Here are the winners of our #GettingAwayWithIt Community Challenge!
1st Place Winner - Solae #GettingAwayWithIt He'll never know. How would he know.
2nd Place Winner - Unnamed #GettingAwayWithIt
3rd Place - Guidim #GettingAwayWithIt Go look for me somewhere else while I drink this beer
As far as the Community Voted Winner, it was a tie between solae and Unnamed so we’ll split the prize between both of you!
As a reminder you have 30 days to respond to the ww_cm account to receive your winnings! Here is what everyone won:
1st Place - 3 Keys (West Hunt Summer Pack, West Hunt Halloween Pack, West Hunt Halloween Pack2)
2nd Place - 2 Keys (West Hunt Halloween Pack, West Hunt Halloween Pack2)
3rd Place - 1 Key (West Hunt Halloween Pack2)
Community Vote - All 4 DLC and 1 Base Game Key! (West Hunt Exclusive Pack1, West Hunt Summer Pack, West Hunt Halloween Pack, West Hunt Halloween Pack2)
And keep a look out for more community events come February! It’s a big month for West Hunt, and we’re excited to see what else the year has in store for us.
Garden of Seif: Chronicles of an Assassin - foxdriftstudios
Garden of Seif has been selected to be featured in The Storyteller's Festival.
Enjoy the game and the DLC Curse of Gravehollow Peaks at a discount from January 29th - February 4th.
What is all this about anyway?
The Storyteller's Festival is an event on Steam that showcases 250+ games with fantastic storytelling. There are new releases, announcements, live streams, and SALES! Go check out all the awesome games!
You have identified several issues upon the release of Furniture: Build & Repair, so I took the time to implement some initial fixes:
It has been widely requested, so an "Exit" button has been added to the main menu!
Similarly, for sound settings, you can now adjust the game volume directly from within the game.
A comprehensive tutorial has been integrated for a better understanding of the game mechanics.
Some minor errors have been corrected as they should be.
Thank you for all your feedback and kindness. I will continue working on Furniture: Build & Repair to enhance your gaming experience and add more content!
The second part of the fix will be released on 01/30/2024, including corrections related to achievements and collision issues. Additionally, an update to the Steam page is planned!
(To be transparent, the translation in most languages is done using a translation tool. If significant errors are present, I will correct them as quickly as possible!)
Hello guyzzz! Firstly, we'd like to thank everyone who has wishlisted the game. This is very important to us and we hope you gonna like 8th Heaven💖
Starting ✨February 5✨ a public demo for 8th Heaven will be available, with a preview of its features. The demo version is based on a Patreon version released at the end of December. With the release scheduled at summer 2024, not all features are yet available.
Meet two of the five characters from the steam early access release. This will give you an idea of what to expect from the game!
For those who haven't wishlist it yet, don't hesitate if you want to support us!
After spending the last 3 months of 2023 travelling South America, I am back to working on Critias Empire. A lot (lot lot!) of bugs have been fixed, the demo is ready and there's even a tutorial now!
Bugs Bugs Bugs
Way back in August, I took Critias Empire to devcom conference in Cologne, Germany. Mostly for pitching the game to publishers, but I also had a table at the show on which I had the game running. I got a huge amount of feedback from watching and talking to people who played the game.
There were a lot of bugs, UX issues and things which as the developer, I could ignore or work around, but which tripped up new players completely unfamiliar with the game.
Since returning from my travels at the start of this month, I've been hard at work fixing more small things than I could possibly list in this update.
More heartening was seeing people understand the game and enjoy it, and then start taking about all the different aspects of the game. That was a really big morale boost for me personally and a good sign the game is on the right track.
So, what do I do?
However, I didn't have a tutorial in time for devcom, and so I had to babysit the stand and explain how to play to each new player.
A tutorial therefore became top priority in the new year, both for the game in general, and also for the more immediate aim of being able to put a demo in the hands of publishers, and not have them go "ermm... bwah?... what?" when they open the game.
The new tutorial is more basic than I'd like, both in terms of content, and in only giving the player one way to learn. But I'm quite pleased with how it isn't too restrictive. The player can mostly ignore it, rather than being forced to jump through hoops. I know many strategy game fans are the sort to learn by jumping in and making mistakes, so this is quite important.
What's Next?
