Crumble - Crumble
I am thrilled to announce the launch of my new game Paper Sky Kickstarter campaign!


As I'm gearing up to launch this Kickstarter project you can follow the page and get notified when the campaign is live here: https://www.kickstarter.com/projects/bruteforce/paper-sky


Embarking on this crucial step of Paper Sky's journey is not just a pivotal moment for the game—it's a defining chapter for me.
With my experience making my first game Crumble and 8 years of thinking about how to bring this ambitious game to life I am confident that with your help I can bring my dream to life.
The development so far has been self-funded with the Crumble money and the assets sales and now is the time to bring Paper Sky to full development and get it launched! To do this I need the additional resources that crowdfunding is made for, but more importantly I want to build a community full of people who love what I'm doing and want to support me!

Let's fold this paper plane together!
Overwatch® 2 - BlizzKaedi
The Future of Overwatch Esports

Introducing the new Overwatch Esports program and the Overwatch Champions Series

The New Overwatch Esports Ecosystem
Overwatch is a competitive game at its core. It's fast, dynamic, and at its best when two closely matched teams are battling it out for victory.

Our goal as a development team is to ensure that all of our players have the opportunity to experience the thrill of competition - From the highs and lows of organized group play to the excitement of watching the world's best players competing at live events. Esports competitions are vital to any thriving competitive game, and Overwatch 2 is no different. Today, we’re excited to talk about what is next for Overwatch Esports.

Our philosophy moving into our next chapter of Overwatch Esports is simple: offer and cultivate an esports ecosystem that is more open - with anyone able to participate - always-on, regionally focused, providing experiences for participants and fans alike. Overwatch 2 is a game for everyone, and we want to ensure that anyone who has the skills is able to showcase them.

With that said, we are excited to introduce our new Overwatch Esports programs.
Introducing the Overwatch Champions Series


Our esports efforts in 2024 will be multifaceted and the first program that we’re excited to introduce to you all is the Overwatch Champions Series (OWCS). The OWCS is our new premiere international competitive circuit open to players across North America (NA), Europe, Middle East, and North Africa (EMEA), and Asia.

The 2024 season will feature multiple competitive stages where each region will have its own set of Open Qualifiers, giving players the ability to form their own teams and battle it out for their place in the Main Event. The stages will culminate in two live, in-person international events, bringing the regions together for the pinnacle of Overwatch play on the largest stage ever for Overwatch Esports..

Let's dive into how each region will function across the OWCS.

North America & EMEA: A Deeper Look


In North America and EMEA, teams will participate in four competitive stages throughout the year alongside our two international OWCS events. Each stage will feature an online Open Qualifier and Main Event where players can earn circuit points, which are used to determine international event qualification.

Players can earn circuit points through top finishes in each of these stages–the more points a team earns, the higher their standing on the leaderboards and seeds going into each event.

OWCS Stages in North America and EMEA will feature three unique tournament phases - Swiss, Groups, and the Main Event. The Open Qualifier will contain the Swiss phase alongside Groups, which qualifies teams to the Main Event. The Swiss phase will host (a maximum of) 512 teams, to qualify 16 teams into Groups. These 16 teams will compete in groups of 4, with the top 2 teams from each group advancing to the Main Event at our 8-team double elimination regional tournament, all run through our new partners at FACEIT.

Stay tuned for further details on the North America and EMEA region schedules at a later date.
FACEIT: An Open and Sustainable Overwatch Esports Infrastructure


We are excited to announce this partnership with FACEIT, whose involvement in both North America and EMEA OWCS will boost our ability to bring great experiences to the esports community. Their platform provides an open infrastructure that enables all players to find a network to connect with competitions, teams, brackets, and standings – simplifying the entire experience.



A streamlined Overwatch 2 FACEIT experience will be the official way to play in the Overwatch Champions Series in North America and EMEA, starting March 1, 2024.


Asia: A Deeper Look


A key benefit of having a new international program with distinct regions is the ability to better provide players with experiences that best serve their unique regional needs . As such, the Asia region will look a little different than North America and EMEA. Asia will host three regional subdivisions: Korea, Japan, and Pacific. Each subdivision will host multiple tournaments, with formats tailored to each local audience, all with the direct purpose of qualifying teams up to the OWCS.

