Out of Orbit - Out of Orbit Developer
Dear Earthlings,

In celebration of the latest update, The Pod Update, Out Of Orbit will be 50% off for 1 week. From February 26 until March 4! Have Fun!



Also, if not already, please link yourself up to all social media platforms to stay up-to-date.

Discord Server
Twitter
Youtube
Instagram
TikTok

That's that!

If you guys have any other questions, i'd love to answer them.
Stay good, stay fresh and stay healthy!

Cheers,
Bryan
Town of Salem 2 - shapesifter13
Hey Townies!

Prep your phones and tablets because Town of Salem 2 is coming to Android and iOS March 26th 2024!

Android players can pre-register for the game here!

Sadly iOS does not support pre-registration, but we are making an iOS version!

We have been hard at working developing mobile, and we are getting close to getting it into all of your hands. Literally. Cross play for mobile will be enabled, and you will use the same account on any platform you choose. You can link your accounts using the link code providing in the settings menu.

If you have any questions feel free to ask, and I will search the Town for answers!

Ardem - development
Don't forget to join our Discord to always get the latest news on updates and events!



Attention, survivors!

Survivors, it's time for the 4th episode of the Ardem Dev Diaries. As always, we are super excited to show you some of the progress that has been made over the last two weeks and provide you with some deeper insights into the development of Ardem. Let's dive in!

Art

On the art side, we've shifted our focus from the tunnel system to electricity-related assets. One of our upcoming major projects is integrating the electricity system into player base building. Currently, only existing buildings feature the electricity system, but in the future, players will have the ability to fully electrify their bases. They can build light switches, power sockets, and much more to make their homes more comfortable. Of course, there won't be any light without proper power production. To address this, we've implemented three sources of energy: fuel, solar, and wind, which players can use to generate power for their homes. In the image below, you can see the improvised wind wheel, one of the available power sources players can build.



Level Design

Level Design has been making good progress in the last two weeks. As we get closer to the playtest, our main focus is filling the gaps between the designed areas and Albington. This ensures a smooth transition without any blank spots, giving you easy access to Albington. Currently, we're working on a highway exit that allows entry into Albington. Designing the exit was a bit challenging, but we're satisfied with how it looks and feels. Road signs will be added later on.



The recent focus on Albington centered largely on the new tunnel system, which has made substantial progress. We've introduced additional assets to the set, allowing for cross-tunnels between the main passages. In these cross-tunnels, players can switch from one system to another, only able to crouch through them. It's a risky maneuver, but sometimes the only escape. The entire system has proven to be more complex than initially anticipated, especially when ensuring that the tunnel pieces seamlessly connect to all the different entry/exit points. However, overall, we've made good progress. The next steps involve adding proper post-processing elements to these underground tunnels, creating a dense and gritty atmosphere once you enter them.



Game Mechanics

Over the last two weeks, a key area of focus has been the melee system. In the previous playtest, we received some negative feedback regarding the inability to use items like baseball bats or knives. Regardless of the item held, the player character was essentially using fists. We've addressed this issue and implemented several different combat states for various objects and weapons to ensure authenticity in the fighting experience. With around 700 holdable items in our game currently, there might still be some incorrect combat states assigned to certain objects, but we eagerly await your feedback during the playtest to fine-tune this.



Also, due to a lot of player feedback that we have received in the last playtest, we have been working on the interaction system and the general user experience. We have changed the way of how the player interacts with most objects to hold down the interaction key instead of pressing it once and then sitting in front of your PC doing nothing while you see the animation playing. This change creates a more “involved” feeling and basically feels like you are actively doing something while chopping down a tree for example.

The second change relates to the outlining effect on all objects. We've essentially eliminated the outlining effect and replaced it with a more subtle highlight effect that gently accentuates the targeted objects. The previous outlining effect was quite aggressive, causing discomfort, especially in darker surroundings. We're still experimenting with colors and transparency, but overall, it has been implemented and is ready for use.



On another note

We have now started to assign all our resources to QA and bug fixing to prepare for the upcoming playtest that we STILL did not officially announce. Internally, we have set a date and - we promise - will announce it VERY SOON. The next dev diaries might be a bit shorter or maybe even a bit of a different format as we are now fully focusing on bug fixing.
Feb 26, 2024
Liquidum - Nigel
Changelog:
  • Added middle mouse button as a shortcut for placing boats
  • Added new description on 1-6 explaining some option settings
  • Fixed undo after completing a level
  • Fixed "bigger hints" option affecting editor mode
  • Fixed campaign level 5-4 having multiple solutions
  • Improved performance on the mobile version

Stay hidrated,
Liquidum Team
Feb 26, 2024
Grippy Golf - Switchback Studio
  • Added extra-low light quality setting (fixes lighting issue in worlds 5-7)
William and Sly: Classic Collection - 2 Left Thumbs
WILLIAM AND SLY ARE BACK
The hit Flash series, William and Sly, is returning as a 3d platforming adventure!
Explore an expansive wilderness landscape as a fox in search of mushrooms, and untangle the magical machinations of a dark enchantress.

