Viscerafest - Awesreek
Happy New Year, Everyone!!!
We hope you've had a wonderful holiday season! 
You may have noticed there has been a gross dearth of updates from us as of recently.
That is because whilst we have indeed been working this whole time, there's not really been much to show or update you on...

The last few months have been spent working on the game's finale and polishing up its third chapter.
These are time-consuming tasks that involve either heavy spoilers, or stuff that's just not really interesting to showcase until the work is actually done...

As it stands currently, we are still knee-deep in the midst of both these tasks. Thing is now we actually have something to show for them. There have also been a number of other important changes and tweaks that we can talk about along the way.
So without any further ado...



C3L1 - Theopathic Thoroughfare

The opening level of Viscerafest's third chapter is almost completely done! There's some sound work it needs yet, its OST and several small bug fixes. But otherwise, the level is playable front to back! So let's talk about it a lil' bit.


In the wake of Viscerafest Chapter 2's ending Caroline once again steps through an archegate into the Great Divide, the primary difference now being the route this takes her through has a formerly well-established U.S.C. presence.


Various U.S.C. Checkpoints bridge the gap from this entrance into the Great Divide through to its exit into Rhanak Zethir, which resides in the realm of the Elder World. This will be Caroline's final goodbye to the U.S.C. before she steps into territory they have lost.

Unknown forces have removed the conglomerate's presence from Rhanak Zethir, and this will mean that soon Caroline will be fighting more than mere flesh and blood.


C3L1 in a similar vein to C1L6 and C2L5 is one of Chapter 3's more story-heavy maps. But unlike the prior Great Divide levels, it is also more elaborate, and combat-heavy. Honestly... as of writing this, it's easily one of my favorite levels, and I can't wait for you guys to play it!


Bombs away!!!

On a much less significant note, I've effectively completely reworked the physics and behavior of the Grenadiers'... well... grenades.


In my humble opinion, they were a bit too chaotic in the midst of combat, often flying around and ricocheting off the environment at borderline untrackable speeds, thus I felt the need to reel them in a bit. They no longer fall as quickly and generally have a slightly slower, more floaty presence to make their movements easier to visually track and deal with. It's a relatively minor change all things considered but one that I feel makes this enemy a bit nicer to go up against.



Nomad Priest - Rework

Viscerafest's first flying enemy has just received some rather notable changes and updates.
The Nomad Priest was one of Viscerafest's final enemies that needed a sprite update, so I
gave the kind lad a pretty new paint job.

In addition to this though I felt like amongst the Chapter 3 enemy roster his old set of attacks
meant he didn't have as firm a footing in that part of the game. Other enemies did his job
better and were more interesting, thus I felt the need to spice him up a bit in order to set him
apart from the crowd.

I won't say what these changes are, I'll let you find out with time, but I feel he has a stronger place on the roster now as it stands.



U.I. Updates

This isn't necessarily entirely new but slowly more and more work has been being
done to refine the look of our menus further. Not anything too exciting, but ya know...
it's stuff we've been working on... So I thought I would mention it.





Art Updates

As I mentioned in the intro my big focus of late has been polishing up Viscerafest's third chapter,
and a big part of this is refining the look of all these maps. You may have noticed I've been... stingy...
about showcasing Viscerafest's third chapter until now, and there's a good reason for that.


The levels for a long while now have been in a... "Rough Draft" stage, and as a consequence,
they're quite ugly and rough around the edges. Not only were/are there missing props and gameplay
elements that have yet to be added, but the lighting is... *oof* and the texture work is especially rough
and sloppy.

This "Rough Draft" stage is something we've done with all of Viscerafest's levels in the past. Prior to release, most of Viscerafest's levels were pretty rough, but the rough drafted-ness of chapter 3 has been particularly egregious until now, and that's why I've been very picky and hesitant to show ya'll any of it. If I was going to show you guys a glimpse of the chapter, I wanted it to leave at least a somewhat positive impression upon you all, and I just knew that most of the third chapter was not ready for primetime.

Being able to finally go through and "clean house" so to speak, is immensely satisfying, and I can't wait to show you all more and more as the rest of these maps hit their final stages!



The Return of Markie

For those of you not aware toward the beginning of this year we lost our Composer Michael Markie. In the wake of life's craziness, he was effectively forced to step away from the project as he no longer had the time to work with us.

Into his place stepped Geoffplaysguitar who you may know did the OST for Viscerafest's second chapter. But whilst I am eternally grateful for Geoff, Markie did far more than make the game's music.
Markie was our sound designer, he mixed audio, polished up VA recordings, made the entire game's audioscape, did the music and sound for the cutscenes, and then some. This was by far the more damning aspect of losing him, which is why I am happy to say that HE IS BACK BOIS!!!