In Asia, teams will participate in two competitive stages throughout the year, with each stage culminating in a respective international OWCS event. Each competitive stage will be operated by WDG with each subdivision featuring their own respective Open Qualifiers leading into Regional Tournaments. These Regional Tournaments will then determine the best teams from each of our subdivisions to advance to the two OWCS Asia Championship tournaments throughout the year. At each OWCS Asia Championship event, fans can watch their favorite teams from across all of Asia in person as they compete at the WDG Esports Studio in South Korea for their spot at our global events.



WARA.GG will serve as the exclusive registration platform for each subregion’s Open Qualifiers and the primary source for all match-related information, offering match updates, schedules, and other information. WARA.GG will also provide a dedicated platform to engage with all of the excitement, competition, and opportunities that Overwatch Esports and the OWCS will offer for the region.                           

Stay tuned for further details on the Asia region schedule at a later date.

International Live Events at DreamHack


We are thrilled to be partnering with DreamHack, with their festivals having served as epicenters for competitive gaming for many years. We are incredibly excited to bring some of our biggest Overwatch Esports moments to their stage as OWCS will host two live international tournaments at DreamHack in the 2024 season: one in summer during the middle of our season, and another in the fall as our Season Finals.



The first international event, the OWCS Major, will be at DreamHack Dallas on May 31 – June 2. Our Season Finals this year will also do something that the community has long wanted to see –  bring premier, live Overwatch Esports events to Europe. The top teams from each of our major regions will descend on DreamHack Stockholm later this year, as we look to crown the first-ever OWCS champions.


Other Overwatch Esports Programs


In North America and EMEA, in addition to OWCS, players and fans can look forward to many other ways to engage in Overwatch Esports with new initiatives through FACEIT. We are excited to provide players a variety of fresh and exciting opportunities to compete starting this spring, and we look forward to sharing details on more ways to play throughout the year. Stay tuned for future announcements with our full slate of programming in North America and EMEA.

In the Asia Region, in addition to OWCS, there will be further programming supported by WDG Esports:

WDG Cup offers a unique knockout competition that is open to all teams in the Asia region and will run during the Asia OWCS offseason. The open nature of the WDG Cup encourages every team to participate and achieve standout performances.

WDG Scholastic Tournament presents a regular competitive opportunity for the collegiate, high school, and middle-school students who wish to play Overwatch 2 representing their school and scholastic community. The tournament will take place four times annually, ensuring students have regular opportunities to compete and enhance their skills.

Mark Your Calendars


The first OWCS Open Qualifiers will kick off in Noirth America and EMEA shortly after the 2023-2024 Season of Calling All Heroes concludes this February, with competition starting in March. Open Qualifiers for the Asia region will kick off in February.

Keep an eye out for more details and specific dates for the kickoff of OWCS and FACEIT programming at a later date.


Overwatch Esports FAQ

Overwatch Champions Series

Where will Overwatch Esports be streamed?

Details on how to tune-in to Overwatch Esports will be shared at a later date.


Am I eligible to compete in OWCS?
When constructing your team to participate in OWCS; your roster will be (a) limited to eight players, with a (b) minimum age of seventeen years old, and a (c) maximum of two non-resident players per team in an OWCS region.

OWCS will feature various eligibility constraints for players and teams across each region.

OWCS competition will be divided across three major regions: North America, Europe Middle-East North Africa (EMEA), and Asia. With Asia divided into three sub-regions.

