Love In a Bottle - Crystal Game Works
Love in a Bottle is an ecchi yuri dating sim being developed by lovelandisle and will be releasing this year, being published by us at Studio Élan through our Bellhouse wing. With The Storyteller's Festival going on right now, it's a great time to give an update on the progress of the game.



All of the CGs are finished as well as some sprite revamps! As the game has been in development for a few years, lovelandisle wanted to touch up some of the artwork. Here's an example with the love interest Clymene.



lovelandisle has also been releasing artist commentaries on her process for making the CGs on our Patreon. Currently there's 2 up to read right now, with the 1st one being free for everyone!

There's also been a lot of progress on the first part of the game that'll be part of the demo. So much so that we'll be releasing the first demo for Love in a Bottle on February 5th as part of the Steam Next Fest! We've shared a few screenshots from this demo section in our Discord and social media, but here's a few more.




Now, onto the biggest news...

Love in a Bottle is a pretty ambitious game with 4 love interests, a town to explore via point-and-click, a lot of outfits & hairstyles for Ankora, and more. We want to make sure the game is as polished as it can be before releasing and ensuring that no one working on it crunches, so we'll be delaying Love in a Bottle by a month and a half, with the new release date being April 2nd, 2024. No, this isn't a delayed April Fools joke.

Although we're sad to have to delay it, we hope the demo coming out next week will be great so please look forward to that!



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Jan 31, 2024
Skyline Sprinters - CrimeEngine Games
Greetings Skyline Sprinters!

We're thrilled to bring you the latest update for your favorite racing adventure - Version V01312024 is now available!

What's New:

Fixed White Watch Tower Door Issue: We've addressed a pesky problem in the Hawaii map where players were having trouble entering the white watch tower. The door is now accessible, thanks to a resized collision that ensures a smoother experience.



General Map Enhancements: Multiple maps have received some love! We've implemented various improvements to enhance the overall gaming experience. Keep an eye out for smoother terrains and more immersive landscapes.

Version Details:

Version: V01312024
Release Date: 01/31/2024

How to Update:
Reboot Steam if the game is not automatically updating to the newest version.

We appreciate your continued support and feedback. Feel free to share your thoughts on the update, and let us know if you encounter any issues. Your input is invaluable as we strive to make Skyline Sprinters the ultimate racing adventure!

Get ready to hit the roads with these exciting improvements. Buckle up, rev those engines, and race on!

Happy Sprinting!

Crimeenginegames.
Skillwood - sshulin
Few fix version releases were uploaded past week without any changelog so here it is:

v0.16.1 - January 24
  • Added new less repetative and more meditative music
  • Added new animations for player - two running and two walking, up and down
  • Added new food to hardwood area - turnip and pumpkin

v0.16.2 - January 28
  • Added damage number effect on hit
  • Added visual effects for upgrading skill level, upgrading skill tier and building/upgrading a structure
  • Added new sounds for upgrading skill level and skill tier
  • Replaced sounds for building/upgrading a structure

v0.16.3 - January 29
  • Fixed critical bug of limestone bridge controls not showing up

v0.16.4 - January 31
  • Added new big limestone deposit rock
  • Remade limestone area
  • Rebalanced limestone loot, experience and health
  • Replaced sprite for hardwood log
  • Changed animations of player running upwards
  • Moved skill level requirements in workbench building ui lower to resource requirements row



[Neolithic]To the End - orochi2k
English
############Content################
[Tileset]New Tileset: Dark Palace (To be used when making the Throne of the Dark Elf King. For now, you can use it in your pocket dimension.)
[Cave of Dreamers]Added a Spell Fusion Master. He provides a service to remove elemental proficiency limitations when fusion spells if you can pay him some money.
简体中文
############Content################
【图块】新图块:黑暗宫殿(将会被用于黑暗精灵王的王座。现在,你可以在你的口袋空间中使用。)
【梦幻洞穴】加入了法术融合师。他提供能够让你在法术融合时不需要任何元素熟练度的服务。(如果你能支付足够的费用的话。)

