Kill It With Fire 2 - Tiny French Toast
Celebrate Next Fest with Us! 🎉

Mark your calendars for an electrifying live event on February 5th at 1:00 PM PT (10:00 PM CET), where you'll have the exclusive opportunity to watch our team tackle the demo in cooperative mode!

As the game's release date rapidly approaches, our excitement to unveil what we've been working on has reached new heights. Prepare yourself for an action-packed showcase that promises to thrill and entertain. Gear up — it's time to exterminate! 🕷️

The demo is of course available, and you and your friends will be able to test all 3 game modes the games offers:
  • Single Player
  • Coop (up to 4 players)
  • Versus - Spider Hunt (up to 8 players!)

Spirit City: Lofi Sessions - Mooncube Games
We'll be streaming during the next fest on February 10th at 9am EST.
We're streaming at this time to avoid busy stream times!
Join us for a prerecorded stream as Ashley from Ash's Cozy Corner plays our Demo!
We'll be around in the chat to answer questions!
Spirit City: Lofi Sessions - Mooncube Games
We'll be streaming during the next fest on February 6th at 4am EST.
We're streaming at this time to avoid busy stream times!
Join us for a prerecorded stream as Ashley from Ash's Cozy Corner plays our Demo!
We'll be around in the chat to answer questions!
Ruff Ghanor - DX.Guh
Get ready, because Ruff Ghanor's release date is coming for PlayStation 4 and 5, Xbox One and Series X|S, and PC via Steam, Nuuvem, and Microsoft Store. On February 22nd, you'll be able to play and meet the beloved hero from adventure podcasts; Ruff Ghanor, the goat boy!

To celebrate the release, we'll give you some detailed tips about this game that mixes strategy with cards and roguelite style.

Pay attention to your deck.
In combat phases, you use your deck with typically 3 moves before passing to the ally or enemy's turn, and at the end of the battle, you can earn new cards of different colors: attack (red), control (yellow), and prayer (blue), which will be added to your deck.



They'll be important in exploration phases, which will require a certain amount of specific colored cards. So, in a phase where the game asks for more blue cards, it's essential that you have more blue cards in your deck to ensure a victory in this test and not end up with a black card in your hands.

Don't just choose one type of card.
It might seem easy to have a deck with 80% blue cards to advance in exploration phases, however, in Ruff Ghanor, you'll also go through combat phases that require cards of other colors. If your deck is unbalanced, you'll have difficulties causing damage, for example.



So, whenever you have the chance, check how many cards you have in your deck and their types. Remember that you can also improve, duplicate, or remove cards when you're in the phase of receiving your victory reward. With some cost, duplicate, remove, and even enhance your cards to ensure a victory without many problems in the future.



Pay attention to Ruff Ghanor's life.
If Ruff Ghanor loses all life in a battle, even if you have allies, you lose, so always pay attention to phases that offer rewards like increasing or recovering life.

Additionally, there are allies that have healing cards. Always take the opportunity to have full life because you never know when we'll only have combat phases to go through.

With these tips, you'll be able to have great and epic runs, and don't worry if you're not good at the beginning, the strategy experience here is what matters!

Have a good game!
Cities: Skylines II - Cities: Skylines Official
Last Monday I said we would be taking a break from these weekly posts due to the lack of concrete news and that we would come back when there’s something to share regarding updates to the game. On Tuesday I received a call from Sweden. It seems there was an overwhelming amount of feedback from you wanting to hear from us developers weekly. Thank you for all the lovely messages, we really appreciate it! So let’s get into it:

Patch 1.0.19 came out last Wednesday and you can find the full patch notes here. More bug fixes will be patched into the game with the first modding support features - code modding and Paradox Mods - as soon as they are ready for Public Beta. Now that’s a Word of the Week I can’t wait to write! Steadily working on the game and bringing improvements to it is now the best way to showcase our commitment to Cities: Skylines II and you the community.

