A Touch of Magic - jaddegenerate
A Touch of Magic Chapter One - Part One is available!

A Touch of Magic is an interactive visual novel set in the fictional city, Solestra Hills, a safe heaven for Fayes, magical beings that have been living among the humans for a long time, all thanks to the Eight Families. You will be playing as a young man and the owner of the nightclub, First Sin, Giovanni Beneventi (You can change the name).

On a day like any other, you receive a visit from the elder of the Nobunaga Family, Hideo, who asks your help to hide and protect a young Nephilim, a being of extreme magical power, but everything goes out of control when Hideo is murdered and you are the prime suspect. Now it's up to you to protect the young Nephilim, discover the truth about the murder and reconnect with your past. All of that while having lots of fun with many women.

Nov 18, 2023
Idle Exorcism Hero - 所以呢
1. Adjust the attributes of monsters 1-3 in Tower of Babel
WizardChess - TwoPM Studios
Welcome to WizardChess 0.8.5! We're entering the end-game now so it's time to start testing the last few ranks for each boss. We're slowly filling out the pool of quests and perks too... and fixing bugs slightly faster than we introduce them.



NEW Cormag: Rank A, B and C can be unlocked
We still have more to do on the boss fights, but we're getting there!
NEW Hss: Rank C can be unlocked
NEW Arbalest Unit
Advanced ranged unit that can hit multiple targets
NEW Zealot Unit
Earn permanent stat upgrades mid-combat
NEW Knave Unit
Spawn decoys to trick enemies and earn buffs
NEW Fae Queen: new design for the boss fight
Arabella changes elements and casts various spells
Second phase in the works
NEW New Quests
UpgradeAUnitXTimes
SacrificeXUnits
PurchaseXUnitsFromShop
CollectXDifferentUnitTypes
SacrificeAUnitOfType
SacrificeAUnitOfElement
DefeatAnEnemyWithAnAugmentedUnit
AllVimSpentInShop
NEW New Perks
BardDebuffsEnemyStat
BuffRandomUnitOfElementOnSacrifice
GetUnitRewardWhenSacrificingUnitOfElement
BuffRandomUnitOfElementOnPurchase
WhenEnemyOfTypeDefeatedGainRandomBuff
MarkedUnitsAreAugmented
TargetedUnitsAreAugmented
NEW Softlock detection in case of AI bugs
NEW Additional unit names added to the pool

CHANGED Toggle quest log using TAB
CHANGED Claybeg buffs adjacent units
CHANGED Rebalance shop unit generation
CHANGED Unit scaling curve
CHANGED Decorated Cloaky's shop
CHANGED Boost stats for trade offer units
CHANGED Add more traits and stat upgrades to shops
CHANGED Henge Statues: Rebalanced unit count & updates
CHANGED Speed up Firis and Retinferno effects
CHANGED Cap Lion ATK buff to SKL points
CHANGED Refreshed appearance for the game boards on the map
CHANGED Cursed Deals have a new room model
CHANGED Cap on the maximum range a Honk can teleport

FIXED UI lagging behind units by one frame
FIXED Cat animations actually play, no more crazy blinking
FIXED Flash of Lootable Unit Card
FIXED Multiple AI soft-locks

Thanks for your continued support and feedback.
Ben & Ricky (TwoPM Studios)
Nov 18, 2023
Fakeway - mingjilongyuan




