Tunguska: The Visitation - Enhanced Edition - Rotorist
I have received the translated text for Slaughterhouse, so I'm going to incorporate the translation into the game, and do some final cleanup. It is very likely - if nothing serious is broken - that the DLC will be released this upcoming weekend with a -20% launch discount :)
Now, regarding headshot multiplier - I have received feedback that the default 1.5X damage boost may not be enough. I have implemented a solution: the headshot multiplier will be determined by the corresponding weapon skill. For example, for a handgun, the headshot multiplier will be 1.5X if your handgun skill is 0. But it will be 2.0X if the skill is 120. I hope 2.0X is a balanced goal to work towards, but I'm open to further feedback.
Whenever you unlock a new perk for this weapon skill, you will see a notification about the current headshot multiplier.
Other fixes included in 1.79:
- Fixed a bug with the hammer scythe's picture not showing up when you loot him
- Rearranged the swamp village level to remove some geometry issues that cause player to stuck or get on the roof
- Fixed a bug with summoned spiders dropping soul stones, but in a later update these soul stones will return for a good cause.
- Fixed a bug that allows player to duplicate items using the medkit/ingredient jar
- Fixed a bug that adds backslashes to texts and names. Existing backslashes in their names will have to stay, though. You can just have them killed :)
Sky Settlers is finally released so you can come and see all of the new content, added into the release version, as well as other improvements and fixes!
In the release version you can find many new quests to complete, tiles to place and of course, strange rare events that will leave you thinking about your decisions. These events will sometimes appear on new islands and you will be able to interact with them. Different events have different ways to approach them, so be careful with your decisions, as the consequences might be dire...
Of course, new cards have been added. Most of them are new tile cards. But also some interesting rare and disaster cards have also found their way into the world in the sky.
A new biome system is now in game, that makes islands a bit more interesting to explore. These biomes have a rare chance to take over the island, which will bring new colors into your colony.
So, I hope you will enjoy your time in the game and build the biggest sky civilization there is!
Hey everybody, I'm Alican. 3D artist of the team. And this is the story of how started making Rogue Samurai. This is devlog 0. So I will start from the beginning.
I had never read any manga before in my life. I hadn't watched much anime either. But a friend from work kept talking to me about this anime, Berserk. So, I decided to read the manga first and then watch the anime. I fell in love with this series and started searching for more content similar to it. That's when I stumbled upon Vagabond, and everything changed for me. The character, driven by a burning desire for power but maturing over time, deeply resonated with me. I read and finished Vagabond's manga with great pleasure. Then, I fell into a deep sense of longing. I wanted more. Despite the manga's popularity, there haven't been any anime adaptations or games made about it. The main character, Musashi, was not only significant for popular culture but also for Japanese history. I was surprised by the lack of works produced about Musashi. Because of this, my partners and I decided to create a game focused on Musashi.
But before we start discussing the game, let me tell you a bit about ourselves. I've always wanted to make video games since I was a kid. When I finished high school, I started learning 3D modeling. Then, towards the end of the pandemic, I started working as a 3D artist at a mobile game company. I mostly worked on hyper casual games there. To be honest, it wasn't very satisfying for me because I wanted to make the kind of computer games I played in my childhood. Then, my current partner Enes offered me to start our game studio. By the way, he was the one who recommended me to read Berserk. Since our visions matched, I accepted his offer, and together we founded CO's Entertainment. After that, Berk joined us, and we started developing various projects.
Our first attempts weren't very successful. The scope of our projects was too large. So, we decided to dial things down and started working on a simpler game. We decided to make a rogue-lite action game. It's a game where you die, start over, and come back stronger each time, facing enemies and learning new things. Initially, we used a different theme, but it didn't satisfy us. Then, Musashi came to our minds again. His story was very fitting for this theme. To keep trying, getting stronger, and striving to be the best by battling the strongest samurais. That's why we decided to make Rogue Samurai based on Musashi's life.
Rogue Samurai is a samurai-themed game where you face waves of enemies. It's played from a top-down perspective. There are various passive and active abilities you can use in the game. Currently, you can only use the Katana, but we'll be adding new weapons in the future. Unlike other games in this genre, we've aimed to make Rogue Samurai's boss battles more engaging. During boss fights, the camera angle changes to a third-person perspective, providing a more immersive battle experience against the bosses. We've designed environment and character art to fit the feudal Japanese theme artistically. Currently, the game features our first map and the village where you respawn when you die. In this village, you can train, acquire different weapons, and upgrade your abilities. We've also added a small graveyard where a tombstone appears each time you die. Right now, the game doesn't have a story mode. We've all quit our jobs and invested all our money into this project. Due to budget constraints, we won't be adding a story mode initially, but it could be added post-release depending on your support. To support the game, you can add it to your wishlist. Your help would mean a lot to us.
