GONER - Tate Multimedia
Hello Survivors,

Today, we are thrilled to introduce to you a new series of Developer Journals that will be regularly featured on our Steam Community Hub. In this entry, we aim to share our vision for the survival game we are crafting and introduce you to the team that is working on the project. GONER is a project that holds a special place for us, and we can't wait to showcase more game content to you in the future.



GONER - What to Expect

GONER is not just a survival game - it's an immersive experience of survival in a hostile environment with day and night cycle system that redefines the survival genre. As a survivor, you'll navigate the dangers of the island, facing environmental threats and prehistoric fauna. But beware, you're not on top of the food chain here! The island holds mysteries, and once-extinct creatures like dinosaurs roam freely on this land. You’ll need to adapt, learn, and overcome the challenges to stay alive.

You can expect an incredibly diverse island made with Unreal Engine 5 technology, a dynamic weather system, detailed dinosaur models, and advanced AI of these prehistoric predators that interact with you, each other, and with other animals inhabiting the mysterious island.



GONER Features

YOU ARE A SURVIVOR – Gather materials, craft tools, build, and survive in this dynamic ecosystem. Learn and adapt to environmental threats, including harsh terrain, unpredictable weather, and poisonous flora. Manage your resources and monitor your health closely as even a simple scratch can lead to failure.

YOU ARE A HUNTER – Create weapons with which to hunt the wildlife inhabiting the island. From the skins of animals you can make items useful for survival and for expanding your shelters on the island. Set traps, use stealth technics and the environment to hunt your prey. Remember, however, that animals on the island behave differently and changing their behavior is dynamic, this will require you to be adaptive.

YOU ARE PREY – Know your place in the food chain - you are not the apex predator. Encounter formidable dinosaurs that feed, fight for territory, and react to the environment, other animals, and your actions. Experience Raptors that learn, communicate, organize attacks, and set traps as predators decide if you are worthy prey. Use cunning strategies, hide your scent with mud, and employ stealth mechanics to outsmart dangerous adversaries.

YOU ARE A GONER – The GONER experience promises innovation in the survival games genre. Our objective is to immerse you in the sensation of being trapped in a prehistoric world, where you find yourself at the bottom of the dinosaur food chain. Explore a mysterious island teeming with dinosaurs, strive to survive in the hostile environment, seek shelters, and utilize the night for exploration. Engage in daring missions to unravel the mysteries of the past and pave your way home, or confront extinction as a GONER.



Meet The Developers

Loco Players is a small game studio based in Tenerife, Canary Islands (Spain). It was founded in 2019, and over time, the team has grown to what it is now. The team is composed of 15 passionate and motivated professionals developing our first dream project. In future posts we will introduce you to all the passionate minds behind GONER at Loco Players - stay tuned!



Exciting times lie ahead! Make sure to follow GONER on Steam, add the game to your Wishlist, join our Discord server, and stay connected on our social media channels. The island awaits, and we can't wait to share this thrilling journey with you. See you on the island, Survivors!



Follow GONER on Facebook, X (Twitter), and Instagram.

Wishlist GONER now and dive into mysterious island where nature’s greatest beasts roam...
https://store.steampowered.com/app/1420200/Goner/
Feb 26, 2024
Nexus 5X - Whatboy Games
Hi everyone.

Just a small stability patch to fix some issues tat have arisen in 0.30.
  • Fixed Kilik Ultimates not behaving as Ultimate Edicts.
  • Fixed a hang with Kilik AI faction.
  • Stability improvements for disconnection and host migration.
Out of Action - doku games
Consider backing and spreading the word if you'd like to help support this passion project and transform it into the game it deserves to be!

Out of Action KICKSTARTER

CONSORTIUM VR - iDGi
<service note> As of this build, we are juust about done with the game. Some known (and reported) issues are still being addressed, but we are now essentially (99.7%) content complete! Only some remaining polish and bug fixing remains. Oh and still more info console images.


We… are…almost…at…v1.0!


