Omnibullet - nadevatou
After more than 3 years of development, we are finally releasing Omnibullet. What started as a semestral project of three IT students is now a full-scale indie game with over 30 hours of playtime, dozens of levels, and a merciless difficulty curve.



Ommibullet was developed with almost zero budget. Not counting our time, the only costs were the domain hosting and the Steam entry fee. Instead of doing marketing and other meta stuff, we have invested our energy into development, polishing, and delivering the best possible game to those of you who gave Omnibullet a shot, played the demo, or just wishlisted it, despite it being a very obscure game.

If you decide to purchase the full version, we hope that we are delivering what you came for. If you like the game, please, consider writing a review as it can help tremendously with Steam visibility. If something does not work properly, or you just want to talk to us, join our discord server and let us know.

Thank you all for your support.

Release notes for the full game
- there are now two leaderboards for each production line: one that contains all achieved scores (for all those minmaxers amongst you) and one that only contains scores achieved without refunding used towers (elegant solutions)
- solutions can now be saved and loaded (no need to rebuild the entire system upon return)
- it is now possible to control the game using the keyboard or gamepad (this is still experimental and will be improved in the first patch)
- several tutorial changes

Shorter demo
Since its release, the demo contained 12 levels (A0-A9, B0, B1). However, we have noticed that over 80 % of players would finish the A9 level and then stop playing. This is likely caused by A9 seeming like a natural end, and since players did not know, they could continue with the B set, they closed the game without ever seeing the final demonstration level showcasing the features of the full game. To address this, we have decided to cut the demo. The last demo level is no A7 and when the player clicks on A8, they will be presented with the final demonstration level and the demo version will end.

Thanks for reading.
SEEING THINGS - whippering
Version 0.01 of the Seeing Things demo is out now!

The biggest change is that anomalies won't appear in your current room. That is, if you're viewing a particular room and an anomaly is set to appear, it will not appear until you view another room and return back.

A smaller but important change is that we added volume controls in the menu settings -- more settings to come. ːsteamhappyː

Red Triangle Super Collection - redtrianglegames
As a surprise, Cthulhu's Paradox has been updated! The 9th and final game of the Super Collection had a lot of content already with a very in-depth story, but the story has been further refined and the gameplay has been updated for all four of the core missions.





A lot of people have voiced their struggles with the stealth portion of the game. I had wanted the stealth to be moreso of a fear and observance thing but have found that showing the barriers versus letting people find them out leads to a lot less of a frustration experience. When you step on the puddles it shows that all sound based guards can hear the louder steps. The visuals have also been applied to the sight based stealth segments.



The game started out as a community-based game but the longer I spent away from it, and then the time spent expanding the content I realized it's a bit more than that. It's a way to explore how it feels to have anxiety. Cthulhu spends the game getting surges of visuals, some that belong to him and some that might not. His decision to explore his doubts have lead him to question everything. Through that he's able to learn about what it actually means to be a person and how his actions effect others, learning what it means to grow and accept life as it happens to you. It was implied in the original build but with this new content it's further complimented and supported.
Warhammer 40,000: Rogue Trader - Starrok
Lord Captains!

This is our first major update for Warhammer 40000: Rogue Trader, containing a total of over 1800 changes, including brand new voiceover and narrative content, QoL improvements, balance updates, numerous bug fixes and hundreds of fixes for optimization, performance and co-op stability (we've done our best to squeeze some of these together to make the patch notes a bit less devastating for you to read). The patch notes are so huge that we were forced to split it into multiple parts. Console version of the patch will be available within ~24 hours depending on region, as usual.

We are deeply grateful for your feedback and reports that made this update possible, and hope that this update will vastly improve your experience with the game!

Important: due to the unprecedented scale of changes to abilities and balance, all existing saved games will receive an additional free respecialization for every character in the party. Enjoy!