Jurisdictions eligible for competition in North America are:

Argentina, Belize, Bolivia, Brazil, Canada, Chile, Colombia, Costa Rica, Cuba, Dominican Republic, El Salvador, Ecuador, Guatemala, Haiti, Honduras, Jamaica, Mexico, Nicaragua, Paraguay, Peru, Puerto Rico, Uruguay, United States, and Venezuela

Jurisdictions eligible for competition in EMEA are:

Algeria, Austria, Bahrain, Belgium, Bosnia and Herzegovina, Bulgaria, Croatia, Cyprus, Czech Republic, Denmark, Egypt, Estonia, Finland, France, Germany, Georgia, Greece, Hungary, Iceland, Ireland, Israel, Italy, Kazakhstan, Kuwait, Latvia, Lithuania, Luxembourg, Malta, Macedonia, Morocco, Netherlands, Norway, Oman, Poland, Portugal, Qatar, Republic of Moldova, Romania, Saudi Arabia, Serbia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Tunisia, Turkey, Ukraine, United Arab Emirates, and the United Kingdom

The Asia region will be subdivided into three regional subdivisions. Jurisdictions eligible for competition in Asia are:

  • South Korea
  • Japan
  • Pacific - Hong Kong, India, Indonesia, Macau, Malaysia, Philippines, Singapore, Taiwan, Thailand

Players from an eligible jurisdiction will be able to compete outside their OWCS home region, as a non-resident.

A team competing in OWCS may only have 2 non-resident players per roster.

For Example; a player from South Korea, will be eligible to compete in North America as a non-resident.

Why are certain regions not included here?
OWCS competition is only offered in regions with current ongoing support for the Overwatch 2 Live Service.


Will there be live competition?
There will be two International Live Events for fans to attend in 2024. Stay tuned for more information regarding ticketing.

When can I start competing in OWCS?
In North America and EMEA, players can expect to play in the first OWCS Regional Open Qualifiers starting in March 2024.

In Asia, players can expect to play in the first OWCS Sub-Regional Open Qualifiers starting in February 2024.

Will there be Viewership Incentives?
There will be opportunities for fans to receive in-game rewards for watching Overwatch Esports in 2024.




FACEIT

What is FACEIT?
FACEIT is the world's leading competitive gaming platform for online multiplayer PvP games.

FACEIT will bring a fresh new direction to competitive Overwatch with new unique products and content that will support the ecosystem in becoming more open, sustainable, rewarding and aspirational.

And for all the aspiring players and teams out there, FACEIT will be the connection to the esports circuit that provides every player in the community a clearly defined and streamlined experience.


How will FACEIT be used in relation to Overwatch Esports?
In North America and EMEA, FACEIT will be the premiere platform for all things Overwatch Esports in 2024.

Users of all ranks will be able to compete in tournaments on FACEIT. In the coming weeks, FACEIT will announce more about their programs, activities and competitions.


Who is eligible for FACEIT Platform
Players in regions with an existing Live Service for Overwatch 2 across North America, Latin America, Europe, Middle-East, North-Africa, and Australia-New Zealand are eligible to participate in FACEIT play.

All players of 13 age and older are eligible to use FACEIT.


When can I start playing FACEIT?
Open qualifiers will begin in FACEIT on March 1 2024. In the coming weeks, FACEIT will announce more about their programs, activities and competitions.


How do I use FACEIT?
More details on how to seamlessly play Overwatch 2 through FACEIT will be shared at a later date.


Will my Overwatch 2 experience be different on FACEIT than Battle.Net?
No – playing Overwatch 2 on FACEIT or Battle.Net will be a seamless experience regardless of platform.




AURA: Hentai Cards - GI - NO

🖤 A mysterious message from a diary found in a dark alleyway 🖤

https://store.steampowered.com/app/2723440/AURA_Hentai_Cards__Revenge_of_the_Fox_Spirit_DLC

...From KongGong, where the skies are quite different...
Where other dreams come from far and wide -
From the lands of the night, mysterious, oriental,
Here water in the canals drain
Understood fox conversation.

Here used to reside poetry
Also understood the fox,
Here written poems, graceful like leaves
Quietly flew off the ground.
… …




Magic. It's a source of inexhaustible power. It surrounds everyone and everywhere. Just touch it and it will envelop you with its power and kindness. All mountains will cease to be an obstacle. All rivers can be crossed. But what is the price of this power? Obedience and adherence to my ideals. My Majesty demands that you kneel, for I give power to those who are willing to serve me faithfully, and opportunists have no place here. My formidable hand will easily carve a tombstone over them.



