Hell of an Office - Xitee
Hey fellow gamers, this is Albert, your go-to level designer in the Hell of an Office crew, and I'm about to spill the beans on how we cook up the perfect level for our 3D first-person platformer.

Grab your rocket jump boots 🤠 and dash along as I take you through the behind-the-scenes journey of level creation!



Seeking Wisdom in Other Realms

Every great level starts with a dash of inspiration. We delve into the gaming cosmos, scavenging for ideas in other titles that can spark our creative flames. It's like raiding the treasure chests of game design, looking for solutions to problems or snagging cool concepts to brew into something entirely new.



Sketching the Masterplan

Armed with inspiration, it's time to get our hands dirty, albeit virtually. We kick off with a rough sketch, either on paper or in the digital realm, playing with layouts until we strike gold. It's a dance of iteration, making sure our design aligns seamlessly with the game's rhythm and escalating difficulty.



From Blueprint to Blockbuster

Once we settle on a layout, we jump into Unreal Engine to create a preliminary blocking. This isn't just about aesthetics; it's a meticulous dance of jumps, dashes, timings, and difficulty progression. Picture it like a carefully choreographed routine. We want players to feel the adrenaline rush, understand the objectives, and get hooked on the challenge as the difficulty escalates seamlessly, guiding them from the basics to the heart-pounding crescendo of our devilish level design.



Playtesting: The Crucible of Perfection

Here comes the real test. We throw our brave playtesters into the fiery pits of our level and listen to their battle cries. Their feedback becomes our roadmap for iteration. We tweak and refine the blocking until every jump is pixel-perfect, every dash is exhilarating, and the difficulty curve is devilishly satisfying 😈.



The Lava's Deadly Waltz

In Hell of an Office, pressure is a lava tide rising with every step. We manually adjust its speed to sync with the level's design. It's a delicate dance: too slow, it loses its edge; too fast, and the level becomes a fiery nightmare. This meticulous calibration ensures the perfect blend of challenge and playability.



Artistic Garnish and the Final Stretch

With the gameplay nailed down, we pass the baton to our art wizards. They sprinkle the level with decorations, and come back to us for review, as sometimes, the artistic elements play tricks, and we must fine-tune until every corner aligns with our devilish vision. Here we show you the before and after of a section of a level:




Seal of Approval and Rankings

Once the level passes all trials, we give it the final nod. But wait, there's more! The designer dons the Speedrunner's hat, setting the S-rank time and subsequent goals for players to strive for. It's the ultimate challenge—a devilish dance against the clock.

And here's the kicker: the S-rank and subsequent objectives aren't just there for show. They're the coveted medals you earn based on how swiftly you conquer the level. The faster, the better—the ultimate test of skill and precision in our devilishly dynamic world.

Another devilishly dynamic adventure awaits in Hell of an Office 🔥
Stay tuned for more behind-the-scenes peeks into our infernal creation.

Albert, Level Designer Extraordinaire ✍🏼


Skybreakers - gglaive3
Dear players:

Good morning, afternoon, and evening to everyone!

In this update, when you reach 12 cards in the same bound, you can choose one new effect for each bound! So every bound has new effects to try out. ːsteamhappyː

Additionally, two new artifacts, "Primordial Pearl" and "Jug of Immortality," have been added to the game. Check them out! ːsteamthumbsupː


Here are the specific updates:

Version V1.2.6-1.2.7

New Features:


1.The divine skill effects of the 12 heart techniques have been changed to 2 choices, and the new effects are as follows:
  • Militarism: After a tail strike, another tail strike is guaranteed, and normal attack damage is halved.
  • Diplomacy : Each time you absorb vitality, sprint damage increases by 10% (up to 200%, resets at the end of the battle).
  • Taoism: Automatically recovers 5% of martial arts value per second.
  • Medicine : Each time you absorb blood energy, triggers an additional blood energy eruption.
  • Agrarianism: Increases backstab probability by 15%.
  • Mohism: All critical damage is additionally increased by 50%.
  • Confucianism : Increases attack power by an additional 2% every 10 combos (up to 100%, until the end of the battle).
  • Syncretism: Immediately gains 50% of the current level's experience at the start of each battle.
  • Non-Schoolism: Each time you acquire a non-heretical heart technique, permanent +2% attack power.


