Nov 24, 2023
Crimson Song - Yuri Visual Novel - Male Doll Studio US
A few updates have been released. Check them out:

  • Witz Games logo has been implemented;
  • The key 'H' has been added as a hotkey to show/hide UI;
Witz Games Team
Nov 24, 2023
Solo Path - solo.path.game
Fixed some minor bugs and a major bug preventing the 1st level from launching.

Voice of Belldona - storycrop00
Fixed some card tag errors
Fixed some summon text errors
Fixed some card text errors
Fixed finishing move display error
TRAIN CREW - Mizotsuki Rail (Acty)
-Fixed the issue where the switch immediately after departure from Tsuzaki Station during the 777 train Time Attack was on the mainline side.
-Rectified the problem where volume settings were not applied when using continuous bell sounds for the signal.
-Adjusted the train start timing of the door-pilot lamp method, delaying it by about 1-2 seconds as it was too prompt.
-Implemented displaying numerical values for the buzzer's pitch.
-Resolved an issue where passengers appeared very dark in certain situations.
-Implemented an alternate mode for the operation of the departure sounds prompt button, toggling between ON and OFF with each press.
-Added the functionality to customize departure sounds using personal WAV files.
You can select "(Custom wav file)" in options like departure bell, press Enter, and it will open the folder in File Explorer.
By replacing WAV files in that folder with ones of the same name, you can use your own files in the game.
*When using this function, please be careful not to cause any copyright issues. Acty cannot respond to problems arising from rights-related issues.

*Original text (Japanese)*
一部修正のアップデート
・777列車TA時に津崎駅発車直後の分岐器が本線側になってるのを修正しました。
・連絡合図音が電鈴連続音などの時、音量設定が反映されない不具合を修正しました。
・知らせ灯式のCPU運転士の起動開始が早かったので、もう1~2秒くらい遅くしました。
・ブザーの音程の数値を表示するようにしました。
・人が黒い時がある不具合を修正しました。
・乗降促進ボタンの動作に、オルタネート方式(押すたびにONとOFFが交互に切り替わる動作)を実装しました。
・乗降促進放送を自前で用意したWavファイルに変更できる機能を実装しました。
乗降促進ベルなどで選択肢に(Custom wav file)を選択し、Enterを押すとエクスプローラでフォルダが開きます。
そのフォルダ内のWavファイルを同じ名前で差し替えるとゲーム内で使用することができます。
※この機能使用の際は著作権などのトラブルを起こさないようご注意ください。権利関係で生じたトラブルについてはActyで対応することはできません。
Nov 24, 2023
Folk Hero - egor_tereschenko_tg

Dear Players! Thank you for playing Folk Hero and letting us know about problems.

With your help we have collected a huge number of bugs, most of which have already been fixed.

We also take into account your wishes on balance and progression, and have made some important changes.

We will continue to improve the game, as well as add new content to make the game even better.

We would also like to ask you to leave a review about the game on Steam, we are very interested in reading your opinions and it helps us to make the game better!

Below you will find a list of changes and improvements in this patch. We have combined several versions at once, for easy understanding.

Thanks again!

Progression

1. Added a limit on the maximum number of enemies depending on the size of the location
2. Reduced merchant price increase after opening new locations
3. Reduced the prices of Talent columns
4. Increased the amount of reputation received for opening locations

Changes

1. There will always be a Rune merchant in the first generation
2. Reduced the percentage of items falling from enemies from the blessing of the Kikimora
3. Changed the values of alchemist's potions (XP = 30 units, Max XP = 20 units, Crit Damage = 20 units, Stamina 15 units).
4. Added item drop on locations with elites
5. Removed saving active Talents for each class separately. Now changing the active talent - will change it for all classes.
6. Improved the interaction of arrows with the environment and enemies. Added a separate, reduced Hitbox for interaction with the environment
7. Changed Hero Shield's duration time to 1.5 sec, instead of 2 sec
8. After killing a Boss, a Rune and Item will always fall out
9. The chain mail did not protect from some types of damage, now it gives full invulnerability.
10. Reduced the damage from the Waterman's Tail
11. Slightly reduced the movement speed of Boggarts.
12. Firebird grains now fly longer
13. Added disabling Screen Shake
14. Reduced the value of the Medical Dressing item
15. One of the merchant items will always be Active
16. Increased the value of the Hunter's Amulet
17. Increased damage from Archer mines and the speed at which they are planted
18. Warrior's jump damage and preparation speed have been increased
19. Slightly increased Rogue's movement speed

