New Main Menu We're continuing to polish the game with a rework of the main menu. The game title still needs some improvement on clarity but we're getting there.
Chain Reactions Whenever you hit a player of the opposing team with a bonus, if he was doing a QTE to use a bonus himself it will now create a chain reaction, backfiring on his own team instead of just cancelling the bonus he was using.
Changelog
Features - New Main Menu - Bonuses chain reactions - Player can now dance using the Right Left Stick button or the T keyboard key.
Improvements - Resume button in Time Attack game mode pause menu replaced by a Restart button
Fixes - Fixed not being able to add AIs with a controller before spawning - Fixed keyboard and mouse controls not showing in the 'How to use bonuses' section of the tutorials - Fixed the item crafting VFX not being disabled if it was active when Lava Chambers ended - Fixed Vanta not being affected by the backlight effect of Lava Chambers - Fixed monolith energy not spawning in Vanta Black game mode when only 1 building phase is enabled - Fixed Vanta Black monolith timer being active while playing normal game mode in Frozen Canyon
In the game, you’ll be tasked with running your very own board game cafe, keeping your customers happy and designing your dream cafe full of iconic real-life board games. Some of the exciting features include:
The ability to design and customise your dream board game cafe from the ground up, with a variety of themes, furniture and decorations to make your ideal cafe.
An extensive game library to stock your game shelves, featuring officially licensed titles in a wide range of different genres. From modern classics to family favourites, you can curate your library to your own tastes.
From ordering the rights snacks and treats to managing your staff, we’re making managing your cafe a fun and exciting experience as you improve your customer service skills.
The ability to unbox licensed board games and marvel at the intricate game pieces, beautifully designed boards, and detailed rulebooks - all lovingly recreated digitally in Board Game Cafe.
Foster friendships and rivalries among your regulars! Stories will unfold over dice rolls, and you’ll get to know the board game fans in your local community.
We can’t wait to share more with you, so don’t forget to follow us everywhere to hear all the latest news about Board Game Cafe!
Greetings Chefs! We've just released a new DLC for Chef Life, including new features and fixes. And it's available now... for FREE!
NEW FEATURE: THE LABORATORY
Create your own dishes and let your gastronomic creativity strive!
Choose the core element of your dish, the accompaniments, and a sauce or garnish depending on your preference. And don't forget to add your chef's touch! Change the ingredients, mix up the flavour harmonies and create your own combinations to offer new à la carte dishes.
NEW FEATURE: LATE NIGHT TRAINING
You can now stay once service is over, with unlimited time & resources! Try and train recently unlocked recipes and create new ones with the Cooking Lab!
- New feature: "Late Night Training", you can now stay after service, with unlimited time & resources. - New feature: "the Laboratory", allowing players to create dishes. - Added player stats in the pause menu. - New settings to increase the size of some texts. - Edited the tutorial to include late night training. - Added rumble on more tasks. - Fixed bugs on recipes. - Fixed bugs causing crashes. - Fixed minor bugs. - Updated credits.
Our free prologue, Robin Hood - Sherwood Builders - Bandit's Trail, is getting a major update soon! Join us for a live broadcast on February 22nd at 9:00 AM EST / 2:00 PM UTC on update day when we feature live gameplay from the prologue! The broadcast will appear on the prologue's Steam page:
Robin of Loxley and his Merry Men face no small challenge in their quest to stop the Sheriff's evil reign once and for all. This is not only because of the royal soldiers, still fully loyal to the despot, but because of the questionable allies he made while establishing himself as the land's ruler. Bandits, renegades, outcasts, and all manner of unsavory characters form different enemy factions in Sherwood Builders, all too ready to do the Sheriff's bidding for their own benefit and stand in Robin's way. Today, let's talk about...
To describe the Sons of Adam in one word, they are bandits. As bandit as anyone can get, but with a particularly unpleasant twist. Led by one Adam Coterel, with his two brothers serving as the group's lieutenants, they take to theft, robbery, and all other manner of criminal activity, very often in service to their associates, to further their personal interests through destruction and intimidation.
