Territory - threat vector
Added
  • Players can now climb ladders. Press Interact to begin climbing at the bottom of a ladder. You can hold shift to climb faster or fast descent.
  • Added ladders to some of the large buildings.
Fixed
  • Wolf had deer grazing sound when roaming
A ARMY BASE - Andy Law
Modify the frame rate issue causing character lag
schoolLife 东洋中学之异闻录 - 雨沫花开
Now choosing not to bring phone to school will trigger the new content
What is still being done in the canteen of Yuxiulou
Dec 8, 2023
Deadly Nightmare - Electrical Eagle Studio
Exciting news! Our latest update is packed with improvements and fixes based on your feedback. Here's a quick rundown:

Graphics:
Upgraded visuals for a more immersive experience.
Improved lighting quality for a realistic environment.
Memory Management:

New algorithm for optimized performance on all devices.
Smoother gameplay, addressing issues on lower-end devices.

AI System:
Enhanced code for smarter enemies and a dynamic gaming experience.
Bug Fixes:

Resolved various community-reported bugs, including crashes on low-end devices.
Fixed player controller issues like crawling on stairs and fast movements.

Texture Changes:
Updated textures for better visual quality and a polished gaming environment.
Player Controller:

Player Controller:
Adjustments for smoother movements.
Slide feature removed for intuitive gameplay.

Check out Deadly Nightmare Unwanted Heritage in our store!
Deadly Nightmare Unwanted Heritage brings you back to the nightmare world, where your mission it so try and break the curse before 6 AM. In the first Deadly Nightmare game, you played the role of John, but this time around you take the role of his grandmother. Surviving is not easy!
The Last 66 Days - 迟梦灵
Good morning, noon, and night, everyone, I'm Xiran, and I'm thrilled to be announcing the release time of my video game, The Last 66 Days, today! For those of you who don't know, The Last 66 Days is a visual novel based on a relationship story that I've experienced, and while it may be a bit boring, it's been a labor of love for me for the past two months or so. Finally, I've decided to announce today that The Last 66 Days will be released on January 1, 2024 CST (which is also December 31, 2023 PST). As a developer, I've always believed that games are a kind of art that can transcend language and geography, connecting all kinds of empathetic players around the world. So for those of you who use Traditional Chinese, I will be localizing the game as soon as possible after release. Next, I'm happy to reveal a bit of my entire process and mental journey in developing this game so far, for all you prospective gamers out there~!

(As my English is limited and I use a lot of slang in my diary, in order to leave the original meaning as unaltered as possible, I will provide the content of my diary as it is in my native language, Simplified Chinese, for which I apologize.)

  • 2023/10/27:他告诉我他要离开了,所以我开始制作了这个游戏给他作为道别礼。我必须得在 2024 年新年之前完成上架,不然就来不及了。
  • 2023/10/29:根据和他过往的经历大致剧情走向写好了。一共 1264 个字。
  • 2023/11/01:把大致剧情走向丢给 AI 再加上自己改写与补充,完成了一稿。一共 2652 字。
  • 2023/11/03:和几个人分享了自己的剧本,发现了个巨大的问题——一稿太短了。一般人可能在 5-10 分钟内就读完了。接下来必须要扩展一稿规模或者另起一稿。
  • 2023/11/04:仔细斟酌后发现一稿主要是基于我和他之间的重要事件改编,注定写不出什么花样来。日常聊天中的那些废话,才是产生感情最重要的因素。决定推翻一稿重新撰写二稿,内容基于我和他之间的所有聊天记录。
  • 2023/11/06:二稿撰写完成,共 8383 个字。这次的字数终于提升到约二十分钟的游戏时长了,同时还加入了只有达成某些特殊条件才能触发的隐藏结局。具体内容保密~
  • 2023/11/07:还是发现了问题,二稿还是太短,而且人物语言风格过于相似,虽然这是基于真实内容改编,但是在游戏中还是容易给玩家们造成两个人就像同一个人说的话的错觉。开始根据问题略微修改二稿,定为三稿。
  • 2023/11/08:三稿撰写完成,同时也修改掉了一些二稿的逻辑 Bug 以及影响玩家正常阅读的句子。奇怪,三稿修改完也是 8383 个字。理论完成,准备上实践——游戏化开始!
  • 2023/11/10:完成三稿剧本游戏化过程。即将开始着手准备背景图、立绘、背景音乐等附加内容。提前做好上架准备,开始申请注册 TapTap 开发者账号。
  • 2023/11/11:从免版权素材网站上挑了一些音频作为游戏背景音乐以及部分背景图。同时其他背景图与立绘的约稿于今日开始,因为鄙人不怎么会画画……一共花了 610r,饭都要吃不起了……
  • 2023/11/12:通过编辑源代码定制了游戏引擎的 UI;炁清角色立绘绘制完成,等待安娜的人物立绘中…
  • 2023/11/14:研究了一晚上的 TapSDK,最终决定使用 TapPlay (因为我是没有任何一点的 Android 开发经验啊……)。
  • 2023/11/16:本来打算用 TapTap 在国内发布的,但是突然发现在大陆发行需要版号,最终还是决定拥抱 Steam 了。开始申请注册 Steam 开发者账号。
  • 2023/11/17:早上收到了 Steam 的审核通过通知,耶!准备开始着手上架 Steam。
  • 2023/11/18:立绘画师说今天能完成两幅人物立绘,拭目以待。
  • 2023/11/19:好好好,立绘还是拖到了今天,不过问题不大。将人物的立绘插入了游戏,游戏只差标题图就完工了。
  • 2023/11/20:标题图新鲜出炉!终于可以提交 Steam 商店页面了,提交了商店页面等待审核中。
  • 2023/11/21:游戏制作的最后部分完成,提交整个游戏等待审核喽!
  • 2023/11/23:审核不通过,因为添加了太多链接。现在把这类链接移到官方网站了,看看审核能不能过。不过快要到周末了,估计得等到下周才能出结果了。
  • 2023/11/26:审核过了!终于!!上架环节终于结束咯,坐等发行~
Krita - EmmetPDX
Hey all, this week we've released another round of bug fixes.
You can find out all of the juicy details here in the patch notes.