Here’s a glimpse of what’s expecting you:

Highlights

  • Brand new full voiceover for the Prologue and companion chatter across the game;
  • New visual effects and icons;
  • Narrative tweaks and new reactivity options;
  • Fixes for broken quests and dialogues (including the long-anticipated Price of Humanity quest fix);
  • Fixes for incorrect and inconsistent epilogues;
  • A massive amount of fixes for incorrectly functioning abilities and items, including those that led to silly damage multiplication;
  • Balance updates, including survivability and damage buffs to Space Marines, nerfs for Officers, weapon balance, encounter balance, and changes to calculations of many stats, bonuses and difficulty modifiers, resulting in an overall smoother game experience;
  • A lot of performance improvements and optimization;
  • Reputation thresholds for vendors being lowered by about 20%;
  • Improvements for NPC AI, reducing the cases of friendly fire and unnecessary triggering of Attacks of Opportunity;
  • Co-op desync fixes and possibility to hire mercenaries during multiplayer sessions;
  • QoL UI improvements, including ability sorting, recommended skills and visibility of quests and extractums on the map;
  • Marazhai and Yrliet gaining access to many previously human-restricted items;
Read the full patch notes HERE (beware of possible massive spoilers!)!

Powerlust - Bart Mamzer
It took quite a while, but I was finally able to get this game released on Steam.
I'd never expect I will have my own game available here, so I'm super happy it's happening!
I'm also super stressed about how the launch will go, but I guess that's inevitable.

I'd highly appreciate you buying the game!
Every sale increases the chance of me being able to do gamedev full time, which would be incredible!

Free Stars: The Ur-Quan Masters - Pistol Shrimp Games
LAUNCH FIGHTERS! Free Stars: The Ur-Quan Masters is now available to download, play, and celebrate on Steam! If you’ve never experienced the award-winning space saga before, it’s now easier to play than ever. If you know someone who hasn’t, now it’s even easier for them too. BikeMan will be hosting us on a special stream tonight to celebrate and play the game.

But our mission has only begun. The Alliance of Free Stars still needs you!

Get The Word Out

We don’t know how to tell you this, but there are real, live people out there – some of which who may naively claim to know true happiness – who have not experienced The Ur-Quan Masters. We know… we know. We’re shocked, appalled, and turgid too.

Captain, those people need your help! They need to know we are out here, they are not alone, and they are not only welcome in our mighty fleet, but a key to our success in the journey to come. We must task you with an important mission: spread the word and inform those who are unaware of Free Stars: The Ur-Quan Masters!

Priority Override: Contact Alien Species

The universe is vast, and fans of amazing games inhabit their own spheres of influence. Venture forth, spreading word of Free Stars: The Ur-Quan Masters. Share the Steam page, our website, and articles others may write about it!
  • Share online on social media outlets like Twitter, Facebook, and Reddit.
  • Post in gaming communities like forums you’re a part of.
  • Distribute video content you record on Twitch and YouTube as live streams, lets-plays, or deeply thoughtful video essays on Juffo-Wup.

If you know content creators you love in any of those spaces, like other streamers, writers, or people who like sharing information about games, tell them about the game too. They, too, can be powerful allies!

New Behavior Dictated: Full Steam Ahead

Being on Steam is the most special part of our new release, and you can participate there too. In the vastness of gaming space, anything that helps us stand out will help new players be excited to pick it up.
  • If you’ve played it, leave a review so your friends and enemies can know how you feel. The more reviews we get, the more everyone will know just how many people have gotten to play this game. Even Darwin would agree: one thumb goes a long way.
  • Help other players find the game by tagging the release with your favorite tags. Steam doesn’t have a “best game of all time” tag, but perhaps something like Cult Classic will do.
  • Participate in the community hub by sharing guides, fan art, and screenshots you love.

More to Come

As a reminder, we are also out there helping to spread the word of Free Stars: The Ur-Quan Masters with you and giving you things you can share with your communities beyond just the game too! Last week, we shared our discussion with Tim Cain, who also is a big fan. We have plenty more to come, and we’ll be sharing another chat with Ken Levine on the 20th. Subscribe to our YouTube channel to catch all the goods as they emerge, or join us on Patreon to get early access to even more.

We’re excited to have you as part of our mission, and this is just the start. We have more to come soon for our current project. Follow along at our blog.

Join us on Reddit, Patreon, and Discord to support the Alliance of Free Stars and be part of the awesome community!
Shop Titans - Zesty Hamburger
General Changes
Dragon Invasion Rewards

Changes to the Dragon Invasion reward track (last three bonus reward milestones hidden).