While developing this game, we were influenced by works like Vagabond, the Samurai Trilogy, Kurosawa movies, and The Book of Five Rings. As we've discussed our plans, we'd love to hear your ideas about the game as well. If you're interested in the project, you can follow us on our other social media accounts as well. I will put all related links below. Until next time, see you...
Stories from the Outbreak 1.0 has been released, marking its full release after almost a year in Early Access.
This update brings massive improvements to the gameâs narrative systems â conversations have been reworked, events now have long-lasting consequences, other humans can be fought, all writing has been improved and the total written content has been doubled. This is, of course, accompanied by various gameplay improvements, fixes, new art, and more â the full changelog has been appended to this announcement.
Weâll be monitoring player feedback and releasing patches with bug fixes and other small improvements, but weâre also planning at least one more content update in the future, plus console releases, and, potentially, modding support. You can read about our plans more in the previous instalment of Dev Notes.
If you want to support our studio and the gameâs continued development, please consider leaving a Steam review! Each review really helps us.
Thank you for this adventure â weâre looking forward to our next stories together,
The Coldwild games team
Full changelog:
* Human enemies (arriving in 3 flavours) * 41 new events, as well as additions and improvements to existing events * 5 new trinkets * Conversations and emotions have now been entirely reworked * STR and SKL have been combined into a single stat: PWR * Added an in-game encyclopedia containing information on enemies, trinkets, characters and more * Stat checks now have an accompanying animation * Steam achievements * Remaining backstories and epilogues (Anna, Dmitry, Inese, and Katerina) * Many new backgrounds and event images * Improvements to most written content in the game, including backstories, story fragments, conversations, and more * Further improvements to the game's ending * Many status effect icons have been recolored or otherwise changed * Various visual improvements and polish * (bugfix) In certain situations combat encounter pool could be emptied resulting in combat that has no enemies * (bugfix) Fix incorrect damage estimate indicator after using regular attack on an enemy which is already targeted by delayed attack * (bugfix) Fix autosave happening less frequently than intentended Balancing: * Enemies have generally been buffed to balance various new advantages to the player (more details below) * Stat prices now scale twice as fast, but the scaling is now unique for each stat * Training now also gives inspiration points upon completion * Lowered training duration by 1 (doesn't affect maximum or minimum training time) * Training progress is now updated after completing a node instead of entering it * Eating fully at a safehouse now heals 50% instead of 40% * Starving at a safehouse now damages 40% instead of 20%, but is no longer lethal * Particularly difficult enemy encounters can now be found in some events in the third map (e.g. The Wager) * Prevented poison-heavy or protection-heavy enemy encounters from appearing in first map's hard nodes * Immunity no longer lowered by friendly damage, and now only affects damage from enemies * Renew can no longer be applied to inanimate objects (barricades in the Necklace of teeth challenge) * Toxic reprisal posion amount 3 -> 2 * Elegant strikes damage bonus PWR -> 6 * Interruption - speedup next ability by 20, insted of making it instant * Antidote poison removal 4 -> 5 * Seize hope heal amount 3 -> 4 * Debilitate tick amount 10 -> 8 * Dare PWR gain 2 -> 3 * Condemn max amount 30 -> 20 * Traffic cone delay amount 10 -> 7 * Bottle opener rarity Common -> Uncommon * Rare coin rarity Rare -> Uncommon * Zombie's heart challenge now decreases poison at a slower rate Enemies: * Swarming infected PWR 4 -> 5 * Swarming infected Virulent bite base cooldown 50 -> 45 * Warden Shield base cooldown 30 -> 25 * Warden Forceful slam base cooldown 33 -> 30 * Bloated PWR 3 -> 4 * Bloated Delay the inevitable base cooldown 20 -> 25 * King Demolition focus gain 1 -> 2 * King Battering ram focus gain 1 -> 2 * Frenetic Wild shred base damage PWR-2 -> PWR-1 * Frenetic Lacerate flesh focus gain 0 -> 1 * Aberrant