Hermit: an Underwater Tale - Early Coffee Games


Hello you beautiful people!

We have some amazing news!

We have been hard at work to create a new version of the Demo, more accessible, more fun to play, and with more content than ever before!

The new Demo includes:
  • Tutorial, brought to you by Bromedes the turtle! 🐢
  • Mini levels, featuring crabs! 🦀
  • Objectives, unlocking starfish! ⭐️
  • One boss level, with a giant crab!
  • An infinite level with steam leaderboards to measure your skills against your friends!
  • Skill upgrades shop
  • Shell upgrades shop
  • Three languages: English, French and German!

We made sure the demo is live for the Steam Remote Play Together Fest, which starts Monday!

We hope you enjoy playing the demo as much as we enjoyed creating it!

Wishlist and follow!
https://store.steampowered.com/app/1773740

Sunrise: survival - KorsaiR
Восходовцы! Принимайте небольшую обнову! ;)
- Изменены характеристики большинства стволов
- Доработаны визуальные и звуковые эффекты
- Улучшен античит
永恒幻境 Eternal Dreamland - Super Starfish
-Fixed the problem that when long-press aiming is turned on, the perspective will get stuck when switching firearms while aiming.
-Turn down monster sound effects
-Fixed the problem of sometimes stuck while jumping in the air
-Fixed the bug that caused the firearm to become particularly small or large after adjusting the hand size
-Some small changes
Feb 11, 2024
Cyberlinxxx - Bakaplays


A clarification

Yes, Cyberlinxxx is still in early access.
At the time of release, I made the dumb mistake of not changing the status of the release. Right at the moment I clicked the "publish" button I realized I didn't label it properly.

I'm sorry. This was not intended and I apologize to everyone who thought he would get a full game release. It's absolutely OK if you refund it because of it. It'll hurt my sales but that's something I have to live with.
At least I hope you still had fun while playing. That's the most important part to me.

regards
Baka_Energy_studios

Next up:
Hotfix #02 is being worked on and will be up in the next couple of days.

https://store.steampowered.com/app/2291120/Cyberlinxxx/
Feb 11, 2024
Gradient Flow - Vivi
-added High DPI support
Dinosaurs Dominion - Arcupion Art
Hi everyone,

I would like to share a bit of info regarding the next update! so lets get started


Features in Progress

The next update will feature a brand new playable section of the map, the River View and River Side (Entrance). The integration of these segments adds more length and variety to the map.





In addition, this update will bring a new Player Boost system that, when unlocked, will boost either the player’s stamina or adrenaline, and new AI dinosaurs, the baryonyx and baryonyx alpha. Currently, the baryonyx are still very heavily in the works, however, with the segments done, I can shift my focus towards its integration.



If everything goes accordingly, this update is aimed to be live sometime in February, so be sure to follow this game to not miss out on any news and info.

That’s currently it for this post and more updates coming soon!
You Got Crabs - BefuddleBug
A new crabby update has dropped, and I'm calling it the Crabby Crusty Crabs Update. How about that?

Dive back in and breathe new life into your crab companions with several enhancements that make the crab experience more colorful, joyful, and immersive:

Vibrant Crabs: Your crabs now boast a wider array of colors, reflecting their enhanced happiness and adding a splash of vibrancy to your game world. Remember, colors are an expression of your crabs' resiliency to temperature, too.

Beach Treasures: Discover intriguing new objects washing up on shore, some which are hidden inside boxes that await your discovery. Don't get too excited just yet, though. What you find today is only a hint of the treasures to come.

Save Your Progress: You can finally now return to your sandy sanctuary to find your crabs not only in the same spot, but retaining their colorful flair! (Thanks to my buddy at Screaming Cat Studios for helping to get that system working)

This update is just the beginning, with placeholders hinting at the richer, fuller experiences I have in store.

Stay tuned for more updates coming your way. I'm working hard to bring you additional features that will make your crab kingdom even more enthralling. Thank you for your continued support, and enjoy your newly updated crabby crabs!
Feb 11, 2024
Seal: WHAT the FUN - Snowball


Hey Squads!

We know that the right tool at the right time can tip the scales in your favour although it goes on par with skills and reflexes. So, what happens when you finish a race and then you jump straight into a team deathmatch with guns? You can expect the unexpected in Seal: WHAT the FUN for a what the heck moment full of surprises.