IMPROVEMENTS:

-New ending now 99.5% completed…(sound, music, iDGi-1 alignment improvements and now properly utilizing quantum limbo, etc)
-V.O.I.C.E improvement: now checking if word count of voice rec result is even close to the word count of a phrase before considering it for similarity
-Many more Info Console articles polished, many images added (132 and counting…)
-Procedural dialog system implemented.
--Recycling too many Zenlil recyclables unnecessarily during non-war time can now cause…consequences.
--Rook specialists may now dynamically comment on your actions and can provide helpful feedback
-Added grenade arc visualizer to the KAR
-Shock and frag grenades are now consistent in their mechanics
-Shock and frag grenades will explode when hitting an enemy, bounce otherwise and explode shortly afterwards
-Added attenuation to frag grenade explosions
-Added the grenade visualizer to the strommon, and it fires more of a lobbing grenade now
-Changed it so that the final Kingo convo and using the bed is only triggered AFTER going to talk with Brig people
-VT Editor: Added info for how to include your mod for inclusion in the official virtual trainer content
-New briefing: Cleaned up all briefing text so that it is more readable and localizable, polished up various elements - briefing is now 99.99% done.
-Updating globals after quantum limbo for J.W. case, but any new global changes are saved regardless for transition into THE TOWER.
-Major improvements / finalized Introductory quantum limbo “making the initial connection” area
-Dream 2 quantum limbo details finalized
-Pawn 19 now goes back to working on her console soon after R25 fixes it

FIXES:

-Fixed energy usage bugs with the super jump and super speed
-Fixed missing metadata in zenlil_2 script for other line for turning off the lights/using the bed
-Fixed a bunch of instances where abandoning brig convos wouldn't fire the correct logic.
-Fixed various issues with new King conversation
-Fixed subtitles name on kiril
-Fixed subtitles not showing for voicebox moved cast members (pawn 32)
-Fixed airlocks not taking damage
-Fixed CEAR laser or blast not shutting off when bishop safety turns on
-Fixed missing clearing/failing/completing of missions through entire stream
-Terminating kiril ISS when zapping him in person so it doesn't play two at once. Also got rid of the hand gesture so it doesn't interfere with him bringing out his weapon.
-Fixed shocking getting stuck on if a tutorial pops while you are doing it
-Fixed signal text sometimes not showing up
-Fixed case of copying or branching saves screwing up the level versioning
-Deleted all erroneous transform tracks in Mission Ops convos that caused anim blips
-Fixed many instances of missing sequence tags and K15 chair "bouncing"
-Fixed wade convo in cockpit anim glitches reported on discord
-Restored original "what is that on your back" R25 lines during traitor confrontation
-Fixed hearing Zenlil turbulence in QL
-Fixed issue in ending quantum limbo where the landscape could completely obscure the disconnection tunnel

TWEAKS:

-Updated credits
-Stronger negative alignment reaction from everyone in Mission Ops if player does not heal pawn
-Stronger positive pawn alignment if you save his life
Save the Villainess: An Otome Isekai Roleplaying Game - puritysuewho
Hello Fellow Villainesses and Villains!

This is Tanya and Emily, the co-developers of Save the Villainess. We wanted to give you our monthly update - as well as important news about our beta demo test!

We also want to remind you that our monthly company newsletter is going to go out on Thursday. It will contain Valentine’s treats such as a chance to vote on our game’s summary and the opportunity to receive a special Valentine’s Day present from your favorite Save the Villainess character. Please sign up to our mailing list for these goodies!





Firstly, we want to update you on the results of our beta demo test, which we held at the end of January. We had an incredible number of people play the beta demo – sometimes multiple times – and then give us some amazing feedback.

We are delighted by the feedback we have received, especially from playtesters who were willing to play our demo multiple times to unlock so many secrets of our game. On our beta-tester-only discord, some of our amazing beta-testers even did let’s-plays of our demo and created a community-based google document to track clues and secrets from the demo and from marketing materials. You can also read our beta-tester Dulcito’s lovely tumblr post about her experiences with our demo.

We’re thrilled to know that our players are working hard to solve the mysteries of our game… though we promise that there are many more secrets, surprises, and mysteries to come.

(Our villainess promise is that all the major mysteries of the demo will be solved by the end of the game. Want to know why apples seem to be the only available food in our murderous manor… or how all of Jane’s would-be suitors found her so quickly… or even why a certain fellow in a top-hat seems to follow Jane around? All will be revealed in due time!)

Ultimately, Save the Villainess is the story of one woman’s struggle to survive and smile in the face of dread and danger… and without your support, it would be impossible to tell this story in a fully animated world that contains dozens of secrets, mysteries, twists, and endings. Thanks to your help, we’re finding new ways to optimize our game and make it an unforgettable experience.

