❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️☃️❄️ Steam Winter Sale is around the corner. From the 21st of December 2023 till the 5th of January 2023 (GMT+8), Mimicries will be on 20% discount.
There will also be a continuation to the storyline for MimiCries, where players would be able to access a new puzzle!
We'll also be updating our demo to include features from the Early Access.
We hope you'll look forward to the sale and future updates from us at Miniversal Games!🦌
Good morning/afternoon/evening everyone, wherever you might be out there in the big wide world!
As 2023 slowly draws to a close, everyone here at Titan Roc is preparing for a much needed 2 weeks of rest, before coming back strong next year.
We wanted to take this time to thank all of you for your continued support. Vahrin's Call has come such an incredibly long way since its inception, and it really is a pleasure to have such a supportive community that's interested in our game.
We especially want to thank all of you for your patience, as we work tirelessly to get Vahrin's Call into your hands. We absolutely love sharing the game's development with you all, but we fully realise that many of you just want to be able to play it now.
All I can ask is to trust us when we say we're trying our very best to get the game released as soon as we can, while ensuring it delivers the best experience we can possibly offer.
Unfortunately, game dev can take a hell of a long time, especially with such a tiny team, but everything will be worth it once you're finally able to dive into our world.
So, once again, thank you all for your patience and sticking with us!
We hope you all have a Merry Christmas and a Happy New Year, and we will catch you again in 2024 :) Take care, everyone!
First of all, thank you so much for the overwhelming support, and for playing my game. It's been really cool to hear feedback, read reviews, and watch streams of you playing the game. It was especially cool to see and hear the reactions to certain moments in the game, like triggering the effects of a cool talent, compression events, the painfully slow balloon, discovering the animations for the garden cooking process, and many more.
I'm overwhelmed by the fact that you like the game, and that so many of you are playing the game. You're all gnorping awesome.
I will have more to share tomorrow, where I will share some plans for the future.
Now here are some fixes, and adjustments:
Supershatter damage: 350 -> 550
Descent of the King duration: 1 minute -> 3 minutes
Adaptive Learning no longer rounds down
Adjusted talent acquistion rate to be slightly slower early
G.E.E.T. is more expensive
Inspiration: Runner->Director now is based on number of active directors, with a +10% increase per active director, changed from a 30% increase when any number of directors were active
Maintenance has concluded and the Gods and Idols servers, and the Gods and Idols website, are back online!
This downtime is for maintenance only: - Not a patch - Server hardware needs some maintenance - Estimated duration is "a few hours at most" - During this time the Gods and Idols servers, and the Gods and Idols website, will be unavailable
The Discord will of course remain up during this downtime, and can be joined here: https://discord.gg/VBCcZFw
Welcome, Prospectors to the year end edition of Weekly Apart! As we say farewell to an eventful 2023, we wanted to give you one last update on what we've been working on, namely the foundations for our room system.
But before we delve into the depths of Aurora's interior spaces, here are some of our personal highlights and favorite additions to Dawn Apart:
(You can read about all features that we added to game since announcement 13 months ago here)
Looking for Enclosure
In line with our modular DIY approach to building housing and factories in Dawn Apart (no pre-designed living quarters or factory floors that you can simply place on the map) we had to come up with definitions of what actually constitutes a ‘room’. We broadly define a room by its enclosures with floors, walls, doors, and windows (roofs are optional, but highly recommended), with its specification dynamically calculated based on the items, furniture, or machines that are placed within. For example, a room with less than three beds/sleeping spots will simply be a ‘Bedroom’, whereas a room with more than three sleeping spots becomes a ‘Barrack’. A room with a chemlab and chemical reactor is a ‘Laboratory’ as opposed to a ‘Metalworks’ room that has to house at least one punch press, drill, cutter, and crimper.
As you can see in the mock-up below we want the process of working with rooms as intuitive as possible. By hovering the room while holding a magic key (it’s Left Alt) you’ll get an outline around the room’s enclosing walls and be able to see more intimate details about the room in question. It’s all very technical and complex, especially because it raises questions on how to interact with our Sims-like level/roof view, which lets you see below the roofs of multi-room and multi-floor structures, but that’s for our developers to worry about and you to enjoy.
Room(s) for Improvement
Knowing which rooms you have at your disposal (via a special tooltip) within a large colony is crucial, as you'll be able to monitor your production capabilities and readjust them by dividing space and fixing enclosures. The base room system is also a requirement for adding more complex gameplay mechanics such as temperature, light density and air quality which will affect the durability of your machines, assembly lines, and the overall quality of life in the colony.
Speaking of adding gameplay features - we look forward to further refining the gameplay loop of Dawn Apart in 2024 and finally getting a demo into the hands of our followers (if you want to test the demo before it is published Steam-wide please make sure to join our Discord server).
Do you have preferences when it comes to defining rooms in a building game or examples from other games in the genre that you particularly like (or dislike)? Let us know in the comments! Have a great holiday break and see you at the dawn of next year!
here's another small update which you hopefully enjoy!
It mainly brings a new "coin sink" mechanic for the Tower Defense mode, by allowing you to boost a Towers damage endlessly after they've reached Tier 3. Each level of this boost adds a flat +5% damage to this tower and increases the coin costs (which depend on the Tier 3 upgrade price of a Tower) of the next level.
We hope this makes coins more useful when playing longer TD rounds and also gives you more strategic choices how to spend your coins while at the same time not being a too powerful feature.
We've also added some more QoL Stuff that'll hopefully make your experience smoother. For example, you'll now unlock all recipes and outposts that we add after a new Update, withouth having to play the respective Levels again (yayyy). Just load your save and all unlocks of all Levels you've beaten will be there. Also the Upgrade Screen of a Tower now stays open after clicking "upgrade" and damage numbers now stay correctly over the enemies head when moving the camera.