Now we will show you some of the Playtoy concept ideas. We have considered all types and kind of Playtoys and even added some elemental effects for a what the fun experience! Some of our ideas include freezing opponents or pushing them with a good old Toy Blaster's blast. Of course, this, and more awaits you in Seal: WHAT the FUN but that’s a surprise!



Need to freeze your opponent? Not a problem! Use the Ice Toy Launcher, need to finish pending business? Get close with the Toy Blaster! Need to make a skillfully timed long shot? Use the Multi Toy Launcher!



You can expect some crazy situations on matches with various toy guns, where Playtoys, skills, reflex, and timing will be critical factors. Will you be the last one laughing?

Stay tuned for more information and get ready to have a what a funtastic experience once game is out!

Wishlist now!
https://store.steampowered.com/app/2347910/Seal_WHAT_the_FUN/

Don't forget to join our community:

Discord: https://discord.gg/sealwhatthefun

Twitter: https://twitter.com/SealWHATtheFUN

Youtube: https://www.youtube.com/@SealWhatTheFun

Seal: WHAT the FUN Team.
Feb 11, 2024
Ghostbane - uniqversegames
Dear Ghostbane Paranormal Hunters,In the demo version, you can experience single-player gameplay. Our goal is to provide you with the initial impressions of the game and gather feedback about Ghostbane. We are very close to the full release, but we want to progress and improve the game based on your opinions.
In the demo content, you can observe the overall flow of the game and contribute to our development process. Various bugs and performance issues you may encounter at this stage can affect your experience. However, the game will be continuously updated to address these issues and enhance the overall experience.We look forward to your contributions!


Best regards,

Ghostbane Development Team
Feb 11, 2024
Cepheus Protocol Playtest - Dark the Great
Carrier Progress:



https://youtu.be/TlVvlSvgDaM

The carrier kinda slapped us around technically as we worked to implement and R&D it on the fly. Here is the remaining list till we can wrap up this card on the roadmap.CERC/Doctrine revamps that i posted about a few days ago on the Discord announcements.
  1. Docking at Ports
  2. Death Condition tied to the Carrier and not Winters
  3. Winters is now a rebuildable Hero at the Carrier
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library.
It is no longer a beta opt in but an entirely new game granted when you purchase the base game.