We have been wondering what type of information would be relevant for you to hear about and that we can share freely while waiting for confirmation on the updates for the game. Therefore I asked co_avanya to provide a list of questions we have received since the release that take a bit more time and effort to answer than a quick reply on social media. Together with the team, we looked at your questions about how the Industry and Goods simulation works, and here are the answers.

How do importing and exporting actually work and what are the thresholds for exporting goods?
The city can import and/or export goods when sufficient connections to the outside connections have been created. Some city service buildings also require resources to operate. These buildings can import those resources from outside connections if the companies in the city can't provide enough of that resource. The city’s companies can also import or export resources as they see fit, which depends on many different factors. The threshold for exporting goods is whether the company is able to make more money by exporting those goods or if it earns more profit by selling them to companies in the city. Additionally, when the companies’ storage capacity goes under 50% they start to import resources from outside connections.

So what is the flow of the resources in the city?
Industrial and commercial companies move into the city with starting resources, while storage companies start empty. That way the new companies don’t need to wait for the first resource transportation before they can start operating. The companies won’t get more “free” resources after that so they need resource deliveries to operate. Companies need one or more input resources to work and they can get the needed resources from the city’s industry factors or outside connections. The companies use the employees to generate production and refine the input resources into new resources (output) which can then be shipped to outside connections, other manufacturing companies, warehouses, commercial companies, offices, or directly to households. The new resources will be shipped either directly by trucks or by transporting them to cargo terminals. Cargo terminals can transport resources within the city as well as to outside connections.

Here is an example of wood’s possible production chain. There are three options where to get the wood in the first phase: forestry extractor, outside connections, or a storage that includes wood. One of these options sends the wood resource to a sawmill. The sawmill uses the wood to produce timber. Timber can then be sent to a paper mill which uses timber to produce paper, which in turn can be exported, sent to a warehouse, or sent to a bookstore. A bookstore then stores the paper until a customer comes in and shops there. The bookstore's storage on paper is reduced and the customer’s household gains resources. Households only have resources and do not count individual resource types. This means that they do not look at how much "paper" they have, just only how much resources they have.



An important part of a successful production chain process is resource transportation. The physical resources (goods) are always carried by truck in the end and they’re deducted from the storage when a pickup is scheduled, so trucks don’t travel in vain. When a building spawns a delivery truck to send out its output resource, the storage should go down, but there’s currently an issue with the synchronization, so the resource is deducted before the truck spawns. We’re aware of this issue and looking into a fix, so things are synced up correctly. It’s also worth noting that if the vehicle carrying the resource is stuck then it will despawn and those resources are sent back to the owner's building where it will try to send a new vehicle to forward those resources.

The system tries to always go with the physical transportation of goods, especially when it comes to business-to-business. With citizens the requirement is less strict and they can either go to a place to buy goods or they can basically order them through the teleport (representing online shopping), so to speak. Teleporting is a secondary option but sometimes the agents just can't get to the place they would go to buy their resources and in these cases, the resources are teleported to their household.

What about if the city has a deficit or surplus of some product?
During the deficit, there should be more companies spawning that can produce the resource that is in deficit. If some product is in deficit, it means that the citizens and/or companies are consuming more of that resource than the city is producing. In that case, the city is importing that product more from outside connections which can create more traffic. During surplus, the opposite happens, where the city is producing more of the resource than the citizens or companies are using so the extra products are exported to outside connections.

That’s it for today's Word. Did you enjoy reading more about the inner workings of the game? I’ll come back next week with a new Q&A. We have a handful of other topics in mind that we can cover, and you are of course very welcome to share any game topics or questions you are wondering about. Until then, have a lovely week!