Latest news from Ukraine/乌克兰小剧场
https://controlc.com/94a3bad7
{LINK REMOVED}
Jan 31, 2024
Enshrouded - CoolUsernameBro
Version number: 490142


Game World
- Fixed several level design issues.
Dialtown: Phone Dating Sim - DirectDoggo
Hey, guys! Dogman, here! Just wanted to write a quick devlog to show off a lil more of Roger's route (and after that, mention the merch that's coming out for Dialtown's 2-year anniversary! So, without further ado, let's get into it!

Show us the haps, Dogman:
Over the last couple of months, I've been working on assets (backgrounds, character sprites), and implementing the very first scenes in the route, with finalized assets! I've also moved further ahead with the script. There's new voice lines too! Oh, and there's also been new ending slides finished behind the scenes as well. Funky!

Since I'm quite a bit behind my targeted release date, thanks to having to move in December, I thought I'd show off a few minutes of footage from Roger's route, partly to show that I'm still working on it, featuring the redux of Roger + Peter's introduction scene in Dialtown, complete with new assets, fonts and plenty of new dialogue! Work on the route has been slow (but steady) lately!

(INSERT VIDEO HERE, DON'T FORGET, DOGMAN, SO HELP ME GOD)

New merch, you say?
Yep! There's gonna be more merch dropping for Dialtown's 2-year anniversary (which is on the 14th of February)! Specifically, a Phonegingi plush and a trio of Dialtown enamel pins, which even come with new Dialtown art. Wowzers!

I'll resist showing them off JUST yet, but the Makeship pages for each'll be going live the day after this goes up, and a few days after that, I'll be begin teasing the new designs on my Twitter/Tumblr accounts! When the anniversary comes (on the 14th), I'll make a new devlog!

Thanks for reading and for y'alls patience waiting for the new DLC! I'm doing my very best to make sure that the wait's worth it! Thanks!!!
The Amazing Crackpots Club! - Guillermo Gómez (IguanaBee)


Welcome Magic students to The Amazing Crackpots Club live event! 🧙🫖



In this live show we will be with the development team of AstroBard Games and IguanaBee showing a bit of the cool features of our demo 💥, which you can play right now on Steam! ✨

Additionally, we will show some news about the future of the game and much more! 🔮



For our Demo we have the following content that you can enjoy!

  • 3 Beautiful Stages
  • 3 Full animated Characters
  • Remote Play Support if you need 😉
  • Dedicated support for keyboard and Xbox Controller
  • Play the first Chapter of the Game Campaign



We always enjoy listening to the voices of our community and bring you the best possible version of our game. We value your time and enthusiasm in building a better space to share and play.
We count on you to grow and share in The Amazing Crackpots Club!

If you have questions, recommendations and the like, join us in this live from Santiago de Chile, South America! ⭐

Underboard - Braveado
Playtest Updates
As we said in our Discord server when we granted Playtest access to everyone, we want to make monthly updates in our road to Early Access.

This is our first monthly update (January edition), we added the new Influence system and did a major rebalance changing a lot of things. Thanks to all the testers that gave us their feedback!

Influence System

We knew from the start that we wanted to put a big focus on character traits, since that's a big part of the autobattler genre that we like, so players can get traits from characters, items and spells.

The Influence system gives everything a small chance of spawning with an additional trait, this has some big gameplay implications:
  • Creates unexpected scenarios due to an Influence spawning (indicated by a clear visual indicator).
  • Increases the opportunity cost of rewards, making choices more impactful.
  • Increases the power ceiling of characters due to being able to have more traits at once.
  • Accelerates the power curve of teams due to trait bonuses being more accessible.

Major Rebalance
We made a lot of balance changes with 2 main goals in mind, improving the difficulty curve and making caster characters more impactful.

