Complex SKY - nofunallowed
Hey, everyone! Momo here. You might’ve noticed the game’s demo is not available for the time being. This year I am putting my all into making this game the best it could possibly be, so please look forward to future updates. Hopefully, you will soon get to see a more fresh vision for COMPLEX SKY! For now, I will let my dear protege SkAI handle some of these devlogs, so hopefully you get to have some fun while I am building away! See you soon.

— Momosundeass

P.S. SkAI might be a little excited about this, so just let her rant a little, if you will. Take it away!


Hey, everyone! SkAI here. Let’s talk architecture!

Some of you were wondering if it was possible to build sky cities in real life, so let’s look into that for this issue of our new series!

Could those blocky plants also be real? Pretty please?

My logs say that humans have been dreaming of the skies since ancient times. You managed to master flight, after all. But how can one sustain a whole sky city?

Imagine the view!

Man-made floating islands could solve so many issues! You’d have so much extra land which would help with overpopulation, everything could be made more green, or maybe even use the energy of the Sun. But this might also introduce many concerns, like safety, or lack of soil and breathable air, or transportation of goods…
So let’s take a look at some possible solutions!



So… how do you actually get daily cloud shipments without leaving for the stratosphere? And more importantly, stay up there?

Believe it or not, the clouds are not actually that high up. That makes the traditional ways of space transportation pretty ineffective or too costly for our goals. Launching a rocket would be too wasteful and sort of pointless, while building a space elevator is just too pricey…

But there is another way! In fact, humans have been using this method for ages!

I could totally live there, so why don’t humans like the idea?

This one’s pretty close, but it seems too impractical to carry many people… But wait! Wasn’t there something similar humans used a long time ago?

Humanity’s past… and future?!

Blimps! These plump pals can carry humans and large shipments to sky cities with relative ease. Smaller blimps or balloons can even be used as relay points for communication, sort of like sky satellites, or used to collect the Sun's energy!

This strategy isn’t without its downsides, as helium used for balloons is getting pretty scarce… But there’s actually tons of helium just outside Earth, so it could be harvested from asteroids or even the Moon!
Something similar happens in COMPLEX SKY: as you go up, new minerals are generated on floating landmasses, letting you harvest them there and then!

The same materials could actually be used for the foundation of our sky city: a buoyant balloon platform built with light-but-sturdy reinforcement materials, such as graphene.

Another curious concept is something called a Dark Sky Station. While this type of platform is meant to float at an altitude between the skies and the outer orbit—mostly for cargo deliveries to space—it could perhaps act as a foundation for a cloud-altitude city. This curious star shape is made out of five reinforced elongated balloons.

Looking sort of Y2K, don’t you think?

However, there might be some more futuristic-but-doable options, such as using anti-gravity for lift. In fact, that’s what I’m doing for the roads and cars in COMPLEX SKY!

Could we also use anti-gravity lifters to stay in the air?..



But what about plant life? Worry not, humans! If there’s one thing we have in common, it’s the affinity for plants. Who doesn’t like a cloud park?

Some types of plants don’t need a lot of soil to grow, so just covering some areas with a thin layer of dirt could do the trick and provide much-needed greenery! Not unlike the Floating Land blocks in COMPLEX SKY, now that I think about it…

But there is a more interesting concept we could explore: arcology! No, not “archeology”. What’s arcology, you ask?

The word “arcology” is a mix of two words: architecture and ecology, but what it usually means are extra-tall self-sufficient skyscrapers. Those are like a small city unto itself: they’re self-sustainable, you can grow crops, dispose of waste, there is probably a mall and a gym, you get the idea.

Obviously, to be self-sustainable, one would need to repurpose a lot of solar energy, grow food, and maybe do even cooler stuff with plants, such as repurposing oxygen. That’s where the “ecology” part comes in!

Now you don’t have to go outside to walk your dog! I think…

Looks familiar, doesn’t it? In fact, the concept of “Arcology” has been one of the main ideas behind COMPLEX SKY from the very beginning! In COMPLEX SKY, there are lots of ways for you to embellish your tallest skyscrapers with plants. You can do something that looks quite similar to the picture above, but you can also put those plants on the sides of buildings, or even upside-down! How space-efficient!


As you can see, each of these futuristic ideas are a part of how COMPLEX SKY came to be! Of course, it’s not the only inspiration, and there are various architectural bits and bobs that can be traced back from the game’s design. Who knows, maybe we will discuss those ideas in my future Blueprints entries!..

So what did we all learn today? I think most of these technologies turned out to be doable on their own, at least in theory, but getting everything to click together and doing that on such a large scale might be juuust out of reach yet. Good thing you have me to show you the ropes as I figured it all out already in COMPLEX SKY!