When we last extended the Dragon Invasion reward track, there were complaints about how the Grand Prize is shifting away further down the track, making it so that players who could just barely make it, no longer could.

We’ve updated the presentation of the reward track to rectify this. Initially, only prizes up to the Grand Prize of 150 Dragonmarks will be shown. Once a guild reaches this milestone, additional bonus rewards will be revealed, with a final score requirement matching the grand prize of last month’s Dragon Invasion.

TL;DR it looks different, but you’ll get the same rewards for the same amount of points.

Minor Changes
  • Various optimizations to general game performance.

King Schedule
King Reinhold, mighty is he, will be available as a Guest Champion on March 4th until the 7th.

Balance Changes
  • Heroes with the All element (Spellblades/Spellknights) now contribute 50% of their element value towards breaking Elemental Barriers (up from 33%).

Bug Fixes
  • Fixed a rare crash involving the Friendly Favor talent.
  • Fixed the Trickster’s innate ability not enhancing Instruments.
  • Fixed missing sound effect when visiting the Bard's building.
  • Fixed invisible feet for Shopkeepers wearing the Dragon Dancer's Shirt customization.
  • Fixed Dragon health in Dragon Invasion displaying as 0/0 instead of "Defeated".
  • Fixed water in the city not being affected by ambient lighting.
  • Fixed an issue in which multiple clicks would be needed when rushing items that resulted in a multicraft.
  • Fixed an issue where the sale price of a food bonus sale to a Champion would display an incorrect value.
  • Worker visitors now correctly only sell items you’ve crafted at least once.
  • Fixed Rudo’s leader skill not granting a full 50% elemental bonus against elemental barriers.
  • The Platinum Grenadier now correctly requires Jewels rather than Essence.
Feb 19, 2024
Bonfire - MoaCube
The Witching Hour Update is out, introducing a new playable character, expanded storyline, as well as numerous optimisations and bug fixes!

NEW HERO: THE WITCH

Hexa the Witch is the biggest new addition of 0.9.7. She's a support character who uses hexes and wards to weaken enemies and protect her allies. She's also able to halve her HP to spawn a shadow clone that doubles her action output, allowing for a more offensive (but also risky!) build. Especially as her abilities tend to ignore armor.

Her addition takes some weight off Hildie's shoulders as damage mitigator, and off Ephrem's as armor piercer, allowing for more diverse party compositions in the opening hours of Bonfire.

The Witch is unlocked very early in the game and requires no special actions to be taken. Just play as you would and she'll show up (don't expect her to be happy about it, though)!

MORE (BACK)STORY

Hexa is an old friend of Hildie and Ephrem, as well as a part of the original crew that assaulted the Overlord's keep before the events of the game. As such, her introduction provided us with a great opportunity to dig deeper into our heroes' backstories and the world's lore.

We also further developed some of the late-game character arcs, especially for Nadia who now gets her own questline.

FIXES AND STABILITY

While Bonfire has generally been pretty stable, there were quite a few outstanding smaller bugs, rare crashes, and missing or outdated assets that contributed to the "Early Access feel" we're trying hard to avoid (yeah, we know the game literally is in Early Access, but you know what we mean).

Developing better testing methods allowed us to catch up on a lot of these obscure bugs and we think 0.9.7 is the most stable and polished release the game ever had.

FULL PATCH NOTES:
NEW CONTENT:
  • Hexa the Witch joins the hero roster!
  • New skills, runes, inspiration bonus, and tutorial quests added for the Witch.
  • 25 new story scenes involving the Witch added to the rotation.
  • 10 new story scenes expanding other character arcs added to the pool.
  • Witch's reactions and custom dialogue added to already existing scenes.
  • A new questline and story arc for the Assassin.
  • New quests added to showcase the Witch's abilities.
  • New miniboss variant: Maladin.
  • New miniboss variant: Doomsayer.
  • New miniboss variant: Dire Wolf.
  • New elite type: Pulsating.
  • New quest rewards added for Gauntlet progression.
  • New combat encounters added to the pool.
Dev Note: The Witch normally joins very early in the game, so her story progression may seem oddly placed, if you're playing on an old safe file with significant play time.

Dev Note #2: Nadia's new questline starts with the "Elimination" story quest that used to be repeatable. Similar arcs are coming for other characters in future updates.

