Jan 11, 2024
Pet Shop Simulator - Games Incubator_Team
Hello Pet Shop Players! 👋

Welcome back to the new Pet Shop Simulator Devlog. Today we’d like to talk about the living nightmare of each and every shop owner- shoplifters 🤯

Not every customer comes to your shops to buy something 💰 there will also be individuals focused on looting your place under your nose. At first glance they’ll not be any different from every other guest visiting your store… don’t let them fool you!

As soon as the thief arrives next to the shelf he’d like to steal from, one will perform a pose which we’d like to call “thief gesture” which you can see on the screen below. 👇




This is an indicator that something has just been stolen and you have to take immediate action to stop the thief! 🚨 If this is the beginning of your journey as a shop manager in Pet Shop Simulator, you’ll have to stop the thief by yourself. You can do it by clicking on him and starting an interaction. This action may have two possible outcomes:

If the person indeed stole something, police will be called to take the individual to the police station and the stolen product will be back in your shop ✅




If the person was innocent and you point them as a thief, they’ll be mad and the overall rating of your store will take a blow ❌


This mechanic inclines players to watch their shops carefully. Don’t be afraid- we’re not leaving you without any countermeasures! Once you’re a bit more experienced shop owner with enough money to afford extra personnel, you’ll be able to hire a store security guard and gates with sensors. Let’s take a closer look at these options 🙂

Gates will make sound the moment a shoplifter leaves the store which can be a good last resort measure to help you catch the thief




Security Guard will approach the thieves on his own, punish them and call the police but only when he’s able to spot them! 🧑‍✈️




We suggest using both of those countermeasures for the best effect!



Let us know in the comments what you think about the shoplifting mechanics in our game. If you have any suggestions, would like to see something added, don’t hesitate to let us know! As always, we’d like to invite you to join our discord community and to add the game to your wishlists on Steam!



https://store.steampowered.com/app/2401680/Pet_Shop_Simulator/

See you soon
Pet Shop Simulator Team

NosTale - Anime MMORPG - [CM] Zenitsusan


Fortune’s having a bonanza in NosTale! Between 12th January (11 AM) and 15th January (11 AM CET), you can really rake in the goodies in NosTale with the following drop events:
  • Double Gold Drops: Defeat monsters during the event and receive twice the amount of Gold to spend on all those nice and shiny things!
Polish up your armour, grab your weapon, summon your NosMate and scoop up these great rewards.

Best of luck!
The NosTale Team
Jan 11, 2024
Crystal Guardians Prologue - timgamedeveloper
Changes made

- fixed a bug where you could spent a point on an already unlocked progression item
- fixed a bug with progression menu scaling
- Made scaling on higher resolution screens better
- Fixed camera shake not going down to 0
- Hardmode ability for the last boss was bugged, not anymore!
- Added a missle for hardmode Gilbert
- The horseraid boss mode now also drops a worthy soldier from the horse instead of a weakling
- Redesigned the handbook a bit
- Created the tower overview menu
- Made shortcuts for the towers and crystals hopefully a bit more intuitive
- Added 3 new short cuts for [R]olling all random items, [F] for sorting main inventory, and [T] to open the Tower Overview

Tower overview

Now you can get a quick overview of all the towers in your game, where your items are and what towers lack a crystal. By pressing the camera in the overview, it will take you to the tower.



Handbook

The handbook gives and explains all sorts of useful information. It can be found in the settings in game. Press the gear button in the top left and it will be in the drop down!



Shortcuts

Hopefully the shortcuts are now a bit more intuitive from the start. I also added a couple of new short cuts like rolling all the items in your inventory and sorting them!



That's all for this update, maybe I forgot to mention some changes.
And if you find any more bugs, please fill the form that you can find in the bottom right of the main menu
Jan 11, 2024
Last Time I Saw You - Maboroshi Artworks
Hi everyone,

I'm so excited to share with you our brand new trailer for the game! This new trailer shows a lot of the things we've been working hard on this past year: new areas, new characters, new mechanics... It also gives a bit more context about the story and lets you know what to expect narratively speaking. I hope you like it!


