A Shot in the Dark - josselynstark
The day you've been waiting for is almost here!
We are excited to announce that A Shot in the Dark - Chapter 3 and the Walkthrough & Guide DLC will release tomorrow, December 14, at 11:00 AM MST (GMT -7).

The current version (Chapter 3) of A Shot in the Dark includes:
  • 70+ scenes
  • 116K+ words
  • 5,000+ renders
  • 275+ animations
  • 115 songs
  • 34 sound effects
Development of Chapter 4 is currently in progress and planned to release in early 2024! We will be posting dev logs on Steam in the future, but you can find past dev logs and progress updates via our website.


The Walkthrough & Guide DLC includes:
  • Gallery and In-Game Hints for unlocking all the content
  • Choice Highlighting to show you the best choice(s) based on stats.
  • Love Interest Priority List to determine choice highlighting when a choice benefits multiple characters
  • Official Player Guide PDF (currently 75 pages) with every detail you need to fully experience the game


Future plans and pricing
We know that players are taking a huge risk on developers when purchasing Early Access games! Our goal is to always be transparent with players about the current state of the game and our future plans so that players can make an informed decision.

The base price of both A Shot in the Dark and the Walkthrough & Guide DLC will NOT increase with the future Chapter 4 release. You can safely wait until Chapter 4 releases if you want more content before purchasing the game. (We will give players advance notice about any prices changes after that point.)

We also have NO plans to split the game into Books or Seasons. When you purchase A Shot in the Dark, you will have access to all future updates until the game is complete. The same is true for the Walkthrough & Guide DLC.

Important information for DEMO players
Since releasing the Chapter 1 DEMO on Steam, we have upgraded to Ren'Py 8+. Saves made with the older version of the game may be broken by this update.

Entry Points will be available for all players
We have Entry Points for Chapter 2 and Chapter 3 available for players whose saves are broken. Entry Points can be found in the Walkthrough part of the menu, even though they are available to all players.

You do NOT need to buy the DLC to access Entry Points. (We will move them out of the Walkthrough menu when we upgrade the GUI in the future.)


Translations coming soon
The release tomorrow is for the English version of the game only. Translations to other languages are in progress! We plan to release them to Steam as soon as we feel they are ready, even if still in BETA.

We need your help improving translations!
You can find more information in this post. Volunteers who help translate the game can request a Steam key. We have additional incentives for volunteers who make significant contributions to the translations.

These are the languages we are currently working on translations for:
  • Chinese (Simplified)
  • French
  • Italian
  • Polish
  • Portuguese
  • Russian
  • Spanish
  • Turkish
We appreciate you!
Thank you to all of you that have added the game to their Wishlist, commented on our Character Spotlights, or posted in our Discussion forum!

We hope you enjoy playing A Shot in the Dark as much as we've enjoyed making it. :)
Quantum Drive - Minelli
[MISC]
  • Grants improvement of vegetation
  • Fixed some photo mode bugs
  • Automatic reverse improvement
  • Replacement of copyrighted songs
Roguenarok - fishbumpdev


Hii everyone! It's me again, Sheb! I wish you all a Happy Happy Advance Merry Christmas! ːsteamhappyː

Before we dive into the patch notes, I would like to give you all a Very Special Thanks for all of your love and support! I really really appreciate you all! ːsteamhappyː

Also, Thank you so much @Sosich for your valuable feedback about the balance. I really appreciate you! Your feedback brings in improvements for Roguenarok and I owe you my deepest gratitude! ːsteamhappyː

Now let's dive into the patch notes!

This new major update brings in lots of balance and fairness. I've noticed that there's been a lot of messed up balance between Battle II - Battle IV as well as the ranged weapons having slow attack rate. I'm sorry for the inconvenience it caused and I hope that this new update will make up for that. ːsteamhappyː

Patch note:
  • Crossbow weapon from Iron to Ruby attack rate increased by 20%.
  • Pistol weapon from Iron to Ruby attack rate increased by 20%.
  • SMG weapon from Iron to Ruby attack rate increased by 20%.
  • Shotgun weapon from Iron to Ruby attack rate increased by 20%.
  • Blue Leeches movement speed decreased by 30%.
  • Battle II spawn rate decreased by 10%.
  • All turrets in Battle III have now increased damage from 100 to 120 and it can now pierce through enemies 2x as well as increased projectile shell by 2.
  • Battle III spawn rate decreased by 20%.

Upcoming features:
  • Proper adjustable screen resolution
  • An enemy champion for the Battle Arena mode! ːsteamhappyː
That's all for the Major Update 1.3.0! Thank you all so much for your love and support! If you have any suggestions or feedback, I would be very happy to read them.

I hope you all have a great day/night and Advance Merry Christmas! ːsteamhappyː

Cheers,
Sheb
Moonstone Island - Animat3dM3
Good day, Alchemists!