BALANCE:
  • Food drops have been adjusted to be more generous early on and less so in the endgame.
  • Minimum Health limit on the Failure difficulty changed from 25 to 30.
  • Minimum Health limit on the Journey difficulty changed from 25 to 50.
  • Enemy stats multiplayer on Journey difficulty changed from 0.85 to 0.9.
  • Applying a stronger damage over time effect to an already afflicted enemy now updates the effect's power.
  • Nadia's Secret Formula max uses changed from 6 to 5.
  • Hexes are now stackable.
  • Hex debuff power reduced from 0.7 to 0.5.
  • Zivko's Blast Bead power increased from 2 to 2.5.
  • Motivation XP gains from protecting another character have been doubled.
  • Runes have been added as rewards for some endgame quests.
  • Miniboss encounters have more difficult variants late in the game.
  • Ditto for Elite encounters.
  • Failures Health increased from 150 to 200.
  • Failures now accurately reflect the stats of the party when it got wiped.
  • Hildie's Failure AI has been significantly improved.
  • Same for Zhu's Failure AI.
  • Enemy mages no longer waste their charges on summons.
  • Increased the difficulty and rewards of the Treasure Hunt questline.
Dev Note: Journey difficulty has been adjusted to be more challenging when it comes to combat, but simply less punishing.

Dev Note #2: Protection XP increase is compensating for a double dip bug fix (see later), so it's not really a buff.

Dev Note #3: Failure encounters are now significantly harder, better reflecting the initial intention behind their inclusion.

GAMEPLAY & QOL:
  • Quest rewards tally up can now be skipped by clicking.
  • Maxed out skill trees now clearly indicate they are, well, maxed out.
  • Boost animation now takes much less time when cast at no charges.
  • Quest progress meter no longer replays the room slide animation when called manually.
Dev Note: Errand rewards still can't be skipped, because it's going to be reworked in the next major update.

COSMETICS:
  • Remaining low-res rune items have been updated to higher resolution.
  • Same for the remaining low-res runes themselves.
  • New FX for the Poison debuff.
  • New FX for the Special Formula Poison debuff.
  • New FX for the Burn debuff.
  • New FX for Erzsi's Sustenance skill trigger.
  • Updated FX for the Fire Arrow attack.
  • Updated FX for the Hero Sword attack.
  • Updated FX for Erzsi's Blood Ritual.
  • Updated FX for all campfires in the game.
  • Updated FX for coin collect skip.
  • Updated FX for skill/rune increase on the hero screen.
  • Updated some menu and GUI particle effects.
  • Characters can now close eyes and look smug in story scenes.
  • Updated all story scenes to actually include this.
  • Same for all generic quips and barks.
  • New icon for summoning abilities.
  • New icon for explosive abilities.
  • New icon for pulsating abilities.
  • New icon for the Witching Hour buff.
  • Corrected timing and FX for the Runesmith's rune upgrade sequence.
  • Corrected timing and FX for the Master's skill point purchase sequence.
  • Corrected timing for arrow ripostes.
  • Corrected timing for Protect FX.
  • Dust particles have been added to some areas.
  • Exploding booby trapped chests now properly remove their sprite cover.
  • Increased the volume of the hit sound effect on low damage.
  • Erzsi's "Majesty" inspiration has been changed to the more appropriate "Grandeur".
  • Unit portraits now tilt slightly on their turn for better clarity.
  • Miniboss aura effects have been unified to better discern them from elites.
  • Fixed summons' HP bar Y-sorting issues.
  • Depart message now uses character's true name rather than their class.
  • Adjustments to the breathing anim on some enemies and heroes.
  • Minor color adjustments for some GUI elements.
  • Scrollbar in the quest menu now works more smoothly.
  • Targeting beams now correctly take the caster's height into account.
Dev Note: Cosmetics have been a large focus of this update as some things (like the remaining low-res assets, DoT effects, or the missing skill icons) have been long overdue.

