Dear Travelers: As the fates once again unveil their secrets, can you still sense the guiding whispers leading your way? Exploration isn't merely a brutish game; at times, it calls for a pause to heed the metaphors woven by the heavens. Now, the opportunity stands before you. Before the true journey commences, draw the dice to perceive your guidance! 🌌🔮 🔥Download Dragonheir NOW: {LINK REMOVED}https://bit.ly/dragonheir-downloadnow
Hello, After a one-year alpha phase, we are proud to announce that our game is evolving towards its release version. We spent a lot of effort shaping the game, Through development we learned a lot, we can't wait to share it with you.
VonGarland Castle : Sacrilege of the Night - monsterrobotstudios
Hi all,
The game should now support wide screen aspect ratios such as 3440X1440 2560 X1080 small bug fixes & language corrections. many small aesthetic changes have been made to all levels just to give them a slightly better look. crank doors now have gears & chains that spin/move when you operate them to give players more visual feedback. more foliage and other touches have been added to levels, nicer looking windows have been added to some level backgrounds, etc.
Duke, Val and Silvago all now have slightly different walking and running speed and whip charge speed. Duke Slowest moving with fastest Whip Charge. Silvago medium moving and Whip Charge. Val fastest moving and slowest Whip Charge. (the differences are very slight so it won't impact too much based on who you play as)
thanks to everyone who has been playing and giving feedback and reporting bugs. I will keep up the small updates while working towards the big update. if you have time to leave a review and is super helpful
A more varied second level! A more balanced level of difficulty. A fairer level design. Shoot carefully and let your opponents sleep in the right position. Move past them. Get the jewels and coins.
Rise for the Fight - Early Access - Reece Makes Games
ALPHA BUILD 1.9 RELEASE CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - NEW Weapon Variant: DBS-90A / Double Barrel Shotgun with a slower Rate of Fire, more ammo reserves than the base Double Barrel Shotgun, and Iron Sights inspired by the Halo M90 Shotgun. This gun will be available in Gun Party, and Moshpit. - Added NEW Collision System to prevent players from sticking to walls.
BUG FIXES: - Fixed players being able to use Quick Escape to get out of the map on Legacy. - Fixed some guns in Gun Cycle not playing the upgrade sound when the upgrade conditions are met.
SANDBOX CHANGES: - Decreased DBS Ammo Reserves from 30 to 12.
SANDBOX CHANGES: - Decreased Melee Attack Rate from 1 to 0.6. It will now take slightly longer for the melee process to finish before shooting your gun or performing another melee.
ALPHA BUILD 1.9 PATCH 2 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - Increased Moshpit Gungen Purchase Limit from 2 to 5. - Added Weapon Swapping! This will apply to Surge, FFA Loadouts Only, Pandemic, Moshpit, and Tug of War. Scroll with the Mouse Wheel or press DPad Down. (NEW CONTROLLER CONTROL SCHEME COMING SOON...) - Moshpit Weapon Starts have been changed. You now start with a P13 and Fists. (Keep in mind if you want to buy a new weapon from Gungen, whatever weapon you have equipped will automatically switch to your other weapon to give you your new weapon. You will have to switch again manually to use the new weapon.)
BUG FIXES: - Fixed UI issue causing a gun that was previously equipped to not update ammo on the HUD when re-equipped. This would also not allow the gun to shoot, and was ultimately preventing me from adding weapon swapping. - Fixed a bug that caused the Round End sound to play whenever a gun was purchased in Moshpit.
SANDBOX CHANGES: - Removed HP6 from Moshpit.
ALPHA BUILD 1.9 PATCH 3 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - Removed Weapon Swapping in all multiplayer modes due to a network syncing issue with the new Weapon Swap System. However, I have kept it in Moshpit, as it works fine with the Singleplayer modes.
ALPHA BUILD 1.9 PATCH 4 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - Increased DBS-90A Firing Sound Volume. - Modified Spring-Jump mechanic, which will no longer allow you to boost yourself in the air with a fixed boost amount while crouch-jumping. The boost amount will peak at the first crouch of each jump, and will now decrease by 50% everytime the crouch button is pressed. - Added NEW Mode: Snowbrawl / Every player is a snowman, and must throw snowballs at each other to score points. Hat Cosmetics disabled.
GAME MODE CHANGES: - Changed Score to WIn on Gun Cycle to 13, matching the amount of guns usable in that mode.
BUG FIXES: - Fixed Look Jitter on Keyboard and Mouse.
