Dec 31, 2023
Alchemia Story - Alchemia Story Team

Happy New Year!

As we bid farewell to 2023, we would like to thank our amazing players for making it possible for Alchemia Story to mark its 6th Anniversary.

Therefore, as a New Year's gift to express our gratitude, we are presenting everyone with 1000 Gems (available until Jan 5, 23:59 JST) and a login bonus of total 1000 Gems starting on the New Year Day (until Jan 11, 23:59 JST).

Please use them to make your Alchemia Story life even more enjoyable!

We wish you a wonderful journey in 2024 with Alchemia Story.
Toram Online - syu_murayama
Happy New Year, adventurers!

We would like to thank you for your warm and continuos support last year.
We will continue to devote our best efforts to provide excellent service and we look forward to your continued support.

Avanclain Shrine Available Period
From: 12:00 AM (JST/GMT+9) on 1/1/2024
Until: 4:59 AM (JST/GMT+9) on 2/1/2024

*Some events and promotions end on different dates.
Please check each official announcement for the details.

New Year Special Map's OPEN!! Hatsumode in Toram!
Limited-edition special map "Avanclain Shrine" is open too in 2024!

A wormhole to "Avanclain Shrine" appears in "Sofya City", "El Scaro", "Hora Diomedea", and "Draco Town".

Get various statuses and effects for 90 minutes by throwing Spina into the Offertory Box in "Avanclain Shrine"!

Furthermore, the water in "Avanclain Shrine" could heal wound.
So, why don't you chill there after wearing yourself out from adventuring?

Guild Bar Decorated in New Year Spirit! Limited-Time Rearrangement!
Guild Bar will be decorated with Kadomatsu (pine decoration for New Year) and other New Year ornaments.


Spend as much time as you wish with your members at the Guild Bar that is different from the usual one.

*You can go to Guild Bar from Menu > Community > Guild > Go to Guild Bar when the guild reaches Lv10.

Notes
*The event period and rewards are subject to change.
*Limited-time events or promotions may be held again in the future on different conditions after they have ended.
Dec 31, 2023
Diplomacy is Not an Option - Moto_kattie

Happy New Year, Good Lords and Fair Ladies!

May all the games you want to leave Early Access release in the next year. May every game on your wishlists scheduled for 2024 see the light of day in the next 12 months. May everything you want to play in the coming year run on your PCs, so you don't have to buy new hardware or upgrade your old one.

See you all in 2024!

Yours, the Door 407 team
Dec 31, 2023
Edengrall - Guedez
Changes:
Addeded stamina cost to harvesting forageables and it now gives harvesting exp

Bugfix:
Fixed an issue with Adam's bed material when playing as custom character
Fixed fireflies flight pattern when placed as pets
Hiding tutorial no longer hides the debt display
Fixed a softlock related to equipping the fishing rod while underwater
Femdom Lines - Zee Vital
https://store.steampowered.com/app/2468300/DommeBreaker/

Yeah, I know. You're wondering how we're not even close to done after a year of working on this game. Brother/Sister, we're as confused as you are, but mostly we're confused that 12 months went by so quickly. Our initial hope was to release DommeBreaker by the end of this year. Good thing we never mentioned that...

Anyway, this month you voted for information about our business model and release DLC. Well, we have some good news that you may have already seen on the DommeBreaker store page: the base game will be free! "But what constitutes the base game? Especially considering you're telling us there will be DLC on release," I don't hear you ask, because this was written in advance. Allow us to clarify:
  • The base game will include everything we've shown so far involving Stacy, Hannah, Tomie, Jitsuko and Emily.
  • The base game will be a complete experience with a setup, middle and ending to the story. So far, every post has been about the base game.
  • Future Community posts featuring DLC content will be clearly labeled as such.
Why did we choose to make the base game free?
To get as many people as possible to try the game out.

How do we plan to make money?

