Project Prison - True Seria
I'm not fond of how video games typically handle smoking and drinking they often portray it as cool without showing any consequences. The approach I've adopted involves an 'Addiction' trait. If you start smoking or drinking, your character acquires this trait. Once addicted, you need to continue buying cigarettes and alcohol to maintain your character's mental sanity. Otherwise, the character's boredom will increase rapidly if contraband items are not easily accessible. Moreover, smoking and drinking can be fatal for your character. Exceeding a set limit increases the likelihood of your character developing cancer. The game will alert the player once a certain threshold is crossed, advising them to cut back. Additionally, drinking too much will give the player a 'Drunk' trait, which will be represented by a post-processing effect and reduced visibility.



Both the player and AI can perform certain actions like eating, drinking, smoking, etc. The key feature is that these actions can be carried out while performing other activities. For example, player can smoke while running, walking, sitting, or lying on the bed, etc. The only limitation is that the player cannot sprint, but jogging and walking are perfectly fine.
PS: As the game nears its public beta phase, I've decided to post updates once or twice a week. Apologies for the default character in the gif. I have the 3D models of the prisoners ready and integrated, but I'm currently working on some optimizations to reduce draw calls while the build is under review. Thus, I captured the gif with a default character.





Epic Battle Fantasy 4 - Kupo Games
Hey guys, I've just published version 3 of Epic Battle Fantasy 4!
You can update the game by selecting it in the "betas" tab of the Steam client.

Since I'm currently working on a mobile port (66% done), all of the new features and optimizations from that are being added in this Steam update. This version will go live as the default version in a week or two if no major issues come up.

Version 1 and 2 will remain accessible in the betas tab, but I cannot guarantee that your save files will work if you go from a newer version to an older version. Version 3 will not modify your version 1 save files, it will simply make new copies of them.

The cover art for this post was made by "名戸(NaT_A)" or @NaT_A_fugue on Twitter.



Version 3 Changes

New Features:
• Added 16:9 widescreen support:
--- This is by far the biggest change!
--- This extends to 20:9 in battles on mobile
--- Players and enemies have had their intro animations extended
--- Dragons have longer necks, and tentacle enemies are longer too
--- Spell animations that fill the whole screen have been modified to fit
--- Maps are zoomed in a bit to fill the screen
• Redesigned the user interface:
--- Made it mobile-friendly (bigger text and icons, this should help on Steamdeck too)
--- Made it look more like the EBF5 interface (including status icon changes)
--- The map menu is now hidden and a button must be pressed to open it
----- (the Esc, Enter and M keys and right click also work)
--- The minimap now shows screenshots of the maps and points to the next destination
----- (you can also zoom in on the minimap)
--- Some useful tips are added throughout the interface
--- Enemy names and HP values are shown next to their life bars in battle
--- The credits scroll!
• Added 4 new weapons for each character, all found on Battle Mountain
• Added 8 new summons, found throughout the game
• Added 6 new achievements
• Added 4 new special skills
• Added a "Treasure Finder" cheat like in EBF5
• Added a new "Double MP Cost" challenge
• Added player portraits for in-battle dialogue (adds a lot of flavour)
• Added new dialogue for the 12 main bosses, and for some summons
• Added the option to show a grid on the map
• Added the option to disable screen shake (improves performance a lot)
• Added the option to double game speed (if your CPU can handle it)
--- (There is also a button in battle to enable this)
--- (lower your graphics to make the most of this option)
• Added the option to change the GUI skin color (same as EBF5)
--- (blue is still the default option, brown and black are new)
• Added 20 fan art images to the gallery
• Added a couple of new NPCs

Optimizations:
• Menus with a lot of icons should now open faster
• Map transitions should now load faster
• Expensive effects have been replaced with cheaper ones (glow and blur filters, etc)
--- (In most cases these changes shouldn't be noticeable but improve performance)
• Intro animation has been simplified to work in widescreen and be easier to follow
--- (yeah I know, not everyone will like this one, the old one was really laggy)

