Bitku - Pixeljam Games
Hello All,

You may or may not know that we made a browser game 15 years ago called Dino Run.

We are finally making a sequel and have a coming soon page for it now. Please wishlist it if it interests you:

https://store.steampowered.com/app/2590330/Dino_Run_2/

It's a multiplayer prehistoric platformer / runner with a lot of visual customizations & user-made levels. You can keep up with its development via our Discord server and also on https://pixeljam.com/dinorun.

-Miles @ Pixeljam

Call to Arms - Instinct


“Soldiers, Sailors, and Airmen of the Allied Expeditionary Force: you are about to embark upon the Great Crusade!”

Release
Community members! Today we proudly announce the release of Call to Arms - Gates of Hell: Liberation!
This DLC introduces the western front action in 1944, featuring the US faction, as well as German western front content.
A year and a half of working non- stop has resulted in our biggest DLC to date. We would like to thank everyone that supported us while we were developing this love baby, and now it’s time to release it!

https://store.steampowered.com/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/

Release the Kraken
We’ve had a lot of positive feedback from the content creators we asked to showcase Liberation; they confirm the Western Front with its Bocages and other unique features make for a different feel to gameplay altogether. This is not the Eastern Front!
It’s not like we’ve actually released the Kraken but after you’ve tried it, you’ll probably agree that this is something quite different. It ought to be; the sheer number of maps, assets and models make for a package that is indeed a whole new front. It’s larger than its base game was, when it was released in 2021!

HD Link

Units
Yes, Liberation is our largest DLC package to date. This clearly shows, everywhere you look. Aside from all the editor assets and maps, we have a pretty long list of vehicles that come with Liberation. This would be obvious perhaps; the US army wasn’t short on variety!

HD Link

The Liberation DLC contains:
  • 10 US single player missions, including 4 US skirmishes
  • 6 German single player missions
  • 150+ new US and German vehicles, cannon, ships, aircraft and tanks
  • 50 new small arms
  • 500+ new humanskins
  • 20 new MP maps
  • 25 new DCG (Conquest) maps
  • 500+ new editor assets for the western European theater.

HD Link

Novice players
Call to Arms - Gates of Hell is a fairly realistic game. The sheer amount of units, game mechanics and gimmicks of the game can sometimes appear daunting to new players. Experience tells us that if you’re switching in from another RTT/ RTS game, you run into the learning curve unexpectedly, and you might be kicking yourself after a while for not having watched our official tutorials on YouTube, or not having played the in- game tutorial missions. So that definitely comes recommended. Alternatively one can dive into the Game manual or our FanWiki to get to know more about Call to Arms - Gates of Hell as well. And for those that prefer asking the community, there’s always our Discord server.

Additions
Some of the material will become available in the days after launch, and we will update the game for this in the coming week, or as soon as these items become available. These are the briefing videos for the German singleplayer campaign and some parts of localisation.

Available worldwide now!
So without further ado, get “Liberation”, hit the beaches, and dive into the most immersive RTS depiction of the Western Front you have ever tried:

https://store.steampowered.com/bundle/15829/Call_to_Arms__Complete/

Endzone 2 - Assemble_Made

- In our relentless journey for survival, innovation isn't a luxury but a lifeline, urging us to wholeheartedly embrace trial and error as the very essence of progress. It's in this uncharted territory that we learn—only by daring to try, refine, and try again can we hope to thrive amidst the unforgiving realities of this world. -

Prototypes
Prototyping is a vital step that nearly every system and feature we create must undergo. Creating a prototype allows for faster iteration and early testing. It's not confined solely to Gameplay; we've employed it numerous times for our Foliage system, Expeditions, Look Development for Endzone 2, and more.

Prototypes also aid in focusing on our vision. Sometimes, a concept appears better on paper but doesn't translate well when put into action. To avoid falling into this trap, we emphasize experimenting with fewer limits to see if a feature fits and can be executed. This approach, especially in the case of Expeditions, was among the earliest prototypes we developed alongside the rest of EZ2's development.

