Jan 6, 2024
Knight Overloaded - CCM
hello. We apologize once again for the later-than-planned update.

General improvements to the game


Weapon effects have been greatly improved!





Weapons have been repositioned to attack more intuitively.



Improved in-game stat representation
.


We've improved the visibility of impacting blocks
.


There are many more fixes & changes!



New Content
  • A new character, the Frost Queen, has been introduced.
  • Dozens of new blocks have been added, including 12 new weapons.

Alas...
  • We've temporarily removed the Astrologer, Engineer, and a few other blocks that didn't quite fit the concept.
  • I'll be back with more improvements.

The Journey to Full Release
  • Spice up the game with new monsters and elites, new patterns, and cool rewards
  • Some UI and graphical improvements for more unity
  • A wealth of new content


In closing...
Due to my lack of experience and knowledge in the early design stages of the game, there were a lot of problems, so it took me a long time to make improvements that are much bigger than they seem from the outside, a level of gutting and rebuilding. Now that the game is much more stable than before, I think it will be easy to add more content in the future! It was hard work, but I did it thanks to you guys who enjoyed the game. Thank you ^o^

Also, we're always looking for bug reports and content ideas, so feel free to leave them in the comments or discussions!
Jan 6, 2024
Saikyo Robots - Missing The Moon
In Saikyo Robots you use robots to fight, to collect resources and to produce more robots. They are your most scarce resource. Figuring out where to best use them isn’t always simple and that makes strategy games fun. While Saikyo Robots gives you lots of interesting choices there was one choice that was boring


One Robot into each Building
If you put robots into a building it produces something. For instance the library produces upgrades, the green factory produces swordbots and so on. The more robots you put into a building, the faster it produces. My idea was that the player would have to make an interesting decision → where to best use their robots to produce what they want the most. No one cared though. Instead they put one robot into every building… me included.


The root of all evil
A year ago I planned out the upgrades. Since the game should let you end with not too many or too few upgrades I ended up with the following:
The library takes 80 seconds to finish one upgrade if you put 1 robot in.
The library takes 30 seconds to finish one upgrade if you put 50 robots in.

That means each robot increases the production by only about 1 second. That’s just not that much! But how could I change this? If I lower the 30 seconds, you end up with too many upgrades. If I raise the 80 seconds you end up with too few upgrades.



Creating Problems
Lately I realized that in my games I often give the player some power. That power makes the game easy / boring so I give them an obstacle that they can only overcome with the power I gave them.

In general I often create solutions without problems which isn’t good. But now that I know, I try to give every solution a problem. You’re probably thinking that this is backwards isn’t it? But that is how my brain works!

What’s the solution / power I give you? You put more robots into a building to raise its production speed.
What problem can this solution solve? The default production speed is insanely high unless you put lots of robots into the building! What means putting just 1 robot into each building doesn’t do that much.

Simple? Well to be fair the code behind it is a bit more complicated since there is a robot limit. At the begining you can only put 5 robots into the library. Other buildings work in the same way. Upgrades let you put more robots into the buildings. This complicateded things a lot but here is the final version I created:

Library can have 5 robots. Production takes
200 seconds with 1 robot
90 seconds with 5 robots
→ Each robot raises production by about 27 seconds

Library can have 50 robots. Production takes
140 seconds with 1 robot
30 seconds with 50 robots
→ Each robot raises production by about 2 seconds

As you can see the robots now raise the production speed a lot at the start of the game. Producing in the library with just 1 robot is still an option but not really worth it too much. In the future I might make this even more extreme to completely discourage people from having only 1 robot in each building. But for now I created a good problem.