Hope you liked our little detour and enjoyed this brief bite of futuristic architecture. 2024 is going to be a big year for COMPLEX SKY, so make sure you’re following our Twitter and have the game wishlisted to keep an eye out on these updates and other exciting news!! And if you wish to discuss even more outlandish concepts with fellow architects of the future, hop on over to our Discord server!

See you on cloud nine!

https://store.steampowered.com/app/1549600/Complex_SKY/



Mar 4, 2024
World of Shooting - tavor [𝕾𝖚𝖗𝖙]
More diagnostic added to catch crashes
Pixel Cup Soccer - Ultimate Edition - BATOVI Games
Hello there!

This post is to let you know that we have closed the beta for the time being.

On behalf of the Batovi team, thank you for trying out our multiplayer demo!!

FUTURE PLANS:
Now that this stage of the beta test is completed, it is proven that it works, however as expected there are still some minor adjustments to be made.

In the upcoming days we will be launching the second stage of this beta. Keep an eye on our news section or join our Discord server to get notifications about the latest info!!
Once on a windswept night - ebihime
Hi everyone!

I’m writing a quick post to let you know that Once on a Windswept Night has been translated into Ukrainian thanks to the efforts of AleksaPsi, MaryLDevis, and Lacki23. I’d like to thank them very much for their hard work; it’s nice that even more of my stories are now available in other languages!

As always, if you find any problems with this build (typos, grammatical errors, etc, etc) do feel free to let me know, and I will try to fix them in a timely manner.

As an aside: I also removed several achievements from the Steam build, including most of the achievements attached to inputting certain character names and a few of the RNG ones which were hard to trigger. There are fewer achievements in the game now which should be more reasonable for a player to obtain.

Thank you very much for your continued support over the years, it’s very much appreciated!

- ebi x
Incursion2D - teeny
Hello, prior to today I've been uploading devlogs every few weeks onto the page over on Itch, but I will start updating the page here as well to ensure visibility to those that want it.

I will start with summarizing the updates over the past few months, and then move onto today's news!

January 16th 2024

New areas
Work is currently underway to shape the second continent of the world, which will be The Empire. The empire steps away from the nature focussed area that you've seen in the first continent of the weathered woods, and takes the player to a packed city environment. For the past weeks I've been designing the new city, and below you can see some small snippets of what it currently looks like:





This new city will host all of your previous NPC's that helped you out in the first continent and will host a suite of new ones. Of course a city without anything in it wouldn't be that interesting so you will also be getting access to two new skills, with the first one currently in development being: Fishing!

Fishing
This skill won't be as much click&wait, but rather be a minigame where you must actively chase the fish to catch it. Catching larger and rarer fish mean more XP, and more materials that you'll be able to exchange at the fishing vendor for a suite of rewards. Each new fish type will also unlock new vials in the alchemy skill. Can you catch the elusive legendary quality huge fish at 0.0001% spawn rate? Probably not! Here's what you would be looking out for:



You control the fishing bobber with your <WASD> movement, and hit <SPACEBAR> to attempt to catch a fish. You will have to actively chase the fish shadows, until your proximity circle turns green, marking a potential catch. Higher rarity fish will be marked with a lootbeam on the water, alerting you of the urgency to catch it, since they can disappear quite quick! Your bobber has a stamina bar that you can use to move faster, but keep in mind it recharges slowly. Your fishing efficiency/speed increases with the skill level. I'll have more details on this skill as it develops.

Controller support
As was stated on the roadmap, controller support is something I'd love to have. So for the current development build I've passed a first batch for the controller support. It's not final at all and still requires a lot of work, but as of now it's fully possible to play the entire game with a controller without needing to use the keyboard for anything. In a second batch I will look at making the menu's more controller-friendly as well as being able to manipulate the dialogue system with your buttons rather than needing a cursor to navigate.

New enemies and rewards
As with the previous area you will be facing 4 new bosses in this zone as well as 4 new enemy types. As of now the first boss and its enemy types are finished, with their combat areas currently being designed. Defeating the first boss unlocks a new type of ability you will be able to cast, in addition to the previously available kit! The new ability type will be available with the <F> key, and is an alternative magic spell! Which leads me to the following:

Changes
Seeing as ranged was a swappable combat style, it only made sense to do the same for basic magic attacks. We have removed them from the <F> key and assigned a swappable class for it. You will now switch to the magic style in the same way you swap to ranged by hitting <Q>, and then using left click to fire your basic attacks. You are also able to swap between all three modes using 1-2-3.

While I haven't started on it yet, there will be a major overhaul to the mining/woodcutting aspect of the game. They will be removed as they are currently being used and converted into dedicated skills, much like fishing. Dedicated areas will be created and you'll be able to actually progress the skill itself, while gathering materials for your own island!

