Mar 23, 2024
[Chilla's Art] Shinkansen 0 | 新幹線 0号 - chillasart.llc
-Tweaked lighting of one of the anomalies
-Fixed anomaly count bug
-Changed the chance of getting an anomaly
Neon Marble Rust - veteranewb
More bug fixes and lots of little things cleaned up in this patch.

New Feature:
-- Added troubleshooting tool to start-screen
---- Shift + C + Escape -> brings up a dialog to clear player preferences

Balance Changes:
-- Defense Drone:
---- Ability renamed: Dot Mines
---- Ability now casts instantly
---- Mine projectiles move faster
-- Worker:
---- Build Transmuter: Energy cost: 20 -> 25
-- Invasion:
---- Now applies to transporter units, gives drop-unit command
---- No longer applies to units on hold-position

Bug Fixes:
-- Harvest Mode: now ends properly, and displays destroyed core counts
-- Units no longer get stuck outside attack range
-- Workers no longer restart mining when reclicked
-- Launch projectile abilities:
---- Fighter, Defense Drone, Mojo Tower
---- These abilities will now fire when out of range
-- Amulet: Null Blocks
---- Does a better job spreading out the blockers

Other Changes:
-- Unit destruction effect adjusted
---- Explode a bit earlier
---- Sounds have been adjusted, including variations based on the size of the unit
-- On Resource-Cost tooltip, names of resources are now displayed
-- Adjusted the info-graphic tutorials
-- Upgrades are now shown [in brackets] in selected unit tooltips


* This is gameplay patch, so this version is not able to run replays from any previous 0-1-6 build.
Mar 23, 2024
MEMORIAPOLIS - 5PM_JBR
Hello,

The current playtest will come to an end on Sunday evening, and I thought it would be interesting to give you an update on how it's going and what players are saying.

First of all, from a quantitative point of view alone, it's much better than the first one!
Almost twice as many players tested Mémoriapolis as in the previous playtest. More players, more feedback, and a much higher average playing time.

In short, the team is very happy with this session!

Very happy, but focused on what remains to be done.
The feedback can be divided into three main categories: crashes, zoom and new fields.

CRASHES
There are still a lot of them.
We are fully aware of this and the team will be concentrating on correcting them over the coming months. Some have already been corrected on our internal version, while others will be more complicated to remove. We know that this is a major challenge if we want to build a community around the game, and enable players to trust us with future developments.

THE FIELDS
The proposal not to be able to destroy them was based on our desire to confront players with their choices. Especially as they could become neighbourhoods once the farm had been destroyed.

But it didn't work. ːsteamsadː

The team is currently testing a version with fields that can easily be destroyed according to the town's organisational needs. This has forced us to remove the possibility of fields becoming neighbourhoods initially. This option may come back later.


[When and how much will it cost to destroy a field?

THE ZOOM
I think this is by far the biggest demand: to be able to lower the camera.

What you have to understand is that the buildings that players put up are modelled by a talented person who has done some very fine work that could really do with being seen more closely. The houses, on the other hand, are procedurally generated and their 3D models are much more basic.

To meet this demand, we need to greatly improve these models, which is not impossible, but costly in terms of time and resources.

Once again, the person in charge of shaders is working on this, and we hope to be able to meet your expectations for the next version of the playtest, which should arrive at the end of April.


Improved 3D models + objects on roofs and facades.

I'd like to take this opportunity to thank the players for the quality of their feedback and the kindness they've shown in their messages.

Even the most critical ones were always accompanied by a message of encouragement and that's invaluable for the whole team. So a big thank you to you all! ːsteamthumbsupː
Mar 23, 2024
BustyBiz - NtkuLover
Mar 23, 2024
RestorArt: Fairwood Hills Collector's Edition - MixoGames
- Exit button for charity jobs
- Minor issues fixed
Mar 23, 2024
Lightyear Frontier - Ani [FRAME BREAK]
Hello, Exofarmers!

It's been an absolute joy watching so many players enjoy Lightyear Frontier! We've listened to your feedback and thanks to the help of our awesome community, we've been able to track down some sneaky bugs that managed to make their way into the Frontier.