Over 50 years ago, something terrible happened in KongGong. And now the magic is disappearing from this place. And with it, my power, my essence, is beginning to disappear. The fear that was once unknown to My Majesty has come to my home. It creeps into my head and begins to drive me mad. It begins to corner me, to eventually finish me off and suck out all the magic.

When a beast is cornered, it realises there is nowhere else to run, turns to face its opponent and tries to defend itself with teeth, claws and voice. I'm not going to give up. So get ready, KongGong, you're in for a scary nights…


Add to your wishlist REVENGE OF THE FOX SPIRIT, and then you'll have a chance to keep the magic alive in KongGong and have a good time with Fox 🐾

https://store.steampowered.com/app/2723440/AURA_Hentai_Cards__Revenge_of_the_Fox_Spirit_DLC

https://store.steampowered.com/bundle/35513/AURA_Hentai_Cards__DIVINE_EDITION
Jan 23, 2024
Wooden Ocean - leif.ian.anderson
1/23/2024

v8.1.2 Cleaner Combat

Balancing:
Removed Foray mechanic. (walls have been
reduced to compensate)
Stagger no longer increases damage taken
by 12.5%.
Stagger no longer increases gravity damage
taken by 12.5%.
Stagger no longer lowers magic, spirit,
defense, or luck.
Stagger now lowers attack and dexterity by
10%. (was 20%).
Knocked Down now increases damage taken
by 25%. (was 50%)
Halved the hidden holy damage bonus to
Sentence.

Misc:
Fixed Triple Threat's stats.
Fixed allies not showing up in a certain
boss fight.
The Isle - Punchpacket
Hey Islanders,

We're deploying a small patch aimed at addressing various issues, while also implementing some adjustments related to stamina regeneration. Please note; You may need to restart your Steam client if you find that the patch is not immediately available to download.


0.13.26.10

Added stamina regeneration during movement states based off of current stamina.

Updated stamina regen values for all species
Improved AI animals attenuation volume/filter/reverb curves and falloff ranges
Made adult and juvenile deinosuchus have the same NV fog values underwater
Reduced dilophosaurus' hallucination recovery cooldown from 5mins to 1min
Increased footprints default despawn time from 1min to 5min
Reduced food proportion of schooling fishes

Fixed a server hitch during player connections
Fixed some server crashes
Fixed Pteranodon corpses not rotting
Fixed eat hint showing for herbivores near plants while carrying something
Fixed fruits despawning
Fixed wounds and low stamina not affecting final damage output
Fixed vocals not working on replays
Jan 23, 2024
Momodora: Moonlit Farewell - Playism_ngkr
Hi everyone,

Thank you for enjoying Momodora: Moonlit Farewell.
Today, we have updated to Ver.1.0f24.

Ver.1.0f24
- Further improvements to the color palette of the map screen to make room connections clearer
- Added invincibility frames to the player after they fall in a lake
- Removed the "dead fairies" from the game after some story sequences
- Fixed an issue where the enemies in a specific area would not drop Lunar Crystals

Ver.1.0f23
- The "elevator room" sequence has been completely redesigned from the ground up and replaced with a more standard room design seen in other parts of the zone
- Fixed an issue related to some warning telegraphs during Nightmare mode
- Fixed an issue where the satchel key item would be removed from the inventory upon completion of a quest. (This key item has no impact on game completion %, or any other gameplay element. This was merely a story-related item)
- Fixed typos

We hope you continue to enjoy Momodora: Moonlit Farewell!

PLAYISM
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PLAYISM Official Site
PLAYISM Publisher Page
Millennia - Firefly
Hello, friends. Welcome to part two of our Developer Diary covering Millennia’s economy.

Rob kicked things off for us the last time, outlining the different types of Goods and Resources, the role of Needs, and how Workers can scale in more advanced economies.

This time, we’ll build on that by covering some of the other key components at a fairly low-level of detail.

Let’s get it going…


Capital Buildings

Each Region has a Capital City. Within that Capital, you can construct Capital Buildings.

Capital Buildings aren’t really direct contributors to the economy at the Goods lines level in that they do not typically generate any Goods themselves. There are exceptions – the Scholars National Spirit allows you to build a Capital Building that produces Books, for example – but, in general, Capital Buildings represent more the overall infrastructure of a Region.

