NABOKI - Targaciej
I made two games!

"Zerko" - a Sudoku-esque puzzler will be launching on March 27th.
"No.9"- artsy experiment, launching on May 8th.

Priced 1,99$ each :)

More info here:
Zerko - Steam Page
No.9 - Steam Page

Your support means a lot to me! If you could add the games to your wishlist, that would be incredibly helpful. Thank you!

Three Kingdoms: Innovatory - kampfar
2024年3月6日版本更新说明
各位明公,我们刚刚将游戏更新到V0.5.32版本,更新内容如下

逻辑模块
●新增了空城内会根据武将野心值判断,武将会揭竿而起自立
●优化了城池参数计算行动力的公式
●下调了武将的基础工资
●修复了所有逻辑里部分金钱产出错误的x3,粮食产出错误的x9的问题(老存档会看到减少产量)

内政建筑模块
●重做了郡城建筑物逻辑,空地修改为最大5-6个(需新档)
●新建筑分一共12个建筑序列,每个序列每个城池只能建造一个(需新档)
●不同的序列还需要城池扩张到一定等级才能建造,早期序列会比较少(需新档)
●部分建筑序列升级提供了分支选择,高级分支选择需要研究科技解锁(需新档)
●调整了人口对应基础钱粮换算的公式
●调整和下调了每个郡城的储备粮上限
●调整了郡城对应的威名的数值

内政职位模块
●郡城在2,3,4级时新增辅助官员设置,一共9个新职位,最大可以选择放置3名

科技模块
●高级建筑物加入科技解锁,暂时都开始直接解锁(暂时未显示,明天版本加入)

剧本模块
●群雄割据剧本新增陈王刘宠势力
●修改汉中之战剧本中孟获的势力颜色
●汉中之战剧本中曹操势力新增上庸/西城二郡
●官渡之战剧本中新增车胄之死历史事件
●调整了界桥之战、连环计·下、江东双璧等事件的触发条件
●调整了全剧本中新增武将的出仕时间

士兵模块
●增强了高阶士兵的攻击属性

战斗模块
●修复了移动操作点击可以在选中部队的范围有概率无效的问题
●修复了投石车射速过快的问题
●修复了攻城战初始位置太近的问题
●优化了选择攻击目标的攻击指向线,会一直跟随目标
●移除了正面御敌的提示,以及城墙上弓箭手判断正面的错误
●侧面和背面御敌现在会产生对应效果:减少目标部队10%~20%的攻击,最大40%,持续一定时间,只有近战部队可以触发这个效果
●优化了侧面和背面御敌的判断范围
●优化了战斗镜头缩放速度
●修复了骑兵加速度不生效的问题

优化和修复
●优化了武将死亡的TIPS文本
●修复了部分情况导致劝降系统报错的问题


官方QQ1群:767611702
官方QQ2群:721773813
官方QQ3群:853272195
创造三国志工作室
Last Train Home - wery


Greetings, Legionaries!

We're excited to inform you about the third update for Last Train Home. This patch includes many bug fixes and balancing based on your valuable feedback. We sincerely appreciate your time and effort in reporting bugs and sharing your opinions about the game! Enjoy the update!

Update 3.0 - Patch Notes

Major fixes
- Problems happening after save/load:
  • Empty vehicles are no longer suddenly becoming hostile.
  • Squad info refreshes correctly.
  • Coal for heating is consumed only when it should be.
  • The train can properly leave the station it has already visited.
- Text Event following the end of Chany mission and Drunk Driver Text Event do not block progress in the game.
- Sudden item duplication in train management is no longer happening.
- Machine gunners' Suppressive Fire skill works properly.
- Healing and the Stabilize skill used on a downed soldier work properly.
- It is better communicated that the Stealth Kill can’t be used in close succession.
- Rifle Ammo Bag research now applies not only to Riflemen, but also to Scouts and Grenadiers.
- Tanks are able to hit even if the target is fairly close.
- The explosive barrels no longer explode after they have been already destroyed.


Additions and improvements
- Improvements in the Edit Squad Screen to achieve better communication of relevant Soldier Traits
  • Added: Beneficial Traits Filter that provides an idea of who you should select for the deployment.
  • Enabled: Point of Interest screen element is visible in Edit Squad Screen for better overview.
  • Added: Highlight of soldiers when hovering over Beneficial Traits.
- Added: Attack Ground command, thanks to which is now possible to target ground with artillery vehicles.