2.New Artifact "Primordial Pearl":

Drops of Crystal reduced by 20%.
Killing enemies grants +50% experience.
Each level-up gives an additional +2 ATK.
Each level-up grants one talent divine skill refresh opportunity.

Unlock condition: Reach level 25 within one game.

3.New Artifact "Jug of Immortality":

Normal attack damage halved.
+1 health limit.
+1 martial arts limit.
Each time you absorb vitality or martial arts, attack power increases by 5% (up to 200%, until the end of the battle).


Unlock condition: In a single wave of battle, get a total of 15 Stamina Tap or Ultimate Tap.

4.Added 4 new achievements, each related to unlocking the artifacts "Free-Spirited Fan," "Purple Gold Gourd," "Primotdial Pearl," and "Jug of Immortality."

5.Added a new Syncretism card "Insight," which increases the talent divine skill refresh limit by 3.

Optimizations and Adjustments:

1.Adjusted the Taoism 12-cards effect to restore 3% Ultimate Gauge for every enemy killed.

2.Overall weakened the ATK of Champions after wave 200, and increased their health.

3.Adjusted the Confucianism card "Excitement" purple quality effect up to add +0.5% ATK for every 10 combos (up to 50%, until the end of the battle).

4.Adjusted the Confucianism card "Excitement" orange quality effect up to add +1% attack power for every 10 combos (up to 100%, until the end of the battle).

5.Adjusted the Diplomacy card "Flich" effect to guarantee the recovery of 1 Stamina Tap with each backstab (cooldown: 3 seconds).

6.Adjusted the Diplomacy card "Provison" effect to guarantee Stamina Tap every 100 combos.

7.Adjusted the Taoism card "Impulse" effect to restore half a Ultimate Gauge every 200 combos.

Bug Fixes:

  1. Fixed abnormal text display for the refresh button in the English version of the store interface.
  2. Fixed an issue where the artifact "Free-Spirited Fan" ATK boost effect was not recorded in the save file.
  3. Fixed the issue where experience reduction effects were not working.
  4. Fixed abnormal counting of combo increases for "Crescent of Fire."
  5. Fixed abnormal combo counting for the artifact "Free-Spirited Fan."
  6. Fixed an issue where the half-blood resurrection effect would fully restore health when the remaining resurrection count was greater than 1.
Oblivion Override - XD Inc.
Hi Adventurers,

In the previous Dev blog, we unveiled some concept art as a "teaser" for the upcoming Stage 4. Building upon these concepts, we have gradually crafted more detailed and distinctive combat encounters for the fourth map over the past month. These will be officially released in the 1.0 version early next year.

Here’s a list of new features that will be released in Oblivion Override V1.0:
  • A full new stage and a powerful lineup of new enemies
  • Final Boss and Hidden Boss battles
  • A new female mecha
  • Conclusion of the overarching storyline...

In addition to this, promised content from the roadmap will be included in the 1.0 version, encompassing adjustments to the weapon system, special challenge rooms, and game assist features. To share the latest developments more promptly, we will split the V1.0 preview into two Dev blogs.

In this first part, we will focus on the game's fourth stage, "Temple of Oblivion", as well as a more compact and challenging map design, weapon evolution attributes, and the Gallery system. Please continue reading, or watch our specially prepared video blog for V1.0 Preview:


Before delving into the fourth map, we'd like to start by chatting about:

Character Progression & Positive Feedback Optimization

We've noticed valuable feedback from our community, highlighting challenges for players in the early stages of the game, mainly related to "slow character progression and too much inaccessible content in the early-game period". Following these discussions, we are actively optimizing for the 1.0 version:
  • To smoothen the early-game character progression, we have reduced the total Pure Nanites consumption at the Talent Chair from 8000 to 6000, optimized the cost for early talent upgrades, and increased weapon drops and more Pure Nanites rewards after defeating bosses.