Please keep following us for more information and fun surprises to come!



We also wanted to take this time to wish you all a happy Valentine’s day - one complete with cards from all the characters of Save the Villainess. To see our characters’ video messages and cards, please take a look at this Youtube video compilation!



If you are on our mailing list, you will get the chance to request an extra special Valentine’s day message from your favorite character… so if you haven’t joined already, please do so today to receive our monthly newsletter on Thursday, 2/29! All our potential murderers and one confused villainess are waiting to share their Valentine’s wishes with you!

Thanks again for your support, dear friends on Steam / Itch.io. We truly appreciate your help in making Save the Villainess a game that you can lose yourself – and perhaps even your villainess’ life! – in. We look forward to sharing more news with you next month!



🦋Best Laid Plans' Mailing List

🦋Youtube Channel

🦋TikTok

🦋Tumblr

🦋Twitter

🦋Instagram

🦋Steam Game Forums
Astro Duel 2 - RustyM
We’re just under two weeks from the launch of Astro Duel 2! To celebrate, we're pleased to reveal a BRAND NEW, NEVER BEFORE SEEN major game mode that will be available immediately at launch. Get ready for Bounty Mode.



Bounty Mode is a progression-based mini-campaign built on Astro Duel 2's addicting arena gameplay. Take to the stars and build up your riches and infamy as you play the role of intergalactic mercenary. Whether you're running with a pack of space outlaws with up to three players in co-op mode or flying solo, there are plenty of jobs available for a hired gun.

Get ready to face savage beasts and their nefarious robot wranglers, fend off relentless invaders, pull off daring heists, and tackle raiders armed to the teeth with jetpacks and rifles. It's an all-out cosmic brawl where every moment is packed with adrenaline-pumping action!



Weapons Testing in the Abyss: Ever wanted to play guinea pig with experimental weapons? Dive into dangerous, infested space caves and unleash havoc with technology that is as unpredictable as it is deadly. Your accuracy and reflexes won't be the only things put to the test in this mode: the real challenge will be utilizing your creativity and improvisation skills to wipe out your enemies as efficiently as possible.

Bloodsport in the Skies: Imagine this: waves of mutant pests infesting highrise buildings, and you? You're the exterminator. But there's a twist - as you mow down the hordes, the rich patrons above cheer for more blood and death. It's survival of the fittest, and in this game, the pests aren't the only ones with claws.



Upgrade and Explore: The Shadow Market is home to everything an outlaw needs to make it to the top. Everyone starts small, but as your influence grows, so will your fleet, arsenal, and abilities. But you're not just buying at Shadow Market. Your services are also for sale, and business is good. The more you prove yourself, the more attention you'll gain, bringing with it new jobs, bounties, and challenges. Earn your worth and take on the ever-growing gauntlet of black-market dirty work thrown your way by the salt of the galaxy.



Whether being played as a single-player campaign or as an all-nighter co-op experience, Bounty Mode brings a whole new depth to Astro Duel 2, and we're so happy to say that it will be available for FREE at launch on March 7th. If you haven't yet, please wishlist the game (and tell your friends to wishlist too!)

While we gear up for launch, come hang with us in the official Astro Duel 2 Discord server! Who knows- maybe we have even more to reveal? 👀🚀

- Wild Rooster
Myth of Empires - ricoooo
Myth of Empires will have an update and maintenance on 22:00 - 23:00 Feb 26 UTC. Please arrange your time accordingly and avoid any unnecessary loss. Maintenance time might change due to unexpected technical issues. Thank you for your support and understanding!

Optimizations:
1. Auto reconnect while in the queue will no longer kick you out of the queue
2. Changed some translation in the Guild Depot
3. Changed some prompts of game bans

Bugs Fixed:
1. Fixed wrong blunt damage text for the Iron Halberd skins (Golden Lion Spear, Die Geji, Frost Halberd and Skyshatter Halberd).
CONSORTIUM Remastered Playtest - iDGi
<service note> As of this build, we are juust about done with the remaster. Some known (and reported) issues are still being addressed, but we are now essentially (99.7%) content complete! Only some remaining polish and bug fixing remains. Oh and still more info console images.

We… are…almost…at…v1.0!

