Practisim Designer - AncientSky Games
  • New Functionality
    • Fixed picking up prop and moving in FPS mode, doesn't snap anymore
  • New Props
    • Added Basic Bay 100m x 100m
    • Added Ad Square Flat prop
  • Bug Fixes
    • When selecting prop on list, highlight but don't move mouse
    • Stopped basic bay from being cloned
    • Fixed default load image with the correct key
    • Update prop list when cloning or mirroring props
Crafty Survivors - Flannel Bear Games
Patch Notes - v0.6.0.2

New
  • Added a Loading Screen to certain parts of the game that could take longer to load, so the game doesn't look stuck on a Black Screen.

Adjustments
  • Axel, the Lumberjack:
    • Adjusted Elixir Skills that are chargeable, as they were having an unintended behaviour on Axel due to his own charging mechanic.
  • Enemies that can heal a % of the max health of another enemy are now capped to a maximum amount of heal, so healing amount can be controlled, specially the Maligsnails at Cavern on higher difficulties. (e.g. Sewvia, the Seamstress, couldn't clear Maligsnails fast enough on Malignous Mode, since her damage outburst is low);
  • Enemies that can heal can no longer be healed by other sources, so characters with lower damage output can deal with them;
  • Adjusted Restaurant Lvl 27 description, as it was missing the “+1” for the "Max Health + 1" of the upgrade;
  • Level Up System can now show Empty Slots if there are no available skills to choose, preventing future errors. This would become an issue if a certain amount of Removes were achievable when the Town Hall gets to further levels as the game progresses.

Bug Fixes
  • Fixed a bug with some of Theodore’s sound effects;
  • Fixed an issue with Theodore's Tectonic Artillery's interactions, as it shouldn't be able to break before level 3;
  • Fixed an issue with Theo's Elastic Experience TM as all levels had an explosion radius bigger than intended;
  • Fixed End of Stage Chests as some type of flying bosses and the Corrupted Archer could be killed "out of bounds of the stage". End of Stage Chests will now be automatically collected after 5s IF they spawn close or outside the stage limits;
  • Fixed a bug with the Level Up System as the game was crashing when players had empty skill slots when achieving Masterpiece Levels.
Snail Simulator - Snail Simulator
If you remember the IOUs from 1.2, signs that say "hey, I'm gonna give you an achievement in 1.3", well those are finally working now!
Vectorio - Vitz


Hello Everyone!

It's been quite a while since the last update or Steam post, and while this post isn't gonna be visually showing off anything in the upcoming update, I still wanted to update everybody on where I'm at in the development of it and give a VERY brief overview of what you can expect to see in it.

The reason for making this is just to echo what I've been saying to other members in the community in Steam forums or on our Discord server, as not everyone reads these and is aware of what's going on.

What is coming in v0.2.0?

This is possibly the largest update I've ever put together across all my previous games in the past few years, and is jam packed with new features, improved systems, and a ton of iterations on pre-existing content based on all the feedback I've received over the past few months. This update is HUGE.

Without going into too many specifics in order to let everyone experience this update with fresh eyes, here is a very VERY shallow overview of what you can expect to see in this update...

  • Multiplayer - join forces with friends (or strangers) on a shared base!
  • Steam lobby & matchmaking support, play with others from around the globe.
  • Vastly improved simulation stack - higher entity performance across the board.
  • Entirely new database system, drastically reduced initial loading times.
  • New animation & sound system, some buildings will feel more interactive and alive. (WIP)
  • Multiple stability passes on individual entities, most reported bugs in v0.1.4 fixed.
  • Heavy balance changes to mid-late game, improving power vs. heat growth.
  • A completely redesigned initial region, with a vastly improved generation algorithm.
  • Logistics V2 - new tools for setting, applying, and viewing drone routes across your base.
  • New enemy mechanics, including base-reconstruction & outpost core connections.
  • Completely redesigned user interface - all new windows with more intuitive navigation.
  • Many new aesthetic tools - apply colors & place decoration tiles; make your base yours!
  • An entirely new region - Phantom Plains, with a new research tree & unique challenges.
  • And more!
Without going into too much more detail, this is a brief overview of what you can expect to see in this update when it releases on experimental. (and this isn't nearly everything coming in this update)

Why is the update taking so long?

If the sheer amount of new features coming wasn't obvious enough, the reason is that I am trying to cover a wide range of improvements across the board to bring Vectorio up to that next level. While this is not the end all be all update for Vectorio, the size of it IS the main reason it's taking this long.

While I have been working on this full-time for the last 3 and a half months, I am still the only developer that is working on it. These types of improvements take time and cannot be rushed.