We've also added the new inventory UI to all Item selections e.g. on the Drone Pods and Grabbers.
Other than that we've gathered some feedback and did some small rebalancings on Upgrade costs and Loot and also added more Quests to further smooth the progress from starting a new game to owning an automated factory for nearly everything.
So here's as always a small list of Stuff in this update, we hope you like it:
Features
Added Tower Damage Boost.
Unlocks from beating a level are now always awarded when loading a savegame. So if we add new recipes or outposts for beating a level you now don't have to play that level again to unlock them!
Item select screens like on Drone Pods, Grabbers etc. now use the new Inventory UI.
Added Quests related to crafting Resource Packages.
Upgrades
Construction Drone Speed upgrades now also increase the amount of Construction Drones.
Changed Construction Drone Speed V Cost from 25/25/25/10 to 25/30/25/25.
Changed Transport Drone Recipe unlock costs from 25/20/1/0 to 15/15/1.
Changed Drone Capacity III costs from 250/250/150/100 to 250/250/200/200.
Decrased Hydraulic Improvements Costs to match those of the "Improved Learning Cycles I" Upgrade.
Slightly increased some uncommon, rare and epic costs of some Combat Upgrades, that are very strong (e.g. Min Resistance increase).
Towers
Railgun Tower
Decreased Physical Damage for Tier 1-3 from 78/101/135 to 72/94/125.
Laser Tower
Increased the Max Range cap from 28m to 30m.
Cryo Tower
Increased the Max Range cap from 26m to 28m.
Increased AoE Cold Damage for Tier 1-3 from 4/7/11to 5/9/14
Artillery Tower
Increased AoE Heat Damage for Tier 1-3 from 36/48/62 to 42/56/73
Tesla Tower
Increased Electric Damage for Tier 1-3 from 48/62/78 to 52/70/90
Enemies
Ralvuitov II
Stone Golem
Decreased Sulfur Drop from 2 to 1
Misc/Bugfixes
The Lasertower model got some love and the cable was removed, as it was to buggy.
Smelter and Assembler can now hold a maximum of 2 times the required items. So if a recipe for example needs 50 Sulfur and 1 Cargo Crate, the Assembler can hold 100 Sulfur and 2 Cargo Crates.
The Tower Info screen now doesn't close anymore after upgrading.
Added some additional Drone Storages outside the factory to have them spread out a bit more.
Floating Texts above enemies now stay over them when moving the camera.
Improved Quest Reward visibility.
Fixed some bugs when building and merging belts.
Fixed wrong package names in recipes for epic packages.
Fixed Upgrade UI showing value differences, when there were none. (e.g. RoF or Reload Speed)
Added some more explanation to the skill removal of the Tesla Tower.
The heat up Skill info of the Gun Tower now shows the current Stack size on the Tower Info screen.
As always let us know what you think about this update or what you're missing!
In this update we mainly focused on quality of life updates as well as some bug fixes. As an early christmas gift we also made sure to add some new fun things for you to check out while waiting for our online update!
NEW FEATURES:
New levels for you to try
Updated old levels
Added a new part to the banana weapons, you can now throw the peel on the ground or at someone to make them slip
4 New Outfits
The Toy Gun now makes the target ragdoll instead of just pushing them
The Impact Grenade now makes people it hits ragdoll
Players now become ragdolls when stepping off an edge
Added giant metal block item
BALANCE TWEAKS:
Swapped weapons on some of the old levels
Updated the layout on some of the old levels
Balanced the knockback force to better support the new ragdoll features of the weapon updates
GENERAL QUALITY OF LIFE UPDATES:
Made several improvements to the tutorial including:
A text that tells you not hold the throw activate button down when holding a grenade
A text that remind you to activate the grenade if you throw it without activating it
Added a new part to the tutorial to introduce players to the dash mechanic
Updated Mouse-support in the menu
Increased the timer to pick the “Menu” or “Play again” selections in the End Level and made them smaller to prevent players from accidentally picking one of them
Updated the “Controls” menu to make it easier to read
Added the option to skip the intro logos
Removed unnecessary textures to reduce file size
Weapons and items now scale in and out when spawning/despawning for a smoother look
All players now see their score while in the end level.
Triggers on the controller in the tutorial are bigger to be able to differ from bumper more easily
More consistent knockback force on ragdolls
BUG FIXES:
Fixed some weapons being able to shoot through walls
The countdown text in the “Continue” sign now only counts one time
Hitting a players ragdoll with the dodgeball now actually kills the player
Players hand no longer disappears when they die
Players hand no longer spawns inside the players body
Feel free to ask questions, suggest features, or report bugs by joining the Steam Discussion or becoming part of our Discord community:
Harbinger Outro Welcome back to another Iragon changelog. We’ve now fully finished the long-awaited Harbinger Outro.
Erotic Scene Improvements This week we mainly focused on bug fixes in the erotic scenes in the Guild Hall. We fixed clipping issues, adjusted materials and added animations to objects in the scenes.
Other Scene Improvements Alongside those scenes we made fixes to a few other scenes improving performance, quality and over all user experience.
Subtitle Fixes And lastly we made a lot of subtitle fixes across all scenes. We added previously missing subtitles and adjusted timing issues with other subtitles.
What's a hidden gem game you've played?
What's a small or not well known game that you played at some point and didn't expect much from and by the end of it you were left very pleasantly surprised? A hidden gem that not many people know about. For me, that would be Oxenfree, A Short Hike and Lunacid. All very interesting games in their own ways that not many people talk about.