Mar 31, 2024
Game Developer Simulator - studio_phantom
Hello, dear players.
Important news!
The game will be updated soon, namely: The game will be completely redesigned and written from 0, you will get a fully stable version with new interesting elements and new graphics!
We apologize to anyone who may have been disappointed in us, we ask you to give us a chance to fix everything!
Sincerely, the Phantom Studio team.
Mar 31, 2024
Temporian - ChallAcc
Hello, inventors!

I’ve noticed a trend when players dive into Temporian and share their adventures. Many jump right into the game on normal, hard, or even brutal difficulty, skip the tutorial, and later feel lost or find the game too challenging.

Since Temporian’s release a year ago, I’ve been on a mission to make the start smoother for everyone by:

  • Streamlining the tutorial
  • Emphasizing Easy Mode for beginners
  • Introducing automatic recipe updates
  • Simplifying idea generation for characters
  • Producing how-to-play videos
  • Offering extra lifelines to prevent instant game overs

The heart of Temporian is discovery, and the tutorial is there to cover the basics like card stacking and crafting. After that, it’s all about exploring and learning at your own pace. Some may click with it right away, while others might take a bit longer, and that’s perfectly okay!

To ensure everyone gets the most out of their first journey in Temporian, I’ve made a change. New adventurers will start on Easy mode with the tutorial guiding them. Once you’ve triumphed or met your untimely end, all difficulty levels will unlock for your next playthrough.

I hope this enhances your experience without impacting our seasoned players. If it does, I’m all ears for your feedback. Happy gaming!
Mar 31, 2024
RSOD - MSE
Happy Ishtar! 🐇🥚

This update brings a bit more content to the demo, steps towards hacking mechanics in the core game loop, and a cessation of analytics. I got the data and feedback I needed, and now the game is on track for a 1.0 release this year.

Below is a list of changes for each update since Steam Next Fest.

2024-03-31
  • Added cybercastle map
  • Added Cyberhicks that dispense TEK points
  • Reduced eMoto turn acceleration
  • Replaced the first door switch with a tablet
  • Set the minimum stats value to 1
  • Environmental audio tweaks

2024-03-24
  • Made medkits emissive
  • Added a medkit to the swamp
  • Made flashlight more effective
  • Small dialogue tweak
  • Added an Easter egg that tells you when the game failed to load completely
  • Disabled analytics
  • Bugfix

2024-03-12
  • Added music to cyberfortress and Gogol
  • Bug fixes

This game is still a work in progress, but at this point it is close to its final form. 7 more months of polish.
Mar 31, 2024
Dead Hospital - studio_phantom
Hello, dear players.
Important news!
The game will be updated soon, namely: The game will be completely redesigned and written from 0, you will get a fully stable version with new interesting elements and new graphics!
We apologize to anyone who may have been disappointed in us, we ask you to give us a chance to fix everything!
Sincerely, the Phantom Studio team.
Sumorbit - Jett
Sumorbit releases in early access on April 22! (Earth Day)

It has polished local multiplayer and one single player campaign chapter with 21 missions.

Chapter 2 and 3 will be developed and released throughout 2024.

Learn more about early access plans on the Steam page. Wishlist the game to be notified when it comes out!
Crimson Veil - MKRU
It’s been a busy week for me! Despite it being spring break and having a week off, I’ve certainly kept myself occupied! After finishing a checklist of errands that I had to do around the house, I was able to focus on just game development from Wednesday onward, which was nice.

I finished up all the art that was pending, including this new illustration for Aeriseth’s Bad Ending.



I have a preview available now for all my $5+ supporters on Patreon.

https://www.patreon.com/MKRUdesign

Working on this scene made me want to expand on the Casino content in a future update. There is a lot of potential left on the table with that scene! You’ll know what I mean once you get to playing it.
I also played through the vampire route from start to finish. One thing that dawned on me going from chapter 1 and 2 to 3 is how my writing style changed. Mila seemed a bit different in personality (to me anyway) during the early vampire route compared to how I write her now. I may go back and tweak some lines that I dislike at some point, but I don’t really have the headspace for that now. Not sure if it’s something anyone else will notice, but I thought it was worth mentioning. I guess returning to a work after several years will do that to a character!

Today, I have sent out a version of the latest update to my testers. We will be combing over any issues in the following days, but barring any unexpected delays, the latest update should be available on April 14th, 8 PM EST to all Patrons, followed by a public release on April 28th! Thank you all so much for your patience during this update cycle!

Before I wrap up this weekly update, I have one more special announcement!



I have commissioned @rg_18vhit to work on a sequel to the last comic! Bad Ends: File 02 will be a 10 page comic covering the events of chapter 2 of the main route. We are still tweaking a few things, but it should be available sometime next month for all patrons, then shortly after for everyone else to enjoy! The last comic got a wonderfully positive reception, so I want to once again thank @rg_18vhit for all their hard work on this! April will be a good month for CV fans!