That infrastructure takes some time to build up. Capital Buildings are built by the Capital, using the Production generated at the Capital, so there is a time component involved.

Similarly, Capital Buildings can have requirements related to the Region – if you are in the Age of Rocketry and you want to build a Foreign Office Capital Building, it requires a Region Level of 3.

A Region’s Region Level can be increased in a number of ways. Building a Town in the Region increases Region Level by one (as does levelling a Town already in the Region). Certain Capital Buildings, like the Food Stockpile in the Age of Stone or Aqueduct in Age of Iron, also increase Region Level.


(Quick aside on those examples – Millennia’s Capital Buildings are organized into upgrade lines. The Food Stockpile becomes a Granary in a later Age, the Aqueduct becomes a Water Works, then Sewers, and eventually a Wastewater Processing Plant. This changes the Buildings you deal with at different stages of the game, keeps the full list of what is built in one Capital more manageable, and also means you don’t found new Capital Cities in 2004 and start things off by building an Aqueduct.)

Overall, this arrangement creates a development curve for Regions that feels somewhat realistic. You cannot plunk down a brand-new Capital City in the Age of Information and set it to work on Universities and Smart Grids and Internet Backbones – these are things that need people and infrastructure beyond what a shiny new one population Capital represents.

Returning more to the question of how the Capital Buildings participate in an overall economy, the infrastructure they represent does involve economic output. Most Capital Buildings do not produce Goods, but a Grocery Store does create Food for a Region, an Investment Bank produces Wealth, a Public Library generates Knowledge, a Police Department provides Unrest Suppression, and so on.

Overall, the Capital Buildings in a Region define a baseline output for the Region. The components of this aren’t scalable (you cannot build 12 National Landmarks in one Region) and taking the time to build them competes with training Units or running Projects, but they require no input Goods, no additional territory, and no assigned workers – they represent the broad economic activity of a Region.


Improvements

Improvements are somewhat the opposite of Capital Buildings, both mechanically and thematically. Where Capital Buildings represent general economic activity in a Region, Improvements represent specific industries or projects.

Unlike Capital Buildings, Improvements are built in specific tiles, so they require available land within a Region and an expansion of borders over time if you want to support more of them. If you do not have enough space, you can be limited in the number of Improvements you can consider. Some Improvements also require certain types of terrain (you cannot build Fishing Boats in a Forest) which can further alter plans.

(Note that an aspect of the tile need for Improvements is that they can be more vulnerable, as they cannot be worked if an enemy Army occupies the same space and they can also be razed.)

Improvements also need workers (in most cases). Capital Buildings do not occupy population from the Region for their operation, but Improvements do. Hence, if something happens to reduce your population or if you construct more Improvements than a Region’s population can support, some of the Improvements can go idle.

Where Capital Buildings are built with a Region’s Production, Improvements are placed with Improvement Points (in later Ages, with more advanced economies, Specialists replace IP for building certain Improvements). Unlike Production, IP is a shared national level resource and it accumulates. This creates very different possibilities for building Improvements compared to Capital Buildings. For example, you can focus IP from all sources on one Region if you want and, if you have saved IP for some time, you can immediately place multiple Improvements within one Region on the same turn.

Economically, Improvements are the main “machinery” around Goods. There are exceptions, but generally Improvements either generate Goods directly (a Farm Improvement producing Wheat) or they convert Goods (a Mill Improvement taking in Wheat and producing Flour). Building and working Improvements is thus the primary way to obtain, alter, or improve Goods, and therefore defines a great deal of a Nation’s economic capability.

Let’s walk through a simple Goods chain for an example.

Say I am in Age of Rocketry, Age 8...

Goods like Clay, Bricks, Marble, Logs, and Planks are important for development during earlier Ages. Later, Goods like Steel and Concrete drive strong development.

Metal, in general, is a flexible Good and valuable from early stages of history. The Mining Technology in the Age of Bronze allows construction of Mine Improvements on hill terrain, which produce the Copper (or the more valuable Iron when you can find it).

