Fallen Gods - Mark Y. @ Wormwood Studios
Without knowing who he was, I had seen Ivan’s work for years: his fantastic portraits are in virtually every game developed or published by Wadjet Eye Games (the publisher of our two adventures, Primordia and Strangeland), and he contributed beautiful backgrounds to Quest for Infamy, another awesome adventure game. When a couple of his scene illustrations came across my Twitter feed back in early 2021, I immediately wanted him to join the Fallen Gods team, and I reached out not even realizing the common ground and friends we shared.

Since then, I’ve discovered why everyone who works with Ivan wants to collaborate with him time and time again—he is the consummate teammate: immensely talented, committed to the common effort, and considerate of his colleagues. One thing that stands out in particular is Ivan’s ability to integrate his illustrations into the other aspects of the game (its gameplay, its sprites, etc.), so that his art enhances those elements rather than detracting or distracting from them.

Ivan's answers and some of his art are below, and you can find more his work on Twitter.


Mark: Like Wormwood Studios itself, your prior projects have been point-and-click adventures like Unavowed, The Excavation of Hob’s Barrow, and The Charnel House Trilogy. How is illustrating for Fallen Gods different from your work on those games?

Ivan: One of the trickiest aspects of creating art for games is that more often than not you’re creating small, detached parts of the whole—a floating head for a portrait, a standing sprite of a character, an empty background to be occupied later. This means you have only limited control over how your art would actually look in the end, and a lot of effort goes just into making all those disparate elements mesh together. Making illustrations for Fallen Gods was a different beast—much closer to classical book illustration, it was a welcome change in how much freedom it allowed, both in terms of interpreting the stories, and in terms of control over your compositions, color palettes, and style.

Another important difference was in the role that the illustrations play in the game—the way I see it, they are not there to create a rigid, specific game-space, but to create little windows into the imagined wider whole, to expand the possibility space and to spark the players’ imagination. And each illustrator brought their unique flavor to that shared table, which was always inspiring.


Mark: Many of the event illustrations depict followers, enemies, scenes, items, and the like that appear elsewhere in the game as sprites or backgrounds. How do you approach illustrating those elements so that they complement the pixel art?

Ivan: Drawing characters that would also appear in the game as tiny pixelated people was an interesting challenge—the small sprites stand in for entire groups of people (churls, priests, fighters, etc.), whereas the ones I illustrate are individuals involved in specific events. There’s a clear difference in the level of abstraction there, but the player should still be able to relate one to another to make informed choices. My solution for this was to always take a couple of visual cues directly from the sprites—a piece of clothing, a haircut, a particular color, but change the rest—that way you both get a sense of continuity, and get to expand and enrich the world of the game by showing a wider variety of its inhabitants. In a funny way, it was a bit like drawing fanart for a game you’re working on yourself.


Mark: One of your largest undertakings on the project is a multi-stage victory path involving first a clash between armies, then a battle between the god’s warband and the elite enemy forces, and finally a direct confrontation with a single powerful foe. How do you capture the shifting scale and focus of a long event like that?

Ivan: I wanted to make that sequence feel grand and sweeping, so it made sense for me to think about it as if directing a film, and then boiling it down to a couple of essential shots. So we start with a bird’s eye view “establishing shot” to create a sense of scale, and then go down to the ground, right into the fray. Presenting a scene from different viewpoints has its own challenges—it’s easy to go too far and end up with a disconnected collection of images, but I've tried to anchor them with repeating visual elements and recognizable topography—the fact that the battle takes place on a river helped with that a lot.

Another important part of the cinematic approach was emphasizing the passage of time. Thankfully, as an illustrator you get full control of the weather in your art, so it was only a matter of deciding how it should change to best accommodate the story we’re telling. For that I’ve turned to another film technique often used in animation—making a color script. A color script is a visual way of presenting a story simply through the change of color palettes in the scenes. In our case we move from ominous gray to orange-red, and then to red and black. You can probably tell how this story goes just from that.

Apr 7, 2024
Keep the Heroes Out - YarnCat Games
Hello everyone! Thank you so much for playtesting our demo and making suggestions and reporting bugs! It's been great seeing what people have been thinking of the game.

This is a very early version of the game, we're aware of a lot of the things that are lacking such as animations, a tutorial, a way to undo actions, mouse selections and better explanations. We're at first focusing on fixing the more glaring bugs before moving on to more quality of life and visual fixes.



