Feb 20, 2024
Spellbook Demonslayers - Xendra
Haven't been available much to communicate becuase of family & housing stuff i've had to work on

first just to clear up some potential confusion:

- The Hades style prototype is for a sequel coming out after this game's 1.0. The prototype is extremely outdated though. Spellbook 1 will remain an auto-shooting game.

- The update that changed the knockback system and adds the 2nd character has actually been out for a few months, but I didn't draw attention to the launch of it. That update is not the "1.0" update.

here are some of the things coming in the next update:

  • Replaced Spellbook system, books now have unique "Signature Spells" that cost Mana. Regular spells still do not cost Mana, only Signature Spells.

  • Dual book upgrade can be found during runs allowing you to run 2 books & Signature Spells at the same time.
  • New Auto-attacking dual-wielding weapon system. Attacks generate Mana, and can be Charged. You can swap between 2 equipped weapons instantly with a button press.

  • New Weapon Fusion system to customize and extend their combos. All weapons can have their attacks replaced with those of any other weapon, letting you combine their unique abilities with any moveset you want. You can also slot Instant Attacks in between your regular combo attacks. These often come with bonuses like applying status effects on hit.


  • New "Augments" system: Lets you socket upgrades into your spells and abilities to add effects. Spells begin with no Augments, but each Ability comes with 1 starter Augment. As you equip new Augments in runs you will also unlock them to use as your starting augment as well, offering lots of horizontal progression.

  • New Level Up System: The character you aren't playing as brings you reward portals of various types. That character can also be customized each run with utility upgrades.


  • New Battle Modifiers System: After you level up you are given a choice between a few different portals to continue through. Some of them will add additional risk/reward effects onto combat, letting you scale the intensity to your liking.

  • New Wall Slam system: Damages and staggers enemies when you bounce them off walls and objects with Knockback. (Stagger is also new)

  • New "Devour" system: Strong enemies are crystallized on death. Devour their corpse within 13 seconds to make the crystals explode. The crystals are also objects that can block or Wall Slam enemies. Devour is considered an Ability, so it can be socketed with Augments.

  • New "Shapeshift" System: Hold the dash button to shapeshift into Astral Fox Jeanne, draining Mana to greatly reduce your hitbox size. Shapeshifting also happens while you are Dashing, but regular dashes no longer cost Mana. The Mana drain only begins if you continue Shapeshifting after the Dash ends. Shapeshifting is an Ability that can be socketed with Augments.

Runs in this new system can be far more different than they can now, even without taking build archetypes into consideration. You can have runs focused entirely on weapons, on basic spells, on signature spells, focusing on any of your abilities, or mixing and matching any of them freely. Then within all of that, you also have archetypes like building into various status effects, elemental effects, and so on.

The previous version of the game is nothing compared to what this will be.

plus a lot more. i'llalso be replacing some existing parts of the game that are bad.

The new update also has a lot of improvements to fundamentals like:

  • New tooltip system that displays info about your stats, detailed info on attacks & spells, and also displays a box of all upgrades you have that share the same tooltip. You can press the "View Embedded Tooltips" button to dig into these tooltips and view the tooltips of the upgrades that are being displayed inside the original tooltip.
  • New text system that shows before & after info about stat changes on upgrades.
  • Good controller support (i now play mainly on controller)
  • Fully rebindable controls
  • Overhauled aiming. On controller, simply aim with the Right Stick to instantly take control with manual aim, then let go of the stick again to immediately switch back to autoaim. On keyboard and mouse, hold or toggle the "Aim With Mouse" button to seamlessly switch between automatic and manual aiming.
  • New camera and lock-on systems
  • Redesigned every UI in the game
  • Improved fonts and colors
  • Expanded options menu
  • New Stats & Stat reworks (especially Energy Shield)
  • A bunch of new music by artists like Novander, including existing songs like LOTUS and VICIOUS and new original tracks created for the game.

... and more!


Feb 20, 2024
Uncrashed : FPV Drone Simulator - Riodeluz
Many of you might have inferred from our recent patch notes, which introduced leaderboards, that multiplayer was the natural progression. Your requests for this feature have not gone unnoticed, and we are pleased to announce its arrival. Dive into the excitement of free-flying, engage in races with friends, or aim for leaderboard supremacy. With multiplayer, training becomes an immersive and exciting journey !

Key features
  • Multiplayer: Dive into the action with friends or competitors in our newly launched multiplayer mode.
  • New Menu UI: Redesigned menu interface
  • Christmas Carnival/Longrage Map: The Christmas Carnival/Longrage map has been renamed to "Grassland"
  • Props in View Option: Added ability to display props in view.
  • Map Optimization: Improved performance on some maps and adjusted weather lighting for better visuals.
  • Controllable Car: Drive a controllable car in single and multiplayer modes.

Bug fixes
  • Imperial or Metric Selection: Fixed the choice between imperial or metric systems.
  • Yaw Power Correction: Fixed a bug where yaw was providing excessive power at very high rates,
  • Rainy Weather Car Lights: Fixed car lights not displaying correctly in rainy conditions.

Thanks to your support, Uncrashed continues to grow. We are committed to maintaining this momentum and are already in the process of planning additional updates for the future !
Feel free to come to our discord for any suggestions or bug reports.

World of Shooting - -=NE=-
After Early Access release our data server is overloaded now, so we changed data server.
Goblin Colony - MonoNordGames
Nobody likes tutorials but they are a necessary evil in order to teach the players how to play the game.
Tutorials are also infamous for being tough to design and for a UI-heavy strategy game doing an "invisible tutorial" (ex: Half-Life 2 and Super Mario Bros 1-1) just doesn't work.

