Dec 30, 2023
Rune Gate - Devwind
Change List:
1. When picking a card post battle, a new option has been added to randomly assign a random upgrade effect to one of your cards in the deck.
2. Fixed a nasty issue with the Channel term, where previewing enemy damage would actually cause damage to the target champion (sometimes appears as if HP is dropping when switching characters).
3. Buffed the following runes:
Strength: Increased the magnitude of attack to 5/8/11/15.
Burn: Inflicts 10/15/20/25 burning damage on the attacker.
Discharge: Inflicts 7/10/13/18 awakening damage on the attacker.
Curse: For each negative effect on the target, they lose 5/8/11/15 health.
  • Power: Increased its strength to 5/8/11/15.
  • Scorch: Inflicts 10/15/20/25 Burn to the attacker.
  • Discharge: Inflicts 7/10/13/18 Jolt to the attacker.
  • Curse: Target loses 5/8/11/15 HP for every debuff they have

Thanks for the feedback and happy new year!
Dec 30, 2023
Total Vengeance - BiGClipS
- Implemented a "How to Play" menu, seamlessly transitioning it from the in-game pop-up to the main menu for enhanced accessibility and user guidance.

- Thirst depletion rate during idle periods has been deliberately decelerated for a more balanced and immersive gameplay experience.

- Radiation now diminishes exclusively in proximity to waste barrels, ceasing its continual reduction over time. When radiation levels reach or dip below zero, the player's health undergoes rapid decline unless counteracted with a health pack. "Energy drinks" are now available to restore the radiation meter.

- Hunger no longer results in player death, and a resolution is actively being pursued for this issue.

- Bug issues fixed

** Game roadmap & updates coming soon.
Durka Simulator - Xrisofor
Greetings to all those who thought the developer was dead, to the rest of you, hi as always.

Here is the end of 2023, it was the most difficult year for the game, as I didn't touch it much and only two months ago made an update in the graphics with my drawings, for you I prepared a New Year's decoration for the game in Steam and VK Play, the skins will appear in the game in a couple of days with the new patch, as you understand I'm back to the development of the game and will share moments of development in our group VK, on the server Discord and Telegram channel.

New character variations for the new year:



In the new year, I hope to release the entire first episode before the end, but it won't be without your help! There will definitely be votes on character concepts and other important details. That's it for me, thanks to everyone who continues to follow the updates, have a great new year and see you soon.
Dec 30, 2023
Afterconflict - SPITFIRE
2023 is coming to a close and we figured we'd give you an end-of-year summary of what we've been doing for the last 3-or-so months since our last development update, from various different overhauls to the addition of a few new weather systems!

So, let us not delay and get right into it!

Starting hot off the heels of our previous dev update, some of you requested to see our UAZ-469 with its canvas top cover down, and we have exactly that (in a couple of different configurations) as a preview of the sorts of vehicle customisation you can expect to see in Afterconflict!


Personally I prefer the sanctity of a structure that prevents both the driver and passengers from being smushed/dismembered/both by what is effectively a very large metal brick if said metal brick inexplicably rolls over after hitting a particularly nasty pothole and careening into a ditch, but a stern commitment to looking and staying cool is still amicable.


But pivoting to rugged Soviet gear that doesn't carry with it a severe chance of death if used improperly (unless one is particularly determined), we also have a high-poly preview of our overhauled Obr. 1988 "Afghanka" uniform and SSh-68 helmet!


Only standardised as a replacement for the Obr. 1969 uniform in 1988, the Afghanka uniform was gradually rolled out during the course of the Soviet-Afghan War (hence the nickname) as a more distinctly modern upgrade to its more "traditional" predecessor, and would in short order inspire the production of the UTV cut of the East German field uniform, among other experiments in fellow Soviet satellite states.

While the Afghanka uniform was a fairly brazen interpretation of the US's Battle Dress Uniform, Soviet helmet design never went through the aramid armour renaissance as with the US PASGT system and similar among other NATO nations, so the SSh-68 remained the USSR's go-to combat helmet (along with the millions of SSh-40s and SSh-60s both in circulation and sat in storage), but despite the fact that it came about far earlier than the Afghanka uniform, our rendition of the conical helmet is of the later model, sporting an improved chinstrap.


