Mouse Curser - capsulecollapse
Fixed crash when starting a second game.
Symphony of War: The Nephilim Saga - Dancing Dragon Games
Heyo!

It's been a minute - know that we're working hard on our next game in development. Join our Discord server if you haven't already for the latest on our progress! https://discord.gg/dancingdragongames

For now, Nephilim Saga is 40% off for the Spring Sale! Promotion lasts until the 21st.

Thank you again from the bottom of our hearts for this very supportive community and hope all have a wonderful week-

Sincerely,
Phil
Dancing Dragon Games
Mar 15, 2024
Void Strife - solarsailstudios
Okay so this is quite a big update, as it has the most new items I’ve introduced at once. I’m not sure if this is a good idea as it is much more likely to have bugs, but at least it should make the gameplay much more interesting. Let me know what kind of cool combinations you find!

Added Armourer’s Vial - Temporarily Increase armour but reduces speed
Added Electric Boogaloo - Bosts attack speed
Added Great Banner - Increases health regen
Added Osseous Enhancements - Increases max health
Added Temporal Cartilage - Reduced weapon cooldown
Added Void Snail - slows down enemies on hit
Added Steel Ailerons - Increases damage based on movement speed
Added Sterile Slippers - Increases healing
Added Sanguine Devices - Chance to explode upon bleeding an enemy
Added Parasite - leeches health from nearby enemies
Added Party Socks - Increases explosion damage
Added Red Power Boots - Increases number of pellets shot by shotguns
Added Overloaded Circuit - the Set (Includes shock helm, unlocked by John’s questline) increases shock damage

Changed item drops from an individual item weight system to a rarity based item weight (Rarities have a different weight/chance, but each item inside each rarity has an equal chance of dropping). Values still need a bit of tweaking I think but we’ll see.

Improved UI!

Changed some sprites, hopefully to bring more clarity (This still needs some work on the sprites that haven’t been changed)

Burst weapons now have bursts with dynamic burst time so the burst shooting doesn’t overlap the reloading

Fixed Healing stations and NPCs not having the Interact prompt when near
Liberation - dodgyville

Hi everyone,

I'm really excited to share this release of Liberation! In my career as a software engineer I've always believed that "people don't have accessibility issues, software has accessibility issues".

Why care about accessibility? Well, it's the right thing to do. As the good folk at the Game Accessibility Guidelines write, developers should "avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible". A game built to include people is simply a better game.

I guess I've always had a bit of a theoretical view of it. Like an architect doing ramps without needing them themselves. However, for Liberation I've had one real life design aim: To get my Dad to play it.

My Dad is 80 years old now and his mobility is not so good. We played the original Elite together when I was a kid and one of the reasons I wanted to make Liberation was because he is terrible at Elite Dangerous.

There is no "correct" way to play Liberation. If people want super hardcore twitchiness, turn the difficulty up to "Dangerous" and go for it. But with this release, Liberation can basically be played as a turn-based game if that is more your speed.

  1. Turn on "story mode". This makes enemy ships do no damage and gives the player a super weapon
  2. Turn on "pause game to target". This will pause the game and show a list of ships to target
  3. Use the super weapon at any time to blast all enemies
  4. Use the autopilot to fly to any target
Fun for as wide a range of people as possible.

There are lots of other goodies this release too:
  • Completely reworked the mission system to provide feedback to players
  • Mouse support for aiming
  • New civilian ships
  • Gamepad improvements, including layers can force a gamepad template (eg xbox, sony)
  • Buffed some enemies but massively nerfed the Red Squadron skeleton fleet
  • Lots of quality of life improvements. LOTS.
Anyway, I'm pleased to say this release is Dad-tested.

Regards,
Luke

Additions
  • add mouse control for aiming (pitch and yaw)
  • show icon next to best jumpgate when in mission
  • add new civilian ship: The Tanker - carries raw commodities around GalFed
  • add new civilian ship: cargo tug - pulls one cargo container between cargo ships and ports
  • add non-player docking ports to bliss farms
  • add some tankers to Algeus
  • add some tankers to Tycho
  • schedule tanker traffic at Algeus extractor and farms
  • allow systems to schedule civilian ship arrivals at their jumpgates
  • add some missing source files
  • show mission icons in mission message
  • show icon on mission destination body
  • show mission target icon on relevant items in store
  • show mission target icon on mission objectives
  • notify player is missing embark and disembark opportunity
  • add lights to docking ports that activate when nearby
  • add paused target list slide out
  • add setting for paused targeting list
  • add target list setting to gameplay menu
  • add target slide out that can target system bodies
  • add ability to turn off gamepad layout autodetect
  • improve gamepad support (with layout autodetect off, game will use selected icons (eg xbox or sony) no matter the detected gamepad)
  • add option for "more description" that says "ship is behind you" on body pointer
  • display key bindings for actions such as Target and Accept Mission
  • display instruction on opening prologue
  • rework limpet mines so they travel around a circular path
  • add SFX to death race lasers
  • add new image for keyboard controls in manual
  • add option to send keyboard controls PDF to default printer

