I Love You Freddy - masew
Hello Freddy Fans! We've released a big update for you!

We now have 3 new in game weapons, Each hidden and has unique abilities, you will find them hidden in the games area, some more hidden than others. As you would expect, they are wonderfully absurd weapons, we hope you enjoy them!



Other than that, we've also done some minor updates with it:

- Optimized the game further
- fixed joystick functionality where pressing start didn't work
Blackberry the Witch: Journey - DarkSvesh
Hello!

We have released an update that includes fixes for minor bugs and improvements to the gameplay experience. Here is a list of the changes you can expect:
  • Game stuck of SteamManager library disconnected from steam fixed.
Trigger Fever - rotciv
Hey Trigger Fever fans,

We're thrilled to announce the latest update for Trigger Fever, version 0.12.5, which brings a game-changing addition to the mix - the brand new "Survival" mode!

Survival Mode: Alone or with Friends, Face the Horde!

One of the most requested features from our amazing community is finally here! Survival mode is a solo player's dream, but don't worry, multiplayer lovers, you can still team up with your friends to conquer the hordes.

How Does It Work?

In Survival mode, you'll dive into the heart of the action, facing wave after wave of increasingly challenging enemies. Your objective? Survive and thrive! The longer you last, the more intense it gets.

Upgrade Your Character: Evolve or Die!

But that's not all! As you face the horde, you'll have the opportunity to upgrade your character on the fly. Enhance your abilities and become a force to be reckoned with as you carve your way through the mayhem.

Key Features in Version 0.12.5:

🧟‍♂️ Survival Mode: Play solo or with friends and battle waves of enemies.
💪 Character Upgrades: Strengthen your character during your survival run.
🆕 Bug Fixes & Improvements: We've squashed pesky bugs and enhanced gameplay.
This update is our way of saying thank you to our incredible community for your continued support and feedback. We couldn't have done it without you!

So what are you waiting for? Get ready to face the apocalypse, upgrade your character, and rise to the challenge in Trigger Fever's thrilling new Survival mode!

Share the news with your friends and let's take on the horde together!

🐞 Bug Fixes and Improvements: 🛠️

  • Fixed several critical bugs and stability issues that were affecting gameplay.
  • Addressed performance optimization to ensure a smoother gaming experience.
  • Enhanced server stability for multiplayer matches.
  • Tweaked weapon balancing based on community feedback.
  • Refined in-game visuals and UI elements for a more polished look.
  • We've addressed some issues with the Spectator camera, ensuring a smoother and more reliable experience.
  • A bug related to Controller UI navigation while selecting upgrades has been fixed, making your in-game choices more intuitive.
  • Invulnerability During Dash: Players are now invulnerable while dashing. Use this strategic advantage to dodge incoming damage and outmaneuver your opponents.
  • To keep the battles fair and balanced, we've reduced the taser's range. You'll need to get up close and personal for those electrifying moments.
  • Minor adjustments to the user interface for a smoother and more streamlined experience.
  • We've fine-tuned the damage overlay on the HUD, so you'll have a better understanding of your combat situation.
  • Persistent visual elements on the screen now come with improved performance, ensuring a smoother gaming experience.
  • We've implemented a failsafe mechanism to teleport entities back into the battlefield if they wander too far out of bounds. Stay in the action without unintended escapades!

Stay tuned for more updates, and as always, keep those triggers hot!

Download Trigger Fever v0.12.5 now and let the survival mayhem begin!

See you in the arena, survivors! 🔥🎮🧟‍♂️
The Last Craftsman - Tummyache
Another batch of daily hotfixes (Shout out to Zorboni and SpookyBadger for finding these issues!)

  • Added Theseus Health Bars to the dungeon navigation and event room screens.
  • Lowered the damage dealt by the boss of the 2nd floor dungeon.
  • Added a "Loot All" button when completing a dungeon.
  • Fixed a bug where unlocking a new Theseus mod always said you unlocked the same one over and over.
  • Fixed a bug that caused the Theseus mod unlocking event to happen more frequently than intended.
  • Fixed a crash that occurred after unlocking all of the Theseus mods on a floor.
Dec 30, 2023
Skyclimbers - Paratope


If you enjoy the Skyclimbers soundtrack, we have good news!

Music from the original soundtrack has been released to all platforms 😎



Listen to the Ether on Spotify!





Listen to Bliss on Spotify!



These tracks are featured from the Shoi Dynasty but can be experienced by all players.

