EvilVEvil - Da'Tau

🧛‍♂️⚰️ EvilVEvil is now in Closed Beta!⚰️🧛‍♂️
🩸Blood pumping 3 Player Co-Op Action FPS
🫦Hunt down enemies solo or with friends
🏹Use Artifacts and Weapon mods to destroy waves of enemies
⭐️Sign Up and Play: https://store.steampowered.com/app/809090/
Mar 1, 2024
A World of Little Legends - Artimus
Dear Little Legends Community,

It's crazy how time flies. For 2 years now we have been in Early Access and a lot has happened! Your feedback, especially in the livestreams, has contributed a lot to this. Even if there was criticism about a too early Early Access launch, I was able to derive important feedback from it. More content and, above all, an in-game story have been the focus of development ever since.

I would like to express my special thanks to all content creators. It is worth so much to be able to see exactly where there are difficulties in understanding. The new crafting Ui, for example, is a derivative of this.

Thank you also for your patience with the progress of the game. I'm still developing Little Legends on my own alongside my regular job, but thanks to your support I've already been able to reduce my weekly hours to work more on the game. :)


What's next?

If you're not following the livestreams, here's a little preview of the next big topic. While I'm working on it, there are always small updates that result from the improvements and expansions.

The world "Runika" gets its first small settlement with NPCs and merchants with "Wealdheim". A wide-reaching lore is also being created around all of this, which is gradually finds its way into the game world.


You can sell your farm produce and buy seeds for new plants at the Wealdheim market.




Other traders will have hats for your character and curiosities to decorate your farm.




You have probably already noticed the gold coin symbol next to your quick inventory. Here you can see how much gold you have in the future. I am currently planning to introduce different currencies on different worlds.




In Wealdheim you get your own little farm to build up. However, you are of course still free to build anywhere in the world.




I am currently working on a system for you to decorate your farmhouse with furniture!




Over time, Wealdheim will certainly be expanded even further than I am planning for the first update. The adventurers' guild will play an important role in this and I am currently planning for you to help build up the cozy village.




As you can see, A World of Little Legends is currently evolving from a storyless "Minecraft in 2D" to a world that takes you on a journey to one day save the people of the worlds from the threat of "Azgorath" from the Rift.

I wish you lots of fun in A World of Little Legends and look forward to exciting new topics in the Early Access phase! :)



Twitch
https://www.twitch.tv/artimus83

Discord
https://discord.gg/AWPcAfC

Website
https://pad-soft.de/
Hostile Mars - theninjaturtle


Another monthly Dev Log! Let's jump right into it:



Weapon System

The weapon system has been improved upon by adding a ton of enhancement options. You can increase various stats for all weapons using gun parts to increase individual stats.

There is also an experience system with each gun, so the more you use a gun the more familiar you get with it allowing for additional abilities and modifications. Leveling up a weapon will have automatic perks such as increased reload speed and accuracy, while unlocking different abilities at milestone levels. Each weapon will have an ability tree that the player can customize to their choosing. Want to focus on dealing damage to the most bots possible? You can do that, or focus on single target damage for the larger bots, up to you. Each weapon will have its own unique abilities to unlock.



Passthrough bullets penetrate bots so multiple can be hit with the same shot while exploding bullets deal massive damage to a target with splash damage to nearby bots. But why stop at a single ability? Why not both passthrough and exploding bullets:



Want 10 barrels on an SMG? Anything less doesn’t even make sense:



The uses are endless, be creative! Wondering if it would be a good idea to shoot explosive bullets on the ground underneath yourself? We may never know:



There are tons more abilities waiting to be tested on ridiculous amounts of enemies.

Turret Upgrades

How do you know when you have too many upgrades? That’s the wrong question, the correct question is: How do we add more upgrades? Here’s how:

Turrets have single stats that can be upgraded by spending AI Cores, which have a low chance of dropping when defeating almost any type of bot. Increase the damage, range, and rate of fire, you pick, so that your turrets can be effective in the situation that it is used.

You can also now calibrate your turrets to either deal more damage or shoot faster.



Attack Budget System

We want massive amounts of enemies, each being capable of attacking the player. This can make balancing them challenging as we'd want an encounter to require fighting even with only ~10 enemies, but it's possible to be surrounded by 100 of them at once which would then be completely impossible to even survive from.

That's where the "Attack budget" comes in, each enemy taps into this budget to execute their attacks, and enemies that are well positioned get to consume it in priority, but once the budget is depleted no more enemies can attack during this frame. Difficult enemies consume more of the budget at once, while ones that can be mostly ignored would drain only a very small amount.

This system allows balancing enemies independently from one another based on a "normal difficulty" budget depending on how much of the player's attention/skills they require to be dealt with. Yet it still adapts to any combination or quantity of enemies.

It also provides a great way for us to manipulate how difficult the game is by tweaking the total budget, even while the game is running.



Companion Bots

One of the ways the player will progress in the game will be via these companion bots. They can be equipped and they follow the player around, automating tasks the player would've had to manually do before or providing convenience such as more inventory space.



