Daisho: Survival of a Samurai - Saturnus
🎄🔥 Teaser: Christmas Event in Update 1.8.0! 🔥🎄

Brace yourselves for a festive showdown in Kiyosu! Nobunaga summons the courage of his people and invites Nagoya's finest merchants for a grand fair.



You will:

▪ Help the merchants to reclaim the stolen goods and be rewarded with special greeting cards.
▪ Restore the Tanuki Shrine: its levels will unlock access to more and more rewards.
▪ Get exclusive rewards like a unique decoration and equipment parts.

The festival will arrive on December 14th!
Stay tuned for more info!

A-Spec First Assault - centaurianmudpig
Engage in futuristic space dogfights against large warships and enemy starfighters. Manage Newtonian flight physics and power settings, outwit and eliminate hostiles, and survive through hazardous mine and asteroid fields. Gripping action across the campaign and leaderboard game modes.

https://store.steampowered.com/app/1130880/Absolute_Territory/
Pen Pals - Dobbs
Bug fixes
  • Finally fixed the mysterious "boundary merge game over" bug! Special thanks to player "germdove" for sending a video, allowing our team of experts to analyze the issue at the subpixel level.
  • Fixed an issue where wooden garbage circles would still be simulated after a game over.
Dec 6, 2023
Pathless Woods: Prologue - 俏牙仔
Optimize construction operations and adsorption operations

Optimize lens control

Adjusting the difficulty of Jaer attack
Survive the Nights - a2z Interactive
We’ve been busy listening to everyone and improving some features. 1.26 will have a good deal of graphical improvements, performance tweaks and improvements along with some neat feature adds.



Graphical Improvements (Environmental Changes)
Graphical improvements are a big part of 1.26 as is performance, as you can imagine the two go hand in hand. Andre has spent a good deal of time over the past couple of weeks improving vegetation shaders, fog shaders and lighting among numerous other visual changes.

Fog and Lighting Improvements
We’ve improved fog effects in 1.26 leading to a more cohesive and eerie vibe all around. Fog has been a bit of a thorn in our side for some time, causing performance issues and just generally never looking right.

There was a point where we had been happy, however, a river/ocean shader update through a wrench into the works. I would take a good deal of reworking and work around to get our original fog shader working again and that’s exactly what Andre has done for 1.26.

We’ve reintroduced the old fog system which is made to work with our day cycle system. The results speak for themselves, along with the looks we’ve gained some performance which may be noticeable on low end rigs.

Lighting has also been improved, you’ll notice bright crisp mid-day lighting. Colors have been balanced for an improved general atmosphere while also upping the creepy factor. We’ve tweaked lighting to reflect nature render changes.

  • Reduced grain
  • Increased sun mesh brightness
  • General small tweaks to the lighting
  • Reduced AA and sharpening from AA to improve ghosting and fix black edges around some objects
  • Graphical improvements to terrain grass detail rendering
  • Improved sharpening on image effects to fix black outline around objects in the distance
  • Anti aliasing tweaks to fix ghosting and blurriness
  • Improved fog effects.
  • Water improvements to work with new fog
  • SpeedTree shader improvements
  • Sun now always visible when it should be.
  • Increased sun brightness for improved graphics
  • Improved resolution of distant terrain meshes.
  • Improved textures and resolution on terrains in the distance.
  • New distant tree models created for every type of tree.
  • Fix for bright campfire smoke in the distance
  • Fix for dark terrain lighting artifacts on grass and dirt in the distance


Old fog system (with its issues)


Added water fade to remove that rough edge


The results of updated fog/water shaders


Old and new fog comparison 1


Old and new fog comparison 2

Full Resolution Comparison Shots


Mountain Sunset Before


Mountain Sunset After


Power Station Before


Power Station After


Union Point Before


Union Point After

Graphical Improvement Shots


Powerplant


Mount Baron


Dead lighting


RV in the fog

Distant Terrains and Trees
The fog improvements aren’t the only environmental improvements to go into 1.26 another big performance and visual improvements are distant terrains and trees. These terrains and trees are loaded at a distances and drastically help with performances. The new distant terrains and trees are more visually pleasing along with being better on performance.