ALPHA BUILD 1.9 PATCH 5 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - Increased Max Sensitivity from 5 to 8. - Disabled Whole Numbers for Sensitivity. - Changed Weapon Bobbing in Moshpit, so it's not as chaotic when you buy Boosters. - Decreased Weapon Sway amount and intensity. - Added NEW Game Mode: Gun Switch / P13 Starts, Each kill will give you a random gun. First to 10 kills wins (20 kills for more than 2 players in a room...)
GAME MODE CHANGES: - Disabled Weapon Swapping in Moshpit due to animation issues that can occur when swapping guns.
BUG FIXES: - Attempted to fix Powerup Pickups only working for the host. If this fix attempt does not work, I'll further look into a more permanent solution. - Ammo Reserves no longer reduce when the gun is fired. It will now stay the same until the gun is reloaded. - Scoreboard Roles now correctly display to all players.
ALPHA BUILD 1.9 PATCH 6 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - NEW Feature: Spawnpoint Selector / Players now have the ability to select their Spawnpoint by using the Left and Right Arrow Keys, or Left Bumper and Right Bumper on an Xbox Controller. - Lowered Movement Speed for all non-zombie player objects from 10/16 to 8/12, and for all zombie player objects from 16/25 to 10/16.
GAME MODE CHANGES: - Increased Respawn Time from 5s to 7s in all modes.
BUG FIXES: - Fixed an issue in Pandemic where alive players wouldn't die when shot to 0 Health.
ALPHA BUILD 1.9 PATCH 7 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - The Sensitivity Setting will now display with a single decimal when set.
BUG FIXES: - Fixed Pandemic Zombie Players having the upgrade prompt every time they spawn. - Fixed Pandemic Score Doubling when a player kills a zombie. - Fixed Mouse Look Jitter (Finally.)
BUG FIXES: - Fixed an issue in Pandemic where alive players wouldn't die when shot to 0 Health.
ALPHA BUILD 1.9 PATCH 8 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - Added NEW Feature: Gun Type / Your equipped gun will now display where the Ping Text was originally at. It will display the Gun Name, and if it is Full Auto or Semi Auto (AUTO/SEMI). - Moved Ping Text to Scoreboard. This will still display your personal ping.
GAME MODE CHANGES: - Disabled Tug of War until further notice. - Added NEW Game Mode Variant: FFA DBS90A Starts / Free for All, but all players start out with the Double Barrel Shotgun w/ Glowing Iron Sight Attachment. Leap Force doubled. Movement Speed Increased.
BUG FIXES: - Attempted to fix Reloading issues when you upgrade your gun, or are close to last mag.
ALPHA BUILD 1.9 PATCH 9 CHANGELOG:
SANDBOX CHANGES: - Enabled Bottomless Ammo Reserves for all weapons in all modes.
ALPHA BUILD 1.9 PATCH 10 CHANGELOG:
ADDITIONS AND ADJUSTMENTS: - Increased Max Player Count for Multiplayer from 4 players to 5 players.
BUG FIXES: - Fixed the Main Menu UI not appearing when the game loads up. - Patched minor bugs.
Following a series of 7 weekly devlogs, and a period of weeding out the most annoying bugs, the Food & Fire update is now available to everyone. As of today, the beta branch no longer exists and the price has seen a slight increase, as indicated earlier.
For a 'normal' patch log, explaining all changes since last week, see below.
Old save files
The Food & Fire update uses a new save file format. Although I have tried to also support the previous save file format, several users indicate that this was not 100% successful, and they cannot load save files created with the previous update. In case you really want to continue with your old world, you can still access older versions of the game by using the 'previousupdate' branch here on Steam.
New since the previous small patch
Added 2 new aquatic seed types that sink to the bottom and germinate there; there's an extra explanation text to explain the difference to floating seeds. This fixes two problems: * Aquatic plants so far usually did not survive, because normal seeds die when touching water * ALL grass species just continues growing under water (now they need special seeds)
Fixes for disasters: * Fixed the strange, mostly black, colors seen temporarily when increasing or decreasing the ocean level * Tweaked the bloom effect: during the night, made the bioluminescence brighter but fire less bright * Wild fires no longer spread to plants submerged in water * Changes to the soil made by meteorites are undone after some time * Grass now also dies from the fog caused by meteorites * Removed the confusing global temperature drop during the fog caused by meteorites * Made the y position (height) of the volcano model the same everywhere, independent of terrain, so it no longer sticks out sometimes * Fixed global temperature changes causing temperatures above the maximum temperature (which caused perpetually dormant plants)
Fixes for the planet editor: * Added sound effects when placing volcanoes * Made the animation to switch from the spherical to the flat planet faster * The toggle button to switch between the flat and spherical planet is now locked during the animation * The terrain overlay button now have a sound effect * The terrain overlay buttons now pulsate 2 times when touching a slider selects them automatically * Fixed various smaller reasons that could cause the volcano position on the spherical planet to glitch out
Fixes for the plant editor: * During the mountain level, don't show the root handle below the fibrous root (because you can't use it anyway) * Realized (and fixed) that I never configured the 'provides energy' stat for many seeds * Made the rotation with mouse movement faster
Misc fixes: * The list of common death causes in the species detail view now also mentions 'old age' * Fixed the missing texture for the blue iris eye (black in the previous build) * Fixed a glitch with floating plants caused by their ancestors having stilt roots
Refactor (changes under the hood): * Gave body parts persistent identifiers, so when new body parts were added and you load an old save file, they are not all mixed up.