Ichor spit base cooldown 40 -> 35 * Anomaly Mystify base cooldown 35 -> 30 * Parasite PWR 4 -> 3 * Parasite Latch on base cooldown 30 -> 33 * Ghoul Reap focus gain 1 -> 2 * Mutantmother initial Fumes amount 3 -> 2 * Mutantmother Spread spores base cooldown 35 -> 40 * Mutantmother Invite delay amount 25 -> 15 * Legion Out for blood base damage PWR -> 2*PWR * Final boss aggressive strategy abilities now happen in a different order * Worthless Worship protection amount 30 -> 20 * Worthless Worship now removes 4 bleed and 1 poison Anna: * Base TGH 6 -> 5 JÄnis: * Base INT 5 -> 4 * Recover base cooldown 18 -> 20 * Recuperate base cooldown 23 -> 25 * Safeguard base cooldown 20 -> 22 * Wild shout protection amount 7 -> 6 Katerina: * Headshot base cooldown 20 -> 23 * Mind blown base cooldown 20 -> 23 * Precision shot base coolldown 25 -> 28 Dmitry: * Deranged bashes base cooldown 45 -> 40 * Take cover, Recollect, and Look after are now half as strong * Take cover base cooldown 50 -> 30 * Take cover focus cost 3 -> 2 * Recollect base cooldown 50 -> 35 * Recollect focus cost 4 -> 2 * Look after base cooldown 40 -> 25 * Look after focus cost 3 -> 2 Dzintars: * Base TGH 4 -> 5 * Base AGI 3 -> 4 * Exsanguinate friendly bleed removal 1 -> 2 Inese: * Advantageous timing and its upgrades base cooldown 25 -> 22 * Battlefield manoeuvres health loss if Inese is preparing an ability 15 -> 20 * Decapitation and its upgrades base cooldown 70 -> 80 * Overwhelm bleed amount 2 -> 3 ZigmÄrs: * Base AGI 6 -> 5 * Base INT 7 -> 8 * Base AMR 3 -> 2 * Prolegomenon and its upgrades base cooldown 20 -> 23 Viktorija: * Base AGI 6 -> 5 * Base PWR 4 -> 3 * The best defence base cooldown 20 -> 16 Maksim: * Base PWR 3 -> 2 * Base INT 7 -> 6 * Base AMR 5 -> 4 * Designated now increases outgoing damage by 75% * Hone base cooldown 55 -> 40 * Hone amount 2 -> 1 Samanta: * Base AGI 6 -> 4 * Momentum and its upgrades base cooldown 25 -> 27 * Push onwards and its upgrades base cooldown 25 -> 30 * All out protection amount 45 -> 40 * All out exhaustion amount 13 -> 12 SprÄŤdÄŤtis: * Base TGH 7 -> 8 * Esprit de corps base cooldown 25 -> 35 * Overloading neurons base cooldown 55 -> 50 * Fighter's impulse base cooldown 40 -> 35 * Providence base cooldown 25 -> 20 ElÄŤza: * Base INT 4 -> 5 * Strike back amount 20 -> 25 BeÄte: * Base INT 7 -> 5 * Butcher and its upgrades now give half as much vulnerable
The Pale has enveloped much of Earth, and youâve been cast adrift in the Faewilds. You must survive the dangers of these magical and treacherous lands, navigate through the ancient Fae portal network, and discover what it truly means to become a Realmwalker.
As we enter the start of Early Access, we want to thank everyone for joining us on this journey. Whether youâve been with us through our earlier playtesting or are jumping into the Realms for the first time this week, the enthusiasm, feedback and ideas, and positivity has meant so much to everyone here at Inflexion.
We're continuing our commitment to making Nightingale a unique and meaningful universe to (Realm) dive into. This community is at the forefront of everything we do, and itâs important to us that we continue that collaboration as we refine and expand Nightingale in the weeks, months and years to come.
In the coming weeks youâll see us focus on hotfixes and QOL updates (craft from storage incoming!), and iterating on all aspects of the experience. Beyond that weâll be adding more biomes, Realm Cards (Major and Minor), creatures, Apex monsters, weapons, tilesets, and so much more.
This moment marks the culmination of years of development, community playtests and hard work from all of us at Inflexion Games. Nightingale is the first project from our studio and we know the bar is high for our players. We are looking forward to seeing you all in the Realms.
Mark your calendars, as Goblin Stone is scheduled to launch on March 12, 2024, on PC via both STEAM and the Epic Games Store. We're excited to showcase the immense effort and dedication poured into the development of Goblin Stone.
Goblin Stone is an epic turn-based RPG with roguelike elements where you, as the player, help goblins survive after being hunted to near extinction. With over 40 hours of gameplay, players can choose through hundreds of combinations between goblin classes, weapons, abilities, and map options. The game has over 150 fully illustrated story panels, 60 unique enemy types, and 25 distinct boss battles.