Fixes

Version 1.0.20

1. If you have the item " Thorn" and step in a spark of fire or bleed, you can get huge damage and the game may crash.
2. Revival Talent, Revival Blessing, or Living Water item may not work.
3. Silver could disappear before its time
4. The Leshy's Blessing that gives armor when using wells may not work
5. Achievements for killing with one bomb by Archer and one jump by Warrior did not work.
6. The Achievement to Kill 6 enemies at a time with a rogue's ulta did not work.
7. Health potions did not work
8. Invulnerability after revival may not work
9. Dexterity and Armor talents did not work on characters with default values of zero.
10. The Perfect Attack talent did not work
11. Talent Healing did not work

Version 1.0.19

1. Rune assassination tasks were saved for each class separately
2. Arrows hit invisible ghosts in the Castle
3. When disabling the gamepad, the Pause window was disabled
4. The three dots to show all items did not work
5. The whetstone was not counted in the Achievement to pump the first skill Recruit (Achievement for Warrior)
6. The time of action of the Chain mail and Fast walkers depended on the Cooldown, because of which the effect could disappear before the time, if you reduce the cooldown by Hourglass.
7. Pressing Pause while bleed sparks or other sparks were falling could create a huge amount of sparks and kill the enemy in the pause.
8. In the Achievement Kill 4 enemies in one dash Robber was written 4, but actually needed to kill 5. Now matches the description
9. The Firebird quest was not interrupted if you missed the maximum allowed number of grains
10. Archer's Ulta may have failed to deal damage to an enemy
11. Koschei's waves were not interrupted after defeating him

Version 1.0.18

1. Koschei's Skulls did damage through Defender's Shield
2. Swamp Traps could appear at the location where the Character appeared.
3. Whetstone could lower the level of a weapon when completing an Achievement.
4. Video sound did not respond to volume settings
5. The player could move during the dialog with the Cat, after the video
6. Slug's shooting range on the swamps was too long
7. The aiming was not pointing at the rats in the Castle

Version 1.0.17

1. The bridges on the swamp were overlapping the directional arrow of the Character
2. Healing delay from the Medivac dressing was too long
3. UI layout in inventory for Skills windows sometimes displayed Runes incorrectly
4. Damage from effects did not pass through the Defender's Shield
5. Lever might not appear in Babai's quest in the Wastelands
6. Babai's text in Blessings was mixed up
7. At the Forge in the Castle it was written Lever

Version 1.0.16

1. When selecting a character, it was possible to open an inventory that did not carry any information
2. In the window of sending to the Island, if you put the mouse cursor over No and press the spacebar, it still sent to the Island
3. If you talked to a villager and moved away from him, you could still sometimes hear his voice by pressing the Interaction button.
4. During transitions, you could see the Guardian Spirit's Tail flying in from another corner of the Map
5. Flies from the Fly Caller did not move if you moved the Fly Caller.
6. Mermaid had an incorrect interaction trigger.
7. Quests at Baba Yaga's House appeared and were done for Video

Version 1.0.15

1. Repulsion Spark did not drop when combining Repulsion and Fire Rune
2. Quest texts were disappearing too quickly
3. Forge Stones were not visible behind trees
4. Enemies in the swamp could appear on the edge of the screen
5. The fly caller was flying too fast
6. The Healing Stone had the wrong stroke color
7. Werewolf in the forest was dealing too much damage.