Pathless Woods: Prologue - 俏牙仔
The companion system has been launched, and in the game, refugees can cultivate a good impression and invite them to adventure with their partners.

By providing partners with the corresponding tools, they can become the corresponding collectors.

Set the construction marker wooden sign as the work area, allowing partners to produce resources in the work area!
SAELIG - Atorcoppe
Greetings!

I’ve been working hard on this update recently, and now I think it is ready for prime time. Not only does this update have some great new stuff, but I have also included some great quality of life improvements.


Bug Fixes
  • You will no longer lose energy when you initiate sleep.
  • The player will no longer stand there talking to the void when their conversation partner walks away.
  • Fixed a bug where loading in your game could set your health to 1%.
  • Fixed a bug where you were unable to teach skills to people.
  • You can now gift buildings to people again.
  • You can no longer break the game by pausing the game while loading.
  • Fixed a bug where your heir sometimes wouldn’t take over if you died.
  • So there was this bug where if you gave someone a bow they would use it as a sword and go around slapping people with it. While this was extremely amusing to watch, I made a tough decision to fix it.
  • Your mine workers should no longer teleport home while working.
  • Carts should no longer get stuck on the Alehouse.
  • There was a chance that when setting up a caravan, the destination wouldn’t have any in-demand items. This is now fixed.
  • Fixed various production bugs.


General Additions & Improvements
  • There were some undocumented keybindings, I have no added these to the keybinding menu.
  • General navigation improvements.
  • Tweaks to some visual aspects, materials, LODs, etc.
  • The camera is no longer required to be close to trees for you to send your character to chop wood.
  • You can now easily see someone’s skill level in an item when assigning that item to them to produce.
  • The High Quality Wattle & Daub upgrade now 100% offsets the risk of fire associated with having a fire pit in your home.
  • Some tweaks to the size of some UI elements and text.
  • Characters should longer walk through benches.
  • Tweaks to some building interiors.
  • The building info window will now show workers at that building as well as any residents.
  • More viking start positions on each map.
  • Energy is no longer consumed while relaxing.
  • You can now force your spouse to quit their job.
  • If you are quite hungry and you have no food in your inventory, but you are nearby to your house which has food in it, you will automatically grab a snack from your house.
  • The map population counts no longer include travellers, soldiers, and vikings.
  • Default (more on that later) wait time between raids has been increased.
  • There is now a limit on how many children any one person can have.
  • Vikings are less arson-y.
  • If the map is at the population cap but you do not have any children you will now be allowed to produce a child.
  • Your spouse will no longer charge Vikings head-on like a crazy.
  • Incense is now a tradable and consumable item that when used applies a buff that will give you a bonus in romantic situations.
  • Sermon Materials have been removed from the game and the requirements to conduct a sermon are a lot simpler.
  • Herbalist Huts will now have a stove as default which reduces the complexity involved in producing Herbal Tea.
  • It is now a lot harder to befriend someone simply by force feeding them eggs, fish, etc.
  • General tweaks to the relationship points gained when giving items to people.
  • Workers at an unowned Bakehouse or Alehouse no longer get a cut of the sales of each item.
  • If you live in the Bunkhouse you can no longer access the inventory of said Bunkhouse.
  • Now if the difference in assets between two people is too high they will not accept a marriage proposal no matter the relationship level.
  • Right clicking the buildings in your building list will now show the interaction menu.
  • Linux players can now access the Wiki in-game.
  • When you view inside a building the UI will automatically minimise, along with a few other UI tweaks relating to viewing inside a building.