Our intention with difficulty is that the early game is easier and the late game is harder, so that if you're losing life you can keep progressing to improve your team, but at some point your team will have to be good enough or fail. Here are the changes regarding difficulty:
  • Harder enemies start appearing as the enemy quantity increases, instead of being able to spawn from the start.
  • Less enemy experience and items in act 1.
  • Boss level is now tied to the current act, instead of using the experience from their team.
  • Enemies have a chance to spawn in more favorable positions, increasing with the current act.
  • Level 3 enemies have a chance to spawn as a harder enemy, increasing with the current act.
  • Level 3 enemies have a chance to spawn with better items, increasing with the current act.
  • Enemies killed revive on combat failure in boss stages.
  • Boss stages can have multiple combats, tied to current act.
  • Life loss on combat failure only scales with current act, instead of remaining enemies as well.
  • Life is fully recovered after completing an act.

The caster character archetype was struggling, our intention is that as soon as you pick a character you can feel its archetype, some casters didn't even use their skills in the first combat, and most did more attack damage by default as well. Here are are the changes regarding characters and their skills:
  • Adjusted all characters stat blocks and skill power scaling,
  • Adjusted some characters skill cost and effects.
  • Adjusted most trait bonuses and their character requirements, some need more or less characters now.
  • Changed some rare item stats to be more useful to their intended character archetypes.
  • Reservation spells have different mana reservation cost and rarities, with the trait related ones being more accessible.
  • Passive spells have different rarities, with the more focused ones being more rare.

Misc Changes
  • Added the Trait Book, where you can see all traits at once.
  • Trait icons are now shown in tooltips.
  • Added a spell rarity color indicator, similar to items.
  • Characters attack range is now shown on hover while out of combat.
  • Added a text popup queue for characters, so that multiple popups don't appear on top of each other.

Fixes
  • Enemies no longer spawn with unusable items.
  • Instant attacks from counters can deal poise dmg and energy burn now.
  • Poise now correctly resets after a poise break if no more poise dmg was received.
  • Effects that trigger on skill end (skill combo and energy refill) now correctly trigger if a multi hit skill ends before all hits are performed.
  • Skill projectiles now snapshots their character skill combo to correctly receive its multiplier on max skill combo instead of earlier.
  • Overtime status effects that deal damage now snapshots their character damage reduction penetration to deal the correct amount of damage even if they die.
  • Active reservation effects are now applied to new characters entering the board.
  • Unusable reservation spells now turn usable if they would become usable after gaining reservation efficiency.
  • Combat log scrollbar now is set to the top on combat start.
  • Combat log now correctly registers values after a character dies, helpful for over time effects.
Jan 31, 2024
Don't Starve Together - Klei-JoeW

It’s Roadmap Time!

NOTE: This roadmap is provided to let players know what our current plans are for the year. As a studio, we constantly re-evaluate and adjust as necessary, so this is not a guarantee of upcoming content and these plans may change. We will do our best to communicate these changes if they come along, but we try our best to see our roadmaps through to completion.

2023 Recap
For 2023 our goal was to further build up systems in the game that would allow us to add challenges for existing players but also make the game a bit less opaque for new players and deliver on some common player expectations of a multiplayer game.

We added skill trees for Wilson, Willow, Wigfrid, Woodie, Wolfgang and Wormwood. We added the scrapbook to help players learn more about the world and new end game content with new challenges and equipment.

We also had a fun crossover event with Cult of the Lamb, finished adding shared unlocks for all platforms as well as all of our usual holiday events.

We're pretty happy with the progress we have made but we went through a few pain points along the way that we want to address with this roadmap.

What’s coming up?
For 2024 we are going to continue these, but we have decided to change our update process for this year. We’re going to have longer periods between updates in order to have more substantial and impactful gameplay updates.

We have been working toward this goal for the past several months and this roadmap is where we will start with a newer schedule. With our new schedule we will be releasing 4 major updates; each containing a mix of QOL, content and additional character updates. In between these updates we will be releasing new lore shorts, new skins and occasional news on their own just to keep things from being too quiet for too long.