Goblin Stone is available for wishlist now with its demo live on STEAM. Thank you for your patience as we gear up for this launch!
Excited to learn more about the development process of Goblin Stone and some exclusive sneak peeks? Join our Discord community and dive into our Q&A sessions with the developers at Orc Chop Games!
âDay 15. Iâm getting tired now. But I must press on, each day I am finding out more and more about this place and its glorious history.â
Through hard work, three new pages of Botanica Wildmendaria have been traced over and deciphered. What secrets do they hold?
Moon Glory Vine
âThese plants are so beautiful. Itâs a shame they break in my hand.â
A shade-loving vine that can enrich poor soils and grow bountiful, delicate flowers. It thrives near large trees and requires a significant supply of water. There are several hybrids, each with unique, magical properties.
Despite originating from the Canyons, Stryge took a particular liking to them, making strains of her own in the Salt Flats.
Sunburst Shrub
âIâm not normally a fan of nuts, but the seeds these shrubs produce are delectable.â
A hardy and adaptable shrub. Their bright leaves and nutty seeds provide welcome nutrition and are easily spotted among the desert sands. There are indications that previous civilizations grew this shrub on fences for extra protection or to transform the nearby soil into a more suitable, meadowy type.
Glowstick
âI thought my eyes were playing tricks on me when I first saw these. I could stare at them for hours.â
A hardy bioluminescent cactus that appears to be able to grow on land and undersea. Their stalks emit a soft, calming glow and are often used in lamps of all shapes and sizes. They have many differently coloured variants.
Maybe more pages will be discovered in the future?
If you liked this field guide, let us know what plants youâd like to see next in the comments! Check out Volume i if you havenât already.
Join our Discord server for more exclusive content and follow us on social media at @wildmendergame on Twitter or @wildmenderofficial on Facebook and Instagram for more updates đŹ
Tamers, it is time to swarm around! You've been eagerly waiting for weeks for this announcement to come, it's time you get to know the project we have been working on, so please give Temtem: Swarm a big welcome! Will you be able to Survive the Swarm? Unlock mighty abilities and upgrades, find and collect Tems to evolve and become stronger, discover overpowered strategies, and battle massive bosses in this survivor-like bullet heaven!
Play solo or online co-op with up to 3 players to face relentless swarms of Tems. Strategize, share resources (or donât!), and take down increasingly more powerful bosses by building the wildest synergies. Adaptation is key to surviving and Tems are built for it! Defeat the swarms to gain experience, level up, grow stronger, and unlock your final evolution. Collect and capture every available Tem to unlock their powerful Traits and unique Ultimate abilities! Unleash unstoppable ultimates you have incredible power at your command and evolve to endure as adaptation is the key to survival and your Tems are built for it!
Choose when to tap into a Temâs full potential and unleash devastating attacks, defensive abilities, or power-ups that help you and your friends clear the map in one fell swoop. Collect XP after defeating enemies to level up, grow stronger, and unlock your final evolution. If you get pummeled by the Swarm, the run doesn't end there! Use Ghost Mode to fight on in co-op to support your friends until they can safely revive you and rejoin the fight. The ultimate test of teamwork and survival awaits!
Lastly, conquering each stage by defeating challenging mini-bosses and formidable stage bosses with devastating abilities is your end goal. Strategize, pivot, and prove your skills as you face off against powerful Tems like Gharunder, Yowlar, and Nessla.
Are you up for the challenge? The Swarm awaits! Don't forget to wishlist Temtem: Swarm on Steam! We'll keep updating you on Temtem: Swarm, so keep an eye out on our many platforms, our Newsletter, and communication avenues!
The Lost Legends of Redwallâ˘: The Scout Anthology https://store.steampowered.com/app/2169570/The_Lost_Legends_of_Redwall_The_Scout_Anthology/ A narrative puzzle-adventure game based on Brian Jacques' Redwallâ˘ď¸ book series. Vicious searats are invading the once peaceful Mossflower wood and it's up to the Lilygrove Scout Corps' newest recruit to save the day. Play as Sophia or Liam on their adventure to Redwall Abbey!
The Lost Legends of Redwallâ˘: Feasts & Friends https://store.steampowered.com/app/2632490/The_Lost_Legends_of_Redwall_Feasts__Friends/ Come savor the peaceful town of Lilygrove in this cute and cozy cooking game based on the beloved book series "Redwall" by Brian Jacques. Join Scout-Chef Rootsworth in the kitchen as you challenge hand-crafted recipes, meet a charming cast of characters, and enjoy a beautiful small-town story.