Umbra Fields - Evilous
Umbra Fields has released. It took a while to make this game, so I hope people enjoy it.
LEAP - Laura
Good afternoon Mercenaries,

Can you believe it, March has LEAPed into action, sweeping the dust of February in its tracks. It's time we do the same and give these UEDC soldiers some well-deserved lessons in the art of gun battle. Be ready to give it your all as we head into this Wednesday's Warfare Event! Special instructions incoming:



Special Instructions
  • March 6th event will run from 3:30pm EST until 4:30pm EST
  • This game mode will be a rotation of Stomping Grounds, Control, and Team Annihilation played through our various game matches
  • Please join the server "Devs + Community Jam"
  • Everyone is welcome to join - this is crossplatform
Prizes for Joining
  • 2500C// sweet sweet credits to buy yourself some luxury guns, decals, and skins in the Black Market
  • A 2x Contract Bonus



As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community!

Mar 4, 2024
Space Query - guillaumewolfe
    Correction of Icon displayCorrection of bug in text display
Mar 4, 2024
For The King II - Curve_Ben
Hello Adventurers,

We’ve got a hotfix landing today to help patch up some issues that we’ve had reported to us over the weekend. This patch will hit some of the Kraken bugs and other housekeeping items raised in the latest release.

We appreciate your patience, thanks again and we hope you have a great time diving back into Fahrul.

Bug Fixes
  • Fixed softlock in combat when canceling a revive in combat
  • Fixed issue with Summoned Allies not having a primary action on their first turn
  • Fixed issue with Kraken softlocking game on death
  • Fixed issue with Kraken spawning at the incorrect level
  • Fixed infinite AP glitch when refunding focus on an encounter
Online
  • Fixed issue with Online Adventure Selection using wrong stats
Thank you for your continued support!

IronOak Games
Meta-Ghost: Prologue - noiremo
Balance adjustments:
- Jean‘s weapon customization "Excitement value limit +50. For each 10 excitement points consumed by heavy attacks, the excitement consumption is reduced by 5% for the next 3 seconds, up to a maximum of 10 accumulations" to "Heavy attack excitement consumption reduced by 33%. For each 10 excitement points consumed by heavy attacks, the excitement consumption is reduced by 5% for the next 3 seconds, up to a maximum of 10 accumulations."
- Adjust the relic's effect from "Each triggered [Evade] driver effect increases movement speed by 25%" to "For each triggered [Evade] drive effect, basic attack speed and movement speed increase by 10%."

Optimization adjustments:

- Disassembling purple prosthetics will additionally grant "prosthetic components" (upcoming feature: consuming a certain amount of "prosthetic components" to synthesize purple prosthetics).
- Clarify the description of "attack speed increase" in the driver as "normal attack speed increase."
- Optimize the scoring rules for "battle performance" in combat settlement.
- After selecting to enhance prosthetics, the interface will automatically select the prosthetic to be enhanced.
- Optimize the quantity and placement of monsters generated in the "Showdown" mode.
- Teammates will no longer see the teammate's wave blade.
- Improve the page turning lag in the leaderboard.
- Optimize m.o.t.h.e.r's illustration.

Bug fixes:
- Corrected the English description error for the relic "Second Participation Certificate."
- Fixed Yantu's graphic error.
- Rectified the display error of the generator above the "Reserve Firepower" modification for Yan's weapon.
- Resolved the issue where the prosthetic set "Starting with an extra xx driver" didn't take effect at the beginning of the game.
- Fixed the issue where the [Clone] sometimes didn't move during team play.
- Fixed the problem where the breaking of the Weak Warehouse didn't trigger the resilience sound effect.
- Corrected the issue where the [Battle Start] driver didn't take effect for teammates in team play.
- Fixed the problem where opening the driver synthesis platform didn't automatically bring up the shortcut synthesis interface.
- Resolved the occasional issue in the Showdown mode where there were very few monsters in a level.
- Fixed the issue where the game would freeze when opening the shop before the reward driver popup at the end of a battle.
- Fixed the problem where attacks from other players and shadows could trigger Perfect Evade.

