It Consumes Playtest - Chris Parbery
- On screen text reminding players how to pulse if the pulse input has not been pressed for a while.
- "Survive" text briefly appears on screen after initiating a run.
- "Press F1 for Help" text starts out really big in the center of the screen on your first run, to make sure new players don't miss it.
Sect And Monsters - hewei
1. Update the redo level and adjust the values of various skills.
2. Add a cultivation system
3. Level challenges increase boss
Guardian Tactics: Deck of the Chosen - Jam_Urnique
Hello everyone!

The waiting time for the launch of Guardian Tactics: Deck of the Chosen demo is ended!
It is our second official title from Urnique Studio!
Thank you all for the support along the way, and we are really appreciated!

The demo will be available for everyone, with no time limit to ensure that we can get feedbacks and improve the game consistently.

Bug Reporting & Feedbacks
Join our discord to share your thoughts, or reporting bugs that you may encountered.

The Chosen Contest
We have a challenge for discord community to participate which is:"The Chosen Contest" challenge, to win a chance of getting your name on the game's credit! You can find more information on our Discord server! :)



Thank you for your support!
We hope you enjoy with our demo, and looking forward to see you happy with it!

Urnique Studio team.




Mar 25, 2024
Bounties of Babylon - Ant
Lower those sails and lift the anchors!
It started out as a hex grid based project in the summer of 2023 with the theme of the Silk Road. After swapping the roads to rivers and the carts to ships, keeping the trading aspect to the core of the game, Bounties of Babylon evolved to have quests and combat and release with more features than originally planned for.

It may be micro, but with its replayability, it can certainly take a few hours to complete.

Features
  • 84 levels with 20 pre-placed tile layouts
  • 3 run difficulty modes, each with leaderboards
  • Procedural bounty placement and tile stack generation. Along with random round stitching, each run will be a new overall experience
  • 12 Artifacts to collect, trade and unlock
  • 11 Quests with varying values. Each level has unique pairings
  • 50 Steam achievements

Road to Release
Quests have been a huge addition to keep each level varied. Some examples of what you do are:
  • Trade with a particular merchant
  • Place a tile in a specific way
  • Build a yield of a specific bounty type
  • Collect so many of a particular pickup type



Depending on how the level is generated, it may or may not be viable to attempt a certain quest. Play each turn as it comes and see if the quest is worth your trouble, otherwise look at other ways to make victory points.

The game is more rewarding, especially to those who consider bounty yield building and not just simply river connecting. Secret tip, if you land on a replenished bounty, you gain one additional bounty harvest from that tile.

Tile Handling
Being able to discard a tile is a huge tool to prevent the CPU from coming near you, or necessary if you have no more moves. In such a scenario, the UI will alert you to discard it. This is by design as I want the player to be in control of what happens rather than wonder "where did my other tile go?". Additionally, if you swap tiles and place that first, it may create a legal placement for your original tile.



If you roll a settlement (6) whilst on a settlement, you can choose to stay where you are.

If you couldn't move your first ship, an auto switch is applied where you move your second ship first (if able), and then that may create an opportunity for your first ship to move, rather than completely skipping it like before.

Cloud Saves
You can now pause your run in between rounds and save progress to Steam's cloud. You'll lose your current round's progress if you're mid-round, but seeing as each round may take 5–10 minutes, you'll have the ability to break your run into break sized durations of time. Particularly useful if you're short on time.

Status Screen
It's technically the pause screen, but now you see your quest progress and whether you've completed them or not. Additionally, basic round and run data can now be found here too.



Visuals
Bounties now have their own models, blank tiles have more art variants (pyramids and small towns), and there is seabed dressing to improve the 3D parallax effect.



Bounties respawn during the upkeep turn phase with a holy "ahhhhhhh" and god rays, rather than viewing them all respawn individually.

There's also a little firework display on the end game screen if you complete a run.

