Dec 28, 2023
Into The Flames - BluRR


Bug Fixes
Fixed not being able to move minimap left / right in vehicles
Fixed being able to spam the truck spawn button
Fixed trucks blowing up by removing feature for now
Fixed Fire Alarm at 412 Seventh St
Fixed Fire Alarm at 100 Second St
Fixed Fire Alarm at 10 Clinton Ave
Fixed numerous other fire alarms
Fixed Tree Clipping into Station 4


Water Level
Updated Lights

Blue = 100 percent
Green = 75 percent
Yellow = 50 percent
Red = 25 percent
Blinking Red = less than 10 percent

Gear Customization
Removed Gear Customization from appearing on the vehicle related firefighters to try to narrow down the new crashing issue
Station Officer Falcon — Yesterday at 12:44 PM
station 6
new station down the road from original station
single floor living area
tight double bay.
original station now a car garage

Station 2 [COMING 1030]
rotated station
added new access to roads and warning signals
based on popular TV show


Controls
new control menu
fixes controller support
adds new keybinds that we previously unavailable and more will be added over time
Sensitivity Adjustment
Mouse Inverted option



Only thing that does not work with controller support that I have found is the Ladder Retracting / Helicopter Rotation. I will be working on fixing for Build 1030 so controller support will now be complete. I will also be adding icons for controller input buttons with interactions for both xbox + playstation controllers

Thanks for the patience with the issue. I completely rewrote the controller system the past few days as there were too many issues to solve with the previous systems. If you are having ANY issues please contact support on our discord. The in game link has been updated.
Dec 28, 2023
Desolate Realms - Ego
Overview
Happy Holidays! I've been continuing work on the game during this season. This update has a few exciting additions that I'm happy to have gotten flushed out.
This update includes:
  • Various bug fixes
  • Added Chess Set Map
  • Added Holy water boon
  • XP now gets applied during reset or to main menu in the middle of a game.
  • Challenges have been redone
  • Added new weapons (Executioner sword and Brain Basher)

Challenge Rework
The challenges have been reworked to be the same across each map. And completing the challenges now is how you go about unlocking the new maps. Each map now has the 3 objectives of Getting out alive, Finding the secret, buying each door. Each main new map is unlocked through getting out alive on the previous map. The idea behind the other objectives is to have boons or special weapons become unlocked via buying all the doors, while finding the secret on each map unlocks hidden maps/minigames for the player.

Chess Set
Chess set is a special map that is unlocked when the player finds the secret within mansion. This secret is pressing activate (Space or A on controller) when next to the chess set in the northeast corner of the mansion map.
New Stars - adamjr
1.2.0 'META' [28.12.2023]
Backend simulated combat improvements, and animated combat fixes.

Added
  • Add: Solace ship builder -> Evasion stat into stats UI.
  • Add: Combat system -> Use Solace turrets to deal damage in the backend.
  • Add: Combat -> Min and max turret ranges.
  • Add: Combat -> Rate of fire per turret.
  • Add: Solace ship builder -> Rate of fire to turret stats.
  • Add: Pause menu -> Open credits button.

Improved
  • Improve: Ship Builder -> Turrets -> Should have stats on screen, instead of tooltip [for clarity].

Balanced
  • Balance: Colonist -> Reduced from 75 to 45 power cost on standard speed.

Fixed
  • Fix: Ship builder -> Background has tiling artifacts on ultrawide displays.
  • Fix: Solace ship builder -> When fleet types are unlocked, filter type UI does not update after opening the ship builder.
  • Fix: Pause menu -> 'New stars satellites' logo sometimes appeared duplicated.
  • Fix: Credits -> Credits username appears in broken font.
  • Fix: Solace ship builder -> Panels remain open when opened.
  • Fix: Starbase panel -> Upgrade button tooltip showed technological advance required when can upgrade starbase.
  • Fix: Pause menu -> Game settings info is not fully visible on ultrawide aspect ratio.

How Turret Ranges Currently Work
  • When combat is being observed, accurate turret ranges are used from the animated ship position, otherwise if a star system is not open, turret range is based on the center of the fleet.
  • This is because ship positions are not known by the server, only the client, as simulating positions on the server would be more difficult and require more CPU calls.