- Attempted to handle disconnects causing exits during the connection loading phase.
- Attempted to fix the occasional appearance of a glass overlay during battles, causing inability to operate normally.
- Attempted to fix the occasional automatic switch back to windowed mode from fullscreen borderless mode.
- Attempted to fix the issue where a portion of the screen would be off-screen in borderless mode.
- Attempted to correct the issue where reviving teammates during team play would display "F" key instead of the corresponding gamepad button.
Fusion Fling - Evilous
Fusion Fling has released!
Mira and the Legend of the Djinns - Assemble_Made
Hey Metroidvania Fans,

our friends over at Ravenage Games managed to pull this off: thanks to them, we can celebrate more than 170 thrilling titles during the Metroidvania Fusion event that just got kicked off.

Metroidvania Fusion runs from March 4-11, 2024 on Steam, and aims to spotlight the diversity within the genre. Unlike traditional gaming festivals, Metroidvania Fusion focuses on showcasing the titles that reflect different mechanics or push the boundaries of the genre forward.

Embark on epic journeys filled with exploration, action, and puzzles. Don't miss out on special offers and uncover new worlds at this gaming celebration!

It means a lot to us to be part of this fantastic games line-up with our game Mira and the Legend of the Djinns.

Oh, we will have some development updates soon as well. Lots of stuff to talk about. So, stay tuned!

https://store.steampowered.com/developer/ravenage/sale/MetroidvaniaFusion
The Tale of LUMI - Vector
Hello!!

The Tale of LUMI will be participating on the event Metroidvania Fusion!
It's a pretty cool event with a lot interesting metroidvanias!



So if it is something that you like checkout the event below!

Event link: https://store.steampowered.com/publisher/ravenage/sale/MetroidvaniaFusion

And please consider adding The Tale of LUMI to your wishlist too!
Thanks!!

Best,
Vector
Between Horizons – A Sci-Fi Detective Adventure - Assemble_Made
Fellow Detectives and Metroidvania Fans,

thanks to the hard work from our friends over at Ravenage Games , we can celebrate more than 170 thrilling titles during the Metroidvania Fusion event that just got kicked off.

Metroidvania Fusion runs from March 4-11, 2024 on Steam, and aims to spotlight the diversity within the genre. Unlike traditional gaming festivals, Metroidvania Fusion focuses on showcasing the titles that reflect different mechanics or push the boundaries of the genre forward.

Embark on epic journeys filled with exploration, action, and puzzles. Don't miss out on special offers and uncover new worlds at this gaming celebration!

We are thankful and super excited to be part of this even with Between Horizons.

Whil we're at it, you should definitely check out the Between Horizons demo; which just got an update last Friday.

Let's go!

https://store.steampowered.com/developer/ravenage/sale/MetroidvaniaFusion
Chasmal Fear - MystiveDev
The Complete Overhaul

Hey there friends! Although we were active more or less on our socials (especially X) when it came to announcements and news, we decided to focus most of our time on something that would completely change the feel and look of Chasmal Fear. This decision was brought by YOU, the player community - players, streamers, and everyone who tried our demo on Steam Next Fest in February.

Now, this decision was not made because the game was performing badly. The demo itself did quite great! Over 5500+ Wishlists during the festival, we surpassed 10,000 Wishlists now and entered the Popular Upcoming and Top Wishlists lists on Steam.
The main reason was - when we started Chasmal Fear, we said that we’ll listen to the player community, and time and time again with our past games, it turned out that listening to what the players want can truly bring the game to the next level.



Before we started anything, the first thing we did was go through all of our socials, do polls, read comments, check forums, Reddit, Steam discussions, and write everything down in an Excel sheet, categorizing them by priority. Then, we talked about which things are more or less aligned with our vision for the game and what can be added to improve it.

That’s how this idea came to be (an idea that made us work as if there was a crunch period, but it was worth it!).

This new “change” consisted of going through the entire demo, from lighting to optimization, to level design, sounds, music, VFX, jumpscares, and most importantly: New monster models and mocap animations. We’ll talk about more about it down below.

The Changes (starting with rebranding)

Looking at our socials, covers, and everything in between, we realized that these photos and videos/trailers are quite old and do not necessarily represent the game itself anymore. That’s why we decided to carefully think it through and do some new concept art, covers, photos, and videos as soon as possible.
The social media pages were all changed, including the Steam Store page material with the new look.



