In the lonely and barrenness night of Spring Sale. Suddenly there's a doorbell. Upon opening the door, you find a beautiful young lady masturbating right in front of you! Will you choose to act gentlemanly as if you didn't see it, or enjoy the dinner in front of you? "NightStroll" now on discount! https://store.steampowered.com/app/2416650/_/ Also there are many yonug ladies in the great value bundle come and take it a look.
Hello, everyone. I am Kwon Dae Ho, the executive producer of Black Stigma.
Since we already introduced ‘shooting balancing’ last time, now it’s a time to continue with sharing about the direction on how we will organize the firearms system.
In the Global Testing Tour held during fall of last year, there were many concerns and requests for improvements regarding the firearms system. Therefore, will we explain what the problem was and what kind of system we will have in place to deal with it.
[h5][ Firearms placement issues during the Global Testing Tour ] [/h5]
The problems with the firearms themselves which some of you pointed out during the Global Testing Tour were as follows.
ⅰ. The hierarchy of firearms exists, and the utility varies depending on the class.
In other words, shooting efficiency is not a matter of individual shooting skills. There is a possibility that it may be determined by factors other than skills such as paying money.
ⅱ. It seems like handguns are mainly used in this worldview, but the diversity of firearms is low.
Compared to other shooting games that from pistols to large heavy weapons are appeared, the difference in the usage mechanism or presentation of each gun is not significant.
To sum up, we have heard the opinions saying that the whole firearms settings should have some degree of fairness along with distinctive individuality which should be more clearly apparent.
Our idea of worldview which pistols are the main firearm will not be changed, but we will try to produce a clearer difference in individuality. To achieve that, we’ve decided to (1) establish a firearms customization system and (2) introduce more diverse types of weapons.
[h5][color=lightgreen][ Introduction to the firearms customizing system ] [/color][/h5]
[color=orange]1) Way to customize firearms[/color]
As you know, firearms modification (customization) is a culture widely seen among gun enthusiasts. That is what we would like to introduce in black stigma as well.
The gun customization system is being developed in two ways:
A. You can improve your gun’s abilities or decorate it through firearms customization.Each customizing accessory has its own unique appearance to be attached to firearms. Also, some accessories can change specific capabilities of a gun depending on the type. In contrast, there are also types of accessories that simply build up a gun's embellishment without changing its capabilities. B. Sacrificing control power to receive gun abilities effects in return.Depending on customization, some of the gun's abilities may be improved. However, for this to happen, the character using the gun must have more control power.Therefore, players must secure maximum control power and research the customizing combination that best suits them under the limitation.
▲ A laser sight with more bullets in a magazine which is easier to aim is applied, but the character's control power is insufficient, so the accuracy drops.
★ In general, if the character's control power level doesn’t meet the gun's requirement, it will be not allowed to equip. But now we are considering about a rule that would allow it to be equipped despite a penalty level that would make normal use impossible.
[color=orange]2) Introduction to the modified components of firearms[/color]
The components of a firearm are divided into the following parts:
A. Basic Attachments (Main Parts) • In order to use this type of firearm, these attachments must be surely designated. • It is divided into frame, slide, and magazine. - Depending on the gun model, there may be parts that do not exist. ex. Slide doesn’t exist in Revolver style. • The basic attachments have various appearances/colors as well as differences in gun performance. - Frame: You can change the firing method, such as burst/repeating/bust shot, etc. - Slide: (No functional changes are planned for arrangement) - Magazine: Slightly increases magazine capacity. (The number of additional bullets is approximately 10%) B. Attachments • Although this is not a mandatory part of a gun, it can upgrade a gun's abilities when being attached. • It is divided into muzzle attachments and optical equipment. - Only one muzzle attachment is allowed to be attached to one gun model. Optical equipment is allowed to be attacthed to a gun multiply if the attachment positions are different. • Muzzle attachments improve gun recoil or aiming accuracy. Optical equipment provides great convenience in aimed shooting. (Actual impact point shown) C. Decoration Accessories • This is an element that can decorate the appearance of a gun but does not directly increase the performance of the gun. • It is divided into charms and stickers. - Two or more charms and stickers can be mixed and applied to one gun model. • Some charm items slightly increase the user's control power.
