Jan 7, 2024
Project Horror Tales - Shuyural
  1. Updated version info to 2.7.1 from 2.7.0
  2. Changed cinematics for conversation with Jake and MC.
  3. Changed the docks layout.
  4. Added walls to dock house.
  5. Changed pier layout.
  6. Added in potential Dock collabs.
  7. Adjusted talking scene with Jake in the house.
  8. Added Jumpscares to town level.
  9. Adjusted landscape for Town Level.



Toy Soldiers: Complete - Robin Outer Heaven
Update: 01072024.1

Hello everyone,
This is update comes to you from Outer Heaven, where we've partnered with Signal Studios on Ascend: Reborn and future projects. Though it has been a long time since Toy Soldiers: Complete got an update, we had an opportunity to fix the CPU crash which has been a problem from the beginning. So we did!

This fix will work for the vast majority of CPUs, though the game will still be unable to run on CPUs with extremely high core counts.

We hope that this helps even more people enjoy the classic game Toy Soldiers: Complete, which includes both Toy Soldiers: Cold War, and Toy Soldiers 1 rebuilt with Cold War gameplay, along with all the DLC for those games.

Sincerely,
Robin, Outer Heaven Studios
vivid/stasis - kouneyagami
Greetings to all vivid/stasis players! This is the changelog for version 2.8265.3.

- Added song unlock hints
- Added an indicator on the song select for vivid/stasis original songs
- Modifed the chart for Chapter 2's Duskbreaker challenge on FINALE
Beer Factory Playtest - Akel
Improvements:
Forklift controls
Global physic for low fps

Changes:
Forklift speed and torque
Pallet jack speed and torque
Jan 7, 2024
Rogues of Europa - greyhound
(Before I start off here, I'd like to know what you as the players want to see in these devlogs. I've been doing more long-form, narrative commentary, but if you want something different, please tell me in the comments.)

After pushing update 0.0.30a, I immediately started working on 0.1: Towers and Temples. Therefore I had a decision: towers or temples? I decided to choose towers because I felt more inspired to do them.

My concept for a mad scientist tower from the start was to have a puzzle based dungeon. But which puzzles? My goal with puzzle design here is to have it be maybe one or two steps above a Wordle puzzle. Somewhat difficult, easy to get wrong if you don't know what you're doing, but definitely a less-than-five-minutes type of puzzle. Something like a full sudoku puzzle or even a crossword would be much too long. Another consideration is accessibility. When I say accessibility I'm not talking about arachnophobia mode or games-journo easy mode, but rather colorblind accessibility. 8% of the male population (so roughly 7% of gamers) are colorblind to some degree, making catering to the colorblind roughly the same as catering to the left-handed. This means puzzles where colors may be featured, but aren't essential.

Ideally, I want a mix of "door puzzles," which are encounter-driven puzzles produced by interacting with doors (much like hacking in many games), and "spatial puzzles," movement or interaction-based puzzles based on object interaction or NPC movement (much like Zelda-style puzzles). Likely these puzzles will punish you for taking too long or entering an incorrect answer.

The first puzzle I made I called the "steam lock." Basically it's a lockpicking puzzle. The pins must be activated in a certain order in order to work, and this must be determined experimentally. For example, if the true order is {5, 3, 4, 1, 2}, and the player chooses to activate pin 1 first, the only pin that can be activated after that is pin 2. However, if the player chooses to activate pin 3 first, he can activate pins 1, 2, or 4 after that.

An early, slightly too easy version of the steam lock.

After determining it was a bit too easy, I split the pistons in half and added a middle state to the valves. This was not as serious as doubling the amount of pins to solve for, since it's a guarantee that pin 1b comes after pin 1a. I decided to time myself to determine whether it was too hard or not. With the use of pen and paper, I was able to solve one such puzzle in 101 seconds. Without the benefit of pen and paper, I solved another puzzle in 147 seconds. Both times benefited from a mental algorithm I invented to solve the problem quicker, which I will leave to the community to figure out. Either way, this is probably a good amount of difficulty to puzzle through. The worst case here is I have to vary or reduce the number of pin sets, but that's a problem for another time.

The new, improved, and much more difficult steam lock.