BUG FIXES & MISC STUFF:
  • Bonfire is now correctly notarised for MacOS.
  • Implemented an automated test system that made it possible to replicate and fix many of the following bugs.
  • The Ultimate Journey now uses the correct (and much harder) quest setup.
  • Further optimisations to texture and sound loading.
  • Fixed a relatively frequent crash on the first story scene.
  • Fixed a crash on auto-cast skills applying their effects to non-enemy NPCs.
  • Fixed a rare crash caused by AI being unable to find a sufficiently weak target.
  • Fixed a rare crash on AI searching for the most powerful target.
  • Fixed a crash on re-applying some debuffs.
  • Fixed a rare crash when skipping the coin collection sequence too soon.
  • Fixed a crash caused by Revenge effect triggering when there are no enemies left.
  • Fixed a rare freeze caused by an interaction between Riposte and Mournfolk Assassin's abilities.
  • Fixed a rare freeze caused by another Riposte interaction with Ephrem's abilities.
  • Fixed a potential freeze after the Master's introductory scene.
  • Fixed an issue that could result in double or even triple dipping on protection XP.
  • Losing all heroes now properly ends the run even if some player summons remain.
  • Entering and leaving the quest menu can no longer cause the map screen to become unresponsive.
  • Legacy saves can no longer end up with otherwise unattainable Rune levels.
  • Master and Runesmith events no longer appear where they shouldn't.
  • Undead and Mournfolk pseudo-boss encounters now feature correct compositions.
  • Cauterize no longer follows the Hex attack even if it kills its target.
  • Riposte no longer triggers when the target is protected or the attack is otherwise redirected.
  • Internal: Global food and gold multipliers implemented to better handle quests with extra drops.
  • Fixed armor sound not playing when the attacker has negative Attack stat.
  • Protectors will no longer protect other protectors.
  • Internal: Miniboss encounters have been merged, which makes them less prevalent in their respective pools.
  • All minibosses no correctly display their auras.
  • Claw Marks quest now grants correct XP.
  • The battle now ends correctly if all opponents are killed by Dark Pulse and similar effects.
  • Berserk elite buff no longer causes dragons to twitch.
  • Internal: Story scenes can now exclude heroes to prevent some very awkward situations.
  • Newer Runes can now correctly drop on respective story quests.
  • Added a failsafe for when all runes have been already collected (mostly on legacy saves).
  • Quest auto-grant for legacy saves now correctly includes those added more recently.
  • Changed the order of some early game scenes for better pacing.
  • Hovering over the resource panel no longer pauses combat.
  • Master's upgrade price now always correctly reflects unspent skill points.
  • Ephrem's Rune quest now gives the correct Rune.
  • Disabled some legacy save compatibility scripts that could cause a soft lock.
  • Master no longer double dips on difficulty mode multipliers in his introductory scene.
  • Hopeless Attempt quest log now correctly triggers on the map screen.
  • It's no longer possible to highlight two heroes at once on the camp screen.
  • Maxed out characters no longer play the XP gain animation in the quest summary screen.
  • Disenchanters now correctly spawn in quests with Mournfolk enemy pool.
  • Skipped quest summary tallies are now correctly tracked by backend stats.
  • Erzsi can no longer die in her encounters instead of triggering the join dialogue.
  • Fixed the location of the skill points tooltip in the hero menu.
  • Fixed overlapping tooltip hotspots for stats/skills in the hero menu.
  • Fixed a sneaky but long-standing dungeon scripting error for Auspicious Road.
  • And a similar error in quests with increased item drops...
  • ...and increased food drops...
  • ...and also with increased gold.
  • The first runestone quest now correctly requires three heroes to start.
Dev Note: A lot of stuff thanks to the mentioned automated test system that allowed me to find and fix some known bugs that I couldn't reproduce for the life of me. I'll write a bit more about it in an upcoming dev diary.

FUTURE PLANS:
Just like with previous major updates, we're now going into rapid hotfix mode to address any immediate bugs or balance issues you might encounter.

Once that's done, the next goal on our roadmap is re-working the journey and exploration systems to make the game's survival elements more engaging, with strategic choices beyond simple resource management. We also want to start adding personal questlines for each remaining hero.


As always, thank you for your continued patience and support! If you encounter any issues, would like to check our current development roadmap or make any suggestions, feel free to drop by our community forums. You can also follow me on Twitter or join MoaCube's Discord server for more frequent updates.