[h5][color=lightgreen][ Elements arrangement diversifying shooting experience addional to firearms ] [/color][/h5]
[color=orange]3) Introduction of warhead replacement function[/color]
Another improvement is that you can now is that choose from a variety of warheads to equip.
Each warhead has two major values: (1) armor destruction ability and (2) bare body killing ability. This system was also present in the previous test version, but each gun had a fixed warhead.
This time, you will need to find out how to choose a warhead based on your opponent's character or tactics. If a character with thick armor often plays in the enemy camp, a warhead that is good at destroying armor or penetrating armor will be advantageous. Otherwise, you should choose a warhead that can inflict more damage to the bare body.
[color=orange]4) Added pistols and skills to provide unique shooting styles[/color]
While maintaining the rule of using only handguns, various gun concepts commonly found in other shooting games are also applied to Black Stigma.
There are three main types of new concept guns that have been implemented up until this moment.
Magnum Revolver: Uses high-power bullets to inflict devastating damage at one point.
Large-diameter double barrel: Demonstrates lethal power in close combat using shotgun shells
High-capacity target pistol: Easy control and large-capacity ammunition magazine provides the fun of continuous shooting
Additionally, new mechanical skills are developed to provide the feeling of ‘long-range sniping’.
A new character who uses archery is now being prepared, and the character will be able to use long-range sniping skills by shooting a bow.
In addition, as a hero shooting genre, we plan to amplifly the enjoyment of shooting by diversifying more skills.
▲ Like"Hawkeye", a character from Marvel who has a general shooting/carpet ability, but he also has the most outstanding skill with a setting of archery.
[h5][ Conclusion ] [/h5]
While maintaining the worldview of a secret dark killer in society, it won't let you miss out any joy you've ever experienced before in the other shooter games. As a result, Black Stigma will try to provide a variety of shooting experiences in different angles.
The firearms system reformation which I’ve mentioned above will be ready right away, so see you in the next test service.
Hello, everyone. I am Kwon Dae Ho, the executive producer of Black Stigma.
Since we already introduced ‘shooting balancing’ last time, now it’s a time to continue with sharing about the direction on how we will organize the firearms system.
In the Global Testing Tour held during fall of last year, there were many concerns and requests for improvements regarding the firearms system. Therefore, will we explain what the problem was and what kind of system we will have in place to deal with it.
[h5][ Firearms placement issues during the Global Testing Tour ] [/h5]
The problems with the firearms themselves which some of you pointed out during the Global Testing Tour were as follows.
ⅰ. The hierarchy of firearms exists, and the utility varies depending on the class.
In other words, shooting efficiency is not a matter of individual shooting skills. There is a possibility that it may be determined by factors other than skills such as paying money.
ⅱ. It seems like handguns are mainly used in this worldview, but the diversity of firearms is low.
Compared to other shooting games that from pistols to large heavy weapons are appeared, the difference in the usage mechanism or presentation of each gun is not significant.
To sum up, we have heard the opinions saying that the whole firearms settings should have some degree of fairness along with distinctive individuality which should be more clearly apparent.
Our idea of worldview which pistols are the main firearm will not be changed, but we will try to produce a clearer difference in individuality. To achieve that, we’ve decided to (1) establish a firearms customization system and (2) introduce more diverse types of weapons.
[h5][color=lightgreen][ Introduction to the firearms customizing system ] [/color][/h5]
[color=orange]1) Way to customize firearms[/color]
As you know, firearms modification (customization) is a culture widely seen among gun enthusiasts. That is what we would like to introduce in black stigma as well.
The gun customization system is being developed in two ways:
A. You can improve your gun’s abilities or decorate it through firearms customization.Each customizing accessory has its own unique appearance to be attached to firearms. Also, some accessories can change specific capabilities of a gun depending on the type. In contrast, there are also types of accessories that simply build up a gun's embellishment without changing its capabilities. B. Sacrificing control power to receive gun abilities effects in return.Depending on customization, some of the gun's abilities may be improved. However, for this to happen, the character using the gun must have more control power.Therefore, players must secure maximum control power and research the customizing combination that best suits them under the limitation.