Map Mode
  • In map mode out of view town labels will now pin themselves to the edge of the screen with an arrow pointing to the location of the town.
  • Clicking on an icon in map mode will now jump to the location of that icon, while remaining in map mode.
  • Map mode town names now match the town names shown outside of map mode.


Really Cool Stuff
  • The player can now rent a home from another character.
  • The lowest social class, Gebura, can no longer own any property. This will make things a little tricker for people starting out poor. This also produces more renters because there are less people able to buy their own house.
  • A new main menu screen that is a little funner.
  • You can now decide if your workers get the day off when they are sick. This is controlled via the wages screen.
  • If you own a Longhouse with walls you can now close the gates, which will prevent Vikings from attacking it.
  • A new Follow command for armed Hyrmann. When they are instructed to follow someone they will defend that person in a fight. There are some exceptions to this however, for example - If you tell a Hyrmann to follow you and then attack their spouse, the Hyrmann will turn on you.
  • Your Hyrmenn will now automatically find you during a Viking invasion and defend you (if they are armed).
  • Assigning hotkeys is now way better. Hold Ctrl to see an interface showing all your assigned hotkeys. When holding Ctrl press a number to assign the selected entity to the corresponding slot. Use Ctrl + Backspace to clear all hotkeys.
  • First person is now a viable way to play the game. While in first person you can select things and interact with UI, buildings, people, and carts. You can even go inside buildings and walk around inside them. Do note that first person movement uses the same navigation as standard gameplay, so your character will automatically avoid obstacles, etc, when you walk around.
  • New icons for most items. These are still WIP.
  • An external config file is now generated by the game and stored in the same location as the saves. This config has various settings inside it that can be adjusted to change various parts of your game. The config file is loaded every time you start the game and if any errors are detected the game will load the default config. Using this config you can changes things like, population limit, viking raid intervals, item base prices, AI and player child limits. If you mess up the config file you can just delete it to generate a new one.


I didn’t realise just how much stuff is in this update until I wrote it out. I hope you enjoy it!

Cheers,
Jamie.
Territory: Farming and Fighting - loomingco
Optimization: After the wolf warrior goes crazy and is knocked down, it should return to normal
Numeric adjustment: Races that are immune to gastroenteritis will not lose happiness due to food.
BUG: Nobles cannot attend the banquet
BUG: After digitally grouping Titans, the Titan cannot be quickly positioned by grouping the numerical keys.
BUG: When there are very few adult animals in the pasture, there may be a problem of many coachmen or cavalry gathering in the pasture waiting to lead the animals.
BUG: In the military camp, the rescue passenger setting options are not saved.
BUG: The male and female icons and images of children are reversed
New function: Add a martial technology, militiamen use weapons and equipment
Value adjustment: Save the militia's health, instead of having full health every time a civilian converts to a militia. The militia's health is restored by 3.3% every day.
BUG: Automatic transactions with vassal territories are invalid and tax collection is 0.
Numeric adjustment: For barren dependent territories, the annual tax payment is changed to 50
Farlight 84 - yanglu161616
Farlight 84 was first released globally in April this year. Since then, we have released major updates every month, and the reception from all of you has been off the charts. Approaching the end of 2023 and moving into 2024, we'd like to share with you our plans to make Farlight 84 even better.

Today, we are delighted to share a special announcement for Farlight 84. This announcement will outline our future plans for optimizing gunplay, designing hero skills, and adding exciting new elements to the map. However, do note that some of the thoughts we share today are subject to vigorous play tests, and so may be implemented in a different fashion in the final design, or may not all come to fruition.

With that, let's dive deep into our design thoughts and what to expect from Farlight 84 moving into 2024!

▌Gunplay Design
We've noticed player feedback suggesting that the feel of using firearms in the game seems too similar across the board, prompting you to make very similar weapon choices every single time. This makes us deeply rethink our current weapon framework, and we'd like to share our thoughts with you below.

