Quasimorph - Supertehteh
Hello, Mercenaries!



It's time to share our plans for the future. After the release of the latest patch, we decided to slightly re-plan the content of the upcoming patch to refine some existing mechanics and address issues identified by both us and our community.

Today, we'll tell you what to expect in the upcoming patch and showcase what we're working on. Let's start with new content:

Ship Upgrades
Ship upgrading is one of the major features of the upcoming patch. We want to make it valuable and interesting. Upgrades should be defining improvements that influence the player's strategy in achieving their goals. The upgrades will visually alter the appearance of the Magnum.



As this feature is substantial, we might implement it in several phases.

Expansion of the Teztclan Story Arc
The global threat of Teztclan and its legions should be a more evident generator of events, stories and fun. We aim to provide players with more narrative content and food for thought. Additionally, the story should influence the game mechanics and Solar System state.

Furthermore, some characters from the prologue and demo will reappear, and we'll introduce some new ones.

Enemies AI
We understand that the AI of enemies requires a significant overhaul. Currently, many creatures operate within the same simple logic. Our goal is to make enemies more dangerous and "intelligent," introducing more variations in the behavior of human enemies, professional soldiers, zealots, fauna, and quasimorphs.

We also want to experiment with adding small events related to the behavior of enemies or specific groups during missions. Finally, we aim to incorporate faction influence on character behavior, meaning, for example, station defenders would fight not only players but also quasimorphs.

Rework of Resistances, Medicine, Evasion, Accuracy, and Action Points
We've gathered numerous player suggestions and feedback on these key systems, and we believe we can significantly enhance the player experience interacting with these systems.

We want to add more dependency effects from various drugs, new wound effects, and amputation effects depending on the type of damage. Additionally, we plan to introduce positive effects from overlimits of certain character stats, such as accuracy or evasion. For instance, exceeding the accuracy limit may increase the critical hit chance.

The Action Points system requires an interface and behavior logic overhaul to reduce player questions and eliminate some abuses of this system.

Stock Exchange
We aim to make the stock exchange interface more informative and add clear goals and tasks for factions. The main idea is to make faction motivations clearer and more understandable. Currently, all corporations choose one of the basic strategies like Defense or Expansion. We want to develop this system so that strategies align with faction story motivations and arcs.

Barter Rework
Barter needs serious improvement. We plan several enhancements, both in terms of mechanics and overall system convenience.

For example, we want to revamp the barter interface to display items that players can receive in the exchange. The logic by which factions request items from players will also be reworked to make the demand and supply system slightly more logical. This will likely eliminate existing barter abuses but may introduce new ones. The spice must flow.

Display of Mission Difficulty Level
It's always helpful to know what challenges a player will face during a mission. Therefore, we'll add a display of the mission's difficulty level in the mission start window. This is an important and useful change that will help you choose tasks that are "within your capabilities."

Moreover, we want to diversify internal conditions that affect the number of enemies, level sizes, and rewards for completing tasks.

Content
In addition to adding new mechanics and reworking old ones, we will continue expanding your arsenal and enemy rotation. In the upcoming patch, you can expect:
  • New types of lightning-shooting weapons
  • New sets of armor and weapons
  • New enemies
  • New stations


Additionally, we will continue seeking community suggestions for improving the convenience and depth of the game: players provide us with a lot of useful feedback on interfaces and game logic. For example, to enhance readability, we want to redesign the graphics for characters with different statuses, such as burning, freezing, and shocking.

Changes to the Roadmap
We want to inform you in advance about changes to our plans for the next patch. We've decided to postpone two features:

  • Ranks System: Regarding ranks, we want to spend more time testing this system and will showcase our progress in one of the devlogs after the patch release.
  • Jupiter with Moons: In the previous patch, we began introducing new stations and satellites in the orbits of existing planets to expand the rotation of contracts in starting regions. Jupiter and its moons require a lot of work with new assets – we want planets and hazards on them to be significantly different.



While we plan to release both of these features within the first half of 2024, we'll keep you updated!

Patch Release Window
Currently, it's challenging to specify the exact update release date, but we are sticking to the roadmap: you can expect the patch sometime in March of this year.

Join our community on Discord to be the first to hear game news and receive notifications when the release happens! Also, follow us on Twitter!

Thanks for your attention!
Good luck on your ventures, mercenaries!