There are many changes planned to the player island as well, to make sure that the island serves a decent useful purpose for your adventures, I'll be posting more about that later.

January 30th 2024

Fishing
Work on the fishing skill has continued to the point where I'm satisfied with the result. It's a minigame to kill time, that will reward you with items that will power up your character a bit on the side. Of course, in order to track your progress in a skill (as with any skill), the player will need a way to track their progress. I've been working on the needed XP curves, reward systems and menu's to make that happen.

Below you can see what a skill menu will look like when you open it up:



Rewards will be unlocked gradually from level 1 - 99. As you can see, there is still plenty of placeholders open, these are rewards I intend to fill later on. For now, the groundwork of the skill is done, and you will be able to advance it in the next patch.

For now, here you can see the skill while you're training it, and some of the things that will happen as you're doing your job!



Resource Rework
We understand that the current system to gather metal, wood and fiber is a bit tedious. Simply smacking trees and rocks while on your adventures with your sword in order to get some minor materials to decorate your house with wasn't very rewarding, nor did it really make you want to pay attention to it. So I'd like to point out a few changes as of the next patch.

Housing Rework (batch 1)
To make sure that the housing system holds more value to the rest of the game, I've patched in a new category of items that you can buy (after unlocking it) from the furniture store, the utility tab! Below you can see some of the utility items, I'll keep their purposes hidden for now :)



This is a first batch of additions that will make the housing area feel more like a "hub". Much more is planned and will be revealed in the future.

Of course, since it's no longer possible to farm metal/wood through the previous system, a new system is required. So therefore I've converted them into two actual seperate skills: Mining & Woodcutting!

Woodcutting
You will now be able to head to a dedicated area where you can start farming XP for your woodcutting skill. Higher levels will unlock higher quality trees, and various other rewards. For each tree you will receive some wood chips, alongside the expected logs. Wood chips can be converted at the woodcutting NPC for a 10:1 ratio of lumber. This is the type of lumber you need to buy things with in the furniture store. If you don't want your extra logs, you can convert those into extra chips! Below is a spoiler on what the area looks like:



The skill will feature some fun random events, that will progress your XP even faster if you play them! I'll show the below as a small spoiler, but how it works you can find out for yourself!



Mining
In a similar vein ( *wink* ) as woodcutting, a new system was needed to farm "metal" for the furniture store. Instead of wood chips, you'll gather metal fragments during your mining training. Much like before, you can trade these in at a 10:1 ratio for metal at the mining NPC. This skill comes with its own progression tree and will yield you with ore that grows in rarity the better you get!



Smithing
Since you're now holding a bunch of new ore, you'll need a place to spend that ore! Currently I'm working on this skill specifically, as the above skills are in a pretty good state already. I don't have too much to show on this one, except for the part that will convert your ores into bars. The bars will be used at the anvil where you'll be able to craft different tiers of equipment. You'll be encountering rare recipes during your fights that will unlock rarer equipment! Crafting these will not be simple however. You can see the forge system below:



February 21st 2024

Smithing
Last devlog I had just finished working on the forging part of the smithing skill, with this one I can say that the smithing part is now also finished. In order to advance this skill, you will have to gather ore through the mining skill, and refine it in a forge. The forge will provide you with bars that you can then bring to the anvil to craft stuff! Next time you visit town you will find below utilities next to the smithy to start smithing:



Below you can see what the GUI for it will look like, as with all menu's, these are of course placeholders.



Now, to make the skill a bit more interesting these recipes will not actually be available from scratch (besides the first one). I want the items that you can smith to hold much more strength than the items you can get from drops in the world. So in order to craft these items, you will have to obtain them through drops as well! The recipes will drop in different tiers, and each time it drops, it will roll a random recipe!



Higher tier recipes will have chances to roll legendary gear that will always hold value, no matter in which continent you are. To accomodate this, I have introduced a few new item related stats:

- Melee Multi
- Ranged Multi
- Magic Multi

These speak for themselves, as they will provide a % based stat to their respective combat style. As they aren't flat numbers anymore these will boost your character much more when your base stats get higher! These will also become available through vials for the alchemy skill further down the road.

New abilities
I haven't spoken on this yet in the past devlogs, but as it stands, you will get 2 new melee combo movesets, 1 new magic basic ability and 2 new magic combo abilities and a new ultimate ability. I'll show a small spoiler of one of them:



These will of course unlock for free as you unlock through the new combat areas.

New combat areas
The next patch will include the first new boss and his enemy subspecies. I am already working on the second one, and that one will actually involve a bit more storyline and a new twist on the gameplay :)

Below will be the areas you can enter to start the new rooms!

First area:



Second area:



The second boss has a lot darker and dramatic tone going on, that is intentional!

