Fancy Rinshi Sensetion - horis4649
The first time you play the game, it will automatically switch to Always Dash ON.
The options "Always Dash" and "Command Memory" were not removed from the default functions of the production tool, even though they are not relevant to playing this game, and will be omitted in a future update.
Bootstrap Island - Maru VR


Dear Survivors!

Last few days left to enjoy a 20% discount on Bootstrap Island! Don't miss out! 🏝️🔥
The 20% discount ends on April, 8th!

Watch the developers and VR content creators survive on Bootstrap Island!

If you need assistance with surviving, join our Bootstrap Island Discord - other survivors will be waiting for you! 🌴

The Survival Journal will provide you with advanced tips to enhance your survival skills🥥
Apr 5, 2024
VECTOR ZONE - SurvivalSphere
Hi, been working on the save system to be faster, and also optimization.
Here's the changelog:

- Reworked Save System
- Optimization

Sadly, with the rework to the save system, old saves will probably not work

Thank you
Slay the Princess — The Pristine Cut - Black Tabby Games
Hey folks!

We hope you've all been enjoying the new update (and if you've only bought the game after the update dropped, we hope you've enjoyed your first playthrough!)

We'd like to get some baseline player data before you al play the Pristine Cut so we can see how the new and expanded chapters change your thoughts. And there's also just some other player data we'd love to see about how you've played!

So we've got three surveys for you:


We're really excited to see what you share!

(Also, work on the Pristine Cut is continuing to come along splendidly, and we can't wait for you all to see what we've been cooking. It's Very Good (IMO))

All the best,
Tony and Abby

P.S. We know that a lot of you have been itching for translations. Please keep your eyes peeled for a big announcement later this year!
Apr 5, 2024
An Island Away - Cold Sector
New Island Buddies

Hey! Just wanted to quickly share something we've been cooking up lately:
Our islands are no longer deserted, but are now full of fun and zany inhabitants to interact with!



We have always wanted to have a playful mix of animal types to bring cool and unique personalities to each of the characters you come across on the island and make it feel like a thriving paradise that you can really call home.

Because we're a small team, we have to think smart and see how we can solve this problem of having lots of different base animal looks, while also finding the time to tick off all of our other art, design, and programming goals. It's a challenging problem, but one we knew we had to ace.


Modular characters
One big step we made was designing character objects to be modular, this means we put time into developing tools to swap out character models, heights, animations, clothes and hats! This is an awesome feature because it means we can have super quick character placement and customisation.

The next step will be adding in better eyes and blinking, plus some new poses!
And then, of course, new animals! Maybe some reptiles are on the horizon! Let us know what you'd be most eager for too :))

But so far we have ducks, rabbits, bears, rhinos and raccoons. Here's them in action, changing procedurally thanks to the NPC customiser tool:



We're also experimenting with hats, holding items, and... weirdly misplaced moustaches for good measure.

Here's how the component currently looks in Unity:




Universal UVs and texturing
One big creative decision we made, was centralising all game textures to use one single palette! Then the artists can quickly assign colours to NPCs by allocating ones from them on their UV islands.

What this means, is we spend next to no time texturing and can focus on making more models and characters for the game, so it will mean we can add content much faster at a small detail sacrifice.

This is a trick we're using in general for all models; so be prepared for an incoming main character makeover.




Unique Speech bubbles

We've also started working on having speech bubbles for individual characters. It's still pretty work in progress, but it's coming along nicely, we think. The idea is for them to be nice and cozy looking! Soon we will also be adding dialogue options.



We're also using ref charts for these to give some variations and uniqueness to conversations. Here's a quick palette our 2D artist Kielo drew up for us:



Racing
We've made pretty nice progress on racing too, where you can challenge extra sporty locals of Dewdrop to runs across the island. Plan is to make these work with gliding and swimming too, so we can make them extra epic!


Until Next time!
And that's it! This was fun, so will promise to make more soon :))
Feedback is always welcome, and may get to us faster on our discord.

Take it easy! - Harry

Dance of Cards - FruIt_B0wI
Hello poker enthusiasts!

Today's update adds another language to the game - Simplified Chinese!
Big thanks to our amazing translation team who worked hard on this quite difficult task.

This update makes Simplified Chinese the fourth language available in game, next to English, Russian and Spanish! Japanese and German translations are already in the works as well.

To go all-in to the world of Dance of Cards in Simplified Chinese, simply go to Settings menu and choose it from there!


Also, if you'd be interested in helping to translate Dance of Cards to your language, feel free to join the official Discord server and let us know! 🃏

Till next time!
GoodMorningMrFrog & Pineapple Works
Apr 5, 2024
Dead Metal - Jeregor



Snow patch is live! A new tile set with new enemies and a new mechanic to get ore faster for upgrades. Ill be fast and go right ahead with the changes below:

-Ice planets added to planet list
-Ice planets can now spawn 'Snow Mine' levels which have a new mechanic to get ore faster
-Some new abilities added for players
-Bug with Hulking Masses not dying correctly fixed
-Bug with spider mines not moving correctly in MP
-Some more QOL changes



The new mission type was still a bit too buggy to make the cut, though that will be coming soon along with part of what will be a large art overhaul starting with character models. Below I have an example of the new art coming!

