Anvil Empires - Siege Camp
Disclaimer: Features discussed in this post reflect what is currently under development and not necessarily what will be shipping with the next test. Anything mentioned below may change at any time due to the experimental nature of Pre-Alpha development. Nothing mentioned here should be taken as a promised feature or addition to the eventual game.

POINTS OF INTEREST

A major part of the next phase of map development is fleshing out the dark and unique history of Calligo through various points of interest. These include, but are not limited to, rundown or raided hovels, towns and small villages, religious sites, and temples. You’ll also find an expansion of smaller curiosities similar to those that some may have already stumbled upon.



Initially, these points of interest may appear as “Block Outs” that won’t represent their final form/layout — since Anvil is in early development, there will be many visual features that don’t have final art, which is a common practice in game development.



These locations will be filled with visual storytelling, expand the lore, and may contain frightening secrets hidden in the darkest corners. We’re excited to introduce many new features that build on the rich and dangerous world of Anvil Empires.

SEASONS
We showed a brief teaser on Seasons & Weather many devblogs ago. Our main goal is to have seasons and weather feel like a natural part of the sandbox that impacts many areas of gameplay in an organic manner.

We're finally going to see the initial implementation of seasons in Phase 5 of the Pre-Alpha. The world will rotate through four full seasons (Spring, Summer, Fall, and Winter) changing the look and feel of the environment.



Seasons will also impact three environmental factors: Temperature, Wetness, and Wind. To start, Temperature will impact the player directly. Players characters will now have a temperature stat that can be monitored on the HUD alongside hunger, stamina, and health. If a player's temperature drops below zero they will begin taking damage. Players can recover temperature by standing near a source of fire or being indoors. While this initial interaction with gameplay is quite specific and narrow, the environment system is designed to integrate with many more features and content in the future.

The seasonal system is also designed to scale to climates, varying how seasons impact the environment at a specific location in the world. While this is supported in the code, it won't be enabled until the further future when the world is larger enough for it to be meaningful.

WEATHER EVENTS
Weather events are another system, distinct from seasons that impacts the three environmental factors. Weather events exist in the form of snow and rain storms, and will drastically alter Temperature, Wetness, and Wind. Seasons will impact the chance of a type of weather event happening (e.g. Snow storms are more likely in the winter).



Weather event simulation is sophisticated. Weather events have a lifecycle where they grow and shrink in intensity. They can move around dynamically in the world and multiple events can even collide with each other, stacking their environmental effects.



WORKBENCH REDESIGN

The Workbench mechanics and interface has been redesigned as part of our efforts in replacing legacy Settlement content like Blacksmiths with newer content like Anvils, Sawbucks, etc. The Workbench is now where the majority of player equipment is crafted. The Advanced Workbench has also been added for higher end items. An additional goal for the Workbenches is to have all the craftable equipment in the game to be visible at one (or two) structures so players can see at a glance what they can aspire to produce.



The Workbench now has a dedicated inventory for input items so resources can be delivered and stashed before crafting is done. The Workbench is now capable of crafting items of varying quality. With this new capability, it will also be replacing the Assembly Station as the structure to produce tools and weapons using materials made from the Blacksmithing process.

Be sure to add Anvil Empires to your wish list on Steam. If you want to join the community, head over the to official Discord server or Subreddit.

Jan 9, 2024
Noxious Weeds - Space Llama
  • Post-run showcase / Progress Screen now correctly display characters descriptions.
Jan 9, 2024
Rescue Dash - Management Puzzle - Victoria S.
Ready to take on a thrilling challenge? To the Rescue Events offer an adrenaline-filled experience that will test your skills and endurance. Conquer five challenging levels and you'll be rewarded with an exclusive prize – but if you fail, you'll have to try again! Get ready for an unforgettable adventure – it's time to put your skills to the test!

The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.
Sid Meier’s Civilization® VI - 2K_Myles
Today we're excited to share that the next monthly Civilization VI challenge, Robot Revolution, is now live for the Steam version of the game on PC. As with the previous challenge, Robot Revolution can be attempted at either Prince or Emperor difficulty.

For a limited time, challenges like this one afford you an opportunity to test your skills as a specific leader in a unique scenario. The first time you successfully complete each challenge, you'll earn yourself a new in-game Hall of Fame Badge.
To play the current challenge between January 9 and February 13, go to the main menu in-game and click on "Robot Revolution - Challenge of the Month." Note that if you don't own any of the DLC featured in the challenge, you will be granted free trial access to it for use in the challenge so you don't miss out.

CURRENT EVENT

CHALLENGE: ROBOT REVOLUTION
Do you have what it takes to ensure your civilization's survival for 100 turns in a frozen, post-nuclear future? From now until February 13, you've got the chance to prove it. Oh, and did we mention the robots?

