Apr 10, 2024
SCP: 5K - Albarnie
Hello SCP: 5K backers, fans, and everyone else on the internet. I’m here today to share some news about the progress on update 0.14. I’ll cut to the chase: we’re pushing our update release to April 29th. And now I’ll explain why. Our development team on SCP: 5K has been working incredibly hard, doing a tremendous job of creating and implementing new content and improvements to the game for this release. It has been a monumental lift to say the least!

As stated in our previous Devlog: we’ve expanded our team and capabilities in a big way. The learning curve however means that we (as you might expect) hit some bumps along the way. Such is the life of a game developer.

One of the departments we’ve expanded on is QA with the addition of our newest member: Aaron James. A proper QA team is something we’ve always wanted but in the past we were limited to sharing that workload among team members in addition to their existing responsibilities. We’re excited with how much of a help it’s been having people dedicated to hunting down bugs and other issues within the game. This is a very time consuming process but vital to ensuring a great experience with minimal issues.

That said, through testing we’ve encountered a few unexpected things that required us to make a decision. Either ship it as is and hit our deadline, or shift the deadline and give our team more time. I would say it’s not an easy decision but I’ll be honest here…it really is.

Our current goals:

1. Make an exciting and fun experience for players
2. Treat our humans well

The entire team is so passionate about this project. It would be wrong to not allow this update a bit more time to cook. We’ve been reworking and polishing a lot of things. We’re all very proud of everyone for stepping up to the plate. I couldn’t be more grateful for the tenacity of this development team; they’re the real magic-makers and they deserve all the credit in the world because thanks to them, we’ll still be able to release 0.14 this month despite the challenges we faced.

In the meantime, we’ll have more information between now and then, along with a new trailer. Thank you for your support and for playing our game!

“Hold the light, watch the dark.”
TREY BISHOP // SCP: 5K GAME DIRECTOR


Apr 10, 2024
Three Kingdoms: The Blood Moon - zhjdyx
更新内容:
1.新增卡牌强化,并修改几张卡牌。在游戏中有几率直接掉落强化后的卡牌。
2.大师不再可以购买卡牌,改为可以强化卡牌。
3.箭矢功能调整,一些卡牌需要更多箭矢才可触发额外效果。
4.3个锦囊宝物重制,拾取时强化身上卡牌。
5.张星彩新卡牌1张,新宝物1个。
6.将3个共有宝物从稀有改为普通。略微提升稀有宝物掉率。
7.商人增加销售箭矢,仅限张星彩。
8.卖酒人增加销售花生,增加生命上限。
9.新增2个随机事件,强化宝物或卡牌。
10.调整一些UI、音效、战斗特效。

《蜀末》玩家交流Q群:866721288
Against Great Darkness - Hitreg Studios
Against Great Darkness goes live today! The circles of hell await grab your disk and fight off the hellish horde.

What to expect:
3 Circles of Hell,
Challenging Boss battles,
Epic item synergies,
Meta progression,
Ascension levels
and many many disks.

ROADMAP coming Soon!

Join the Discord
Content Warning - Botten Hanna
Hello everyone! The game’s been out for over a week, time really flies! Here’s another bug patch for you all.

We’re also working on some updates for the game that we hope to share more about with you soon!

Patch Notes:

    🎁 Added so that you can pick apples🎁 Bones are back!🐛💥🦶 Audio bugs stomped!!!! We’ve fixed a bunch of audio bugs related to sound disappearing💥Fixed issue where player voices could sometimes be muted💥Fixed issue where player voices could disappear after going into the diving bell💥Fixed issue where monsters somehow spawned in the house (if you’re playing with someone using mods to spawn them - this may still happen)💥Fixed issue when joining invites when already in-game💥Potentially fixed video overlay issue

Thank you all for being patient with us as we’re working on sorting out the bugs! 🙂

Please email support@landfall.se for any questions or if you need help troubleshooting.

Make sure to verify the integrity of the game files to make sure you receive the new update.


Death Noodle Delivery - Vispereth
Hi everyone,

It’s almost been a week since Death Noodle Delivery has launched on Steam and we are grateful to everyone who has purchased a copy of the game, and even more to those who have left their review (this helps us a lot!).

When it comes to reviews from press, journalists globally did not shy away from trying Death Noodle Delivery and leaving their thoughts on a variety of articles, which we want to share with you below, in case you were still on the fence about grabbing your own copy, we hope these articles give you a glimpse at what Death Noodle Delivery is all about:

A tragically effective and realistic cyberpunk narrative
Multiplayer (7.5/10)
https://multiplayer.it/recensioni/death-noodle-delivery-recensione.html

A more in-depth analysis allowed us to particularly appreciate all the psychedelic nuances that permeate the urban graphic style, with its distinctive colors and designs
GamesVillage (7.2/10)
https://www.gamesvillage.it/7190873/death-noodle-delivery-recensione-il-sapore-estremo-del-tagliolino/

In Paperboy your main objective is to survive a single week. […] Death Noodle Delivery takes the concept further.”
Destructoid (7.5/10)
https://www.destructoid.com/reviews/review-death-noodle-delivery/

Death Noodle Delivery's gameplay is a sophisticated homage to classic arcade titles
– EndScreen.de (7.3/10)
https://www.endscreen.de/death-noodle-delivery-im-test/

Stupid Pixels and Tiny Pixels have done a great job when it comes to the aesthetic impact of Death Noodle Delivery”
ICrewPlay.com (7/10)
https://www.icrewplay.com/death-noodle-delivery-recensione-steam/


Thanks again for having a read, we hope to see you alive and well delivering noodles in our cyberpunk world soon!


