Dungeon Clawler - Philo [StrayFawn]
Dear Clawlers

It has been quite the weekend!

Within just a few days, we have gained over 5000 wishlists, which is way beyond our expectations!
This is giving us a lot of confidence that Dungeon Clawler has the potential to find an audience (which is not a given with such a weird concept xD)
Thank you all for showing us your support 🙂



The demo is now live on Steam!
You can download it for free from our Steam page!
We’re not sure yet how long this first demo for the game will be live, so make sure to grab it now while we're taking part in the Steam Deckbuilder Fest!

We would love to hear your feedback, so please join us on Discord.
You can also post and vote for your favorite ideas there!

We want to give a shout out to the game that inspired us to create Dungeon Clawler in the first place. We met the devs at a game event last year and they are just the greatest bunch. They helped us to find toilet paper when we needed it most (don’t ask, it’s a long story).

I’m talking about… Peglin!
Which is btw currently running its lowest historical discount as part of Deck Builder Fest!
And they will release an update soon :)

https://store.steampowered.com/app/1296610/Peglin/

Everybody, please keep on clawling!

Cheers & Thank you very much,
Stray Fawn Studio
Mori Carta - seth.cornwall
Hey there everybody!

It has come to our attention that the 1.0 build this morning had a bug that would reset a players save file. We patched it within an hour, but if you played before then, your save file was reset.

We are terribly sorry for the inconvenience this may have caused for our Early Access members.

At this time if you reach out to us through Discord or email we are restoring lost save files. It may not be a perfect recovery, but we will work with you to get back your lost time. We will ask you to provide information about your progress, the more specific you are the better we can recover your progress.

Please don't hesitate to reach out. And again, we apologize if this happened to you. It was our mistake.

Best,
Seth "SingingSwordsman" Cornwall
Mar 25, 2024
Night of the Dead - jacktoQA
Ver. 3.2.1.1

If you encounter problems such as game crashes after the update, please check our general solutions first.
https://steamcommunity.com/app/1377380/discussions/0/3061869473048903178/


[Game System]
- Changed quests that involve talking to NPCs to no longer be performed if your inventory is full.


[Bug Fixed]
- Fixed that some quests to build buildings were impossible to proceed.
- Fixed that wires connected to the Seed Incubator and Coin Minting Machine would disappear.
If the wires have already disappeared, you will need to reconnect them.
- Fixed that the operating sound of the Coin Minting Machine could be heard from afar.
- Fixed some crashes.


Please send a crash report with specifics if a crash occurs.
If you have any problems, please send an email with the form below.
[Game Version]
[Bug]
[How to Replicate]
[Single/Multi?]
[Host/Guest?]
[Screenshot/Video if possible]

Email : support@jacktostudios.com

If you send the save file too, it will be very helpful for verification.
The save files are in “%LocalAppData%\LF\Saved\SaveGames”.
Robot Tank Battle - Duc Canh
Phiên bản này có nâng cấp nhân vật robot, thay đổi và thêm animation cho lá cờ, thêm nhà xưởng sản xuất xe tăng tại khu vực lá cờ.
TFC: The Fertile Crescent - LincRead
Hello there!

In this post, we're posting our Discord Developer Updates from March 2024.

Mission dialogue
Our very first sneak peek into the upcoming Campaign mode!

This is Ninsun, a mysterious priestess, that will provide guidance.



Thanks to our pixel artist, Campaign missions will have dialogue, and various characters will play their part.

Solving technical issues
On to something more technical!

We're currently working on fixing some performance issues. For battering rams, there are some edge cases in the public build that can severely drag down performance.

As an example: in the image attached, a nomad battering ram is trying to find a path to a wall target, and the target node is indicated by the blue circle.

The green nodes are valid pathfinding nodes (they have enough space for battering ram to move through).

Since the battering ram can't get all the way to the target wall node, indicated by the blocked path by an X, the pathfinding looks through the entire map without any success.

Just one of many examples of the "behind the curtain" stuff we're sorting out that isn't neccessarily visible to users (only when it fails) but that will make the overall game experience better.



Snaphot!
Just a quick post showing an idyllic spot in The Fertile Crescent.



That's it for now! Stay tuned for more updates on TFC: The Fertile Crescent.
Mar 25, 2024
飞跃星球(Eggy Space) - 猫小七
After months of production, with the unremitting efforts of the three-person team of ZuoDomain, "Eggy Space" is about to be released.

Due to time limitations, the production is inevitably somewhat hasty, and the content that can be carried is still very limited. Some wonderful ideas are still in the process of intense production.

Please excuse us for any problems or imperfections. Feel free to leave a message to share your thoughts and suggestions, and we will humbly accept them.

We sincerely hope that during the process of playing, we can bring you the best experience, and also hope to receive everyone's encouragement and support.