Each Dynasty will also receive its dedicated album catered to that region's cultural and musical influences.

Stay tuned for the end-of-year recap, followed by the 1.0.14 City Building Alpha milestone!



Kor - Goad


After much deliberation and a few requests, I have finally added additional sprites to Kor to give players more options!

Players can go to the mirror in the upstairs room of your starting house to change looks!

Originally, I didn't have a set gender in mind for the player character. In fact, it is by design that at no point throughout the course of the game does anyone or anything ever gender the player character at all. But despite this, many players assumed the main character is a boy because of the short hair, which is reasonable! And because of this, girls who played Kor often requested a more feminine player sprite, and I pushed back a little bit because I didn't want the character's gender to be so black and white - I wanted anyone to be able to align themselves easily with the character. But since players were already feeling unable to do so, and since I'm of the opinion that more customization is almost always a good thing anyway, I've finally decided to add more options.

So I'm very excited to release these news sprites! I think they turned out well. If anyone ever wants to let me know what they think about them, you can always reach out to me! ...or leave a nice positive review for my humble little indie RPG. ;)
Dec 30, 2023
D100 Dungeon Computer Companion - Dungeon Software US
Fixed:

Killing the Dragon Armour Risen Undead Monster will no longer enter into an infinite loop of combat.

When the Rope Bridge cross test fails, after paying the -10 HP, the adventurer will now have crossed the bridge.


Dec 30, 2023
TRACHI - AUTONOMY - nory
Hey friends! 👓


It's been a damn long while! More than four months, to be precise!

I know! Sometimes it feels as if the world accelerates. Today, for example, we're about to kiss goodbye another year. 2023 is on the verge of becoming history – turning moments into memories.

Nostalgia

Truth be told, it's making me tear up a little bit. TRACHI was in a weird spot, back in January. The first post-AUTONOMY year passed – and I frankly wasn't too content with the things I had to show.

Being neck deep into Unreal Engine, the mountain kept growing no matter how hard I tried. It took me not one, but three steps back until I learned to check my expectations. Five months later, ANARCHY was born.

Return to Form

For the first time in a year, I was making things again. What started out as a run-of-the-mill JRPG quickly transformed into a Tactical RPG. As you can imagine, these things don't just simply fall out of the sky. Especially considering that little nory here never made a game like this before.

I took it one step at a time, which is the reason why ExcommunicAtion exists. Above all, I wanted to present a combat prototype in the shape of multi-stage battle infused with story elements.

PresentAtion

For the first time in history, I put the game above its people. That's not to say TRACHI is no longer a franchise about curious idiots and their tendency for unprovoked violence. In fact, it's exactly that formula that led to ANARCHY in the first place.

However, I wouldn't be myself if I wasn't trying to be 100% honest with you. The last two years saw me spend thousands of hours into learning a lot of different things. Whether it's engines, frameworks, RPG systems and/or combat elements – everything has a price.

Sacrifice

Undoubtedly, something got lost on the way. For the sake of clarity, let's call that something AUTONOMY 2. It's a little novel made in RPG Maker, continuing the story after August 28th, 1923. Given the amount of hours funnelled into TRACHI over the past 24 months, we'd already be back in the city again.

At this point, you're probably asking: Why aren't we, then? It's a perfectly justified question – one that I ask myself every single day. With the year coming to a close, I think both of us deserve an answer. Which is – coincidentally – exactly what I'll be trying to provide.

Truth

About a month after releasing AUTONOMY, I was already gone. Partially because I'm a person who always chases the next shiny thing. However, I also had the numbers backing me up. Playtime statistics on Steam clearly indicated something went wrong.

In total, 1200 people launched the game through Steam. However, only seventy-two got to see the end. A story that took more than two-thousand hours to create fell flat in the face of more than 90% of its playerbase.

Cause and Effect

You can imagine how curious I was to find out why. AUTONOMY undoubtedly had flaws – but that never stopped a game from being good. Add to that the fact that tons of people reached out just to tell me how much they enjoyed the story.

All of that isn't worth much if people drop it fifteen minutes in. Like many other passion-driven works published throughout humanity's history, the problem wasn't quality, but a combination of discoverability and presentation.

TRAdition

You know I love writing dialogue. There's nothing I enjoy more than unravelling decades of history by rubbing two people against each other. This particular aspect – henceforth called TRAdition – is the engine that drives most narrative movements in TRACHI.

