Feb 13, 2024
Pioneers of Pagonia - Katharina (EE)
Dear Pioneers,

We are thrilled to announce our new Pioneers of Pagonia update! After we celebrated the successful launch of Early Access in December 2023, we have been able to spend some time working on updates and improvements.

What's new?
  • Unit Selection Menu
  • Attack Move Command
  • Claiming at Tower and Garrison can now be paused
  • Farmland can now be moved closer to the forest
  • Improvements in Map Generation and UI
  • And many more!
Find the full list of changes in the patch notes below.



Developer Notes

Thank you for your support and the vast amount of positive comments and feedback we have received since our Early Access launch in December 2023. We are truly grateful for our dedicated community!

Currently, we are collecting all of your feedback online. Our list counts more than 400 different suggestions and ideas. So it will take some time to discuss all of it and decide what is coming next. (Believe me, there are some really cool things coming!)

At the same time we are working on major new content updates. We will give you more details about it soon. Stay tuned and keep the feedback coming. This really helps us to improve and make Pioneers of Pagonia the best game it can be.

Unit Selection Menu
First up is the new unit selection menu! For example, by clicking on a guard, you'll get more info about its duties, abilities and to which building it belongs. Quite neat, isn't it?



More Tooltips
This feature also comes in handy for your hunters! You are now able to see the reason why an animal / a unit died. Which helps judging your hunter's efficiency and provides more info on what's happening in the game world.



Unit Follow Button
With the unit selection menu comes the new follow button as requested by our community! By clicking on the little circle on the right, the camera follows the unit automatically. Now it's much more fun, observing what your Pagonians are up to!



Attack Move Command
This feature was also highly requested by our community. We included a separate attack-button, which enables the player to send their military units to any explored area without range limitation. Also, your patrol point won't be changed and your units will return to it once that battle is done.



Now, fighting Pagonians foes will be more organized. Get your weapons and armor ready!

New Attack Move Command Button (sword icon)

Pausing Territory Claiming
One more major improvement is, that the claiming of territory can be paused. Hooray! No more guards serving as a little snack for hungry werewolves. :) Your guards can now chill in their safe place, while soldiers and fearnaughts do the dirty work. Border Stones will automatically be carried to other buildings, when claiming is stopped.

Claiming territory pause button

We hope, you enjoy these improvements in your next game session. See you in Pagonia!

Pick up the tools, Pioneers. There is still so much do to!
Your Envision Entertainment Team



Patch Notes 0.3.0

Improvements

Gameplay

Unit Selection Menu
  • Get a description and traits for the currently selected unit
  • See which building the unit belongs to
  • Lock the camera to the unit and follow it around the map
  • See the reason a unit/animal died
New Attack-Move command
  • No range limitation, can attack any explored location on the map
  • Allows to command units to a location without modifying the patrol point
  • Units will return to their patrol area afterwards or if the command is cancelled
Claiming at Tower and Garrisons can now be paused
  • Redirects border stones to other territory buildings
  • Enables guards to stay in a safer area if wanted
  • Player units will now also attack enemies on sight inside your territory while they walk on paths to travel to their territory building
Farmland can now be placed closer to the forest