IMPROVEMENTS:

-New ending now 99.5% completed…(sound, music, iDGi-1 alignment improvements and now properly utilizing quantum limbo, etc)
-V.O.I.C.E improvement: now checking if word count of voice rec result is even close to the word count of a phrase before considering it for similarity
-Many more Info Console articles polished, many images added (132 and counting…)
-Procedural dialog system implemented.
--Recycling too many Zenlil recyclables unnecessarily during non-war time can now cause…consequences.
--Rook specialists may now dynamically comment on your actions and can provide helpful feedback
-Added grenade arc visualizer to the KAR
-Shock and frag grenades are now consistent in their mechanics
-Shock and frag grenades will explode when hitting an enemy, bounce otherwise and explode shortly afterwards
-Added attenuation to frag grenade explosions
-Added the grenade visualizer to the strommon, and it fires more of a lobbing grenade now
-Changed it so that the final Kingo convo and using the bed is only triggered AFTER going to talk with Brig people
-VT Editor: Added info for how to include your mod for inclusion in the official virtual trainer content
-New briefing: Cleaned up all briefing text so that it is more readable and localizable, polished up various elements - briefing is now 99.99% done.
-Updating globals after quantum limbo for J.W. case, but any new global changes are saved regardless for transition into THE TOWER.
-Major improvements / finalized Introductory quantum limbo “making the initial connection” area
-Dream 2 quantum limbo details finalized
-Pawn 19 now goes back to working on her console soon after R25 fixes it

FIXES:

-Fixed energy usage bugs with the super jump and super speed
-Fixed missing metadata in zenlil_2 script for other line for turning off the lights/using the bed
-Fixed a bunch of instances where abandoning brig convos wouldn't fire the correct logic.
-Fixed various issues with new King conversation
-Fixed subtitles name on kiril
-Fixed subtitles not showing for voicebox moved cast members (pawn 32)
-Fixed airlocks not taking damage
-Fixed CEAR laser or blast not shutting off when bishop safety turns on
-Fixed missing clearing/failing/completing of missions through entire stream
-Terminating kiril ISS when zapping him in person so it doesn't play two at once. Also got rid of the hand gesture so it doesn't interfere with him bringing out his weapon.
-Fixed shocking getting stuck on if a tutorial pops while you are doing it
-Fixed signal text sometimes not showing up
-Fixed case of copying or branching saves screwing up the level versioning
-Deleted all erroneous transform tracks in Mission Ops convos that caused anim blips
-Fixed many instances of missing sequence tags and K15 chair "bouncing"
-Fixed wade convo in cockpit anim glitches reported on discord
-Restored original "what is that on your back" R25 lines during traitor confrontation
-Fixed hearing Zenlil turbulence in QL
-Fixed issue in ending quantum limbo where the landscape could completely obscure the disconnection tunnel

TWEAKS:

-Updated credits
-Stronger negative alignment reaction from everyone in Mission Ops if player does not heal pawn
-Stronger positive pawn alignment if you save his life
Feb 26, 2024
REFLEXIA Prototype ver. - MAHOUMAIDEN
Hi there, long time no see! I guess the break between this and the previous news was the longest... Okay, okay. Jokes aside (but only for the next 1.5 minutes of reading this text), it's time to talk about the latest updates.

Ukrainian translation added to the game! Thanks to PineappleMan (aka. NikolasTesla) for his work. And also many thanks for his contribution to the Discord server of the game as a moderator: only because of him the channel with a gallery, where all sent fan-arts are collected, is still active. By the way, we recently reached 2000 members! If you are not on our server yet, but would like to chat a bit with other fans of the game... the link is below.

https://discord.gg/SG48X7h2q6


There's more news: you can now put the game and achievements from it on your profile showcase! This means that you can now remind yourself and your friends of the best choices you could make in this life.




And, before the promised Q&A, I'd like to mention one very cool video essay made by Bad Ghosts. It would be great to watch to revisit the Prototype ver., and also to listen to some pretty interesting thoughts on the story and the novel ifself. Highly recommended!





It's time for Q&A!

Q: How to replay the game?
A: In addition to the well-known (and painful) method of deleting persistent files, recently one of the players managed to reset the progress by changing one number in the version of the game. Detailed tutorial in this video:

https://youtu.be/RXNXWmFyLtk?list=LL


Q: Will it be possible to reset a progress in the remake?
A: Yes, you will be able to. And in the remaster, too.


