Dec 12, 2023
Regenesis - Ailu
We have made some small changes focused on quality of life and UI elements

- Minor changes to UI elements.
- Contextual controls added to battle.
- Camera adjustments.
- New main menu.
EVE Online - EVE Online
Formidable capsuleers,

New Eden is in turmoil, thanks to Havoc being wrought by pirate insurgents and empire militia fighting to suppress corruption. A brand new update to EVE Online’s Havoc expansion only adds to the chaos by introducing an exciting Ice Refinery Heist activity and AIR Daily Goals.



NEW EDEN IS SHAPED ON THE FRONTLINES
Recently, fearless mercenaries went boots-on-the-ground in the EVE Vanguard First Strike event, which gave Omega players the opportunity to jump into the new multiplayer sandbox FPS module for EVE Online. As Vanguard, players fuel the war machine, adding corruption to the frontlines, delivering vital resources to the EVE economy, and completing contracts that turn the tide of battle. The First Strike event was a massive success with the Vanguard adding to the corruption on the frontlines by completing contracts for the Angel Cartel and Guristas, pulling out materials and data of interest from the Bowhead wreckage. This event not only gave players the chance to experience the action of EVE Vanguard, but also provided valuable feedback to aid in the creation of an authentic FPS experience within the EVE Universe. We extend our thanks to everyone who participated, and look forward to the next Vanguard event, coming in January.



ICE HEIST, BABY
As Pirate Insurgencies crop up in more systems around the cluster, new opportunities for illegal pirate activity and wealth accumulation are appearing in the war zones of New Eden. As of today, large fleet-oriented sites will start spawning in Insurgency systems at corruption or suppression stages 3-4. These Ice Refinery Heists include a new resource-movement interaction, allowing pirate-aligned capsuleers to raid the refineries, fight off security, and earn rewards. In turn, faction-aligned pilots can defend the sites by fighting off the attackers and evacuating the tankers to their home base. Groups will receive a point for each tanker ship they guide back to their home base. The first side to retrieve enough tankers wins Loyalty Points and standings rewards, with points subsequently added to corruption or suppression in the system, depending on where their loyalties lie.



AIR DAILY GOALS
If all this action isn’t enough, capsuleers now have even more activities to take on in New Eden, with the introduction of AIR Daily Goals, an upgrade to daily challenges. Every day, pilots are presented with four challenges, and they get the main daily reward of Skill Points by completing two of them, but also earn EverMarks and ISK for each of the goals completed. The challenges are varied and suited to different proficiencies, be it PvE or PvP combat, industry, or exploration.



Capsuleers now have ample opportunity to further their goals every day, whether that is to rack up their Skill Points, amass ISK and EverMarks, honing their skills in different proficiencies, or trying their hand at new activities to experience all that New Eden has to offer. The new challenges add more variety and accessibility and allow you to chart your own path and pursue the right goals for your journey. Tracking your progress is a breeze, as the AIR Daily Goals live in the AIR Opportunities window, giving you easy access to most of your activities in one place.



Every capsuleer gets the same set of daily goals on a given day, which provides an opportunity to fleet up to complete the goals together and makes it easier to complete them with your alternate characters.

LAST CHANCE FOR THE BIG WINTER NEXUS REWARD
The fun doesn’t stop there, because Winter Nexus has arrived, bringing with it spectacular rewards every single day. Among the treats on offer are festive new SKINs, fireworks, and filaments, as well as 125,000 SP for Alphas and 525,000 SP for Omegas, who can also claim the Alpha rewards for a whopping 650,000 SP! Even if you’re late to the party, there’s still time to claim the biggest prize of all, a massive SP cache on day 23. Just think of the possibilities. Will you spend your Skill Points on flying your dream ship or furthering your illustrious career?



The new SKINs are from the Aurora Universalis line and will include stunning styles for a frigate, destroyer, cruiser, and carrier for each empire, in addition to a skin for the Nestor, Kikimora, Barghest, and more. Warp into Winter Nexus today, so you don’t miss out on any of the great gifts!