Small Gameplay Tweaks:
• Improved the layout of the starting town for beginners
--- (added paths, rearranged some rocks, higher contrast arrows, etc)
• Improved the general visibility of the main path through areas
• Fixed the Stagger status being consumed by non-damaging skills
• Made Lumber's final hit Stagger chance higher (70%)
• Made Mana Drain's effect inversely proportional to Syphon resistance of target
• Made Hail Storm hit once and have a high chance of freezing for one turn (30%)
• Made volume options scale logarithmicly
• Reduced Dark Player Dispel resistance to 50% (except on More Resistance challenge)
• Fixed an exploit where you can use the summon power variable for other skills




Version 2 of the game never left beta - so I know a lot of you have never played that version.
Here's a list of what was added in version 2:

Version 2 Changes

New Features:
• Removed the Steam DRM (Steam no longer needs to be running)
• The Steam overlay works now – this makes it much easier to take and share screenshots
• Replaced the saving system with EBF5’s: a new type of .meow file is used
• Added a confirmation prompt before overwriting save files
• Added the option to delete save files
• Added the backup save feature from EBF5 – you can now backup, name and share your save files
• Added the Zero difficulty option, which offers no challenge at all
• Added similar resolution and window options to what EBF5 has (up to 1080p, Best Fit mode, etc) (I personally played the game just fine in 1440p, but that requires a super fast PC)
• Added the option to re-send medals to Steam by clicking on them in-game
• Added the option to delete all medals from the main menu
• Added the option to reset all stat boosting items if you want to apply them differently
• Added the ability to close most menus by right-clicking anywhere
• Added buttons to quickly select different players in battle
• Added buttons to quickly access the forge menu from the equips menu
• The shop menu now allows you change quantities by 10 at a time
• Players now regain HP and MP outside of battle much faster than before
• A mini options menu has been added to the first screen of the game

Gameplay Tweaks:
• Added the Cheats and Challenges menu from EBF5, which includes:
• Cheats: reduce foe resistance, reduce foe HP, increase player SP, increase Limit Break charging, even EXP after battle, learn any skill, get first turn in every wave, trigger more automatic abilities, and scan foes automatically
• Challenges: increase foe resistance, increase foe HP, increase foe evade, increase foe attack, rare foods banned, foes attack first in each wave, foes do not respawn, revived players do not get a turn, and foe HP bars are hidden
(I recommend the foe resistance challenge, as many bosses will have different weaknesses, forcing you to try new strategies)
• As in EBF5, cheats temporarily disable Epic medals, and unlocking Epic medals with all challenges enabled will earn you a gold star
• Smoothed out the formula for enemy damage scaling over level 32 (no more sudden spike at final boss and Battle Mountain)
• Changed the summon power formula so that summon damage does not increase slower at level 33 and above
• Reduced player MP growth over level 20, to prevent nearly unlimited MP
• Foes drop much more AP towards the very end of the game, making it much easier to max out your skills
• Foes have up to 12% less HP from the Jungle and onwards to Newgame+ (again to speed up the pace)
• Party buffs, heals, and status effects now apply to the backup player too
• Buffed Sacrifice, Bubbles/Bubble Blast, Hyper Beam, Gaia Seed, Syphon, Debilitate, Dispel, and changed Dark Flare
• Soul Arrow no longer copies stats that are lower than yours
• Some unfair foe attacks have been nerfed (Flame wraiths only use death on hard mode now, etc)
• Tired status now increases Earth damage, instead of Stun status doing this

Graphic and Sound Improvements:
• Many low-quality sound effects have been replaced with sounds from EBF5, and some animations have totally new sounds
• Sound effects will no longer play multiple times at once, making many spells sound less painful, especially AOE spells
• Music and sounds are no longer forced into mono format
• Bitmaps (such as medal icons, limit breaks, etc) have been upscaled so they look better in high resolutions
• Updated the fan art gallery so the full images are included, instead of just thumbnails, and added a LOT of new art
• Wallpapers in the installation folder have been replaced with higher-resolution versions, and a World Map file has been added

