Tame It! - StaceyElm

Hi, everyone!

We have some great news for all Tame It! fans waiting for the sequel to the game. As you may remember, we released the first prototype of Tame It Too! last year. The feedback we received on the first prototype was restrained. We spent some time trying to optimize the game on UE, but we still didn't get a decent result. This fall we made a difficult but hopefully correct decision to start Tame It Too! from scratch on a less voracious engine. The main requirements are to keep the general concept of the first prototype, to add survival gameplay, to provide more accessibility on the hardware side by simplifying the graphics. And to simplify the starting location a bit, so that it would be easier for you to find the Cat.

And now the work on the new Tame It Too! prototype is progressing at a very good pace!


The landscape will be familiar to you from the previous prototype, but there will be some changes. Among other things, our goal is to make moving around the island easier and faster, and we are taking into account your suggestions that you wrote to us about after the first prototype.


The prototype already has almost all of the basic survival mechanics in place. Lee can gather materials for construction, can build his shelter, can set up and light a fireplace, can hunt and gather useful resources. Now we're actively working on crafting!


We already filled locations with life. There are crabs running on the beach, hares jumping in the woods, fish swimming in the water, and birds flying in the sky. You’ll be able to hunt animals and crabs and cook their meat! And in the future we plan to add more complex cooking too!


More and more locations are getting a finished look. Recently we paid special attention to the swamp area. Now it's an atmospheric and dangerous place where you have to be careful not to fall into the jaws of crocodiles lurking in the water!


We continue to fill the locations with new details to make it fun for you to explore the island. We have added several new points of interest to the island map and placed quest items where they should be.


We have put almost all of the texts into the game, which, as you may remember, for such a small prototype, is quite a lot. Plus, as new points of interest were added, new phrases for reacting to them were added as well.


We're almost done with all the major UIs. We are now in the process of integrating and refining the crafting interface into the game.


Now we are working the animated scenes with Cat, Octa and Fairy into the game, which will require some tweaks due to the fact that we have moved to a different engine.

We also want to let you know that the creation of a new character is gradually moving forward. It's a bunny girl, and some of you may have seen her in the early 2D visual concepts we showed last year on our Patreon. We're not sure if we'll be able to finish her in time for the first release of this prototype, but in any case, work on her 3D model continues well!


Overall, the new prototype can be expected very soon, no specific dates yet, but we'll be sure to announce it when we get closer to release.

In addition to the Tame It Too! prototype, we are also actively working on another new game - (non)trivial!


(non)trivial — is a stealth adventure game with a detective element in an urban fantasy setting. You’ll have to uncover the deepest secrets of the people around you, your neighbors, enemies and interesting passers-by. You’ll have the opportunity to solve a crime that the whole city is buzzing about and reveal a mystery that is more than a thousand years old!

We have already released a demo recently! You can find out more about the game on our website and Patreon.


Thank you for your interest in our games!
We wish you all a great mood and stay tuned so you don't miss anything!
Beam Eye Tracker - bastjan
Multilingual support

  • Added support for 10 languages: English, Chinese, Russian, Spanish, Portuguese, German, French, Japanese, Korean, and Italian.
  • Beam Eye Tracker by default will now use your Windows system language. You can change this in the Settings under General > System (scroll to the bottom). Make sure to restart the app for language settings to take effect.
  • Note: Languages have been mostly auto-translated. Please report any major errors for correction.

Bug Fixes

  • Calibration when using the Beam Eye Tracker iOS app extension without a connection has been improved to halt properly if disconnected.
Marbles on Stream - Enderzworld
Welcome to the latest season for Marbles on Stream!

Welcome to Season 50!

Welcome to a new era for Marbles on Stream. With the launch of Season 50 we will see a total change to the User Interface menus and system. The entire look is brand new and still shiny!

Enjoy the newest season and let us know in the comments what you think!

Patch Notes:
  • Entirely new User Interface
  • Free Marble in the shop (1 layer of evolving marble for free)
  • New Tubes Laps track
  • Update to The Glade
  • New Dev v14 Marbles added to Community Chest

More notes will be posted later.

Where will you sit at the end of the Season?

The partnership with CaptainTV and Revenue share system continues on. Visit https://captain.tv/marbles to get more info!

As always keep an eye out for events taking place during the Season, so be sure to pay attention to Discord and Twitter!

If you are not seeing the update please try shutting down Steam and restarting it. It should process the update then!

We hope to have the mobile app updates for Android (GooglePlay) and the Apple iOS available shortly.

Season 50 will be ending on Friday March 29th, 2024 at 12pm ET


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- Now you may be wondering what is Marbles on Stream?
MoS is a stream interactive game designed to involve a Twitch Streamers viewers in a fun Marble racing game. All the viewer needs is to type !play in the respective streamers chat they would like to join. Simple and easy for all.

- Where were we before Steam?
We were tucked away in our little Discord server and that is how it was downloaded before as we developed out the game season by season. If you are interested in joining feel free as we use Discord as our gathering space for the community. Discord.gg/pixelbypixelstudios.