Distant terrain old/new


In game distant trees/terrain old/new

Working Vehicle Flatbeds
Something we’ve wanted to get into the game since the concept (as seen in the concept) was working pickup beds and trailers. We’re working on the trailers but 1.26 will feature the start of vehicle improvements, fortifications and functionality with the introduction of working flatbeds.

You can now store goods right in the back of the pickup trucks in game. Even the police variant will allow you to physically place and store items. This will increase the value of flatbed trucks greatly, we’ve also re-introduced the log! Cutting down a tree will now yield a larger, heavier log. This log is hard to transport but can be easily stored in the back of your pickup along with all your other gear.

The items on flatbeds aren’t just cosmetic, you can use a campfire for a tailgate, you can run a set of propane traps from the rear and create a rolling wall of fire. We will be greatly expanding on proper fortifications, 1.26 introduced the features and we look forward to your feedback for further additions.


Camping on the go


Power, wood, fuel and more


Night time cook out


Roast Zombie

Crafting and Inventory Improvements
We've watched a lot of YouTube videos and live streams of the game over the past couple of weeks and one major thing that has stood out to us is the need to make our inventory/UI experience cohesive.

We've rolled out category dividers, sorting and click windows to the containers and crafting pages. Streamlined the dropping/moving/moving all flows and introduced a quick craft button via the crafting lists click window. While there's still improvements to be made, these changes should make things nicer to use.

Crafting/UI
  • Crafting categories are opened automatically when filtering items via the search option.
  • Newly unlocked craftables are now labelled so they’re easy to find.
  • Added click window functionality to the craftable items list.
  • Added ability to quick craft via the click window.
  • Crafting complete sound now plays when crafting max.
  • Scroll position is saved when returning to the craftables list from a recipe.

Inventory/UI
  • Player inventory now only automatically returns to the ‘All’ tab after 30s without accessing the inventory.
  • Consumables now show in the relevant tab in player storage.
  • "Take" buttons from containers and updated UI to use the Click window method the same as the inventory.
  • Added 'Take All' button for each stack of items within a container.
  • Containers now have category divider to match the inventory
  • Containers are now sorted in the same way and the inventory.
  • Move All button only shows when moving to container when quantity of item is greater than 1.
  • Containers can now be sorted the same as the Inventory.
  • Click window no longer closes when dropping items if the quantity is over 1.
  • Improved spacing around items in the container window to match the inventory.


Searching now opens categories


Quicker crafting with the updated click window


Crafting sorting and sort by level


Container dividers


Click window and move all in containers

Community Spotlight
We’ve had some great content come in from all kinds of folk, some on our discord, some on YouTube and our workshop. With every update we’ll try to feature some community content for everyone to check out.

Screenshots
The team loved the screenshots on our Discord that our buddy @Snail Tax Informer posted of his rolling fortress while testing out the new vehicle flatbeds!


@Snail Tax Informer’s flatbed setup


The gear


The result ːsteamhappyː



Workshop Scenario
There are some fantastic scenarios on Steams workshop currently and we’ve had a good play over most. Today we’d like to feature Steam/Discord user RXK1NG's “The Walking Dead” scenario. As he puts it himself

  • A hardcore experience for even the best of survivors. This is a true test of your survival skills.

Loot is lowered, headshots only kill zombies, nutrition requirements are higher, and all zombies walk, even on horde. But they do high damage, so choose your encounters cautiously!



YouTube Videos
GameEdged as always been there for us, showing the team and the game a great deal of support through the years. He’s a solid dude and always seems to have a blast playing Survive the Nights. In his (as of now) latest STN build GameEdged takes on the police station!



Patch Notes - 1.26

Hotfix
  • 1.26.4 Further sorting fixes with vehicle containers.
  • 1.26.4 improved guide wording for crafting logs into wood.
  • 1.26.4 Fixed issue with items not always geting gravity correctly.
  • 1.26.4 Campfire grill and cooking pot now move with vehicle on flatbed.
  • 1.26.4 Log models tweaked to improve scale and allow them to be placed in vehicle flatbeds.
  • 1.26.3 Fixed issue that allowed duping/breaking of container storage.
  • 1.26.2 Fixed issue which caused black screen when entering vehicles.