Sincerely,
Mariina
Feb 5, 2024
Spear Song - PTRK
We have updated the demo version for the "Games to be" festival.
List of changes:
  • Added bug report section to the menu, fixing bugs is now easier.
  • Removed the need to double-click on the target to run up-attack, the unit now does everything himself.
  • Added some sounds for the boss Lich One-Eyed.
  • The boss also has the ability to summon weakening totems. Battle with him has become more complex.
  • Revised the mechanics of the areas where the contract is executed. These are now special areas where there is an element of surprise and choice.
  • Units with a long-range attack are highlighted with a special icon.
  • The energy scale is now animated when filled.
  • Fixed the display of the area progress bar.
  • Updated some unit models
  • Fixed several critical bugs
.
Galaxy Pass Station - Dmitrii (Galactic Workshop)
This is a small but very important update! It can greatly improve your experience when playing Galaxy Pass Station for a long time. I am primarily referring to the generation of morning events, as well as the balance related to the number of visitors in the later stages.

Changes and Balance
  • Fixed: In the late stages (after about 20-30 game days), the probability of many events was tending to zero, causing them to occur very rarely. This led to players often seeing the same not-very-interesting morning events, which made the game become a chore.
  • Beautiful and Beautiful 2x (visitors) now increase the beauty of the room they are in by 2-3 times less. Due to the high values, this caused imbalance and sometimes too sudden a spike in the number of visitors.
  • Hotels, bureaucratic desks, and a number of other items are now much less likely to attract new visitors. These items are meant to cope with high visitor flows and have spawned even more visitors, which doesn't really make sense.
  • The massage chair can now be turned off and on like some other items.
  • Garbage and other waste, now spoil the beauty of the room, respectively more reduce the flow of visitors to the station.
  • Increased by 3-4 times the time of availability of flights on the board of flights, so that the player can accept new visitors to the station at any time, so that they always have a choice.
Methods: The Canada Files - LockedOn


File 03 has been written!



The last time I checked in with a devlog, I had just finished writing Chapter 14. Here's what I've done since then.

  • Finished Chapter 14
  • Finished Chapter 15

I'm really glad to finally be done with the writing process (though revisions will likely be made during development). Now everything's a lot clearer. Much more work ahead, but at least the creative heavy lifting is over. I have two very rough versions of the backgrounds I need, two finished sprites, and I commissioned a programming genius to write a python script for me which automatically adds in simple "idle" and "talk" expressions.

Though I'll still need to manually tweak them, getting a rough version of the expressions in so quickly is a huge time-saver. The next big hurdle is sprites and backgrounds!

Until next time!

— LockedOn.

https://store.steampowered.com/app/2063530/Methods_The_Canada_Files/

View the backlog of devlogs here on my website!

Support the game's development on Patreon!

B1700 - 0va

  • Implemented Map, MiniMap and Compass to UI
  • Added Quest management
  • [/u]
Magical Delicacy - Skaule
Dear Friends,

I'm happy to announce that the Demo of Magical Delicacy is part of this week's Steam Next Fest, with a demo that gives you a good look into what's to come. You will be able to experience the beginning of the game, dive into the seaside Town of Grat, and get to know some of the residents.

Additionally, I can announce that the demo, as well as the full game later this year, will be released in the following languages: English, French, German, Japanese, Simplified Chinese, and Latin American Spanish.

If you find the time to play the demo, feel free to express your feedback in the discussion boards or through this Google Form I prepared: https://forms.gle/pRFGgFMa18jNbfSu7

Any feedback is appreciated and helps me to improve the game!

Delivery ahoy!
Steven



Key Features of Magical Delicacy include:
  • Enchanted Recipes: collect new recipes and ingredients through trade, questing, and exploring throughout the town of Grat.
  • Bewitching Appetites: learn an extensive cooking system, allowing for creative choices to fulfill even the oddest orders.
  • Magical Narratives: experience a linear story with many optional encounters and free play opportunities.
  • Charmed Environments: traverse a 2D platformer inspired by Metroidvanias, gain new abilities, reach new areas, and unlock shortcuts.

https://store.steampowered.com/app/2231190/Magical_Delicacy/

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