- How to play Marbles on Stream?
Streamers - Download marbles, log in with your Twitch Credentials so the game can connect to your Twitch chat and begin reading typed commands. Play in Game Tracks, Community Tracks, Marble Battle Royale, and Tilted. All modes are viewer implemented so you can involve your viewers in all the game modes and just have fun.

Viewers/Racers - Join any stream on Twitch.tv streaming Marbles on Stream, be sure to greet the streamer, and get involved in their races simply by typing !play in their chat.

- Seasons?? Why?
We introduced seasons in May 2018 and each season brings new content to the game. It also resets the leaderboards and deletes all the community tracks from the global system.

Leaderboard points are global which means it does not matter where you race, you are earning points towards your total. We also delete all the community tracks from our system so each season brings fresh tracks in, and gives the builders the chance to reflect on the votes and possibly make changes to their existing tracks.

Streamers get a unique experience with Marbles. Streamers earn XP by conducting races. We use a very complex mathematical system to calculate how much each race earns them. At the end of the season the Top 3 will have ONE of their emotes added to the game to spawn in marbles for those who use the emote.

Interested in getting involved now?
If you are simply looking to play the game as a racer, check out the Twitch category Marbles on Stream and people are playing Right now! We are always happy to engage with you all. Whether it be on our discord, here on the community hub or out there on the tracks, you will learn we are very passionate and love chatting with you all.

Take care and may the force be with your marbles!
-Pixel by Pixel Studios
Interregnum: False Prophet - Shard
EXPEDITIONS

In the age of the Interregnum, many social structures that people had grown reliant on have ceased to function, the most vital of which being transportation. Due to the extreme conditions of the outside world,vehicles that can still function are few and far between. Most groups have no choice but to travel on foot.

And when walking through a cold, dead world, the question of how to survive is a constant concern. The only way to get anywhere is with a carefully planned Expedition.



While on an expedition, you will need to keep track of the needs of your squadmates:

  • Warmth: The clothes each squadmate wears determines the temperatures they can endure. Insufficient coverage may result in freezing and sickness, especially when weather conditions intensify…
  • Hunger: Everyone requires sustenance. Without food, starvation ensues.
  • Fatigue: The longer and harder your expedition marches, the more tired they become. A wide range of other actions also increase fatigue, including attempting Challenges.

Failing to keep these needs in check will result in the loss of squadmate Health and Morale. A squadmate who loses all their Health will be left teetering on the edge of death, while a squadmate at critically low Morale may lose confidence in your leadership and leave the expedition forever.



With so few people remaining in the world that can serve as allies, it is imperative to keep your squadmates alive if you want to reach the end of your journey. And the first step to meeting their needs is having the resources to do so.



The main places left to procure resources are the buildings abandoned in the wake of the Interregnum. Each type of building offers different resources– don’t expect to find guns at a grocery store, for example.




It takes time to loot buildings, but you can choose to loot them recklessly as well… but that increases the likelihood of harmful accidents, and causes you to leave tracks that can be followed by Wandering Bands.



Of course, if you don’t mind preying on your fellow survivors, being followed might not be a problem for you…



Looting is your primary way of gathering equipment, making your squadmates more resilient, and restocking on weapons and ammo. Don’t neglect it!



When the needs your expedition need to be met, the best way to use your gathered resources is to build camp. In camp, you can add food to the pot, and flammable items (including unused clothes) to the bonfire.

When you rest at camp, time will pass, and hunger will be reduced and warmth will be restored evenly to the members of the expedition according to the resources added to the pot and fire, and fatigue will be restored according to the amount of time you decide to rest.



Efficient planning, looting, and camping can extend an expedition and greatly increase your chances of survival… but in the Interregnum, no expedition can go on forever. Looted buildings are forever looted, and your opportunities to replenish resources shrink the more you stay in the same area.

Everything fades. Sooner or later, you'll have to move on.


Hotel Simulator 2024 - V4Studio
We're thrilled to announce the latest update to our game, now available on Steam! This update brings with it a host of improvements and enhancements designed to elevate your gaming experience. Here's what's new:

Bug Fix: We've identified and resolved a pesky bug that was impacting gameplay. Thanks to our dedicated community for bringing this to our attention. You should now enjoy a smoother, more seamless gaming experience.

Expanded Tutorial: We've listened to your feedback and are excited to unveil an expanded tutorial section! Whether you're new to the game or just looking for a refresher, our enhanced tutorial is here to guide you through the basics and introduce you to some strategies to enhance your play.

FPS Performance Boost: In our continuous effort to provide you with the best gaming experience, we've made significant optimizations to improve FPS performance. You can now enjoy faster, more responsive gameplay, even in the most intense moments.

We're committed to continuously improving our game and we welcome your feedback. Dive in now and explore all the new features this update has to offer!

Happy Gaming,
MX vs ATV Legends - Rainbow Studios
We have pushed a hotfix patch to address an issue reported by users, which affected PC players who run uncapped framerates (especially > 120fps) having major issues with the new elevation mechanic.