Map Generation
  • The chosen locations for enemy camps has been improved
  • The chosen locations for objective locations have been improved
  • Improved placement of roads and buildings in NPC villages
UI
  • Top bar: Balance of homes improved
  • A tooltip now explains how much space is available and which unit types occupy how much of it
  • Available space in residences, construction camps, military camps and trade camps displayed
  • Top bar: Population section improved:
  • Newborns per minute displayed
  • Amount of comfort meals consumed per minute displayed
  • Average comfort meal quality displayed
  • Improved UI for supply objectives with multiple locations to avoid confusion:
  • The amount of locations is displayed in the objective
  • The amount of commodities needed at each location is now visible in the “stock” section
  • The default language of the game is now the language selected in Steam and no longer the Windows system language
  • UI icons are now of better quality in lower display resolutions
  • Various UI improvements
  • Demolishing farm fields does no longer need the confirmation of a warning prompt
Visuals
  • Improved work animations in several buildings
  • Added foliage to hunter building
  • Corrected the flag location for cottages and residences
Misc
  • Improved loading code to be more robust and have less crashes
  • On Geforce NOW, game settings are stored in the Steam cloud
  • Improved audio mixing
  • Changed release numbering to start with a '0' to reflect early access nature of the game
  • Improved crash reports for nVidia GPUs
Fixes
  • Fixed: Some reachability issues for POIs that could not be connected to the road network
  • Fixed: Foundation of windmill and bakery clipping through scaffolds and builders
  • Fixed: Removed unit “Forest Worker” from unit HUD as it is unused in the game
  • Fixed: Missing animation of status flag at trading buildings
  • Fixed: After merging with a NPC faction, sometimes units got stuck
  • Fixed: Roof of armor smith had some visual artifacts
  • Fixed: Adjusted farm work radius to only work on fields within shown range
  • Fixed: Removed flickering ground decal at signal tower
  • Fixed: Changing a value in the building menu away from infinity works now consistently
  • Fixed: Some Guards got stuck if they ran out of territory to claim
  • Fixed: Some Explorers got stuck if they ran out territory to explore
  • Fixed: Removing notifications via right mouse button is now instant
  • Fixed: Removed heightmap aliasing issues in map generation
  • Fixed: Avoid cases where NPC factions would spawn without an economy
  • Fixed: Fixed rare crash during road deconstruction
  • Fixed: Addressed some foot sliding during run animations
  • Fixed: Victory screen was shown too early on the first map in some circumstances
  • Fixed: Once a NPC faction merged, miners did not start working even if nutrition food was present
  • Fixed: Fixed a crash that occurred during map generation with older AMD graphics drivers
  • Fixed: Fixed several issues with preview grid showing available space and then not allowing to actually place a building
Perfect Tides: Station to Station - punkybird
PERFECT TIDES: STATION TO STATION DEMO V1.0.6
Welcome to the demo for Perfect Tides: Station to Station.

It's an incredible thrill to be offering this first look at this game, which could not exist without the artists who've helped to craft it. Please join me in celebrating the work of the core team Soren Hughes (Background Design) and Daniel Kobylarz (Music), as well as the artists who have contributed graphic assets: Garrett Hobson, Carly Monardo, and Tony Wilson.

This build has also benefitted from dozens of hours of testing and feedback, thanks to a generous and dedicated pool of playtesters. You will find their names at the end of the demo, when you've experienced their efforts for yourself.

KNOWN ISSUES:
  • Mac: Fullscreen toggle in menu causes a crash. The feature has been disabled for now.

NOTE ON CONTROLLER SUPPORT:
  • By default, this game is compatible with XInput controllers. To run it with a DirectInput controller (PlayStation, generic non-XInput controller) requires Steam Input and a Community layout. Here's how to set it up:
    • Make sure your controller is plugged and detected in Steam.
    • In the Steam menu for Perfect Tides: Station to Station, select the Controller icon (next to the gear on the righthand side)
    • Select "Enable Steam Input"
    • When selecting a layout, navigate to "Community Layouts" and select "Layout For DirectInput Controllers". Your DInput controller should now be mapped.

Enjoy the game! If you encounter any bugs, please report them in the "bug reports" channel on the Perfect Tides Discord.
Feb 13, 2024
CYGNI: All Guns Blazing - ds.94965
Thank you to everyone who downloaded and played CYGNI: All Guns Blazing during the Steam Next Fest last week!

We hope you all had a great time blasting your way through the alien forces in CYGNI. Your participation and support mean the world to us as we continue the development of the game.

Your feedback is also important to us! Please share your thoughts or any issues you may have encountered whilst playing the demo on our Discord channel.

Make sure you follow us on our socials to be updated on any future announcements and updates.






King of Retail - Dohlar
Dear Retailers!

I know it has been silent from me for far too long. A lot has happened, and i deeply apologize for not keeping you in the loop about the world of King of Retail, and i can understand those of you who feel frustrated or left behind.

I have written a long post explaining why here:
Link to steam post

But other than that I am proud to announce:



Production has been ongoing for some time now, and the game is in an alpha state, which it will be for a while before it is ready to enter Early Access.

But like it was with King of Retail, i would like production to also be community driven making many of the features in the game inspired by your wishes and desires. The community have already been the source of many implementations already now.

Why will King of Retail 2 be different?