That’s all I have for you this week! Until next time!
KartRider: Drift - ColonelPanic


Boomhill's cutest troublemaker has stolen two Coupon Codes and hidden parts of them in Northeu! Scour through the image below, find the coupon numbers hidden within, and use them to complete the codes to claim the troublemaker's treasure!

Click here to see the image at its full size!

Coupon Hints:





Coupon Rewards:
  • Solve the puzzle to find out!
 
Event Details:
  • Go to the Redeem Coupon page on the Nexon website or the in-game redemption function in the [Settings - Manage Account - Apply Coupon] menu.
    • Racers on iOS should use the Nexon Redeem Coupon page.
    • Make sure to login to a Nexon account linked to your KartRider: Drift account to claim the reward.
  • Enter the codes to claim the reward!
  • Coupon can only be redeemed once per account, and cannot be redeemed after the coupon expires at 3:00 AM UTC on Tuesday, April 30.
  • The reward is sent to the Garage immediately upon using the in-game redemption function in the [Settings - Manage Account - Apply Coupon] menu.
  • The reward is sent to the in-game mailbox upon using the Nexon Redeem Coupon page. Items sent to the in-game mailbox must be claimed within 30 days of receipt.
  • Happy April Fools Day, and we assure you, these coupon codes are real!
 
Mar 31, 2024
Idle Fields - KotieDev
Hello all! Today I am glad to announce the first update for Idle Fields, version 1.1! This update introduces Offline Progression, the 2024 Easter event, and the start of re-balancing.



Offline Progression
This feature was a very highly suggested addition to the game. Offline progression in Idle Fields is something I have always thought of but was never sure if it fit the game, clearly, I was wrong :D Offline time will by default start with 1 hour and can be upgraded for each skill up to 8 hours.

How does it work?
Each worker will help by gathering you resources when you are offline. This is calculated for every skill close to the same value as when you are online. When you log into Idle Fields, you will see a new menu that shows you levels increased, xp gained, and resources collected/lost. Balancing this will take me some time so if it feels overpowered or too weak in any areas, please let me know!

Easter Event
The first seasonal event has arrived to Idle Fields! Head over to your farm to find chicks, random Easter eggs, bunnies with party hats, bunny ears for workers, and new decorations for your barn. The Easter event will end Monday 15th of April.

Bunny ears and barn decor will stay even after the event so do not fear. You will not miss out on this new content even after the event concludes.

Changes
  • Offline progression. The first pass of offline progression is now out! Earn items from workers whilst you are offline. Upgrade offline length for each skill to see even more progress
  • Easter event! Hop in-game and earn Easter eggs. Spend them on bunny ears, and barn decorations!
  • Increased the amount of construction xp you get from making planks
  • Increased the price planks sell for
  • Forced the game to launch with VSync enabled to fix performance issues some players have
  • Updated the art for raw beef
  • Added a discord icon to the main menu
  • Added a news menu to the main menu
  • Made it possible to move using arrow keys

Fixes
  • Fixed a bug that caused some players' game to be stuck in a poorly translated language. English will now be the default
  • Fixed a bug that caused the birch table to look like a window
  • Fixed a bug that caused the main menu sounds not to care about volume settings
  • Fixed a bug that caused workers' stats not to update if the worker menu was open
  • Fixed a bug with text displaying incorrectly when interacting with the crab
Mar 31, 2024
Doll Impostor - DaViCyYo
April's Fool HE Removed
Hero Lodge - Hero Lodge Dev
Patch 1.1.00

This patch includes a big block of changes: mostly focused on making the base game play better. Some setup is being done behind the scenes for a new rogue like game mode that will be released at a later date.

TLDR:
Can swap weapons between heroes in equip menu. Can equip directly to heroes when crafting or when buying for a specific hero. Mouse over resists have a background and resist type Icons. Confirm movement route is now a more pronounced Pinkish arrow instead of a thin yellow dotted line.

3/31/2024
    CRAFTING/SHOPS/ITEMS
  • Added the ability to swap weapons with other heroes in the equip menu: was very awkward if you wanted to swap weapons between two heroes: you'd have to swap one of them to a different temporary weapon.

  • Swap weapon options will always show up first in the list regardless of sort method.
  • Save/Load Teams will now swap weapons if both heroes can use a weapon when loading a team.
  • MASSIVE improvements to Hero Specific Store buying/selling: you'll be able to see currently equipped items and current hero you're shopping for on the right, when you click an item while in Buy mode the item's bar will replaced with an "equip this item?" bar that upon clicking will equip the item to the current hero (this way you don't have to go equip items each time you buy items for a specific hero!)