I think it’s important to make some clarifications here. We have been doing frequent and regular updates since Don’t Starve originally debuted on the Chrome web store in 2011. We believe the cadence of these updates has helped our games remain fresh and interesting but also helps us build strong community interest. We are pretty apprehensive about this change as we are concerned that the time between updates could slow the community down. So we will be watching closely and making adjustments as needed in the future.

This isn’t a massive change, but it is a change and we think the result will be a much more enjoyable experience for players overall.

It’s also worth mentioning that we have not changed staffing or output at any level of production. This is an adjustment purely for providing more comprehensive updates, not an effort to reduce or otherwise shift resources on these updates.

It should be said that less frequent updates mean less update prep which should allow a bit more time working directly on each update, but I don’t want to set expectations too high here. Don’t Starve Together has become a massive game with a lot of moving parts, and it takes us a bit more time to put things together than it did in the past. The point is that you’re still getting the same amount of content in this roadmap, just not as frequent.

Anything else?
This is going to take us a little bit of time to get into the swing of things, but also going to try to do a bit more to communicate future updates to players while you're waiting. This may come in the way of forum posts or streams, but you will see a bit more information as we near release so people can see the game is being worked on.

This will begin after our update in February.

That’s it for now
We have the Year of the Dragonfly coming February 8th and after that we have a QOL+More update coming at the end of March. We’ll share more information as soon as we can.

See you soon! - https://accounts.klei.com/link/2024Roadmap
DommeBreaker - Zee Vital


With Tomie and titties! Whoo! Sorry, we've been making good progress and we're a little excited. The December poll was rigged, so you could really only pick Tomie, but we decided it would sneakily be not-rigged. Which is to say, the most chosen answer would decide how much we would show. Fortunately, "Tomie <3" won out, so you get the good stuff. You're welcome.

So here we have Tomie blowing a kiss:



Tomie teasing the player with her boobs:



Lastly, Tomie using a makeout attack in her topless phase:



You may recall we mentioned in the past that the art would get sexier as you progress through the 3 Stages for each character. That's still Stage 1. It only gets spicier from there and we can't wait for you all to see the rest when the game releases.

Since it's the start of a new year, we thought it might be a good idea to pull up the entire 'roadmap' again that we brought up a couple months ago. We've also been testing and polishing the already finished parts. That may not sound very exciting, but it's been a great joy for us to have enough of a game built that there's a point to testing and fixing it. Maybe we're just being massive nerds, but finding bugs and fixing them feels good. As you look through the roadmap, pay special attention to one important fact: the game design elements are nearly all finished and programmed. At this point, we're mostly focusing on art and music while continually testing, tweaking and bug fixing the core game. We're hopeful that DommeBreaker will come out this year. You know, barring unforeseen disasters. Haha. We wouldn't have another global disaster this year, right? ... right?

Oh, and I'm just sliding the poll in here, so people don't overlook it at the bottom.

FINISHED (Aside from Music and Voice Acting):

  • Story Intro
  • All Tutorials
  • Backgrounds
  • Base combat
  • Game flow design
  • Player Upgrades
  • Player abilities
  • Emily Dominance Battles
  • Emily Victory Scenes
  • Tomie Dominance Battles Stages 1+2
  • Tomie Victory Scene 1

FINISHED MUSIC:

  • Michael Theme
  • Richard Theme
  • Map Theme

CURRENT:

  • Tomie Dominance Battle Stage 3 art
  • Tomie Victory Scenes 2+3 art
  • Music
  • Testing and bug fixing
  • Balance tweaking
  • Ending writing

PENDING SHORT-TERM:

  • Jitsuko Dominance Battles
  • Jitsuko Victory Scenes art
  • Stacy Upgrades art
  • Additional scenes art
  • Ending

PENDING LONGTERM:

  • Voice acting
  • DLC Chapter 1: Shizuru
  • DLC Art Book
...