Castles on Clouds Playtest - Teej
New Features
New Flying Enemy - Harpy
Shaman now casts speed boost spell

Graphical Improvements:
New Tower UI
Towers now all have little dude on them doing dude things
Second Pass on Graphics for Goblin Airship
Blur second pass
Trees better shadows
added volumetric fog
changed smoothness
bloom
light rays
clouds color changes
new path color
Camera rigidbody physics

Other:
3D cards for towers and buildings
Demo End Screen
Lots of bug fixes
New final wave ????
LEWD GIRLS: Hentai Puzzle - Afftar Mudac
Hey there boys!

Today we FINALLY RELEASE THE LEWD GIRLS and Start a Raffle for you!

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These prizes are awaiting for you! :)

To participate you'll have to:

  1. Add the game to your Steam Wishlist (if it's still not in your Library)
  2. Upvote and Share this post with everyone you know! :)
    Press "Share" button under this post and then "Share directly to my status", then write something and press "Post" button.
  3. Share your thoughts about the game in the comments to this post. We'll be happy to hear it from you!
We'll announce the results of this Raffle at Feb 19th! Good Luck!


We'd like to remind you guys, that we also want to gather the Trading Cards and New Levels for the game.

But the game development is now depends on you! ;)

Number of Sales, Your Activity on a game's page and in the Discussions, Number of game Launches, Time you spent in the game...

All that influences to how fast we'll get the Steam Trading Cards.


Thank you for your time! :)



We'll be very grateful if you'll share our game to your friends, write your opinion in the comments or leave a review in the review section, add the game to your wishlist, if you like our game!

Cheers :)

Games Discussion

Have a nice day
Feb 3, 2024
maboroshi caravan - díː
maboroshi caravan Ver.1.0.9 now available.

  • Adjusted UI
  • Increased shop's staff chatter
  • Added encounter caravan based on caravan registration
  • Fixed minor bugs

■Adjusted UI
The message input part for caravan registration has been changed.

■Added encounter caravan based on caravan registration
Added caravans you will encounter along the journey, thank you for your application.

■Fixed minor bugs
I have corrected the error in the title. Thank you for posting to the thread.
I have adjusted the save processing. If you are worried, please save the current save file (mcdata.es3) separately before starting the game.

Please continue to observe the caravan.
Feb 3, 2024
Multi Turret Academy - Flzzyf
New vehicle: M24 "Chaffee"! American Light Cavalry armed with 75mm guns!
- Improved mobility and stability when moving at high speeds for most vehicles, and adjusted difficulty markers
- Further reduces memory requirements at low image quality
- Reduced probability of Maus tank appearing
- Increase the damage of T26E4 from 4 to 6
- Increased fire rate of Morris LRC
- Fix the bug where "Panzer ace!" strategy effect will cause the explosive to also pass through the target without detonating

Feb 3, 2024
Backwoods Town - Pro4ndrew
Dear players!

I'm excited to introduce you to an update that brings new mechanics to the game, namely electricity and automation.
Now you have the opportunity to create a power grid and connect automatic machines to it.
Also, the wooden bridge can now be repaired and access to the new area.



New buildings

Workbench 2

Used to create complex items.



Electric pole

Serves for the spreading of the electrical network inside house.



Electric box

Serves for the spreading of the electrical network.



Electric lamp

It's the same as an electric pole, but it lights up.



Wind turbine

Converts wind energy into electricity, serves as a power source for the power grid.



Electric furnace

A more efficient furnace that runs on electricity.



Sawmill

It is used for automatic sawing of wood.



New items

Copper ore

Drops from copper boulders.



Copper ingot

It is shipped from copper ore.



Copper wire

It is used to create electrical structures and crafts.



Electric motor

It is used to create electrical structures.



Game improvements
  • Removed shadow casting from dynamic light sources such as a floor lamp due to serious performance issues.
  • Removing buildings now returns all spent resources
  • Reworked the handling of the black area of ​​the minimap to improve performance significantly.
Main Deity Space Playtest - lvhanjian2022
1. New Warrior Class
Currently in development, playable but subject to adjustments at any time.
Feb 3, 2024
Sunset Motel - efkeysoftware
https://store.steampowered.com/app/2616140/Sunset_Motel/


Hello Motel Managers!

Welcome, in this devlog, we're excited to present you with our latest enhancements and additions. We're introducing a comprehensive update filled with brand-new features and improvements.