Bug Fixes:
• Fixed the rough edges on text shadows – the UI looks a bit smoother now
• Fixed a major memory leak issue that slowed the game down during long sessions
• Fixed some typos in equips and skills, making some broken effects work correctly now (better Power Metal healing, etc)
• Fixed some broken foe behaviours and incorrect bestiary descriptions (Green Bush, Black Dragon, etc)
• Fixed some scaling issues in the Endless Battle mode (summoned foes are at wrong level, limit break charging effected by difficulty, etc)
• Fixed the alternative animations for Mighty Oak and Praetorian not being saved correctly once acquired



Please Wishlist Hidden Cats

Since I have your attention, please wishlist my new Hidden Object game!
There's still a lot of work left to do on it, but the Epic Battle Fantasy characters will be in it!

https://store.steampowered.com/app/2624670/Hidden_Cats__Dogs/



Fireworks Mania - An Explosive Simulator - Laumania ApS

Hey!

Its been another month and time for an update from the developer - aka me :)

In case you missed it, Public Multiplayer Beta is open!
https://store.steampowered.com/news/app/1079260/view/6242613536165636826

Recharge of batteries & vacation
The active members in the community might have noticed I have been kind of quiet for most of February.
November, December and January are pretty busy months me with Fireworks Mania as I always try and have something new ready for the Christmas/New Years as its the high season for this game obviously.
So after this, I needed kind of a break from the game to recharge the batteries.

However, I got "help" with taking a break, as I have been freaking sick like 3 times during the last two months. It was like a new flu every week for some members in the family.
So that "helped" me do nothing - because I couldn't.

Anyway, knock on wood and without jinxing it, I feel good now - lets hope for no more sickness :)

Oh yeah, and I also recently was on vacation - that helped too.

However, I'm back now! 💪


Shells & Mortars
Even though the main focus for 2024 is still multiplayer, there are a lot of things and features around multiplayer that I also need to figure out and implement.

One of these things are Shells and Mortars as a build-in feature. As you might know, Panini (mod creator) have been so awesome to create some scripts to enable shells and mortars via mods in the current version of the game. On top of that Amnestey (mod creator) and others have been building a lot of shells for that system for all players to enjoy. Pure awesomeness!

However, this script from Panini is not working in the multiplayer version and as it is right now its not even possible to make it work due to lack of some features in Netcode For GameObjects (a Unity package the multiplayer is build on top of).

As Shells & Mortars have been on my own todo for a long time to add as a build-in feature in the game and Mod Tools, it made sense to look into this now (also because Amnestey and Keltusar keeps bugging me about the lack of Shells and Mortars in multiplayer :D).

Therefore, for the last week I have mainly been focusing on implementing that. Its not working yet, but I'm making progress and I even live streamed like 3+ times this week working on it.

These are not necessarily live streams I encourage you to watch as it's mainly me being confused about how to approach this in the best way - however I have done a lot of progress and made it simpler and simpler which is good.



Latest live streams

When Shells and Mortars will be ready so I can push the first version to the multiplayer-beta I don't know yet, but I'm doing what I can.

Change log
Here is the change log for the multiplayer-beta version since last Developer News.

No updates have been pushed since last Developer News due to the mentioned above.

This is all for now - need to get back to work on the next update :)

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

Feb 25, 2024
Frontline: World At War - Frontline GS

Welcome, friends! Version 1.20 has arrived

New in this version:
-New unit types: Aircrafts + Warships
- 24 new units to add to your arsenal
- Aircraft
- Anti-air
- Airfields, Air H.Q, Marine H.Q

Prepare for a deeper strategic experience with the introduction of a more advanced aircraft layer along with anti-aircraft weaponry for heightened strategy.

Stay informed with expanded information panels detailing the newly added classes.

V1.2.1
-Multiple selection and game flow improvements
-Fixed selection remaining on screen
-Fixed selecting multiple units in the same time
-Bug-fixing
-Unit tweaking


Your feedback has been invaluable in shaping this update. Thank you for being a part of our community. Happy gaming!
Feb 25, 2024
Sumorbit - Jett
- Fixed a bug where the join prompt wouldn't move in the multiplayer lobby
- Player score satellites no longer affect the physics of player moons
Parabellum Galaxia - mkg_123


Test of my Procedural asteroid and asteroid destruction method..

