Feb 8, 2024
Living with temptation CLASSIC - leonizer
As some of you may know, we're building something unique - an alternative version of Living with Temptation called American Sunset. This new project will utilize already-created assets (text and images) mixed with a crazy amount of new content produced exclusively for this game version.

  • new scenes adding many more details and tension to the story we are all familiar with
  • switch from a mundane stat builder into a quest base game with a friendly hint system
  • massive gameplay overhaul and switch from a 24-hour system to 5 decisions per day
  • completely redesigned daily interactions with girls, including new outfits and actions
  • introduction of new characters, including Justin’s sexy new publisher, a gym coach and more
  • all the locations we have in the game are animated, and most have day and night versions
  • impressive new work system, making Justin’s writing tasks much more interesting
  • Updated and improved images and animations for the content from the original game
  • everything coded in RENPY with dozens of save slots, options to roll back time and more

So it will be LWT... written absolutely from scratch, in a new engine, with new gameplay, scenes and characters and better visuals. It will include all the content we've produced for LWT to date, plus additions. Select old scenes will be expanded, and new scenes will be added…

https://store.steampowered.com/app/2834110/Living_with_temptation_American_sunset/









I think about AMERICAN SUNSET as a service, not a product. That means there are ambitious plans concerning the new content we want to implement into the game. New characters and locations, unique new plot lines (some of them inspired by our hardcore fans), cameo crossovers with girls from our different games and much more.









Having that in mind, I would like to ask for your opinion:

I have been thinking about how to release AMERICAN SUNSET on STEAM for a very long time. After weeks of deliberation, I've finally come to the following conclusion: to release AMERICAN SUNSET as a new product that needs to be bought separately, with a significant discount for players who already purchased LWT with LUSCIOUS SECRETS expansion.

PROS
  • I can keep the old game and call it LIVING WITH TEMPTATION: CLASSIC. So you can play both the game's new and old versions.
  • This would avoid a massive mess in the community hub, where the discussion will mix between the CLASSIC and AMERICAN SUNSET games.
  • In addition, this will allow us to implement all STEAM goodies like ACHIEVEMENTS, BADGES, CLOUD SAVING, CONTROLLER SUPPORT and STEAM DECK compatibility.
  • And with the game structure simplified, we will be able to add more content in the future. The first, full version of AMERICAN SUNSET will include all the main scenes from our LUSCIOUS SECRETS expansion, meaning we won’t have to split everything we prepare between a BASE and EXPANSION version of the game.
  • We'll focus mostly on regular free updates

CONS
  • some players might not be happy to pay for a new LWT that has a lot of the same content they’ve already seen (though improved). However, I'm sure the wonderful modifications we've implemented, the new materials and regular updates will eventually convince everyone that it’s worth it. Moreover, we'll give a significant discount on the new game for all players with LWT in their library.

So please let us know your thoughts about this approach. I believe it's the best option possible, and I promise you that every dollar spent on American Sunset will be worth it.









https://store.steampowered.com/app/2834110/Living_with_temptation_American_sunset/
Final Stardust: Cosmic Nexus - Nour Saidana


NEW DIRECTION
Not even 2 months in and the battle system is a different beast already. The new Steam trailer will be postponed until some of the new mechanics are added so it can reflect the actual state of the game (since the game changed a lot from release). I tested so many mechanics since launch so it was chaos for a while. However, I think that now I have a clear vision for my what I want and all the future changes will go in the same direction.

First, all the card types will be removed, and only Plano cards will remain (a small exception with Mazais). Cards like Saiments for example have effects that can be triggered by Planos themselves. I also think that focusing on Planos only will force me to come up with more interesting/original mechanics. The more you play Final Stardust the more you will realize it's just a monster taming game but with cards. Since there is a limited card pool (100 Planos + 100 variants) most of the focus will be placed on mechanics. I think the game will become even simpler but you will have more "playstyle" options overall. More on that below.

To keep the casual approach, my final goal is to reach a point where the player does nothing but place Planos and let the magic happen. It might seem like it's going to be more boring that way but the game flow will improve drastically. Don't listen to me, just give it a try.

IN-BATTLE TUTORIAL
With all the stuff that I talk about, I can understand how most people can be confused (especially if you don't read any of these posts or aren't in the Discord). This is why I will slow down the work on mechanics and work on an in-battle tutorial for the next patch. Even if not all the mechanics are present, I think the basics should be enough to get people going.

UPDATE
Upon loading, your Saiments and Mazai cards will be automatically deleted and replaced by Gold Stardust plus Blue Stardust. In the next patch I will remove Spells and Eishougis. All the Planos are now available in game and crafting was added. Celestial Planos can only be obtainable via crafting. Dark variants of Celestial Planos will be unlocked later via the Astral Link levels. Keep in that mind that not all Planos have an effect yet, especially with the Overdrive.