Your fellow gamedevs,


Stefano & Fabio
Froguelike - Rymdlingen
Hello hello all froggos on this froggy Wednesday!

This week we have been working on improvements for two stories, the descriptions of all chapters in the beetles story (starting with the chapter "Hydrophobic") and the butterflies story (starting with the chapter "Graceful flutters") have been updated and the waves in all the chapters in the butterflies storyline have been balanced.

We have also started the work of adding new stories, Toad's story is first up. Even though it has been taking more time than expected, it is coming along and should be ready in time for next weeks update. Along with the new story there will be two new quests to complete.

Changes:
  • Descriptions of all the chapters in the beetles storyline have been updated
  • Descriptions of all the chapters in the butterflies storyline have been updated
  • Balanced the waves in the butterflies storyline
  • When starting a storyline, it is now 100% sure that you'll be offered the option to pick the next chapter in that storyline if all conditions are met for the next chapter
  • Added 3 new morals to appear on the score screen
  • Version number is now black
Bug fixes:
  • Fixed a typo in the description for "Winged allies"
  • Fixed the item sprites that were rendering on top of the reroll confirmation note in the chapter selection
As always, it is a good idea to back up your save file before starting the game after an update. If you want instructions for where to find the save file you can read the details below.
[expand type=details] On Windows you can find the save file here: %AppData%/../LocalLow/Les Grenouilles/Froguelike

And on Mac here: ~/Library/Application Support/Les Grenouilles/Froguelike

The file you want to save a copy of is called "FroguelikeSaveFile.bin"
[/expand]
We'll be hopping back to you next week, with a brand new story toadally worth a read!
Johanna and Rémi
Dune: Awakening - Jellyfoosh
Greetings Sleepers,

Shai-Hulud has reared his head above the sands. Blessed be the maker!

The last few weeks have been an exciting whirlwind with both GDC and PAX East taking place, where we got to sit down with journalists and content creators to present some extended, mostly raw footage of the starting experience in Dune: Awakening.


After presenting the game, we spent a few nail-biting days waiting, but we were blown away by the reactions. Here are some of our favorite previews:

“Dune: Awakening is looking supremely cool – as it was written.”
IGN

“I'm finding myself more and more interested in Dune: Awakening the more I learn about it.”
PC Gamer

“For those of us who've dreamed of waging political, economic, and physical war on the Dunes of Arrakis, the game may be our best bet.”
VG247


“Thankfully, it seems to be on track, judging first from the scorching gameplay released at the start of the month and now glowing preview coverage from outlet IGN, which has us more hyped than ever.”
Pushsquare

“Dune: Awakening looks to spice up the world of survival MMOs.”
Shacknews

“You are essentially given the opportunity to do whatever you want whether you are someone who enjoys PvP or PvE.”
RectifyGaming


“If I wasn't already excited for the upcoming Dune MMO, what I saw would have put any reservations to rest about the ambitious project.”
Techraptor

"Dune: Awakening ambitiously blends genres and lore.”
But Why Tho

“Dune: Awakening has the spice to convert me into a survival game addict.”
The Loadout


At the end of the closed-doors presentation, we also held a Q&A, in which we shared a lot of new information. Dive deeper into all the spicy details in Wccftech’s great summary.

Content creators also made their voices heard, and we are so excited with the response. Take a look at some of the reactions and videos from Force Gaming, TSWS Gaming, Luke Stephens, Renfail, Pokketninja, DTOX, Jay Oddity, Long Tran, Caffeinated Dad Gaming, Nightharrow Gaming, Noisy Pixel, MDee14, LV1 Gaming, and more!

After our first Dune: Awakening Direct, we also put together a reaction video which you can see here.


Dune: Awakening is a big game and there’s a lot to talk about, so we look forward to sharing even more with you as soon as possible.

Make sure to sign up for the closed Beta, and join your fellow Sleepers on our Discord. To stay up to date on all the latest news, follow us on X (formerly Twitter), Facebook, TikTok.

Apr 10, 2024
Chill Town - Low-Hi Dev
  • Fixed a bug where the game would crash if a player placed windows on both sides of the house and then upgraded to a larger house.
  • Resolved an issue with controller inputs becoming erratic in various scenarios, leading to unintended button hover sounds during movement.
  • Addressed a bug where NPCs on the deserted island would occasionally spawn underwater.
  • Restricted character names, email signatures, and pet names to a maximum of 20 characters to prevent overly long entries.
  • Corrected a few instances where climbing on rocks could result in the character falling into the water.
From Glory To Goo - MillionMonkey
Hey Everyone,

Bug fixing continues, I've also added in building rotation which many people have been requesting. This currently only impacts the Barracks and RoboForge. Another QoL feature added is a more obvious alarm if your non-fortification buildings are being hit.

  • Added building rotation, R by default. Currently only relevant for the recruitment buildings.
  • Added an extra sound effect if a non-fortification building is attacked. It has priority over the normal warning and triggers more often.
  • Added a -15% speed penalty to The Sludge commander's forces
  • Fixed scroll sensitivity resetting
  • Fixed some situations where orbitors would disappear
  • Fixed DOT abilities like the pyro's Napalm not triggering
  • Fixed Life Support area of effect
  • Fixed the RFI being replaced by The Goo as a horde faction on load
  • Fixed the cost of ore from the Recycler being too high
  • Fixed some misnamed buildings
  • Fixed the difficulty achievements not triggering
  • Fixed batteries causing permanent max energy loss when powered off
  • Fixed enemies unburrowing in your base on load
  • