TerraTech Worlds - Cassie @ Payload
Continuing on from last week’s post about Community-driven development on TerraTech Worlds, we wanted to share some recent changes we’ve been making to the Tech Yard!

The Tech Yard is an integral part of TerraTech Worlds: it’s your home base, where you’ll return to again and again after a tough day of pew-pew’ing enemy Techs and narrowly avoiding being crushed by falling trees. We weren’t 100% happy with the version of the Tech Yard that you would have seen in the Next Fest demo, and so we’ve been working on changing it based both on player feedback and our internal test sessions.

Here’s a look at some of the initial concepts we’ve been exploring, focused around portability and projection (the first image shows some original concepts we had for the Tech Yard’s new holographic function, whilst the second shows the Tech Yard in its ‘stored’ state–please note that both of these designs have since been iterated on and that the Tech Yard will look closer to the screenshot you can see a little further down this page!):





TerraTech Worlds’ Principal Designer Andy Harmon explains some of the thought process behind the recent development work on the Tech Yard:

“The design changes to the Tech Yard have been focused around 2 main ideas:

1. ‘The (current) Tech Yard requires too much work and infrastructure to use.’
2. ‘The Tech Yard is an important structure and it needs to grow in importance as the player progresses.’

First, we’re going to make the Tech Yard a ‘true’ structure, one that’s functionality isn’t dependent on putting down ramps. This new Tech Yard will still have an ‘active’ area as before, but that area will now be a virtual space adjacent to (and projected by) the Tech Yard. This will project on terrain or platforms, and will be easier to interact with. Next, we looked at the progression of the Tech Yard and the features around it that we still want to explore and expand on. The Tech Yard in the demo was functional but not as identifiable/distinct as we wanted it to be, and the experience of upgrading the Tech Yard with more storage and further upgrades wasn’t what we were really looking for.”



This piece of concept art shows what we’ve currently settled on, with the blue beam being the ‘active’ projection area that Principal Designer Andy talked about above. No more needing to build a ramp and carefully drive up it to restore any lost Restore Charges!

And this is how it looks in-game:



Let us know what you think of these new changes/ideas in the comments below: we’re always keen to hear your thoughts in the lead-up to Early Access. And remember to wishlist us over on the Steam Store page if you haven’t already, to stay up-to-date with all the latest news about Early Access!

Until next time!
KARDS - The WW2 Card Game - Elin


Hello everyone!

We’re thrilled to share with you more details about the upcoming Spring Release!

In this dev blog, we’ll review one of the main features arriving with the Spring Release this March: battle enhancements.

Stay tuned for more dev blogs about the main features arriving with the Spring Release this March.

Battle Enhancements
Coming this March, we have several exciting new features and UI enhancements arriving to the battle scene. These include the brand new battle history rework, new end of battle interaction capabilities, and further UI enhancements. Read on for the full breakdown!

https://www.youtube.com/watch?v=2yPC6gy9mk4

Battle History Rework
The Battle History has been overhauled to significantly improve its usability for all players, and this will be arriving with our Spring Release.

Battle history will be hidden by default and can be expanded by clicking the “History” button on the left side of the game board. This allows players to fully focus on the battle without any interruptions when the history is minimized, and also allows more space to be dedicated to displaying the battle history well when it is expanded.

The way that different events are displayed in battle history has been completely reworked. Events are now grouped separately, providing a much clearer look at the effects of each different event. For example, in the previous system, if a player played CARPET BOMBING and one of the affected cards had a destruction effect on it that affected other cards, this would all be displayed together in one big group. This would sometimes lead to a very large group in one event that could be difficult to read, especially quickly in the middle of a battle. In the new system, these are separated - that is, the CARPET BOMBING and all cards affected are in one event, with a new separate event listed for the destruction effect and all cards affected by that. This will significantly improve how quickly and easily a player can grasp everything that just occurred, especially when many effects trigger in a chain reaction. As before, you’ll be able to hover or tap on an event to gain more information about it and its effects.