Player Abilities

More than a year ago (in Devlog #20) we worked on backpacks the player could equip to gain abilities, basically equivalent to a class system, except the player can swap classes at any time (provided they have unlocked the associated backpack).

We've been updating them to work with all of the new systems as most of everything changed since then.



ART

VFX

Bot trails, cool.



Models

Laser Bot



Walls, Floors, and Stairs!



Combining Bot 2



Transport Bot



Concept Art

Home Base



Door



Wave Leader





That's it for this dev log. If you want to keep up with development, join us on Discord:
https://discord.gg/Xd88eF8Teg

Take Care,
-HM Team
Mar 1, 2024
Fairmoon Museum - Lucidum
Hello future curators!

Small but also big update... we're finally in beta! It feels weird to say, and it also feels like we're forgetting something, but we're finally feature-complete for an Early Access release. We have all the systems in and now we just need to fill them out with content. Coderman has stories to write and music to make and I have a lot of customizables to draw and animate (furniture, clothes, hair, etc.).

Related to that, I did finish all the furniture sets and have moved on to miscellaneous and outdoor items! I will finish those up before moving on to probably clothes.

The next thing we are going to work on is a sound pass (button sounds, ambience, action sounds, etc.). It will be fun to add some more life to the game, but we also may become numb from listening to hundreds of similar sounds for hours on end.

Unrelated picture, just so you have something to look at. I wonder what kinds of sounds dinosaurs used to make...


And now some words from Coderman.

BETA BETA BETA! YEAH! I mean, it's easy enough to write that out, but it still doesn't feel like it, even though we're genuinely moving on to a more content-creation heavy part of development. It does, however, feel like all of our systems are in place and are generally as flexible and robust as we need them to be. That's exciting. There's still plenty of core content to make and polish to apply to UI and animations and all sorts of things, but they are mostly that, creating the content. Not writing or implementing systems. Or, worse, rewriting them. So let's talk a bit about what we ARE doing. Or what I'm doing anyway.

Firstly! Sounds. I'm not going to get everything in for sound right out of the gate, but I will be spending the next little bit adding general ambiance and sound triggers for the stuff that needs it. Then we will get better sounds added in over time. After that, I'll be working on all the Main Story stuff... I guess I'll do a small paragraph on the narrative concept.

So, rather than have things work the way they tend to work in the standard modern RPG (single core branch and choices that still more or less lead to the same outcomes), I'm going to be planning multiple branches and decisions made along the way will put you onto these branching paths, each of which will have their own outcomes and consequences. Getting the core story laid in will let me then tie stuff into that for character stories or side stuff. And making the branches themselves discrete should keep planning and reactions from spiraling out of control at a baseline while allowing for more specificity wherever it's needed.

For now, those are the two main projects for me. We'll see where we land after those and what the plan is for next steps and Early Access plans and whatever else. Onward we go! We're definitely getting closer.
Ready, Steady, Ship! - nirth_UT

Your shift is still ON - play the DEMO right now!

Your task is straightforward: lift the box and ensure its safe journey out of the factory. How difficult could it be, right?

But the real test awaits amidst the conveyor belt chaos of Ready, Steady, Ship! You'll soon find out just how tough it gets.

P.S. No need to stress about forklift certification.


Spread the word, toss a wishlist, follow our way and see you soon!
Follow us for more info: Twitter

Don't forget about our friends at Untold Tales
Mar 1, 2024
Path to Magehood - Now1K
Nerfed Range in Firerate again, but it's still strong.

Added two new upgrades:

Sharp/Arcane Ultimate Shield: Part of their respective Path (Sharpshooter or Arcane Mage). When the cooldown of your Ultimate is up and you would be damaged, don't lose health. Instead, trigger the Ultimate with a Firerate surge.
Fixing a bug where after killing a boss, going again instantly makes all mobs spawn from minute zero.

F no longer creates screenshots.
Quasimorph - Supertehteh
Hello, Mercenaries!

Today we'd like to share some news about the progress of our upcoming patches (one of which is just around the corner!).

On the bright side: for the past couple of months, we've been working on a major patch "The Dragon Reborn" scheduled to release in mid-March (we're aiming for around March 14th). It's a REALLY big content patch, effectively expanding the game by almost one and a half times. We can compare the amount of content to the transition from End of Dream to the early access release.

Unfortunately, the Magnum modifications won't make it to this patch. We've decided to postpone them because they require more time for iteration, and we wouldn't want to introduce a feature that's too raw. Some dishes need more time to cook ;)

However, we don't want to delay it until the next major patch ourselves, so we'll add it in an intermediate patch closer to May of this year. We understand that this might disappoint some people, but we assure you - the upcoming patch will indeed bring a lot of content, so we're confident that you'll understand the reasons for the delay.

So, what can you expect from the new patches?

New locations in planet orbits

Tsiolkovsky - Earth



Mechta - Venus



HAVOC - Venus



Volcano - Mercury



Citadel-1 - Mercury



AI opponents and new enemies

This is one of our favorite features that significantly affects gameplay. As we've mentioned before, we'll add different behavior patterns for different enemies, improve the mechanics of transforming into the possessed at high Quasimorphosis levels.

