co.uk/aegis-kingdoms-dev-diary-5/

Likewise if you just want to watch a short 45 second video, here you go!


News on AEGIS Kingdoms has been very slow and that is entirely my fault, so let's get on with it shall we!




CURRENT STATE OF THE GAME

The new skilling features are now fully in the game. This is awesome, as it means open weekends (Alpha) will not simply be combat (which is what it was going to be previously - hence the delay!). So now you can do combat, gathering and crafting. This is very similar to old school games like RuneScape, so those of you familiar with this feature will be right at home.

For those of you unaware with how this works - very simply you will need to complete actions in order to level up a skill. For example use a Greatsword will level up your greatsword skill, allowing you to equip better greatswords. The three areas of skilling go hand in hand, as you'll harvest resources to craft with and then use them in your adventures.

The current maximum level for a skill is 99, with unlocks along the way. You can simply click on the appropriate skill to see what it unlocks at which level.

So in terms of the game-ready state of the open weekends, feature wise we are there and ready. The final change is the updated art style which is currently being developed. This, in short, is simply moving away from stock assets and having bespoke art for the game.



NEW CHARACTERS AND ART STYLE

The new art style is for the characters first, as this is the biggest task with all the modular armours, as is taking the longest to turn around, however the results are coming out well and it's been great to work with our artists on this.

These are some WIP screenshots of the new characters and armour:





As you can see, it retains the low-poly look, but there is a distinctive style for AEGIS Kingdoms, which I couldn't be happier with. As we progress there will be more armours, both that you can craft, as well as unlock through gameplay & MTX.



COMING IN THE NEAR FUTURE
  • In the next dev diary I'll talk about how the balance between horizontal and vertical progression is being done. This was a fun system to design and I think strikes a good blend between having good stats, and also being able to access armours that are cool looking without needing to have crazy amounts of gametime.
  • Faction Reputation and Factions are coming to the game soon. This will be the Relic Hunters to begin with. This is pretty cool as you'll be able to earn a lot of unlocks through questing for the various factions, which will also incorporate your trade and combat skills.

These are currently on a little bit of a hold whilst waiting for the art to be implemented.
  • [MOVED FROM LAST DIARY] Instances and how they are handled will be coming to AEGIS Kingdoms in the near future. This has some pretty big, but positive, rammifications. It means faster loading screens and we're closer to having instanced arenas, dungeons, minigames and player housing (by extension possibly guild halls). So this is exciting!
  • [MOVED FROM LAST DIARY] Party-Mode PvP (Minigame) will make an entrance in the future. You will "register" with an NPC, and then be teleported to a Hub where you'll be waiting until the match starts. You'll then be teleported to an arena to fight. It will feature different game modes that rotate (hence "party mode"), as well as specific game modes only being available on specific days. I.e "Free For All Thursdays" etc. This will be a latter update post the various skill updates.
  • [MOVED FROM LAST DIARY] Vanity pets to accompany you on your adventures are on their way. Look for the arrival of the pet store!
  • [MOVED FROM LAST DIARY] Duelling is coming to AEGIS Kingdoms soon. Exclusively for challenging you friends outside of safezones.
  • [MOVED FROM LAST DIARY] Player Titles are coming to AEGIS Kingdoms soon. More on this later.
  • [MOVED FROM LAST DIARY] PK PvP Toggling is coming to AEGIS Kingdoms soon. Toggle on PvP to start rampaging against others who want to do the same!
  • [MOVED FROM LAST DIARY] Player Shops are coming to AEGIS Kingdoms soon. More on this later.


NEXT UPDATE FOCUS

This is about getting the new characters in the game, and then moving onto launching the open weekends.




TIMELINE
  1. Get Mistral ready and AEGIS Kingdoms as bug free and playable as possible. ✔️
  2. Implement Combat Skills (level up your proficiency using a specific weapon type). ✔️
  3. Implement Gathering Skills (Mining, Woodcutting, Fishing etc). ✔️
  4. Implement Crafting Skills (Blacksmithing, Woodworking, Cooking etc). ✔️
  5. [WE ARE HERE]
  6. Implement new art style.
  7. Launch Open Weekends.
  8. Implement Faction Reputation system.
  9. Introduce Relic Hunter content (quest types), faction hub and Dungeons.

After we've implmented the Relic Hunters, we'll look to add the other factions and their content. We'll also be listening to community feedback, adding hotfixes and additional tweaks as we go.




TL;DR
Current State of the Game:
  • Skilling features (combat, gathering, crafting) are fully implemented for open weekends (Alpha).
  • Maximum skill level is 99 with unlocks along the way.
  • Game-ready for open weekends, awaiting final changes in updated art style.