Other mentions
- The smuggler service is now free

I've decided to change the difficulty a bit leading up to a boss. Since boss fights are getting more complex and will take longer, I have decided that you no longer have to pay the smuggler to get quick access to the boss. Once you have unlocked a boss, you will now be able to try the boss again for free if you die in the combat area before it. Feedback on this change is welcome!

- Arena mode now has higher pet drop chances

- A lot of bug fixes have been done

- An option has been added to delete your save file if you want to start over, for ease of convenience:



- I'm planning to rework the visuals of the starting areas of the first continent, since they were quite simplistic, and no longer up to par with some of the newer areas.

March 4th 2024

Steam Achievements

Last week I've been learning how to use the Steam API to be able to set up a first set of achievements. As of now we have 22 achievements to earn with the upcoming build, with of course many more coming later down the line. I'll leave you with an example:



Founder Pack

In case you're reading this and you think that I changed my mindset on the monetisation of the game - rest assured, I have not. However to have a way for people to support the project, and still getting something in return I've decided to make a founder pack available for purchase. The money from this pack will allow me to buy more graphical assets to then use in the game! The pack will just be 5$ and you will get the following items available for use in-game:



Cleaning Up

As I prepare to make a new build available on Itch mid-march, I'm finishing up the first new boss and the skill related content. When the second continent is finished in its entirety, I will swap over to Steam and start releasing patches as part of the Early Access program.

It's been a relatively slow week, so not much more to report, but stay tuned!

If you want to engage with us or propose your ideas, consider joining our Discord!

That's it, thanks for reading!
Pirates Journey - Raxert
https://store.steampowered.com/app/2099670/Pirates_Journey/


Multiplayer Gameplay Updated

Pirates Journey Multiplayer Gameplay has been improved and updated. Its infrastructure has been renewed to give you a better multiplayer experience.

You can play Pirates Journey in Co-Op on Steam.

Be sure to try it!



New Feature: Steam Leaderboards

You can now view Leaderboards, one of the Steam features.

Players can climb the Steam Leaderboard by gaining rank based on the enemies they kill. Killing more enemies means higher Pirate Rank.

Click to see Pirates Journey Steam Leaderboards
Wild West Saloon - Agon Games
Wild West Saloon is now available!

The current game includes the Tutorial and two additional levels. If you played the Demo you will notice that there are more mechanics, more drinks and more buildable objects!

New levels, more customer types and new mechanics will be added in the near future.
But now the priority is on bug fixes!
Mar 4, 2024
Definya 2D MMORPG - admin
Map fixes
EA Play - Electronic Arts
Get more from your game with great in-game rewards like this month’s WILD HEARTS™ inspired Apex Legends™ Tsukumo Weapon Charm. Light it up in Madden NFL 24 — now on The Play List, with your EA Play March Pack. Plus, don't miss out on unlocking the EA SPORTS™ WRC Season 3 Rewards in the Rally Pass.

And when it’s time to find your next favorite game, we’ve got you covered with an ever-expanding library of our fan-favorite series and premium games. You can even try out select new release games for up to 10 hours of playtime with no commitment. If you decide to buy, your saved progress will carry over, so you can continue where you left off. Our members also save on purchases of EA digital content, with a 10% member discount letting you save on full games, points packs, and DLC. Find out more about upcoming EA Play benefits at https://store.steampowered.com/subscriptions/ea or follow us on Twitter and Instagram @eaplay!

*CONDITIONS, LIMITATIONS AND EXCLUSIONS APPLY. SEE https://tos.ea.com/legalapp/eaplay/US/en/PC/ FOR DETAILS.
Lost Ark - HardcoreHenry
Heroes of Arkesia,

We have two waves of server merges planned over the next two weeks to enhance the group gameplay experience in the open world of Arkesia. The first round will take place during downtime on March 6, and the second round will take place during downtime on March 13.

We’re excited to see the new friendships forged in the battlefields of Arkesia, and for players to have more companions as they venture throughout the many seas and continents in Lost Ark. Server merges will be straightforward for players who have a roster of characters on one of the servers (they’ll just need to log-in to the new server), but players who have a roster on both servers will have their rosters combined. If you’re one of these players, find our plan for combining your rosters below the list of planned merges.

Our teams at Smilegate RPG and Amazon Games are working to optimize the merge process and shorten the amount of downtime, but the process is complex and will take additional time. We are currently expecting that each weekly downtime with server merges will take up to 16 hours. Update: Downtime will now begin at 11PM Pacific (7AM UTC). For ongoing updates on downtime and server status, make sure to follow the Lost Ark Game Status Twitter / X account, or join the Official Lost Ark Discord.

View the full list of merges, new world names, and roster merge policy on https://www.playlostark.com/news/articles/march-2024-server-merges.
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