  • Additionally, to give adventurers access to a more diverse range of mechas and weapons in the early stages of the game, the playable character Vic will appear early on the bridge at the tutorial level. New adventurers, upon receiving the mecha chip he gives, can directly unlock the corresponding mech model in the Shelter Base.
  • Some of the hidden rooms in Dulce Base that contain weapon blueprints have been adjusted to a 100% probability of existence, allowing players to unlock a wider variety of Mecha and weapon content earlier in the game.

  • The issue of lackluster progression in playthroughs is also being worked on. Some rare evolution abilities will be enhanced, while weaker evolution abilities will also be buffed. For example, the damage bonus for the evolution ability [Efficient Fight] will be increased from 25% to 40%, and the damage inheritance of the specialty [Hologram] is planned to be increased from 50%/100%/150% to 75%/150%/225%.In addition, the enhanced [Spike Core] will be unlocked directly, making it one of the initially activatable evolutionary traits of the game.



(specific strength subject to fine-tuning for the official release)

We hope to provide new adventurers with a stronger boost from the evolution system, ensuring more satisfying combat experiences. Also, for those seeking challenges, we'll refine the alert system's difficulty curve and intensify the requirement of adventurer combat skills, and adventurer build. The combat system will undergo further adjustments with the introduction of the new stage.

Stage 4 Intensified Combat

Defeating the Valkyrie "Nephthys" is not the end; the new stage Temple of Oblivion will unlock after adventurers successfully clear the Data Center. Unlike the previous three stages, the fourth level presents a hall inspired by Egyptian mythology.

After Eset took control of the Dulce Base, many robots bound by the Oblivion Override abandoned the order and laws of the old mechanical civilization. Instead, they joined an extremist religious organization led by Eset and built the Temple of Oblivion. Fanatically worshiping this powerful deity with consciousness of creativity and resistance, they believe that robots also have conscious souls, and death is just a way to upload their data and be reborn. Any robots dissenting from the ideal world depicted by Eset must first receive “redemption”.
On the gameplay side, we've replaced the side-scrolling exploration with a more dynamic approach—four majestic guardian statues. Interacting with these statues grants adventurers access to four distinct combat encounters, each boasting unique styles and challenging adversaries, including lurking enemies and formidable mechanical deities.



While designing the new enemies for Stage 4, we tried to merge Egyptian themes with the sci-fi setting of Oblivion Override. Elements like mummies, vultures, and pyramids are blended into the enemies' visual design with a techno touch in order to deliver the destructive power of divine punishment.



As fervent followers of Eset, enemies in stage 4 will ruthlessly eliminate any unstable elements or any entity that may tarnish the sublime faith within the Temple of Oblivion. For adventurers fortunate enough to survive the siege, they must quickly adjust their state to face challenges from the mechanical deities—the four most devout and powerful defenders of Eset.



In the Temple of Oblivion, we aim to provide adventurers with a fast-paced, high-intensity combat experience, allowing you to directly assess the strength of your builds and combat skills.
After conquering the challenging battles in the four encounters, adventurers will face the mastermind behind the Dulce Base. Carefully selecting a combination of mechs, weapons, and evolution abilities to ensure thorough preparation for the final confrontation.


(Concept art, the final Boss appearance is not final)

More Compact Maps, More Challenges

After the addition of the Temple of Oblivion, we will optimize the maps of the first three stages: the Factory, Greenhouse, and Data Center, making an entire playthrough more compact. Additionally, we will introduce challenge rooms that will randomly appear on the maps, adding more variability to the exploration process.