Mission-related fixes
  • Vladivostok: The issue of disappearing ammo for soldiers in trucks after loading the game is fixed. Soldiers can reload properly from the shared stash.
  • Sukhinichi: Sudden mission failure following killing a civilian is no longer happening.
  • Canyon: All the new soldiers get rescued correctly no matter which exit area is used.
  • Barabinsk: Bridge explosions at the beginning moved and timed in a way that player- controlled units shouldn’t be harmed by them.
  • Pisky: ‘Patchwork Makes Dream Work’ challenge now works properly.
Note: While mission-specific issues were fixed, we recommend that you replay such missions from the beginning and do not load a previously created in-mission save where you experienced the problem.

Balancing changes
  • Balancing of the frequency and timing of punishing events in train management. There should be fewer harsh events happening in a short period of time and in starting segments.
  • Balancing of Traits impact (Herbalist, Hunter) on resource gathering in Points of Interest (lakes, forests, villages).
  • Balancing of Operational Damage on train cars and respective Endurance upgrades (Improved Leaf Springs, Metal Plating, Advanced Framing). Train cars now receive damage from a traveled distance, and it should feel more beneficial to make Endurance upgrades.
  • Balancing of metal costs on car upgrades, fixing car statuses, research and crafting recipes.
  • Balancing done to make ammo crafting less expensive.
DLC-specific fixes and improvements (spoilers included)
- Narrative squads balancing and tweaks:
  • All narrative squads now should have at least two soldiers with Stabilize or Heal skills and should feel stronger while playing the missions.
  • Profession levels were increased together with attributes to improve soldiers’ health, weapon handling, range of throwable skills (e. g. throwing a grenade).
- Our Efforts/The Baikal Story:
  • The ‘Massacre’ challenge can be finished as intended.
  • The armored car can no longer be entered to avoid unexpected explosions.
  • The playable area no longer locks back after getting to the pier.
  • Added: Covers in important locations.

- Czech Revolutionary/The Incident Story:
  • The mission is finishable even without completing ‘Save the civilian’ challenge.
  • ‘Smooth and cool’ challenge now works properly.
- Our Company/The Blockade Story:
  • The challenge to eliminate all enemies now works properly.
- The Swings/The Long Story:
  • Soldiers and tanks no longer disappear at the edge of the map; making it possible to leave the mission properly.
- Barlie/The Cat Story:
  • The falling rocks no longer block the way out.
- Maxim/The Machine gunner Story:
  • The time pressure challenge works correctly now.
- The Whip/The Cheka Story:
  • The ‘Brutes’ challenge works properly for all enemy units.

Other fixes and polishes
  • Problems to reach Points of Interest were fixed by adjusting waypoints.
  • Researched winter uniforms are showing properly in missions.
  • Howitzer now starts rotating to the new target immediately instead of finishing rotating to the first target.
  • Soldiers should no longer talk about themselves in third person in Text Events (blockades, gathering in Points of Interest).
  • Soldiers showed as reward in Text Events, should correspond to the soldiers the player has on board the train.
  • Numerous other fixes and polishes for performance, stability, gameplay, and audiovisuals.

We'd also like to remind you of the recently added startup option on Steam: 'Play with DLSS Safe Mode for older graphics cards’, which may help players with problems with launching the game. On top of that, we will bring you a separate article explaining the consequences of using new Mission Modifiers that can be used to make enemy behavior more aggressive.

Enjoy the update!

https://store.steampowered.com/app/1469610/Last_Train_Home/

Important links

Last Train Home


Ashborne Games


THQ Nordic


Hook 2 - Targaciej
I made two games!

"Zerko" - a Sudoku-esque puzzler will be launching on March 27th.
"No.9"- artsy experiment, launching on May 8th.

Priced 1,99$ each :)

More info here:
Zerko - Steam Page
No.9 - Steam Page

Your support means a lot to me! If you could add the games to your wishlist, that would be incredibly helpful. Thank you!

Sons of Valhalla - PixelChest
Hello folks, today we’ve got great news for you! 

Release Date

Sons of Valhalla is about to be released! 
The concrete release date will be April 5th 2024. We have spent the last few months to implement some player feedback and we really hope that you will like our final SoV. 
But that's not all - even after the release we still have a lot of stuff planned! We will add additional free content to shed some light on the backstory of some characters. 
While you are reading this message, a release trailer has just been released. 

Have fun! 
Your Sons of Valhalla team

Kick Bastards - Something Something Games
Hey everyone,

We've got a massive update for you!! Welcome to Kick Bastards 2.0! We've made loads of changes to the game and added a bunch more content. Here are the highlights: we've added 15 new levels to the game, added a brand new mode, 'Spider-person mode', which lets you play through all the levels using a grappling hook that you can attach anywhere (replay LU-2 and LU-3 first for the best experience) and we've also made improvements to (almost) all the existing levels in the game (from small changes to full overhauls).