Updates

1. Added equipment bar

2. Added wooden armor

3. Added wooden armor formula

Fixes

1. Fix monster generation error

2. Fix building process

Plans

1. Add skeleton warrior

2. Add Skeleton Archer

3. Add Skeleton Mage

4. Add goblin axeman

5. Sdd goblin stone thrower
Neophyte - regal.pigeon
New
  • Enemies Evolve: After beating your first run, you unlock the "Enemies Evolve" feature which causes one enemy type from each arena to evolve into a unique form with different behaviour.
  • Player Character Reworks: In addition to starting with specific emblems and different stats, the Alchemist and the Oracle now have unique modifiers. (read more below)
  • Dynamic Tooltips: Spells, runes, and emblems now display damage numbers and other values and dynamically update based on the player's stats.
  • New Rune - Burst (Reactive): Whenever you take damage, this spell is cast for free targeting the damage source.
  • New Rune - Fireball (Infuse): This spell now deals (230% power) fire damage but costs 10 mana.
  • New Rune - Ignite (Rev): Every 3 casts empowers you, causing the next damage spell you cast to deal 30% bonus damage.
  • New Rune - Lash (Expose): Enemies damaged by this spell take 25% more fire and arcane damage for 5 seconds.
  • New Rune - Power Fist (Pummel): This spell can no longer uppercut but its base cast speed is increased by 50%.
  • New Rune - Ravage (Hellmouth): The spectral mouth now remains in place and instead releases pulses of fire that deal 200% fire damage per second to enemies within 4.5 tiles.
  • New Emblem - Dream Eater: You have 1 bonus life regeneration (up to 10) for each incapacitated enemy within 4 tiles.
  • New Emblem - Mana Shield: Up to 50% of incoming damage is blocked, consuming (200% damage blocked) mana. (previous Mana Shield emblem renamed)
  • New Emblem - Siren's Song: Feared enemies are charmed instead, causing them to walk towards you and take 20% more damage for the duration.
  • Reworked Spell - Starfall: Bombards target position with 3 waves of stars, each dealing (200% power) arcane damage to enemies within 3 tiles.
  • Reworked Rune - Dragon's Breath (Napalm, previously Brood): This spell instead launches balls of sticky napalm that ignite the ground for 5 seconds, dealing (200% power) fire damage per second.
  • Reworked Rune - Starfall (Orbit, previously Barrage): You gain a marker that orbits you. This spell now deals (300% power) arcane damage but always targets the marker's position.

Player
  • The Alchemist: Now occasionally chooses alchemy ingredients that permanently enhance potions, no longer starts with the Bookworm emblem, base stats reduced,
  • The Oracle: Ghosts now appear during combatand attack the player with different weapons, instead chooses spells from altars instead of chests, no longer chooses any defensive/expert spell, no longer has reduced stats.

Spells
  • Ignite: Range reduced from 8 tiles to 7.
  • Meteor Form: Base cooldown increased from 12 seconds to 15, damage increased from 300% of power to 400%.
  • Ravage: Damage per second increased from 340% of power to 360%.
  • Static Discharge: Damage increased from 700% of power to 800%.
  • Solar Beam: Damage ticks per second increased from 5 to 8, damage per second increased from 210%-450% of power to 200%-480%.

Runes
  • Drain Soul (Empower): Now grants 1.5% bonus power per stack (up to 30%), duration reduced from 30 seconds to 20.
  • Meteor Form (Hypervelocity): Base cooldown increased from 8 seconds to 10.
  • Starfall (Consecration): Duration increased from 4.5 seconds to 5.

Emblems
  • Alchemy: Potion spawn rate reduced from 350% to 200%, renamed to Alchemist's Curse.
  • Blessing of Elusivity: Bonus ranged resistance increased from 30 to 60.
  • Blessing of Toughness: Bonus melee resistance increased from 30 to 60.
  • Blessing of Vitality: Bonus maximum life increased from 30 to 50.
  • Bone Armor: Bonus resistances per shard reduced from 5 to 3, cap increased from 70 to 80, loss per damage instance reduced from 2 to 1.
  • Boulder Stance: Power bonus increased from 20% to 25%, move speed penalty reduced from 50% to 35%.
  • Enlightened: Bonus power increased from 20% to 25%, bonus resistances increased from 40 to 50.
  • Fire Insight: Bonus power increased from 10% to 15%.
  • Mana Shield: Renamed to Hermit's Incantation.
  • Markman's Brew: Removed. (now an Alchemist potion ingredient - see above)
  • Photosynthesis: Now reduces regeneration by 70% while moving instead of preventing it entirely.
  • Potion Guzzler: Removed. (now an Alchemist potion ingredient - see above)
  • Reckless Strike: Cast no longer deal self damage and instead increases all damage taken by 20% for 2 seconds.
  • Time Leak: Catching a clock now only reduces the cooldown timer of the spell that created it, cooldown timer reduction increased from 2.5 seconds to 4 seconds, clock catch radius increased from 2 tiles to 2.5.
  • Ward: Damage reduction increased form 25% to 30%.