Enhanced Vehicle Controls:

We've overhauled our vehicle mechanics from the ground up to make in-game transportation more enjoyable. Now, with smoother controls, you can freely navigate around the motel and explore every corner with ease.




Rainy Weather:

Introducing a new weather feature to the game – rainy days! Rain will add an even more immersive touch to the game atmosphere, providing your guests with a different experience. Grab your umbrella because now you can enhance the allure of your motel with the charm of rain.



New Bar Area:

We've elevated the entertainment level in your motel! A brand-new bar area has been added. Players can participate in drink contests, play card games, and create unforgettable moments in this space. Your guests now have more options for a delightful evening.



Updated Skill System:

Skill development is now more enjoyable than ever! We've revamped our skill system and introduced brand-new skills. Players will find even more enjoyment at each skill level, mastering motel management. Develop your skills and take your establishment to new heights.



Cleaning Mechanics:

Rooms can now get messy, and it's up to you to use your cleaning skills to restore them to their original state. Your success in maintaining cleanliness will increase guest satisfaction and make your establishment more appealing.



New Upgrade Options:

Thinking of expanding your motel business? We've got you covered! We now offer upgrade options for a spa, dining area, and other facilities. Turn your motel into an even more attractive destination for guests.



Thank you, Sunset Motel Development Team :)
Squirrelmageddon! - goa_gamer
Having their primary directive overridden to 'Protect the Squirrels', infected TPAI have been actively invading all mission zones,

The AI virus payload appears to be delivered directly to the victim's Trans-posic core through the wearing of specially prepared hats...

[AI assisted promo art only]


The corrupting vibes create false memories, effectively adding in additional training data with biased images, stories and experiences involving loving kind and benevolent squirrels... this has had noticeably deranging effects.

Given a gun, and a new directive, it appears TPAI will fight to the death once again given 'a cause'...

Other factions are rumored to be developing their own AI viruses...

NEW & IMPROVED
  • NEW: SHOOTER ENEMY AI - 2 FACTIONS - Squirrelie and Brethren
    - brethren voice update coming soon!
  • NEW: bullet hit direction indicator
  • IMPROVED: Explodie orange squirrel grenade light proximity activates with countdown. The grenade drops if shot before exploding - then continues count.

[AI assisted concept art only]


PATCH HIGHLIGHTS
  • FIX: Moveable exploding barrel (all maps)
  • UI FIX: pick-up hand stuck active
  • TWEAK: Inter-dimensional Pick & Put (larger collision base)
  • ENEMY: TPAI AI added to all maps
  • MISSIONS: Destroy TPAI mission objectives
  • MAP: Old West lighting updated night with moon
  • MAP: The Derelict map night lighting and moon added
  • MISSIONS updates / tweaks (more with AI Enemy objectives soon)

[AI assisted concept art only]


  • SQUIRREL FIX: issue stop move before new move to stop tail wag / jank
  • FIX: Wrath system mutation level counts
  • UI: Wrath report added to in-game overlay [default key CAPS LOCK]
  • UI: Threat Level text counter added
  • UI: Threat Level added to Game Over / Lobby / Mission Selection
  • MULTIPLAYER FIX: Client can break glass
  • WEAPON FIX: sniper projectiles break glass
  • UI: Squirrel Intel updated icon / model

[AI assisted concept art only]


  • UI: Merchant player icon (temp fix)
  • GAMEPLAY: Player squirrel free Look added [default key ALT]
  • UI: Find body, Rescue, Destroy TPAI objective icons updated
  • BALANCE: Threat Levels no longer automatically increase on continue / wait for rescue
  • BALANCE: Smaller maps have fewer squirrels
  • TUTORIAL: updated Inter-dimensional Pick and Put (IPP) tech with crate stacking.
  • MAP UPDATE: Dessert Squirrel - massive changes to accommodate new enemy types

[AI assisted concept art only]


REVERSIONS
I'm working to drop the compass for objective direction and move to in hud overlay icons which can be enabled / disabled in settings. In the end the compass should just be a compass... plus it will solve some of my compass multiplayer replication issues as well - lol - but mainly I don't think players should have to look to the top of the screen - FOV markers will be patched in ASAP.

SPECIAL EVENT MAPS:
I've tweaked these maps and will leave them on while I update them further. These are asset maps but I'm making them 'squirrel friendly'. Now with shooter TPAI enemies I'm learning what balance / gameplay possibilities / map styles / environments work well together...

