Luna Abyss - mousewastaken on twitch
Greetings Scouts,

We're thrilled to be taking part in DreamHack Beyond's Game Awards Steam event! Check out the Luna Abyss demo alongside a ton of other awesome upcoming games as well as discounts on already released games!
The Way of Wrath - hellwalker
Hearty Greetings Warchiefs!

The year is nearly done and it's been a while since our last development update, so we wanted to share a bit about what we've been working on these past few months.

In every game's development cycle, there comes a time of reckoning!



A time when every developer has to stare into the eyes of all their ambitions and pay a price for each and every one of them. The time of slaying bugs and the toil of polishing. "The dreaded last 10% that is really the 90%".

And so, this time has arrived for us, and what a glorious ordeal it has been! Menus upon menus, features upon features, systems upon systems! Sleeves have been rolled up times beyond counting. To-do lists compiled on scraps of paper, digitally etched in apps, and sinfully heaped upon sleazy back alleys of Discord chats. Devlogs have swelled with entries to such an extent that if written on a piece of paper, they would comically unfurl onto the ground and keep rolling into the far horizons.

But finally, FINALLY! There is a light at the end of this long tunnel. What was once an ocean of work has now dwindled to a mere handful of puddles. In just 2 or 3 weeks, we will complete all the features planned for the game.



Once we are done with improvements and our tests are blissfully free of bugs and our features start to gleam with a well-polished sheen and sparkle, we can move on to the next stage of development.


So, what comes next?

Next is the fun part! We'll be assembling all the quests, locations, battles, and mechanics that we designed, and we'll be developing the remaining content for the story campaign. We'll share some of it as demos and beta tests, and we'll improve our game based on your feedback.



But what are the fruits of such labor we imagine you ask with a gusto?

There are many!

All game systems and RPG mechanics were rewritten with custom implementations to support the numerous features we wanted to include in the game.



The game now accommodates two combat modes: Turn-based and Real Time With Pause. Players can switch between these modes at any point during battles and can save the game mid-battle.



Complex battle situations can now be tracked, allowing for the creation of interesting skills and status effects. For instance, stances that increase damage based on the number of surrounding enemies, or altered victory conditions for specific battles to fit intricate story scenarios.



New fishing, hunting, and trapping systems promise to enhance gameplay immersion and enrich exploration, providing more rewarding experiences.

An entirely new layer has been added to fort and outpost management systems, offering more immersive UIs and strategic options. For example, constructing a scouting camp to spy on enemy camps to warn you of impending attacks, or learn of vulnerabilities in their defense.



Additionally, there are numerous new gameplay features we'll delve into next year, such as an advanced pet system and a new mastery exploration skill tree.

Visual updates include new shaders, fog, and lighting effects! These range from fluffier snow with dynamic trails, to advanced armor shader that highlights the complexity of our model design, to weather effects. The game graphics have been upgraded.



The audio system has undergone an overhaul. Different surfaces now produce distinct footstep sounds, while dynamic audio creates atmospheric effects, such as a whistling gust of wind from cracks between cliffs, intensifying as you approach.

The game can be played with a Mouse and keyboard or a controller. And you can switch between them at any time on the fly. We have designed custom UI and controls for each device!



Speaking of controls, you'll be able to use A,W,S,D, direct movement, or point-and-click style movement. The camera also took on more of a third-person game aspect during exploration.



And speaking of UI. We made ours super modular. So now we can have multiple menus and font sizes, and we can override each individual menu on different devices. What works on a giant TV, might not work on a handheld device. And we can have that covered.



When will the game be released?

We'll announce the exact release date in a few months. We have a very good idea of how much time it will take us to finish the rest of the game content, but we still have to deal with some unknowns, such as Q/A and polishing time. The extent of polish and tweaking required will become clearer once the game reaches more players. Bearing this in mind, we're working very hard for a 2024 release.

We wish you great holidays and we'll come back with awesome new stuff next year!



B-17 Flying Fortress : The Mighty 8th Redux - Sérgio Costa (MicroProse)
Welcome Flying Fortress fans, new and old.
In this Dev Blog we have an update for you on the early access release for the game, some new in progress screenshots and additional pages from the Regensburg comic.

Crew

The original game included 3d animated air crew, we are happy to share with you some work in progress images of the Redux air crew today.





Damage Model Comparisons

Throughout the course of your flight you will encounter a lot of resistance, the battle scarring on the inside of your Flying Fortress will tell the unique stories of your encounters with the enemy. We are happy to share with you work in progress comparison shots with the original. Please note the exterior terrain seen in these new images does not reflect the final quality we are attempting to achieve.


Original Waist Gunner


Redux Waist Gunner


Original Cockpit


Redux Cockpit


Original Nose


Redux Nose

Update on Early Access Release

We’ve been working hard toward the early access and whilst we originally predicted that you would be able to play before the year is out, we have found it necessary to delay until late January 2024.

The Regensburg Raid Part 3

We follow our heroes as they continue to prepare for the Regensburg Raid.







The 100th Bomber Group

The 100th Bomber Group Foundation’s website has been updated. They have a database, multimedia galleries and library that you can access online.

The Bloody 100th continue to be an inspiration for us and for those of you looking to research their history, you will find the website provides you with everything you need.
Diamond Caves - Gumbo53280
  • upgrade to latest mongame version and .net core 6 (installation my be required)
  • bugfix achievements in levelgroup Diamond Mines
Bronzebeard's Tavern - ethonk
Hey Dwarves! We're so excited to announce a content update this time around designed to make the overall experience better. New methods for picking up where you left off and now with more friends!