Thank you to everyone who helped bring this to our attention, which allowed us to get a fix out quickly.
Feb 21, 2024
Rogue Labyrinth - Kaimatten
Demo V2.3:
One of the fastest and biggest patches yet!
We've been doing our best to bang this out as fast as possible. There's a lot of exciting changes and improvements to the game. Most notable is simply that the game is like 200% more fun to play. Blessing effects occur way more often, and each room gives bigger rewards, while enemies scale up faster than before.

We have a new weapon, charging thornballs, and the ability to string together Rival Abilities faster. The game has a higher advanced play now without affecting the base gameplay.

The big focus is on having fun, even if it means breaking the game is all that much easier. Curses =/= fun, so they're out, replaced by something called Gambits which is sort of like getting a huge bonus plus a huge curse at the same time. This helps with making every run feel way different than the last.

We also integrated new UI for dialogue. You will notice that there are sparingly few emotions and animations currently, but we hope to fill this out over the next few months, giving a very full and vibrant feel to the dialogue exchanges.

There's yet more coming out for next patch. We have big changes planned with adding a combo meter to replace the Hype meter (it's just easier to understand combo bars), more weapons, blessings, synergies, and enemies! We're also very excited to finally put in some better art soon and really beautify up the landscape... With more things you can destroy!

Thank you all for your support. We have Steam Events coming up again soon and hope to make our big push for more wishlists, so expect things like new screenshots and trailers too. See you in a month with the next patch!

John Bond
THE SIGNAL: Stranded on Sirenis - natals
We’ve had a great response following our presentation of The Signal's crafting feature at DemoNights earlier this month. One of Goose Byte’s game designer’s Kim Osborne pitched the feature live, then chatted with host Jason Della Rocca about where we are in the development process. A video of our segment has been packaged up a included below. Take a look!



TL;DW: Lots of stuff is still unannounced and it’s too early for us to talk about it! The best way to get the news first is to join the Discord – private Betas will open eventually, and our suggestion box is always open on the Discord. Share your thoughts on what looks cool, what you think we’re doing great, and what we can do better. Or maybe there’s something we haven’t considered at all? As Kim says in the video – what are your theories? Drop them into the Discord for sure. We would absolutely love to hear from you.

Looking to the future, we’ll be announcing and sharing more in the next few weeks. We’re sending some of our team members to GDC this year, and will have details coming very soon. In the meanwhile, we’ve been drilling down on The Signal – making features better and building the complex interactions that make this game and story totally different. That’s all for now, Explorers!
Feb 21, 2024
Cogstellation - sphynx
- stopped annoying popup when pressing escape
- changed container visual to better distinguish it from the tanks
- got rid of a cutoff in the bottom of the scrollable tutorial, for clearer indication it is scrollable
- fixed a bug with enemies triggering time trials on enter planet gravitation
Brand New World - STYLUS


✅UPDATE_24.02.19.0
Added:
The rope workbench is active for use;
The weapon/tool workbench is active for use;
To craft a weapon/tool, you must have a weapon/tool rack on the map;
Changed:
Interface of the crafting table: a list of available recipes is generated, if the queue is not empty, a queue window appears in which you can add/remove items
✅UPDATE_24.02.20.0
Added:
At the start of a new game, the character's "Rest" state is turned on. He walks within a certain radius to random points near the center of the village.
Checking the free space in the warehouse:
1) Before the start of resource extraction;
2) After extraction;
3) Before adding to the warehouse; Changed:
After releasing the character from cursor control, after 5 seconds the character goes into rest mode. (Temporary change, need to think about this logic);
Warehouse window:
1) List of items that can be stored in the warehouse now as stack;
2) To add items, you must delete an existing item or click on an empty slot in the list, after which a list of available resources will open;
3) After deleting an existing item, the list is updated and moved up;
Fixed:
Berries are collected in 1 box with 5 units of berries;
Resources were not being mined due to incorrect verification;
✅UPDATE_24.02.21.0
Added:
Warehouse interface. It is not possible to delete the type of resource available for storage if its quantity in the warehouse is greater than 0;
Filtering buttons for elements in the construction menu. (Parts of the building, furniture, warehouses, farming);
The character responds to player commands without delay;
Saving the parameters of the crafting table;
Saving the parameters of the vegetable field;
Changed:
After releasing the character from cursor control, after 5 seconds the character:
1) If it has a task, continues to perform it;
2) If you were controlling the character, it goes into rest mode;
The construction menu closes on "RMB".(Right mouse button);
Fixed:
Character parts were appearing in zero coordinates;
The character went to collect another type of resource (picked berries, then went to collect stones);
Characters did not go to drink and eat. (Test functions, require supervision);
On the crafting table, the character's stopping point was shifted, causing him to fall into the table. (Also, this height was probably maintained and after loading, the character was waist-deep in the ground. Needs to be monitored)
Some minor edits have been made;

...