Q: How long did it take to write the story for the prototype, and to create it itself in general?
A: It took about 3-4 months to write the script. The text was done in about 2 weeks. I drew all the graphics in 3 days. The music was written in 1 day, and I built the game on the engine in about the same amount of time... Deadlines do wonders.


Q: How did you come up with the idea to create REFLEXIA?
A: It came out of a smooth metamorphosis of a completely different idea about girls in purgatory. Then I wrote a script from it about a girl and her alter ego trying to save her from her desire to disappear.

After that, I got tired of the depressing tone of the story, so I turned it into a parody where the main character had to go on dates with her alter egos. Then I got bored with that version, too, because it was so depressingly boring to write the text for this script, so I decided to send the main character on a date with the reader.

This idea turned out to be much more fun, and the plot remained purely comedic for a while... until I was hit with unrequited feelings that I couldn't and wouldn't show to anyone at the time. And that was how disks had created. And I came up with and wrote the whole thing just for a visual novel contest (which I later won, awesome!).


Q: Will the Prototype ver. ever have stuff in a points shop?
A: Unfortunately, no... Just because it's only for paid games or games with an in-game store. However, for the remake I think no problem!


Q: Will the game soundtrack ever be on Spotify?
A: Yes! I can't really give exact dates yet, but I will definitely make it in the future...


Q: Will Nikita Kryukov be involved in the remake as a composer?
A: Yes! He has already written quite a lot of compositions just for REFLEXIA, from which we will then select which ones will go into the game and which ones will not.


Q: Will there be the promised yuri harem in the remake? Will there be pantsu jokes? Will there be more jokes about breaking the fourth wall? And what about the men in the game?
A: Yuri harem will happen. Pantsu jokes can live without REFLEXIA, but REFLEXIA can't live without them. There will be as many fourth-wall jokes as I can come up with while I watch paint dry on that fourth wall. Men? I don't think there's much need for them inside the game when there's already plenty of them outside by the game on screen.


Q: How much ice cream will there be?
A: Yes.


Q: What about achievements? Will you add them to the game?
A: Definitely! There will certainly be as many of them as in the Prototype ver. originally.


Q: Will there be any secrets in the game files this time, the possibility to manipulate them in any way? For example, similar to what was in DDLC or OneShot.
A: I have a lot of ideas about it, so there will definitely be plenty to do outside of the game. At the same time, any exploration and experimentation in the project directory won't be required to complete the game, just to see a little bit of new content. Not much more than that.


Q: So there are hidden achievements in the plans that you get for special actions?
A: Yes! In addition to the already mentioned file manipulations, it will be possible to get them simply for special actions within the game. For example, for trying to break the dialog.


Q: The remake and remaster of REFLEXIA will be in RenPy too?
A: Nothing changes, both projects will remain on the old engine.


Q: Absolutely serious question: will there be a working autoread feature in the remake? Asking for anyone who like myself doesn't like skipping lines manually.
A: No. I don't think it makes any sense: there are too many choices in the game that this feature will bump into every time, still forcing you to go back to the mouse/spacebar.


Q: How many languages do you plan to translate the remake into?
A: In the long term, as many languages as possible, but how many will be on release is an another question. I still need to contact all the translators, which I'll do only after the English translation starts, so I won't promise anything yet... Anyway, it would be great to release the game with at least all the languages that are already in the Prototype ver.


Q: Would love to see the main characters interact with each other more...
A: No worries! While in the Prototype ver. they meet just once at the beginning of the second ending, in the remake their relationship will be one of the most important parts of the game. Although it may not seem that way at first...


Q: Will there be color experimentation in the new game like in the disk part? Will the palette be replenished?
A: Yes! And also yes, new colors will be introduced alongside blue in the remake.


Q: Besides the remaster and remake are there any other plans for the games?
A: I've fallen in love with REFLEXIA too much over the years to never go back to it again... However, for now I've decided that after the remake I want to definitely take a break from it. So even if I get ideas for new REFLEXIA games, it'll be a long time to wait for it.