Vehicle Flatbeds
  • Items can now be placed inside of pickup truck beds

Environment & Graphics
  • Graphical improvements to terrain grass detail rendering
  • Improved sharpening on image effects to fix black outline around objects in the distance
  • Anti aliasing tweaks to fix ghosting and blurriness
  • Improved fog effects.
  • Water improvements to work with new fog
  • Speedtree shader improvements
  • Sun now always visible when it should be.
  • Increased sun brightness for improved graphics
  • Improved resolution of distant terrain meshes.
  • Improved textures and resolution on terrains in the distance.
  • New distant tree models created for every type of tree.
  • Fix for bright campfire smoke in the distance
  • Fix for dark terrain lighting artifacts on grass and dirt in the distance
  • Fixed large trash pile that zombies could walk through.
  • Removed tree that was inside house.
  • Removed bushes that were inside strip mall.
  • Removed small decal type details from on top of items that can be recycled.
  • Fixed floating bathtubs
  • Fixed issue where bath colliders were rotated causing weird collision.

Inventory
  • Stew button now greyed when items cannot be stewed.
  • Fixed doubled move button when trying to move weapons to containers.
  • Fixed weapons with attachments moving to containers when using “move all.”
  • Fixed issue which stopped items like nails stacking correctly when moving between inv and containers.
  • Player inventory now only automatically returns to the ‘All’ tab after 30s without accessing the inventory.
  • Consumables now show in the relevant tab in player storage.
  • "Take" buttons from containers and updated UI to use the Click window method the same as the inventory.

Container Storage
  • Added 'Take All' button for each stack of items within a container.
  • Containers now have category divider to match the inventory.
  • Containers are now sorted in the same way and the inventory.
  • Move All button only shows when moving to container when quantity of item is greater than 1.
  • Containers can now be sorted the same as the Inventory.
  • Click window no longer closes when dropping items if the quantity is over 1.
  • Improved spacing around items in the container window to match the inventory.
  • Improved notification when trying to move items that are not allowed into a container.
  • Large carry only objects can no longer be placed in containers.
  • Added recipe for log to wood 1 log = 6 wood 5 sec craft pending wood mill speeds

Crafting
  • Crafting categories are opened automatically when filtering items via the search option.
  • Newly unlocked craftables are now labelled so they’re easy to find.
  • Added click window functionality to the craftable items list.
  • Added ability to quick craft via the click window.
  • Crafting complete sound now plays when crafting max.
  • Scroll position is saved when returning to the craftables list from a recipe.

UI General
  • Fix for Filter By Most Subscribed only showing 2 scenarios in the scenario list browser
  • Large cooking pot name changed to “Cooking pot”
  • Mental health description improved.
  • Changed however descriptions from “Search” to “Recycle” on items that are fully cleaned up.
  • Small localization fixes.

Performance
  • Improved stuttering caused by terrain grass details
  • Lighting tweaks to compliment image effect improvements
  • General image effect improvements and performance fixes

Interaction
  • Fix for difficult interaction with campfire when a grill is placed on top
  • Fix for not being to place items near water
  • Improved campfire placement when trying to place on bumpy ground
  • Improved collision detection on prison draw bridge button.

Pickups / Loot
  • Fixed issue that stopped the campfire grill being able to be picked up in certain circumstances.
  • Changed category on sleeping bag drop so it shows up in building tab with the rest of the home stuff.
  • Loot can now spawn near players when the server has just started.
  • Log/wood weights are now consistent.

Fortification
  • Fix for fortifications disappearing when moving away caused by the combining not working

Admin
  • New player/welcome message config option now implemented.
  • Disabling drone camera smoothing now disables smooth movement and fov changes on top of mouse movement

Links
Discord: https://discord.gg/survivethenights

Patreon: https://patreon.com/a2zinteractive

Changelog: https://changelog.survivethenights.net

Twitter: https://twitter.com/STNgame

Facebook: https://www.facebook.com/STNgame

YouTube: https://www.youtube.com/a2zinteractive

Website: https://www.survivethenights.net

Merch: https://teespring.com/stores/a2zinteractive
Dec 6, 2023
Pixel Piracy - Vitali Kirpu
Hey!