TREAT YOURSELF THIS HOLIDAY SEASON
The Havoc expansion introduced several new ships to New Eden, and for a limited time, you can get a great deal on stunning Luminae Polaris SKINs for some of these new vessels with the Winter Festival Pack in the EVE Store. The Winter Festival Pack also contains 23 days Omega time, 400 PLEX, festival launcher, Rimefrost Starburst firework, and one MCT.



The New Eden Store is also in a festive mood, offering a 30% discount on the stunning Luminae Polaris SKIN line from last year’s Winter Nexus celebrations. Get your Blood Raider, Mordu’s Legion, and Sansha ships looking amazing in time for the Yoiul Festival, ensuring you look your best this winter.

This offer is only valid until 25 December, so don’t delay!

FREE LUMINAE POLARIS SKIN BUNDLE
The treats don’t stop there! Throughout the Winter Nexus celebrations, between 5 December and 4 January, pilots that make any purchase at the EVE Merch Store will get four free SKINs from the beautiful Luminae Polaris line.



Each Luminae Polaris SKIN radiates cool greens and icy blues, offering your hulls a perfect look for the festive season. Now is the time to head to the EVE Merch Store, whether you want to pick up some new swag from the “Hot Drops Collection” or pick up a festive gift for yourself or another EVE pilot from the “Winter Collection”.

PARTY IN ICELAND IN 2025
Tickets to Fanfest 2025 have been selling like hotcakes, which comes as no surprise as capsuleers are social creatures and love hanging out in person. Not to worry, though, there are still some Early Bird Pioneer Passes available, a perfect holiday present for a loved one, or a treat for yourself! Make sure you don’t delay, as the festival is expected to sell out, much like this year’s Fanfest.



SOW MORE CHAOS, WREAK MORE HAVOC
Capsuleers have embraced the latest opportunities for Havoc and brought massive action and chaos to New Eden. Rarely has there been a more exciting time to warp to New Eden, and more opportunities to wreak Havoc.

See you in space!
BOSS FIGHTERS - LeonoffGame
The Fest was a wild ride!🚀

More than 800 players, 162 gameplay hours, and hundreds of smashed gingerbread cookies! Thank YOU ALL for being with us, guys!❤️

Xmas fun is just getting started, stay tuned for our updates!🎄
Dec 12, 2023
Dwarves: Glory, Death and Loot Playtest - ichbinhamma
- Paladin and Warpriest can now critically heal and apply effects
- Reduced Warlock damage scaling on crows to 0.25 (was 0.5)
- Reduced impact of magic attacks
- Removed impact of crows and phoenix
Dec 12, 2023
EMPTY SHELL - [IT] highcla
Hey everyone!

I've just updated the Prologue to match some content (QoL updates, bug fixing, balancing and UI/effects options) of the full version.
This is just a technical update to prioritize the loading of the save files from the Prologue, rather than the Next Fest demo, that was only available in October for one week.
OVIS LOOP - LIFUEL
(This content was written by me using translation tools as I study English. Therefore, there may be mistranslations, and I would appreciate it if you could read the original in Korean if you wish)




Hello, we are the LIFUEL development team. As we embarked on our first development project, we faced many trials and errors. Gradually, as we refined the game, we've reached a point where we can finally talk to you about it. Today, we want to share the development process of <STAND-ALONE> and the mistakes a beginner developer makes while creating their first game.


Background: Is Roguelike About Collecting and Unlocking?

There's an unavoidable stress inherent in the roguelike genre.

-Restart from the beginning upon death-


However, this issue is a thing of the past. Relatively recent games have largely solved these problems.



Games like Hades, Dead Cells, Dungreed, Skul, and others are truly enjoyable. They have significantly reduced the fatigue of death, making roguelike games more comfortably enjoyable

But quite some time has passed since these games were released.
Subsequent action roguelike games are becoming lighter and more 'roguelite'. Collecting predetermined synergies and acquiring resources to permanently strengthen the player is an innovative system that undoubtedly reduced game fatigue and made our hobbies more enjoyable. However, as we continued to play roguelites, we began to see persistent issues in the genre.