In the wake of recent events, Markie has been able to hop back on board the project to help us finish up the game's audioscape. As you may have surmised I am overwhelmingly overjoyed regarding this fact, and I'm very excited to finally be able to start making progress on that side of things once again.



In Closing
With Chapter 3 in its cleanup stage, it's safe to say that you'll be seeing much more of it here in the coming months. With that, we may even start showing some gameplay soon here to give you a taste of what the chapter will be like. It's also worth noting in addition to the above a whole host of balancing changes, optimization tweaks, and other more minor stuff has indeed been accomplished as well, but it's all stuff not really worth explaining here.


But that is all for now. Thank you for taking the time out of your day to catch up with us! It's always a pleasure. As always we hope you have a wonderful day and a very happy new year!
Jan 2
The Prospector Odyssey - quietroom.official
Fixed: Missing collision box in Coolant Maintenance Area (Gemini Station)
Fixed: Some Spacesuit locomotion animation issues in cutscenes
Fixed: Death sometimes not sending the player to game over screen
Warbox Sandbox - QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ
  • Active Ragdolls completely reworked and better than ever
  • Dismemberment redone ground up
  • Dismemberment Optimized
  • Explosions Optimized
  • Missing sounds added back in
  • Minor sound rework
DESORDRE : A Puzzle Game Adventure - Shoonka
Hello,

This version continues to enhance Room 14, building upon the improvements made in the previous update. This new update focuses on design enhancements and some technical adjustments.

The overall experience should be even better.
I Bring The Chaos - Zodinus
Mosaic Mysteries - Kim Jong Billy
- Fixed a critical bug: Shuffling with under 5 pieces would crash the game
- Added Aspect Ratio support: testing a fix for ratios other than 16:9, work in progress
- Fixed Cathedral Dusk Puzzle: puzzle had a "Ghost Piece"
General War Memories - jtggame


When you cosume a certain amount of gold in Improvement, you will get rich rewards accordingly. *Gold spent in other fields IS NOT couted.



Improve your troop, become stronger and get many rewards.




Good Luck. Best regards, JTGGame Team!
墲人之境-无人之境 - 墲人之境:探索
新增内容
直播互动玩法
增加对B站的直播模式支持,可以在设置界面开启直播模式,并输入自己B站的身份码即可以开启直播互动玩法。目前在所有模式都将支持弹幕互动。非自定义模式的互动效果主要以动作表现为主。
开启直播模式后,观众在主播直播间发送点赞获对应的弹幕可以触发主播角色播放互动动作。


商店更新
  • 【赞助礼包】增加了一些守墓人的饰品【墓灵】
  • 【锦衣卫-皮肤】新套装-【僵尸先生】,拥有专属的移动动作和冲锋动作
  • 【章大海-在动物园打工】降价
  • 【圣诞礼包】-下架,每日活动奖励圣诞礼包结束

调优体验
  • 【金铃公主】大招消耗的能量减少,传送到达后的僵硬时间减少
  • 【先锋都统】增加都统大招所需能量
  • 【先锋都统】平地惊雷增加释放提示音效
  • 【漠国王子】弓箭上限增加的三根
  • 【陆晓萌】隐身符增加升级效果:3级激活。使用隐身符后静止不动1秒后进入完全隐身状态,期间会触发QTE检测,完美QTE继续延长隐身时间,失败QTE取消隐身。
  • 【柳城】飞踢对同一冒险者目标增加8秒生效间隔
  • 【朱莉】天赋1-熟练医护增加CD时间
  • 【皮肤-在动物园打工】优化低画质下的效果,增加专属的站立动画
  • 【皮肤-背带裤】增加专属待机动作和罗盘开机动作
  • 【火瓢虫】对火盆使用将会触发有更长的CD时间

修复BUG
  • 亡者畏惧会越来越慢的问题
  • 修复熊猫皮肤的贴图在低画质下太糊的问题
  • 修复都统命中后冒险者会拥有超长的加速时间的BUG
Vae Victis - Khan - doorknob22
Short and sweet, foul mouthed and passionate; Yiniir is the best example that good things come in green packages. Coming to Steam soon.

GosickRogue - exsize0303
主人公が動くようになったよ!


◆機能追加
- 戦闘、マップ画面において、主人公のアニメーションを追加しました。

◆機能改善
- Tips画面のUIデザインの変更を行いました。
- 主人公攻撃時の演出の変更を行いました。
- 敵のステータスバーのデザインの変更を行いました。
- 敵の行動予測テキストの変更を行いました。
...