Regarding new games in general... I still have a dozen or so other stories that I'd like to make in one form or another. It's mostly visual novels, but future works (starting with the remake) will have more gameplay implementations. That said, there's no need to worry about this within the visual novel genre: I want any new gameplay mechanics to emphasize the narrative, not to replace it by turning the game into a simulator game of something like that with occasional text insertions.


Q: Where can I support you? The game is free and I can't find donation links anywhere.
A: Thank you for wanting to support REFLEXIA and me as an author even more!!! ❤

I've now set up my page on boosty for this purpose. You can use it to send me some donation or make a subscription to the weekly development report. If enough people get interested in subscribing, I'll add more levels and rewards for them.

The link itself: https://boosty.to/mahoumaiden/donate



Q: Do you have a Twitter?
A: Yes! You can find me as @mahoumaiden.


Almost done! There are five more questions left, which are not really about REFLEXIA or my work in general, but about me myself.


Q: How are you doing? And what are you doing usually? I promise I won't calculate your coordinates and go to the same supermarket with you every day.
A: I'm much better now! I'm learning Japanese at a language school, every day trying to finish the general cleaning I started a month ago, get back to work, and get back on track my lifestyle, because of which my health problems have gotten noticeably worse. Basically, there's not much else going on...


Q: Is it difficult to learn Japanese? How do you speak it, write it at the moment?
A: I think after we recently changed our textbooks and moved up a grade, it has become a little bit harder to keep up with some subjects. Right now we're somewhere between N3 and N2. With N2 level you can already go to colleges/universities and get a job here.

I think I speak Japanese pretty bad. In terms of writing, I'm having a hard time remembering all the characters we've learned. This year we've gone through, uhh... about 700 kanjis? That's tough.

Grammar is probably the one thing I have the easiest time with. I loved it the most when I was learning Russian, and Japanese has a lot of constructions that remind me of my native language, which makes memorization a bit easier.


Q: What is your favorite visual novel? Have you played the Hate Story games?
A: I think it's hard for me to name a favourite novel but I can list everything that has ever made an impression on me. There was Tokyo Alice (my first vn that sparked my interest in the genre!), Ryukishi07's works (Higurashi&Umineko no Naku Koro ni, Higanbana no Saku Yoru ni), Steins;Gate, soundless - A MODERN SALEM IN REMOTE AREA - (I still revisit it from time to time! and also, it turns out, they released a remaster not too long ago... highly recommend, i love it) and Daiku no Medium. And I'll finally answer the second part of the question: unfortunately, I haven't read the novels in the Hate Story series. But they're on the list of things I'd like to play later!


Q: What games do you usually play?
A: I'm in love with The Binding of Isaac: Rebirth, the mobile game Cookie Run: Ovenbreak, and hopefully someday I'll get back to Minecraft. Best games ever for me.


Q: Favorite flavor of ice cream? Favorite pantsu?
A: I love mint ice cream with chocolate chip. And also after eating strawberry ice cream at the airport the first time I came to Japan, it became one of my favorites too. Favorite pantsu? I made the Prototype ver. back in 2021, but my preference hasn't changed since then, so... I guess that counts as an answer.





That's all for now. Thank you for your attention! Next time I'll post here when I've progressed enough to be able to announce a more precise release date. And until then...

Intermission.

https://store.steampowered.com/app/2271570/REFLEXIA/
Feb 26, 2024
Craftomation 101: Programming & Craft - ElJorro


Hey mates!

Working on a game is full of wonderful discoveries! You can test your game on hundreds of people with hundreds of PC configurations, but when you release it to Early Access - thousands more arrive, discovering awesome new ways of breaking Craftomation 101.

Our response? More bug fixes, of course! Here's what's been fixed in v0.71.9:

  • Achievements are now working properly
  • Fixed animation set for Cargomates - unfortunately, this resulted in some Commands being temporary disabled, because their animations are broken. These will be fixed and returned to the game soon
  • Changed the system for monitoring inactive Craftomates, it is no longer displayed if a robot follows 'On error' path in the Program, or is executing 'Wait' Command
  • Fixed path finding error, which resulted in Craftomates going to the icy area of the map, effectively ending up frozen
  • Fixed the 'Compare' program, which previously allowed to have Variable as an input (that was not by design)
  • Minor bug fixes

If you encounter more errors, please feel free to let us know on Discord, or leave a comment below this post, or on the forums.

And from the game, you can use the built-in feedback form:



Until we meet again!
...