I'm happy to announce that WyrmBound is finally released. The game is still early in development thus why it released in Early Access. I'm a solo developer.
I'm excited to see where this is going as well. I'm working on a few updates as we speak. Hopefully the game will get some sort of attention that will keep me pushing content.
I'd love do hear your opinion about the game as well so make sure you check out the discord server.
CHANGES - The condition to unlock the achievement “Oh Shoo, O’Shah” has been modified: instead of getting all the curses AND penalties, you just need to get all the curses.
BUGFIXED - We've also fixed a problem that could block certain penalties of a world if the player didn't go to the restroom after this world. The problem persisted even on subsequent runs if the player did not reach the restroom in question.
Hi there! the head well lost has been updated to version 1.1, which fixes several instances where unique character names weren't working (mostly in text messages). You should be able to see your specified name everywhere in the game instead of "Francis" if you choose one. Please let me know if that is not the case!
As are working hard with our upcoming Quality of Life Update for "Girls! Girls! Girls!?", we've got another exciting piece of news to share with you. We're thrilled to introduce our limited edition acrylic standees and keychains, spotlighting all your favorite characters from "Girls! Girls! Girls!?".
Crafted with the best acrylic in the market, these collectibles are a small token of our appreciation for the community that has made "Girls! Girls! Girls!?" what it is today. Whether you find a spot for these standees in your room or carry the keychains with you, we hope they remind you of the joy and camaraderie we’ve shared.
Each item is a piece of the game's soul, designed to keep the story and its characters close to you.
Exclusivity: We are only printing a few copies, ensuring each piece remains something special for those who get them.
Limited Quantity: Act fast! Once they sell out, they won't be returning.
Unmatched Quality: Every standee and keychain reflects the dedication and quality you've come to expect from us, meant to last as long as your memories of the game.
Ready to Bring Them Home? if they remind you of good times and heartfelt stories, we’d be honored to send them your way.
Your enthusiasm and support have been the true success story of "Girls! Girls! Girls!?" Thank you for being the best part of this journey. Here's to more shared adventures and cherished memories.
We hope you have been enjoying the White Day in game event. It's been exciting seeing all of your screenshots and videos. But more to the point, we have some Community Event winners to celebrate!
Winnners
Purple Rat
- Romantic Slime Dining -
Chuck IE
Dess
Rewards:
A feature on our next announcement post and a shout out on Social Media
Winners will receive 2 Sweetheart for the Sweetest DLC keys!
Remember that winners have 30 days to respond to the sg_somi account to receive their keys! Congratulations to all of our winners!
Hello Euflorians, it's been a little while since we've had any Eufloria news to share but that all changes TODAY!
We're excited to announce that we now have our very own Discord server where we'll be chatting about the future of our games, hanging out with you wonderful people, and posting a boatload of behind the scenes/in-dev stuff.
So if you want to stay up to date on any Eufloria news (And there will be more Eufloria news) then you should absolutely click below and join your fellow Euflorians in our rapidly growing server!
Next week we will release a minor update, with several important fixes and reworks.
In the coming months we have minor updates planned every other week as usual, as well as the next major update in development and testing, but still a couple of months away.
Over on the Stormworks Discord server, we have been working on the meta-gamification, and our Stormwoofs bot now gives a variety of roles automatically to players based on play time and workshop subscriber count.
Users who have associated their Steam account with their Discord account (by using the /verify command in our Discord server) can now check their playtime and subscriber count using the /stats command! The bot will update your stats every couple of weeks, and gives out the Stormworker role to players with 1000 hours play time. Other roles are available for 2K, 4K and 8K hours, and creators also get various creator roles for 25K, 100K, 500K, and 1M subscriptions on the workshop!
There are some huge numbers here, with Sebastiaz holding the top creator role, while several others are very close to hitting the 1M mark. The kinds of numbers that many creators are achieving is truly remarkable, with many having more subscriptions than copies sold of the game!
While we are enjoying rewarding players for their achievements, it is just a bit of fun, and a side project to the main focus of development. However, if you have ideas of how you would like to see us improve these meta-game elements, please do let us know!
Live giveaways! Joining us today: HomeReel, Beedyboy and NixaTek!
As Desolation's Wake continues, the Community team is here to show you around. We're live on Twitch, loading up and heading into the bayou to bring some justice to the unjust!
Thank you for all the feedback on the previous update! This update is a smaller update to address some of that feedback, while also adding a few new features.
The last update required a ton of changes to the base game. We are of course hard at work on the next update, which we expect to come out faster than the last one.
Some of the bigger changes in this update are:
Added a bunch of lighting options other than the torch.
Increased lighting range for some objects like the fire chalice.
Tools can now be upgraded in the upgrade station and have been added to incursion reward pools.
Deep cave bosses now have higher stats in incursions.
Chests can now no longer be destroyed by explosives while in a settlement.
Items now incinerate at different rates.
A bunch of bug fixes.
As usual, you can see the full changelog below.