Apr 5, 2024
Red Nose Guy Suika - benoitFreyaGames
minor fix
MGCM Combat Edition - くまくま(でん)
@Iroha
- Fixed an issue where certain damage images were not displayed.

@Kaori
- Maiden Wing: No longer activates if you press the C button repeatedly instead of holding it down.
- Various types of mid-air Corrosion: The end of command input is now recognized only directly below. This is a countermeasure against frequent outbursts.

@Kokoa
- Memory Engrave: Can now be used even during backstep.

@Akisa
- Beat Break: Landing recovery can now be canceled with Magi Skills or higher.
- Memory Engrave: Can now be used even during backstep. Landing recovery can now be canceled with Magi Skills or higher.
- Magi Black Shot: Limited to once per combo.

@Aka
- Memory Engrave: Can now be used even during backstep.
- Holy Flame Prayer: No longer activates if you press the C button repeatedly instead of holding it down.

@Riri
- Fixed an issue where certain damage images were not displayed.

@Iko
- Memory Engrave: Can now be used even during backstep.
- Drive Bullet A: When an attack with bullet reflection comes into contact with a projectile, the trajectory of the projectile will change.

@ENVY
- Ghelte Engrave: Can now be used even during backstep.
- Aerial Glint Knives: Can now be used even during backstep.
- Various types of Aerial Flash White: Can now be used even during backstep.
- Aerial Naive Knives: Can now be used even during backstep.
- Updated AI.

@gula
- Updated AI.

@Ira
- Raging Fury (Automatic activation): Fixed an issue where if the anger gauge reached MAX at the same time as defeat, the anger state would not be released and the character can take action before starting the next round.
- Updated AI.

@Dia
- Updated AI.

@Kamisaman
- Aerial flux evasion: The effect has been corrected.
- Vacuum Squeeze Operator: Adjusted blow-off. Adjusted the knockback at the edge of the screen for the final hit.
- Aerial Phase Kickback: Changed juggle to 0.
- Entanglement: Changed so that it can be canceled and activated from Phase Kickback (regular version). Increased recovery and hurtbox when whiffing or blocking.
- Heisenberg/Dirac/Schrödinger picture: Can now be activated by canceling the start of the flux evasion. Only A+D or B+D commands are recognized. This is a fix for a bug when inputting the C+D command, if there was more than 1 gauge, it was possible to cancel and activate a move that would normally not be cancelable.
- Tomonaga Schwinger equation: Added as a new technique that can be used with the C+D command. It corresponds to the Magi skill of Heisenberg/Dirac/Schrödinger picture.
- Various F-K dressed states: Fixed a bug where depending on the timing, the next projectile could be fired while the previous projectile remained.
- Various types of F-K dressed states (T): In SR and UR states, the opponent's recovery time was relatively short except for the final attack, so the recovery time has been adjusted so that it is the same as the final attack. Fixed an issue where projectiles without hitbox would continue to remain on the screen depending on how they were hit.
- F-K Dressed State (I) B: After occurrence, the projectile has been changed so that it does not disappear even Kamisaman gets hit.
- Magi F-K dressed state (I): Limited to once during combo.
- Various types of Magi Anderson localization mobility edges: Limited to once during combo. Damage changed from 80 to 120.
- DNV Defect Spin: Added upper body invincibility until it occurs.
Mega Knockdown - dhamster
As we indicated in our earlier Dev Goals post (below), one thing we're working on is our final transition into full-color character sprites with shading and color swapping.

https://store.steampowered.com/news/app/1492750/view/3888359911119183911?l=english



The first character to get this upgrade will be Paul. We are making steady progress on his art and hope for full-color Paul to be playable in-game later this month. The next will be Billy, then either Noel, Lewis or Nick. The last to get upgraded will be Marv since his animations are the most complex.



In our finished sprites we will actually use two layered images per frame of animation. One has only lineart and shadows with a standard sprite shader (written for us by TooMuchAbstraction, the developer of Waves of Steel--check his game out when you get a chance!), then a second sprite contains only flat shades of gray which is run through the swap shader.

Before rendering a sprite set up for color swapping, this shader reads the intensity (lightness/darkness) of its pixels. Each shade of gray maps to different color within a palette texture, and the shader assigns that color. Then to change character color palettes we just switch palette textures. Each of those is just an 8x1 pixel image, so they're easy to make and, in theory, anyone could do it.



Thanks for your continued support. Hand drawn art is very labor intensive and time consuming, but we're really excited to be entering this stage of development.
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