Out of Ore - northmoddingcompany
The Workbench update 0.21 is finaly here!

This is one of the bigger patches that is laying the foundation for whats coming in the future. ːsteamhappyː



• Designed a new map specifically for the tutorial.
• Introduced an optional starter map featuring a physical store and fuel tank.
• Developed a quest menu, with quests designed as optional "side hustles."
• Enabled the placement and construction of a sell station, similar to the coal plant.
• Introduced workbenches for crafting build blocks, and creating parts.
• Improved inventory systems.
• Revamped the store for easier navigation, including adjustments to prices, quantities, and timings.
• Enhanced animations and handtool usage to make the character feel more "alive."
• Added the ability to play/create your own company.
• Implemented options for a custom logo and name.
• Enabled fund transfers to and from the company account in saves.
• Company level progression now aligns with the company itself, not the save.
• Provided information on conveyors to simplify understanding of store functions.
• Made significant progress on the "back-end," laying the foundation for optimization, multiplayer, and additional features.
• Corrected grammatical errors.
• Fixed the big loaders collisions
• Conveyor collisions improved
• Added sounds and effects to varius things
• other smaller fixes

Next up now is the next gen vehicles!
ːsteamhappyː

Best regards
Christian & The team
Ambulance Life: A Paramedic Simulator - Nacon
Greetings everyone!
As we continue development on Ambulance Life, we wanted to touch on a few topics that the community brings up often. Please let us know if there are more questions you'd like to get answers to!

Who is Aesir Interactive?
We are a renowned development studio based in Munich, Germany! A passionate team of more than 105 highly skilled designers, artists, and programmers lay the foundation for captivating games and innovative interactive applications. We are digital enthusiasts who love gaming! We fill every game we design with passion and dedication — they serve as love letters to all the movies, creative content, and games that inspire us.


How big is the Ambulance Life team?
The Ambulance Life crew is 40 colleagues all working toward a singular objective: releasing the best paramedic game to date.


Why paramedics? Where did the idea come from?
Simulation games are a bit of a specialty of ours. We felt so humbled by the overwhelming community response to Police Simulator that we knew we wanted to go expand on it. Using Police Simulator: Patrol Officers as a blueprint, and hearing anecdotes from trained medical folks within our own studio, it didn't take long to decide come to the conclusion that paramedics were the next logical step in our sim evolution.



How does this game compare to Police Simulator: Patrol Officers?
That's like asking us to pick a favorite child! While both games share similarities and differences, we think it will be clear how they complement each other. Players go from protecting citizens while patrolling city streets to rushing, sirens screaming, to scenes of accidents where lives are on the line. Between both games, we think players will get a well-rounded experience of what it means to be a first responder to countless scenarios.


What software/engine was used to build Ambulance Life?
As a studio, Aesir Interactive is going all-in on Unreal Engine 5. We have a decade of experience with Unreal Engine, going all the way back to the release of Unreal Engine 4. The most significant and immediate difference was the sheer scale of cities we could build. Overall, Unreal Engine 5 has drastically improved our studio's capabilities and lets us build upon the fantastic groundwork laid by our Police Simulator: Patrol Officers team.


What was the most challenging part of developing? Most rewarding?
Our biggest challenge was identifying that perfect balance between the game's realism and fun, engaging gameplay. Our experience on our previous game taught us how to create proper cadence and engagement for a single patrol shift, but we also learned how challenging it can be to capture a realistic day in the life of a patrol officer. Similarly, the incalculable variables when dealing with medical procedures was overwhelming at first, but we are so thrilled with the result and we think you will be, too. Developing Ambulance Life really gave us a fresh perspective on the daily struggles, pain, and emotional tolls paramedics experience daily.




What sources and references were used when building the medical side of Ambulance Life?
As we mentioned, detail and realism were important drivers for us in Ambulance Life. We started right in our own studio by speaking with trained medical staff on our own team. From there, we consulted professional medical manuals, standard operating procedures, and real-life anecdotal experiences. We have also built a fantastic collaboration with E.M.T.s and medical professionals who are actively working with us to improve procedures, and many other key subjects.


How long was the development cycle for Ambulance Life?
We began development very early in 2022, so when the game launches late 2024, it will be approximately 3 years--Wow saying it out loud makes me realize how quickly time passed!


The setting for Ambulance Life is modeled around San Francisco, California. What was the process behind that decision?
That's correct. Police Simulator was also set in a fictional American city, so we wanted to keep up with that trend. San Francisco offered a lot of unique opportunities for the team such as highway architecture, diverse neighborhoods within city limits, and so many other exciting variables we couldn't anticipate.



Will Ambulance Life include multiplayer options?
When developing Ambulance Life, player experience was the most important factor for us. We decided to focus on a quality solo game above all else, and deliver a thrilling single-player simulation experience.


What platforms is Ambulance Life: A Paramedic Simulator coming to?
Ambulance Life will be coming to PC via Steam as well as PlayStation 5 and Xbox Series X.


When does Ambulance Life come out?
The current timeline has us landing on September 2024. We can't wait to get it into your hands!



What is the business model behind Ambulance Life?
Ambulance Life will be available for full purchase later this year, with no Early Access.


When can we see gameplay?
The team is still pretty heads-down and focused on the release later this year, but we'll have more to show in the coming weeks. Be sure to stay tuned to our social channels and the official Discord server to be the first to see it all!


We will be posting Dev Blogs once every months! We hope you'll enjoy reading on our journey in developing Ambulance Life. See you next month!



🌍 Join the Community
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Nocturnals Playtest - §imoleon
This build introduces a new menu system as well as options for Controller/Mouse sensitivity changes.