When the map gets busy, it can be tricky to count the replenished bounties that can be harvested. Introducing, tactical mode, zooming out the camera brings up the bird's eye view of the map. Now all the tiles swap to a simplistic colour of their bounty type, and those that flash are harvestable!



Artifact Gallery
When you trade an artifact, you get the achievement for it, plus it's added to your collection where you can read a brief synopsis about your naval treasures.

Some mildly interesting stats are also available for the achievement hunters out there who want to track how they're doing at a glance.



Steam Deck Compatibility
The game has been actively QA'd on Steam Deck, meaning from my perspective it's Steam Deck verified. Hopefully it won't be too long until it gets the official green mark from Valve.
  1. Input - All input works on Deck (and any controller for that matter) to play the game. The glyphs are generic directional circles to represent all controller types used. No keyboard input is used in the game.
  2. Seamlessness - No launchers for this game, the .exe boots right on up.
  3. Display - It supports a myriad of resolutions and windowed mode, including the Deck's 1200x800. All text is large enough to read.
  4. System Support - No additional middleware is included in the game, the game runs at ~60fps on Deck.

Pricing
Kicking off the launch with an introductory offer of -20% off. This includes regional pricing following Valve's recommendations too. Any reviews to help boost the game's discoverability would be greatly appreciated.

Localization
The game supports 12 languages, but as of writing only English and German have been verified. You may notice issues in other languages. Ironically I'm writing this in English, but if you are bilingual and want to contribute to the localization spreadsheet to improve game, please do get in touch on the discussions board.

Feel free to reach out to me on the discussion boards if you find any issues, and thank your interest in my little fruit and nutty game design tangled with thousands of lines of code.

Enjoy sailing on the rivers of Babylon,

- Ant
Mar 25, 2024
Runes of Pandemonium - pandemonium
Chapter 5 bugfix build, fixes most outstanding bugs in chapter 5 that are not related to combat abilities.

Major
*Refactored journal functions into a lua class. None of you know what this means but it means something to me.

Minor
*Slightly changed JX-101's dialogue during a part of the questline to avoid the world's most minor continuity error.
*Added a bit more SX-399 dialogue so the long discussion doesn't repeat after the questline is over.
*You can now talk to 55 before the Gala to get a list of suggested sidequests in case you missed anything. It is non-exhaustive.
*You can now examine Unit 8711's body after completing the Equinox labs.
*Added a very silly dialogue in the LRT facility about crawling through vents.
*Added dialogue to the darkmatters who appear in Serenity Crater's base.
*Added labels to the pipe nightmare pipes. This should help colorblind players to reach the same level of frustration as everyone else.
*Added a bit of shading to sector 119's subway tunnel. That'll teach you widescreen enthusiasts!
*Can no longer re-enter the electrosprite training program once it's completed (that's why I put it on the title screen for enthusiasts!)
*Adjusted position on Epsilon ending sequence for No-SX playthroughs so Christine is centered.
*Added a Rilmani to skip out of the moth movie on successive "viewings" in case you accidentally pushed the wrong button.
*Adjusted some of the golem voice ticks in the Biolabs transit station.
*Adjusted some dialogue in case Sophie knows about the runestone during the gala sequence.
*The gala objectives will now list how many prime command units you have identified.
*Adjusted dialogue with Dr. Maisie and VN-19 so meeting them with the other investigator won't leave any awkward dialogue.
*Added a very stupid NC+ scene with 300910 and Raiju Christine.
*Whether or not Chris or Christine appears on the chapter select is now per-savefile rather than a saved game option.
*Added a few more form handlers for Cassandra in the basement of sector 15.
*Changed Sophie's handlers for NC+ so she can still transform Christine into a latex drone if you haven't seen the scene before.