If you'd remove this particular aspect, the entire structure would collapse in on itself. There is – in other words – no version of TRACHI in which there isn't some sort of dialogue. On the other hand, AUTONOMY undeniably proved that TRAdition by itself wasn't enough.

Battle

In August 2021, someone brought up a lack of interactivity. That particular line of feedback hit me in a very special way, since I grew up with video games prioritizing gameplay over cinematic experiences. Speaking as someone who – mildly put – wants to be the best at everything, I didn't think twice about whether I could.

Instead, I immediately went to work trying to refactor pieces of dialogue into dynamic, choice-based conversations. That went on for a about a week, before I admitted that these kind of interactions aren't compatible with the way I write.

Composition

The problem with conversations driven by dialogue options is that individual lines turn into an item on a laundry list. The overwhelming majority of sequences don't change the world, whereas TRAdition dictates to never waste a single word.

As a result of that unsolvable conflict, I set my eyes on other playing fields. Thankfully, there's another (often overlooked) core element to AUTONOMY.

TRAvel

One of the lovely reviewers pointed out that moving between places didn't add too much to the game. I'm not one to judge whether that's true or not, but I do understand the message. Most of the time, travelling in AUTONOMY is relatively uneventful.

That's not to say that exploration segments aren't incredibly important to me. TRACHI's world was there before its people – and building maps you can explore is one of the things I love most about development. Regardless, I wanted to see how big of a factor it really was.

Purity in Unity

As you know, InvAsion only contains a single exploration segment confined to a single map. Beyond that, InvAsion is unadulterated TRAdition. In other words: If AUTONOMY was a burger, InvAsion was twice the meat without the bun.

Looking back at it almost one and a half years later, I'm still proud. Although it's not for everyone, TRACHI has to this day never been more perfect. However, it's also never been more wrong.

Fusion

The first half of still holds up, I think. Conversations flow better than ever, lines are short and the pacing is just the way I want it to be. Most of the scenes would fit into AUTONOMY without a problem. In fact, there were times when I wished I would've made them in RPGMaker instead.

The same goes for the second half. It's home to the most emotional scene I've ever written by far. You can practically feel the enthusiasm and excitement of someone who's finished their first work being eager for more.

Ambition

Towards the end of InvAsion, there is a behemoth of a scene that goes on for fifteen minutes. In a place called ATOPIA, we're left to witness nothing but two people and bits of the UI. If there's one scene screaming TRAdition, it's this one.

For good reason, too! Because all good things must come to an end. Especially if they're about to be replaced by better things. Maybe that's what I thought when the 2D people and their homes were indiscriminately erased.

Evolution

If I was a politician, I'd say: "I stand behind the principle". TRACHI's people and its world had to go because words and maps weren't enough. Whatever followed AUTONOMY would be more interactive by throwing combat in to the mix.

At that point, the 2Ds were missing animations – barring the odd redraw here and there. Ganymede as a 3D model offered a lot more in that regard. He proved that point and completed TRACHI's second transformation.

Reality

Turns out working a new engine whilst adding combat and RPG systems is a tall order in itself – let alone adding an entire dimension. Although I'd gotten hold of most intermediate stuff, there would be no game coming out anytime soon.

Being stuck between a rock and a hard place, I took a step back. In the meantime, I embarrassed myself on Twitch learning to talk about TRACHI. At some point, we got to restore a bunch of AUTONOMY scenes – and it wasn't long until I started writing again.

Missing Link

All the while, the 2D's character builder had been updated with animated side-view sprites. The moment I saw that, I thought of InvAsion and how it ran on an RPG framework at some point.

Maybe I could introduce combat and elevate InvAsion from an experiment to an actual game. Both TRAdition and rudimentary TRAvel were already there – I just had to round out the formula with the final core element.

TRACHI 2.0

Three months later, we released a little game in early access. On August 28th 2023, InvAsion reemerged as ANARCHY. AUTONOMY's successor appeared in the shape of a full blown tactical top-down RPG.

It's work in progress powered by monthly updates, accompanied by weekly devlogs and biweekly announcements. I've gotten used to talk about things I've been working on. Most importantly, fleshing out combat and the RPG framework.

TRAnce

There's stats and status effects, consumables, equipment, challenges and quests, monster catalogues and – of course – roaming enemies, neutrals and friends. All of that running on a map that makes AUTONOMY's Anderson Park blush with gentle embarrassment.