When will the update release?

I don't know, but hopefully soon. A majority of the work is done, and over the past week I've been mainly play-testing and improving little bits of it where I can. I've also been gearing up for the first multiplayer test, which will include all of the aforementioned changes except for the new region.

As much as I'd love to give a date, every time I try to predict it I end up making myself look like a fool and completely missing it because of the varied amount of work required to make this update happen.

With that said, I can 100% confirm that a majority of this update is done at this point.

Why aren't you showing anything in this update?

Mainly because the first 2 months of work were on systems that I can't really show. I can tell you that I've improved the entity simulation or reduced loading times, but there's a difference between my telling you it and you experiencing it. The only reason I've come out and given a brief overview of it now is because it's been a considerable amount of time since the previous Steam post, and I've seen an increase in concerned players wondering why there hasn't been any updates in a long time.

With this all said, I certainly have a lot that I could show now with all the new content that I've been adding to the game over the past month. But, because I am now in the final stretches of this update, I'm sticking to my gut and choosing to stay quiet about it until the full update is ready to go. I truly believe experiencing this update with relatively fresh eyes will make it far more special.

Questions? Comments? Concerns? Let me know!

While I haven't been super engaged on the Steam side of things lately, I have continued an open line of communication with the player base over on our Discord server.

There's a GitHub log channel that lets people stay relatively up-to-date with what's being worked on, and I constantly answer questions or engage with new discussions pretty much every day. If you want to stay in the loop, this is the absolute best place to do it, and I highly recommend joining.

Discord: https://discord.gg/Vectorio


With that said, I will try to keep up with questions or comments made in the Steam discussions as well. If you'd like to discuss anything about this update, please let me know either below or by making a post on the forums - while I may not respond to them all, I still read all of them.

Thanks for reading
~ Ben
Akumi Wars - Miltonius

Patch Notes:
All Paladin classes now cause burn, stun and extinction to undead enemies preventing them from resurrecting: Alexis, Algaffofthe, Braxus, Crusader and Lanz.

Akumi Wars Discord
Onwards and Upwards!

-Akumi Wars Team
The Beauty Cult's NECTARMANCER - SUPERSCARYSNAKES
Hi all! We're happy to announce that we'll be bringing The Beauty Cult's NECTARMANCER to day of the devs in San Francisco. It's a free public event and there are some truly excellent indie games available for people to play. You can even come and try to win a totally sick Beauty Cult hat (it's sick).

The event is Sunday March 17th, and we'd love to see you there!
More Info: Day Of The Devs Information
Mar 16, 2024
Old Future: Post-Apocalyptic Times - Frontline GS
v0.1.4.1
Embark on a new adventure in our updated version! Explore the enchanting Deadwood map, witness the Day-Night cycle, and interact with a new vendor. We've made some tweaks and added cool stuff for you to enjoy. Have fun playing!

Introducing the new lighting system, adding a day and night feature to your world! Watch as the sun gracefully moves across the sky and see how clouds now cast shadows, creating a more immersive and realistic environment for your gameplay.


Welcome to "DeadWood" set in the Wild West! T this multiplayer Deathmatch map for some rootin' tootin' shootin' fun. Don't forget, you can also play solo to practice your skills. Plus, there are plenty of item drops to checkout and new gear to test out. It's a friendly showdown, partner!

Meet the Universal Buy-Back Machine - your friendly neighborhood vendor who's always ready to take unwanted items off your hands. Just deposit your stuff and watch as it transforms into coins for your pocket!

Cheers!
Mar 16, 2024
An Unusual Cadence - LazESigma
1. Skipping the Ruins battle no longer blocks your exit from the forest.
2. Talking to Leech repeated does not proc Missing Image error.
3. The Basher weapon no longer renders Immortal status.
Find Up! - 碌木
The game editor now works properly.
Mar 16, 2024
Crush Crush - Sad Panda Studios

Hey Panda Peeps,

Spooky Season is back - because we said so! The nights might be getting shorter, the veil might be getting thicker, and Halloween might be naught but a distant memory… but who cares? With the season of “spring cleaning” upon us, we figured it’d be fun to bring back the Spooky Parallel Event. That means you have another chance to unlock our feisty, feathered Monster Girl: Nightingale!

This time, you’ll have from March 21-25 to work your creepy jobs and chilling hobbies, to check off your horrific goals and collect your frightful rewards. Doesn’t that sound better than washing windows and dusting baseboards? Thought so!

Mark your calendars, and remember… We love you so hard!

The Pandas
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