Let me know your thoughts in the comments. I personally love what the composer has achieved with the music 😊

Pre-release promotion is a very important thing for this game (for any game really) to succeed, so we are looking for ways to increase awareness. If you like what you see it would help us enormously if you share the trailer and wishlist the game! 🙏


I am also very excited to tell you that the Alpha of the game is done! This basically means that Last Time I Saw You is, as of today, playable from start to finish in a rough form, which is a big step for any game development 😊 Yay! There are still a lot of things to improve, implement and refine, like collectibles, side quests and some more surprises, but we're almost there!

As always, thank you so much for your support💙

.Juan



The Magical Mixture Mill - CamillaHOOK


Hey, magical mixers!

Oh boy this one’s a whopper! In fact, it is our biggest update ever! And we were sick half the time, so that was fun.

On top of new quests, biomes, resources, and workstations, it also has some much requested features:

First of which is the Customer Ledger. Finally there is an in-game way to see what each customer wants to buy, as well as an overview of their level, wants, and personalities.



Another much requested feature that we have added, is the ability to colorize chests to better organize your workshops. You will have some chest colors available from the beginning, with others being unlocked as you play.



We have also made a bunch of minor and major changes. A small one that requires some explanation, is that we renamed Potency Rating to Power Rating. We kept seeing that some of you were missing the distinction between potency and potency rating. We believe it is because the terms were so similar, so we wanted to make them more distinct. Potency is what an ingredient has. Power Rating is what a mixture has, based on the combined potency of its ingredients.

For a long time, we have felt that the mid game pacing was off. We came to the conclusion that the way our bottles are made slowed down this part of the game, and actively made it difficult to scale production in a meaningful way. Simply put, you guys had too many ingredients to bottle it all! To solve this, we are introducing flasks. Flasks are cheaper bottles that are easier to produce on a large scale, since they are made from fiber, which incidentally can be made by crushing ingredients. However, flasks have a downside: they can only hold the weakest of mixtures.

Our hope is that this leads to a more interesting progression, where you can start brewing a lot more potions early on, while also opening up for a “b-tier” production line in the late game, reserving quality bottles for only your best brews.



New Content
  • New Feature: Customer Ledger
    ○ A magical customer ledger can now be found on the counter next to the cash register.
    ○ The ledger contains a detailed overview of every customer, including which potions they are currently interested in.
    ○ Customers gain +1 experience if they buy a potion that meets their “Likes” requirement.
    ○ The ledger also shows some basic statistics, such as total potions brewed and resources collected.

  • New Feature: Chest Appearance Customization
    ○ When opening a chest, you can now change its coloring.
    ○ More colors/patterns can be unlocked by completing customer quests and side quests.
    ○ Chests are now wood-colored instead of blue by default.

  • New Feature: Cravings
    ○ For every day that a customer is unable to purchase a specific potion on their list, there is a chance that they will start craving it.
    ○ When a customer craves a potion, they will pay extra for it for an entire day.

  • New Main Quest
    ○ Griselda wants you to put the finishing touches on the Shroompedia. But in order to do that, you have to go somewhere no one else has been in a very long time.
    ○ BE AWARE: The final quest in this questline is not possible to complete in this update.

  • New Biome: Forgotten Forest
    ○ Continuing the main quest will lead you to discovering this new mysterious area filled with giant trees, huge glowing mushrooms, and new resources.

  • New Resource: Wigglecup Tendril
    ○ Wigglecup Tendrils are a life ingredient that can be harvested from aggressive Wigglecups found in the Forgotten Forest.

  • New Resource: Witch’s Hat
    ○ Witch’s Hats are a death ingredient that is covered in toxic spores and can be found in the Forgotten Forest.

  • New Workstation: Grower
    ○ The Arcane Grower continually produces any of the five tier 1 resources.
    ○ Requires arcane power.

  • New Workstation: Flask Maker
    ○ The Flask Maker turns fiber into fiber flask.