  • HEFTY optimization: crafting/equipping/store should all load options faster.
  • New icons added to crafting menus to show where weapons start and where accessories start. (also added to hero specific store options)
  • Crafting: Own count now shows in the top left (to make room for weapon/accessory small icons)
  • Crafting: items that take 6 + materials will now have their material words scrunched up a bit to make room for the Own Count of the item below.
  • Crafting will now let you equip a crafted item directly on a hero by clicking on their portrait while on the craft confirm screen.

  • Crafted message will now color match to items rarity.
  • Philo store now says "Transmuted -Item Name-" instead of "Bought -Item Name-".
  • Philo store, regular store will now have color matching to items rarity in their bought/transmuted messages.
  • Philo store sorting added, weapon/accessory icons added.
  • Philo store dupe glitch fixed.
  • Player main stats will also show in bottom right equipment preview for crafting.
  • AWAY label added to the red portraits on equipment usable by portraits when a hero is unavailable but not dead. AWAY and DEAD labels added to hero specific button in crafting/shop when appropriate.
  • Fixed a bug where the hero specific button highlight layer would sometimes be behind the button.
  • Crafting: confirm page will now show missing/dead strings over red portraits.
  • Fixed bug where crafting an accessory wouldn't show the E for equipped on heroes if crafting an accessory usable by all heroes and the crafted accessory had a space in it's name.
  • Added Stat colors to weapons/accessory tooltips.

  • Strength stat color changed to a nice Salmon instead of a red that was too similar to the
  • "negative red" color.
  • Magic stat color changed to a darker blue to differntiate it from the rare item blue color.
  • Stat gain tooltips for weapons/accessories reworded: Instead of "Strength +2" it would
  • now say "+2 Strength".
  • Early game Epic Bone crafted weapons have had a 2nd modifier added to them to make them more exciting: if this stat boost would increase the weapon damage the weapon damage has been reduced by the same amount. (examples: bone blade now raises magic by 1, bone g axe now raises str by 1 but has 1 less base damage)
  • Fixed Omega Tachi weapon tooltip to show the bonus Full HP damage that it was giving.
  • Wooden sword (Swordman and frost ninja starting weapon) damage type changed to slash: didn't like that they started with blunt damage but switched to slash later: could've caused some confusion.
  • Katana weapon now gives 2% Critical Chance.
  • Iron Hammer now gives +1 elemental smash damage.
  • Lycan Crest accessory buffed (Cosmic Knight's t10 unique)
  • Crafting/equip menus new highlights added for if you're looking at weapons/accessories/materials.
  • Bone Cutlass now also reduces Rally CD by 2.
  • Added new accessory power: increases damage with basic attacks by a %. This bonus is multiplicative.

  • Appears on three new accessories that have been added to monster loot tables in the base game (tier 3, tier 8, tier 10)
  • Changed how rounding works with selling items at store.
  • Fixed store/crafting to not 'Spoil' the names of locked heroes when trying to buy/sell/craft for a
  • specific locked hero with no items available.
  • Weapon loot tooltip if in the 4th column and having an extended tooltip going off screen fixed.
  • Excute and Mercy Modifiers on gear are now seperate multipliers: very rare to have gear with both Execute and Mercy equipped but it would create a problem where enemies below 30% HP but above 25% HP wouldn't gain execute bonus because of the negative overall execute number.
  • Items with negative execute chance will now say -XX% Mercy instead of -XX% Execute.
  • Changed tooltip for Execute to say "Separate Multiplier" rather than "calculated before damage" to more clearly explain how execute functions (and what makes it potentially more impactful than some of the other damage types that are additive with resists)
  • Items when buying/selling for a specific hero will now show only boosts for the current hero instead of cycling through different skill boosts (the old way was making it hard to see what a given item would do for current hero).
  • Bonus dmg vs allies on accessories shows as red now, and minus damage to allies shows as green.
    -----------------
    SKILL FIXES/CHANGES
  • Can create arrows with archer on the body of Dead Arbormancer.
  • Fixed Arcane Energy> archmage advanced skill tooltip to properly show the bonus damage: This was a Tooltip bug only.
  • Updates to some of the potion big art: color contrast + capacity for some mid potions.
  • Field Mixer advanced skill can now exceed potion max capacity (but can never fill potion over 3 charges)
  • Fixed bug with move + skill and certain skills.
  • Fixed bug with Sandman self destruct on map edge.
  • Arcane Swap Arcanist skill won't unlock until level 2.
  • Some advanced skill tooltips would show up on characters that weren't yet level 5.
  • Fixed One of the witch advanced skills that would trigger only at level 6 not at level 5....
  • Warden tooltips changed to say "friendly damage/dmg" instead of friendly fire.
  • Barkeep passive tooltip visual bug fixed.
  • Stat gem sprites updated.
  • Arcanist passive tooltip now includes Spellblade scaling off level info.
  • Arcanist Arcane Swap base CD lowered to 3, cooldown with Arcane Master advanced skill is now zero!
  • Added special dual element cursors to Archmage dual element skills and some other character dual element skills.
  • Dragoon Jump marker will show up much quicker (and canceled jumps will have the Dragoon return to party much quicker)
  • Assassin hero unlock bio Energy Pill wording changed.
    -----------------
    UI FIXES/CHANGES
  • Changed the sorting order of resists to match the order of resist types when guarding:
    helps with readability.
  • Changed fire damage icon size to more closely match size of other damage type icons.
  • Changed frost damage icon to more closely match size/theme of other damage type icons.
  • Added damage type icons to moused over target resists, detailed hero resists etc.
  • Added a grey backing box to moused over resists to make them easier to read.