Talking about bug reporting and bug fixing, we now have an in-game bug reporting tool! If you run into a bug and you're unsure of what happened you can press Escape to access the options menu and click on Bug Report, it'll open this form that can be used to send us a log of the game and type some information about the bug. This is very helpful to help us find new bugs and narrow down what could be happening by looking at the game log.

Still on the bugs subject, there were some cards that weren't working as intended, mainly equipment cards and a couple of the scroll cards that involved spawning. Those have all been fixed in this update!



Once we solve the last few pending bugs on our list we'll be working on adding more helpful hints to the player on what each action does while in-game, a better explanation of the heroes turn as it happens and a full tutorial that Luis is planning and writing as we speak :) And lastly we'll be working on adding the undo option to more of the actions (Currently the only undoable action is move).



Thanks again! We hope you're enjoying the game!
Apr 7, 2024
The Witch Veils: The Mansion - Pato_The_Duck
Bug fixes
Warlocks Deeds - warlock[ads]
Very small tweak, I have adjusted the diamonds texture and added a tinge of pink to make them much easier to spot when exploring caves and mining. previously they were very rock coloured and depending on your lighting settings could be easily missed.
Apr 7, 2024
In Woods - Yutaka

Hi Everyone,

IIn Version 0.16, a new character: Engineer is added into the game! Engineer is a character with high Defense & Lightning Attack Power. Next, Japanese & Korean language is now supported.

There are also some modifications and bugs fix come with this version. Please feel free to check it out!

New Features
  • Add New Character: Engineer
  • Add Character Unlock Effect
  • Add 6 New Magic Items
  • Add 3 New Achievements
  • Support Japanese & Korean
Modification
  • Modify Character Select Page
  • Modify Monster Card Page
  • Modify Outlook of Green Snake
  • Modify Description of some Abilities and Items Description
  • Element Runes, Torch, Blue Water, Natural Staff become Rank D Items
  • Thread increase 0.2 Defense per level
  • Throwing Stone & Rock also do 50% Element Damage
  • Display Ability Tooltips with mouse click instead of hover
Bugs Fix
  • Fix wrong language display on character unlock page
  • Fix wrong description of Gorgeous Box
  • Fix wrong spelling of Backpack
Apr 7, 2024
The Skirmish - sergeyosokinnew1985
Updated start screen
Updated settings menu
DLSS updated to version 3.7
Medusa Frontier - RenderGoblin
Shader Bugfix for AMD GPU.
*Bugfix: Missing start menu or pink screen on AMD GPU.
*Bugfix: Terrain not appearing for players using AMD GPU
*Bugfix: Ghost Object shader revised for stability.
Apr 7, 2024
SimpleTD - haiyanhudi
Holiday Still Working, So Exhausted lol.

The Sound Of Horn Cause Exhaust Effect
Exhaust Cause Slow Working, Temporary Add Intervalmax

Main
  • Add New Effect: Exhaust
  • Add New Weapon: Horn
  • Add New Skill: Sound

Other
  • Add Horn Sound
  • Add Write Sound To Curse Doll Unit
  • Sound Skill Now Effect Sonic Machine Damage
MIR4 - MIR4


From my battle to our war, MMORPG MIR4

Greetings, This is MIR4.

We'd like to introduce upcoming event 'Castle Siege Eve'.

Castle Siege Eve is an exclusive event for the Castle Siege where players can root for the side that they support and gain special items before the Castle Siege.

※ You are able to receive the effect of Castle Siege Codex during certain period only, please refer to below details about Castle Siege Eve.

[Root for the Castle Siege with Drum of Victory!]

■ Event Period : April 8th (Mon) 00:00 ~ April 13th (Sat) 23:59
※ Schedule will be based on Regional Server Times.
ASIA(UTC+8)/INMENA(UTC+6)/EU(UTC+2)/SA(UTC-3)/NA(UTC-4)
※ It will proceed for 6 days starting from Monday to Saturday of the week before the Castle Siege.
Ex) If the Castle Siege is scheduled on April 14th (Sun), Siege Eve will be from April 8th (Mon) to April 13th (Sat).