View changes from previous updates: https://newstarsgame.com/changelog.
Cones in Space - a_coneish_one
A new update is ready for Cones In Space! This is the 3.5 update which has been a long time in the making! Here is the full changelog:

-Ported to gamemaker studio 2
-Redid water shader
-Redid saving/loading system
-removed broken features
-added six new trinkets:
trinket locator
wall phaser
smiter
explosioner
goody bag
conx remover
-added the trinket poutch
new belt that lets you equip 2 trinkets
-added the goggles
lets you view machine info
-added the jackogoggles
on equip lets you have the halloween seasonal event visible
-added BUFF MODE.
-redid some more sprites to look better
-added cone ship
-fixed issues with the larptic core fight
-added more phases to the larptic core fight
-larptic core now regains health after player death
-pickups are easier to pick up
-added new raw materials
-added new fauna
-added new planets
-made borgulon days+nights longer
-changed snow texture
-replaced many tracks
-added new ocean sidequest

Thanks and enjoy the update!
If you would like to keep playing on the gamemaker 8 version please switch to the legacy build in steam settings
The Dragonhood - Scrambled Games
Hi everyone!

The year 2023 is coming to an end so it's a great occasion to release the first ever trailer for The Dragonhood. It sums up a total of 10 months of development and I am super proud of it, even if it isn't the quality I wanted. This year was busy and it was harsh developing such an ambitious project in the spare time. There is still much to do before the final release in the July and I am super excited for the upcoming features that aren't shown in the trailer! I hope this year was productive for you aswell and you are proud of what have you accomplished. I wish you that 2024 will be the same or even better!


Do not hesitate to wishlist if you like it!

HISTORY CONTENT
As we sign off the 2023 I would like to share with you a progress during the year, so here are some screenshots from early days of the production of The Dragonhood:






CD 2: Trap Master - Willow
Dear Trap Masters,

📍It's time to show off your favorite Demon Card!
Creators of the 3 most popular Demon Cards will receive Steam keys for Trap Master and its prequel Candy Disaster!

⏲️Duration⏲️
December 29 - January 18

1️⃣Screenshot & Upload1️⃣
  1. Click into the details of the Demon Card you want to submit, press F12 to take a screenshot.
  2. Press [Shift+Tab] to open the Steam menu, the find the screenshot to set public and upload.
  3. While uploading, please include the text [Demon Card Poll]
  4. Note:
    *Each player can only submit one card - so show off your most powerful Demon Card!
    *Feel free to submit screenshots in your language - but English screenshots will be understood by more players!

Please screenshot and upload like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3124684530


2️⃣Poll2️⃣
Vote for your favorite Demon card! 1 like = 1 vote.



3️⃣Prize Time3️⃣
By January 18th 4am GMT, winners will be the 3 screenshots with the most likes!

🥇1st Place: Trap Master Steam key *1 + Candy Disaster Steam key *1
OR $15 Steam Gift Card

🥈2nd Place: Trap Master Steam key *1
OR $10 Steam Gift Card

🥉3rd Place: Candy Disaster Steam key *1
OR $5 Steam Gift Card

Look forward to seeing your Demon Cards!
ACE
The Game of Annie 安妮的游戏 - potentknight


"Unity is incredibly powerful, but Unreal Engine is just too good for games, too good for players..."
Thank you all for your support! Originally, I prepared to update the free DEMO yesterday, because it was a little different from the actual version, the result was a small error, and I corrected it today and re-updated the DEMO version. In fact, I was developing a big update at the same time, secretly learning Unreal Engine, and suddenly found! Unreal Engine 5 has a lumen feature that enables high-quality real-time ray tracing without consuming time or graphics... Unreal Engine is powerful



In addition, I recorded a video demonstration about the new features, thank you again for your support, I will continue to work hard!

Femdom Waifu - Zee Vital
https://store.steampowered.com/app/2714750/

Get it with a -30% launch discount until Jan 4, 2024!
Battle Teams 2 - 生死狙击2
亲爱的狙友:

感谢您一直以来对《生死狙击2》的支持与热爱!这是特别为您准备的专属渠道福利,请您查收~



在12月31日、1月1日、1月6日、1月7日、1月13日、1月14日登录,您都将收到登录特别礼物,注意上线领取噢~

活动期间累计登录满5天还可以前往活动页面领取限定烟雾弹 灯火流年!
REMORE: INFESTED KINGDOM - REMORE


Hello again, Survivors!

In the last post, I directly showed the progress of “map modularization” and talked about how we are currently attempting to change the framework of the entire game.

Today, I would like to talk about another major axis, the “Character System.” This is because the final goal, “redesign of the meta game system,” can be completed only when the direction for these two goals, “diversification of maps” and “diversification of characters,” is confirmed.



Instead of a micro/personal narrative, a macro narrative

First, I would like to clearly explain the purpose of “Character Diversification” that we are currently preparing.