I have a status update for everyone.

First, if you haven't already read the previous update, you can read it here.

https://steamcommunity.com/games/264140/announcements/detail/3776892014241245530

It will give you a good idea of what I was trying to do this year with Pixel Piracy.

As for the status update, I want to inform the community that I plan to start production on Pixel Piracy Online next year, and to make it happen, I am launching a crowdfunding campaign for Pixel Piracy fans.


(Assets not final, focus on tech first)

The vision is to create a sandbox pirate RPG/MMO without microtransactions, focusing on adventures, ship/town building, friends, and, most importantly, fun while respecting the things that make pirate games fun. Especially if you enjoyed Pixel Piracy, Pirates of the Caribbean, and One Piece, you will find yourself right at home.

Imagine sending one of your NPC crewmembers to sell salt to the nearby town for money while you and your friends continue building your ship and preparing for your next adventure.

Imagine spending an evening in one of many towns just socializing, farming, playing instruments, or flexing how you got some epic loot from your adventures. There won't be any microtransactions.

Imagine joining Marines on the PvP Server and catching and shackling one of the PK players and throwing him in jail for the crimes he committed.

There are many possibilities and potential there, and this week, you will have the opportunity to try the tech demo yourself and socialize with other people who are testing. Game assets are not final, but the tech behind the game has been in the making for over a year. Each server will hold potentially 500-1000 players, and both casuals and hardcore will find the game enjoyable.



So, plan of action.

1) Wishlist Pixel Piracy Online.

https://store.steampowered.com/app/2446520/Pixel_Piracy_Online/

2) Join Crowdfunding.

https://docs.google.com/forms/d/e/1FAIpQLSfpZ0dDH0tb4R5kxVNZZ6Gcbc1vexGl2LLpYXEDVpMCSJFApw/viewform


3) Risks.

Be aware that risks are involved; this is not a Kickstarter campaign but rather an investment type of pledge; when you pledge, you gain a percentage of revenue share from future game sales of PPO. The idea is to give you a stake and allow you to share success if the game becomes successful. Also, making MMO is hard so be aware.

----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------

Timeline:

6.12 - 31.12
Crowdfunding will be running through the remainder of December, around 25 crowdfunding rounds.
8.12
Demo Test 1
15.12
Demo Test 2
29.12
Demo Test 3

During Demo Test you will have the opportunity to test fully functional MMO Server, you will have opportunity to move, talk to others, and battle mobs and get XP, and also see terrain tech in action.
Dec 6, 2023
Interstellar Impact - turbosnail
Thanks to everyone for playing the game so far! We're pushing our first patch to fix some issues.

Asteroid size update

Some of you mentioned that the asteroid stage made it difficult for players to decide which object was smaller and which was bigger. We have updated the models for the asteroids to have a more similar shape so that the players can more clearly see which is a bigger object and which is a smaller one.



Spawning system

We have noticed that planets can sometimes spawn too close to the player, instantly ending the game.
The system that handles object spawning has therefore been updated to spawn planets at proper distances. Now you don't need to worry about instakill.

Background

Also, we made an update to the background system so that the background tiles properly as you continue to play.

Have fun!
TurboSnail team

PS. If you wish to report a bug or just chat with us, visit our official Discord server.
Dec 6, 2023
Blade of the Netherworld - 骑小强打游戏
- Fixed a BUG where a pause is not paused when you switch back to the background
- Added setting language button on home page
Dec 6, 2023
BZZZT - ZX8000
v1.003
  • First boss projectiles - sound fix.
  • The playable character can't dash through laser beams anymore.
  • The playable character can be hit by traps while going to teleport during the end-stage animation. Controls are restored.
  • A Leaderboard player's rank out of the top ten has more than two digits of space in the level selection screen.
  • Improved ladder interactions.
  • Long-moving platforms have a better damping effect.
  • Double jump is now detected correctly when the platform in the Exploding Lemmings stage is moving.
  • Minor text fixes.
Noch - Sad Horse studio
We know how much you love the musical arrangement of the Night - after all, as they say, sound in a game creates for a lot of atmospheric perception. Follow the link and add enchanting compositions from our wonderful artists to your collection
HERE to CLICK
...