■ Content
- 'Drum of Victory' item can be gained through the hunting (Enable to acquire maximum of 100 pieces per day, initialize daily acquisition based on 00:00)
※ However, if the character's level and the monster's level differ between 20 or more, you are not able to obtain "Drum of victory" item even if you hunted the monster.
※ All of the Drum of Victory items will be deleted on Sunday 00:00 which is the D-day of the Castle Siege.
- You can cheer the side of which you wish to victory by using 'Drum of Victory' item within the event page(10 pieces of 'Drum of Victory' per 1 time of Cheer)
- 'Cheer' can be used 10 times per day and 60 times for maximum regardless of the side during the event period. The victorious side will get an additional buff of 'Battlefield Drum'
※ 'Battlefield Drum' will give All ATK DMG Boost 3% and All DMG Reduction 3%, effects will be applied only on the Castle Siege area.
- 'Offense Kingdom Coffer' will be given if you cheer for the Offensive Clan and 'Defense Kingdom Coffer' will be given if you cheer for the Defensive Clan. (1 item per 1 cheer)
※ You are able to gain 'Kingdom Codex Badge' which can be registered in Codex with the certain chance.
※ You can gain 1 of the items listed below randomly by using Offense Kingdom Coffer or Defense Kingdom Coffer.
- Offense and Defense Kingdom Coffer have same components

[Components]
1. Vigor Pill (60 Mins)_Not Tradable
2. 60 Minutes Speed-up Ticket_Not Tradable
3. Copper
4. Energy
5. 3 Hours Speed-up Ticket_Not Tradable
6. Rare Oil_Not Tradable
7. Rare Snow Panax_Not Tradable
8. Rare Divine Water_Not Tradable
9. Magic Square Ticket_Not Tradable
10. Secret Peak Ticket_Not Tradable
11. Rare Noirsoul Herb_Not Tradable
12. Uncommon Mystic Enhancement Stone_Not Tradable
13. Epic Advancement Tonic_Not Tradable
14. Epic Greed Tonic_Not Tradable
15. Epic Prosperity Tonic_Not Tradable
16. Spirit Stone Summon Ticket_Not Tradable
17. Skill Tome Summon Ticket_Not Tradable
18. Dragon Material Summon Ticket_Not Tradable
19. Kingdom Codex Badge_Tradable
20. Kingdom Codex Badge_Not Tradable

※ Way to Participate Castle Siege Eve
1. After logging in to the game, click the Event menu (Firecracker shaped icon on the top left corner).
2. Select 'Castle Siege Eve' tab from the menu in the Event page.
3. During the Event period, you can gain Drum of Victory for certain chance by hunting in Field, Elite, Labyrinth, Hidden Valley and cheer Defense / Offense side 60 times for maximum. For each Cheer, you are able to acquire 'Offense Kingdom Coffer' or 'Defense Kingdom Coffer'(10 pieces of 'Drum of Victory' per 1 time of Cheer)
4. You can check the side who has won the Cheering Match on the D-day of the Castle Siege (Sunday 00:00)
5. The victorious side from Cheering Match will get an additional buff of 'Battlefield Drum' when the Castle Siege will be proceeding.
6. Enable to register acquired 'Kingdom Codex Badge' by using Coffer at Limited Event Codex.
-----------
- Bicheon Conqueror's Blessing [1] : Accuracy+15 => Kingdom Codex Badge*1
- Bicheon Conqueror's Blessing [2] : Evade+15 => Kingdom Codex Badge*1
- Bicheon Conqueror's Blessing [3] : Monster ATK DMG Boost 6% => Kingdom Codex Badge*1
- Bicheon Conqueror's Blessing [4] : Boss ATK DMG Boost 6% => Kingdom Codex Badge*1
- Bicheon Conqueror's Blessing [5] : Lucky Drop Chance Boost 4% => Kingdom Codex Badge*2
- Bicheon Conqueror's Blessing [6] : Drop Chance Boost 4% => Kingdom Codex Badge*2
- Bicheon Conqueror's Blessing [7] : Hunting EXP Boost 4% => Kingdom Codex Badge*3
- Bicheon Conqueror's Blessing [8] : All ATK DMG Boost 2% => Kingdom Codex Badge*3
- Bicheon Conqueror's Blessing [9] : All ATK DMG Reduction 2% => Kingdom Codex Badge*3
- Bicheon Conqueror's Blessing [10] : Skill Cooldown Reduction 2% => Kingdom Codex Badge*4
- Bicheon Conqueror's Blessing [11] : Skill ATK DMG Boost 3% => Kingdom Codex Badge*4
-----------
※ Please read it carefully about 'Kingdom Codex Badge' and initialize exclusive Codex of Castle Siege
- 'Kingdom Codex Badge' is item that is able to register on 'Bicheon Conqueror's Blessing'(Exclusive Codex of Castle Siege)
- You are able to acquire Tradable or Not Tradable item of 'Kingdom Codex Badge' with certain chance.
- 'Bicheon Conqueror's Blessing' is the fix-term codex, effect will be maintained 27 days for maximum
- You can register 'Kingdom Codex Badge' item to 'Bicheon Conqueror's Blessing' codex from starting date of Castle Siege Eve.
- 'Kingdom Codex Badge' is a permanent fix-term item. You are able to register remained 'Kingdom Codex Badge' to 'Bicheon Conqueror's Blessing' Codex during any 'Exclusive Codex of Castle Siege' registration period.
- If you gain Tradable 'Kingdom Codex Badge', you are able to register it to codex or sell / buy it through the Market.