Thank you for reading
- Deniz
HEXAD - grim
Thanks for all your support over the last 2 years. Good luck out there!
镖行天下 - koliking
1、修复先天铸体剑气错误的按照命中敌人的数量多次叠加提升最大真气上限的bug,现在先天铸体剑气仅会叠加1次了。
2、提升了天魔冢开启戮仙之战所需的献祭数量,现在想要完成天魔结局的玩家可以有更多的时间发育了
3、修复了精工坊强化装备时,词条不加成反而扣除人员属性的bug
4、修复了接取镖物委托时,议价面板出现时可点击其他镖务,然后接取多份同一镖物的bug。
5、修复了接取镖物时,使用空格键流动时间,可无限接取托镖任务的bug
5、提高了托镖任务的刷新速度
6、大幅提高了古董类镖务的镖务收益
7、修复镖局无法在某种情况下无法直接使用书籍的bug,现在镖局可无条件直接收录功法和技能到练功房了。
8、大幅提升战斗时角色的移动速度。
9、大幅提升使用丹药时的速度,现在移动和使用丹药耗时为原来的一半。
10、优化了战斗场景,降低了配置需求。提升低配显卡的帧率。
11、白冷霜初始技能变更,新增鸣风功 神兽弥天功
13、修正了部分角色模型网格渲染出现重影的bug
14、降低了游龙词条太过夸张的伤害加成,
15、提升了弹出提示的显示时长
16、修复了游侠出身点击时会直接使游戏崩溃的bug
17、修复了信息弹框文字颜色曝光过度的bug
18、增加了信息弹框文字显示的时间
19、修复了在先天演武中因玩家太过强大,击杀速度过快导致快速连续演武时,敌人模型还没回收,新战斗会导致部分模型无法加载出来,出现幽灵敌人的bug。现在模型回收后会在敌人行动时再次出现了
20、开放了先天演武,现在可在先天剑宗参与三年一次的演武了。
21、开放了先天剑宗购买秘药的功能。
Bits & Bops - Tempo Lab Games
Happy New Year!

We've been hard at work developing Bits & Bops, and we're pleased to share a new update to the demo which brings the custom engine to macOS! You'll be switched over by default, so please report any problems if you find them. As always, you can get quick support in our Discord server, or you can email support@tempolabgames.com if you don't use Discord.

Features added
  • The custom engine is now available on macOS
  • The external links have been updated for those looking for more content and ways to support us
  • The frame rate cap can now be set to triple your refresh rate (but leaving VSync on is usually better)
  • The demo expiry message now shows instructions for updating the game
  • Some judgement stickers have received a visual update (let us know what you think!)
  • The dialogue prompt triangle now has a new texture
  • Debug logs contain more detail to assist in troubleshooting issues
Bugs fixed
  • The custom engine can now be loaded from paths containing non-English characters
  • The custom engine can now be loaded on particularly old versions of Windows 7
  • The frame rate option can now be navigated backwards (instead of always moving forwards)
  • Steamworks libraries are no longer included in non-Steam builds
Internal changes
  • All colour flash/fade events are now fully supported
  • The long cat zoom event in Hammer Time has been replaced by multiple shorter events
  • Custom mixtapes now support .wav format audio files
As always, you can discuss the latest changes in our Discord server. See you there!
BL00D.exe - imigebusiness
So after hearing some constructive criticism from a few people, I've decided to remove a feature from the game. Let me know what y'all think, and enjoy the update! Cheers!

- Removed "glitch crouch hopping"
- Added infinite sliding
- Fixed collision for light beams
Farlight 84 - Farlight 84


Watch live replay and prepare for an epic gaming showdown as the best of the best compete for champion!

Upcoming Schedules:
- Knockout Rounds for Group C&D (UTC+8 13:30 , Jan 7, 2024)

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Jan 6, 2024
エスカレーター | Escalator - anata334
・Fixed a bug that caused some anomalies to remain(一部の異変が残ったままになるバグを修正)
Jan 6, 2024
AutoDepth Image Viewer - Bolt
-add WebP support
-better detection if the camera is inside the image volume, should result in less weirdness when viewing off angle in most cases
Jan 6, 2024
Idle Nine Heavens - 所以呢
1. Continue to optimize the caton problem
2. Reduce the number of enemies
3. Slow down the brush speed
...