New Features
  • Added option to toggle PIP-3R ambient dialogue
  • Added ability to configure control mappings in the settings menu
Changes
  • Updated cost for the "Inventory Capacity I" upgrade
  • Added LODs to skeletal meshes for optimization
  • Slightly increased speed at which mechs attach to the Upgrade Dock
  • Improved replication of mech movement
  • Updated mech part icons
  • Removed the end of Early Access splash screen
  • Bigger storage capacity for all storage constructs
  • Decreased occurrence of all PIP-3R ambient dialogue
  • Raised the position of in-world player name tags to decrease model overlap
  • Removed "Controls" window accessible from pause menu (superseded by new "Input Mappings" tab in settings menu)
  • Reduced the scale of the Beach Chair
Bug fixes
  • Iterated on the collision of a decorative plant
  • Fixed a small issue in Lola's texture
  • Fixed the Color Refiner hologram bug
  • Fixed various crashes
  • Fixed issue where you could get stuck on the "Checking for rewards..." popup
  • Fixed issue where upgrading your Mech as a Client could take more resources than intended
  • Fixed issue where you could get stuck on the Vault puzzle after partially completing it and then saving and loading the game
  • Fixed issue where a treasure in Edge Cliffs and Stepstone Peak would fall through the ground
    • This will only be solved on new save files, the progress was still tracked for players who had unrooted the treasure
  • Fixed the Assembler menu executing the "Craft Max" command shortly after being opened under certain conditions
  • Added text support for Devanagari, Bengali, and Basic Greek
  • Tool Wheel now updates properly if open while picking up additional ammo
  • Decreased the threshold for registered gamepad stick inputs in radial menus
  • Fixed issue regarding Custom Marker placement getting stuck on invisible blocker walls
  • Xbox builds now defaults to the correct input mode and shows the correct button prompts

We are still on the look-out for more things to fix and bugs that need to be squashed - so please use the in-game feedback tool or join our Discord.
Age of Cards - Ra's Chess - Furina
The new and exciting Ra's Chess Discord channel for Age of Cards is now active! Our Ra's Chess community is a fantastic place for strategy enthusiasts. Join this channel for discussions about the game, strategy sharing, tournaments, and much more!

🔗 Discord Invitation Link: http://discord.gg/ageofcards

🎮 Game: Age of Cards - Ra's Chess

Feel free to join this vibrant community by using the invitation link above. Showcase your strategic prowess in the captivating world of Ra's Chess and interact with fellow gamers.

See you there!
Glimmer in Mirror - TT
Performance Optimization: Some players have reported that version 0.7 of the game is slower compared to version 0.6. Since we are using a new version of Unity, the optimization process is indeed different from before. In response, we have made optimizations to the scene's performance. If you experienced lag before, we kindly ask you to try again after updating. Please let us know below this announcement if this optimization has been effective. Thank you for your support!

In addition, this version includes the following optimizations:

1. Modified the AI of the Armored Rhinobeetle, so now the Light Impulse can break its shield and stun it.
2. Removed the shield of the Fire-Spewing Rhinobeetle, allowing players to defeat it from the front.
3. Adjusted the spawn density of enemies in the underground challenge of the Flower Sea Plains to avoid situations where a large number of Armored Rhinobeetles and Fire-Spewing Rhinobeetles gather together.
4. It is now possible to quickly open the map. Press the "M" key on the keyboard or press the right joystick on the controller to open the map.
5. Adjusted some dialogue boxes to auto select the confirm button, enhancing player interaction.
6. Fixed an issue where the King Boss would display running logs at its feet.
7. Optimized the target acquisition mechanism for Ice Element Skill, although it is still not perfect. There are still issues with target acquisition for certain armored monsters, which we will further address in future updates.

Also, it has been noticed that some players using game controllers have reported joystick rebounding issues. This can be resolved by adjusting the joystick sensitivity in the settings.
Mar 23, 2024
Hack and Slime - Odín
Good morning, Hack and Slime players!


This update is very special. As we've mentioned on other occasions, the transition from Construct 3 to Unity is imminent, bringing with it all the enhancements and new content that entails. Hack and Slime will be bigger than ever; with new characters, menus, abilities, and millions of equipment pieces.

Unfortunately, this poses an inconvenience for our more experienced players: the saved game system is not compatible. Hack and Slime will have too much added content to support save file porting between different engines. We need to be clear about this, as we have in the past: saved games will be lost.

Additionally, during the initial weeks, there won't be a functional saving system. We'll maintain a pre-alpha version for testing on the main Steam branch. We need to do it this way to achieve massive testing from our players and rapidly address any issues that may arise.

We understand that this may not sound very promising, but trust us, the best is yet to come. Hack and Slime will be a huge game before you know it, and you'll be able to spend hundreds of hours farming and defeating endless hordes of monsters.