Here is the full list of changes:

Movement:
  • Made some small tweaks to how the player feels to move around.
  • Updated the grapple functionality so that holding the grapple key will now pull you in towards the grapple point. Pressing the jump key is now the only way to release the grapple. (Also updated associated tutorials on LU-2 and on new LU-3)
  • Added a grapple icon so it's clearer when you can use the grapple.
  • Made the conditions for starting a wallrun more lenient so it will work when you expect it to more often.
  • Removed the minimum time on the wall before you can jump out of a wall run.
  • Added a climb up buffer so that the climb up will feel considerably more consistent.

Levels:
  • Added 8 excellent new Apocalypse levels, 5 new Hell P2 levels and 2 Location Unknown levels.
  • Updated (almost) all the levels with visual improvements, clarity improvements and gameplay improvements. In some cases we did large overhauls to dramatically improve the levels.
  • Added a brand new mode, 'Spider-person mode', which lets you play through all the levels using a grappling hook that you can attach anywhere. (I'd strongly recommend replaying LU-2 and LU-3 before jumping into this!)

General:
  • Added a new platinum medal and shuffled the times so that bronze is the default when you aren't fast enough for the other medals.
  • Created new medal icons.
  • Updated the results screen to make it easier to navigate and to be more fun!
  • Improved the level restarting system to make it a quicker and generally smoother experience.
  • Fully rewritten the dialogue. It's much better now.
  • Updated the tutorial prompts to be less verbose.
  • Updated the save system to support multiple game saves.
  • Added an outline to all stuff that is kick-able to make it clearer that you can kick that stuff.
  • Added some additional secrets to some of the levels.
  • Updated the level select screen to be easier to navigate and to display the next virtual level to be unlocked with a lock on it.


Bug fixes and performance improvements:
  • Fixed mouse cursor disappearing when using the scroll bar in the level select screen.
  • Fixed a bug where the wizard wouldn't always look at you when shooting fireballs.
  • Did some additional performance improvements to the buses.
  • Fixed a bug where the tutorial wouldn't appear at the start of a level when using the don't play dialogue option.
  • Fixed bug where sliding up a slope and spamming jump would cause you to gain excessive speed.
  • Fixed a bug that made it so you needed to click an extra time on the Devil cut-out dialogues.
Hellbreach: Vegas - Cissero
Hey survivors,

Ever wanted to learn more about Ash, the man behind Hellbreach: Vegas?

Join us later today (March 6th) for an in-depth interview with Ashley Ellis, the solo dev behind Hellbreach: Vegas.

We'll delve into various creative aspects of indie game development, discussing topics such as narrative, art style, sound design, music, and game design. Don't miss out on this captivating discussion!

Catch the session later today on Steam (16.00 CET, 07.00 PT)! We’ll be there to answer any questions you may have for the first 2 hours, after that we’ll loop the session until after launch for newcomers.

The Hellbreach Team

----------------------------------------------------------------

Join your fellow survivors below⬇️:



Twitter
Instagram
Abiotic Factor - CrissCrossGal
Greetings esteemed colleagues,

Welcome to another Status Report! This time we’re looking at some highly useful inventions you’ll discover during your time in the GATE Cascade Research Facility, as well as a peek into a few sectors we’ve been polishing.

Let’s dive right in, shall we?

Transmogrifier


You know when you have a piece of armor that looks so dang cool but the stats are not so great for your current environment? Well, you’ve come to the right secret underground research facility, because the clever minds at GATE are here to help!

Behold! The Transmogrifier! With this fashionable piece of tech, you can customize your scientist’s appearance and armor to look and feel your best as a GATE employee – all from the comfort of your base. It’s a great tool for changing into a new look you just unlocked, or transmogrifying your armor.



What's that, we hear you say? Transmogrification, or Transmog for short, is the ability to change the appearance of your equipped armor to look like another piece of armor, but without the stats changing. There are some intentional limits to this system and we may allow servers to disable it, but we'll cover those details later perhaps, maybe in a dev vlog. The main takeaway here is: you can look the way you want, even if you unlock new and better armor… once you invent the Transmogrifier, anyway.

Nerd fashion is peak fashion in ABF.

Distribution Pad

Have you ever thought “By Einstein’s ghost, I sure wish I could drop my loot and get back to exploring, but then my base would be a mess!”

