Run For Your Life - Puke&Guts
I've been working on this update for a few months, stoked to finally release the baby-form of what this game will become.

After some trial and error I've landed on a procedural level-generator that I'm very happy with. You can see the previous and current versions here


This new grid-based random-room system is going to allow for a crazy amount of unique levels, while still having handcrafted rooms, traps and challenges. The first version of these levels is the Lab setting, but I've got plenty more on the way (including a Missing No. version, which will smash all the different settings together into a weirdo franken-level).

Some gameplay of the new level system in action:














In addition to the level change-up, I've added some more upgrades and mechanics.

First up we have the flammability

Every monster and every object now has a flammability rating (as well as a "wet" rating, but let's stay on topic). This makes them less or more likely to catch fire naturally from environmental fire sources. The most obvious result: Set fire to some boxes, and watch enemies catch fire. Fun!
The wet / flammable system is going to be developed further in the background with things like Water Bombs, Electricity Effects, etc etc etc

But this is also going to play into the rare-enemy mutations- some will be impervious to getting lit. Some will PREFER to be on fire and suffer no damage.

There's also a new Passive upgrade which turns any weapon you have equipped into a fire-variant. First level yields a 50% chance to ignite. Second level = Fire All the Time.

This combos in some interesting ways, especially with the Wifflebat, which has no real damage, but high knockback. It's designed to be used with all the projectiles in the environment, and if it has the fire-upgrade, these turn into flaming projectiles. Pretty fun!




New Passives
Plenty more on the way, but here are a few new ones






Tiny - Shrink your character down, and you can now hide behind any object (enemies will not see you). Normally you are hidden from view behind particularly tall objects, Tiny applies this to ALL objects.

Strong - Add a small Damage Up, and move all objects super quick!

HotSauce3 - Add Fire to your equipped weapon. Stacks up to 2x, with greater ignite % for each level.

Sharp - Small Damage Up to equipped weapon.
Unlockable Characters

As seen above, there are now silhouettes of new Characters, which will be unlockable through different methods. Right now we just have the Egg, which is unlocked by getting lucky on the Passive Upgrade drop - this will appear as a Green upgrade token. Once unlocked, the Egg will be permanently selectable in the upgrade room. Simply run into the character and it will swap. Each character will have different stats and unique abilities. Egg has low HP and speed, but higher damage and knockback added to any weapon. Plus he's rad!

Monster-Doors

I've been thinking of ways to slow the player down that didn't resort to just "wait until the timer completes", this wasn't very fun. So instead, doors have a chance to be yuckified with a Monster Door. These are immobile chunks of fleshy grossness that you'll need to destroy to pass. Initial version is the basic model, but there will be versions which can lash out, shoot projectiles, or alert the enemies of your location.



Exit Goal

Finding a fun exit / win-condition has been tricky, for now I've settled on the simplest : Every level has a number of Junk required to exit, which will be marked on the door. Collect enough Junk, you can safely leave. Easy peasy. Eventually this will lead way to a little boss fight, but for now, this is working out to be pretty fun and simple.

Bonus Level

Find a Secret Coin to access the Bonus Level! This will reward an additional random Passive Upgrade. I think I've talked about this already but here it is some more. Planning to add different types of Bonus Stages in the future as well.



Check Your Keybinds!

Especially if you're playing on controller, check your in-game keybindings. I've been experimenting with different control schemes and I've landed on, for me, the best version yet. Feel free to play around with what suits you best, but this allows for true twin-stick action, and feels extremely fluid once you get the hang of it.

Movement - Left Stick
Aim - Right Stick
Attack - Right Trigger
Grab Object - Left Trigger
Rotate Object - Right Stick Press
Ability 1 - Left Bumper
Ability 2 - Right Bumper
Open Door / Use - Y / North Face-Button
Stationary (Lock Movement) - Hold A / South Face-Button



What's Next?

Game is done! Congrats me!

Just kidding. We're only getting started!

Next update will bring in a different level setting, a new win-condition ("GET TO THE CHOPPA"), new enemies, upgrades, unlockable characters, and achievements. To be specific:

  • More Room Variants for Lab Levels,
  • Mansion-Themed Level is Next,
  • Overrun City to follow that,
  • 3 New Enemy Types
  • More Monster-Door Types
  • Periodic Upgrades
[/b]
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This is the general roadmap, really looking forward to you all playing this and letting me know what you think!