Version 1.0.14

1. Inventory item navigation was not working correctly
2. The shield effect of the Strong Log was not removed when giving the log to the Leshy
3. The Fat Man in the Castle could explode by himself in the distance.
4. In the Wastelands, instead of the Runes icon, there was an Alchemist icon.
5. Yaga gave latex gloves after the true ending
6. Red bushes did not disappear if triggered several times but did not do damage
7. Mermaid text disappeared too quickly after receiving Blessing


Version 1.0.13

1. Fixes in localizations and texts
2. Merchants and exits might not work next to the dead soul of Badger for Tugarin's quest
3. The second spirit guardian might not appear during the transition
4. Sirin could give Amber 2 times after the quest
5. Small stones in the swamp interacted with the player and arrows
6. Items could get stuck when dropping from Bosses
7. 2 cursors could appear in the talent window if approached by different characters

Version 1.0.12

1. By hitting the Fat Man in the castle, you can raise the kill combo and restore the item Healing Stone.
2. In the Wastelands, instead of the quest text of Firebird, the text of Sirin was shown.
3. The shield effect of the Sturdy Log item could not be displayed correctly in some locations.
4. The quest Light the Stones of the Forge could show 4 Stones instead of 3.
5. Kikimora could give Latext Gloves, which only Yaga gives
6. The unnecessary non-working button Select in the list of items Boatman
7. Intro video cut off at the end
dotAGE - Catman
Hello Elders!

I just completed work on a new big change, which will be first tested on the experimental branch.
Patch 1.0.1.003b on experimental is now up and brings several changes that mostly affects the second year of the game, and harder difficulties. Remember: these changes are all up for testing, so nothing is set in stone, I am looking for more player feedback.



Here are some highlights:

Mini-Apocalypse events
This mechanic adds four lower level simil-Omens to the Apocalypse. This will spice up the Apocalypse a bit, making it less of a simple set of checks, and more similar to

Second Year balancing
The second year of the game (past first winter) is now a bit faster, harsher, and filled with events. This should make the pacing of the game keep up with the players advancement, and also make runs a bit shorter (from 310 to 280 turns total). Please do send me feedback about how it feels!

Hemp Rebalanced
Hemp has been given a complete rebalance, making it more on par with wood-based buildings

Difficulty Revision
This affects only games in Hard or higher difficulty. Difficulty now scales more with each Threat Tier and each Research Tier, basically pushing the difficulty up at laster stages of the game to counteract the exponential growth of strategic players.

Remember, these are not in the main game yet, as the changes are delicate and I am looking for feedback, but if you want to experience them right away, be my guest!

Oh, yes, I also added a new hat for carpenters.



Have fun!
- Michele

V 1.0.1.003 b

Balance: Flow
  • Added mini Apocalypse events: they work like Omens that do not increase threat level, and they come at a reduced strength compared to the current threat
  • Reduced second Autumn from 35 to 25 turns
  • Reduced second winter duration from 45 to 35 turns
  • Reduced Apocalypse duration from 30 to 25 turns
  • Reduced total number of turns from 300 to 280
  • Reduced multi-Omen safety net from 6 to 5
  • Reduced pre-Omen safety net from 5 to 4
  • Reduced post-Omen safety net from 10 to 6
  • Reduced post-Boss Omen safety net from 5 to 4
  • Reduced pre-Boss Omen safety net from "Boss Turns" to "Boss Turns - 2"
  • Reduced third domain time start from 13% to 12%
  • Reduced third domain time completion from 80% to 60%

Bugfixes
  • Fixed bugs with research slots changing during runs
  • Fixed bug with Jester listing Books in the Agepedia
  • Fixed bug with Agepedia not showing the output effects of tasks
  • Fixed Captain showing an unreachable slot after Buoy
  • Fixed threat generation algorithm
  • Controller fixes and updates

System
  • Refactored research container assignment logic to support multiple building variations
  • Optimized dynamic trait save/loading