I will of course keep an eye out for any other issues and feedback! :)
Thanks for playing! - Fair
0.24.1 changelog
Additions:
Added recipes for Dawn and Dusk doors. Added Streetlamps crafted in Anvil and advanced Workstation. Added Lanterns crafted in Anvil and advanced Workstation. Added Wall Candles crafted in Carpenters Bench. Added Candle Pedestals crafted in Carpenters Bench. Added Tiki Torches crafted in Workstation. Added vinyl drops to the 3 newest bosses. Added stone as a reward the Miner settlers mining trips. Added recipes for tier 1 gateway tablets to Fallen Workstation.
Changes/misc:
Tools can now also be upgraded in the upgrade station. Adjusted all weapons upgrading from base to tier 2 or higher. Upgraded tools has been added to the incursion reward pool. Set bonuses changes now show properly in upgrade station. All deep cave bosses now have slightly different stats in incursions. Incursion modifiers are now removed when an incursion has been completed. Fallen Workstation recipe has been updated to cost alchemy and upgrade shards to craft. Gateway tablets are now sorted by tier first, then their name. Items that summon bosses can no longer be used in Incursions. Rewards from Incursions should now be displayed more clearly. Dawn and Dusk armor pieces now drop as personal loot for all players in the Incursion. Dawn and Dusk individual armor pieces now rotate per boss kill. Item sell price is now affected by item tier level. Item enchant price is now affected by item tier level. Fire Chalices, Magic Stilts and Shine Belt now provide more light. Sunlight Champion explosion event is now more obvious and has less range. Chests and other inventories in settlements are now immune to explosive damage. Items now incinerate at different rates. Removed the last row of pressure plates in maze trials. Updated submitted community translations (thank you translators!)
Fixes:
Fixed new items in updates being allowed in chest filters. Fixed Dawn and Dusk armors not set as obtainable. Fixed Dawn and Dusk armors causing crash on armor stands and settlers. Fixed Dawn and Dusk armors not changing appearance on settlers and armor stands. Fixed Dusk armor set summons not damaging correctly. Fixed flamelings possible crash on dedicated servers. Fixed upgrade shards not spawning in spider castle incursion Fixed wrong alchemy shard rocks spawning in spider castle incursion Fixed moon arena boss darkness buff being applied to everyone on the server. Fixed Death particles not showing for Sunlight Champion and Moonlight Dancer. Fixed Resilience being completely drained when max resilience decreases. Fixed Sunlight Champion's swirls not being visible on low particle settings. Fixed Sunlight Champion's swirls sometimes causing crashes when leaving levels. Fixed ravenlord set crashing on dedicated servers when a player with the set equipped left the server. Fixed sunlight champion possible crash on dedicated servers. Fixed some upgrade stats showing double plus signs. Fixed an issue where if you left a server in an incursion you could end up outside the level. Fixed melee summons not being able to attack training dummies. Fixed Sage & Grit and Pest Warden sometimes dropping their loot in strange locations. Fixed summons not teleporting with the player if the player got kicked out of an incursion due to it closing. Fixed possible crash when placing down a logic gate.
These days, I am mostly working on graphics and finishing touches for the next update. As always, there are still some things that need work, but it feels like I am getting to a stable and fun version. Early and middle games had some rebalancing to maximize the fun and reduce tedious tasks. When I was playtesting, my main goal was to remove “mental blockers” so that I could focus on what I wanted at a time, like completely unreasonable fuel production or fancy settlements, without worrying about upkeep destroying me every 10 minutes. I already have to battle with logistical decisions I made in the past, so why add more stress? Hopefully, soon you will all see and enjoy those tweaks. Here is a picture of disaster layout decisions made by me.
Please note that the features discussed here are not yet available and will be added in the next update.
Swap Workers
Swap workers is such a simple action, but it always had a lot of baggage behind it. In the early days, Sweet Transit stations could only connect to a single target, like a settlement or a coal mine. That was enough for trains to decide where they needed to pick up workers and where to unload them. The logic at first was simple as well: if in settlement swap means load rested and unload tired, if in production facility station, then swap means load tired and unload rested.
After some time, wait conditions came in, and play testers wanted to tie them to actions. Players that swap workers with a laborers filter and rested at 100% condition means that that train needs to load tired laborers and unload everything else. Before the early access release, distribution centers were added to allow multiple production facilities to connect to the same station, as that was simply not possible or designed. Then players wanted trains to not load more workers than they needed, and for that, I added a system that calculates how many workers are needed everywhere and how many are tired. In short, the system grew to accommodate others and their needs. With every small new feature, the old system needed to have various changes, as it was simply not designed for it.
Then it was time to develop v.0.6, and I looked back at how many problems and new requests this swap workers action had. It was impossible to trade workers between settlements, and only simple, straight paths were possible. Furthermore, stations were limited to simple connections, which required a station for any new industry type, no matter how close they were. There was a issue of goods teleportation that allowed to unload wood at one part of a settlement and load it at the other end. And of course, reviews that complained about the lackluster city builder motivated me to take a second swing at the system, and I scrapped everything relating to swap workers I worked on.