Everything you know (and hopefully love) is right there. You'll get to walk places and listen to people talking smack. In addition, you'll also see your personal private army – gathered around Lorna in Act 1 – grow and evolve as you cut your way through an increasingly ruthless world.

Again and Again

I know it's a lot to take in. AUTONOMY put a big emphasis on authenticity – and yet we're running around killing slimes. One might point out that there's a bit of a discontinuity there. Others might roll their eyes and straight-up accuse me of going isekai.

I'd be in one of those camps too, if I didn't know any better! Bringing 2Ds back might maybe raise even more eyebrows than originally killing them did. But I swear to whatever you think is holy – I can explain everything! 🙊

Full Circle

ANARCHY will cover that explanation in four acts. Everything from 1924 to Daphne paying a visit to Ganymede in 1926. Unrolling it all means showing the full picture, including InvAsion.

In concrete terms: InvAsion has to become part of ANARCHY. In fact, the process has already started. At the time of this writing, several scenes are already implemented into what experts on YouTube call a "gameplay-loop".

Souvenir

Scenes such as Lorna losing her service card (1918 Edition) are triggered through interactable objects placed all over the world. Some of these, but all of them are tied to their own ingame rewards.

Long story short, TRACHI's people get to revisit their past – and you get to know a little more about the way things used to be. It's a perfect opportunity to write TRAditional scenes, with an extra potential to gently nudge people towards AUTONOMY.

Consequence

Remember when I said everything has a price? The thing is, InvAsion becoming part of ANARCHY makes it a bit awkward for AUTONOMY's DLC. Not that it's harming anyone as is, but there's also very little reason to keep it around.

In other words: InvAsion gets the chop on February 28th 2024. If it's already it in your library, you'll get to keep it – of course! For everyone else, it'll be as if it never was. Kinda ironic, given the theme of it all.

Symbiosis

Going forth, there'll be two core products: AUTONOMY and ANARCHY. The former is a kinetic novel that also acts as a narrative background to ANARCHY. Over the last four months, AUTONOMY already received a couple of big boosts, both in terms of downloads and playtime.

Not so coincidentally, these always occur shortly after the release of an ANARCHY update. In other words: We're already making a lot of new friends!

Bottom Line


ANARCHY caters to a bigger audience than AUTONOMY did. I'll try to make the best version of a sequel that I possibly can. A game that satisfies a lot of people, including those that don't want to wait 45 minutes for it to get good.

However, I'd be a fool if I didn't make use of the things we already have. It should be clear by now that I take feedback very, very seriously. And if there's one thing I'd like you to know – it's that I'm listening twice as eagerly to you!

Seventy-two

You're the reason I'm still going. Whenever I'm neck deep into systems, I'm thinking of you. It reminds me that I'm not only doing this because I get off on learning things, but also because I have to hold up my end of the deal.

In return for your attention, you deserve a game. Above everything else, I have a lifelong responsibility to fuel a flame that has been burning since 2019.



Thank you for that, for playing AUTONOMY – and for reading it all. I wish you the best for 2024 and hope that you'll be surrounded by people as lovable and awesome as you.

Big love n' hugs from an even bigger fan! 😊

much love
nory
Flatspace IIk - Cornutopia
A big change to our premiere sound effects software, SFXEngine, today.

The core program is now priced at $19.99 rather than $100, with different 'bolt-on' DLC for the various engines/plug-ins, allowing you to customise the program for your needs.

A new Engine Reference Guide is included, a list of all program engines, and some new engines make a first appearance: The hyped-up sample player Proteus, the time and space bending Zeitraum, Fuzz Compression, and more.

Existing SFXEngine customers automatically receive all Bolt-on DLC, plus the new engines.

SFXEngine now ships with 13 basic engines: Sample, Pulse Wave, Saw Wave, Sine Wave, Static White, Triangle Wave, Amplitude Modulator, Basic Pan, Low Pass Filter, Basic Delay, Single Tap Delay, Simple Reverb, Basic Distortion.