The next puzzle I decided to make is what I've always called a "light-switch puzzle" in my mind. I'm sure it has a formal name, but whatever. The basic idea is there is a series of lights which are controlled by switches. Each switch inverts the state of some lights and not others. The goal is to turn on all the lights. This would have to wait though, because I wanted to make this one the Zelda-style interaction type puzzle, meaning I would need an actual dungeon to be in. So the rest of the week was spent on getting an entirely new dungeon generating, as well as working on my car, which needed some maintenance this week.

I did manage to discover and squish a bug. This was quite an important one because it was a mathematical function that several pathfinding functions relied on. Oops.

Next week, I will finish up the actual towers and push out a release. I have reconsidered not releasing the update till it's ready, since I want some other people to test out the puzzles and make sure they're not too hard or too easy. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.
Dawn of Corruption - Sombreve
Hey everyone~

Finally got some new stuff done for Abel. This is part 1 of a new arc where you build enough of a bond for him to become your lover.
It unlocks once you've interacted with him enough and have spent enough time in the Barrens.
Make sure to visit him once in a while to see if he has something new to say.

Winty has also done some awesome new art for Abel! There will be more coming for him in the future too~

Thanks again for the support and see you next month!

Release Notes 0.8.2:

Features:
Added scene where Abel offers to reduce your Corruption. (Unlocks after being slightly corrupted)
Added scene where Abel confesses his feelings towards the player. (Unlocked after 10 ingame days and after going through important moments with him.)
Added nsfw scene with Abel. (can be done once per ingame day)

Added "Corruption Inhibitor" ability
Added "Promise of Corruption" ability
Added "Timeless Bond" ability (can be acquired once a day)

Added new art for Abel (By Winty!)

Bugfixes:
Fixed temporary writing in some of Abel dialogues.
Fixed an issue where the "merge with nyx" ending was unreachable.
Fixed temporary writing in some of Abel dialogues.
Fixed an issue where the imp could use his small head on his bigger body.

This version is NOT compatible with saves from 0.8.1 but you can restart the game with your Essence, Achievements and Exp from older saves.

I'm truly sorry for the delays, life has been a rollercoaster but hopefully it'll get easier in the next few months.
Still, there's some fun Abel content since a lot of people have been requesting it.

https://www.patreon.com/sombreve
{LINK REMOVED}
https://dawnofcorruption.net/
Code Name: Operation Dawn - Walter Black 69
DreamWave Interactive is proud to present our next game called Skyborn Odyssey. We worked on the game for a long year and achieved a game with very good graphics and soon we will finish the beta tests, the game will be expected to cost $10 with discounts coming later.
We are very proud of the final product and plan to release more images from the game here or on our Twitter page.
An official trailer will be released on January 20, 2024 on DreamWave's YouTube page.
See you on the other side
ASTRAL TALE-星界神話 - xlegendcs
Dear all Astral Guardian,

"ASTRAL TALE " will meet everyone on
01/09 (Tue) at 11:00 PM (GMT -5)
. To allow everyone to log in to the game ahead of time, we are opening the game client download today, so you can get online smoothly when the game officially starts. Below is the link to download the game client for installation! 🎉

📜 Further Information & Event Please Visit
Official Link
Jan 7, 2024
生物召唤:对决时刻 Playtest - Flirt Studio
The multiplayer mode of this game is in the final stages of development. We are planning a 24-hour multiplayer mode test to identify any potential bugs in the game and make necessary fixes.

Suggestion or bug feedback QQ group: 758198022
Email: serpent611897@outlook.com
Jan 7, 2024
YoloX - Crosshair Overlay - Dragonrise Games
A few fixes, tweaks, and new languages...

Thanks to your feedback, fixed modifier keys interrupting actions and changed "show intro" setting to show/hide all ingame messages. Also added Russian and Korean language support.

UPDATES
  • new: language support for Russian, Korean.
  • update: replaced setting: "show intro" with "show messages" which enables/disables all ingame messages instead of just the intro message.
  • fix: holding modifier keys (CTRL SHIFT or ALT) will no longer prevent action animations
  • fix: crosshair preview now only renders layers with idle action
UPCOMING
  • super awesome secret feature :)
  • investigate blackscreen reports. if anyone sees this, please reply!
Feedback greatly appreciated! - Steam - Reddit - Email

May you guru in your pew pew! ːsteamhappyː
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