Well, the great minds of science strike again! Again. Always. It never ends. They are relentless. … Ahem, the Distribution Pad.


"I would never discourage genuine curiosity, but when Dr. Tengku suggested using perforation technology to teleport small objects across the room, I suspect she was simply looking for an easier way to file documents. Keep dreaming, Suan. You'll have to file R-3 reports on Level 12 just like the rest of us." - Dr. I. Manbanko
Space Lettuce


"I don't know who dubbed IS-0333 'Space Lettuce', but I can see why. Like many newly-returned specimens from Anteverse XXI, we're still investigating its properties. The most astonishing fact, so far, is simply that such a thing is... edible." - Dr. P. Peters
Deep in the Labs


“The Tachyonic Telemetry Targeting Unit, also known as the 'Dark Lens', is the core of GATE's perforation experiments, guiding and focusing perforation events by providing stable, trans-luminal co-ordinate pairs for portal entry/exit nodes.” - the GATE Compendium


In Case You Missed It

Know Your Strengths

Our latest Dev Vlog is here to teach you how to land critical hits and the damage types that make it happen!


Janet’s Study Buddy

Abe and Janet discuss IS-0111.


Next Fest Numbers

Once again, thanks for checking out ABF during Next Fest. We’ve compiled some of the more fascinating numbers to be perused at your convenience.



If there are any stats you would like to see in the future which weren’t listed this round, let us know in the comments!

Stay Tuned

When you descend into the GATE Cascade Research Facility you’re going to be facing a lot of unexpected challenges. Follow these Status Reports for tips, insights and strategies to keep you safe, as well as fun looks-behind-the-scenes at development!

And keep your eyes on the sky, or in this case, the Office Sector ceiling, because there will be some big announcements on their way.

You can subscribe to our Newsletter to keep up-to-date on news about Abiotic Factor.

You can also join us on Discord!


See you next time, Scientists!

Wishlist Today!
https://store.steampowered.com/app/427410/Abiotic_Factor/
Hairdresser Simulator - Marketing FrozenWay
We’ve made it, Stylists! Hairvolution starts NOW!

With the launch of Hairdresser Simulator, we're stepping into uncharted territory. From now on scissors, clippers, and most importantly, the customers, are in your hands. Create your salons, manage them, and take care of those who entrust you with their hair!

https://store.steampowered.com/app/1330560/Hairdresser_Simulator/

https://store.steampowered.com/bundle/38867/Hairdresser_Simulator__House_Flipper_2/

https://store.steampowered.com/bundle/38866/Hairdresser_Simulator__House_Flipper/

https://store.steampowered.com/bundle/39310/Haircraft__Construction_Masters_Bundle/

TRAILER

We prepared a fresh trailer for this occasion, so sit back and get a glimpse of what awaits us in the game.



A PLACE FOR YOUR IDEAS

Following the release, we're eager to hear your feedback on how we can enhance and expand our game. Your suggestions are invaluable to us, so please feel free to share your thoughts by clicking HERE or using the link provided below!

https://hairdressersimulator.canny.io/


KEEP UP TO DATE

And so, that’s how we embark on a true journey into the world of hairdressing! We're eager to hear your feedback and impressions in the comments.
Wrapping up this launch devlog, we want to thank you for all the support you've shown us throughout the development process - you’re the best!

As always, we invite you to follow us on our social media for the latest updates, and to add Beards & Mustaches to your wishlist.

https://store.steampowered.com/app/2782930

If you want to be a part of our community, we also invite you to our official Frozen Way Discord server!


Stay stylish!

Fufu~
___________________________________________________________________

https://store.steampowered.com/app/1330560/Hairdresser_Simulator/
Across the Obelisk - BjornB
Dev diary

Hi AtO community!

My name is Magnus Chirgwin and I’m here to talk about audio and give you a glimpse of what we’re working on! But this is my first dev diary so before we dive in, who the heck is this new Magnus guy?!

I’m a freelance sound designer and composer! I live in Sweden with my partner and her daughter, with the nearest and dearest to me only a stone’s throw away and if you were to strap a GPS on my head you’d probably get bored pretty quickly looking at where I’ve gone haha! I’m not a travelled man, although I’m a big fan of backyard adventuring (shoutout to Beau Miles), grabbing the canoe, camping equipment and heading out on the lakes nearby or just catching the small everyday moments where I can get them.