Graphics
  • Carpenters now have their own fancy hat


V 1.0.1.003 EXPERIMENTAL

Balance: Buildings
  • Great Barbecue cooked Meat output from 10 to 12 (Fish unaltered)
  • Large Campfire cooked Fish output from 10 to 12 (Meat unaltered)
  • Reverted Plums to work on Spring and Summer
  • Plums depletion rate from 10 to 8
  • Strawberries depletion rate from 10 to 8
  • Apples depletion rate from 20 to 12
  • Onion output reduced from 7 to 4
  • Papyrus Cutter water input reduced from 2 to 1
  • Papyrus Cutter output increased from 3 to 4
  • Scrub Pyre's Hemp cost reduced from 4 to 3
  • Hemp Wood Maker max output increased from 8 to 10 Wood
  • Hemp Wood Maker building cost increased by 4 Hemps
  • Hemp Wood Maker trait bonus increased from 2 to 4
  • Reduced Buoy's road distance from 3 to 2 (the new Large Buoy is unaltered)

Balance: Flow
  • Increased Danger generation at Threat 7 from 45 to 50

Redesign: Difficulties
  • Mastery level now goes from 250% to 500%
  • Maximum mastery level reduced from 10 to 6
  • Difficulty scaling for Danger now affects only Threat generation
  • Difficulty scaling for Danger tied to Threat is now intrinsic into the Threat generation value
  • Difficulty scaling is now exponential based on the threat level and the current difficulty
  • Research scaling is now exponential based on research tier and the current difficulty
  • Easy and Relax mode are unaffected

Nov 24, 2023
Slime Alchemist - Archibald Tuttle
Fixes:
  • Tweaked the reworked spawn algorithm to reduce the likelihood of spawning into a giant dogpile of melee units.
  • Tweaked the AI of most units to slightly improve their pathing behavior.
Edengrall - luisedgm
My brother is implementing the part of the spawning system that simulates spawns that are supposed to have happened before the game started, so the players will be able to pick any season as their starter season and all the stuff that is supposed to be there will be there in the correct growth stage.
This will also be used to load up a chunk of the map that the player have never been in, upon approaching the area everything will be simulated as if the plants were growing all along.

While my brother finishes this system I decided to add a few new fish to make sure every season and biome is properly populated, this week I have added anglerfish and a secret legendary fish, I plan to add Cod and Haddock next.



The new fish will be up next time my brother updates the beta.
Zorbus - Zorbus
  • Important! This game release is not compatible with the save games of the earlier releases (r59 and older)!
    • If earlier save files are detected, they are moved into "(game folder)\Backup_r59\Save". When you start the updated game, a menu will open where you can launch older releases of the game and finish those runs.
    • If you had an unfinished extended game going on where you plan to utilize previously ascended characters, you can continue that with the older release.
    • Check the "Skip this menu until a new release is out" checkbox if you don't want to see the menu anymore until a new release is out. You can also manually run the older version of the game from the "Backup_r59" folder, but close any other running version of the game first.
    • Older game release backups that don't have any unfinished save games are removed after a month.
    • If you launch an old game release from the menu, and the game doesn't seem to react to keyboard presses, it might be that the game window just isn't active. So click somewhere on the game screen with the mouse, and you should be ok.
    • Troubleshooting forum thread here.
  • Tournament with gift card prizes, running from 27-Nov-2023 to 31-Dec-2023! More info at http://tournament.zorbus.net.

  • A sketch art & lore book is available at http://lore.zorbus.net, as a downloadable PDF and as an online flipbook.

  • New playable race: minotaur. Also added a minotaur archetype and a recruitable one.