But while grunt gear is always fun to look at, sometimes you just want to look at some more specialised equipment where the serial numbers cap out in the thousands instead of the millions, so let's jump over the Iron Curtain and look at something a bit more high-tech, shall we?

First developed in 1987, the 3rd Model M4 Muzzle Brake Suppressor (3rd Model M4 MBS) quickly became a staple among USSOCOM units (itself a newly formed command at the time) looking for what was at the time the best of the best in suppressor technology for their numerous 5.56 carbines; it was first seen by the general public when photographed on the carbines of Delta Force operators during Operation Acid Gambit in 1989, the opening act of Operation Just Cause.


The 3rd Model suppressor's finest hour would be in 1993 during Operation Gothic Serpent where one was fitted to the Model 723 M16A2 Carbine of Delta Force's Master Sergeant Gary Gordon who, alongside Sergeant First Class Randy Shughart, would famously defend the crash site of Super Six-Four against insurmountable odds in what would prove to be a last stand, a feat that would posthumously earn them both the Medal of Honor.

During the engagement, Gordon's carbine was passed to Chief Warrant Officer Mike Durant, the pilot of Super Six-Four and sole American survivor of the incident, before their position was overrun and he was captured by Somali forces.


Our rendition of it as seen here is mounted on an M16A1 Carbine (Model 653), which is sure to provide those playing as US special operations forces a certain level of discretion while picking off targets.


But for those of you that who wish to stay out of day-time raids in the 100+°F afternoon Mogadishu heat, a more subtle option is to operate at night, and a prime option for US troops doing so to get an edge over the opposition is the AN/PVS-4 Night Vision Sight, the US military's go-to small arms night vision scope since the late 70s.



Though it's obviously built for the night, in a pinch it can be used during the daytime with the addition of its daylight cover, which we have a demonstration of here, though it does come at the disadvantage of having a reduced, triangular field of view.


Ironically, due to their design the Soviet NSPU (1PN34) and its successors do not have the same FOV restriction as the PVS-4, though do suffer from a chronic fisheye effect.

On the topic of the NSPU however, the NSPU's adjustment dials are now animated!


In general, we do not intend on understating the gulf between NATO and Warsaw Pact night vision technology in Afterconflict, as in reality it will simply be another element of the battlefield to strategise around while chasing victory, so as a point of reference, here is our comparison between the Soviet PNV-57E and newly added American AN/PVS-5B Night Vision Goggles, each with their own various quirks.


And finishing off today's coverage of Soviet gear we'll be using one of the USSR's more underwhelming military creations, the RGD-5 grenade, to demonstrate our new addition of explosive shockwaves affecting vegetation that they come into contact with!


Relating to making our environments more lively, we've been overhauling our Village map in various different ways, from adding detail to the primary village itself, to expanding it outwards and adding surrounding settlements to bring it closer to the sort of scale you can expect to see in Afterconflict as a whole!





All of these adjustments along with the map itself have been created using our ever-evolving in-game map editor, meaning that without the installation of any external SDKs you'll be able to make maps and mods for Afterconflict with the same tools that we do!


To frame all of our various locales, we've also been implementing various overhauls to our weather systems, primarily relating to clouds.


A change that's now virtually constantly present is cloud shadows, from the occasional dimming of the ground due to a singular, whimsical cloud obstructing the ground for a fleeting moment, to the inverse of a single pillar of light penetrating an otherwise drab, overcast day, they've added a lot of character to the in-game world!





Though people probably don't usually think much on these things (because they're normal), fog is effectively just clouds at a low altitude, and as a result of the work on further improving our clouds, we've also implemented raymarched volumetric fog, which, aside from simply looking pretty cool and foreboding, is sure to provide a lot of tactical opportunities to players that relish in close-range ambushes.


In addition, said clouds and fog also include Mie Scattering, which, in layman's terms, means clouds (including fog) now scatter light from the Sun as it passes through them, resulting in more tonality!


Over time we'll be further expanding on our weather systems to encompass various other weather conditions, so be ready for it when it arrives...



To finish things off, as the older ones were getting a bit long in the tooth with our more recent advancements we've updated our Store page screenshots that you can see below.