Forgive me for this, but it's December, I'm cold, and I'm feeling festive. Therefore, this bunch of patch notes will be brought to you in the form of... a carol.

Ahem.

On the first day of Patchmas, the dev team gave to me:
  • A Spirit storage system for free!

On the second day of Patchmas, the dev team gave to me:
  • A double-sized barn, and a Spirit Storage system for free!
On the third day of Patchmas, the dev team gave to me:
  • Coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the fourth day of Patchmas, the dev team gave to me:
  • Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the fifth day of Patchmas, the dev team gave to me:
  • FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the sixth day of Patchmas, the dev team gave to me:
  • Tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the seventh day of Patchmas, the dev team gave to me:
  • Holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the eighth day of Patchmas, the dev team gave to me:
  • Fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the ninth day of Patchmas, the dev team gave to me:
  • Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!

On the tenth day of Patchmas, the dev team gave to me:
  • Much better mailbox, Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!

On the eleventh day of Patchmas, the dev team gave to me:
  • No cap on Spirit levels, much better mailbox, Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!

On the twelfth day of Patchmas, the dev team gave to me:
  • 12 other fixes, no cap on Spirit levels, much better mailbox, Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for freeeeeeeeeeeeeeeeeee!

Oh my god that took so long to write. I hope you enjoyed that for the fun and silly thing that it was and don't resent me for writing that all out, over and over again. I also hope that you sang it in your head just like I did.

But, to recap in a more sensible way:
  • You can now store Spirits at the Science Center, even without a barn
  • AND there's a new barn, TWICE the size of the previous biggest barn
  • Paolo and Ferra now sell stones and wood, and coal, respectively
  • Five new Spirits with a focus on Ice Type
  • A new decor item that lets you put twinkly lights on ALL TREES, indoor and outdoor
  • A ton of holiday decor stuff
  • A Warp Totem that can be placed on any island, which overrides the Warp Statue in town to become your new fast-travel point when you play the Warp Whistle
  • The INFINIDUNGEON, found under the Tavern (in the basement)
  • The mailbox is improved (more on that below)
  • We removed the cap on Spirit levels. No cap. Hahahaha
And the following 12 little fixes:

  • Item names that were overflowing the text box at the end-of-day tally will now appear on two lines
  • Poinsettia plant will now be available in the Conservatory every day of winter ONLY
  • Earth and Water biomes now have their own sets of exclusive fish
  • We can now send items in the mail!!
  • All letters that send crafting recipes will now have the recipe attached
  • A new icon appears on letters with items attached that have not been claimed
  • An empty item was appearing in shops. Mysterious. We fixed it
  • It's now easier to target NPCs sitting in the tavern
  • Fixed a bug with the gates being added to your inventory as an invisible item
  • Changed the combat so that speed is more useful and randomness is less random
  • Fixed a bug where items couldn't be placed near edges during winter
  • Fixed the invisible wall in Dungeon 21

A lot of invisible stuff in this patch! But now it's gone forever. Probably just some leftover Halloween ghosts. Keep an eye out for our separate Steam post detailing the decor stuff!

– Kate, Community Manager and former choir girl, can you tell
Dec 13, 2023
Do Not Feed the Monkeys 2099 - l_olivan
Dear Members,

We were very excited to share with you today all the hard work that has culminated in our first free DLC, the Two-Cage Seasoning Pack.

Throughout our planning we focused much in some areas and in doing so, there's a chance we missed some others. Unfortunately, one of the slips is that the DLC was not submitted for review on time to be launched today.

We are confident that it will be available for everyone to enjoy on December 19th.

As a small indie studio, we try our best to be as meticulous as possible to share with you outstanding experiences. Unfortunately, on this occasion things didn’t work out as we hoped. We deeply regret this oversight and we are committed to rectifying this situation.

We appreciate your understanding and continued support. ❤️

Sincerely,

Fictiorama
Cyber Knights: Flashpoint - Trese Brothers

Update #29 brings some great improvements to the HUD, improves the visual of characters while you're customizing their appearance, fixes broken items like Nano-Stim Kit, fixes bugs where Radar Arrays didn't see dead bodies and more more more. This one is a full F10 smashing bonaza - your bugs fixed and your suggestions added to the game.

If you're enjoying the pace of updates and the improvements to the game please remember to leave a review ːsteamhappyː


AP / MP in the Timeline
One of the nicest F10 improvements for this update is to get the AP/MP ticks into the Initiative Timeline under each character's face. Regardless of what Turn they are in; this data is immediately available in a consistent spot on the screen and does not require you to do any scrolling or looking for the teammate to know their exact status.


Slashslide Improvements
The Cybersword's Slashslide is one of the best maneuverability Talents in the game and allows taking out multiple targets in on series of deadly attacks. We've taken some time with this update to improve Slashslide's animation and visuals. This is not the final resting place for Slashslide - we have bespoken animation for it - but this is a big step forward where before it always felt random what the animation was doing now it's clear, sequential and times the hits to the Damage displays and always drops a visual attack on each target.