Changes
  • rework Khaldir system to make it tighter
  • move Penrhyn gate on Khaldir closer to action
  • allow cargo ships to take a full load (tee hee)
  • improved explosions on fighters and heavy fighters
  • let missiles destroy missiles
  • allow targeting of missiles
  • fix to mouse and autopilot
  • flash acquiring target message
  • update first message to say "Incoming communication"
  • break out mission control into own subsystem
  • rework mission objective handling
  • visually disable weapon buttons when docked
  • refresh market on game game
  • move mission data to mission objectives
  • add icon tip to comms accept button
  • play port music only when in dock screen not when in external view
  • update The Guard at Khaldir to be two-shot by missile attack but has buffed shields and armour
  • massively armoured Comms Relay
  • move Jumpgate Judge and Megaplanet 1 carrier closer to main theatre of action
  • beef up limpet mine explosion
  • move bombing fleet and jumpgates and limpet mines closer together on Kaneel
  • make skeleton fleet (Red Squadron) fire less often
  • give Red Squadron three missiles
  • remove two Red Squadron fighters
  • reduce Apostilico guard from infinite missiles to 5
  • reduce damage from missiles in Apostilico
  • deactivate docking computer on arrival at non-dock location
  • make death race starting line is targetable (you can autopilot to it)
  • make The Medusa rotate slightly
  • move cargo icon slightly to right on HUD
  • unfade non hostile body pointers so we can more easily find jumpgates when acquiring target during hostiles
  • show call sign If a ship is broadcasting a message
  • make Escape from Thantis mission warn if Quatermatter left behind and won't progress
  • buff The Colossus (made him more tanky)
  • rename Nyria Spacestation to Nyria Station. Don't not leave anyone at Nyria Spacestation in an old savegame (0.00001% chance someone has done this)
  • spread landers apart on Kaneel
  • buff nurses on Boucher
  • buff EMP device

Fixes
  • fix save game button
  • improve mousein menus and dock screen
  • fix mouse capture menu button to show loaded setting
  • fix xbox gamepad on windows
  • fix dock screen icon
  • restore focus when exit menu on dock screen
  • fix docking port
  • fix when joypad changes
  • fix gamepad save game button
  • prevent player controller ship from docking at npc-only docking port
  • make missiles no longer broadcast comms if shot at
  • make docking comp ignore missiles
  • make editor and mouse work nicer together
  • add vicinity shape for small space stations
  • stop weapon and boost buttons working when docked
  • terminate docking computer when player arrives at locked jumpgate
  • fix wandering input button on comms
  • stop clicking story mode losing focus
  • make when the guard is destroyed at Penrhyn they now stop taunting you
  • make comms relay now not broadcast civilian emergency message
  • improved solid shape for small space stations (ok I added it)
  • hide empty info panel on galaxy map
  • fix so Etain Jumpgate will no longer get locked during Escape from Thantis mission
  • fix closing comms while in market now won't lose button focus
  • make when docked a ship will no longer take damage
  • make when docked turrets will no longer target a ship
  • make when player is docked, NPCs will no longer launch missiles
  • make when game is over, stop NPCs from launching missiles
  • improve weapon system gamepad navigation d-pad
  • stop triggering jumpgate mission signals if coming from a load file
  • make Thantis cruisers invulnerable

Phenom Overdrive - LoonByte
Default settings now work properly when no settings files is found or when running for the first time.
Mar 15, 2024
DianQi 典妻 - zhonger
主要是修复一些bug:
修复八卦镜卡死相关bug
修复部分缺失或错误的贴图
修复普通模式下第三章部分场景无法进入
修复部分语音缺失
新增第五章拼图的存储
修改部分第五章解谜内容
修改部分对话场景
Mar 15, 2024
HenapoLand - へなぽこや
v1.81
・「ホワイトデー会場」に チケッティ!採取 追加!
・「ホワイトデー会場」に 3種の交換花 追加!
Islands of the Caliph - MKSchmidt
It's just a looped video ... not a big deal really. But it took me a while to figure out how to get it to work, so I am excited about it!

Thanks to Blind, the streamer for his great commentary and thoughtful way of expressing his thoughts about the game.
Mar 15, 2024
Rituals in the Dark - ebihime
Hi everybody!

I'm just writing a quick update to let you know that trading cards have (finally) been added to Rituals in the Dark! The game has been approved for trading cards for a while now, but it took me some time to actually add them haha ;;

Nevertheless, I'm glad they're in the game now!

I hope you enjoy collecting the cards and the various points shop items!

- ebi x
Mar 15, 2024
{Undefined} - undefinedthegame
As you already know our next major update is the farming update. Progress on that is quite good and we get things done quicker as expected. (As you can see on our roadmap!) Here's a few things you can expect in this update:


Where can i plant seeds?

You will be able to plant seeds directly into the ground (dirt) or into farming beds. Planting is only possible into dirt at the moment. To get that dirt you can either collect some in the area and place it down or you can use our new "secondary tool action" for shovels which will convert grass voxels into dirt ones. like that you can create beatiful farm fields and plant your seeds there. (like seen in the picture below). Of course you can also create some custom fences with our object designer and protect your farm fields with them ;)


Plant growth depending on light conditions

After you have planted your seeds they will start growing. Depending on light conditions they will grow faster, slower or they will even not grow at all. This means a dark underground cave might not be the ideal spot to grow your wheat. But hey... do you remember our electrical update? With electrical light sources you can make plant growth happen again, even underground!


Plant types depend on biome

To get seeds of a specific plant you will need to find that plant in the world. Each biome will provide different spawns for plants. For example watermelons will be available in the jungle biome but can not be found in the grasslands biome. But as soon as you have the plants and the seeds you can grow them everywhere on the planet. (at least at the moment. this might change later)


Plant types

In the beginning (we will add more plants later!) there will be about 11 different types of plants. Cabbage, carrots, corn, eggplants, potatoes, pumpkins, sugarcane, tomatoes, watermelons, sunflowers and wheat.


What can i do with plants?

A lot of plants will have different use cases. A lot of them are a good food source. Some of them also act as a kind of decoration and in later updates some of them will be used to produce fuels or can be used in crafting.


When will this update be released you may ask :) Very soon! ;)

If you have any questions please join our discord channel and don't hesitate to ask! In the meantime we hope you enjoy our game! if you find any bugs or have any feedback please let us know!


Here's a small sneek peak on a tomato field with a farming bed in the background (also tomatoes):

...