Feb 11
Mouse Curser - capsulecollapse
  • Fixed bug with map possibly being too wide
  • Map is now scrollable
  • Fixed map icons missing / behaving strangely
Baldr's Squid Isekai: A Parody - manlymousedan
DepowerBall - Mega Power Games
  • Fixed a bunch of UI bugs with the party system as a result of the PlayFab lobby upgrade. Still some smaller bugs to address but will do so when I can easily recreate them.
  • Fixed some backend calls taking place on the server
  • Fixed statistic recording/displaying on both online/offline
  • Fixed pause menu race condition
Let's Learn Lingít - letslearnlingit
Now incorporated are AUDIO CUES in the showroom. Have fixed numerous errors in the process and there are now audio cues in the first half of the showrooms (3100 audio cues so far). Kindly reminding everyone I am a beginning speaker trying to lay a strong programming foundation.

I will work on doing videos of the Say it in Tlingit phrases next and will eventually incorporate these audio and video cues right into the glossary. Those videos are linked on main page with the excel sheet.

Still not sure how far I am taking this, just know I am a Tlingit man that doesn't know how to speak the language and am going to keep pushing this until I can say I put my best foot forward. Gunalchéesh for joining the journey with me :)

If you want a direct copy of the application you MUST email letslearnlingit@gmail.com and make that request.





Cut the Cards - cafebeef
Hello again everyone!

As promised, here is the fleshed-out Elluin (non-final draft):


Elluin have teal skin, a lanky body, and are about six to seven feet tall when fully grown. They are nimble hunters who spend most of their time high up in trees, watching down on prey with their sharp eyesight, waiting to strike. Their favorite weapon is their famously hand-crafted longbow, and they've mastered the art of extracting poison from local flora and fauna to add to their arrows.

This week, I've been spending most of my time working on the main menu -- boring, I know. But here's a fun animation I added to it!


I've also set up a wiki! It's mostly for my own use in planning the worldbuilding and keeping everything consistent, but it's all publicly accessible. I'm planning out the settings menu here. Please drop a comment below if there are any settings you'd like to see that aren't yet there!

Finally, thanks to Akihiro Sakurai for sharing my game with the Japanese audience at Automaton Media, and thanks to everyone who has signed up for playtesting already! We're still on track for the closed beta being ready by the end of March, and I'll be closing the form a few days before the playtest begins. I'll be back next week with some updates on the elemental system!
No Water in Hell - the_sammer
Some features where added to help with accessibility such as to address colour blindness issues and making more progress on controller support for those who need one. And other accessibility adjacent / game design features where added.
  • Shadow effect when player is jumping
  • Added mini map (Open by pressing M on the keyboard or press right stick button on controller)
  • Controller support in menus (controller support is still experimental / work in progress)
  • Increased size of cursor
  • Changed colour / art and added colour variants of enemies to help with visibility
Other changes include:
  • Potential fix for bug where items would drop from enemies much more frequently than intended on some users hardware
  • Added VFX for Leviathan ground slam attack
  • Misc. fixes
We will continue to improve the game with accessibility in mind, but if there are issues you've found while playing please let us know in our Discord, Community Hub, or Reviews!
Call of Zadeus (formerly Mage Tower) - Super Mega Games
Balance Changes:
-Upgrading Poison Daggers now increases its Enflame damage by 1 instead of 3.

Bug Fixes:
-Fixed a crash bug that could happen if you shot arrows at an Intricate Web that's the only monster left on the monster board.
-Fixed a bug where Shooting Stars would display the incorrect damage values.

Rolling Line - Franks


One of the main icons of railways: roundhouses!
Despite turntables being added to the game already, they have always been missing a proper system for creating roundhouse buildings. You can always make them with props, but this is a tedious and difficult process, so this update finally adds a solution!

You can now dynamically add roundhouse buildings to turntables, and their shape and size will automatically be scaled to fit the shape of the turntable. You can customize the style of the roundhouse (like door types, roof types, colors, size, etc) and even add multiple different types of roundhouse buildings to a single turntable.

Adding a roundhouse to a turntable

When pointing at a turntable, use the right-hand popup option to open the menu for editing the turntable options. From here you can access a new menu for editing roundhouses:



You will then see an empty list. You can add multiple different roundhouse buildings to this list, which is useful for when you need more than one size/color of building attached to a single turntable. Click "add new" to create a new roundhouse building.



Editing a roundhouse building will give you a bunch of options, like the style, shape, colors, etc:



The start/end index options are used to control how many exits of the turntable are covered by the roundhouse building. For example, in this screenshot the roundhouse runs from exit 8 to 14:



You can also customize things like the height/length of the roundhouse building, and change the "offset" (the distance which the building is placed in relation to the edge of the turntable):





There are lots of different model styles for the doors, walls and roof (and of course the doors can all be opened!)



There is also now a new drawer (track -> roundhouses) which contains some example turntables with roundhouses already attached.



This update also includes a couple of other small things:
  • Fixed a bug relating to the collision on turntables not behaving correctly when some track styles were used.
  • Added a setting to enable/disable the "train rotation smoothing" effect. This effect makes your view smoothed when driving a train around corners. This setting is in the "pause menu -> gameplay" menu.
Apprentice Arriving - Emerald
LIST OF BUGS THAT HAVE BEEN FIXED:

  • Fixed: Pickup symbol not disappearing
  • Fixed: Multiple Loot Actors
  • Fixed: Enemy and NPC icons on the Minimap didn't work properly
  • Fixed: Enemy Loot Spawning
  • Fixed: AI not going back to duty after getting hit by player
  • Fixed: Dialogue with Soldier Garris
  • Fixed: Enemy Loot Container that was sometimes empty but still spawned
  • Fixed: Fixed Loot Spawning
LIST OF SMALL ADJUSTMENTS WE MADE:
  • Increased Balver Rotation Speed
  • Reduced volume of a few UI sounds
  • Corrected Combo Table Sequence UI
  • Added mastered ambient walkaround sound
  • Improved performance
Megacopter: Blades of the Goddess Playtest - megacoptergame
  • Art: Update final boss projectile art/animations and add shadow.
  • Gameplay: New AZ-TECH Altar upgrade. Soul feast level 2 improves life rewarded for kills from bio.
  • Gameplay: New AZ-TECH Altar upgrade. Flare invincible upgrade - ignore damage 1s after flares.
  • Gameplay: New AZ-TECH Altar Upgrade: Xiuhtecuhtli missile. Fire and guide with huge explosion (WIP).
  • Gameplay: New AZ-TECH Altar Upgrade: Obsidian Strike. Stuns mechanical enemies on screen (WIP).
  • Gameplay: Prototype ability for Xiuhtecuhtli missile. Cost is set to 0 blood orbs for testing.
  • Gameplay: Prototype ability for Obsidian strike. Cost is set to 0 blood orbs for testing.
  • Story: Add conversation in megacave when final mission is unlocked.
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