Way of the Hunter - [NRG] Michal
Patch 1.24.3.111349 is now live on PC, PS5, and Xbox Series X|S, improving the automatic in-game telemetry and analytics for Way of the Hunter.

With these improvements, we'll be able to gather more and better information on how you like to play, helping us make the right decisions with future changes, improvements, and additions to the game. If you would like to opt out of sharing your play data, you can do so in the in-game Settings > Game > General > Automatic anonymous usage data analytics (Off).

Thank you, and good hunting!
Across the Obelisk - BjornB
Important Note!
Due to major changes between the two versions, current games will not be compatible with the new Update 1.3.0. This does not affect unlocks or game progress.
You can access the latest stable version (1.2.5) in the Steam beta program. If you want to switch to it, you will be able to select it through the Steam beta options by selecting the "v125-legacy" branch

Features:
  • Rifts! A new phenomenon that will open up new paths through the first 2 acts of the game
  • 3 new monsters
  • 7 new items to equip your heroes with
  • New events that will give the player the opportunity to obtain ‘blob’ pets
  • A sandbox mode for Obelisk Challenges
  • Shady Deals: A new option in shops to trade shards for gold
  • Christmas themed weekly challenges
  • Christmas decorations throughout Senenthia
  • New languages - Korean, Japanese, Traditional Chinese
------
Gameplay changes:

  • Bree: Unforgiving Nature, increased crack applied to 2 (from 1) with the blue/yellow upgrades.
  • Evelyn: Elemental Proliferation, blue/yellow upgrades changed to +all damage instead of fire/cold/lightning.
  • Magnus: Valiant Defender, increased block a bit and now also grants fortify.
  • Thuls: Black Talons, reduced poison and dark bonus charges to +1 (from +2), but now it will also apply 1 poison on hit and dark on hit is increased to 2 (from 1).
  • Thuls: Subterfuge, now also dispels 1 curse when hit.
  • Zek: Absolute Darkness now increases the damage of the dark explosions by +35%. Fixed a problem that caused the shadow resistance to decrease instead of increasing the damage of the final dark explosion. Improved the Stealth shader, which sometimes, depending on the skin, caused graphical anomalies.

-------
Bugs

  • Fixed numerous issues reported.
Dec 12, 2023
Deepophobia - h-dragon
Hey there, Hassan here! I did quite a few things for this update like adding a a whole new character, the baby Kraken and fixed a few bugs but the best thing is the new sounds!, from the new main menu music to new kraken crackling voice but I can't take credit for these sounds as a kind person(Seán Bennett) reached out and did them for free!


What's Next?
Well maybe a bit less stuff for the next 2-3 weeks as I have exams, but I'll definitely squeeze in some work here and there. I have been experimenting with adding chess to the game with a working AI using machine learning..... why? I don't man I like chess and this is so far going to be more work than it's worth but I am too deep in it to stop lol

Till the next update
-Your Favorite Game Dev
Sea Of Rifts - Alex @ Out Of Bounds Games
Hello landlubbers welcome to our dev log! it is Alex, the captain on the good ship that is Sea Of Rifts. In this first post I thought it would be fun to write about what the inspiration for the game was and how I figured out what should be at the core of the experience.

A CAPTAIN, THEIR SHIP, AND THE CREW
Back in 2021 I was reading the Tales of the Ketty Jay, a fun and pulpy fantasy series about a captain and his motley crew of misfits, that through shared struggles become a family and learn to trust each other. Being a fan of Rimworld, the idea struck me of taking the social simulation popular in story generators, and put it on a ship. Another reference was the Space Western Firefly. Here we also have a captain and his crew taking on odd jobs and trying to make ends meet. Firefly really excels at making the crew feel like a found family under the guidance of the captain, and the ship being a shared home. Therefore having some crew management ala FTL also entered the mix.

The gameplay inspirations for the game

Yes there was also some inspiration from Failbetter’s excellent Sunless Sea but I wanted to lean more into simulation and procedural techniques to create a dynamic world for the player to explore and discover stories in. Being a fan of tabletop role playing games probably also carried an influence there. I thought using the player’s imagination to bring the world to life was very enticing, so I also decided that a lot of the game would be conveyed through text and abstract systems.