One of the most important design philosophies in Goblin Colony is that it should be as intuitive and clear as possible. I've taken much care when designing icons and made sure to include tooltips and non-intrusive explanatory texts whenever possible.
By doing this I'm hoping to have a less heavy-handed approach for teaching how to play.
That said, the game is relatively complex and still needs tutorials.

Personally I don't like when tutorials include quirky characters that drag things out with "flavor text".
With that in mind I intended for my tutorials to be as quick and to the point as possible. However, my first attempt ended up being very dry and boring so in the end I backtracked some and chose a middle ground. Now it's quick and to the point but there's also a few story elements with custom events to spice things up.
I'm very happy with how it turned out and hopefully it will be a good introduction to the game.


Goblin portrait used in dialogue.

The tutorial is of course an important part of the upcoming demo. Almost there! :)
As always, thank you for your support!
Until next time.




IROMAZE Ink Shop - ScreenPocket
Simplified character support
Fixed a problem in which the correct effect was not displayed when there was no increase or decrease as a result of color sorting
Fixed UI
Lightweighting
Rule the Waves 3 - Severus Lupus
With the launch of Dreadnought and Invincible the race for naval supremacy intensified. Ships ballooned in size, cost, speed, and armament. From 1906-1914 the navies of the world built a combined 63 Dreadnought Battleships in a naval arms race that helped bring about the First World War. Submarines made their debut as a practical weapon of war, and destroyers grew in size and displacement with multiple torpedo launchers. After the war the cost of these fleets was so ruinous a new innovation in international diplomacy was adopted to curb spending, the Washington Naval Treaty.



Special thanks to Drachinifel for lending his voice to this project.

You can expect Episode 3 out in March.
Feb 20, 2024
Farmer Against Potatoes Idle - Oninou
Greetings dear Farmers,

Outpost will now see theirs difficulty to be mined going up starting from level 50 (only happen around A#25 and not before), but also the Mineral they have is increased (only on new Outpost). This is so end game have utility to switch Miner and use more than 1 or 2. If this is "too hard" it isn't an issue, as i can give upgrade around over the next few update, unlike right now where thinking about adding new Miner / system is useless.

Don't forget to increase your Mining Card, Expedition, Equipment and use Mining Pet to see how this effect Outpost now, and remember that next update will have a few more bonus to Mining if overall it got way too hard, but the goal is that Mining get slower and Outpost last for a few days (to avoid going into getting 30 Outposts daily which would be worst to manage).


New:
  • 1 Expedition Shop Upgrade to reduce the Hardness Scaling, open at A#20.
  • 1 Residue Shop Upgrade to reduce the Hardness Scaling, open at A#25.

Fix:
  • More weirdness related to the new Material fixed (such as trade not giving the highest option when you reach world 8 or the offline material drop).
  • Super Milk is now properly using the unlock condition before adding milk (small issue).
The Night Jackals Vol. 1 - devilskygames
Today, "The Night Jackals vol 1" enters early access, and the first act is now available for you. Wondering why I chose this approach? I believe in fostering dynamic and immersive gaming experiences, and early access allows me to involve our community in the evolution of my game. The narrative of my game is a living entity, constantly adapting and expanding based on feedback. By opting for Early Access, my goal is to break free from a rigid storyline and enable its organic development as players explore the world we've created.

Imagine what would happen if I released this game all at once? It starts here, ends here, and that's it. However, by releasing it this way, I can listen to players and have a great time. Providing them with new clues, new chapters, etc. The game experience extends beyond the application itself. A serial killer is on the loose, and you must catch them. Good luck! :)







Feb 20, 2024
Fabledom - Terry_Dear Villagers (Com Dev)


Fixes
  • Fixed minor issue where the UI wouldn't be updated properly when destroying a building.
  • Fixed minor issue with loading unconfirmed buildings.
  • Fixed the underlying issue to several rare and complex loading errors.
  • Fixed stonemason not having glass or wind effects.
  • You cannot move the Arena of trials until all waves are completed.
  • Fixed issue where you could block the entrance to fisherman's hut.
  • Made it much clearer that you can copy the seed inside the settings menu.
  • Fixed issue where the UI wouldn't update properly on workplaces that require full staff to work.
  • Fixed issue where UI blur would not be transparent on certain quality settings.
  • Fixed issue where you sometimes couldn't open the dropdown in the workplace overview menu
  • Fixed issues with Winifred's marriage. You now gain double XP with hero.
New Features
  • Added tooltip that shows how many % of feast supplies that are produced.
  • Added tutorial info that describes how Feast supplies and Feasts work.

https://store.steampowered.com/app/1651560/Fabledom/
Board Game Cafe - Tom Young
Hi there!

A big part of Board Game Cafe is going to be the ability to unbox officially licensed board games, stock them in your cafe and watch your customers fall in love with your favourites. You can find out more about Board Game Cafe in our announcement post.

We’ve already got a great list of games we’re going to be adding to the game during development, but with so many awesome board games out there, we knew we’d never be able to think of all of them, which is why we need your help!

We’ve put together a super easy Google form where you can submit the board games you’d like to see in Board Game Cafe, which you can fill in here.

In order to make it easier for us, we’ve also asked you to include a link to the Board Game Geek page for the game you’d like to see (that way we don’t have to sort between Talisman, Talisman: 4th Edition and Talisman, with all the expansions please!). We’re hoping to compile a massive list of games that’ll help us know what we should be adding first and where we should be focusing.

Oh, and don’t forget to share the form with your friends if you know they’ll want to see their favourite board games in Board Game Cafe too!

https://store.steampowered.com/app/2635260/Board_Game_Cafe/
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