In these challenge rooms, the faster adventurers complete the challenges, the more Nanites you will be rewarded. Of course, with greater rewards come greater risks. Especially at higher alert levels, adventurers need to carefully weigh the pros and cons before undertaking these extra high-difficulty trials.

In addition to special challenge rooms, one or two characters from the Dulce Base will also become challengeable as Boss fights — can you guess who they might be🧐 ?


Weapon Evolution Attributes

Although the game currently features 26+ weapons with unique skills, we've noticed that some weapons do not meet our design expectations and have been underutilized. Additionally, some adventurers tend to cling to their initial weapon throughout the entirety of the game.

To remedy this, we're embarking on a comprehensive optimization of both the foundational design and potency of weapons. In the 1.0 version, we're introducing weapon evolution attributes—weapons imbued with evolution attributes may now appear on the map, having formidable combat capabilities the moment you pick them up.



Adventurers can fine-tune their arsenal in the weapon reforging room by adding or replacing weapon evolution attributes. Some of these attributes might even redefine the fundamental gameplay of a weapon, ensuring its initial strength aligns seamlessly with the escalating challenges posed by the increasing alert level difficulty.



The Gallery

The adventure in Oblivion Override goes beyond completing the four stages of the Dulce Base in one playthrough. After rounds of new challenges, explorations and alert level runs, numerous items, evolved enemies, and special weapons will be unlocked.

To help adventurers track the progress of unlocking game content and showcase achievements, we have added an electronic book called Poketa to the Shelter Base in the 1.0 version. Adventurers can view the game gallery here, including unlocked evolution specialties, weapon information, items, and enemy introductions.




Winter Sale & Secret Rewards
Before the official announcement of the 1.0 release, Oblivion Override will participate in the upcoming Steam Winter Sale. We have made slight adjustments based on the 20% OFF discount during the Autumn Sale, offering a limited-time 25% OFF discount starting from December 22 for two weeks.

https://store.steampowered.com/app/1952370/

For adventurers who have supported us through testing and early access versions, we are preparing secret rewards for the 1.0 version as a small token of appreciation for your continuous support in the development of our beloved side-scrolling action game.

The content previewed in this 1.0 version log is still undergoing continuous adjustments and expansions. In the next Dev log, we will bring you more updates on the 1.0 version, including a female mecha character, the overarching storyline, evolved enemies, features of selecting & blocking specific weapons, and more.

If you have any suggestions for the 1.0 version of the game, feel free to leave a comment in the comment section or join our official Discord .



Previous Dev Blogs

Dec 21, 2023
Brain Show: Party Game - FilmArcher
Hello!


We invite everyone interested to join the Multiplayer Playtests, starting on Friday (December 22) at 4:00 PM!

An attached survey is included for the playtests. You'll greatly assist us by completing it.
How to join? - simply click in the link below and request for access



Brain Show Playtest - Sign Up


~ Host is waiting!

Unfortunately, we have to postpone the Multiplayer release to January 16, 2024, for which we sincerely apologize. We're striving to deliver a product that is 100% functional and performs optimally. We appreciate your understanding.



~ Team Simplicity
江湖客栈-The Jianghu Playtest - 东厂丶大卫
服务器兹定于2023年12月21日(周四)开始维护更新,本次更新预计30-60分钟。更新前30分钟和更新期间游戏将无法登录,请大家在更新结束之后再进行游戏,给您带来的不便敬请谅解。

常规优化
  • 1、去除活动冬慕六道所有关卡进入的消耗。

缺陷修复;
  • 1、修复了鬣蜥死亡复活卡死的问题;
  • 2、修复了点苍六阳会首,会被东方不败伤害的问题;
  • 3、修复了血劫难度下慕火台打不开的问题;
  • 4、修复了所有尸体显示名称错误的问题;
  • 5、修复了部分情况下高属性无法继续服用属性丹药的问题;
  • 6、修复了仿品锻造锤无法使用的问题;
  • 7、修复了部分新增皮肤无法摆摊出售的问题;
  • 8、修复了新增限定时装显示限定时间的问题;
  • 9、修复了单人活动图第一关交互轮盘会有一个错误的选人弹窗的问题。
  • [/h3]
    ONE. - kamoniku
    Have you been sleeping on ONE.?! It's almost here, so here's Nagamori with the wake-up call!