Basically, we have a lot of ideas for self-contained bits of DLC focusing on various specific kinks and fetishes. However, not everybody will be into every type of DLC. We decided the best option was to try to make DLC self-contained, so that players can get just the content they're interested in, without feeling like they need to go buy and play through content that doesn't appeal to them. Think of it as 'a la carte' smut. The base game is the free taste we hope will get you hooked and that will setup the characters/setting for DLC.

So what's going to be the release DLC?
  • We'll have a digital artbook featuring not only the finished works, but also unused sketches, some notes and behind-the-scenes looks into some of the choices we made during development.
  • We'll release the first self-contained bit of DLC featuring Shizuru from Femdom Lines. We won't get into details about her DLC yet, but it should come as no surprise that it'll be CBT themed.
As for how exactly DLC will work content-wise, that's going to take an entire future Community post to explain, because we have various types of content in mind. For now, we wish you a happy and sexy new year!
Of course, let's not forget the Roadmap update for December:

FINISHED:
  • Richard's theme
  • Emily Victory Scenes 2+3
  • Player upgrades design
  • Player abilities design (still needs late-game balancing)
  • Rewrites and script fixes for Emily Victory Scenes 2+3 and Tomie Combat 1
  • Testing Tutorial and Emily 1 balance
CURRENTLY WORKING ON:
  • Main Menu theme
  • Tomie Combat art Stages 2+3
  • Emily Combat Stages 2+3 balancing
  • Ending Sequence writing
Oh, yeah. The poll for next month! That's right, it's a fake poll. We recently got the Tomie Stage 1 combat art and you need to see it. I didn't even discuss this with Zee. I'm literally deciding this as I write the Community post. We'll resume actual polls next month.
Femdom Waifu - Zee Vital
https://store.steampowered.com/app/2468300/DommeBreaker/

Yeah, I know. You're wondering how we're not even close to done after a year of working on this game. Brother/Sister, we're as confused as you are, but mostly we're confused that 12 months went by so quickly. Our initial hope was to release DommeBreaker by the end of this year. Good thing we never mentioned that...

Anyway, this month you voted for information about our business model and release DLC. Well, we have some good news that you may have already seen on the DommeBreaker store page: the base game will be free! "But what constitutes the base game? Especially considering you're telling us there will be DLC on release," I don't hear you ask, because this was written in advance. Allow us to clarify:
  • The base game will include everything we've shown so far involving Stacy, Hannah, Tomie, Jitsuko and Emily.
  • The base game will be a complete experience with a setup, middle and ending to the story. So far, every post has been about the base game.
  • Future Community posts featuring DLC content will be clearly labeled as such.
Why did we choose to make the base game free?
To get as many people as possible to try the game out.

How do we plan to make money?

Basically, we have a lot of ideas for self-contained bits of DLC focusing on various specific kinks and fetishes. However, not everybody will be into every type of DLC. We decided the best option was to try to make DLC self-contained, so that players can get just the content they're interested in, without feeling like they need to go buy and play through content that doesn't appeal to them. Think of it as 'a la carte' smut. The base game is the free taste we hope will get you hooked and that will setup the characters/setting for DLC.

So what's going to be the release DLC?
  • We'll have a digital artbook featuring not only the finished works, but also unused sketches, some notes and behind-the-scenes looks into some of the choices we made during development.
  • We'll release the first self-contained bit of DLC featuring Shizuru from Femdom Lines. We won't get into details about her DLC yet, but it should come as no surprise that it'll be CBT themed.
As for how exactly DLC will work content-wise, that's going to take an entire future Community post to explain, because we have various types of content in mind. For now, we wish you a happy and sexy new year!
Of course, let's not forget the Roadmap update for December:

FINISHED:
  • Richard's theme
  • Emily Victory Scenes 2+3
  • Player upgrades design
  • Player abilities design (still needs late-game balancing)
  • Rewrites and script fixes for Emily Victory Scenes 2+3 and Tomie Combat 1
  • Testing Tutorial and Emily 1 balance
CURRENTLY WORKING ON:
  • Main Menu theme
  • Tomie Combat art Stages 2+3
  • Emily Combat Stages 2+3 balancing
  • Ending Sequence writing
Oh, yeah. The poll for next month! That's right, it's a fake poll. We recently got the Tomie Stage 1 combat art and you need to see it. I didn't even discuss this with Zee. I'm literally deciding this as I write the Community post. We'll resume actual polls next month.
Cyber Knights: Flashpoint - Trese Brothers

Update #36 is more bristling than most - full of good balance changes, upgraded weaponry, reworked medical items, easier to use Lure, helpful new 0 AP display for Talents, improved Tutorial and some key upgrades to the enemy agent reactions to grenades and spotting dead bodies. Exciting progress on so many fronts - so let's dive in!

Want more updates? Leave a review! Remember, you can always update your review later but if you feel like we are on the right track a 👍 helps immensely!


Gun Runners Refreshed
With this update, we're starting to round out a big package of updates and improvements to the strategy/underworld layer for the game. The first focuses on weapon upgrade balancing and Gun Runner contacts.

The main improvement is that Gun Runners now sell a clear upgrade path with Power Level 2 weapons. Overall, a few weapons were removed (for the moment) from circulation (until you Gun Runners can upgrade their weapon services) including weapons like the hromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag. If you happened to have purchased these before, you'll find they've been upgraded to Power Level 3 weapons, so well done.

For those weapons that are still actively for sale, there is the Power Level 1 tier -- which includes some of your starting weapons -- and a clear upgrade to Power Level 2 weapons. Power Level 2 upgrades are not fancy, they are functional and valuable -- the weapons add to their Damage types, some increase Armor Crit %, others add more Full Auto shots. With more Damage comes more Recoil.

We're glad to have left the previous set behind -- those weapon upgrades were trying to be too fancy, offering lateral upgrades and trade-off specializations. For upgrades from Power Level 1 to 2, this was overkill -- that will be great for Power Level 5+ variations, but for your first weapon upgrade, you want a clear step up.

Still, in terms of combat gear progression, we expect to keep seeing players first upgrade Weapon Mods as the first go to.


Medical Supplies and Items Rebalanced
There have been some key changes to Item rules in Update #36. First and perhaps largest change is that all Items require at least 1 AP. This is a key ground rule -- especially for low Power Level Items -- that will allow cool flexes with cybernetics, Talents and high-powered Items later on. We have established a better floor with the rule, from which we can make cool exceptions. This includes changes to -- all Combat Drugs, Bio-Stitch Bandages and one type of IO-Charger. We know you may be screaming nerf, but this is the best for the future item and item-modifier meta for the long-term.

Second, we've upgraded First Aid kits -- increasing both their HP healing values and granting 2 charges for the Power Level 4 and 5 variations. Alongside the nerf of Bio-Stitch Bandages to require 1 AP, the medical item balance is much better off now. Some of the next steps in this department will be to high Power Level Bio-Stitch options available that grant 4+ charges while still keeping to lower heal-per-charge values.

Enemy Decision Improvements
A few improvements to the enemy agent decision trees have been added to Update #36 to continue to tune up enemy response. First, we fixed a gap where enemies would only spot the body of a dead ally when their Turn came around in the Initiative Timeline. Now, enemies will immediately spot and report dead bodies.

The second set all deals with grenades and Shock Mines. If an enemy is Damaged or Debuffed by a grenade they will correctly upgrade to aggressive (as they have been attacked) instead of standing around confused. If a Shock Mine is thrown like a Grenade (thrown at the feet of an enemy and immediately going off) then they respond as if it was a Grenade and go into aggressive mode. If an enemy walks into a Shock Mine used like a mine (left there and they trigger it while moving) they will upgrade to Alerted (knowing their are intruders but unsure where they may be).