As always, greatly appreciate the support. If you'd like to leave direct feedback / talk about cool movies and stuff you're into / meme, we'd love to have you join our SUPER SMALL but SUPER RAD Discord Server.

Love yall!
-Alex / Puke&Guts



Beasts of Steel - valentin56610
ADDED:
● Snow footstep SFX when walking on snow.
● New setting: Enable/Disable wheel/tank tracks tracks effects on the ground.
● New mechanics for Arcade gamemode (disabled for Realistic gamemode): Revive. When playing a medic, you will now have the possibility to revive downed players (given they: Have not been shot in the head, have not blown up).
Reviving a player takes 5 seconds, and the revived players will see its HP set to 30% of the max.
AI will now spawn medics (5% of all infantry spawn rate) and they will revive fallen comrades!
● When doing some dogfighting, if you shoot at and hit an enemy plane, and after that the plane somehow crashes, you will get credited for the kill.
● Added Comet british tank with new armour and physics setup.
● Possibility to aim with direct or indirect fire for static guns (artillery/rocket launchers). New keybind to toggle this. Direct fire means the gun will automatically adjust its angle to hit where you are looking, indirect fire means it will move up with the camera, useful when the target is not within sight.
● Added Sturmpanzer IV Brummbar with new armour and physics setup.
● New armour types: Superstructure top, superstructure sides, superstructure rear, superstructure front.
They have been implemented on elligible vehicles.
● 40mm Bofors AA gun to USA and UK.


CHANGED:
● You can now press CTRL or ALT to adjust flak fuse twice as fast as regular speed (when manual mode is ON).
● Improved planes 'crashing/falling from the sky' trajectory/look.
● In Frontline, when one frontline has multiple flag for one area, once a flag is captured, it will now stay captured and cannot be taken back. Meaning if step 1 has A and B and A is captured, only B is left, A cannot be taken back. Without this the game could last forever.
● Improved suspension behaviour on all land vehicles (more realistic, less rigid).
● SU-76M category has been changed from regular tank to tank destroyer.
● When aiming with self propelled guns, the gun will now automatically adjust its vertical axis for the projectile to land where you are looking with the camera.
● Ferdinand got a brand new 1:1 mesh collider :)
Perfectly fitting its unusual silhouette.
● Normandy Fields loading screens.
● SU-85, SU-100, Ferdinand, Jagdpanther, ISU-152, SU-122, SU-76M, Tiger I E, Stug III G, Sturmtiger, Sturmpanzer Brummbar got new mesh colliders matching their weird shapes better than original colliders.
● Increased the modifier for projectile velocity for artillery by 5%.


FIXED:
● M3 Half track was not available for the USSR *sigh*.
● Rear wheel on Cromwell Mk. V spinning too fast.
● Tracks ground effects from vehicles in Winter were almost invisible.
● Angular velocity on casings (bullets/shells) was wrong (too little).
● Trying to aim down sight with some items/weapons that did not support it would make you stop sprinting (Shovel, Wrench, Syringe, grenades etc).
● Beans meat bits color/reflections.
● Potentially (at least I tried) fixed for good the issues with tracks effects on the ground.
● Bug when AI was picking up weapons from the ground.
● Fixed a bit the plane on plane crash killfeed messages and logic.
● Some GFX had their render being done BEFORE the fog was applied, and would be 'hidden' behind the volumetric fog.
● AI freeze/broken behaviour.
● AI broken armoured cars or any wheeled vehicle broken move behaviour.
● Trying to write a bug report while in game would trigger the chat.
● Autocannon on tanks were missing their UI icon.
● With automatic fuse setup when using flak, the explosion distance would vary several times per second.
● Hetzer not moving straight when simply moving forward.
● M3 Stuart was not available for UK.
● Not really any force applied when shooting someone who was immobile. They could sometimes simply stand still while being dead.
● Digging foxholes did not remove tree colliders.
● One AI seat swapping error.
● Deploy UI disappearing if you were looking at a spawnpoint to deploy at and the last unit got deployed before you were able to deploy yourself.
● Projectiles trajectory innacuracy.
● M3 Stuart had no fuel. Could not move.
● Sometimes when using auto flak fuse and having your aim distance to 50m (minimal safe distance) some random modifier would be applied getting the fuse even shorter, exploding in your face.
● Camera issue when dying while trying to aim down with infantry.
City of Murals - Official_Skittles

-added surfing. Surfing is essentially gliding, but when you are on the ground so surfing requires the gliding ability. When you are gliding on the ground, or surfing, you'll go faster, but more energy gets used.