Last update we fixed bugs where it could result in the character oddly teleporting after using it and with Update #28 we've fixed the bug where you could teleport before using it. And we've resolved the issue where sometimes it failed to attack the 2nd or 3rd target for a variety of different reasons.


Updated Lights in Appearance
After we updated all the lights in the mission and safehouse dialogs, we've heard a lot of good things about how much more that helps the characters pop and feel cool. We've been able to migrate that lighting setup (with some tweaks) to the appearance tab now, letting you stylize and build out your character in a much more dynamically lit environment instead of the overly lit "flat" that was previously used. We're very pleased with the results and hope you are too!

We're also making a big push on cleaning up any and all of the clipping issues. One big problem was that minor adjustments to avoid clipping with elements like beards and hair were not being made correctly when you selected / moused over the elements. So, flying down a row of beards, everything just looked wrong until you clicked. Now these adjustments are being made correctly during the preview.

Second, we just have to put in the time to clean up every clipping and misplacement. For Update #28, we have completed the task to get every beard and every face working together. They should all be very well positioned, no oddities. If you see any, please F10! Next, we will tackle hair.

For Proc-Gen
With proc-gen now out for a few days, we're still cleaning up a few more issues with the new feature and content set before we go on a rampage of adding and more adding. We've resolved oddities in the Truck Stop mission where your movement lines on screen were oddly shifted and further tweaked the duration of Hack CPU missions to be one Turn longer across the board. Some of the hacking hosts created by proc-gen had disconnected nodes and those have also been resolved for future proc-gen missions.


Sword Range
If you ran into an issue where the bottom left weapon display would report that you sword could attack 1 person from your movement destination ... and then when you got there, you can't attack anyone -- this should now be fixed. We fixed at least one cause but there may be more. If you see this please F10!

Sec AI Orders
We've fixed some issues where the Sec AI and individual enemy agents were forgetting some of their state if you used the Restart Turn feature. They could feasibly forget about security infractions they had been instructed to investigate or drop from Alerted back to Unaware without explanation.

V-Sync Option
We've fixed an issue with the V-Sync option where it was not always set correctly when the game started up. Now it is and you don't have to go back to the options menu to toggle it. Thanks for the F10s!

v1.2.5 - 12/13/2023
- Added AP / MP into the Initiative Timeline under each character
- Improved animation and timing of Slashslide, fixed issues where it could miss second or third targets
- Improved lighting setup characters in appearance tab to be more dynamic and exciting
- Improved preview in appearance tabs, previewed appearance option is now placed correctly
- Fixed all placements of beards in appearance for all faces
- Renamed Contact filter Known to Friendly
- Fixed issue where item charges would be reset between mission stages
- Fixed broken Nano-Stim kit item (now very good)
- Better balance of Spike CPU hack only mission duration, now more closely based on Matrix host size
- Fixed issue with movement lines being unaligned in start of proc-gen Truck Stop mission
- Fixed disconnected nodes in some of proc-gen hack missions
- Fixed floating crates in Cube Run mission, other prop tweaks
- Fixed bug where some Sec AI orders down to enemies could be forgotten if Retry Turn
- Fixed bug that could cause Slashslide to teleport player if canceled
- Fixed bug where bottom left would report sword was in range before movement but then it would not be
- Fixed bug that prevent Radar Arrays (long-range cameras) from spotting dead bodies
- Fixed issues where zooming out matrix would scroll the IC panel
- Fixed issues with V-Sync not being set correctly when game is restarted
- Fixed issues with memory leaks in appearance tab
- Improvements to custom difficulty window, sliders, thanks for the F10s!
Dec 13, 2023
SeaOrama: World of Shipping - VioletAmy

Get ready! – less than 24 hours are left until SeaOrama drops anchor with a price of 19.99 USD/EUR with a 10% discount only during launch week! 🚢



So, Wishlist it Now!
https://store.steampowered.com/app/2002570/SeaOrama_World_of_Shipping/
Dec 13, 2023
Timemelters - Autoexec Games
Watch DuoMTL plan some crazy strategies just in time for the Steam Winter Sale!
Dec 13, 2023
PEAK.53 - [\E/] Eagle_JRiv
Ontotis - Xenoplasis Games
Hello everyone and thank you for playing Ontotis.
The following updates and game improvements where added with the Patch v1.2:

  • Added support for 2 new languages: Japanese and Turkish making the game now available on 6 languanges (English, French, Spanish and Portuguese(Brazilian)).
  • Changed the IES texture of the flashlight and added a small delay when changing directions with flashlight wielded in order to make it more realistic.
  • Aim dot is now a bit bigger and more visible, additionally a new circle dot will appear for interactable objects like doors, drawers, etc.
  • Added a short hand animation when picking up items when nothing is equipped (axe/flashlight).
  • Various small fixes and improvements.
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