-We have to keep collecting because we can't clear the game until we do.-




We questioned the method of collecting synergies and character growth set by developers. The need to collect specific items implies that the game can be difficult if you don't collect them. Not fully unlocking a character's abilities can make the game challenging. We found ourselves growing tired of increasingly grinding gameplay.

We wanted to alleviate many of these problems in roguelites.



While pondering over a solution, we were greatly inspired by the organic card combinations in the deck-building roguelike "Slay the Spire". This game gave us a feeling of empowerment through our choices, even to the extent of defeating bosses in one hit. This led us to question the growth in action roguelikes.

What if action roguelikes could evolve like deck-building roguelikes... Should I try making one?


Looking back, we were quite naive. We didn't realize how risky it was to think, "What if we reinterpret deck-building and apply it to a game? Could we create a truly roguelike action game?"

Nevertheless, we started game development with bright hope, knowing nothing.

A skill-building action game where growth depends on my combinations, not predetermined synergies. That was the beginning of STAND-ALONE.

And this choice haunted us for three years.


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


We Were Unaware of the Myriad Problems That Would Emerge

Specific Planning

Our initial planning stage was far from smooth. We didn't have a concrete idea of what to make or how to make it. We only had a feeling we wanted to convey. So, we started by creating a game that allowed for some synergy combinations based on action.

The main concept was as follows:

Skillfully combine skills to unleash incredibly explosive damage!

"In the early stages of making the game, we had these happy thoughts: 'Wouldn't it be nice if basic attacks could be customized? Wouldn't it be fun to create aerial combo skills?'

However, problems approached us very quickly.

As we developed, it became obvious that skill building was not happening at all.

Yet, not fully realizing the severity of this, we naively and simply kept adding skills one by one. In the early stages of development, we had a lot of quick slot UIs because skills had to be used frequently and in a specific order to become stronger.



But the most serious problem was that even with 10 skills, it was hard to call it deck building.

The possible combinations were insufficient with just a few skill uses. Many deck-building games can be played with as few as 5 cards, but typically they involve 20-30 cards, sometimes even more than 40. However, in an action game, it wasn't feasible to have 40 skill slots.

A more experienced developer might have thought differently, but at that time, we had this foolish thought:

'Even so, since we can customize basic attacks, couldn't it be considered deck building?'

We started developing naively. Since we had nothing, the more we created, the better it seemed, and looking at the game, we deluded ourselves into thinking, 'We are doing well.'



Our game, seemingly well-made on the surface.


Embarrassingly, this video represents our status at that time.

We had no final game size, no growth mechanism in place.
However, just the two of us managed to create this and gained tremendous confidence and hope. (The joy of creating a game for the first time is truly incredible.)

At that time, we were developing over Discord, about 200 km apart. We seriously decided to stop all other work and meet to develop together. We rented a small 5-pyeong room, and two healthy men began to develop for over 120 hours a week. (Along with cockroaches, of course.)

Certainly, the game developed faster when we worked together.
But, of course, it wasn't easy.



--------

(To be continued in the next episode)

EMPTY SHELL: PROLOGUE - [IT] highcla
Hey, everyone!

I've just updated the Prologue, that used to be the original version of the game, with some features and improvements from the Next Fest demo and the full version.
You'll find lots of QoL updates, bug fixing, better balancing and much more.
Here the full changelog:

  • Weapons now have a reload system
  • Secret rooms
  • More balanced enemies spawns in the second level
  • Shotgun overhaul: 30% more damage, ~11% less damage decay (distance), 20% less spread
  • Now the previously dead volunteer body will be found closer to the start of the level (the distance scales with difficulty, closer on easy)
  • Better recoverable equipment from the previously dead volunteer body (scales with difficulty)
  • Option to change the zoom type from original (automatic) to manual
  • Option to increase the UI size (menus, documents screens, invetory, etc)
  • Options to reduce UI effects
  • Option to reduce in-game effects (scanlines, pixelation)
  • The Worm behaviour now scales with difficulty (and, while still hard, is more fair to fight)
  • Armed Soulless now drops a small amount of ammo
  • Removed the "floating" effect from the documents screen, for better readability
  • Small bug fixes here and there
Sword & Shield Simulator - kontakt
⚜️Danburg Fashion⚜️

Dear players, we have recreated medieval fashion👚, from a noble city mayor, through an able foreman, down to a battle-hardened man-at-arms - who will be the first antagonist the player meets!