-Tom
Don't Be Afraid - UncyTales

Horror returns! The psychedelic fear known from the first part of Don't be Afraid has been contained for too long; it's time to once again face the struggle for survival in this deadly game.

And it's the story that holds the key to delving into the horrifying events awaiting the player in Don't be Afraid 2. Importantly, knowledge of the first part is not necessary to enjoy the second game, as it provides a standalone experience.

The bridge connecting both parts of the game is the main character's persona. David Szipka - a young boy in DBA1, and an adult man in DBA2. In the first part, he was kidnapped and confined in a labyrinth of fear and horror, and in the second... kidnapped and confined in a labyrinth of fear and horror.

David, at a young age, fell victim to abduction. Almost literally torn from his mother's grasp, he became a pawn in the macabre game of the psychopathic Franklin and his brother Theodore. With the player's help, the boy managed to escape, and Franklin lost his life - this is where the first part of Don't be Afraid ends, but not David's horror. The nightmarish events from the past left their mark on his psyche, causing deep traumas. David tried to cope with his issues, but they kept resurfacing - with even greater force. Hospitalization didn't help, group therapy sessions brought him further down, and medications provided only temporary relief.

David found some respite in private sessions with psychotherapist Laura Miller. An expert in trauma, she had been guiding her patient for years, but his condition remained poor. When she suggests he finally let go and take an extended break, David reluctantly agrees. However, upon arriving at his destination, it quickly becomes apparent that his childhood nightmare is returning.

But who is the tormentor this time, and why must David go through his hell for the second time?


Don't Be Afraid II
The Child Who Escaped


The session seemed to drag on mercilessly. The air in the room felt as if it had come to a complete standstill. A small group of people had gathered for the meeting, sitting in a circle. Laura, on the sidelines, listened to their stories. She started attending since she had plans to pursue a professorship. The meetings were led by her acquaintance, a deeply socially engaged altruist.

"Laura, dear, you're a well-known therapist; maybe you can help someone. Many people come to these meetings with a wide range of problems," encouraged her friend during one of their conversations long ago.

Laura herself wasn't particularly enthusiastic about the idea. She specialized in traumas, and her dissertation on "PTSD from the family home" was one of the most quoted works in the year of its publication. For her doctorate, she needed something strong – something that would not only give her another title but also bring the right kind of publicity. Meanwhile, her friend's group struck her as mundane.

"Do you feel like it's the end? Come and give yourself one last chance!" – read the flyers inviting participation. A noble initiative, but completely missing the point for Laura. Paradoxically, the heavier someone's burden, the harder it was for them to ask for help in lifting it. Despite this, the group grew, and now a dozen or so people regularly shared their problems.

A dozen uninteresting people, thought Laura as she listened to another story.

"I was 17 when it happened... I was coming back from a party; we had been drinking earlier. My friend was escorting me... He didn't understand that I was saying 'no'... His smell... It's still present today. I can't wash it away, and so many years have passed! This nightmare continues to this day. Friends said I provoked it myself. I had to move to another city... I lost my life."

Laura sometimes wondered what force determined who suffered in the world. She didn't believe in God. Destiny? Karma? Coincidence?

"I can't stand my husband. I mean, I love him, but since our son's accident... He blames himself for what happened. Our son is in a wheelchair, and my husband has completely devoted himself to taking care of him. But not just care. Overprotection! We stopped having our own lives; everything revolves around our son! I hate myself for what happened, that we allowed the accident... But I still want to live, and I feel like my life is dead!"

Laura knew plenty of such stories. Tragedy causes a crack in the pristine diamond of shared life. The diamond began to crumble; common paths diverged, and people struggled to piece together their own lives.

"My parents' pressure destroyed my life. I'm 42, and I still can't say 'no' to them. My father was always very strict, didn't shy away from alcohol. He sometimes beat both me and my mom. She, in turn, always took his side, completely submitting to him... and I was supposed to submit to both of them. To this day, I have no family, no home, they didn't even allow me to have a dog."

Laura realized that as a therapist, she couldn't empathize with her patients' pain, but increasingly she found their stories boring. Their lives, their problems, small grains of sand that happened to find themselves in the unrelenting gears of reality. Crushed, ground, forgotten. Now, they seek help... but can you help someone when you feel completely indifferent towards them?