  • New talent: Morbid Fascination of Undeath. Can be chosen only during character generation.
    • You feel at home among the dead and the living dead. Your demeanor and affinity to the dead can be off-putting to others.
    • You gain a +3 bonus to necrotic resistance.
    • You are later able to learn the Animate Greater Dead and Disrupt Undead talents.
    • Skeletons and skeleton warriors animated by you are equally good in both melee and ranged combat, and their tactics (default / ranged / melee only) can be adjusted.
    • You can not recruit, tame, summon, or charm living creatures.
    • You can animate, summon elementals, activate golems and statues, and have a clone of yourself.
    • You can not learn talents or use items that summon living creatures or deal holy-damage.
    • Positive Spirit-modifier does not adjust prices in shops.
  • New talent: Animate Greater Dead. Morbid Fascination talent as a requirement.

  • New talent: Disrupt Undead. Like Confusion but against undead. Morbid Fascination talent as a requirement.

  • New talent: Soothing Solitude.
    • The extreme version of the Lone Wolf talent. Can be chosen only during character generation.
    • You are a hermit, a true loner. You want to do everything stubbornly by yourself, trust no one, and can't stand the company of others.
    • You get a +2 bonus to all abilities, but can only have a clone of yourself in your company.
    • You can not recruit, tame, animate, summon, or charm creatures, and can not activate golems or statues.
    • You can use trapkits that animate or summon creatures as the created creatures are not added to your party.
  • Animal Friend ja Stone Sense talents can now be selected on any experience level (previously only on character creation).

  • Some talents now block other talents. You can't learn both Natural Leader and Lone Wolf, and so on.

  • Gnomes now start with 1 point in Magic-skill instead of 2.

  • Companion list is now ordered by recruitment round and stays ordered that way when you go to different dungeon level. Same for the character lists on the character sheet and in the inventory screen.

  • New setting: "Number animated creatures".
    • Number undead creatures animated by the player. Adds a count number after the name (skeleton 1, skeleton 2, ...). Mostly for easier recognition of skeletons and skeleton warriors since you can equip them.
  • New wizard player tiles for elves, gnomes, and humans.

  • New item: Orb of Blocking
    • This orb creates a planar block that prevents all animating or summoning for the duration of the effect. Does not affect already existing animated or summoned creatures on the level. Only one planar block can be active at a time. Also exists as a switch room effect.
  • New item: Potion of Martyrdom
    • Drinking this potion makes you lose 25 points of Health and Stamina, and restores Health and Stamina of all your companions by the same amount + any positive Spirit-modifier of the drinker.
  • New item: Ring of Bonding
    • When two creatures wear a Ring of Bonding, they form a bond where Health and Stamina restoring effects for one also affect the other. Only instant restorative effects to Health or Stamina are shared, duration effects are not. The other creature is restored the same amount as the other, so some amount of restoration must happen before it is shared. The effect is shared with Potions of Healing / Endurance / Life, the Health Surge talent, restorative effects from thrones and wells. Not shared with vampiric weapons or the Bloodlust talent.
  • New item: Boots of Tracklessness.
    • These boots make the wearer odorless and immune to any kind of tracking.
  • New lore books: Cinatas the Fallen, Divine Newsletter, Memorandum of Project Carillo. These can be read from the external lore book at http://lore.zorbus.net.

  • Ring of Holiness renamed to Ring of Bones.

  • Change to Bloodlust effect:
    • If you are at full Health before the Bloodlust effect, your current Health is set to the new max Health. (thanks to Bekhter for mentioning)
  • New setting: "Row height factor". Adjusts the row height of the game font, making more fonts usable.

  • If you press enter on any of the font settings, a font dialog now opens, making it much easier to preview fonts than with the old menu system.

  • If you want to try something other than the boring default font, try Google's Convergence. It's not very usable on the smallest screen size, but try pumping up the interface zoom, and adjust font height and row height factor. Sample images: 1, 2.

  • New setting: "Game controller, swap rest and autoexplore".
    • If checked, X on a game controller rests a round and right stick press autoexplores. (thanks to FlyinJ for the idea)
Galaxy Life - AndyVV
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Make sure to take a look before it's too late ⏲️
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