The biggest goal of this work is to expand the range of strategy/tactics that players can enjoy, thereby making gameplay more fun. In other words, this does not mean preparing many “characters with personal narratives” like the “SRPG” genre represented by Fire Emblem.

In order for the work of diversifying characters in this way to be meaningful, the individuality of each character must be strengthened narratively, and for this to happen, a stronger “script production” is needed, rather than the current text-based dialogue production.

In the “[Dev Note] Our vision is set. Let us re-ignite our journey!” post, I mentioned “game design combined with narrative” as one of the main identities of the game. However, this is intended to increase immersion in the game’s theme of “medieval monster apocalypse”, and our goal is not to create a game centered on storytelling.

I think that if we focus on the “personal narrative” of the character, there is a high risk that not only will development costs increase, but it will also obscure the actual purpose of the game.

It has not yet been confirmed how many final characters will appear. We are examining the pros and cons of various directions, such as applying a modular structure to characters like in games like Battle Brothers to make them “practically close to infinite” and applying a system closer to a kind of “job” like Darkest Dungeon.

However, I would like to say that in either direction, we plan to adopt a method that “can further strengthen the strategy/tactics-centered gameplay”, and that we will consider ways to maintain immersion in the narrative in the next order.

To avoid any misunderstandings, we have no intention of making a sandbox game with the narrative completely removed. Random events that give unexpectedness or the reactions of enemy NPCs that appear can be placed well even with a character system that “does not have a personal narrative”.

It would be better to think of the central axis of the narrative as shifting from “directly describing each micro narrative” to a more macro perspective that explains the worldview and context of player actions.



Introduction of permanent death and game play “including failure.”

The current REMORE has a linear structure with three fixed player characters, so if even one character dies, the game is over and the game is designed to restart from a random checkpoint.

A lot of the feedback we received through Early Access was about the reliability of these checkpoints. In a situation where you have already taken a lot of damage, there is an automatic save, so there is virtually no hope of breaking through a “deadlock” situation even if you restart, or a situation where you feel tired because you have to repeat the stage too many times because you have to restart too far away from the current situation.

Of course, this is primarily because the learning curve was designed to be too steep, resulting in more deaths than we intended, but fundamentally, I think it is a structure that does not fit the “accumulated resource management” system.

If it were a game like the Souls series where all resources are restored upon resurrection, it could be seen as a structure that “purely tests whether the player's skill level is sufficient to overcome the obstacle”, but this structure is a bit different from the direction we are pursuing.

Factors that manage given resources, such as HP and weapon durability, and decide actions accordingly are also important parts of the “strategy” we pursue. There are plans to further increase these management resources in the future.

Therefore, including the diversification of the number of characters, I think that allowing “permanent death” within the game rather than the current game over structure suits the overall direction of the game.

Rather than a design that “does not allow failure and keeps repeating the same section until success”, a “game experience balanced/designed so that you can progress even if you fail” is at least more suitable for the genre and narrative of the game we are currently making.

If permanent death is implemented, the structure for new characters to join must be designed much more flexibly, and great care must be taken to avoid situations in which the game becomes impossible to proceed at all. The new meta game system reorganization will also be carried out assuming this foundation.



Session design test based on 4 characters

While reviewing game elements based on the above principles, an opinion was suggested to test a “4-character based” level design instead of the existing “3-character based” level design.

Currently, REMORE's system is not a 1 move 1 attack or individual timeline system, but a system that allows you to give orders to all of your characters at once and in any order you want as long as your actions allow.

In such a system, controlling multiple characters, such as 8 or 10, like Battle Brothers or Fire Emblem, can increase the complexity of the game excessively, so the most appropriate number of characters was selected through several tests during the existing development process. It is based on 3 characters.

However, if permanent death is implemented, the chance of completely failing the stage even if you lose just one character increases, and although you may be able to progress, the interest in the gameplay is expected to decrease significantly.

Accordingly, we plan to make some adjustments to the level design of the stage and the number of skills that each character can use, and basically increase the number of characters that players send out from 3 to 4.

The idea was based on more flexibly to the permanent death system, but it can also contribute more to the “expansion of strategy”, which was the initial purpose of character diversification, and has room to create more tactical variables, which is a positive result.

We will soon be testing this system along with other rules in the game, and we will share the test results through the following “Lab” post.



In the case of the character system, various elements are intertwined beyond map modularity, so rather than going straight to the prototyping stage, other than increasing the number of characters, we are reviewing related elements one by one to refine the design intent.

Today, we have introduced the direction of those review results that are most likely to be applied to actual reorganization, but we would like to inform you that the details may change depending on the results of future tests.

Thanks again!
REMORE
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