The method while still requiring some work/tweaks runs pretty fast so shouldnt interupt gameplay and works by virtue of modelling concentration of masses within a asteroid and those denser regions will form fragments from which a embedded explosion seperates them.

The gameplay mechanic i will build around this is to say have nukes which could be used against fleets, but they will likely shoot them down and the energy dissipation means they wont be hugely effective. But if you could use a burrowing missile into a large asteroid (video is approx 3km wide) that can fragment large pieces of asteroid flying away at a speed that could easily take out a few ships or severely damage them (since the fragments are about 500m). With this approach if defending a region from attack you can carefully place your missiles to burrow on a certain side of the asteroid, you can then remotely trigger the explosion as the enemy approaches you and in one action you can severely damage their fleet.

Im going to leave this part for the moment but i will soon be..

* Integrating this asteroid type into the general asteroids. I will test to make sure they run as good as current ones so frame rates arnt hit.
* Destruction will be enabled but it may initially be limited to a single explosion per asteroid. There is no reason it cant be more, i just havnt tested how it looks.
* I'll add some sort of particle dust effect local to the explosion, this should hide the change in mesh and ideally i'll add some sort of trail to the asteroids.
*I'll be refining the geometry, you can just about make out in the video there is one Vertex that hasnt changed for whatever reason. Since i know a TRI shouldnt be above a certain size, i can do a smoothing pass to eliminate sudden changes in geometry.

I'll be back to the ship builder now which has external components linking to the outer frame, I am now going to be doing the same for the internal components. The new ship builder and asteroid tech will be released in the next version which will be a major revision and follow me actually trying to market the game for once!
Void's Calling ep. 2 - Novel_games
About the addition, new project and plans.

A patch will be released in a couple of days, in which some small things will change, in particular, the level of monsters will no longer exceed 23. This was done in order to prevent the fights being too long. There will also be a new version of Chinese localization for the DLC.
Work on the Last Stand DLC addition is underway. It will touch on the stories of three characters in the game. I can't promise big endings for all these characters, but you'll definitely see Kilena, Londa, Fiona, and possibly another girl.
We're not expecting anything special from this update since enough time has already passed to look at the results. Here's what we have:
- We've recouped our investment.
- We've made some money for the future.
- Only about 10 % of owners of the second episode bought the DLC.
Overall, the DLC was profitable, but I'm very glad I didn't take the risk of creating a full-scale episode.
Episode 2 scores have risen to 80%, which seems more fair than previous scores for the game. Thank you, it feels good.

Regarding the new project.
The second episode was an expensive, over-budget and long-development process. After its release, the question was whether to continue or stop. It was scary to continue. The release didn’t give us the financial reserve we needed to be sure we could develop the project further for a year or a year and a half. Plus, the constant threat of not being able to receive any money due to sanctions. So even if it was possible to find workarounds for Patreon, the Steam payment system doesn't allow you to do that.
And then the decision was made to make a Patreon-oriented project. Nobody wanted to do it, but we decided that we would do something "popular", make money quickly and finish VC.
Basically, everyone agreed that it was better than taking additional risks, because the third episode could have raised even less money and that would have been fatal. And that’s probably what would have happened. As I said, the DLC sold a small number of copies, but there was relatively small amount of money invested in it, plus it revitalized the sales of other products, on top of other big seasonal Steam sales.
Originally, we were going to make this new project on a new Patreon page, so that we could work in peace and avoid the possible negatives of it. Firstly, there would be those who would understandably hate us for stopping the work on VC, and secondly, there would be those who would berate us for the chosen genre.
As for the new game, I won't reveal what it is until just before its release. Not because I'm afraid of anything, I've been in this business too long and I’m used to everything. I just don't want to. Once the release is ready, everybody will see for themselves.
We'll be working on it on our current Patreon, though I'd be interested in how this game would be received from a new developer.
Either way, it will be a game with an interesting story and good-quality graphics. As always, though.
Moons of Ardan - Hades
Join Us for Beta Patch Testing!