Our feedback and suggestion email: zuodomain@163.com
Cyber Knights: Flashpoint - Trese Brothers

EDIT: Update #66 had a bug in it that could cause the camera to get stuck in some of the action camera shots if your attack resulted in a kill. A hotfix has now been pushed, If you don't see v1.4.43 on your main menu, restart Steam to be sure to get the fix.

Update #66 take a big swing at some of the most popular F10 bugs and some of the best feature suggestions we've received recently. We're excited to keep moving forward with a constant stream of updates, and especially ironing out the remaining bugs that can slow down a good run.

If you're enjoying the pace of updates and our turning your F10s into fixes and improvements, please take a moment to leave a review!


Empty Lootboxes Go Gray
If a lootbox is empty, its highlight color will now immediately be gray instead of a bright golden yellow. This is a huge help for turning on highlight with "H" (by default) and checking where you may still need to loot. There isn't much more to it, but it's so useful! So thanks to the wise player who dropped in thsi great F10 :D


Details and Hover for Dump Shock and Combat Drugs
Key buffs and debuffs that were missing from the hover over your character's heads as well as the extended status screen you can access by double click on a character's head in the Initiative timeline. Especially for the debilitating Dump Shock, knowing how long it will last and its total effects is a big help to Hackers who have taken a boot to the side of the head in the form of lethal feedback from the matrix IC.


Improved Mission Tagging
The new mission tags for Gold Key Loot Areas got us looking and talking to players about other tag improvements. We've taken quick action to improve the set and give more detail about the different stages of missions that can help you plan the best heist, especially with multi-stage heists like Carnivore and Sibling Breakout.

First, we've combined what was previously two tags "Stealth (optional)" and "Combat (optional)" into a single tag "Mixed Stealth and Combat" that sums it up nicely - any mix of stealth and combat abilities can be used to succeed at this mission stage. In many cases, combat may be required if the plan starts to fall apart. This is nice to get one tag back, as we've also added new tags.

With Update #66, we've added Red Key Door and Blue Key Door tag to all mission stages that include them. This can be extra helpful when the keys are useful across multiple stages (like Sibling Breakout) or only appear in a late stage (like Cube Run). In addition, once Leverages start popping up that offer hacked, counterfeit or stolen keys, these tags will be extra helpful in helping you decide if those Leverages match well with your chosen path through a heist.


Targeting Inconsistencies
We've fixed about 80 F10s about different cases of targeting inconsistencies with this patch. There were multiple issues, but we've completed a deep dive on the code paths to find where there were inconsistencies and figured out some really minor - but highly impactful - issues that could cause enemies right at the edge of your range to come in and out of range based on swapping weapons, firing modes or even just hitting TAB (by default) to page to the next target.

This also has the effect of fixing the small remaining set of cases where a melee weapon indicates it can make an attack in the bottom left but still can't when the time comes to swing.

It's a huge step up in consistency of attacking, so thanks to everyone for helping guide us to these big fixes.

Fixed Lockdown Station Auto-Defeat
In the most recently added proc-gen map, Lockdown Station, some times a Kill 3 objective could result in a map starting without any players on it and an immediate defeat. If you're stuck there or have experienced it, this bug is now fixed.

v1.4.41 - 3/25/2024
- Dump Shock and Combat Drug debuff/buffs show up correctly in merc hover and mid-mission status screen
- Lootboxes that are empty highlight in gray instead of gold to make them easier to ignore on map
- Improved mission tagging - now includes tags for Blue and Red Key Doors where they appear
- Combined "Stealth (optional)" and "Combat (optional)" tags into single "Mixed Stealth and Combat" tag
- Improved stage description for Sibling Breakout South Hover Pad to be more clear about its advantage (ez access to Blue Key)
- Fixed bug in Lockdown Station level with Kill 3 captain objective that could lead to auto-defeat
- Fixed issues with enemy being in range changing when swapping weapons, modes or UI paths of starting attack
- Fixed issue with save slots not always updating when Knight is renamed
Mar 25, 2024
Monsters of Mican - Skittzo
There was an odd XP glitch where XP would occasionally not be added after battle, it has now been fixed.
Triblock - Inspector
Update 1.0.2

What has been updated/improved/added:

  1. You can choose the levels one by one or dozens.
  2. Added a level restart in the pause menu.
  3. In infinite mode, if the controller is not connected, control prompts do not appear.
  4. In infinite mode, when expanding the field, you can immediately put a block there without waiting for a new one.
  5. Added graphic effects (removing blocks, winning/losing).
  6. The blocks fall faster when dropped.
  7. Added 2 new sets of interchangeable images for blocks (games, programming).
Mar 25, 2024
Be Not Afraid, But Run - Malec2b
-Fixed issue causing player to respawn in wrong location
...