  • New Feature: Flasks
    ○ Flasks are made from fiber, which makes them much easier to produce in quantity early in the game.
    ○ However, flasks are weak and can only hold mixtures that have a sad power rating.
Changes
  • Shroompedia Update
    ○ The shroompedia now explains where to find the resources you have added to it.
    ○ The Magical Mixtures overview should now give a much better overview of each individual mixture and your progress towards perfecting it.
    ○ The Materials section now consists of the four different ores as well as obsidian.

  • Customer Daily Progress Update
    ○ In addition to their experience gain, this end of day overview now also gives you a breakdown of everything a customer bought from you that day.
    ○ Also shows you a little breakdown of how their daily adventure went.
    ○ This screen now also shows you if a customer is craving a specific potion.
    ○ Lastly, you can also get some extra info on how customers make their purchases by clicking the question mark in the top right corner.

  • New teleportal added to southern Wilderness.
  • Bogglewoggle has found a way to remove all the pillars in the workshop without everything caving in.
  • Potency Rating renamed to Power Rating.
    ○ Sad Power Rating is now 1-2 instead of 1.
    ○ Weak Power Rating is now 3-4 instead of 2-4.
  • Research has been renamed to Study.
  • Bottlemaker has been renamed to Bottle Maker.
  • Klaphat Sample now has a potency of 3.
  • Cloudshroom now has a potency of 4.
  • Mandrake Bud now has a potency of 2.
  • Brain Fungus now has a potency of 3.
  • Arcane-O-Coil now has a radius of 2-6 (instead of 1-5) based on mixture power rating.
  • The Summoner Crate workstation now outputs four times pr. cycle instead of one.
  • The Kiln workstation now has an extra possible input.
  • The Crusher workstation now has two extra possible inputs.
  • The Arcane Furnace workstation now has its output at the front instead of the side.
    ○ This will require you to replace already built Arcane Furnaces for them to function properly.
  • The Sorter Crate now outputs through all three outputs in a set sequence, making it also function as a splitter in all situations.
  • Repairing a workstation now closes the UI like any other action.
  • Chests no longer have an on/off status.
  • All workstations are now on by default when built.
  • Obsidian is now a material instead of a valuable.
  • Tweaked a bunch of little UI things.
  • Noxious Bulbs now only yield 3-5 Noxious Seeds.
  • Removed stone deposits from northern Wilderness to make Dream Snatcher dodging easier.
  • Locked hats now have hints on how to unlock them.
  • Made dialogue and hint text 30% bigger.
  • Improved performance, especially in Bubbling Bog.
Bug fixes
  • Controller Issues
    ○ It should no longer be able to call an “special” empty inventory that breaks the game.
    ○ When handing in the first healing potion to Griselda, you can now select all inventory slots.
    ○ It is no longer possible to not have a selection in UI screens.
    ○ You can now select the customers in the customer progress screen.
    ○ Recall Services text should now be correctly displayed.
    ○ Selecting Consume on an edible while already have a full stomach should no longer lock the controller.
  • You can no longer make water potions by mixing hodgepodge.
  • Loading screen now correctly displays played time above 24 hours.
  • Fixed some dialogue grammar.
  • Potions should no longer disappear right after being bottled.
  • Fixed a bug where potions got stuck floating in the air.
  • Quest Completed notification no longer randomly gets stuck in the bottom of the screen.
  • The Poison Berry Pile now correctly disappears after completing the scarecrow questline.
  • Lapis now no longer has an empty dialogue.
  • Fixed a bug where Arcane-O-Coils would stop functioning correctly if another Arcane-O-Coil was too close.
  • Treasures should now correctly despawn.
  • Investment bonuses are now correctly displayed in the Daily Tally screen.
  • Meg is now polite enough to look at you when you speak to her.
  • All hats are now actually unlockable.
  • Fixed a bug that would stop you from progressing to a new day.
  • Clicking the Build Mode button while placing a Workstation should no longer break the game.
  • Having very long transporter paths should no longer slow down the game as the day progresses.
  • Cecil should now have his quest completion indicator for his level 20 quest.
  • Audio themes should now correctly match the biome when traveling via Teleportals.
  • Recall Services should no longer bug out when you spam click it.
  • Choosing Fullscreen Windowed in the settings menu should now actually work.
  • Fixed some collider issues that could get you stuck in the environment.
Voice of Flowers - John Meadow
To play the demo right now visit Voice of Flowers Early Demo.