  • Guard icons will now swap for the new resist icons on moused over resists and detailed stats
    resists.
  • Reworked the movement path lines into a thicker red arrow (for confirm movement mode).

  • Move to use skill range 1 skills also uses the new visual path code.
  • Enemy bottom left will no longer show barrier/shell amounts (it had some problems when late game bosses with over 1000 max HP had a barrier and it never really showed up for a useful amount of time anyways: barrier amount can still be seen when mousing over targets next to their bottom right large life bar.
  • Load Menu: hero level will now show up in the top left of current teams portraits.
  • Enemy special words now have a background bar to make them more legible on bottom right portrait: will fuse with the resist background once there are at least 4 resists revealed (resist positioning adjusted when 3 or less resists are revealed to be more centered).

  • Fixed bug with enemy's bottom left portrait on their turn showing guard type in red as well as showing ??? instead of current block type.
  • Stat mouseover tooltips in Organize Team properly aligned.
  • Advanced Ability training screen: left most skill will now have 2 pixels between it and the next skill just like the pixel count between middle choice and the choice on the right.
  • Fixed bug where NG+ Campaign 8 outro materials screen would sometimes fail to show.
  • Fixed a bug where if you booted up a save file with food buffs and started a mission, and then when to a save file without food buffs, the escape menu would show the previous save's food buff tooltip (this was a visual bug only, had no effect on player stats).
  • Confirm attack arrow indicator position fixed up and no longer doubled up in specific situation.
  • Fixed tooltip bug for respec amount to properly show 80% when 90%/100% haven't been unlocked.
  • Fixed issue with alchemist apprentice organize team declaring guard type as dodge when it is supposed to be counter.
  • Fixed issue with guard cost reduction when hero was in the first Team Slot.
  • Added new tooltip when unlocking heroes that will show damage types the hero can deal in the top right.
  • Bestiary formating changed: will fill left page and then right page rather than cutting across the top. Also added special formating for final page of NG+ Bestiary.
  • Fixed a bug when selecting Golden Skeleton (NG+ enemy) in Bestiary.
  • Difficulty selection screen buttons moved left to better center them as a whole.
  • Added big hero portraits left of the Unlock hero button when unlocking new heroes.
  • Recruiting new heroes will show damage types of that hero in a new tooltip in the top right of screen.
    -----------------
    Misc Changes/Bug Fixes
  • Fixed some references in Campaign 4 premission: Blood Farm was sometimes refered to as Blood Banks.
  • Rat Queen rat wheel squeak SFX volume lowered.
  • Rat Queen spikes will now slightly open when they are the next spikes to be activated.
  • NG + Rat Queen spikes are arranged in lines instead of a checkers pattern.
  • Put in a catch to find broken saves: any games saved using this version will still cause problems
    with older version of the game
  • Fixed a bug where spawning new dummys on the training dummy level and then killing them would mess with the count of overall training Dummys.
  • Training Dummy level: spawn stat gem tooltip will now update to say unusable based on conditions.
  • Fixed a bug where if Randall was surrounded on mission 1-3 when he was released, his smoke bomb effect would show up not centered on his character.
  • Fixed minor bug that a brief load screen would flicker when trying to access organize team at the very beginning of the game before you have it unlocked as an option.
  • Fixed some font issues in specific tooltips.
  • Fixed a bug where rat mission 2 was sometimes unbeatable when replaying it after already beating it.
  • Most enemys with a stun can no longer stun an already stunned target.
  • Stunned floating text is now purple instead of white.
  • Some wording/spelling issues fixed.
  • Added special zoomed in TOME art when reading the secret Tome in Dracula's Chambers.
  • Fixed dialogue bug with secret Tome in Dracula's chamber.
  • Fixed an extra pixel on barbarian's Shredder weapon idle frame 0.
  • Fixed Demon's Bane weapon unlock to auto update weapon info.
  • Fixed bug where some protect objectives (caliburn, jeno gates) would take damage at end of turn from having negative ap for the AP to HP conversion.
...