Patch Notes
(Click Show details for a full breakdown of the changes)
[expand type=details]
  • New Water Shader
  • Updated LHA6 Materials slightly and Added rotating Radars.
  • Fixed Merlins not 'remembering' they were carrying a vehicle when saved/loaded
  • Carrier now properly filters FinalMoveCommandOverrides to *also* be at water height (otherwise in some situations, giving move commands could cause the Carrier to ascend in place)
  • Fixed a math issue that could cause the Carrier to turn the 'wrong way' to avoid hitting something, if it detects that it's between two obstacles (the math made it pick the distance towards the *shorter* gap, which was wrong!)
  • Fixed a separate math issue that could cause the Carrier to do an unnecessary extra 'boat forward turn check trace' when it has decided already that it wants to turn left
  • Resolved units being registered for perception queries *BEFORE* registering on their team, which resulted in a lot of 'useless' queries clogging up perception
  • TUGS overhauled to no longer use sphere traces (in a submitted savegame, this cost about .25ms per TUGS: a submitted save with about 8 TUGS had ~2ms in TUGS scan costs!)
  • TUGS Optimized
  • Commit of shell casing 'cull cases' (Weapon owning pawn LOD above 1, or weapon mesh not rendered, will result in no casing FX being spawned)
  • Crashfix for rare situation when saving when a FactionManager is (somehow) invalid
  • Carrier Unit Recruitment Added
  • mprovements to unit movement when being recruited from the Carrier
  • Fixed Chelsey/LT AI registering with Perception before they've registered with Factions
  • Fixed a typo on the hovertip when hovering a SRP
  • Added a mouse-clickable close button to the Diplomacy dropdown menu
    lowered volume of FNSCAR gunshot to match the rest of weapon sounds
  • Fixed Leviathan+Little Buddy AI registering with perception too quickly (resulting in excess perception queries)
  • Fixed Leviathan using some old 'find infected zone' logic that no longer works (resulting in 'wandering around same place' instead of moving between zones that have pods)
  • Fixed Leviathan having stimuli/perception active while burrowed (itself a source of other oddities)
  • Some improvements to Leviathan AI debugging to try to better figure out what he's doing
  • Early cleanup of FPS Crosshair
  • Fixed up Operator not properly being immediately controlled when loading a save when you saved while controlling said Operator
  • Unhooked a debug string from the master anim BP
  • Added the ability to toggle TUGS Tunnel Detection (this is saved/loaded, too)
  • Updated hovertip for the TUGS tunnel toggle ability
  • Stinger Missiles will now self-destruct if they miss their target.
  • Adjusted rally point setting for Carrier to try to stop situations where Carrier-recruited soldiers start moving past where they should to the point that they get 'stuck' on railing
  • More adjustments to the Treasure Island boat spline to try to address issues reported here: https://discord.com/channels/469412014427602944/1198208311535870083/1198208311535870083
  • Added Damage Resist types for Civilian Walls+Tents that are very weak to heavy melee (i.e. Juggernauts+Leviathans)
  • RIM-116 updates.
  • Updated Leviathan 'valid checks' to no longer be blocked by 'sphere components' (such as the Barracks' ammo restoration radius, etc.)
  • Updated units to have a 'bReducedThreatFromStructures' value, and shut this down for Juggernauts, BlowUpGuys, etc. much less likely to ignore walls
  • Added a 'proximity success' for AI 'wall targeting', due to the walls not triggering the relevant trace (traced for with Bullet trace, which player walls ignore!)
  • Juggernaut AI improvements so he doesn't get as confused by walls
  • Removed the 'mouse position fix' when switching cursors, since it may not be needed anymore and it may be responsible for the bug this guy has: https://discord.com/channels/469412014427602944/1199822009807413298/1199822009807413298
  • Removed some old Open World Minimap variants
  • Cleaned up the Open World Minimap image to no longer have the static Carrier on it
  • Fixed some mesh tick optimization that wasn't unified properly for units that were hidden in Fog of War
  • Updated Leviathans to animate properly when attacking while in Fog of War, making them effective when Chelsey deploys them against civilian faction camps
  • Fixed issue with trees not clearing after landscaping in presidio.
  • Shotgun spread values improved
  • More improvements to proxy movement base movement/Carrier recruitment to reduce cases of units 'wandering to the edge of the boat'
  • Fix to recruited units not properly recognizing they're on a boat when finishing exiting the door
  • Set up the Carrier to no longer be killable via Delete Selected Units (DEL key)
  • Move doctor loop for Proxy-movement following on the Carrier to resolve situations where units 'bypass' their follow target and just keep going
  • Improvements to save/load of units on Carrier: should stop incorrect move orders for characters on load who were saved while moving
  • Fixed the Carrier having a weird 'radar dish silhouette' if you mouse over it while not having it selected
  • Added some safeties to the Unit Preset dropdown entries, to stop issues from occurring when a preset references a no-longer-valid weapon
  • Slight improvements to Unit Recruit Preset response to 'missing' weapon template(s)
  • Fixed a crash with CheckAddFlashlight() being called when someone has an invalid or unfilled weapon
  • Fixed player getting the wrong error message when trying to enable the Civilian Evacuate order when an Evac Helipad was in the Zone, but no Holding Area was built
  • Added a 'Upgrade Shop' (for turrets so far, for now)
  • Added the two CIWS turret mounts to the shop (Mast and Stern)
  • Fixed Field Turrets having an RPM of 5.5 (that's ridiculously slow: set it to 650, equivalent to a SCAR, as a stopgap)
  • Added repair aspects to misc assault structures
  • Health increased to 140 from 115 for standard infected