Bugs
*Fixed error messages in the chapter 5 quest log.
*Fixed being able to warp to areas from other chapters if the warp points were unlocked in that savefile.
*Fixed the steam droids who need ammo knowing who Christine is on NC+ due to her carrying over Steam Droid form.
*Fixed several objects in Cryogenics incorrectly assuming you're a golem and further in the story due to carrying over golem form in NC+.
*Fixed that shadow during the scraprat explosion part of the date montage.
*Fixed Psue using the wrong text tick in one conversation.
*Added the three 'missing' bestiary entries to chapter 5.
*Vivify dialogue topic should unlock correctly.
*Sophie won't be standing on the tram station if you go back to sector 96 from sector 119 before seeing the cutscene there.
*Fixed Latex Packmaster not using the "My Pretties" ability when surrounded by adorable scraprats.
*Fixed all those GolemFancy error reports in the gala/raiju ranch.
*Fixed a sign in the Raiju Ranch showing the wrong leader text.
*Fixed Narissa's sell-credits dialogue having a decimal on the credits count.
*Fixed the golems during the memory sequence erroneously being marked for 8 direction movement (and spitting error messages).
*Fixed a minor position desync during the Tennis Court negotiation.
*Stamina wheel should no longer appear during cutscenes.
*That weird camera jump during the Raibie sequence should be removed.
*Christine should vanish when placing the noisemaker during the Raibie scene.
*Fixed the lantern in Cryogenics not disabling its light when picked up. Be on the lookout for other bugs!
*Fixed some incorrect facings during a Raiju Ranch cutscene.
*Should no longer be possible to deathwarp out of the gala basement.
*You will no longer receive a Tazer and re-equip weapons at the start of a chapter 5 NC+ playthrough. Also removed that from that lord golem TF.
*Fixed the "broken" doll costumes not setting correctly when changing forms.
*Fixed always getting certain dialogue during the gala by bringing over EDG form from an NC+.
*Fixed electrosprite quest not working correctly when carrying over Electrosprite form from NC+.
Mar 25, 2024
Wild Seasons - jynnastics
- Fix softlock where after winning a run, the next run would get softlocked after the first battle (found by @vetres3 and @dead3y3_yt)
- Fix text on Power tooltip for the Maw being confusing (found by @vetres3)
- Fix text on Strength tooltip being confusing (found by @dead3y3_yt)
- Fix redundant season unlock even when you have already unlocked it
- Optimistic fix for not being able to water or use trowel, even after selection (found by phil)
Mar 25, 2024
MARVEL Puzzle Quest - b.willits
“Original Widow…”

  • Join the Hellfire Club! Login for a Free cover of the Black King himself for a limited time.
  • Play with Hellfire Club members to earn Daily Play Tokens to an exclusive Vault!
  • Watch out for an update to "Seasons" coming soon!
  • Check out an all-new rebalance of 4-Star Invisible Woman (Classic)! (3/28)
  • An ancient galactic threat is on the rise. Prepare yourself for a Boss Battle that will blow you away!

Thank you for playing!

299
Mar 25, 2024
Samawa Idle - Samharia
-Fixed a bug preventing Ice Tower from launching frostbomb on critical strike
-Death Overlap maximum value is now 90%. The overall damage is similar to before the patch due to the bug fix.
-Fixed a bug locking certain features (such as Automator and Rune monsters) on players with old save files.
Mar 25, 2024
Koltera - King Otter Games
- Augmentation now gives parents genetics instead of 25%
- Breeding now has the following Vibrancy Roll: 10% it's a 100% vibrant now, 50% it inherits the best parent, 40% vibrancy is random
- Nerfed Augmentation costs massively again
- Earn Legendary Soulstones once you summon it from Garden (1 per kill and will be split between all that you've summoned already)
- Buffed Garden Fablecoin earnings after there's no summons left by 5x
Monsters of Mican - Skittzo
This update fixes a couple of minor issues with the key remapping menu. Namely, it fees up the left and right arrow keys to be used for moving left and right, and fixes an issue with mapping "backwards" movement to the S key.


Additionally, there should be a new monster type called a Poultrygeist in the game. It can spawn randomly at any spawn point that contains its monster level. Bawk bawk!
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