Maybe I should take a break from my profession, Laura wondered, trying to hide a yawn. I seem to have distanced myself too far from people's problems to effectively help them solve them. These are their real dramas, vivid emotions, and I feel nothing at all. I guess I finally have to talk to my supervisor about it. Damn, I really want to smoke...

"I don't know if my case will fit here... I've been struggling with this for years. My demons are coming back, and I can't function normally... I didn't want to come here at all, but I don't know if there's anything left for me... Yes, as it was written on the flier, this is probably my last chance... When I was a child, I was kidnapped."

Now, this could be interesting.

"It wasn't an ordinary kidnapping... I mean... I was held captive, and... oh, no point in hiding it, you must have heard about it... damn, you surely heard about it. I'm David... 'The Child Who Escaped,' as the media named me. I'm the one who escaped from the labyrinth of traps..."

Laura straightened in her chair, not believing her luck. Fate had sent her the victim of the biggest criminal case in the last fifteen years. Abductions, gruesome games with kidnapped children, dozens of victims, and only one boy who survived - sitting right in front of her, seeking help!

"To this day, I wonder how I survived... I saw bodies... I don't know, it all blurs in my memory... Were they real human remains or cut-up mannequins...? Someone tried to help me, left me information on how to escape, but... he also probably died. I know... I know it will sound ridiculous, but it seems to me that some demons were chasing me... gruesome monsters that wanted to 'play.' I don't know... I don't know how to coherently describe it."

Sarah knew this was a topic for an excellent dissertation. No, not just a dissertation – a global bestseller! PTSD of the Child who Escaped, or Trauma from Hell: The Nightmare of Kidnapped David.

"And this Franklin... the kidnapper. He designed this game, a sick game in which children were dolls... his pawns. He watched us, made us do different things, escape from traps... He repeated 'Don't be afraid,' only to bring more fear upon us. I saw him die, although... I can't explain that either. He seemed to be torn apart by... by specters, or ghosts... My brain doesn't accept it, and that's another problem..."

Trauma, created memories, and paranoia. Sarah leaned in, unable to hide her excitement. My career is one thing, but this man needs help, and it seems it will be damn difficult... If he even wants to talk to me.

"Even after escaping... my world didn't return to normal... To this day, I have nightmares and panic attacks. Today... today is the first day I can remember when I left the house for a longer time. I often have hallucinations, mannequins following me, people in masks... There's no way I'll turn off the light at night. I managed to survive, but do I really live...?"




"Welcome, David... I listened carefully to what you said."

"Oh, hey. Well... I don't know if it made any sense to show up here at all..."

"I assure you it did. My name is Laura Miller. I'm a psychotherapist. I specialize in traumas, and it seems fate has brought us together."

"I don't count on anything anymore... My world seems... seems like a dream, like a nightmare I can't wake up from."

"I understand. But I know you can be helped. I know I can help you. And don't think about the costs at all; you deserve to finally – as you might put it – wake up from this nightmare."

"Well... I..."

"Don't worry about anything. Here's my business card; call anytime. We can schedule the first session even tonight. David, trust me. It's time to start the second chapter of your story."


Wishlist the game and find out how his new chapter of life will end!

https://store.steampowered.com/app/2631880/Dont_Be_Afraid_2/
Deep Space Outpost - NirisGames
Thought i'd get this collection of improvements and fixes released, before I add in the next pirate behaviour addition. Was reported that a player was struggling with placing items on non internal floors. So i've added an overlay to visually show this when placing items. If anyone else is having issues with placing items / figuring out why items cant be placed / why that cant be reached, do let me know, and what might help you (better help/tutorial/visual clues/tooltips?).

Patch notes:-
  • Canteen info added to help page.
  • Improve: Show non enclosed floors as red, when building items, if no overlay is on.
  • Improve: Reduce cannon ammo usage.
  • Improve: Additional particle fx on pirate damage from lasers/cannons.
  • Fix: No O2 alarm could keep switching on/off, if minimal air available. Add a delay to check for zero for more than a couple seconds.
  • Fix: Crew quarters movement restriction should be 2 tiles, not 1.
  • Fix: Airlock structure update should recheck airlock floor tile.
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