Surfing is 2.5 energy per second
Gliding is 0.1 energy per second


Try pulling up when surfing to start gliding and saving energy, then return to the ground to pick up speed and get some energy back. You can kind of move up and down like a sine wave to keep momentum and energy going.


-added edge detection option in Options. It puts outlines on objects past a certain distance. It's kind of like a toon shader. I left it off by default. Do you like it and think it should be ON by default? Let me know in the comments.


-added procedural grass option in Options. Turns the procedural grass OFF. Helps with optimization and performance on slower devices. At the moment you need to reload the level in order for the setting to take effect on that level. Once the setting is changed, other levels should load according to the setting.

-miscellaneous other bug fixes and art improvements


Jan 18, 2024
Humans are not that against Lizardwomen - pewpek
Glory, valour and piety, humans!

We are excited to share some news from our humble team.

Feast your eyes on the creation of our artists – the first animations with the scheming Veinte are ready! We had some troubles with the ass slap, but we're happy with the result!



Our artists had some difficulties with showing all of Veinte’s assets. We turned her this way and that, and now she's steaming in the hot banya – when she gets warm, you can enjoy some fun times together.



The hardest one to do, surprisingly, were not the lizards, but Miroslava. For some reason the widow didn't want to bend in a way that allowed you to see all the interesting parts. We're going to take some more time to play around with her, and then show you what we’ve got!



It took us a while to decide how to carve the idol that plays an important part in our story. According to the plot, it's enough to glance at it once for something to start stirring inside. Later, Veinte might use the idol in an… exciting way…



We finalised the main plot of the game. As we said in the previous devlog, there will be two storylines that will be parallel – the struggle between the heroes and the lizards and the widow that shelters Malsas. The storylines will have three points of intersection, and ultimately will decide the fate of the Hyperboreans.

Meanwhile, the dialogues are 25% ready!



While working on the game, we had some fun notions, and we'll build on them in free updates. There will be a cat girl telling fairy tales, and mermaids who haven't felt the touch of man for a long time.

Stay tuned for updates!
The Elder Scrolls® Online - ZOS_Kevin

Enjoy all that’s on offer with ESO Plus™ membership by claiming your free trial now available in the Crown Store until January 25.
Get More From ESO
The ESO Plus Free Trial is live from now until January 25, at 10AM EST. During the trial period, you can enjoy the following ESO Plus benefits with no credit card required and no strings attached:
  • Full access to over 20 DLC game packs—new zones, quests, dungeons, and more
    • Includes 26 group dungeons, new systems like Antiquities and Tales of Tribute, and more!
  • A Craft Bag providing unlimited storage for all your crafting materials
  • Double Bank space for all characters on your account
  • 10% increase to experience, gold, and Archival Fortune acquisition, crafting inspiration, and trait research rates
  • Double furnishings and collectibles space in player housing 
  • Exclusive ability to dye costumes 
  • Double Transmute Crystal storage
Eager to check out ESO Plus for free? Here’s what you need to do:
  1. Log into The Elder Scrolls Online
  2. Navigate to the Crown Store
  3. Select the ESO Plus tab
  4. Select “Free Trial!”
Once you’ve activated your trial, all the benefits listed above are available to you until January 25. Note that this free trial does not grant access to the Companions from the Blackwood or High Isle Chapters.

Get access to great DLC stories with ESO Plus

If you’d like to continue to enjoy the benefits of ESO Plus beyond the trial, including monthly crown stipends and exclusive in-game deals, you can get full membership via our ESO Plus page! Want to learn more? Check out our ESO Plus guide.
ESO Plus, Without the Cost
Boosts to XP and gold gains, additional bag space, DLC access, and more await those with ESO Plus membership, and you can get a taste of these boons with no credit card required and no strings attached during the free trial period.

Don’t forget, the Guilds and Glory in-game event is now live, too, enabling you to earn increased rewards in certain DLC zones! Are you excited to enjoy the benefits of membership at no cost? Let us know via X (Formerly Twitter)Instagram, and Facebook

The ESO Plus Free Trial is now live and will run until Thursday, January 25, at 10AM EST.
The Transylvania Adventure of Simon Quest - ryan.rasing
It’s good to have an idea of the world and the “why” when you’re on your Transylvanian adventure! Get to know some of the lore of The Transylvania Adventure of Simon Quest (TASQ)!

****

In the year 15XX, a once peaceful Romania was in unfathomable turmoil…


Dracula, a long slain vampire, was once again given flesh and was sending hordes of demonic undead to pillage the land.