  • MAP & MISSIONS: Old West map + missions active
  • MAP & MISSION: The Derelict map + mission active

STATE OF MULTIPLAYER
Unfortunately multiplayer is still 'an ongoing nightmare' especially with all the new systems added in the last 12 months - but I am committed to fixing it before I am committed...!


"I used to be a soldier like you... until I took a squirrel to the brain..."

The game is now certifiable... and still I have so much more crazy to add - lol.

GLHF and I'll be seeing ya top-side!
- Jono
X: @SBGamesHive42

Nautikin Adventures - Revmatek
(Updates: I may be updating the experimental build off and on as I approach the main build, but the patch notes will not be reflected until the main build is complete. Just keep an eye on the version if you are playing on the experimental build.)

This is a special build because there are a lot of improvements being made and there is still more work to be done on the main build. Normally I do not make patch notes or announce the experimental builds because they have until now been used primarily for testing purposes and short lived prior to the update of the main build. However, I have lots more to do for the current build so this experimental build will stay out there separate from the main build for at least several more weeks while I continue preparing the next update. It is unlikely I will update this experimental build again prior to the next update being ready. I have not written guides for some of the new stuff yet. The plan is to continue work on the main build and then do some multiplayer testing.

Since this work in progress / experimental build is stable enough to play I will put it out there for anyone interested in the latest and greatest of updates. The main build may be more stable so I would recommend playing that unless you have a specific interest in testing out the build before it is done. If you do play on the experimental branch, make sure you use a separate save file just in case!

Changes
  • Added more nonsense messages
  • Added new multiplayer feature "Platform Areas" to better sync Nautikins moving nearby vessels
  • Added launch obstruction detection to build areas
  • Added new item steel cables
  • Disabled default unity player logging again
  • Improvements to platform movement
  • Improvements to platform collisions
  • Fixed bug with engine UI related to multiplayer
  • Fixed some culling problems with Ocean when in the air
  • Fixed a bug that could potentially cause an infinite loop and engine crash if the shark gets stuck in a weird spot somehow
  • Fixed a bug with jump animation
  • Fixed a bug with jumping between different vessels
  • Fixed a bug with jump timing
  • Fixed a bug with rotation on static platforms
  • Fixed a bug with revive timing
  • Fixed a potential problem with crates detecting vessels
  • Fixed a physics bug where crates could fly away when unsecured from a moving vessel rather than maintaining relative velocity
  • Fixed a potential problem with runway light rendering far away
  • Fixed a bug with swim animation when entering water with parachute after jumping
  • Fixed some multiplayer timing issues related to securing crates
  • Fixed a timing issue when spawning network parts related to subvessels
  • Fixed a bug with crane container pickup angle checks
  • Fixed a bug with crane container pickup where container can be ignored
  • Fixed a client sync issue with securing containers that prevented vessels from moving
  • Fixed a bug with ladder animations when loading related to multiplayer
  • Fixed a bug with first person camera while on ladders on turning boats
  • Fixed a bug related to saving Nautikin exit positions for seats when a vessel has just launched
  • Fixed a bug with crane colliding with vessels when unobserved
  • Fixed a bug with repair animation in multiplayer
  • Fixed a bug with parachute drag
  • Fixed a bug with character ability sync
  • Fixed a bug with redundant buoyancy on server for multiplayer
  • Fixed some sync issues with aircrafts physics
  • Fixed a potential sync issue with 3 or more players
  • Fixed a bug with climb animation underwater
  • Fixed some timing issues with animations
  • Fixed a bug that allowed grabbing ladders and getting stuck inside them
  • Fixed 2 bugs that prevented reliable jumping off ladders
  • Fixed bug with ladder movement
  • Fixed some audio issues when loading multiplayer
  • Fixed a bug with throttling down aircraft
  • Fixed a bug related to placing other parts on ladders
  • Fixed a bug that allowed getting on ladders by interacting with child parts
  • Fixed a bug where eyes can disappear when incapacitating another Nautikin in first person
  • Fixed some problems with touching items dropped on platforms
  • Fixed a bug with fire detection when using welder
  • Fixed a configuration issue with DinghyHull part
  • Fixed a bug with Nautikin colliders
  • Fixed some item highlight issues with ropes
  • Changed the way ocean updates with camera
  • Changed the way that Crates and Shipping containers sync
  • Changed the way vessels sync in multiplayer
  • Changed the way climbing ladders syncs in multiplayer
  • Changed the way seats sync in multiplayer
  • Changed Seat part seated animation
  • Changed how exiting a seat handles multiple vessels nearby
  • Tweaked debug display
  • Shark will now decrease wander area if confined
  • Shark can now wander away from where he spawned
  • Shark can now be killed with physical impacts and has a higher tolerance for pain
  • Nautikin mass is now linked to vessel when on platforms instead of a physical force
  • Unsecured containers now rotated better with moving parts
  • Overhauled platform movement
  • Improvements to getting stuck on tiny parts of boat
  • Improved Nautikin collision detection with static map objects (i.e. docks, rocks, trees, etc.)
  • Interactions now ignore audio area triggers
  • Vessel cameras will no longer be occluded by crates or Nautikins on the vessel
  • Nautikin impact damage now has additional checks for cranes
  • Code cleanup
  • Deliveries are no longer destroyed when vessel is physically destroyed
  • Vessels are now more stable when resting on other vessels in multiplayer (Helicopters on boats)
  • Seats are now considered platforms, similar to ladders.
  • Slight improvement to foot animation when on ladders
  • Nautikins now angle better to climb ladders with feet
  • Improvements to platform collisions
  • Improvements to character movement
  • Improved collision detection for terrain
  • Improved rope / cable rendering at high speeds
  • Ledge detection now respects characters current speed and angle limitations
  • Nautikins will now moved when pushed by cranes or other Nautikins
  • Cranes now save the orientation of the lift, not just the rotation of the controls
  • Improved performance of getting in / out of vessels
  • Nautikins can now push each other
  • Minor improvements to push mechanic
  • Nautikins can now push other Nautikins underwater
  • Improved underwater pushing animation
  • Improved collisions for vessels
  • Performance improvements for multiplayer physics
  • Structures no longer attempt to sync position information in multiplayer
  • Climbing ladders will now detect obstructing parts
  • Tweaked beach ball behavior on platforms
  • Drydock and Runway will now make some attempt to prevent spawning vessels inside each other (if you forget to remove a plane from the runway for example)
  • Fire extinguisher is now sold at runway too
Notes
Steel cables work similar to ropes but instead create a fixed connection allowing for greater stability between secured objects. The primary purpose of this is to secure helicopters to boat helipads when moving fast, or vessels to other vessels in general when they are resting on top of one another.