The mayor🗝️ will give many quests related to the town’s safety🏰, where craftsmanship🛠️ will be more important than fighting skills, while the foreman at a local village will need a cunning blacksmith🗡️ to help him and his family in a difficult, war-torn reality. Some of you may already see where we took our inspirations for the “bad guys☠️”. Try and guess!

Here you can see what all of them look like


  1. The Mayor


  2. Craftsmen


  3. The Enemy

Curiosity

Sumtual Laws
Clothing was the quickest and easiest way to determine someone's status and position in life. A monk in a cassock, a servant in a livery, a peasant in a simple tunic, all were instantly recognizable, as was a knight in armor or a lady in a beautiful gown. Whenever members of the lower strata of society blurred the boundaries of social distinction by wearing clothes usually found only among the upper classes, people found this disturbing, and some saw it as downright offensive.

During the medieval era, and especially in the late Middle Ages, laws were passed to regulate what members of different social classes could and could not wear. These laws, known as sumptuary laws, not only attempted to maintain class separation, but also addressed excessive spending on all sorts of items. The clergy and more pious secular leaders had concerns about the conspicuous consumption to which the nobility was prone, and the sum laws were an attempt to reign in what some considered abominably ostentatious displays of wealth.
Although there are known cases of prosecutions under sum laws, they rarely worked. It was difficult to supervise all purchases. Since the penalty for breaking the law was usually a fine, the very rich could still purchase whatever they liked and pay the price without a second thought. Nevertheless, stately laws persisted in the Middle Ages.
information obtained from the website - https://www.greelane.com/pl/humanistyka/historia-i-kultura/medieval-clothing-and-fabrics-1788613/
Ghost Exorcism INC. - Ueida
Hello Exorcists!
Back with a new public-test version before the end of 2023! Below you will find a summary of this update, but first..

-- New Entity
Since the offices of Ghost Exorcism Inc. have been able to analyze paranormal fires, several discoveries have been made, such as notebooks of writing and drawing spontaneously combusting, as well as smoking crucifixes or statues of Mary. The latest report from our agents indicates the presence of a new entity, named the Wisp.
Its appearance and behavior have been deemed appropriate for beginner exorcists, but be careful! It can be somewhat irritable, especially when exorcists interfere with lights.



-- Spectator Mode
With the goal of offering new tools to players and content creators, a "Spectator" mode has been added.
Only the host of a multiplayer game can be a spectator, and thus follow the players during their missions, invisible to them. Spectators are unable to interact with objects or tools. They can simply spectate. Spectators are able to walk through doors.




  • NEW GHOST TYPE: Wisp - This entity seems to appear when its soul has been ignored for too long, preventing it from reaching the beyond. It prefers to stay in the light, fearing that the darkness of its past deeds will overtake it.
  • SPECTATOR MODE! Only the host can be spectator. To activate spectator mode, open the player Profile screen in the tablet (click on the avatar in the corner), and select "Spectator Mode". This can only be toggled while at the Hub.
  • We've updated the appearance of the "entity hands" for the Shadow (the hands that appear on-screen when the entity has grabbed you).

  • We have fixed a problem which caused the Hub board to not correctly switch to a new contract, if a new contract was selected before hitting the "back to main" button.


Don't forget your Crucifixes and Statues of Mary.
- The Ghost Exorcism Inc. team
Toram Online - Toram Team
12月 13日(水) 20:00からは、トーラムオンライン公式生放送を実施いたします!

生放送の番組ページにつきまして


放送内容(順不同)
配信日時
2023年 12月 13日(水) 20:00~予定
MC
ピロー北側
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