THE FIRST PROTOTYPE
But what should this game really be about? What should the pillars be? Even though I decided to prototype the idea for fun, I also wanted to make sure I created something that would stand out among other games out there. One of the first things I made, was therefore this diagram to compare existing games with each other and see if the concept would stand out.

Comparing the concept with existing games

From this it became clear the social simulation of the crew and exploring the world were the most important features. Afterwards I also made this yarn ball of a diagram to get an idea of all the systems and features in the game, and how they would relate to each other.

This was just a sketch of what I thought the game would be at the time so take it with a grain of (sea)salt.

Normally when making games you focus on the core loop, that is the actions the player do all the time, first and keep Iterating until that feels right to play and then you add more systems on top of that. However since the game was going to be so systems driven, I decided to go a different tack and go broad instead. I needed to see how systems would interplay with each other, before I could get a better picture of how the whole game would play. I therefore often only did a single iteration on a system and moved on to the next part of the game even though I knew it wasn’t working exactly as intended.

I’m glad I did it this way because it has turned out that some systems could be quite shallow, but I could only figure that out once they had been put in and started to interact with the rest of the game. After a couple of months I had a ship that could move around, the basic world generation working and a ship inhabited by crew members.

There was crew before there were harbours. No time ashore for these poor sods!

In coming blog posts I’ll explain more about how various aspects of the game works. I think the procedural world generation and storytelling systems for instance are pretty cool, so they will defo get their own posts later on.

If you have made it this far please help us out with wishlisting the game. It helps with visibility on Steam so we can reach more players :)
Duck Detective: The Secret Salami - cool Annika
Hello Detectives!

We're very excited to let you know that we're opening voice over auditions for Duck Detective!
Find all the info here:
https://www.castingcall.club/projects/duck-detective

Good luck to everyone!

~ the Happy Broccoli Team
MX vs ATV Legends - THQ Nordic


Dear Legends,

we are happy to announce the release of the MX vs ATV Legends - KTM Pack 2023 and MX vs ATV Legends - Kawasaki Pack 2023.

https://store.steampowered.com/app/2487894/MX_vs_ATV_Legends__KTM_Pack_2023/

https://store.steampowered.com/app/2487893/MX_vs_ATV_Legends__Kawasaki_Pack_2023/

You will also find some loyalty bundles on the store pages to get a discount in case you already have the 2022 Packs of these vehicles or want to buy both together:

https://store.steampowered.com/bundle/37020/MX_vs_ATV_Legends__KTM_Loyalty_Bundle/

https://store.steampowered.com/bundle/37019/MX_vs_ATV_Legends__Kawasaki_Loyalty_Bundle/

Last but not least, these brand new vehicle DLCs also found their ways into the full Franchise Collection for an even higher bundle discount

https://store.steampowered.com/bundle/355/MX_vs_ATV_Collection/

Enjoy & stay tuned!
Dec 12, 2023
HiveCorp - Anjou
Hello Mercenaries,

Me (Anjou) and Veldt would like to start off by apologizing for the delay in updates lately.

We are most certainly still working on HiveCorp although it has been a while since we added new content.


We are developing HiveCorp during our free time, which makes it harder to continuously update the game. And being just 2 developers while tackling all game related issues is a challenging task to say the least, so please be patient with us.


We are right now working on the last bits and pieces for an update that we are planning on releasing next week.


The patch will include the following:
  • The next Extermination map “Deserted” together with a new Ghost Agent for you all to fight.
  • A short delay has been added after leveling up. This will prevent players from accidentally choosing an unwanted upgrade.
  • Immortality shield no longer working at infinite range after completing the shielder quest.
  • Players will now start with 90% overload charge, and the overload will now also load much faster.
  • All around polish for sfx and vfx.
  • Fixes for sound concurrency issues.
  • Clarification on several Equipment tooltips.
  • A bunch of smaller performance improvements.

Up next
Next for HiveCorp is having all the Extermination maps released together with a final challenge map, which will be the end of the story for HiveCorp.

Alongside these content drops we will be actively fixing issues and trying to improve the overall feel of the game (balancing etc.).

Best of luck out there, mercenaries!

/Anjou & Veldt
War Thunder - Blitzkrieg Wulf


Today we’ll be taking a look at the Mirage 4000, an experimental variant of the renowned Mirage jet fighter developed in parallel to the Mirage 2000. Featuring a twin-engine configuration and vastly improved aerodynamics, the Mirage 4000 will soon be arriving at Rank VIII of the French aircraft tree in the “Air Superiority” major update!