Enemies
  • Reduced attack speeds of most enemies.
  • Reduced move speeds of most enemies slightly.
  • Boss enrage attack and move speeds reduced slightly.
  • Boss - Conservator: Life increased significantly.
  • Boss - Scourge: Lightning dance lightning fist interval increased and duration reduced.
  • Boss - Warden: Reduced damage of all attacks, reduced life.
  • Clockwork Golem: Lasers now deal ranged damage.

Other
  • Potions heal less but drop more often.
  • True damage icon updated.
  • Tome - Maximum Life: Bonus increased from 10 to 20, appear slightly less often.
  • Tome - Melee Resistance: Bonus increased from 10 to 20, appear slightly less often.
  • Tome - Ranged Resistance: Bonus increased from 10 to 20, appear slightly less often.

Bug Fixes
  • Fixed bug where using the Ravage (Spew) spell/rune combination in a specific situation would crash the game.
  • Fixed bug where player HUD tooltips/descriptions were hidden while a portal was open.
  • Fixed bug where the melee resistance stat tooltip was displaying the incorrect melee damage reduction percentage.
Nov 18, 2023
S2ENGINE HD - Bugbuster77
RELEASE NOTES

  • Now 0.00 / 24.00 daytimes cannot be moved, to prevent wrong time of day interpolation.
  • Increased the speed of prefab placing about a factor of 30x
  • Improved Voxel lightmaps blending (introduced new parameter "FallofExp")
  • BUGFIXED: when updating a vegetation layer the terrain sometimes disappear.
  • BUGFIXED: timeBasedlod doesn't work with vegetation layers
  • NEW: Added IntToBool action
  • NEW: Added FloatToBool action
  • Improved traslate cutscene track speed with huge number of frames
Endless Maze - Akmacdondon
-added goofy files :3
Containcorp - plasmarcstudios


#Discussions_QuoteBlock_Author
Hey everyone! Forensic Friday is a bit late, but we're in a transition week as we onboard new developers and reorganize tasks. Exciting changes ahead! We're shifting from a traditional game to a story generator, aiming for a serious sprint from January to March.

We're changing our workflow with the team growing. Moving to an "agile" approach, breaking down tasks into smaller, atomic ones. This allows flexibility and hopefully reduces burnout. Multiple features can be worked on simultaneously, making us more efficient.

I've been focusing on completing crucial features for the game, encountering a bug with anomaly transport vessels. Also, introducing the EATS classification cube for anomalies to communicate their properties quickly. A shift in game design focus—now we're emphasizing the game as a story generator, impacting future design decisions.

This change in perspective is inspired by a GDC talk by Tynan Sylvester. Our goal is to combine the compelling gameplay of Prison Architect and the story-generation potential of Rimworld. The game should evoke diverse emotions in characters, creating loss and conflict for a compelling story.
Read Full Blog Post



Wishlist the Game!

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https://store.steampowered.com/app/2483140/Containcorp/
REMORE: INFESTED KINGDOM - REMORE


Greetings, Survivors!

Since sharing our concerns last week, we have been going over your feedback to determine what is essential and exploring the best solutions for those issues.

Today, we would like to share how we see the issue that many of you have pointed out - that the game feels less like a Tactical RPG and more like a puzzle game. After sharing our thoughts we’d love to get your perspective and feedback.



The “Tile Puzzle,” where you need to push and pull on a grid-based system and utilize the attack range of weapons, is one of the key gameplay identities. Gameplay here involves considering actions such as pushing with a shoulder bash, using grappling hooks, barricades, bursting Blisters to damage enemies or finding ways to avoid the Skulker's counterattacks.

When we received the feedback that "it feels like a puzzle game," we wondered, "Should we just accept that many people don't like the core gameplay, and if so, what can we do about it?".