The demo is all set up on Steam and ready to be launched. I sent beta keys for the demo to many of the publishers I pitched to in the summer, and a few more beyond that. Waiting to hear back from them before deciding if and when to go live.
The plan is to keep updating the demo and building it "in the wild". Ultimately I want Critias Empire to be a living game that continues to evolve and improve. So aiming to get into that mode from demo launch onward.
Priorities wise, there will doubtlessly be bugs and issues to fix once the demo goes live. Beyond that, I have some ideas on how to make interacting with the Gods a bit more fun and less formulaic.
And after that, the long planned "Festivals" feature should also give players an extra dimension when it comes to playing into or against the Gods.
Lastly, I have started working on a couple of new games. These small projects are designed to give me a bit of a break from Critias Empire, and get something out on the store that can earn a bit of revenue and sustain development in case I'm not able to find a publisher for Critias Empire. For those of you following me on social media, you may see me talking about them very soon. But fear not, as work is still continuing on Critias Empire in parallel.
As usual, if you have any of your own feedback or thoughts on the game's progress, you can always contact me or leave a comment!
Hey guys, We thought it's been a while we hadn't posted anything on here. So just letting you know, the next update is almost complete, there's just one nasty bug in there and then we'll release it.
Briefly, it will include among other things :
- REBINDS, FUCKING REBINDS (This is where there's one last bug) - A bit of balancing - More accessibility options - Some achievements & seasonal events were not triggering correctly so we fixed those - Random stage on online lobby creation - Made weather effects togglable and less frequent - Sound when a player joins a room - Disabled cheats online for those who might have tried using them - Fixed stage selection settings - Removed the annoying scarf online - General polish & bug fixes
I promise we're doing what we can to fix this last thing. (Basically rebinds only work if you restart the game, so I guess in the worst-case scenario we can just release it like that...)
Once that's done GOG and itch.io will have the online mode arriving soon Thanks for your support, stay tuned
Interesting in joining Minicology's closed beta? Join the Discord to sign up!
This is part of a series of updates over the next two weeks focused on finishing up content additions to the game!
Content additions:
Piranha Invasions have been re-enabled and have been totally remodeled: --Piranha grunts are now zippy little enemies. Watch out! --Plaguebearer Piranhas are tough enemies similar to pufferfish. You'll have to target their weak spots or break their armor to beat them! --Knobhead piranhas are heavyweight enemies that can stun the player. Watch out! --Piranha kings wear a magnificent armored helmet. You'll have to time your strikes pretty carefully to defeat it - or use a hammer/axe/barbed arrows to take it down! -Macuahuitl returns as a ~silicon tier item. It now launches a volley of vampiric projectiles that heal the player for 3 health each -Piranha armor buffed to match silicon armor stats with a little extra attack and a little less speed+health
-Mob Caves can spawn in blue space systems and continuously spawn enemies. Firebug, spider, whirligig, and sandshark loot tables have been made less rewarding to compensate for how much more common these enemies are now.
Added POI: Volcano Added POI: Volcanic Base
Added POI: Applicator Station--This mini-boss POI contains materials for crafting serums, plus a serum stand to try things out. --Two variants, one for blue zone and one for pink zone --Applicators have a chance to drop powerful accessory cores, or two variants of an applicator M1n1 accessory that fires explosive projectiles on kill. ---Corrodo-Applicator m1n1 applies armor corrosion, and increases player attack by 5% ---Criticality-applicator m1n1 applies critical exposure, and increases player critical damage by 12% --Added 'Recovery Core' accessory core type, which increases I-Frames after taking damage
Added POI: Judge Arena--This is a pink zone mini-boss that should be a bit of a challenge. You'll need to conscript the help of the E-Corp Mega-Turret nearby to help shatter the Judge's dimensional shielding. --Can drop the Patient Zygote, an accessory that fires stunning projectiles on kill --Alternatively drops Jelly Cores, a set of jellyfish cores that give a % resistance against jellyfish damage. Might be useful against the final boss!