[Round-up of Castle Siege FAQ]
Q1) I can't acquire the Drum of Victory during the Castle Siege Eve event period.
A) You are able to acquire the Drum of Victory up to 100 pieces per daily during the event period.
Q2) I wanted to acquire the Defense Kingdom Coffer, but I acquired the Offense Kingdom Coffer by my mistake.
A) Those items have different titles, but the acquirable items through the Coffer are same.
Q3) Drum of Victory that collected during the Castle Siege Eve event period is disappeared.
A) You are able to use the Drum of Victory until Saturday 23:59 pm, it will be deleted on Sunday 00:00 am.
Q4) Is remained Kingdom Codex Badge deleted after the Castle Siege Eve event period?
A) Remained Kingdom Codex Badge is not deleted, you are able to register it whenever you want within the 'Exclusive Codex of Castle Siege' registration period.
Q5) 'Bicheon Conqueror's Blessing' Codex effect has been disappeared.
A) 'Bicheon Conqueror's Blessing' is the fix-term codex, effect will be maintained up to 27 days from starting date of Castle Siege Eve event.
Q6) I can't understand Castle Siege Eve event period and 'Exclusive Codex of Castle Siege' registration period.
A) Castle Siege Eve will proceed for 6 days starting from Monday to Saturday of the week before the Castle Siege.
Ex) If the Castle Siege is scheduled on April 14th (Sun), Siege Eve will be from April 8th (Mon) to April 13th (Sat).
You are able to register 'Kingdom Codex Badge' item to 'Bicheon Conqueror's Blessing' up to 27 days from the starting date of Castle Siege Eve event.
※ Please remind that 'Bicheon Conqueror's Blessing' will be initialized after 27 days from the starting date of Castle Siege Eve event.
Q7) I can't acquire 'Kingdom Codex Badge' by using Kingdom Coffer.
A) You can gain 'Kingdom Codex Badge' with certain chance in the Kingdom Coffer. Also, you can buy it through the Market.

Thank You.
Apr 7, 2024
Backrooms: The Project - Night Drive Interactive


Patch v1.1 offers a lot of optimizations and performance fixes as well as additional content.

- added checkpoint save system
- added new camera effects: VHS, True VHS, Cinematic, Cinematic Horror, 1950's Horror, Super VGA
- added settings for camera bob: Off, Low, Normal
- added new secret areas
- added new Easter eggs
- added more shadow casting lights
- added a full head of hair to the player model
- added more collectible rubber ducks
- added a new death/ending sequence
- fixed spelling/grammar mistakes on notes
- fixed depth problem on examinable notes
- fixed functionality of the briefcase, and the items in the briefcase, in the pool room
- fixed not being able to grab the chisel while jumping on crate/box
- changed video that plays on one of the TVs
- modified some item descriptions in the inventory
- modified design of inventory menu
- revamped inventory functionality
- re-encoded videos
- removed all instances of shader compilation stutter
- optimized graphical performance resulting in an overall increase in frames per second
- tweaked audio volume levels on some sound effects
- optimized audio performance to removed stuttering
- general performance optimizations
- general graphical fixes
- added Mr. Quackers

Thanks to all of you who played my demo! Your feedback really helps!
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