#Discussions_QuoteBlock_Author
All game owners are invited to participate in testing the latest patch enhancements.

Instructions for accessing the beta patch are available on the game's Discord server: https://discord.gg/gTeucz5bMf

If you're interested in testing the new features in the demo, please request!

Patch Notes

Improvements

#Discussions_QuoteBlock_Author
New science lab model:



Text Refinements:

  • Removed color from "Energy pylon" text to improve readability on the building card.
Miscellaneous:

  • When opening the tech tree screen, focus on active research.
  • Centered the technology name in the technology detail panel of the tech tree screen.
  • Excluded the "Landing platform" and "Pollution processing facility" from displaying the "missing resources" icon when no input resources are available.
  • Adjusted the behavior of the "Used small spacecraft" icon in the resources panel to match that of "Pollution blocks" by showing the warning icons when the storage is full instead of empty.

Balancing

#Discussions_QuoteBlock_Author
Building adjustements:

Changes made to reduce asteroid colonisation time.


Miscellaneous:
  • Reduced game speed options from (x1, x3, x6) to (x1, x2, x4).
  • Enlarged the "base" of many buildings to prevent glitchy selection decal overlay.
  • Rounded the base of "Mission control," "Asteroid warehouse," and "Zero-G Foundry" buildings.
  • Tweaked and standardized research cost and science production for uniformity. A comparative table is omitted due to substantial changes.

Bug fixes

#Discussions_QuoteBlock_Author
Production:
  • Fixed the delay of buildings with long production times to update their production dependencies, such as energy and pollution cleaning, when loading a game.
  • Fixed production buildings with a long production time that were not producing directly upon receiving their first delivery.
  • Fixed production trigger, which, for producers without input, accounted for their production at odd times and allowed them to overlap their storage space.
Miscellaneous:
  • In low-quality settings, clouds now disappear to prevent buildings from being hidden in the low orbit view.
  • Renamed "Planetary research" to "Interstellar chemical data" to resolve naming inconsistencies.
  • Fixed a crash issue when a multi-step producer was completed.

Follow Us on Social Media:

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Join our Discord server to contribute to game improvement!

Feb 25, 2024
Nightmare: Les Origines - Captain Valaaks
Ajout d'une compétence Monkey qui est un crucifix amélioré ( qui attire par la meme occasion les entités sur lui )
Correction de bug lors de la mort des joueurs
Corrections de bugs divers
Nouveaux règlages sur le niveau de difficulté de certaines cartes
Backpack Battles - playwithfurcifer_business
Hi everyone,

Hope you had a great week! Backpack Battles is getting closer to release and we're very excited.
This week's new item is a recipe available for Ranger & Reaper: The Heart of Darkness! It interacts with Dark items and uses Regeneration.



Support Us!

Backpack Battles is going into Early Access on March 8th, 2024 - which is in 12 days! So don't forget to wishlist it!

Come talk to us! Join our Discord server here: https://discord.gg/sbEkqeUKNr

Also check out the new wiki, maintained by some awesome community members!


Patch notes for 0.8.3
  • NEW RECIPE: Heart of Darkness
Balance:
  • The Fool: Speed bonus 25% -> 35%
  • Strong Pestilence Flask: Poison delay 6s -> 7s
  • Protective Purse: Block 5 -> 6
  • Ruby Chonk: Heat required to stun 15 -> 12
  • Fancy Fencing Rapier: Cooldown 1.6s -> 1.5s
  • Staff of Unhealing: Heal 10 -> 11
  • Falcon Blade: Cooldown 2.1s -> 2.0s
  • Claws of Attack: Minimum damage +1
  • Mr. Struggles: Speed buff duration 6s -> 8s
Fixes:
  • Fixed an issue making items in storage harder to grab when drawing a box
Other:
  • Combat time in seconds is now displayed near the speed slider
  • We have started to work on the Steam Deck compatibility. It should be somewhat playable currently, but still has a lot of issues we will address soon.
...