While things still haven't always easy-going this year, given the circumstances, we still have our dogged determination to make Afterconflict the best that it can be, and to keep up our momentum going into 2024!

To that end, we'll be focusing on even more overhauls to various aspects of Afterconflict that we hope will have even more sweeping improvements to the game as a whole, so keep an eye out for it and you'll likely see them very soon!

And, as ever:
We Hope You Had a Very Merry Christmas, and We Wish You a Happy New Year!



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

As Ever:
Stay Tuned!
Dec 30, 2023
Hexworld - icxon
Bloo Continent is available!

Prepare some warm clothes, my friends, as we are heading north! Last major school of golembuilding, the masters of Order, are reverent, devout and proficient in both magic and mechanical works. They command powerful constructs of steel and ice armed with huge mana cannons, and will not be conquered easily.

With this big content update ready, we finally can move towards the balancing final region, the wretched Mortum.
Thank you for your continued help and support, Merry Christmas and Happy New Year!



Full Patch Notes
- [New] New region - Bloo (start a New Game to unlock)
- [New] Golems - Hammer Archont, Gun Archont, Ice Elemental
- [New] Structures - Bazaar, Observatory, Gun Shrine, Hammer Shrine, Cryo Machine
- [New] Spell - Lightning Strike with some extra crushing damage
- [New] The Red King boss is guarding Green Region instead of Fireball Wizard
- [New] Ice Wizard and Flame Wizard will be guarding Bloo and Mortum regions (temporary)
- [New] Bonewarriors and Crossboners leave corpses that resurrect as original golems unless destroyed
- [New] Dynamic Music is now a complete set for all regions including some boss-area specific tracks
- [New] Keyboard bindings menu

Fixes
- Pause the game and session timer completely when pause menu is active (thanks skipydog)
- Hex Editor store and storage will be unlocked for every consequent new game runs
- Some adjustments to the spells shop rng to make it more random between runs
- Ability to disable gamepad input in settings menu (thanks alcaron)

Balance
- Reduced prices on some desert tiles so they match similar tiles of other regions
- Farm, Bazaar, Observatory now produce only 'native' resource, while Village produces all three
- Some tweaks made to knockback mechanic making golems fly upon collisions
- Changes to AoE/splash damage so the direct targets gets a full amount
- Boulderswags splash set to 0.3 (was 0.8) so the projectile feels more like a rock not a bomb
- Bonewarriors and Crossboners lower HP (20-30% less) due to new corpse mechanic

0.7.4 Fixes (was not announced)
- Fix for Shield Generator Crystals to spawn inside the level bounds (thanks Kaki-Senpai)

Young Hearts - JadeVater
English translation of this episode will be available soon! The New Year’s episode is mainly for our old followers who read the old version of Forte’s route, which doesn’t exist in the Steam version of our game yet.
Dec 30, 2023
Virtual Handheld - ZanyCat
Changelog v0.4a (12/30/2023)
-Fixed self-interaction bug with menus
Malkin - Zach Holbrook
Happy New Year! The Cairn and the Crossroads is out now. It adds a few more gothic touches to Malkin and a number of new player options. I hope you check it out.

THE CAIRN AND THE CROSSROADS: THE NUMBERS
  • 5 witch classes
  • 4 spells (including one that summons Wicked Anne)
  • 5 hexes (including one that summons a floating sword)
  • 1 new trait
  • 1 side quest
  • 4 items
  • 1 new ruined house
  • 3 combat encounters
  • 4 new answers to the 7 Questions
  • 4 new achievements
  • 2 new enemies
  • 15 new portrait backgrounds (spring/graveyard)
  • many lines of verse




Patch 1.02, releasing alongside the Cairn and the Crossroads, includes the following changes for all players:

  • Additions to the Map of the Woods. Red Xs indicate story encounters (and for those with the DLC, the yellow X indicates the new side quest)
  • Typos in multiple dialogs
  • It was possible to break the quest in the orchid cave by walking through a wall -- Now it's not possible



May the new year tip out boundlessness for you in a hall of stars.
Dec 30, 2023
Protoshock Playtest - BracketProto
fixed ricochet with spread
schoolLife 东洋中学之异闻录 - 雨沫花开
some people tell me that he/she want to english for my game
其实这个游戏很烂,我的dlc还好一点
...