    https://youtu.be/apMYhbyrlDE

    ONE. is coming to Steam on December 22, 2023 - ONLY 1 (ONE.) DAY left until release! THAT'S TOMORROW! Perhaps it's really more like a matter of hours...?!
    Last chance to wishlist before it comes out...!

    https://store.steampowered.com/app/2432100

    Experience the classic '90s visual novel that made a generation cry with this updated modern version.

    Video Starring:
    MANAKA IWAMI as Mizuka Nagamori



    Follow Shiravune for all our latest news:
    Steam Publisher Page
    Twitter
    Discord
    Website
    I Love You Freddy - masew
    Dear Freddy fans, we've updated the game as per requests

    - more optimizations for smoother gameplay
    - added an expandable map for more guidance

    we are working on more updates, and also a special surprise coming soon.
    Thank you.
    WitchSpring R - Riss


    Hello! This is Kiwiwalks!
    It’s time to make way for 2024! Are you guys excited for the new year?
    Today, we are delighted to deliver you some good news.

    1. WitchSpring R Official Sound Track Release
    https://store.steampowered.com/app/2666070/WitchSpring_R_Soundtrack/

    It’s been a long wait! The official soundtrack of Witch Spring has finally been released today.
    Loads of effort have been put into the sound production, and we are very proud and excited to know that many players are having an incredibly positive response toward the music.
    Since many of you are curious about what goes on behind the scenes of production, we have included the interview with the creative director and music director in the soundtrack booklet. So be sure to take your time to read it through!

    Oh and by the way, five booklet languages are available for our global players :)
    (English, Korean, Japanese, Simplified Chinese, Traditional Chinese)

    Besides, we are offering five resolutions for the original illustration wallpaper. In this case, you can always have Pieberry on your PC and smartphone!


    2. WitchSpring R 2023 Holiday Fanart Contest with Alienware Open

    As previously announced, the fanart contest is now in progress! The winner will receive Alienware’s gaming monitor #AW2724DM and various rewards!
    Check out the link below for contest rules and reward information. We look forward to your active participation!




    3. Hard mode Development

    The hard mode that many players are waiting for is currently under development. In order to have it updated by the end of January 2024, we are working our fingers to the bone.

    Detailed schedule will be further announced :)

    We sincerely thank you for all your love and support.
    Wish you all a cozy and joyful holiday season! ❄️☃️
    Dec 21, 2023
    Run Tank Run - How
    Hello !!

    The Run Tank Run has a new extension adult game "Karin's Instruction" store page has been published.

    https://store.steampowered.com/app/2698230/_/

    Add to the wish list and don’t forget to follow.

    Let's fire everything!
    Dec 21, 2023
    Dyson Sphere Program - Gamera Games
    Dear engineers,

    Happy Holidays!

    It's been a week since the launch of "Rise of the Dark Fog", and for us, the combat has just begun. While "Rise of the Dark Fog" has brought significant changes to the game, it has also introduced new bugs for us to fix. We will continue to provide new content and optimizations for this version in the long term, hoping you enjoy them.

    After a tense week of fixing bugs, we are planning to take a few days off to recharge our own "fuel chamber" for better content creation. Please don't worry. We will still address urgent bugs and welcome your suggestions and ideas.



    Thank you for your love and support for the game, enabling us to reach this point and continue forward. We are all part of creating wonders.

    Now, take a rest during this Christmas holiday and then embark on another great journey.

    Youthcat Studio

    ...