Mirage 4000: A Jet Fighter for France at Rank VIII

Features:
  • Superb aerodynamics!
  • Twin-engine propulsion.
  • Versatile arsenal.
  • Top speed of Mach 2.2.



Meet the Mirage 4000!

As the name already suggests, the Mirage 4000 builds upon the legacy of the Mirage family of aircraft and propels nearly all aspects of it to the next level. A sleek design, more power and increased payloads all make the Mirage 4000 stand out from the competition, but there’s a lot more to it than that! Let’s find out some more as we go into the details below.



The Mirage 4000 is the first aircraft of the Mirage family in War Thunder to break away from the traditional single-engine design and instead prominently feature a twin-engine layout. As such, the Mirage 4000 is powered by a pair of the familiar SNECMA M53-P2 turbofan jet engines. As a result, this jet can accelerate up to a maximum top speed of Mach 2.2! However, it’s not just the top speed that makes the Mirage 4000 stand out from the crowd. More importantly perhaps is the aircraft’s superb agility. Featuring the signature Mirage delta wing design, coupled with controllable canards in front of the engine air intakes gives this aircraft fantastic maneuverability at both low and high speeds. Thanks to this as well as other improvements, this jet can comfortably engage virtually any opponent it meets in the skies.



Interesting: Although the Mirage 4000 never made it into production due to adverse circumstances, its advanced design and superior performance paved the way for the development of the legendary Rafale fighter.

While good aerodynamics certainly represent a good start, it’s by far not what rounds out a fully fledged fighter design. This task would fall onto the armament and the Mirage 4000 has quite something to show for in this aspect as well. Apart from its standard armament of two ventral mounted 30 mm DEFA cannons, the Mirage 4000 can equip up to 8 x R550 in one loadout, or 3 x 530F air-to-air missiles. These loadouts favor aerial engagements, but what if the mission also calls for ground strike capabilities?




In this case, the Mirage 4000 can boast a high degree of flexibility with its arsenal. Namely, you’ll have access to a wide assortment of guided and as well as conventional munitions. Some highlights include the familiar AS-30L Nord AGM, up to 6 x 2000 and 1000 lb bombs, as well as 2 x BGL 1000 guided bombs to name a few. As a result, the Mirage can engage a vast number of enemy ground targets, thus making it an ideal pick to put into your ground lineups!

In your matches by Alex, Aircraft Game Designer:
“On this new aircraft I would advise to play with speed and work with its medium range missiles by trying to stay near to the enemy, two engines and dynamics of this aircraft will allow you to do this. A large number of short-range missiles gives you the opportunity to make even small mistakes in missile launches, unlike other French top planes, where every missile counts. Its wings will also allow you to quickly turn to the enemy, but I don’t recommend engaging in protracted maneuvers, as you’ll quickly lose valuable speed. In ground battles, the choice of weapons is very large, from missiles to guided bombs, my choice here is the AS-30L or a full set of assault bombs.”



The Mirage 4000 will soon be coming to the French aircraft tree in the next major update, “Air Superiority”! That’s this blog wrapped.In the meantime, be sure to follow the news for the latest information regarding the upcoming update. Until then, see you soon!
AirportSim - Sledziu
Exciting news!

AirportSim has been accepted to participate in the Dreamhack Beyond Game Awards!

Keep an eye out for the nominee reveal! On December 15th, join us for the Steam event launch, where the winners will be announced! 🛫🏆

Age of Wonders 4 - fangirlcrazily


Fellow Godir,

We are releasing a hotfix for the Golem 1.3 Update today. It includes a few fixes you can read about below.

May Your Pantheon Thrive, and Happy Holidays!


Game Version: 1.005.006.87265



  • Fixed a block in the Faction Creation flow when a Ruler File Corruption has occurred
  • Fixed a Siege Flow issue where the order in which Heroes died could result in a infinite Siege
  • Fixed a Crash that can occur when a Infestation becomes occupied by Free Cities
  • Fixed a Crash when transferring your Throne City after losing the original one.
  • Fixed a Crash that could occur in Combat when a Unit would end its turn on top of a different Unit and remove it.

Get Empires & Ashes:

https://store.steampowered.com/app/2401830/Age_of_Wonders_4_Empires__Ashes/


Sleep tight, don't let the Dire Penguins bite:

...