PS
A small surprise for Supporter Pack owners: we are going to update the Magnum skin slightly to better complement the ship upgrades ;)


Jan 19, 2024
Community Announcements - kota-sumiya
◆アプリの安定化や不具合の修正
Jan 19, 2024
Iragon 18+ - Lamorak
New Prologue Build!

Click here if you'd like to see the changelog post on our website.

Bedroom Music
Welcome back to another Iragon changelog! We’ve now finished work on the bedroom music, meaning we’re officially done with all the music in the game.

Bug Fixing
We’ve also been concentrating a lot of our efforts on fixing bugs across the game and will continue to do so.


Do you use game wikis?
Game wikis are amazing. Sometimes you look at them to find out how things work. Maybe they weren't explained perfectly. Sometimes you liked the lore of the game so much that you go looking for more on the wiki. And sometimes you just can't find the last hidden thing to get the achievement and unlock the super cool sword. Do you usually check out the wiki of the game you're playing?


Jan 19, 2024
Iragon: Prologue 18+ - Lamorak
New Build!

Click here if you'd like to see the changelog post on our website.

Bedroom Music
Welcome back to another Iragon changelog! We’ve now finished work on the bedroom music, meaning we’re officially done with all the music in the game.

Bug Fixing
We’ve also been concentrating a lot of our efforts on fixing bugs across the game and will continue to do so.


Do you use game wikis?
Game wikis are amazing. Sometimes you look at them to find out how things work. Maybe they weren't explained perfectly. Sometimes you liked the lore of the game so much that you go looking for more on the wiki. And sometimes you just can't find the last hidden thing to get the achievement and unlock the super cool sword. Do you usually check out the wiki of the game you're playing?


MEMORIAPOLIS - 5PM_JBR
Most of the time, saying that you can build an organic growth city implies that:
  1. the game will not produce a regular construction grid to rely on
  2. And that the player lets the game decide on the urban layout.
The first point highlights the fact that, in reality, the roads in European cities don't typically form a neat grid. Instead, they resemble more a combination of islands with varying shapes.
As for the second point, some games allow you to define an area in which your inhabitants create their own houses. These random constructions are likely to create unique spaces with diverse structures that give the feeling of organic organisation.

And sometimes, the residents themselves define the routes through the city as they navigate between the various buildings.

In either case, the idea is to produce an 'organic' form that does not obey a conscious design, but exploits the practical use of the urban space as a mean of defining the city’s organisation.

When we look at history, we see that only a few cities in Europe have been entirely planned.
Some famous interventions – Haussmann’s changes for Paris springs to mind – have greatly transformed the appearance of the city. But in most cases, cities have developed autonomously.
At times, depending on the current leader's political inclination, specific areas of the city may adhere to a definite plan. However, more often than not, the city's development is shaped by the immediate needs and available land.

We believe that the primary driver behind a town's growth is, essentially, land ownership – the very ground it stands on. A mere path transforms into a road, and eventually, a street; a field evolves into a construction plot, into a house, and ultimately, into a building.

We worked hard on this map of Paris to come up with the development rules we could use in the game.


Moving from left to right – from the outskirts to the city centre – observe how farmland start giving way to small houses, all lining the road.
The land around these plots is broken up to create access to the main road from the plot's centre. Additional houses sprout along these new pathways, boosting urban density and reshaping the land into an urban block— an assembly of buildings encircled by roads.

That is the system of division and densification that we've tried to reproduce in the game.

Identification of each type of land on the plan

It's this system of division and densification that we've tried to reproduce in the game.

The first step is to establish a plot of land near the player's constructed buildings. These plots are divided into construction plots or orchards or vegetable gardens. The initial houses are built along the roads, following the town planning rules set for each era.


As new structures pop up on the outskirts, the appeal they generate draws in the construction of additional houses until the construction percentage hits the maximum limit allowed by planning regulations.


These rules consider factors like plot size (i.e., house dimensions), height, architectural style, roof type, inhabitants per house density, and the construction percentage allowed on a plot.

Creating the land and dividing up the plots

As each age has its own set of town planning rules, they will evolve differently over time.
Land created in early antiquity will not evolve in the same way as land created in late antiquity. Similarly, these two types of land will evolve differently in the Middle Ages.

We hope that this system will make it possible to create towns that are very different from one another.

Town planning rules from early antiquity

Town planning rules from late antiquity

Of course, players will also be able to rearrange the land plot to give it the shape they want and control its transformation over time.

We'll look at this in detail in the next Dev Diary
Toribash - sir
Hi, it's update time!