FIRST MECHANIC
The new mechanic that was implemented this time was the "Random" field effects. The previous Mazai cards were a bit useless most of the time, so I decided to rework the whole mechanic. Now, each battle will have random field effects that will activate after a certain number of turns. The number of turns are also random (either 3, 6, or 9 but the positioning is random). These Mazai cards can't be collected, they are only present in battle. Since I just added the mechanic, there are only 3 Mazais that rotate. Penetrating the enemy defense is usually the most difficult part, and this will become more apparent when Spells and Eishougis will be removed. Therefore, I added Mazais that destroy Planos. I tried to prioritize the losing player in terms of conditions to always favor comebacks.

Mazai effects happen at the end of the turn. I am not sure I want to have "continuous" effects that work all the time since I think it'll add a good amount of complexity and interfere with the "simple" design I am going for. In case it's not clear, Mazai effects work in lanes (all the Planos on the left, all the Planos in the middle or all the Planos on the right).

NEXT MECHANICS
These are the next mechanics that will be implemented.

1) Random slots. The overdrive effects are triggered when a Plano is summoned in the middle slot and it usually impacts the side Planos. However, I am thinking of randomizing slot positions at the beginning of the battle, like I did with Mazais. So when an overdrive triggers it'll specify a "type" of slot to impact and that slot can be in any position. I know it's confusing so I think it's better to wait until you see it in action.
2) Another idea is to use Planos as Spells. If you use a Plano that doesn't work as an evolution, it gets detected as a Spell instead and it just triggers its effect on the slot. This means you sacrifice a Plano in your hand to impact a Plano on the field (triggering the effect of the sacrificed Plano, for example). Just an idea for now.
3) With Mazai effects having such an important role now, I might add the option to attack them too (to counter their effects).
4) Elemental skills. This will be similar to the Yu-Gi-Oh Duel Links skills and it'll be a specific effect that triggers at the beginning of the battle. This can help with diversity especially when the different AI Astral Link levels are enabled.

NEW QUOTE
In the future, the main quote will change to "Choose your element(s)". After a lot of experimentation, I realized Final Stardust will be about combining elements and not just picking one. This will be more and more obvious when all the Plano effects are implemented.

  • FIX: Fixed an issue where Mahgi decreasing after being increased led to weird values.
  • FIX: Fixed an issue where the Harimoru line effects didn't work.
  • FIX: Fixed an issue where the battle doesn't end after reaching 0 MG via a status effect.
  • FIX: Added a security check when opening deckbuilding to remove duplicate entries.
  • QOL: Cards in deckbuilding are now sorted by space counters.
  • INPUT: The extra settings UI in battle can now be closed with the right click.
  • UPDATE: Saiment and Mazai cards in DECK are now removed from your deck and replaced by 100 gold stardust and 10 blue stardust per card.
  • UPDATE: Saiment and Mazai cards in STORAGE are now removed from your deck and replaced by 100 gold stardust and 10 blue stardust per card.
  • LOGIC: Changed logic for Plano death.
  • LOGIC: Reworked evolution logic for Celestial Planos.
  • LOGIC: Level 4 Planos can now be summoned directly.
  • LOGIC: Deckbuilding UI can now be left even if the deck isn't complete yet.
  • LOGIC: Added a check to verify that the current deck is valid (20 cards) before starting a battle.
  • LOGIC: Added a battle over check in the end phase.
  • LOGIC: Removed all logic related to Saiments.
  • LOGIC: AI now only has one state to choose which hand card to use.
  • VISUAL: Changed count display of deck cards in deckbuilding UI.
  • VISUAL: Added Plano images in deck cards (deckbuilding UI).
  • VISUAL: Added an animation for loading similar to the saving one.
  • VISUAL: Changed Plano death animation.
  • VISUAL: Removed Plano evolution animation.
  • VISUAL: Changed the victory text animation at the end of battle.
  • VISUAL: Removed Saiment filter button in deckbuilding.
  • VISUAL: Changed deck icon in cutscene UI.
  • VISUAL: Added a warning icon in cutscene UI when your deck isn't valid for battles.
  • VISUAL: Reworked card layout.
  • VISUAL: Removed category ID and Type for card preview info.
  • VISUAL: Removed deck details from starter deck info UI.
  • VISUAL: Removed deck details from cutscene deck info UI.
  • VISUAL: Removed deck details from deckbuilding.
  • TEXT: Changed Fenroar (001) effect description.
  • GAMEPLAY: Added crafting mechanic.
  • GAMEPLAY: Changed AI to summon the weakest Plano in hand to favor evolutions.
  • GAMEPLAY: Overdrive now doesn't work for higher stages summoned without evolution.
  • GAMEPLAY: The opponent can now start first too in battle.
  • GAMEPLAY: Delete Dreadshadow & Hexbane status effects.
  • GAMEPLAY: Changed Maikuji effect line to inflict Shockwave instead of Dreadshadow.
  • GAMEPLAY: Added the new Mazai field effect mechanic.
  • GAMEPLAY: The kooroga line has a new effect that drains the opposing Plano of 1000 HP per level and gain the equivalent as EP.
  • GAMEPLAY: Changed the Ihebi line effect to automatically get the first Plano it finds without opening a selection UI.
  • GAMEPLAY: Changed the Muroni line effect to increase the EP by the sum of all Plano levels on the field.
  • SETTINGS: Changed card preview's default settings to false in battle.
  • CONTENT: Removed Saiments from Booster packs.
  • CONTENT: Removed access to Mazai cards.
  • CONTENT: Added the elemental robots to booster packs.
  • CONTENT: Added the strongest (level 4) elemental Planos to booster packs.
  • CONTENT: Removed Saiment and Mazai cards from all Elementalist decks (x21).
  • CONTENT: Removed Saiment and Mazai cards from all starter decks (x4).
  • CONTENT: Added 3 new Mazai effects (03, 14 and 16 IDs).
  • BALANCING: Nerfed the Saijin line to exclude itself from the count.
  • BALANCING: Capped Kunshukuma's effect at 2000.
  • BALANCING: Tsunkame line effect buffed by 100.
  • BALANCING: Nerfed Nueko line effect from 1000 to 700 per level.
  • AUDIO: Decreased SFX volume.
  • AUDIO: Increased OST volume.
Animal Trainer Simulator - Games Incubator_Team
HELLO PLAYERS! 👋