Before I chose to go freelance with sound and music, I worked in healthcare as a physiotherapist for 10 years, working together with you (or your loved ones) on anything from broken bones to vertigo and with traumatized fugitives of war. Yeah I know, a real u-turn from that to audio haha, so why big change? There were a couple of different reasons but the main one was that the idea of working with music and sound eventually became too large to ignore and I was simply curious if I could do it. I’m glad I did the shift although the previous 10 years taught me a lot about working with people and that will always be important, you won’t be able to convince me otherwise. Oh and yeah I workout a lot, take care of your bodies people, it really does keep the score and never lies.

In the 6-7ish years I’ve worked as a sound designer and composer I’ve had time to work on awesome projects (ranging from mobile games to 3D dome-cinema films), experience burnout (yep, even with my background I’m not immune!), meet fantastic people and re-evaluate what is truly important to me.

Anyway, onto Across the audio-belisk (I’m so sorry), let’s go!
There’s been a lot of community feedback regarding the sound design and I think it’s very justified. Yep, I think I’ve read it all and it was clear that a lot of you experienced a mismatch between visuals and audio as well as the lack of variation! Here are some examples of what you’ve said:

“...I do agree it'd be nice if more enemies had custom sounds and not the same generic grunt when taking damage.”

“All the enemy female sounds are the mage, all the pig sounds are the same, all the wolf, etc... there isn't an individualization of character audio and i think the game would really benefit from a more diverse audio that sets the hero's apart from the enemy.”

“are more diverse enemy hit sounds going to be added in the future? right now I noticed so many enemies have the same 'grunt' noise”

“yo the magma spikes from ignidoh make human sounds when they die make em do rock sounds or something”

“...its always the same sound playing on some enemies which makes it weird. Usually games will have 3-5 slight variations for each sound so its more natural.”

“A lot of the SFX get kind of bland to listen to on repeat.”

“I remember every monster having the same "murp" sound when hit for example. Has this improved a bit?”

“it sounds like someone with no energy at all just said "baah" into the microphone.”

So that’s what we’re working on at the moment to try and fix! I’ve been working on AtO since mid-january and I’m working on a more solid foundation to build upon, polishing and fixing already existing sounds in the game (like making sure the volume is a bit smoother overall and making sounds less harsh and piercing) as well as adding new ones with more variation! Here, have a listen to a comparison between the old and new stuff!

Old Sheep Sound


New Sheep Sound


Old Magnus Sound


New Magnus Sound



I’d like to mention that a huge challenge for me in this project is the amount of heroes and monsters, there are just so many and creatures take time to get right. Here’s a screenshot of my supersession for the NPC creatures in the first zone, Senenthia, alone!



So it really stretches my soundbank but also my own voice, I can only make so many noises myself and one way to get more mileage out of my resources is through pitch. Like pitching my voice down for bigger monsters, but you lose a lot of high frequency sound when you do that with regular microphones. So how do you get around that? Well you throw money at a really expensive microphone that can record sounds a lot higher than us humans can hear, so when I pitch it down it works so much better!



…and here’s an example of that where I’ve used this to pitch down my voice and some creaky wood for Ylmer!



Another aspect that I find essential when sound designing creatures and monsters is layering different sounds, especially when they’re non-humanoid where we, as listeners, don’t have a clear expectation of what it should sound like. For example, let’s have a look at what the heck kind of a noise a living slime would do if you hit it! I chose this one because you could probably try it at home! (please record and send in your DIY slime monsters, it would make me so happy)

I’m talking about this guy, this is my take on the sound it might make


The sound is made up of three layers.
Punching a wet towel


Me gargling yoghurt (yep)
240304_devdiary_audio_npc_slime_layer_02.wav,


Using a plunger in some melon juice-squash


I then try to fit each layer into its own slot on the timeline so that they don’t compete too much with each other and risk turning it all into noise! So for example, here the wet towel punch starts it all off while I fade the yoghurt gargling in (leaving space for the towel) and then try to fill out the end with some bubbly melon juice. They all have, more or less, a time to shine.

A risk when working with layers though is that it’ll sound like 3 separate things, so I try to choose source material that fit well together or sometimes (often) I wrestle the sounds into submission by using EQ, compression or other effects like tremolo to make them play nice and “glue” them together.



That’s all I can show and talk about…for now!

I enjoyed writing this diary and I enjoy working on this project. Both the devteam and paradox are treating me well and I feel lucky to be part of it all!

Lastly we want to let you know that once these sound changes has been implemented you'll be given a toggle in your options allowing you to choose if you want to use the old sound or the new! You can change this setting at any time!

The world is a turbulent place right now and I hope you’re ok. Take care <3
/Magnus


...