New Art Style:
  • Characters' low-poly look with a distinctive style for AEGIS Kingdoms.
  • Modular armours in progress, moving away from stock assets.
  • More armours to be crafted and unlocked through gameplay and microtransactions.

Coming in the Near Future:
  • Dev Diary to discuss the balance between horizontal and vertical progression.
  • Faction Reputation and Factions, starting with Relic Hunters, with quests and skill incorporation.
  • Instances system for faster loading screens, instanced arenas, dungeons, minigames, and player housing.
  • Party-Mode PvP Minigame, vanity pets, dueling, player titles, PK PvP toggling, and player shops in development.

Next Update Focus:
  • Implement new characters and launch open weekends.

Timeline:
  • Mistral and AEGIS Kingdoms bug-free and playable - ✔️
  • Implemented combat, gathering, and crafting skills - ✔️
  • Current focus: Implement new art style.
  • Future plans include faction reputation, Relic Hunter content, dungeons, and community-driven updates.




Join the Discord for more screenshots, insight into AEGIS Kingdoms and impromptu tests.
Combat Mission: Red Thunder - Death
The final round of the Red Thunder Grand Tournament is about to begin; in the meantime, you can follow the tournament's progress here. The battle awaiting you in this third round will be tough and challenging, but don't worry, "Usually Hapless" has got your back with a new video.

This time, he'll showcase the scenario "Where Forefathers Fought", where a Guards Rifle Battalion, accompanied by tank, attacks weakened German battalion in the village.

During the video you’ll see the scenario, situation, terrain, ORBATs, capabilities, strengths, weaknesses and multiple courses of action for each side.

Have fun and good luck, soldiers.



Lodventure - Zukachidorikato
Hello fellow Treasure Hunters;

This will be the final update for Lodventure before releasing v1.0 in December.
Early Access Roadmap is complete and we want to thank everyone for their support.

We are going to focus on testing and fixing bugs until release to ensure a smooth launch.

Added
  • Achievements
  • Collectible Treasures
  • Skill for the enemy in Hatti's Dark Brook Mine

Fixes
  • Localization fixes
Nov 15, 2023
Wantless : Solace at World’s End - TwinSailsAnt
Hello dear players!

We have just released our second patch for the Early Access. You found and reported the majority of these bugs, and wouldn’t have been fixed nearly as fast without your help.
One of the key changes we implemented was a first nerf to the first major boss... It was, to say the least, a bit on the rougher side. Oops!



I - BUG FIXES
  • Fixed a bug where new enemies would die during their introduction sequence, causing the game to soft-lock.
  • Fixed a bug where combining form synapse summons with the Barrier effect would prevent you from loading your save.
  • Fixed a bug where dismantling an equipped skill wouldn’t properly unequip it, making it impossible to load the save.
  • Fixed a bug where the “Trust” mind tree perk wouldn’t properly unlock. Attempting to unlock a buggy mind tree perk will now automatically refund your tree and display an error message (let us know if it happens!). If your save already has buggy stats, you can either respec the tree to fix it, or contact us on Discord.
  • Fixed a bug where refunding the mind tree could yield more learning points than it should. Refunding your mind tree will restore the expected number of points.
  • Fixed a soft-lock when trying to open the Transposer log in transposition while not having unlocked any of the biome’s entities.
  • Fixed a soft-lock in rare cases where an entity died mid-interaction.
  • Fixed a soft-lock when facing a specific Tier 4 enemy (Abandonment).
  • Fixed a bug where the hub would become unusable after dismantling a skill from the Forge tab and moving other skills onto the dismantled skill’s slot.
  • Fixed a bug where dismantling a skill from the Forge tab wouldn’t properly dismantle it.
  • Fixed a bug where synapses would be wrongly marked as “in use” and cause all sorts of odd behaviors, such as tooltips not showing or dismantling of other skills when forging new ones. There may be other causes to this bug, we’ve fixed certain use cases.
  • Fixed a bug where Flash with +1 added range would have its discipline cost increased.
  • Fixed a bug where the “Skill set” dropdown on the Patients menu wouldn’t work.
  • Fixed incoherent behaviors when using Grunt Mk.2 trinket.
  • Fixed a bug where certain enemy replicas gained extra Instability stacks on spawn.
  • Fixed a bug where Blood burst synapses would change damage type when combined with high effect power multiplier efficiency synapses or awakening. This fix will only apply to newly dropped blood burst for the moment.
  • Fixed a bug where the “Lesser regret” patients on day 3 could all have the same dialogue line.
  • Fixed a few typos and wording discrepancies.