A disgraced vampire hunter named Simon Quest then embarked on a journey to end Dracula's reign of terror and restore honor to his family name.


Unbeknownst to Simon, his rival had already defeated Dracula and sealed his body away into five tombs to lock his soul in Hell.



Learning he was too late, a frustrated Simon decided he should piece Dracula back together to defeat him and reclaim his lost glory.

...and so our Transylvania Adventure begins...


Look forward to even more!

Be sure to follow Retroware’s publisher page to stay up-to-date on all our games, news, and more!

https://store.steampowered.com/publisher/retroware
Jan 18, 2024
Pool Cleaning Simulator - Awi
We adjust the water in low quality water settings. Now everything should work.

Remember if you encounter any problem with water try to change quality in main menu (from menu). This is still experimental feature (water physics) so there might be some bugs

Oh an sometimes UI leave some old information, check your task list in task tracker app
DepowerBall - Mega Power Games


    NEW CHARACTERWe're jumping on the public domain train and introducing Mick to the Depowerverse! Unlocked for everybody so playable right away!Other notes
  • Added notifications for party invites/selection. Backend changes made to layout the groundwork for future updates
  • Fixed a bunch of bugs when selecting options for both online/local games
  • Fixed a pause menu issue in local
  • Fixed a wall issue in the Throne Room
  • Fixed a weird teleport glitch in The Lab (tag variant)
  • Fixed some error codes spawning as a result of repeated online games
Jan 18, 2024
Battle Map Studio - Bradley
Hey, I've got big news!
Over the past couple years, I've slowly generalized the block-based grid system that powers Battle Map Studio. I call it Hewn Core. Since many games use a block-based grid, I thought a generalized 3D hex/square grid system might be useful for a lot of devs.

Today I'm releasing Hewn Core on the Unity Asset Store! Check it out here.



About Hewn Core
Hewn Core is a grid system and worldbuilding framework that functions as the foundation for any block-based game.

Hewn Core provides easy-to-use methods for creating and manipulating world entities, like blocks and block decorations. Simply use the add, update, and remove methods, and the system will take care of the rest.

Hewn Core lets you build big without sacrificing performance. Powered by Unity's Data-Oriented Tech Stack (DOTS), Hewn Core is blazing fast when spawning, updating, and rendering world entities.

Hewn Core is super adaptable to many game types. Choose between hex and square coordinates, toggle voxel mode, and add grid layers to get the look and feel you need.

Whether you’re building a small puzzle game, a giant sandbox RPG, or anything in between, use Hewn Core and worry less about building your own grid system.

Hewn Core Features
  • High-Performance Framework: Powered by Unity DOTS, Hewn Core is optimized for speed and efficiency, ensuring smooth gameplay even in vast block worlds.
  • Block Components: Blocks can be decorated with props, plants, rocks for infinite visual combinations.
  • Real-Time Grid Manipulation: Blocks and block components are entities that can be added, interacted with, modified, and removed on the fly.
  • Grid Mathematics & Management:Hewn Core is equipped with intuitive tools and methods to handle grid calculations for features like fog of war and pathfinding.
  • Flexible Coordinate Systems: Whether it’s hexagonal charm or the classic square grid, Hewn Core has you covered.
  • Layers: Hewn Core layers can help organize your world, display or hide regions, and quickly move large groups of blocks.
  • Voxel Mode: Hewn Core’s voxel mode unlocks 3D coordinates to more easily create overhangs and caves.
  • Extensibility: Visuals, grid properties, and other aspects of Hewn Core can be extended, modified, and toggled on and off to better adapt to your project.
  • Lots of Samples: Hewn Core comes packed with a dozen sample projects to guide and inspire.
  • Full Source Code Access: With full access to the source code, you have the freedom to tweak, modify, and truly make the framework your own. New to DOTS? Hewn Core is a great way to introduce yourself to ECS and DOD concepts.

Thanks! Voxel update coming soon ~

Bradley
Kebab Chefs! - Restaurant Simulator - Yavuzcakir
Greetings Chefs!

Kebab Chefs! release is less than a day away! Are you ready to run your own restaurant business on your way to becoming the best chef in town?

Can't wait for the release? We're broadcasting on steam right now!



Join developers broadcasting a brief gameplay of Kebab Chefs! - Restaurant Simulator live on Steam right now!

Also don't forget to join our discord community. Come and chat with us in the last hours!


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