Here is a complete list of all of the SFXEngine engines (* = included in core program):

SFXEngine Bolt-on: Sample Engines:
Proteus, Sample*, Sample Loop, Stereo Proteus, Stereo Sample, Zeitraum

SFXEngine Bolt-on: Analogue Engines:
Breath Wave, Grey Wave, Mono Grey Wave, Pulse Wave*, Pulse Wave Adv, Saw Wave*, Saw Wave Adv, Sine Wave*, Sine Wave Adv, Static White*, Static White Adv, Triangle Wave*, Triangle Wave Adv

SFXEngine Bolt-on: Amplitude Engines:
Amplitude Modulator*, Fuzz Compression, Noise Gate, Stereo Amplitude Modulator, Wire Compression

SFXEngine Bolt-on: Pitch Engines:
Arpeggiator, Pitch Modulator

SFXEngine Bolt-on: Pan Engines:
Basic Pan*, Delay Pan, Mono

SFXEngine Bolt-on: Filter Engines:
AnalogueVCF (DLC), Band Exclude Filter, Band Pass Filter, High Pass Filter, High Shelf Filter, Low Pass Filter*, Low Shelf Filter, Peaking Filter

SFXEngine Bolt-on: Delay Engines:
Basic Delay*, Chorus, Combed Chorus, Everlooper, Flange, Long Period Delay, Long Single Delay, Mono Delay, Mono Single Tap Delay, Phaser, Single Tap Delay*, Tuned Flange

SFXEngine Bolt-on: Reverb Engines:
Ironverb, Nitroverb, Oxyverb, Simple Reverb*, Simple Reverb II, Simple Reverb III

SFXEngine Bolt-on: Distortion Engines:
Band Distortion, Basic Distortion*, Maximized Clip, Reflective Clip

SFXEngine Bolt-on: Special Engines:
Derez, Engram Recall, Engram Store, Monotone Derez, Oscillator Synchronisation, Positor

https://store.steampowered.com/app/2438590/SFXEngine/

Enjoy creating,

Mark
Future Snooker - Cornutopia
A big change to our premiere sound effects software, SFXEngine, today.

The core program is now priced at $19.99 rather than $100, with different 'bolt-on' DLC for the various engines/plug-ins, allowing you to customise the program for your needs.

A new Engine Reference Guide is included, a list of all program engines, and some new engines make a first appearance: The hyped-up sample player Proteus, the time and space bending Zeitraum, Fuzz Compression, and more.

Existing SFXEngine customers automatically receive all Bolt-on DLC, plus the new engines.

SFXEngine now ships with 13 basic engines: Sample, Pulse Wave, Saw Wave, Sine Wave, Static White, Triangle Wave, Amplitude Modulator, Basic Pan, Low Pass Filter, Basic Delay, Single Tap Delay, Simple Reverb, Basic Distortion.

Here is a complete list of all of the SFXEngine engines (* = included in core program):

SFXEngine Bolt-on: Sample Engines:
Proteus, Sample*, Sample Loop, Stereo Proteus, Stereo Sample, Zeitraum

SFXEngine Bolt-on: Analogue Engines:
Breath Wave, Grey Wave, Mono Grey Wave, Pulse Wave*, Pulse Wave Adv, Saw Wave*, Saw Wave Adv, Sine Wave*, Sine Wave Adv, Static White*, Static White Adv, Triangle Wave*, Triangle Wave Adv

SFXEngine Bolt-on: Amplitude Engines:
Amplitude Modulator*, Fuzz Compression, Noise Gate, Stereo Amplitude Modulator, Wire Compression

SFXEngine Bolt-on: Pitch Engines:
Arpeggiator, Pitch Modulator

SFXEngine Bolt-on: Pan Engines:
Basic Pan*, Delay Pan, Mono

SFXEngine Bolt-on: Filter Engines:
AnalogueVCF (DLC), Band Exclude Filter, Band Pass Filter, High Pass Filter, High Shelf Filter, Low Pass Filter*, Low Shelf Filter, Peaking Filter

SFXEngine Bolt-on: Delay Engines:
Basic Delay*, Chorus, Combed Chorus, Everlooper, Flange, Long Period Delay, Long Single Delay, Mono Delay, Mono Single Tap Delay, Phaser, Single Tap Delay*, Tuned Flange

SFXEngine Bolt-on: Reverb Engines:
Ironverb, Nitroverb, Oxyverb, Simple Reverb*, Simple Reverb II, Simple Reverb III

SFXEngine Bolt-on: Distortion Engines:
Band Distortion, Basic Distortion*, Maximized Clip, Reflective Clip

SFXEngine Bolt-on: Special Engines:
Derez, Engram Recall, Engram Store, Monotone Derez, Oscillator Synchronisation, Positor

https://store.steampowered.com/app/2438590/SFXEngine/

Enjoy creating,

Mark
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