First, I removed station connections and improved the road system so that residents and workplaces could find stations on the roads. Without connections stations needed to have local storage. Then goods somehow had to be transported from a station, which was not possible before. For that, couriers came in, carrying goods on the roads. This completed the transportation cycle and provided full control to the player. Next, stations did not know how many workers they needed to take in, as they are not a single purpose anymore. My solution was to calculate station-specific statistics on how many people are rested, how many workplaces, how many are tired, how many are coming, and so on. That provided information for trains to guess what to do at that station. If there is a surplus and another station in the path requests workers, then it needs to load. On the other hand, if the train has workers and the station does not have enough, then it can unload. It works similarly to balancing liquid between containers by distributing excess between stations.
Sadly, this solution, while extremely fast to calculate, relied on balancing information and did not fit all solutions. In some cases, it is possible to have a middle station between destinations, in other tricks are needed. Loading or unloading goods without a filter confuses calculations, and trains act unpredictably. And it is difficult to guess why some workers are not boarding. Maybe they are waiting for work within the station's reach, or perhaps the train does not see other stations as a priority. Why would a train see an outpost with 40 missing workers as a priority when a settlement is missing 400, even with 100 currently in the station? I could go on and on, but this version is live, and problems are visible to everyone.
My final solution to this is to make workers think for themselves individually. In the next update, workers will find work themselves and hop on as many trains as required. No more only simple routes, no more multipurpose train confusions, and no more weird behavior. It will work as follows: - A station will still calculate its local data on workplaces, workers, and so on. - If there are not enough workers, this station will be marked as in need of workers. - Stations that can get workers through any means and unloads at that station will get this request. If those stations can fulfill that request at that time, they will do so. Otherwise, these requests get passed along further and further. This request can live at multiple stations and always prioritizes those that can be reached by trains the fastest. - To fulfill a request, the station adds this request to a local collection and sorts them by priority. Then rested workers can look at the stations they can reach and choose a job. Once that job is selected, it will try to get there with as many train hops as required, prioritizing the shortest path.
Image below with multiple stations and trains works like a charm by delivering workers.
The first version of this system released in v.0.6 was lackluster and not proven. Now I am confident people will enjoy this logistical challenge as all virtual limits will be removed to design whatever you want. I tend to create local rail systems at various outposts or just connect settlement stations so that workers would automatically relocate work where needed for me to not worry about a shortage of settlement workers.
Rivers
I have also added rivers to the map generator. The problem is not really hard, but the solution is unexpected either way. Since Sweet Transit already generates a height map every time a new map is generated, I decided to start by making it rain on the map and let the rain dig into the ground and go downhill. The more rain there is, the deeper and wider the rivers will be, and ultimately much wider at the end where they meet the ocean. It turns out this did not work whatsoever, and in return, I just got ponds everywhere due to how perlin noise works. Maybe I could add more tricks to derail water where I want, but that would only increase the already quite long computation time more.
My train of thought was that I want rivers going from mountains to the ocean, and the current solution has rivers going just downhill without the ultimate goal of the ocean. This leads to unpredictable paths and ponds. Then I thought, why not go from the water to the mountains, the other way around? Perhaps rivers do not flow upwards, but in Sweet Transit, this works like a charm. Then, after some fine-tuning, this is the result.
The higher the river's value, the more interesting the outcome, but I'm not sure if it'd be fun to play here. It is a good thing that, with the newly added landfill, everything is possible.
Stamps
The Stamps UI was neglected for a long time, and as we are approaching v1.0, it was time to give it a bit of love. Change is mostly visual and inspired by, you guessed it, stamps.
Achievements
There are some more achievements added. - City - Found your first city. - Only City - Found a city without any other settlements. - Complete The Game - Have a Bank, Church of the Train, Opera House and BrewBoost Hub built at the same time. - Fast Finish - Finish the game in 10 hours or faster. - Tiny - Finish the game using a map of 256x256 tiles or smaller.
Tiny achievement deserves a mention, as I enjoy tackling challenges on smaller maps. In old times before v.0.1, I mostly played on maps 256x256, and it felt very satisfying filling them up until there was almost no space left that lacked purpose. I only hope to nudge some players in the same direction, and someone might find the same joy as I do. It is important not to go overboard with cliffs and water bodies, as that will make gameplay very hard.
Wiki
When playing something new, I like to delve into the Wiki to learn more about the game. For that reason, I created a game wiki that will be localized and can be accessed at any time. I tried to cover all topics and provide information that is not usually known. Now, players should be able to get answers to their questions without closing the game. I'm confident that new entries will be added in the future.
Goods
In the next blog post, I will talk about new production chains and updated logic for some structures that provide fun bonuses that are worth the investment. I hope that that will go live in the coming weeks, along with the experimental branch.
As always, leave feedback on Discord or Steam, and it will find its way to my list. Until the next blog post!