▲ A laser sight with more bullets in a magazine which is easier to aim is applied, but the character's control power is insufficient, so the accuracy drops.
★ In general, if the character's control power level doesn’t meet the gun's requirement, it will be not allowed to equip. But now we are considering about a rule that would allow it to be equipped despite a penalty level that would make normal use impossible.
[color=orange]2) Introduction to the modified components of firearms[/color]
The components of a firearm are divided into the following parts:
A. Basic Attachments (Main Parts) • In order to use this type of firearm, these attachments must be surely designated. • It is divided into frame, slide, and magazine. - Depending on the gun model, there may be parts that do not exist. ex. Slide doesn’t exist in Revolver style. • The basic attachments have various appearances/colors as well as differences in gun performance. - Frame: You can change the firing method, such as burst/repeating/bust shot, etc. - Slide: (No functional changes are planned for arrangement) - Magazine: Slightly increases magazine capacity. (The number of additional bullets is approximately 10%) B. Attachments • Although this is not a mandatory part of a gun, it can upgrade a gun's abilities when being attached. • It is divided into muzzle attachments and optical equipment. - Only one muzzle attachment is allowed to be attached to one gun model. Optical equipment is allowed to be attacthed to a gun multiply if the attachment positions are different. • Muzzle attachments improve gun recoil or aiming accuracy. Optical equipment provides great convenience in aimed shooting. (Actual impact point shown) C. Decoration Accessories • This is an element that can decorate the appearance of a gun but does not directly increase the performance of the gun. • It is divided into charms and stickers. - Two or more charms and stickers can be mixed and applied to one gun model. • Some charm items slightly increase the user's control power.
[h5][color=lightgreen][ Elements arrangement diversifying shooting experience addional to firearms ] [/color][/h5]
[color=orange]3) Introduction of warhead replacement function[/color]
Another improvement is that you can now is that choose from a variety of warheads to equip.
Each warhead has two major values: (1) armor destruction ability and (2) bare body killing ability. This system was also present in the previous test version, but each gun had a fixed warhead.
This time, you will need to find out how to choose a warhead based on your opponent's character or tactics. If a character with thick armor often plays in the enemy camp, a warhead that is good at destroying armor or penetrating armor will be advantageous. Otherwise, you should choose a warhead that can inflict more damage to the bare body.
[color=orange]4) Added pistols and skills to provide unique shooting styles[/color]
While maintaining the rule of using only handguns, various gun concepts commonly found in other shooting games are also applied to Black Stigma.
There are three main types of new concept guns that have been implemented up until this moment.
Magnum Revolver: Uses high-power bullets to inflict devastating damage at one point.
Large-diameter double barrel: Demonstrates lethal power in close combat using shotgun shells
High-capacity target pistol: Easy control and large-capacity ammunition magazine provides the fun of continuous shooting
Additionally, new mechanical skills are developed to provide the feeling of ‘long-range sniping’.
A new character who uses archery is now being prepared, and the character will be able to use long-range sniping skills by shooting a bow.
In addition, as a hero shooting genre, we plan to amplifly the enjoyment of shooting by diversifying more skills.
▲ Like"Hawkeye", a character from Marvel who has a general shooting/carpet ability, but he also has the most outstanding skill with a setting of archery.
[h5][ Conclusion ] [/h5]
While maintaining the worldview of a secret dark killer in society, it won't let you miss out any joy you've ever experienced before in the other shooter games. As a result, Black Stigma will try to provide a variety of shooting experiences in different angles.
The firearms system reformation which I’ve mentioned above will be ready right away, so see you in the next test service.
We are delighted to announce that Korppi Games has secured permission to use materials from the Finnish Literature Society’s collection of folk tales in Goblin Camp!
I’ve talked before about how important it is to us that one of the key influences of our game is our Finnish heritage, which I refer to as Finnic paganism. This pre-Christian, almost certainly shamanic culture is now largely lost to us after centuries of Christianization. Traces of it remain in the poetry that Elias Lönnrot used as the basis of the Kalevala, but the living tradition that descends from it is Finnish folk religion. So that’s quite obviously something we’re very interested in as well.