Resources are sparse, disasters are intense, and Giant Death Robots are a constant threat. Your memory of life before the robot takeover is fading, but parts of the world are still known to you. As the Prime Minister of Canada, Wilfrid Laurier, will you scour the frozen wasteland for resources and remnants of the old world, or hunker down and hope to outlast your opponents?

Game Parameters
Mode: Custom with roaming Giant Death Robots
Difficulty: Prince / Emperor
Speed: Standard
Player Leader: Laurier
Map Type: Tilted Axis
Map Size: Small
RuleSet: Gathering Storm
Start Era: Information Era
Resources: Sparse
World Age: Old
Start Position: Balanced
Temperature: Cold
Rainfall: Arid
Sea Level: High

NOTE: Civilization VI's ESRB interactive Elements have been changed and "in-game purchases” has been added.

Join the official Civilization Newsletter to stay up-to-date on Civ News!


HELPFUL RESOURCES

Canada Overview
For tips on how to complete the Robot Revolution challenge, check out this short video detailing the unique abilities and units of the Canadian civilization and its leader, Wilfrid Laurier.


Schmaragon Playtest - mogadishu
Ability balance patch.
COLDSTEEL's Sprite Studio - steel.steamworks
A new update for Sprite Studio is out, and this is a large one.
TLDR
  • You can now modify palettes directly,
  • A new brush has been added that simply allows you to select which artboard to be active without having to modify it,
  • Some changes have been made to API,
  • Some bugs have been removed, and
  • Scripts will be updated shortly.
Overview
Sprite Studio has received its next major update. This adds a new features to the application; you can now modify the palettes directly. This features is used for more advanced control over the colors of your images, and you can do some pretty cool things with this.

With this feature you could draw your subject on the palette, and then reference specific pixels of the palette for your artboards. Then, you can update the appearance of the subject in the palette, and all pixels on artboards which referenced the changed pixels will also be changed (because they look to the palette to know what color to display).

Of course, changing palettes to change images is not new, neither to Sprite Studio nor the rest of graphic design. But the limitation of the old way is that the palette would only store one copy of a particular color value. So all pixels which referenced that color would be changed simultaneously when the one copy on the palette is changed. Now, because you can modify the palette directly, you can put multiple copies of the same color in the palette. Thus, when you create your artboards, you can select which color copy from the palette you want to use for your artboard modification. Then, you can change individual copies of the color in the palette, and only the pixels on artboards that reference that specific copy will be changed.

I'm sure this is a difficult thing to understand, because it's extremely difficult to explain. You will find a link to a YouTube video explaining this concept in much more detail and quality. The video is also very illustrative of how Sprite Studio works in general.

Future of Sprite Studio
There are a few additional features Sprite Studio would need to exit Early Access. I consider those to be:
  • Shape (ellipses and rectangles at least) tools
  • Line and curve tools
  • Text tools
Certainly there are others, but these are, I feel, the most important and missing. I will continue to work toward these features, possibly releasing them all together in one major update, and making the application leave Early Access at the same time, but Sprite Studio will be shifting away from my priority. I plan to begin work on a new, unannounced game which I will be sharing more about when its ready.

Thank you for reading this post. I hope you have found some use out of Sprite Studio, and I hope you will stick with it to see what happens in the future.

Seekers of Eclipse - Cleansing Water
Hey, this month I finished work on all map locations and now will move on to implementing relics. There will be 6 different locations in the demo:
Market, Temple, Graveyard, Gold Mine, Tavern, Camp

In the Market you will have an opportunity to buy any of the offered goods as long as you have the money. In the offer there will always be 5 cards, 3 relics, an upgrade any card offer and remove any card offer. Some items in the offer will sometimes be on sale.




In the Tavern you will get an offer of getting one new card that you can choose from 3 available.




In the Temple you will be offered a relic. When taking it there will be a chance of a getting a curse along with it. Each relic will change gameplay in some way.

Next time I will introduce relics and their effects.

Have a great day,
Emilijus
淤積的祈禱(Silted Prayer) - 人鱼之歌
In this update, we have replaced the original SV battle graphics with Dragonbone skeletal animation, which has significantly reduced the engine load during combat. We have also optimized the animations of certain pixel graphics. Additionally, we have adjusted the visual effects of some skills to enhance their performance.
Jan 9, 2024
Fusing Noracam - Rusimitu Games
Platform graphics, and other graphics improved.
That the platforms were unusually difficult to distinguish, was unexpected. I apologize for the inconvenience caused to players.
EA SPORTS FC™ 24 - Electronic Arts
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follow us on Twitter and Instagram @eaplay!

*CONDITIONS, LIMITATIONS AND EXCLUSIONS APPLY. SEE https://tos.ea.com/legalapp/eaplay/US/en/PC/ FOR DETAILS.

https://store.steampowered.com/app/2195250/EA_SPORTS_FC_24/
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