II - IMPROVEMENTS
  • Being Invisible (not Concealed) now counts toward the “End your turn outside enemy line of sight” objective.
  • The Wound and Fragilize effect tooltips have been made clearer.
  • An indicator has been added to Mind tree tooltips to let you know you can hold ALT to display more details. We’ve also added more detailed descriptions there for some base stats such as Melee and Ranged damage (though many are still missing).
  • The tutorial tooltip that introduces optional Unique patients now mentions that they’re usually very difficult and that you should allow yourself to face them later before you start pulling your hair out!
  • Loading screen tips about optional unique patients and the transposer log were added.
  • Some tutorial wording has been adjusted for clarity.
  • Some enemy skill descriptions wording has been adjusted for clarity.


III - BALANCING
    The following balancing changes are just an initial batch to ease a few outstanding pain points. Broader, more impactful balancing updates will come in time, with early game difficulty adjustments among their main goals.
  • The first main story line boss (the one who shows up on day 5) now waits a couple more turns before expanding corruption again.
  • The first main story line boss (the one who shows up on day 5) now has slightly less hp.
  • Enemies no longer attack memories if you’re invisible or if they’re stuck (this does not apply to special enemies that have memory destruction as part of their core behavior). They can still destroy them as collateral damage.
  • Temptation (Elite enemy) no longer keeps running away all the time. He’s still a pain to deal with, though.
  • Additional discipline cost for the “Added duration” and “Added effect slots” modifier was removed.
  • Foul ground damage and healing has been reduced from 5% to 4%, so it’s half the value of Fiery ground.
  • Tear pool healing has been reduced from 10% to 5%.
  • Hollow’s Tear pool spawning has had its cooldown increased.


IV - KNOWN ISSUES
  • Reaching Renowned reputation in any area doesn’t work properly.
  • The Transmute fusion recipe lets synapses go beyond their assigned maximum quality.
  • Removing equipped gloves may fail to change your Punch back to its original version.
  • We might still have use cases where synapses wrongly state that they are or aren’t in use
  • When holding [Alt] to display extra information on item modifiers, it’ll sometimes show a modifier as being above its maximum tier.
  • Multiple typos have been identified but not yet fixed.
  • Certain rare situations may cause Innar trades to act as if you have no Awareness left, when you actually do.
  • Certain keyboard input indicator show the wrong text (“Echap” instead of “Esc”)
  • Detonating a Dousing impulse in a room with Dark secrets (Mimics) may cause you to become Dormant while out of combat, possibly keeping you from completing the transposition.
  • There may be some cases where changing an inventory’s sort mode doesn’t properly alter the item’s display order.
  • Balancing in general still needs work, and in particular It is currently fairly easy to reach unreasonable amounts of damage in the endgame.


Help us Shape the Future of Wantless

Wantless is a labour of love by a small team of passionate developers. Your input will be invaluable in shaping the final release! So be sure to engage with fellow players, share your experiences online, and provide feedback. We have set up a dedicated website to collect everything you have to say! We cannot wait to read about your experience.

Join the Community!

You can find us on Twitter, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

Stay tuned for more news and updates!

Thanks again for your amazing support, it means the world to us!
The Planet Crafter - Brice MijuGames
Hello Terraformers!

I've just updated a new version (v0.9.011) on the development branch.
To try it, see the "How to switch branches?" question in the FAQ.

This update is a Quality Of Life small update.

Let us know if you experience significant performances changes or new critical bugs.

As usual, restart Steam to get the update, and backup your save before trying the dev branch.
If you have issues launching the game, remove all your mods before reporting bugs.


v 0.9.011 - Quality of life patch:
    You can now upgrade your personal gear without taking it off ! New object : "Blueprint pinning microchip" t1 & t2 : allows to pin craft recipes to your HUD By popular demand, cookies can now be space traded ! Food items will appear in autocrafter once cooking station is unlocked Add the total of terra tokens traded on the space trading screen Fix a bug where meteors would not fall in volcanic biome and near the waterfall On first opening, the blueprints screen will automatically be positionned near the next unlockables recipes Reduce ways to glitch and get stucked in montains Adding two new ore veins for Magnesium & Cobalt. Avoiding the possibility of some ores to be unminable in randomized ore playthroughs Improve some UI elements Small performances improvements



Stay in the loop

As always, don't miss any informations about Planet Crafter and Miju Games :

See you soon, and good terraforming!

Brice for Miju Games

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