Luckily for us, the Finnish Literature Society exists! Founded in 1831, the SKS (Suomalaisen kirjallisuuden seura) is a Finnish cultural organization whose mission is to collect and preserve Finnish cultural heritage. They actually published the original Kalevala and Kanteletar by Lönnrot, and over the years they’ve collected a massive trove of material on Finnish culture, including folk religion.
What we were particularly interested in was their collection of belief legends, or very roughly speaking, supernatural stories. These cover everything from ghost stories, encounters with various supernatural beings (including goblins!) to magic spells and wizards. The stories have been collected from all over Finland in the 19th and 20th centuries, and are an absolutely wonderful collection of folk beliefs and legends. They’re stored on file cards in giant archive cabinets like this one:
Here’s a sample drawer: this one contains stories on goblins, so I was especially interested in it!
After a lot of quality time in the SKS archive, I’ve selected several stories to use as background texts in Goblin Camp, and we’ve now secured official permission to use them. They've been especially fruitful for our explorations of Finnish magic, which will feature prominently in the game. So look out for some Finnish folklore in Goblin Camp!
Changes: Game Environment - Improved the look of the game. Optimization - Improved game FPS.
Features: Fossil System - Discover fossils while wandering the world. There is enough to obtain a complete set of each. Find one and the others are close by somewhere.
Mining stone has a chance to drop random fossils.
Synthesize fossils into Eggs. Eggs will go to the farm and can be hatched using essence. Only wait time is obtaining essence.
Logging, Mining, Farming, and Gathering now drops essence.
Sneak Peak at the new line of dragons coming next content update.
Improved initial loading time of game with a new landing screen (featuring new upcoming dragon line).
A Perfect Day has proudly been nominated for the Game Maker's Sketchbook award in the Iconography category! The game will be showcased at the GDC event from March 18 to March 22!
We're immensely grateful to the recognition from the organizer and the support from our players, and hope that A Perfect Day will be loved by many more!
Also, from March 14 to March 21 during the Spring Sale, A Perfect Day will be available at a limited-time offer of 35% off! Don't miss out if you're interested!
Tunguska: The Visitation - Enhanced Edition - Rotorist
- Now, for both mouse and gamepad controls, the cursor will highlight the body equipment slots by proximity - i.e. you don't have to put the cursor directly on the item or slot in order to select it. This will make inventory management feel better for both mouse/keyboard and gamepad (especially gamepad!)
- When using gamepad to select a topic (the vertical list of buttons on the right during dialogue), after selecting, the cursor will stay where it was so you don't have to keep moving the cursor down the list each time you select a topic
- Fixed an issue with player getting stuck behind the mill in Zernaskaya
- Added a [X] button for mouse and keyboard to close the inventory/journal/etc. with a click
- Fixed a bug with selecting item quantity using mouse wheel or Dpad when there are only 2 items in the stack
- Fixed a bug with the mill not giving an error message when you put the wrong ingredients in it.
- The "trick or treat" topic will be hidden until Halloween day (every 7 days in-game)
- Added a background for the buttons during intro slides to make them look more like buttons
- Fixed a bug with the Destroy button (while looting dead body) not closing the inventory when pressed using gamepad.
- Fixed a bug with dialogue option tooltip not showing text for other languages
Virtua Unlimited Project - Neverland Entertainment
Hello everyone!
I'm thrilled to announce that our game crowdfunding project has officially launched on Kickstarter!
Virtua Unlimited Project is a 2D pixel-art style ACT game featuring VTuber characters. With classical platformer gameplay, challenging combat, and retro game feelings, VUP presents you a surreal, virtual world in which you will play as Aizawa Kana to venture and seek the truth beneath.
If you're interested in this game or have creative ideas and content you'd like to see included, please don't hesitate to support us on Kickstarter! We've prepared rich rewards for supporters, including customized NPCs, scenes, and even boss customization in the game!
Additionally, the game demo is still available on Steam. The demo includes 3 levels, and we welcome everyone to play and share your thoughts with us!
Finally, thank you for your support. We are dedicated to creating an exceptional game that everyone will enjoy! And don't forget to add it to your wishlist!