The core foundation of King of Retail was built with the knowledge we had at the time when we started making the game, which was not much. Building on that foundation created many limitations down the road, making many implementations hard to do, or completely impossible without redoing major parts of the game. Furthermore the game was built using a outdated software, making many things impossible to modernize without huge, time consuming, changes as well.

So starting a new game from scratch, allows for a much more solid and futureproof foundation. That means many of the things that were missing in the original game, can now be added and improved upon.

  • Dynamic gameplay.
    Jump in and out of your stores whenever you want during the day. Better simulation will make the stores feel more alive when you are not in them, increasing the dynamics and interactions between your stores. That means more things can happen, allowing higher emphasis on the CEO aspect of the game as well.

  • A whole new world.
    All buildings in the city are buyable, and have a different composition of customer segments. Place your stores EXACTLY where you want. A shortened year lets you watch the seasons pass, and will require you to adapt to the requirements and the various events. Even the weather will have an influence on how your day will be.

  • Multi-level stores.
    You will be allowed to make stores with multiple floors. making them bigger than ever.

  • More HQ options
    Your HQ will be the center of all your operations, letting you manage articles, orders, staff etc. in all stores from one location. Negotiate and earn reputation with your suppliers, unlocking exclusive deals and article lines to be sold at your store.
    You will have to design your HQ, place offices and different areas, hire managers and personnel for your managers so they can perform their jobs even better.

  • More differentiation.
    You customers will be more unique. The Gray segment demands friendly service, but dont care about long queue times. The Blues puts less emphasis on cleanliness and service, as long as they can shop in a hurry. As your customers will be more unique, you will have to be more specific about who will be your main target group.
    Articles groups will also be more unique. A grocery store, will be about managing and selling many small items, meaning bigger emphasis on storage management, but less direct sales. Electronics is more about having the right sales personnel, to convince the customers. Clothes will be heavily affected by weather and seasons, and appliances will need a separate checkout for these bulky articles. Each category should provide a new challenge.
    Articles will also change in trends, meaning your star product today, is not necessarily your star product next week requiring you to follow along on what is selling, and what is not.

  • Staff changes
    Staff will be more in depth, having more stats that influence their behavior. They can be organized in "teams", where their internal relationships affect their performance, learning and mood. Staff will age, and have life events happening to them. They will become more like persons, and less like robots working for you.

  • More customization.
    Use the new display designer to create your own unique displays. In general there will be more possibilities and more options to customize your store.

  • Better graphics.
    Using the new Unreal Engine, much better, and more realistic graphics will be possible. Better animations and better graphics will increase the immersion of the game.

  • ...and many, many other things.

Here are some screenshots of the current game:


In short King of Retail 2 will be more detailed in many of the aspects that were missing in the original game, while still sticking to the roots that made it popular to begin with, mainly being a third person retail store simulator.

If you are interested in following along, and maybe even getting access to the alpha, you can join the discord and the journey of making a new King of Retail here:



You can also preview and wishlist King of Retail 2



That was it for now. I hope you will join in on the development of King of Retail 2, so we can make it the best game it can become.

Thanks for reading, and take care.

Kind regards
Daniel
Looped - peterkungen


This is our first update about the game!

We feel so excited and happy to work with Looped. We are learning how to update and share what's going on! I didn't know marketing was so much of game development. OMG!




Atm we are working on the shooting game you will encounter in the Carnival. Carnival is for love couples, so of course we need to take a trip there. It might seem like a quick task to make a shooting game like this, but there is much more to it. What if you lose? Will there be different difficult levels? We will see, now it's shooting time!