It also includes "object glinting" to highlight objects in the world that can be interacted with.
(Thanks Mikal)
eteeConnect - eteeXR
List of changes

eteeConnect - Fix for firmware upload
New version available: eteeConnect- 2.15.0

Changes to software:
  • Re-designed the firmware upload process and completed stability improvements.
  • Added automatic dongle plug events and connection statuses.
  • Removed eteeConnect update option page to avoid confusion. The user is advised to update the app from the Steam Store, or set the app in Steam to automatically update.
  • Other stability bugfixes
Note: Sometimes after uploading new firmware, the controllers might disconnect from the dongle. If this happens, you may need to manually restart (i.e. turn OFF/ON) your eteeControllers.
Gunforge Playtest - MagnusMakesGames
Pretty much just better game feel and better lobby creation menu ːsteamhappyːːsteamhappyːːsteamhappyːːsteamhappyːːsteamhappyː
Top Racer Collection - gdamian
Hello racers.
As we announced earlier, we're working to fine-tune Top Racer for its launch on March 7th. We appreciate all your suggestions and many of them have already been made.

Here's the list:
  • New music in the menus
  • New game balance for the cars in Crossroads mode
  • Fixed Top Racer 2 sound bug in custom single player modes
  • Fixed the border of the "scanlines" filter
  • Fixed the choice of opponent cars by artificial intelligence in Top Racer and Top Racer Crossroads
  • Car color palette in Top Racer and Top Racer Crossroads randomized in custom modes
  • Leadearboard in Top Racer and Top Racer Crossroads now displays the car used
  • Adjustments to some localized texts
  • Minor bug fixes
Jan 31, 2024
Jerry Wanker and the Quest to get Laid - Abadonna
Thanks to all people who made this possible: Blackbird SFX artists, Neil Herrin aka Vanilla, Ivan E. Recshun, HaruLuna, Mimi Hung and Creme Chu.

Demo is not updated yet, but we plan to update it asap.
Jan 31, 2024
Monolith Playtest - Course
- Storage Poison Box versteckt
TACTICAL BANDITS - Make Good Games
Steam Next Fest Dem

In case you have missed our previous update, TACTICAL BANDITS will be taking part in Steam Next Fest February 2024 edition. Instead of waiting until then, we have decided to make the demo live a few weeks earlier.

Apart from training mode, all of the game modes are unlocked and playable. They are all locked off after a certain amount of progress made as it is only a demo, and not the full release.

Survivor Mode

This is the game mode we have been teasing about for the past few months. Survivor mode is inspired by Vampire Survivors, but with a twist to make it fit with TACTICAL BANDITS gameplay.

In Survivor mode, your goal is to survive for 20 minutes and get as many kills as possible to get the highest score. There is no aiming in this game mode as it is done automatically, which makes it a more casual gameplay compared to the other game modes.

But to survive the 20 minutes and get the highest score, it will take skill and planning. Killing zombies and enemies will drop scrap which players can collect for experience points. Collect enough experience and you can upgrade your bandit.

Some of the upgrades players can get are new weapons, recruiting bandits to fight with them, and increasing the health and range of the bandits.

Collectibles Menu

The collectibles menu was completed this month. As mentioned in the previous updates, the collectibles menu shows unlocked artwork and weapons.

When looking at weapons, players can see their stats to get a better understanding how they work and which weapon they might like best. This still isn’t better than actually trying the weapons, which is what players can do once Training mode is ready.

Summary
With the new game mode ready and announced for Steam Next Fest, this was a really good month. A lot of work was completed and we are now in the final stage of development, where we are testing everything and fixing all bugs.

We have also made some changes from the feedback we have got from the demo so far. This includes making the tutorial optional to complete. We still believe completing the tutorial before playing the game will lead to a better experience, but we also know players do not like to be told what to do and want to just jump headfirst into the game.

The goal is to start porting TACTICAL BANDITS at the end of next month for console platforms.

For now, we hope everyone who has wanted to try the game to come try out the demo on Steam and let us know what you think.
Neon Override - TheSkilledRoy
Hello Overriders!

We've just updated the demo of Neon Override, and it has a bunch of awesome changes for you all too enjoy. Be sure to leave any feedback on these changes here, or over on our Discord!

Gameplay
  • Health drops will no longer be picked up when at full health
  • Metabolism has been reworked into High Metabolism, a Tier 4 rarity upgrade that will automatically collect all health drops at the end of a wave.
    Dev note: We still have longer-term plans to create more healing options in future upgrades, but we wanted to immediately replace a rarely picked upgrade with something more useful
  • Wave 10 will now end when the 8th Datacube is collected
    Dev note: No more needing to run to the middle! This was based on feedback we've received from the community, so thank you to everyone who suggested it!
  • Each Datacube now directly rewards 50 Shards when collected
    Dev note: The game used to reward all 400 Shards when finishing the wave but this should feel a bit more intuitive
UI
  • Level up screen will now show how many level up choices you have remaining
  • Options and Exit buttons added to Home Base menu
  • Tooltip added to Enemy Difficulty values on game over screen to explain that they can be changed in the options
Visuals
  • Added unique models for each weapon type
  • VFX added to Unyielding damage aura
  • VFX added to more clearly mark Lightning Rod effect radius
  • Beam VFX from Explosive Cells and Buff Enemy should no longer obscure the camera as much
  • Ping Storm area should be more clear to see, especially on blue floors
  • Replaced some level floors/backgrounds that reduced readability of gameplay
  • Shop portal now animates to the beat of the music
  • New upgrade icons
Optimizations
  • Improvements made to performance when a large number of Infect debuffs were present in a wave
    Dev note: This was a major cause of slowdowns on later waves, so this fix should help substantially on runs with Malware Missiles or other sources of Infect
...