Mines and some of the related Improvements in the metal Goods line get better as technology progresses (the first Mines can be upgraded into more productive mines during the Renaissance, for example). In the Age of Revolution, the Steel Technology unlocks a new Improvement – the Steel Furnace.

Once you have this technology, you’ll want to upgrade earlier furnaces (probably Blast Furnaces taking in metal to make Ingots) to Steel Furnaces, which can take in metal ore Goods and convert them to Steel.

Steel is worth substantially more than Ingots (and a Steel Furnace has more capacity than the older Blast Furnace), but a more important consideration in most cases are the next steps in this Goods line – more modern metal-related Improvements require Steel to operate.

So, if you want, you can just work Mines, feed the metal gathered there into Steel Furnaces, and add raw Production to a Region – just make it more capable of building. However, you can also build a deeper Goods line with additional Improvements that will allow you to get more from your Steel or get something other than Production.

Once in the Age of Rocketry, for example, you might build a Machine Shop, and start feeding Steel there to make Power Tools (worth more Production). But, maybe you need more Wealth? If you do, you could instead build a Car Manufacturer and turn the Steel into Cars. Or, maybe you plan to get in some fights – in that case, you might want to build a Defense Manufacturer and use the Steel for Missiles.






Different Goods have different “profiles”, some do not require a lot of investment to gather but aren’t very flexible or cannot be improved as much, others are more expensive but can be more productive or converted to different Resources. Speaking to the flexibility of the metal Goods line, you might also invest in all of the Improvements mentioned in the example above and then move workers and Steel around to get what you need most as your situation changes.

A component not mentioned above is that the more advanced Improvements sometimes introduce additional Needs. For example, Steel production requires Power and the more Steel Furnaces, Machine Shops, Car Manufacturers, and so on in a Region, the more Power you need to supply. Which means things like mining Coal or Petroleum and building Wind Farms or Power Grids. You might also decide that the additional infrastructure isn’t worth it for your strategy and try to make things work by exploring a lower-tech strategy, scaling up the cheaper mines and furnaces and foundries of an earlier era.


Import and Export

Millennia has two general types of trade, Foreign Import and Domestic Export.

Both are governed primarily by various Capital Buildings that determine capacity. For example, if you build a Shopping Center Capital Building in a Region, you gain three Foreign Import slots and be able to import up to three Goods into the Region.

Foreign Import allows you to spend Wealth to acquire Goods from a world market. In all cases, you can import Trade Goods, which are worth Culture. If you have deployed an Envoy to the Region of another Nation, and are not at war with them, Goods produced in their Regions are added to the market and available for import.

Foreign Import is a useful way to obtain a specific Good you have had difficulty finding or to convert excess Wealth into something more valuable.

Domestic Export is similar, but it involves “trade” between your Regions, essentially sending Goods from one place to another.


If you build a Container Yard Capital Building in a Region, for example, you will gain three Domestic Export slots, which allow you to send up to three Goods from the Region with the Container Yard to any other Region in your Nation.

This is similar to how Outposts operate. Outposts are linked to Regions and, when Trade Posts are built atop Goods in their territory, these Goods are shipped to the linked Region.

Domestic Export can be very useful. Outposts are easier to establish that full Regions so, in early stages of the game, you can use them to claim a small area with bonus Goods and ship those to one of your Regions (and, since Trade Posts require no workers, this doesn’t sap capacity from the Region). Later, if you have multiple Outposts and multiple established Regions with Domestic Export capacity, you can do things like send that capacity to your Region closest to an enemy so that new military Units are trained faster and closer to the fighting. Or, you can found new Regions and use Domestic Export to supply the brand-new Region with Production that will allow it bootstrap quickly.

Merchants

Merchants are a special Unit obtained using a Diplomacy Domain Power. They can be used in two different ways.

When sent to a Region held by another Nation, they can be moved next to the Capital City of the Region and there deployed. Deployed Merchants generate Wealth every turn, based on the population of the Region where they are active.

The second (and arguably more interesting) use for Merchants is to develop Vassals.

When you found a new Region or capture a Region from an enemy, your new territory starts as a Vassal. Vassals can be converted into full Regions but Millennia does not assume that all Vassals eventually become Regions.