We are happy to announce that the demo version of Animal Trainer Simulator is a part of Steam Next Fest February 2024 Edition! 💪

You can play our demo right now! Just go to the Steam page, and you will see a green banner, hit the "Download" button and start your adventure! ⤵️




Play now and leave us some feedback, we really count on your suggestions and ideas. 😊



Animal Trainer Simulator: Prologue
Remember about upcoming Prologue! Animal Trainer Simulator: Prologue will be a free version of the upcoming full game. Prologue is part of our release plan for Animal Trainer Simulator, so we encourage you to add it to your Steam wishlist now so you don't miss the release.

https://store.steampowered.com/app/2202220/Animal_Trainer_Simulator_Prologue/


Join our Discord! 👇


Have fun!
Animal Trainer Simulator Team
Feb 8, 2024
Shatterline - BlownGasket_Frag_Lab
  • Fixed issue for Steam Deck where the game was stuck on the loading screen.
Community Announcements - kyohei-ota
Thank you for playing "Atelier Resleriana: Forgotten Alchemy and the Polar Night Liberator"

The new Wish are now available. For more information, please check in-game Announcements.

Thanks for your support, and please continue to enjoy "Atelier Resleriana: Forgotten Alchemy and the Polar Night Liberator"
Warface: Clutch - Runabel
Hi everyone!

Aiming to improve the match-making times, we’ve temporarily created a common pool of PvP channels. It is an experiment that will last for two weeks until the maintenance on February 22nd.

We’ll be closely monitoring your feedback and the game stats to decide if the change should remain on a permanent basis or be reverted. We’ll be sure to share the results of the experiment with you before February 22nd.

The change applies only to the standard PvP channels. The rank restriction for Ranked Matches remains.

Stay tuned!

Discuss on Facebook
Discuss on Discord
Community Announcements - 张亮002
1. New galaxy: Delta galaxy
2. New core: Great Demon Mentor
3. New achievement: Delta
4. Fix the bug where the "load carrier" was initially unable to equip with satellite rays and storm attacks
5. Fix a bug in the initial inability of the "Magic Ship" to equip some units
6. Reduce the damage growth of "catapults"
7. Fix the bug where "random" cores can only be randomly assigned to the top ten cores
8. Fix a bug in the warehouse where not equipping the synthesized unit would result in mechanism loss
MagicArchitect_IntoDisaster - fluffysheep
If you'd like, please play the game.
If you find any bugs, please report them!
By the way, it's intentional that some character images are yellow!
Feb 8, 2024
东方崛起 Playtest - 我爱云云
内存优化
A Game´s Tale - Sam P
Thank you for watching, I hope you enjoy A Game´s Tale, a game where you play tactical battles in uniqe maps while you are traveling though a fantasy world solving the mystery of why we play.


Let me a follow and a wishlist, thank you, but more importandly let us have a good time :)
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