Additionally, we’re introducing a scrollable battle history, allowing players to scroll back and review the last few turns of the match. This is another important step to make it easier for players to easily see and understand everything that’s happening in a battle before the battle history flies by.

This new battle history is also the same on both PC and mobile devices. This added consistency makes it easier for players to adapt to playing on different devices and ensures that mobile and PC players are having the same experience regardless of which device they’re playing on.

End of Battle Enhancements
Have you ever wanted to send that one final emote to your opponent before returning to the game’s main screen, or review the final board state one last time before going to search for another game?

Rejoice! We’re now adding a lot more functionality for players at game end. Instead of being immediately returned to the main screen, you’ll now have the opportunity to hang back, send a final emote to your opponent, explore the final state of the game board, and scroll through the battle history of the last turns and get all the details of what happened in those final turns of the match. Return to the main screen and queue up for another game at your leisure, once you’ve explored the final battle state to your heart’s content.

Battle UI Enhancements
We’re also introducing several enhancements to the battle UI.

A brand new kredit counter is arriving, clearly emphasized on the bottom-left of the game board. This rotating counter gives more depth and feeling to your kredits as they accumulate and are spent.

We’re also tweaking how player names appear on the board, to help these stand out a bit more.

We’re thrilled to bring you all these enhancements to the battle UI in the Spring Release, coming to your client in the latter half of March. All of these enhancements are things we’ve wanted to bring to the game since introducing the new UI to the game in 2023. The battle UI is something we will continue to iterate on as we go forward, to provide the best possible experience for all our players, with a special focus on our newest players.

Make sure to keep an eye out on the KARDS newsfeed for the full patch notes for the Spring Release later this month!
Rich everyone - adongblog
24节气时间调整以及信息提示功能
增加快捷键功能
排行榜增加声望榜、银子榜、铜钱榜、人口榜
仓库有空余时劳工自动生产不偷懒
部分劳力没有动画的问题
Voice Love on Air - IndieArk


Used to be an idol trainee, Junichi is lively, energetic, confident and arrogant. He doesn't want people to know that he was a country mouse.

Knowing his favorite BL novel will be voiced, Junichi participated in the audition of Aki's Studio and then stepped into the world of voice actors.

By working with Aki, he learned how to face his true self.

Facing the voice of doubt from outside world, Junichi told the public about his love for Aki.

Margonem - Casidias
News
• A new premium shop has been added - scrolls. Currently, you can find Party Recall Scrolls there, which were previously available in the "Dragon Boxes" section. The new scrolls allow you to teleport the other members of your team to your current location We have decided to retire the previous heroes scrolls and replace them with scrolls specific to particular monsters. However, don't worry if you still have the old ones, as they will continue to function as before!
• The item exchange barterers from Killer Rabbit and Daemons Summoner now offer the possibility of exchanging legendary equipment for neutral items in addition to the previous option of exchanging neutral items for legendary equipment.

Game Client / Version 32.1.0
• Added a new premium shop - scrolls.
• Fixed a bug where the account registration widget was displaying incorrectly.
• Added a missing message when attempting to change a hotkey to one that is already in use.
• Improved the display of the Sale Premium Store and added the ability to scroll when there are more items on sale.

Margonem Commons / Version 8.6.0
• Standardization of existing translations in the World widget (On/Off -> Enabled/Disabled).

Rotation Update
• Faded Gold Mask will now drop legendary gloves!
• Rotation in Los Muertos Hotel!

Premium Store
• Check out the new sale!
Gunpunk VR - jinice99
GunpunkVR will be releasing to Early Access in May.
During March and April, we will be pushing forward to create a solid experience for the Early Access Release. The weekly Demo updates will now be replaced by development logs to inform you of the progress we make.