Here's what's new in 5.65:
  • Max number of unique mod turn frames increased to 128
  • Added proper support for opening mod / replay files with ToribashSP on macOS
  • Added drag-and-drop support for mod and replay files
  • UI dropdowns can now be quickly controlled with mouse scroll
  • Updated offers display in Market
  • Previous run's error log is now stored as stderr-prev.txt
  • Minor flame performance improvements
  • Removed legacy flame browser
  • Custom shader loading errors in mods and replays are no longer displayed in chat
  • Fixed bug with classic.tbm gamerules resetting to default when they shouldn't (e.g. in replays)
  • Fixed bug with potential unwanted gamerules updates triggered by game server (e.g. when changing turnframes or grip mode)
  • Fixed bug with legacy replays (pre 3.6) potentially getting gravity set to 0 resulting in choppy playback
  • Fixed bug with replays getting no author when saved during playback
  • Fixed bug with chat tabs remaining visible after opening chat with /opt hud 0
  • Fixed bug with WASD camera controls sometimes not working after replay saving
  • Fixed bug with UI popups getting overlayed by other UI elements in scrollable lists
  • Fixed crash in modmaker when attempting to open it while having classic loaded and no modmaker.tbm file existing
  • Fixed potential crash during Steam IAP finalization
  • + various minor UI tweaks and fixes

New features available with Toribash Lua:
  • set_flame_setting() now supports an additional argument to select target playerid.
    In addition to that, you can specify -1 to set settings for Lua-managed flames (max 10 available).
  • Added update_lua_flames() to trigger Lua managed flames physics update loop.
  • Added load_flame_texture(string path, int flameid) to load a custom texture for one of Lua-managed flames.
  • Added set_gameover(int gameover_type, int winnerid) to instantly end current game with the specified type.
  • Added GAMEOVER_TYPE global table that contains available gameover types for the function above.
  • Added Files.Exists(string path) method to Files class to quickly check if file exists on user's device and is available for reading.
Jan 19, 2024
Mobile Store Simulator - fmc
Bug Fixes
  • Saving issue fixed
  • Fixed an issue with not talking to some npc
  • Customer frequency increased
  • Minor bugs fixed
Tales of Seikyu - acegames
Hello Seikyuans!

We would like to invite all artists to our Discord Emoji/Fanart Contest! ❤️

Discord Emoji/Fanart Contest
We love seeing fans create Art in their own style! So, we'd like to encourage everyone who's inspired by Tales of Seikyu to participate in our contest! ❤️

There will be three categories: one for fanart, one for memes, and one for Emojis. Let your creativity flow (fanfictions, cosplay, a cake with the face of one of the characters on it, a plushie, or anything really)!

Platforms
You can submit your entry through ONE of the following: Twitter or TikTok and tag us @talesofseikyu and use the hashtag #TalesofSeikyuContest For those who don't have access to the above options, you can share your Art in our Discord server in the https://discord.com/channels/1069867382773911592/1197632000643825694 channel, and for memes you can share it in https://discord.com/channels/1069867382773911592/1069905172802842644

Rules
  • Plagiarism/theft is NOT permitted.
  • ONE entry per person only.
  • No NSFW content permitted.
  • No AI content permitted.
  • (Automatic disqualification of entry not following these rules)

Three winners will be selected once the contest comes to an end and will be offered:
  • 1st place: Yokai Enigma Bundle
  • 2nd place: Alpha Access
  • 3rd place: Game Maven

You'll have from today till February 20th to participate! Our team will announce the winners on February 24th, 2024.

Good luck everyone! We can’t wait to see all your beautiful and funny creations ❤️

Jan 19, 2024
Some Deadly Years - Unusual
I'm sorry for not providing updates on the steam page, here's a bit of media.
Keyboard Maestro Voyage - Keyboard Maestro P
To all of you who have been aware of and eagerly awaiting this game, thank you for your patience!
We have released the music game "Keyboard Maestro Voyage," playable with both MIDI and PC keyboards!

The promotional video touts it as a "music game that touches the real thing," but of course, how you play is entirely up to you.
We hope you enjoy playing in your favorite style and writing a review would be greatly motivating for us.

As it's a somewhat unusual game that supports MIDI keyboards, if you have any questions, feel free to consult our community or Discord, and we will respond as quickly as possible. Of course, we are also open to bug reports.

We wish you all a wonderful experience!

Discord
https://discord.gg/Q4QXuVzspd
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