Feb 13, 2024
Forbidden Lands Demo Playtest - Epictellers
- Combat voices
- Performance pass
- Narrative update
- Healing potions
HAELE 3D - Feet Poses Pro - Drawing References - lumifinley
- FIXED + FPS Cap reseted after graphics settings modifications in the new menu
- FIXED - Performance hicup when first time selecting a new preset or environment
- FIXED - Animation playing state did not get saved properly
- FIXED - Accidental camera rotation while click+drag with the mouse in an empty zone of the menu
- FIXED - Bottom right mode indicator set to ""Point X"" after lights are selected
- FIXED - Turntable speed normalized
- FIXED - Mirror X button only worked on second click :)
- FIXED - Bone Controller visibility is now consistent while changing preset poses
- FIXED - Bottom right mode indicator set to ""Bone Control"" after Controls are selected
- CHANGED - Bottom right mode indicator plays a little animation to notify changes
- FIXED - Home button does not put hand too low anymore
- ADDED + Ctrl+Z and Ctrl+Y for Undo and Redo
- ADDED a line to that connects the scene center and the point lights for easier editing
HAELE 3D - Feet Poses Lite - Drawing References - lumifinley
- FIXED + FPS Cap reseted after graphics settings modifications in the new menu
- FIXED - Performance hicup when first time selecting a new preset or environment
- FIXED - Animation playing state did not get saved properly
- FIXED - Accidental camera rotation while click+drag with the mouse in an empty zone of the menu
- FIXED - Bottom right mode indicator set to ""Point X"" after lights are selected
- FIXED - Turntable speed normalized
- FIXED - Mirror X button only worked on second click :)
- FIXED - Bone Controller visibility is now consistent while changing preset poses
- FIXED - Bottom right mode indicator set to ""Bone Control"" after Controls are selected
- CHANGED - Bottom right mode indicator plays a little animation to notify changes
- FIXED - Home button does not put hand too low anymore
- ADDED + Ctrl+Z and Ctrl+Y for Undo and Redo
- ADDED a line to that connects the scene center and the point lights for easier editing
Ball-it Hell - Jamesika
This game is designed to be played with a mouse, so it is strongly recommended that you use a mouse to play the game.

Some support for controllers has been added to avoid bothering you to add a controller mapping yourself.

All in all, the gaming experience is better with a mouse!

How to enable controller : enter options, switch on the "Enable Controller" toggle.

- left joystick : MOVE
- A : HIT
- RT : MOVE FASTER
Moonstone Island - Animat3dM3
IT'S HERE, ALCHEMISTS!

Well, to be accurate, several things are here.

Number One: Valentine's Day!

Number two: Our new Valentine's-themed DLC, which is full of things shaped like hearts, is live and available to buy right now.

Number three: Our latest update, which is also live, brings a ton of love-themed things, like new furniture, new Villager dialogue, and the most Valentiney thing of all: being able to marry your favorite person in Moonstone Island!

Let's talk about the things that you'll be getting in this FREE Valentine's Update!

  • Marriage! You can now marry your sweetie with the new Moonstone Ring. Propose to them and see what they say!
  • Wedding ceremony! You and your boo will get to have an intimate, cozy ceremony on the Moonstone Island cliffs, overlooking the skies. There's new dialogue here too!
  • Wedding outfits! Choose from three wedding outfits to suit your style!
  • Move in together! Once you're married, your spouse will move in with you. This also means new dialogue and new animations, which are custom to each character :)
  • New Spirits! Largely themed around the Electric type (because, uh, love is... electric), these new Spirits include a robot dog, a toaster mouse, and a stinky sock!
  • New Dark fish! Woo!
  • New achievements! Double woo!
  • Transparent pixels on the loom!!!!!!!!!!!!!! TRIPLE WOOOOO

There are a lot of cool, smaller changes that we'll be highlighting in patch notes later this week, too!

DLC
We also have a new DLC: the "Designed for Lovers" Collection! It comes with five romance-themed items and a new house:

  • Box of Chocolates
  • Heart Archway
  • Love Lamp
  • Heart Rug
  • Loveseat
  • AND a Heart-Shaped House Exterior

Here's all the new furniture that comes FREE in the Valentine’s update:

  • Flower Petals
  • Heart Bed
  • Heart Tub
  • Villager Portraits (put a pic of your beloved in the frame!)
  • Heart Window
  • Champagne
  • Lava Lamp (it's animated!)
  • Red Bouquet
  • Blue Bouquet
  • White Chair
  • Runner Rug
  • Street Lamp
  • Lovebird House Exterior

The DLC will cost 3.39 GBP / 3.99 USD / 3.99 EUR and releases the same day as the update! There will be a 20% launch discount too!

That's all for this post, my loves, so I hope you enjoy this new update and pleeeease show us the things you make with the transparent pixels on the loom. You have no idea how excited I am to see what everyone does with them!

– Kate, Community Manager, and Your Valentine
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