For those interested in the development process:
Imagine each feature of the game like a cup. The water that fills the cup is the content of the game. Until now we have been building each cup; testing its limits. For the Early Access release, we want to have all the main features ready and stable. This will allow us to focus on filling the cups with as much content as we can.

To all our Contestants,
We look forward to seeing you in the Dungeon
Mar 6, 2024
Dominions 6 - Rise of the Pantokrator - johan
This is an Asphodel focused update, they got new type of manikins and gods. They also got spells and abilities to spread carrion seeds with which to infect their enemies and turn them into undead manikins. There is also a large amount of bug fixes, performance improvements, new mod commands as well as some balance changes.


Asphodel
  • New sprites for manikins and carrion beasts
  • New Asphodel pretenders: Mother Mandragora, Titan Mandragora, Worm Soul
  • Carrion dragon now has a carrion vine attack that can infect targets with darkseeds
  • Asphodel's ritual Grow Fortress has now become Carrion Fortress instead
  • One third of sacred manikins will now be Carrion Furies
  • New types of manikin chassis
  • New magic items: Carrion Seed, Carrion Bow
  • Some magic items are cheaper for Asphodel
  • New spells: Sleep Vines, Vengeful Vines, Tangle Thicket
  • New sacred: Black Minotaur
  • Black Centaur get +1 berserk
  • Sagittarian replaces vine bow with carrion bow that can infect target with darkseed
  • Manikins start age fix

General
  • Increased 3D performance (+25% FPS) for Windows-AMD (new AMD driver) and Mac
  • Ind got cheaper temples as 'every mansion is a palace and every building is a temple'
  • Heroism bless +50% -> +35% xp
  • Awaken Forest now more expensive and only targets 50% of battlefield
  • Spiritform beings are now immune to petrification
  • Mossbody can no longer target spiritform beings
  • Magic scale 4+ didn't give horror marks correctly
  • Terrain changes now affects resources and can make people migrate
  • Performance improvements for main map and research screens
  • Performance improvements for large battles and turn generation
  • Spell AI no longer casts sermon of courage on mindless targets
  • No longer show regen icons that are incompatible with the monster type
  • More possible errors printed to admin log for lobby games
  • Keyboard shortcuts in scoregraphs (F2) were wrong
  • Skeletal Legion affected caster too, fixed
  • Liches now keep their age
  • Master password wasn't always properly remembered during game setup
  • Switching between lobby and local network could crash the game, fixed
  • Independent priests could cast all type of banishments, fixed
  • Icon for negative inspiration bonus
  • Migrations now less likely to lead into wastes or swamps
  • Weightlessness bless didn't affect combat speed
  • Supply usage was sometimes wrong on 'y' screen
  • More national summon rebalancing
  • Awe from throne did not show up in bless info
  • Keyboard shortcuts in alchemy didn't work properly
  • Twiceborn no longer has any effect on most monster shapes
  • Fix for twiceborn getting around uniqueness of some monsters
  • Stat penalty from blindness wasn't shown correctly
  • Blank config path could prevent game from starting, fixed
  • Humanoid apes and dogs now leave corpses when they die
  • Fix for simulacrum losing global enchantments when killed
  • Fix for simulacrum creator getting unexpected afflictions
  • Magic empowerment can now raise to max level 13
  • Chain mail of displacement now gives actual displacement
  • Income box was not shown when dominion was 0, fixed
  • Dreams of R'lyeh did not give Dimensional Overload in battle
  • Fixed possible memory corruption when two immortals returned on the same turn
  • Memory leak during host fixed
  • Rider's magic items never affected mounts that were commanders
  • Last messages didn't work in very large games
  • All Elemental Opposition rituals dispelled air, fixed
  • Most immortality effects now take priority over Life after Dead
  • Shinuyama had access to Caelum's national spell 'Call of the Drugvant', fixed
  • Pretenders no longer lose passive bless when outside dominion
  • Fix for incorrect retreat message mentioning fort
  • Fixed incorrect 'cannot lead magic beings' error message
  • Returning from the void can no longer put you inside a cave wall
  • Returning from Inferno/Kokytos will now usually leads to a cave
  • Fear and Dread no longer stacks with each other
  • Mirror walk no longer castable by stationary commanders
  • Fix for out of range dominion values in games with Dreamlands R'lyeh
  • Throne settings were not loaded/saved with ctrl-l/ctrl-s
  • Indep flags weren't flashing when choosing spell target province
  • Larger background texture in network lobby
  • Auto site searching now stops if inside a besieged fort
  • Elemental royalties permanent elemental summons can now be boosted
  • Fix for temporary spirit sight not working
  • Stygian Paths didn't work for units following along
  • Box selecting commanders/squads didn't always work properly
  • Network lobby games now keeps time better
  • F1 now shows sneaking commanders at the end
  • Fix for divine emperor not being able to storm castle
  • Farstrike ritual performance fix
  • Farstrike rituals were not always fully anonymous
  • The Missing Tune didn't work properly
  • Earthquake's special effect in caves didn't work
  • Random maps with edge start positions are now square shaped
  • Stat & typo fixes