This particular faction doesn't enjoy an exceptional degree of organization, which makes the task of taking it on possible, but also brings with it tragic consequences to the people of Nottingham – The Sons of Adam are brutal, savage, and resort to exceptionally cruel methods of running their criminal operations. They tend to commit truly evil atrocities, giving Robin even more motivation to oppose them.
The Sons of Adam appear ragged, with bones, scraps, and their iconic heraldry adorning their outfits and camps. They are quite ubiquitous as far as their presence around the Regions goes. You can encounter them just about anywhere, ready to opportunistically prey on the defenseless. With the Sons of Adam furthering their cause through utter cruelty, it's up to Robin to put a stop to their vicious ways.
We hope to see you take on the bandits on February 29th when the full version of Robin Hood - Sherwood Builders is released!
Ahoy, everyone! I've been continuously working on adding content, so I haven't had the time to fully process it, but Seablip’s release is imminent!!
If you've been following my journey for a while, you know that my original goal was never to release in Early Access. However, as years of development passed (and deadlines pushed), my humble debut project has grown into a vast world. My savings used as capital to work full-time, now lie at the bottom of the sea.
This forced me to reconsider my release plans - and here I am.
Now, you might wonder, what is the state of Seablip?
I believe the game already offers a ton of fun and many details. However, since the game world is extensive, there are still areas where I want to add more details and gameplay options
Some story elements have been delayed to be able to focus more on gameplay replayability
The game isn't entirely bug-free, but I have worked diligently with a wonderful team of volunteers to eliminate the most harmful bugs - Closed Beta is next
Some areas need more polishing that will benefit from player feedback
The main reason I don't want to call this a full release is that I still have many content goals I haven't had enough time to implement. I'll elaborate more on that in a future roadmap (or feel free to ask).
Listening to your feedback is one of the things that motivates me the most. It's one of the reasons I've managed to survive the long development time. As many of you know, after Seablip participated in Steam Next Fest, I removed the old "static" world map and replaced it with a map where you can sail freely. This, among other changes, was a significant core update. I don't expect changes on the same scale in Early Access, but what I'm trying to convey is that I believe Seablip benefits immensely from your feedback.
I want to emphasize that my decision to release in Early Access has been carefully considered. There are numerous pros and cons, but ultimately, it will be a relief to get Seablip out in the open. Hopefully, you'll find lots of enjoyment in playing it, while I can continue to develop more content over time.
Now, I hope you're as thrilled as I am that Seablip's launch is just around the corner. I have spent 5 years (more than 10,000 hours) until today - rest assured that I will dedicate all my remaining days, hours, and seconds to ensure the gaming experience is worth its price on release day.
I hope you understand and look forward to Seablip's release.
Booster Cards have been rebalanced! To make Booster Cards more intuitive to use, we have unified the values provided across Card sizes. For example, a Small Booster Card will now always deduct 15 minutes, regardless of whether it’s used to speed up construction, production or research. Similarly, using a Medium Resource Booster will now always give you 1500 units of that resource, regardless of type. As this means that some of your existing Cards were converted, we made sure that you don't lose any value! All your Cards have been converted to the bigger size available, meaning that you won’t miss out on valuable resources when you need them the most!
Further, we made some much needed quality of life improvements. Whether you are engaged in high stakes diplomacy, or are simply requesting some much needed resources from your allies, the newly reworked trade interface will keep you in the loop. This way, you won’t be on the wrong end of a misguided trade deal! And to prevent mistakes even more fatal than a diplomatic mishap, we have added an indicator showing you the impact and fallout radius of nuclear weapons when selecting their target.
For a complete overview of this update, please check out the detailed Release Notes and share your feedback with us on the Forums and our Discord Server.
1. Fixed an issue where pressing CTRL would make you buy more 2. Fix bugs that cannot be triggered during assembly linkage, such as displacement, fixation, poison, deceleration, damage reduction, etc 3. Fix the chain damage calculation error BUG 4. Drastically reduce challenge BOSS health 5. Fixed the BUG that challenge second damage did not reset