And finally, the friend-or-foe system: mobs will attack each other under conditions of hostility between their factions. For example, station defenders will also consider phasing Quasimorphs as enemies!
It'll be interesting to see how your raids and tactics change.

Of course, you can also expect new enemies:
  • 4 new enemies from <DATA REMOVED>
  • 2 new robots

Why <DATA REMOVED>, you might ask?

A storyline arc in three acts leading to <DATA REMOVED>
This is the first major storyline arc consisting of several missions that will significantly affect the situation in the Solar System.

We won't give you many details because we don't want to spoil it, but we'll hint that the events of the arc will begin on Venus, where you'll have to collaborate with <DATA REMOVED>, penetrate <DATA REMOVED>, retrieve <DATA REMOVED>, fight <DATA REMOVED>, and permanently change <DATA REMOVED> to <DATA REMOVED>!

Rework of medicine, resistances, damage types, overcap of accuracy and evasion stats, and movement mode switching mechanics

We've noticed that much of the feedback revolves around sudden spikes in difficulty. Therefore, a whole complex of changes in this patch is dedicated to smoothing out this curve and finding solutions aimed at making the gameplay more predictable and smooth.

Where it used to be suddenly very difficult - it should be "not suddenly" difficult (but still difficult). Where it used to be too easy - it will be harder, because we want to make the game more interesting to play.

We tried to rebalance the game in a way that you always feel resistance, but we tried to reduce the overall number of "sudden" events that lead to death - be it one-shots or puddles. Again - we're looking forward to hearing your feedback on these new systems, so come join us on Discord and be sure to share your impressions.

Complete overhaul of the barter system and new barter functionality

In fact, this is a transition to a "fair" economic model where stations accept goods to produce other goods from them. Goods physically move from station to station. The cost of goods changes depending on supply and demand. Logistics is disrupted as a result of mutual captures of stations by warring factions.
We're sure you'll find a way to abuse even such a trading system... But that's also part of the experience, so enjoy!

Items! Lots of them! A whole lot!

40 new types of weapons
79 new armor/clothing items


4 new medical items
5 new food items
2 new grenades
3 deployable robots
45 new barter items




factional chips items


Many of these items are directly related to different factions - we want the fight against different corporations to imply different tactics and equipment selection.
Also, expect a rebalance of existing weapons, armor, crafting recipes, disassembly, and, of course, enemy equipment taking into account factional items, etc.

Lots of UI fixes and tweaks

We consistently work in this direction with each patch. This patch will certainly be no exception. You'll be able to find a full list of fixes in the patch notes before the patch is released! We're planning to release on March 14th, but we'll inform you additionally in case of unforeseen circumstances!

Join our community on Discord to be the first to learn about game news and get notified when the release happens! And also follow us on Twitter!

Thanks for your attention!
Good luck on your ventures, mercenaries!

Terrorformer TD - DonGwydion
We're excited to announce that Terrorformer TD playtesting is now open for the month of March!

Join the playtest and enjoy a first-row seat as the game moves through stages of development on the road to a release later in 2024. We're looking for anyone willing to give constructive feedback, whether they're Tower Defense pros or newcomers to the genre!

Sign up using the Steam Playtest link on the game's main store page, then join the Discord to discuss your experience with developers and other players. We look forward to building this game together with its fans!
Mar 1, 2024
Builders of Greece - konrad.potempski
  • Fixed major performance issue when building roads, that could lead to crashes.
  • Fixed storage upgrades
  • Various minor fixes
Demonlore - Barrel Smash Studios
Hello Summoner!
After our previous update with the new fusion system and a short break over the holidays, we are now well into the year and working hard on the final phase of the Demonlore expansion roadmap! We have a brief update on this below.

Before that, just a reminder to new players and demo players.

For New Players:
If you have recently purchased the game, please see the forums for instructions on how to access the free Demonlore expansion. You can still play on the older version for now (1.2.4) however all of the latest expansion content will only be available on the public test branch until the expansion is fully released. It's open to everyone that owns the game, so we encourage you to try it out!

For Demo Players:
The latest demo does include some of the new content and mechanics from the free Demonlore expansion. Keep in mind it is a few patches behind and doesn't have the latest updates to the veterancy system (or the new fusion system).

Updated Roadmap!


From The Developers
[color=#54cbff]Phase 3 of the roadmap is underway. We have had a lot of great feedback from players and are really happy with how everything is shaping up. The major aspect of this phase is the new Stage-5 and new major boss that will offer, bringing everything together for an epic main run.

We have a good amount of minibosses and new enemies already, so during this phase we will also be shuffling around where they fit into the available runs to determine what has the best feel. Part of this will potentially include moving the first 3 main bosses to the end of each key run, and replacing them with minibosses to the main run.

In addition to the items listed on the roadmap, there will also be another pass on polish and QoL features, including some requested keybind and controller changes.

We look forward to more of your feedback as we roll out the next series of updates.[/color]


One Quick Note:
Above are our current plans, but, they are subject to change based on player feedback.


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Where to share your feedback
  • Right here, in the comments of this post.
  • On the Steam forum for our game.
  • In the Discord channel.

Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone.


⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️



Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game!
Join discord here
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