I often forget to read comments below release notes, so if you have questions or bug reports, feel free to reach out via the Steam forums or thesaplinggame@gmail.com.
As you may know, ModDB is an excellent site for modders. Every year, the site hosts a competition where users vote for the mod which they consider the most outstanding.
You can vote for Swelter, but we'd also like to recommend a few Source mods we find deserving. Interestingly, ModDB allows you to nominate mods from any year. However, we will limit our recommendations to those released in 2023, including media, early access, and project updates.
It features puzzles that are not overly complex, but rather concise. It has a decent balance of difficulty, and the playtime is reasonable. The level design is quite good, with a significant plus for Portal mods: the opportunity for the player to explore the backstage. During the modding process for Portal 2, and through analyzing the game's universe, its future possibilities, and the core philosophy of its world, our affection for the second part gradually diminished. This experience also simultaneously reinforced our love for the original Portal. This shift in preference wasn't unique to just one member of the SDE Dev Team. Therefore, with much curiosity and hope, we are keenly focused on projects dedicated to the classic Portal from the Orange Box.
This mod, which initially released a couple of years ago, has recently received a substantial and expansive update this year — almost like a second release. The mod has indeed improved, becoming more diverse and polished. So, if you've played it before, a replay will still be engaging.
Although the mod was released in early access (only the first chapter is available), it can be seen as a complete product: the scope and quality of production of this first episode alone surpasses many projects. The gameplay of the mod is interesting; the author has attempted to diversify the shooter with various activities such as transportation sections, puzzles, and exploration segments. We are waiting for the next chapter with anticipation! Script-wise and narratively Uprising is more satisfying than EZ2: the story is more serious and mature, there are more living characters, and the artistic component actively relies on real architectural forms instead of abstract corridors. EZ-Uprising episode 2 seems more promising than EZ3 at the moment.
The demo consists of six maps dedicated to the test chambers. The visual quality is comparable to the original game, and the puzzles are especially interesting due to geometrically unusual room designs.
The mod stands out from other projects dedicated to pre-release concepts of Half-Life 2. This project can be perceived as a special, an author/director's version of HL: instead of mindlessly following the concepts from Raising the Bar pages, much attention is paid to the development of in-game philosophy and world rules, without strict and unnecessary attachments to the subjective and ephemeral, supposedly existing canon. Rather than "restoring" the beta, as many projects do, DI exactly evolves the beta's ideas. Painstaking work with the HL2 universe, great artwork and non-corridor level design, excellent work with many new assets.
The Half-Life community has seen many attempts to continue the fate of Adrian Shepard or involve him in a side story. Almost all of these projects failed to reach even an average level of quality. Urban Chaos was a pleasant exception, marking a significant breakthrough in quality compared to other Opposing Force sequel projects. This result is expected: the current team has all the necessary knowledge and skills, and the key members of the team are invested in a promising masterpiece with sincere inspiration and enviable dedication.
This is the sequel to an intriguing modification that was released about two years ago. Noteworthy features include well-staged scenes, gloomy locations, and engaging gameplay. So far, not much media has been published to ascertain the development status, but the author has proven himself with the first part, so we wish further success in the development of the project and wait for the next release with hope.
It should be emphasized that this selection is not the position of the entire team, it is primarily a personal recommendation of the SDE Dev Team leader - MyCbEH (Musien).
We appreciate your interest and look forward to your participation in the voting!
I've been working more on the character sheets. Currently focused on the PF1 sheets and when satisfied with that I will update the other sheets with similar changes.
If folks who are comfortable with PF1 would be willing to play around with the sheets and give some feedback it'd mean the world. I am trying to keep them easy to use and fairly simple while allowing a bit of automation so that they... well, are easy to use. Finding a good balance between manual input and automation can be a delicate process.
I have done a bunch with them. They can now not only be accessed in sessions, but also from the main menu. You can also add attacks and use them to roll automatically. Spells can be saved, etc and so forth.
If people could just give 'em an honest try and let me know your thoughts it'd be really awesome.