That's why we're asking for your collaboration and feedback on the Bullwaresoft Discord, to improve Hack and Slime and make it the best Hack and Slash possible:

OFFICIAL DISCORD

pa_0.5.0.0
Changelog:
  • The collision system has been improved so that characters and enemies do not get stuck when changing from solid to platform
  • Created and implemented the Skullspider enemy (Behaviour, stats and animations)
  • Fixed a bug related to "dropping" from non-solid platforms
  • Skullpider now has lighting in the abdomen and eyes to see her better in the dark
  • Created and implemented the Ogrog enemy (Behaviour, stats and animations)
  • Characters now retain their stats, level and skill/attribute points after returning to the main menu
  • The icy familiar and its trail will now appear bright regardless of external light
  • Now when changing scenes the player's level will be correctly displayed on the HUD
  • Skullspider will now end his run if he encounters a non-solid platform
  • Fixed a bug that blocked the movement of the skeleton in some height changes
  • Barricades now have physics and stop characters from moving forward
  • The barricades now stop the advance of the warrior's Dash.
  • Spiked barricades now damage characters
  • Creation and implementation of the Batmon enemy.
  • The Batmon enemy will now hover at random points above the player to avoid overlapping.
  • Added sounds for all of Batmon's actions and status.
  • The interact icon will no longer appear if the interactable object is in cooldown (for example with mobile platforms)
  • Added bomb throwing sound to the Ratapunky enemy.
  • The music volume in The Sewers has been slightly reduced.
  • The Slime now heads towards the player when appearing in the scene.
  • All sounds have been added for the correct operation of the O-grog.
  • The O-Grog now has all character sounds included
  • Now Batmon has all character sounds included
  • Now when the skeleton walks it plays random footsteps sounds
  • The elevator menu is now available to make quick trips between scenes
  • Added animation to the elevator door to open when the player is nearby
  • Added sounds to the elevator menu (closing, arriving, opening, error when pressing the same active scene)
  • The duration of the fade to black when entering the elevator or any shop in Humble Village has been significantly reduced.
  • All characters in Humble Village now change their character orientation.
  • Now skullspider has all the sounds of his behavior added
  • Now the Slime has all the sounds of its behavior added
  • Added warning signage system for NPCs and Warpmazon
  • Added the splash screen, the command recommendation screen and the ability to skip them
  • Added signage system for unlocked elevator warning
  • Skullspider now has all of his behavior sounds implemented
  • Slime attack sound updated
  • Added elevator unlocking system
  • Fixed a bug related to sampling of npcs and location signs in Humble Village
  • The initial number of potions in the combat hud is now 0
  • Skullspider's behavior and operating rules have been improved
  • Added a waiting sound while filling the character confirmation bar in the main menu
  • Enemies and their projectiles will now ignore barricades
  • Fixed a splash screen bug that allowed the main menu to be loaded multiple times
  • The background of the inventory menu has been changed and now reflects the number of scrolls
  • The dynamic glyph system has been fully implemented (UI and Gameplay)
  • Humble Village npcs now have the interact icon visible
  • Fixed a bug that allowed you to navigate through the main menu before it was fully visible
  • Adjusted health regeneration time
  • Some graphics in the inventory and attributes menu have been updated
  • If the player attempts to cast a skill without enough mana a failure or error sound will be played
  • Coins will now play impact sound when touching all types of platforms
  • Added impact and destruction sounds to barricades
  • The combat HUD will now show skill cooldowns
  • Now when the character does not have the necessary mana to execute an equipped skill, the combat hud will show it in gray
  • Now when a character levels up their life and mana are restored to 100%
  • The new mage skill "Flaming Familiar" has been created and implemented
  • The skill system has been modified so that if you summon a familiar while having another already summoned, it will disappear
  • Familiar skill icons will now disappear from the combat hud if unequipped
  • Fixed a bug that prevented the flaming familiar from targeting the enemy "Batmon"
  • Fixed a bug that prevented the flaming familiar from targeting the enemy "Treasure Goblin"
  • Canceling a familiar now does not trigger the ability's cooldown and plays a "retreat" sound (placeholder)
  • Icicle ability now has a breaking sound
  • Added the "Voltaic Nova" skill for the mage. It has been integrated throughout the HUD
  • The Flame Familiar now scales its damage correctly
  • Humble Village information signs now appear more easily
    Mutant Karate Canary - Troldkarlens Hat
    This update focused on cards but also I also started the rewriting of the fighter code. Which you can feel in the fights already.

    • New moves
      • Karate
      • Dive kick
    • Rewrite of fighter code has begun, improvements can be felt
    • New start and end dialog
    • New card designs
      • Orwell cards
      • Buffs
      • Fused
    • Sorting of cards and see locked cards
    • Dynamic Headbands
    • Deadpan attacks fixed and rebalanced
    • Shorter days
    • One EXTRA DAY for the deck builder festival!
    • More phone calls in Hideout
    • General overall improvements
    ...