◇ Current state of 'Assault Rifles'
Take assault rifles as an example. Apart from the AK, the recoil and spread of other guns are nearly non-existent. This makes these guns extremely versatile, effective in both close combat and sniping scenarios.


◇ Current state of 'Submachine Guns' (SMGs)
Submachine guns haven't been as fortunate. They lack a strong presence in the game. Designed for quick close-range engagements, their advantages lie in low recoil and high fire rates. But when assault rifles also exhibit these traits, players seldom opt for submachine guns, which offer a lower cost-benefit ratio.


◇ Current state of 'Sniper Rifles'
This issue extends to sniper rifles as well. In Farlight 84, we aim for a relatively short Time to Kill (TTK) to encourage more intense gunfights. However, our design of sniper rifles hasn't supported this goal, leading to their underutilization. Instead, most players prefer assault rifles with scopes for most combat situations.


◇ Current state of 'Sound Effects'
Farlight 84 is cross-platform between PC and mobile. To accommodate both, we've had to compromise on some high-quality sound effects for impact feedback. Gun sounds are a crucial part of this feedback, but in Farlight 84, they've been too subtle, often overshadowed by the system announcements.

◇ Our Future Plan — 'Diversify Gunplay'
The changes in the AK's shooting parameters and the audio enhancements of some weapons in version 15.1.1, are the first baby steps. Now, the AK feels more realistic, with increased bullet trajectory randomness and a higher recoil cap, aiming to provide a more immersive experience.

We've also updated the sound effects for the AK-77 and Bar-95. The new sounds offer a more realistic soundscape, especially on better equipment, where you'll experience clearer, more impactful feedback.

▌Hero Design
So far, you've generally relied on your hero's active skills and, occasionally, the jetpack. The jetpack, with its cool aerial maneuvers, offers high mobility. However, the combination of hero skills and jetpack usage doesn't always feel right. Let's take a look at the design thought process for this part of the core gameplay.

◇ Current state of 'Hero Skills & Jetpack'
1. Most players entering Farlight 84 weren't utilizing the jetpack effectively.
Players already have two active skills to manage. Adding the jetpack's two movement abilities while managing the skills, while also managing to shoot, often overwhelms new players. They end up randomly pressing whatever lights up, confused about what happened after using a skill, let alone combining them all and coordinating with teammates.

2. The jetpacks happen to indirectly weaken the gunplay experience.
Due to jetpacks' high mobility, we had to compromise on gunplay dynamics from the beginning of Farlight 84's design. Most guns are crafted with the premise of facing enemies flying around with jetpacks, and we HAD to lower the difficulty in weapon handling, advanced prediction, and recoil control skills.


◇ Our Future Plan — 'Better Hero Design'
In our upcoming adjustments, we plan a comprehensive design approach of hero skills and jetpacks. Future battles will involve more head-on confrontations between players, making a deep understanding of hero skills crucial. We also hope that players will find more enjoyment in the seamless integration of skills and weapons, challenging themselves with higher levels of gameplay.


▌Map Design
Apart from optimizing existing heroes, weapons, and the in-game progression system, we're also working on new, fun gameplay elements to the Battle Royale mode in Farlight 84. Let's take a look at what's coming to maps in 2024.

◇ Current state of 'Maps'
So far, the map experience in Farlight 84 has been quite stable, with the ring closing periodically, and players doing the usual: scavenging for supplies and moving to safe zones. Beyond finding resources and opening chests, there haven’t been many clear objectives or opportunities for players to employ proactive strategies.


◇ Our Future Plan — 'New Map Features'
To alter the experience for more excitement, we're designing new map features, including 'mech bosses' in the battle royale maps, spawning at random locations!


Once the 'boss' is defeated, you can take control of it, essentially turning it into a giant vehicle of your own. Imagine the thrill of piloting a mech boss, using its abilities to dominate the battlefield!


These new features are expected to make playing in battle royale more exhilarating, strategic, and full of tactical depth. The addition of this new feature will introduce more variables to the battle, enriching the combat experience and making it more exciting for players.

▌Final Words
The changes and directions discussed today are not final, and we plan to implement these designs gradually over the coming months in 2024. We will provide more detailed update content before each upcoming version through the What's NEXT series.

We hope you'll find more enjoyment and discover new strategies alongside Farlight 84's evolution. We encourage and welcome your honest feedback to help us take the game even further. Stay tuned for more detailed information about the final changes for each respective update once they arrive.

Thank you for your continued support, and we look forward to bringing you an even better Farlight 84 experience!

Have a lovely holiday season <3
Farlight 84 Team

Watch full introduction video on YouTube:
...