Instead, since every Vassal contributes Resources each turn, in a lot of cases it is more effective to focus on building up a select set of Regions which are supported by a number of Vassals that remain Vassals.


Vassals expand and develop on their own, which increases the amount they tribute. Population is a primary driver behind this and as a Vassal’s population increases, the amount it provides each turn increases too.

Each Vassal also has a Prosperity rating which is essentially a multiplier of the Vassal’s base tribute. Getting a developed Vassal, with a larger population, into a range like 300% Prosperity can produce sizeable income.

Merchants can be deployed at your Vassals in the same manner as they can be sent to a foreign Region. It takes time for them to increase the Prosperity of your Vassal, so the choice here is short-term Wealth from the foreign Nation or longer-term investment from a Vassal you wish to build up.

Thanks!

We had to break this Developer Diary into two parts and this is still long – apologies for all of the words, but we hope you’ve enjoyed it. More importantly, we hope you can see that Millennia’s economy model is interesting, deep, and presents new options for how you can design and manage your Nation. The base model has plenty going on, but when you layer in the different Ages, different National Spirits, different approaches to victory, and so on, the combination is a massive collection of possible strategies that supercharges Millennia’s replayability.

Thanks again, and if you like what you’ve seen, please wishlist us.
https://store.steampowered.com/app/1268590/Millennia/
Elite Dangerous - Frontier Developments
Greetings Commanders!

We're celebrating the new year by welcoming a fresh batch of talented creators to the Elite Partner Program!

Put your hands together for:

Just_Mainer https://www.twitch.tv/just_mainer
BristolBoyGaming https://www.twitch.tv/bristolboygaming
theoldergamerau https://www.twitch.tv/theoldergamerau
rpgemmab https://www.twitch.tv/rpgemmab
RainmanGames https://www.twitch.tv/rainmangames


They will be joining forces alongside our current partners.


TWITCH DROPS
By tuning in to watch those of our official Elite Dangerous Partners who stream via Twitch, you can earn yourself some unique paint jobs for a selection of your favourite ships!


YOUTUBE PAINT JOB GIFT CODES
If your preferred streaming platform is YouTube, fear not, our YouTube creators are issued their very own paint job bundle codes to share with their communities as they choose!


FUTURE APPLICATIONS
If you haven't been selected this time around, or you're yet to apply to become an official Elite Dangerous Partner and are considering doing so, our next review date for applicants will be in Summer 2024.

By becoming a member of the program you can gain access to these exciting benefits!

  • Content and channel promotion from Elite Dangerous channels and streams.
  • Twitch Drops for your own Twitch channels and code bundles for YouTube channels containing in-game cosmetics.
  • An exclusive set of Elite Partner Program merchandise.

Click the link at the foot of this article to access the official Elite Dangerous Partner Program portal for more information and to look around!

We love seeing creators share their passion for Elite Dangerous and the Galaxy in which our community is forged.

Thanks to all of you, partnered, applying or simply journeying ambitiously alongside - we appreciate you endlessly o7

https://influencers.frontier.co.uk/partner-program/elite-dangerous
Jan 23, 2024
Emergency Call 112 – The Fire Fighting Simulation 2 - Bekka @SenAm Games


Today we would like to remind you once again of our 1-week survey on Emergency Call 112 - The Firefighting Simulation. Your feedback and your opinion are very important to us for the development process! Among all survey participants, one participant will also receive a 50 Euro Steam voucher and another user an emergency call hoodie in an exclusive design.😎
We will contact the winners by email.
EN: https://forms.gle/PywDjKtcTG3KFSka7
Amnesia: Rebirth - Frictional Games
Hello there,

Don’t miss out on the chance to grab Amnesia: Rebirth at record low 90% off this week!

Uncover your past and survive the Algerian desert. Fear is your enemy; stay calm to not succumb to an illness threatening you and your loved one. Avoid darkness, hide from monsters and solve puzzles.

Expand your Frictional collection this week by also grabbing SOMA - 90% off as well.



https://store.steampowered.com/app/999220/Amnesia_Rebirth/
https://store.steampowered.com/app/282140/SOMA/
...