  • Updated garrison seat data in most vehicles to match the new setup
  • Added fix for Juggernauts bypassing Custom Game settings
  • Added proper disabled text for being unable to toggle a helipad to Evac mode when all evac pad slots are taken up
  • Fixed Ammo Tent not providing supply to vehicles
    -Boats
  • Fixed a turning issue with HandleWideTurnToTarget that could sometimes cause Left Turns to be incorrectly assessed
  • Fixed the Scan Tower not having the correct button image assigned to it
  • Progress commit for boat 'Water Transition Points' for LCAC amphibious movement
  • Early logic for transferring from water-to-ground: not perfect yet, since LCAC won't remember its initial land move order, but this can get it onto ground, from which you can give it additional orders
  • LCAC can remember its land-based move target now when transferring from water to land
  • LHA6 garrisoning logic added so it can garrison and degarrison LCAC (visuals ain't perfect yet)
  • Fixes for LCAC 'transferring between land/water' modes and sometimes freaking out and using the wrong Character Movement state
  • Added and implemented LHA6 movement audio
  • Added 'lerp into garrison' logic, and used that for LHA6 garrisoning boats (so LCAC benefits)
  • Fix for a crash with boat traces (this reveals an issue with boat traces and behavior that needs dire fixing on Monday)
  • Updated Water materials and added Boat wake effects to the LHA.
  • Created and assigned custom attenuation for LHA6 movement sounds
  • Adjusted LHA evac points to more realistic locations.
  • infected base health increased by 10%
  • Fixed LCAC vehicle AI often failing to turn on ground
  • Fixed LCAC to orient rotation to movement
  • Fixed a turning issue with Water movement that could 'break' left turns
  • Added 'degarrison from within another garrison' logic for use by the LCAC while it's docked within the LHA6
  • Fixed some mouse/cursor interaction with LHA6 when you have a regular soldier selected
  • Made adjustments to default nav mesh to solve some issues with oddities on the water
  • Added transition points for hover craft, will be adding more beach points soon
  • Changed Infected Raven material to no longer produce Glass effects when hit.
  • Fixed a mouse-case that stopped helicopters from being able to move when trying to move from a right-mouse click on the Carrier
  • Added a beachhead to North Western edge of Angel Island
  • Fixed a math issue that caused proxy movement logic to navigate to the wrong spot if the proxy movement base had multiple meshes (since it now has multiple meshes, due to elevators!)
  • Added a beachhead to the northern wetlands of treasure island
  • Added bottom-of-screen widget for LHA6 'docked boats' garrison display
  • With support for degarrisoning units from any docked LCACs directly onto the LHA6 elevator
  • Set LHA6 Speed to realistic value of 1131cm/s (22 knots, 41kph)
  • Turned off gas usage for the LCAC for now, since refueling them at sea should they run out is not resolved yet
  • Fixed math for 'lerp into carrier' logic when LCAC enters LHA6 (was causing it to move too fast)
  • Fixed up calling GarrisonUnit from a vehicle onto a unit when that unit hasn't yet set that Vehicle as its GarrisonActor (now that gets set inside said function, ensuring both units run their proper logic)
  • Added logic to make LCACs recruited at the LHA6 to auto-enter its garrison
  • Updated LCAC hovertip to better indicate its ability to move on land
  • Updated LHA6 recruitment of LCACs to indicate that they get garrisoned into the Carrier upon assembly completion
  • Disabled the free LCAC the player gets when starting up a fresh file in the Open World Master
  • Fixed the LHA6 shop confusedly getting both turrets and soldiers if you open turret before soldier
  • Updated deletion of units via DEL keybind to not allow deletion of those flagged as 'bSpecialUnits' (previously blocked boats and only boats)
  • LCAC can now be deleted via deletion keybind, without LHA6 getting deleted
  • Marked Winter as a special unit as well, for now, so she cannot be deleted via the delete units keybind
  • LCAC 'leaving land' now uses some additional logic to try to move closer to a nearby boat spline (so it doesn't get 'caught up' going the wrong direction)
  • Fixed the LCAC potentially going the 'long way around' when having moved from land onto water and now moving along the water towards the move target
  • Adjusted the Carrier capable of repairing vehicles and helicopters that are on-deck
  • Adjustments to repair logic to allow Engineers to have much less struggle in repairing player walls
  • Added fix for LCAC's Degarrison Button not properly updating if you have it selected when it has units garrisoned *and* it transitions between land or water (since it cannot degarrison while on water)
  • Fixed the water effect from the LCAC BP to also not be playing if we're on land
  • Updating the stuck response for LHA6 to not fire off as easily so it doesn't teleport all over the place
  • Updated LCAC stuck response to move back utilizing normal from impact, if valid, instead of just moving backwards along its own forward vector (so it shouldn't get stuck behind LHA6 as often)
  • LCAC should more reliably recall whether it is on ground or water now when loading (and hopefully fix some edge cases too)
  • LHA6 'bump into landscape' safety extreme measures reduced: pushes away now, rather than merely warping away
  • LCAC boat radius reduced to a more reasonable size
  • Raised LCAC ground/trace trace points to improve overall movement
  • Set Water collision to also block wheel traces for LCAC.
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates
[expand type=details]
https://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
New Roadmap system
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development
[expand type=details]
Everything goes towards expanding the team and building a better game!
Consider Supporting us on Patreon

Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]
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