However, after more thoroughly checking opinions, it seemed that the issue was not with the core fun mentioned above but rather that “this game is like a puzzle where the developer has set a solution, making it impossible to progress if you don't find it,” in other words, "the solutions feel limited.”

We believe this problem ultimately stems from the linear structure and the small number of stages.

  1. Each main stage assumes that you have already learned the concepts introduced in the previous stages and introduces new concepts to increase the fun.
  2. If you cannot immediately grasp and fully utilize a concept, you will repeatedly die and retry since you are forced back to the checkpoint upon death.
  3. However, there are no “sub-stages” where you can learn the rules of the game through trial and error.


For example, in the case of the “Blister,” we have prepared some “solutions.” Using the most basic starting weapon, the “Wooden Pitchfork,” you can push and burst the Blister at a distance of one tile. If there is another enemy right behind the Blister, you can stay safe by pushing or grappling away. Weapons such as the “Shovel,” can be used to push other creatures into the Blister. We have prepared these solutions according to our own interpretation.

Furthermore, the decision to not to use resources like WP/TP when changing weapons was intended to allow for the free use of these various solutions in diverse situations. Since there is a certain degree of randomness in the situation each time enemies sound the alarm, it is challenging to have a “developer-prescribed solution” at a specific moment.



However, based on observations since the start of Early Access, it was clear that in order to utilize these “free solutions,” players needed to grasp the rules of the game, skills of all characters, and weapons thoroughly. The point at which players' understanding of the game reached the intended level was at least around the 4th stage, “Barracks,” or the next stage, “Grocery Store.”

In essence, players who faced excessive pressure without sufficient time to become familiar with the game felt that the experience was more akin to a “Twenty Questions puzzle” rather than a tactical game where “various solutions” could be freely employed.

Therefore, in our analysis, maintaining the pressure of features such as the Infested like the “Blister” and the pursuit design of main stages, while placing intermediate difficulty maps between the current ones, could be a good approach. These maps would serve as a kind of “choice” for players.



Not only would there be an increase in the volume of the game, but players would also be given time to become more familiar with the game mechanics. This would allow them to understand the “various solutions” more effectively.

Of course, we do not want these “intermediate stages” to be seen as either an “easygoing area” or, conversely, as “boring stages essential for growth.” Unlike the main stages that require a kind of “comprehensive game understanding,” we believe that designing tactical levels that clearly demand “one or two specific mechanisms” would be a better direction.

Furthermore, since applying such solutions is practically challenging in the current linear map creation method, resolving the issue of “linear structure” mentioned in the previous post is considered a prerequisite task for addressing this problem.

In conclusion…
Throughout development, we set and tested these hypotheses within the team. However, since players have pointed out these issues in Early Access, we believe it's essential to directly ask whether our interpretation of the problem is correct.

By doing so, we aim to reduce the risk of our focus heading in the wrong direction and seek opinions on potential issues in other directions that we may not have considered.

While we said we would provide details about short-term update plans, we find this matter as crucial as linearity and so decided to organize our thoughts on this topic first.

The build incorporating the short-term update content is currently undergoing QA to ensure stability. If there are any important questions like today’s issue next week, we'll address that first. Otherwise, we plan to provide a detailed explanation of the update content.

Thanks as always!
Nov 18, 2023
Snaky Survivor - Fiery Squirrel
This is a regular update with few new features and changes.

Enemies Collision
Enemies collide with each other now. Depending on the strength of the enemy, when they collide with each other, some of them will destroy others. If enemies are the same kind, the general rule is that both will be destroyed. Saws, Lasers and Wall/Blocks cannot be destroyed.



Rate Levels
I want to start improving the level design, whenever you feel like it, you can rate levels now. Depending on the results, I will try to change levels to make them more interesting.



Game Difficulty
Since a couple of previous updates, the core mechanics changed and every time you start a level now, health is restored 100%. This change makes the game easier, compared to the original design so I decided to increase the difficulty. Levels will keep evolving in the upcoming weeks.



As always, if you've got any comments, let me know.

Have fun!

- Fiery Squirrel
🔥🐿️
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