Expeditions
We recognized that overhauling and enhancing the expeditions represented our primary goal. Early on, we opted for direct control of settlers during expeditions to counteract the dialogue-heavy and text-adventure gameplay of EZ1. Since we weren't sure if directly controlling settlers and solving puzzles would be enjoyable, prototyping Expeditions at the start of development was crucial.

We began with "white boxing," a term for placing non-textured and non-game-ready blocks to outline low-level design and grasp dimensions and gameplay. Testing with these basic elements allowed our game and content designers to iterate on playability while our artists simultaneously worked on the visuals, gradually replacing them until the finished mesh made its way into the game.


Very early white box of the construction site

Mid-Development state of the construction site

Final Implementation in the game

Look Development
In addition to gameplay, visual prototyping is always essential. Initially, we develop concepts, some of which we've already shared:

Early concepts of plateaus with fog in the valley to conceal the Badlands.

Early concept of the Badlands, previously referred to as the "Intermediate Area.

After conceptualizing, it was crucial to translate them into 3D to gauge scale, color, and materials in-engine. To accomplish this, we created a Look Development project specifically focused on refining the vision of the Badlands, keeping certain design principles in mind, such as the area once being flooded, a river dividing the environment, distinct foliage and colors compared to the plateaus, and displaying a dry version to prototype the drought visuals.



Overgrowth Shader
Another early prototype we tackled was a procedural overgrowth and destruction effect for our assets. We needed a highly performant solution for altering any mesh, and employing a shader offered the best control over the look and resources used, applicable to any mesh.



Vehicles
For a detailed breakdown of the vehicles in Endzone, check out our ⁠Developer Blog Post - The Badlands, Map Generation & Vehicles. However, as it was our first time introducing movable and controllable units, prototyping for the vehicles was necessary to facilitate early iteration.

Since realistic feedback on the suspension of the vehicles was crucial, we implemented the movement and animation of the wheels into a compute shader.



Addition to the Look Development Segment:

Badlands Look Development in the moist or default state

Badlands Look Development in the drought state

A special thanks to our intern Timo, whose remarkable work focused on developing the prototypes for the expedition, overgrowth, and destruction. Amazing work, Timo!

In conclusion, relying on prototypes isn't just beneficial for starting new systems, gameplay, and visuals; it's crucial for ongoing iteration and testing. Even in the advanced stages of development, we continue creating and iterating prototypes while transitioning existing ones into the final game. This often necessitates a complete refactor or rebuild, but basing it on a prototype accelerates the process and ensure all design decisions embed well into each other and complement the whole game.
Note that not all features shown will eventually find their way into the game and are always subject to change! Some of the screenshots are very old and yet way more advanved. This Blog should mainly showcase our workflow and development decisions along the way!



https://store.steampowered.com/app/2144640/Endzone_2?snr=2_groups_partnerevents_


As Discord is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there.

Counter-Strike: Condition Zero Deleted Scenes - benb
  • Counter-Strike: Condition Zero and Condition Zero: Deleted Scenes have been updated to support the Half-Life 25th Anniversary engine updates, including all related fixes from Counter-Strike.
  • Fixed lighting rendering issues on some AMD GPUs.
  • Added "Use shaders" checkbox for the video options. Servers can over-ride this setting with sv_allow_shaders.
  • Miscellaneous Steam Networking fixes.
  • Miscellaneous UI layout fixes.
  • The Half-Life dedicated server application (app 90) which is used by Counter-Strike and Counter-Strike: Condition Zero has been updated with latest server code and updated windows and linux binaries. Updating is recommended.
Cube Control - ..::GooBall60
This is just a quick update to fix an issue that was introduced in the last version. The changes include:

-Fixed an oversight involving colliders of world 1 foliage (added in v1.0.6) and certain hazards blocking moves
Relic Hunters Legend - Gearbox_CM Joie
Hey Hunters,

We have a new patch update to help further improve some quality-of-life improvements!