What's New?
- Save System! The game now auto-saves at the end of each day retaining money, rating, unlocked customers and upgrades!
- Added support for up to eight players!

Networking Changes and Fixes
- Added a slider in the "host" panel for specifying lobby sizes.
- Fixed a bug where players were allowed to join other sessions with mis-matching versions.
- Fixed a bug where if a client drops connection they can't join or create new servers.

Co-Op Changes and Fixes
- Added auto-save (saves the tavern at the end of each day or wipes save if bankrupt).
- Added auto-load (now loads the host's save if they have a valid slot).
- Added a way to manage tavern saves from the main menu.
- Increased the player cap to eight players.
- Added four new colours for dwarf skins.
- Added more spawn locations to accomodate for larger game sizes.
- Updated employee of the day to fit up to eight players (scrollable).
- Fixed an issue where the continue button blocked the "employee of the day" title.

Gameplay Changes
- Adjusted stains to be unable to roll under the FOH service bench.
- Added descriptions for Tavern Expansion upgrades to emphasize multiplied revenue from their seating.
- Added an "Alert" UI used for customer/renowned related notifications.
- Added an alert for when a new type of customer is introduced.
- Added an alert for when the Gobbler applies his buff to the tavern.
- Added an alert for when the Dwarf King applies his buff to the tavern.
- Added an alert for when the Druid applies her buff to the tavern.
- Added a "Save Prompt" used for notifying players on the state of their save.
- Added a prompt for when the tavern is successfully saved.
- Added a prompt for when the tavern save is found and loading.
- Added a prompt for when there is no save and a tavern is being created.

Map Adjustments
- Patched a hole where players could jump into the rooftop of the bar.
- Adjusted the collisions of the bar's roof to not clip with the player's camera.
- Adjusted the collisions of the kitchen's overhead to not clip with the player's camera.
- Adjusted the collisions of the grill.
- Adjusted the collisions of barriers in the lobby to prevent soft-locking.

Bug Fixes
- Fixed a bug where jump-throwing slingshots the item back to the player.
- Fixed a bug where the "relax" secret interaction mistakenly granted you a secret achievement.
- Fixed a bug where the vote-start day UI did not appear for late-joining clients.
- Fixed a bug that caused the game to crash if a renowned is forced to leave mid-special action.

Help Us!
If you have any feature ideas or have experienced any bugs/crashes or have any general suggestions for the game we'd LOVE to hear it! Please join the discord server below!
https://discord.gg/D5QFcZt3aX We have more planned changes and fixes coming soon so stay tuned... Enjoy the Tavern!
Dec 13, 2023
Tiny Life - Ellpeck
Additions
  • Added an in-game hint that warns players about deadly emotions
  • Added the ability to easily change people's pronouns by selecting them

Improvements
  • Rebalanced painting sale prices a bit
  • Disallow visitors entirely outside of lot visitation hours
  • Made energy and hygiene loss a bit lower when woodworking

Fixes
  • Fixed the modern crib not showing its front
  • Fixed a crash when undoing actions related to furniture and roofing
  • Fixed people entering town in cars appearing to teleport
  • Fixed a rare exception when changing the amount of household members while pathfinding is in progress
  • Fixed lot staff idling around objects on lots other than their work lot
Does It Stack? - Smokeheadt
Big changes and fixes
  • A critical issue was resolved where the Full Stack Edition reverted back to the free edition when restarting the game.
  • When you buy the Full Stack Edition, there's now a nice thank you sequence (thanks to everyone that already bought a copy, your support is appreciated)
Smaller changes and fixes
  • Objects cannot be grabbed until a challenge is started, which was not super clear. So we added a greyed-out transparency effect.
  • If you clear the final level of the free edition, a greyed-out level selection box will indicate that you cannot play the next levels.
  • Some issues with objects falling through the floor when changing the table height were fixed.
  • A few minor clear condition and text tweaks.
  • Fixed right controller rotation for Valve Index.
  • The correct version number is shown in-game to allow for easier troubleshooting.
Next up
  • We started work on a Passthrough (AR) version, mainly focusing on object spawn logic and integrating a brand-new UI that suits Passthrough better than the current one.
  • We're implementing a range of color sets that makes the game more accessible for people with color vision deficiency.
  • We're setting up our Christmas tree 🌲 🎄
WAKFU - [Zozio]
New stuff and surprises – if it could make your coffee too, Update 1.82: Wabbit Island would be just about perfect! Well, don't get your hopes up, because lousy pigs will fly (without you giving them an uppercut) before that happens… Hurry up and check out what's waiting for you in the game!


We made it! And it looks like you did too! So in that case, let's get on with it! Update 1.82: Wabbit Island is online, which means it's time to drop whatever you are doing and jump right into the game to see what's waiting for you. Here's a taster:
  • 6 dungeons from level 126 to 155;
  • The beginning of the Ivory Dofus quest;
  • An objective: restore peace on the Wabbit Island.
And many other surprises for you to check out in the changelog… or directly in the game!

*The end of the quest will be available in the next update.

Read the Changelog

ENJOY!

Dec 13, 2023
Tape Recovery Simulator 96K DEMO - caffeinewithdrawalgames
  • embedded jre upgraded to open jdk11 to prevent startup issues.
  • fixed all side-effects caused by the jre upgrade.
  • savegame improvements.
Dec 13, 2023
Station to Station - littleoliphant
Hello conductors!

Thank you for your speedy bug reports for our latest update!

Bug fixes:
  • Fixed that the new achievements would not register on Steam
...