Join the official Discord server Voice of Flowers and discus your experience. I'd love to hear what you think about the game so far.

For now you can try defeating the first boss to collect your first spell.
This is not that spell:


Public Steam demo will be available once you can play multiple worlds featuring art that is not a programmer art. ;)

And here is work in progress triple jump animation:
Jan 11, 2024
Hero Siege - Vodkakiller
Hello Ladies and Gents!

By learning from our mistakes and from valuable player feedback we rewinded back to the drawing board. We started a 3 month long work infused insanity and forged what we believe is now a much better game!

Are you afraid of burnout? We were born in it, molded by it.

Here is a small teaser of whats to come Tomorrow as Season 2 comes out!



Here are the Patch Notes: Season 2 Patch Notes
Jan 11, 2024
The Last Veggies - Orange Sloth Games
Hi Players!

The Update is finally here and the end of the Early Access has arrived with it. The 1.0.0 Version of the game brings some new content and lots os fixes and changes.
First of all I want to say thank you to all of the Players that have joined my game during Early Access and I also want to say thank you to those who have helped me to find and fix most of the bugs and problems.The game will still receive Updates and content in the future so do not hesitate to inform me about issues or bugs during your gameplay.
It has been lots of fun developing the game and it has been even more fun to see other people playing it even if the community is not as big as expected. As I have said there will be more content in the future but those Updates will be less frequent than before. There are still many more characters in my notebook and new ideas for maps and more so stay tuned and enjoy the 1.0.0 Version of the Game!

There will also be a huge discount to celebrate the full version so go and tell your friends!

I wish you all a great weekend! ːsteamhappyː
Orange Sloth Games


Update 1.0.0

New Content, Fixes and Changes

New Content:

Gamemode 3:
- added evil bosses to Gamemode 3, be careful there will be no Lootatos here

Map 7 "The Seed Vault":
- added a red light to the door of the vault so you know that theere are enemies waiting behind

UI:
- added a black box behind each game world text for a better visibility


Fixes:
- fixed an issue with the rain and the toxic storm in all Gamemode 3 Maps
- fixed an issue with toxic storm not ending on Map 5
- fixed an issue with the golden carrot amount in the map selection
- fixed a translation issue with the character traits
- fixed a translation issue with one item in the shop


Changes:

Gamemode 3:
- changed the overall Balance of Gamemode 3 (enemies, seeds needed, time)

Events:
- reduced the duration of all of ther Events


Currently in Progress (no date planned):
- translation in French
- DLCs
Car Dealer Simulator - Siemasz


Hello Car Dealers,

Quick update on our project: We're going full steam ahead with the game script and design. Right now, there's not much to show, but we promise to keep you in the loop regularly.

This is where you come in – we want your ideas! This game isn't just about our dreams; we want it to be yours too.

Feel free to drop your suggestions and comments in the devlog discussions or on our new Discord server. Add the game to your wishlist so you don't miss any news – we've got some cool stuff coming soon.

Our devlogs won't just cover the game's mechanics and graphics; we'll also show you behind-the-scenes action. Excited to have you on board for the Car Dealer Simulator journey!

Cheers,

The Garage Monkeys Team

https://store.steampowered.com/app/2404880/Car_Dealer_Simulator/


Jan 11, 2024
Tainted Grail: The Fall of Avalon - a.zasadny
Hey there travellers! Here's a quick note with few changes we made :)

  • Less unexplainable crashes of the game, especially upon exiting dungeons
  • Some optimizations related to CPU (people with GPUs stronger than CPUs should see improvement in the game’s performance and stability)
  • The grass will be greener (and more dense), and there will be more variety in vegetation – new trees, bushes, and so on
  • ui should no longer have low resolution elements on low graphics settings
  • Npcs should now navigate around large vegetation
...