The Demo!

Ugh, I hope I’ll be able to remember all the changes we made to the demo. There were so many things changed, added, and tweaked that even we barely remember what was done. But, let’s start and see how it goes (you’ll forgive us if you’re surprised to find something in the new demo that is not written here):

  • Added NVIDIA DLSS 3.5 support
  • Added AMD FidelityFX support
  • Inverted mouse option
  • Added option to turn off/on camera lag (inertia and slow down of player camera and arms)
  • Option to turn off the bodycam effect
  • Changed the IES (texture) of the flashlight and tweaked intensity
  • Optimized Async loading between areas (goodbye you damn fps drop!)
  • Added a filtered pass on the overall camera to improve graphics while having even better performance
  • Significantly reduced the number of draw calls (for those who do not know what that is: tells the graphics what to draw, how to draw - and it can be a real culprit for frames per second)
  • Completely rebuilt lighting throughout the entire demo
  • Added 200+ horror sounds
  • Added 10 music tracks (Ambiental)
  • Added monster event variations throughout all levels
  • Added environmental sounds like hull creaking
  • Improved projectile spawn (bullets)
  • Added over 50+ mocap animations and blendspaces that trigger randomly for the monsters
  • Monsters tweak: they’re now faster, more dangerous
  • Reduced the number of monsters & spawn time during the Metro area (to make the game easier)
  • Added attack growl sounds (aggro sounds) and increased monster hit sounds
  • Monsters also have footsteps sounds now
  • Monsters now randomly choose “way of movement”, as well as their size varies in a certain range to make it more diverse
  • 2 Completely new models for the melee monsters (the old one was removed)
  • Reduced Bodycam FishEye Effect by 30% (for those who want to play in a bodycam style)
  • Increased the hand movement (it’s not as slow as before)
  • Polished reload animations to be faster
  • Improved input lag (now actions are performed way faster)
  • Fixed weapon switch causing the weapon to get stuck in Ammo Inspect mode
  • Monsters can now crawl under obstacles (no longer can you crawl through and shoot them while they just stand there)
  • New CODEC added to the laptop video
  • Added player footstep sounds to several different materials
  • Added Damage Hit Widget to the player
  • Smoothed out the weapon switching, all weapons ammo inspect and pickup animations
  • Added small helpers in particular areas where we felt players were taking too long to find the way
  • Reduced “sea” brightness when looking out windows
  • Added new jumpscare events throughout the game with a chance to occur (or not)
  • Did texture optimization and atlas merging
  • Small-level design tweaks
  • Some of the monsters have been either relocated or removed
  • Quality of life change: now players can pick up ammo with any weapon equipped
  • Optimized dynamic lights
  • Player death sound added
  • Reduced Range Monster’s spit effect lifetime
  • Minor tweaks to the main menu scene
  • Fixed glass reflection
  • Added additional audio log
  • Changed Loading Screen’s font
Hopefully, we got all of the changes (although there might be a few others). Now, in addition to all of these changes done for the Steam Demo, we also added:

Full Game Content

Working on the full game is an immense pleasure, knowing the reception of the demo was so positive. Besides the fixes, we were also focused on the following:

  • Continuing to work new levels for the full game
  • Work on the multiplayer (co-op) support
  • Started the concept art for new monster types
  • Continuing with polishing and writing the full game plot



Participating in 2 New Festivals

Although it’s still early for some of the events to say anything about it, however, we’re happy to share with you guys that Chasmal Fear is participating in 2 other festivals, including:
  • Steam FPS Fest
  • ChinaJoy X Game Connection Indie Game Festival
Thank you!

Lastly, we’d love to say once more: thank you! Thank you to those who played the demo, the players who wishlisted our game and supported us, and the gamers who provided feedback, ideas, and suggestions. Your support means the world to us being a small two-member indie game studio. It wouldn’t have been possible without the player community!

If you haven’t wishlisted the game yet and you’re a fan of survival horror, action, fps shooters, or simply wanna try out a bodycam game, make sure you Wishlist Chasmal Fear on Steam.
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