Talent / Item AP Always Shown
Previously, Talents and Items that cost 0 AP did not show any icon or value for AP. This hid their power in a way and also left some confusion about their activation requirements versus other Talents. Now, all Talents show their AP but those with 0 AP cost have a grayed out, easier to ignore version of it. This helps them really stand out -- Talents like Tactical Surge, iron Grip, Marker Sights -- all bring a special extra level of power to the table simply for their surge capability, using at the very end of your Action with 0 AP left or used back to back without cost to gun, grip, aim and gun again.


Clearer Lure
Lure continues to be a Talent that has some confusion when players first try to use it, so we're working to improve that situation still through basic UI cues. With Update #36, a small red circle now appears under an enemy agent who would be affected by the Lure, helping reinforce the idea that the inner circle that follows your mouse is the area that the Lure will draw from and help make it clear if an enemy is near the border of the Lure's area, whether or not they will be targeted. In short, it's very similar to Grenades but without the damage indicator.


Tutorial Upgrades
With Update #36 we've made another round of improvements to the tutorial and the Gameplay Basic sections.

First, in the tutorial we've started to push the guiding text into highlights of actual HUD elements instead of through more clunky character dialog that doesn't play at the same time as the UI. The first prompt suggesting Jamkit be used to knock out a security camera is now explained with Jamkit directly highlighted. If this improvement pans out, we'll be sweeping the rest of the tutorial to move everything into HUD highlights.


Second, we've added annotated images to and updated the Gameplay Basics section on Action Points. For any players checking the Gameplay Basics for help, this section provides a ton more very clear and pointed explanation.

Hover Priority
Up until now, attempting to hover over any interactive element -- a merc, enemy, terminal, lootbox, security device, etc -- would just give hover priority to the nearest element. With Update #36, we've improved the hovering situation to put priority on players and enemies. if an enemy is behind a Laser Mesh, the hovering will now prioritize the enemy's hover and focus over.

v1.2.21 - 12/30/2023
- Updated Gun Runners Diego and Origami Joe to sell clearer set of weaponry upgrades
- Street weapons for Sale Power Level 1 and Power Level 2 are clear upgrade, less weapons for sale, better offering
- Check your weaponry, some weapons have been upgraded to higher Power Levels
- Some weapons previously for sale (Chromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag) no longer immediately available
- Enemies now correctly spot a dead body falling into their sight cone, don't wait until their turn
- When damaged or debuffed by a grenade, enemies now correctly upgrade to aggressive
- Enemies getting hit by a Shock Mine will emerge in Alerted state
- Non-passive Talents always show AP cost even if it is 0 AP for clarity (of their high value)
- Improved and rebalanced Item Action Point costs - all items cost AP to use
- All Combat Drugs and Bio-Stitch Bandages now cost 1 AP to use
- First Aid Kits at Power Level 4 and above gain a second charge and higher HP healing totals
- Power Level 3 IO-Charger now costs 1 AP to use but adds a buff
- Fixed bug where Talents and Items targeting dead bodies could not next/previous targets
- Fixed bug sale prices with Bio-Stitch Bandages
- Added glossary entry explaining Pure Dmg Upgrade rules
- Fixed incorrect message about witnessed vs. heard grenade explosion
Dec 31, 2023
The Protean Forest - my life
The Spirit Clan unit has been launched, but due to the development team's illness, the new hero will be launched in a while, but we will soon meet again
StreamWare - DEvalen
Happy New Year!
All players have received a party hat to celebrate!
.


- Fixed bug that crashed the game when closing it [Reported by GospelBG].
- Changes in resolution settings.
Dec 31, 2023
Picma - Picture Enigmas - Moonberry Team
The last update of the year is out!

  • Finally managed to take out the Steam overlay bug (hopefully). Thank you for helping us track it down.
  • New palettes, finally! In the editor, the palette popup now has a header where you can select a different palette for your image.
  • As usual, we also made a few tiny tweaks and bug fixes.
Happy new year everyone!

💖 Eduardo & Isabel
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