Modding
  • Potential crash bug fix for mods using new sounds
  • Fix for "too many sprites" error when using mods in textonly mode
  • Button to disable all mods in mods menu
  • Enabling mods from command line now requires both folder and modfile
  • Fix for #godpathspell
  • #remount event command didn't work
  • #norange now takes a value 0-100
  • #att now accepts values up to 100
  • Bless scale req modding, #orderscale, #chaosscale, ...
  • New site command: #look
  • New event command: #healaff
  • New monster/item commands: #clumsy, #powerofdeath, #fearofflood
  • New monster/item commands: #falsesupply, #glamourmanip
  • New monster commands: #godsite
  • New event commands: #addgeo, #remgeo
  • New item modding commands to create dancing weapons
  • New weapon commands: #spiritformimmune, #illusionimmune, #false
  • New weapon commands: #holyifhit, #killmagicifhit, #killdemonifhit
  • New weapon commands: #fireifhit, #coldifhit, #shockifhit, #petrifyifhit
  • New weapon commands: #aftercloud, #aftercloudarea, #poisonifdmg

Goi: Spooky Run - marketing

We would like to express our sincere gratitude to the players who have previously purchased our game. As the team plans to transition the game to Free-to-Play format, those who have purchased our game will receive compensation items.
1. 5,000 Marbles
2. 500,000 Coins
3. Navigator Set (Hat / Outfit)

Steps to Receive Items
1. The team will automatically add items to players who have previously purchased before within 14 days.
2. Each user will receive items only once.
3. If any player who has purchased the game does not receive items in the game, you can contact the team at support@mygg-game.com


The team apologizes for the inconvenience caused and appreciates everyone's support.
Mar 6, 2024
Paint by Cubes - Last Qubit
In this patch our main focus were usability and UI fixes, mainly:

- Level selection - fixed default level selection not appearing when moving to some regions
- Level selection - navigation fixes when coming back from a level (WSAD / Arrows / Enter + Space keys)
- Settings panel - fixed resolutions dropdown, removed resolutions smaller than 800 x 600 (Left this one as a minimum value In case someone would want to launch the game on some virtual machine :P)
- UI elements - added additional safety measures for situations, when multiple UI elements could appear one after another (Especially for the game over screen situations)
- Fixing missing glyphs for UI elements (Especially when coming back to level selection screen)
Shakes and Fidget - Leander Playa Games
Hello heroes!

Get ready for the following WEEKEND EVENTS from Friday to Sunday: Epic Good Luck Extravaganza, Epic Shopping Spree Extravaganza, Forge Frenzy Festival & Tidy Toilet Time.



We hope you enjoyed the Hellevator! Please take our HELLEVATOR SURVEY by Monday 16 CET and help us improve the game: https://forms.gle/G5RbPXu4RLbkJCL69 Thank you!
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