Features
  • Open-world exploration
  • Collectathon elements
  • Minigames and secrets to discover
  • No health, or enemies
  • Painterly art style
  • Tranquil, meditative OST
Collect over 400 mushrooms, uncover mini-games to play around in, and additional skills to enhance your traversal ability.


Soundtrack
Lucas composed 15 original tracks for this game. This soundtrack WILL be for sale shortly, we just need to wait on final package approval from Steam. You'll be able to buy the game and OST together for an additional discount!

Bundles
Are you a big-time platformer fan? Look no further!
This week is also the 2D Platformer Vibes event, being hosted by Retrovibe Games.
You can grab up 4 indie platforming titles together for a heavy discount:

https://store.steampowered.com/bundle/37938/Ultimate_Platformer_Pack

Or perhaps you're a Flash game fanatic like myself?
Check out this collection of direct sequels to hit games from the golden age of browser gaming!

https://store.steampowered.com/bundle/39200/Flash_Game_Legasequels/
The Lands of Hyberian - SkyWeb Technologies LLC
--0.8.9.4--

  • Control scheme implemented for in game control usage. Tested with an official Xbox controller.
  • Fixed main menu theme from not looping
  • Fixed the ability to press up and down during intro cutscene
  • Added keyboard layout to easter egg access
  • information tips updated with expand and collapse options, small changes to ui
  • sound fix for click to target on return to prison chambers(free roam). Docking bell sound added after docks story board.





Here is a step by step image guide to choose the recommended controller settings:

Step 1:


Step 2:


Step 3:


Step 4-A(PS5):


Step 4=B(Xbox Series X):


Step 5-A(PS5):


Step 5-B(Xbox Series X):


Step 7: After selecting the controller it is highly recommended you click edit, click on Left analog stick, and then settings icon to check the sensitivity. We recommend 100% which should be the default but sometimes it gets set to 275%
This is however personal preference on speed of joystick mouse movement.
Keyboard Mouse/Xbox Controller/PlayStation Controller:
Action/Attack Spell- 1(A,X)
Wand Spell- 2(B,O)
Shield Spell- 3(X,Square)
Buff/Debuff Spell- 4(Y,Triangle)
Weapon Coat- 5(RT+A,R2+X)
Heal Spell- Spacebar(RT+B,R2+O)
Revive/Vanquish Spell- R(RT+X,R2+Square)
Stealth Spell- 6(RT+Y,R2+Triangle)
Scan Enemy- C(LB,L1)
Target Enemy- Tab(RB,R1)
Escape Menu- Esc(Start)
Map- M(Select)
Target Self- Shift+F1(UP Directional)
Open Journal- J(DOWN Directional)
Use Health Potion- H(Left Directional)
Use Mana Potion- P(Right Directional)
Select Target- Left Click(RT,R2)
Select Target/Journal and Map Exit- Right Click(LT,L2)
Movement- Arrow keys(Right Stick Up,Down,Right,Left)
Mouse Movement- Mouse Move(Left Analog Stick Move)
Delete entered words- Backspace(Left Analog Stick Click)

100% for left analog mouse move sensitivity (recommended)
魔方谏言 - 骷髅头妖怪
Fix:
1. Coin drop out of newton scene issue
2. Savedata lost after finish cube play
3. The environment sound not triggered in Newton scene


Update:
1. Optimized opening animation and coin animation in newton scene
2. Added target cue to origin scene gameplay
3. Optimized tutorial's descriptions and icons
4. Added subtitle for ending music
5. Added robot movement sound
6. Optimized mixing of music and sound effects
S H R i M P - seniattusstudios
Forgiveness Update (1.1.21 Phase 1) Patch notes
- 10 new VOID Tracks
- 10 new GHOST Tracks
- Added new Level Intros
- New Forgiveness Machine Model and NEW activation Sequence
- Added Ice Slip animation when walking on Purple Ice
- Added Ice Slip sounds when walking over purple ice
- New Portal Sounds when entering
- Portals have a new travel Sequence
- There's now 4 additional variations of Sobriquet's music that plays when visiting him.



Baldr's Squid Isekai: A Parody - manlymousedan
Hello everyone,

Like I expected, I'll have to delay the EA launch a few days, tentatively March 6. There's no one reason for this, it's just I want to have some extra time to get everything in order.

I apologize for the wait, unfortunately my scheduling tends to be on the overly optimistic side.

I'll see you guys then!
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