Our team is still hard at work taking all of YOUR feedback and suggestions on how to improve Relic Hunters Legends. As we continue to implement the changes inspired by community feedback, there are going to be many different types of changes that will touch on all areas of the game. They’re all being made only after much consideration by our team of devs, and with the long-term vision of building a game that is both fun and challenging.

To make sure your feedback continues to be heard, join our Discord!



http://Discord: https://discord.gg/relichunters

Addressed the following concerns:

  • Pending Positive Reviews would not be considered even when reaching the “Help Others” weekly limit
  • The dreaded "The Iron" Bug, would cause the Skill Trees to be locked until restarting the game.
  • Added a very short internal cooldown to Jimmy's Counterstrike Skill Node.
  • Several Status were being scaled by Buff Duration or Reduced Condition Duration affixes when they shouldn't have (The Selfless cooldown Status, for instance).
  • Various instances of issues that resulted in game crashes
Rex: Another Island - Pixeljam Games
Hello All,

You may or may not know that we made a browser game 15 years ago called Dino Run. We are finally making a sequel and have a coming soon page for it now. Please wishlist it if it interests you:

https://store.steampowered.com/app/2590330/Dino_Run_2/

It's a multiplayer prehistoric platformer / runner with a lot of visual customizations & user-made levels. You can keep up with its development via our Discord server and also on https://pixeljam.com/dinorun.

-Miles @ Pixeljam

Trianga's Project: Battle Splash 2.0 - Atavistic Pegasus
Hello Everyone,

This post will discuss about the upcoming update for Battle Splash 2.0: Skin Customizations.



Skins can only be obtains by playing the game. Remember those "Coin" you get from Survival Mode? Those will be used to unlock skins via a "lottery" system (or gacha banners - no real money involved).



Skins can also have plenty of Variations. Each variations is different by at least one of these factors: Meshes, Textures, and Colors Patterns. Skins will also be categorized into rarities (from worst to best):
  • Common
  • Rare
  • Unique
  • Epic
  • Legendary



To make the skin even more Unique, each skin will have an additional Quality value, which indicates the "tear and wear" (quality) of the skin. Those will also be categorized as such (from worst to best):
  • History: this skin is already used for a long time, and will have lots of tears and wears, to the point of hardly recognizable.
  • Fading Glory: this skin is used for a long time, lots of tears and wears, but still recognizable.
  • Closed Companion: this skin is favored by its user pretty often, tears and wears here and there.
  • Barely Worn: this skin is rarely worn, minimal tears and wears.
  • Maiden Touch: this skin is straight from factory, brand new, hardly recognizable tears and wears.



Right now, the systems are all operational, yet there are testes to be carried out, more contents to be added, and things to be polished.

Stay tuned for the upcoming update of Battle Splash 2.0!

Happy Splashing everyone!
Hung Mai

Glorkian Warrior: The Trials Of Glork - Pixeljam Games
Hello All,

You may or may not know that we made a browser game 15 years ago called Dino Run.

We are finally making a sequel and have a coming soon page for it now. Please wishlist it if it interests you:

https://store.steampowered.com/app/2590330/Dino_Run_2/

It's a multiplayer prehistoric platformer / runner with a lot of visual customizations & user-made levels. You can keep up with its development via our Discord server and also on https://pixeljam.com/dinorun.

-Miles @ Pixeljam

Truck & Logistics Simulator - Bekka @SenAm Games
Calling out all Truck & Logistics Simulator fans out there.
Here is an interview for you in which Bekka from Aerosoft and Mehmet, one of the developers of Truck & Logistics Simulator from Simula Games, try to answer most of your questions regarding the Console - and Steam Full Release tomorrow. 🥳🎮
Thank you for the numerous questions on our Socials. I hope this covers most of it. Leave us your feedback and let me know if you enjoyed the video.

You'll find the timestamps in the YT description.

Link: https://www.youtube.com/watch?v=IF-XlDZXSFg
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