Steel cables can only be used to secure controllable objects to platforms or the map.

Things that work include Nautikins on boats, helicopters on boats, Nautikins on jets, jets on boats, boats to map, Nautikins to map, etc.

Things that do not work primarly due to the limitations of the engine and multiplayer in general are, securing 2 boats together that could be controlled by different players or securing 2 Nautikins together. Crates do not work because they can already be secured. If either of these objects is not the current platform of the other, the connection will be disabled because it won't synchronize in multiplayer properly and spaghettification will likely occur. This may work in the future if control can be delegated to a single location when steel cables are attached, but the fixed connection and multiplayer synchronization have contradictory goals atm. Having control of your vessel delayed to the server for steel cables is likely undesirable. This behavior could be enabled for single player but is disabled currently to maintain consistancy between singleplayer and multiplayer.

Steel cables cannot be attached to cranes or subvessels.

The build area obstruction detection on launch is particularly useful for placing vessels on top of other vessel at launch (this is more of a side effect, but it is neat for putting jets on boats).

This build is a little bit larger and took a while longer than normal due to some complex changes to multiplayer that would have otherwise made the game unstable without a longer testing period. There was also a lot of refactoring ahead of new content that otherwise did not warrant it's own build.

Testing various fixes for obscure problems with the ocean shader, it's not immediately apparent that these will be successful so they may reoccur in changes from build to build.

Been chasing a silent crash. Player logging was enabled in an earlier build to see if Unity logged anything to the default Player.log or this somehow prevented the crash (it did not so its off again). Its possible this crash was caused by bad shark behavior but only time will tell.

Because the format of crane rotation has changed, loaded cranes will default to not rotated until saved again. This prevents bad collisions during initialization.

Pushing Nautikins controlled by other players is a little janky movement wise due to the requirements of network position syncing.
Feb 3, 2024
Fair and Square - Carter
This is a small playthrough of the demo patch coming very soon!
...