Added POI: Nanotech Containment--This is an upgraded version of the hazmat containment unit, and where players can find precursor materials to the fabled Orange Printer Filament --You'll need to process "Nanotech swarms" first into nanotech ingots, then nanotech bars, then finally lug your bars over to a meta-furnace to combine into Orange Printer Filament --Be careful though - nanotech is a dangerous hazmat, and by keeping it in your inventory you'll trigger the "Nanotech Target" debuff. This lethal debuff... kills you. --You won't be able to use your orange printer filament until the ECS leviathan has been cleared - but you can start stockpiling early! --Added pink printerbot - this enemy guards nanotech containment units and summons spinner-bots
Added Ionic Impact, --This is a post-coral/post-hydra/post-nautilus impact event that only occurs in pink zone systems. Be careful with this one, it can kill you even in full silicon! --Drops ionic heart, used for item magnet structure and charge beacon structure --Drops Ionic fragment, used for AOE-stun arrows and electromag rounds. --Added "Ionized" and "Magnetized" debuff - after an enemy has been hit with enough electromag rounds, bullets will lock on to them and track for the next 30s or so
Added Jade Field POI -- this is a short puzzle POI for jungle planets.
-Added Mushroom Stumps. Use these to farm mushrooms... but be careful ... the wrong mushrooms could be... dangerous
Added Copper. --Copper is a semi-renewable resource that replaces ferrite/steel in many automation recipes --Pipe printers now require copper to print. They're more efficient than crafting pipes manually! --Replaced compressor with Charcoal Kiln. Kilns require an input of 9 wood in order to function - so fuel has become a little more expensive. This retains coal as a renewable resource that can be used in steel creation, though
Added Quartz --Quartz is now a precursor to silicon. You'll need to create Raw Silicon at the silicon smelter and then combine it with quartz. --Quartz can be found on pink zone planets. --Raw silicon can be used to craft structures, but needs to be refined for high-tier stations, weapons, and tools.
-Added Silicon jetpack, an improved jetpack that grants a few seconds of hover and activates slightly faster --Buffed Advanced Jetpack to also feature hover
-Added Composite Boots and Tactical Boots. These are an upgrade tree for thruster boots
-Slight buff to thruster boots with +5% speed
-Lots of new block types
-Reworked appearance of boss planets
Added Heavyweight Rounds, which are affected by gravity but deal +2 damage per round and can pierce an extra 2 defense - making them ideal for fighting bosses
Added Whirliganders --these now spawn as the jungle equivalent of Prairie Whirligigs.
Added Jade Blade - late-game spear --Use the drops from whirliganders combined with the reward for solving a jade field in order to construct the blade
Added Ambient Defrostifier, a frost-resistance accessory Added Variable Heatsink, a combinified accessory that grants strong resistance to heat and cold
Changes
Major Changes
-Platform handling is SIGNIFICANTLY improved. It's now much more viable to construct Terraria-style boss arenas, which I highly recommend for pink zone bosses
-E-Corp weapons now do less damage but also have an additional 15% crit chance against e-corp enemies. This change is meant to give E-Corp weapons a niche as weak against big bosses and invasions, but strong against E-Corp objectives
-Printer-bots and watcher-traps now summon spinner-bots, a fast-moving large bot. This replaces the micro-bots, which were annoying and weirdly difficult despite their low health.
-Combat chests no longer require key - they just pop open after defeating a mini-bot
Minor Changes
-Significant stability improvements to structure generation. Fewer instances of structures overwriting each other. -New vfx+sfx for bows - should handle better! -Damage numbers can now display values up to 499 -New effects for hazmats and status effect applicants -Corrupt deposit appearance reworked -Helperbot now emits status effects if a hazmat is placed inside -New equip animations for late-game weapons -Nerfed anemone to max out at 4 explode projectiles -Nerfed dragonfish to fire fewer spine projectiles, slightly slower -Animals no longer collide with trees. This makes them less likely to get stuck or behave unpredictably, and also helps performance. -Updated graphics for castings -Urchins now only spawn after crabs have been defeated -Added descriptor fields on crowns detailing spawn conditions for invasion kings. Should reduce confusion as to what players need to do before they can get a crown. -Added second stage for harvesters in which they summon swarms of spinners -Added tag noting that "heavyweight weapons" (axes and hammers) can shatter enemy shells+shields -Weapon descriptions and actual damage amounts now automatically sync up - should mean that in the future there are no more inaccuracies in descriptions -Buff descriptions and actual buff values now sync up as well -Added tooltip-style descriptions for melee weapons -Sigificant RAM reduction in sound usage. -Removed various unused item files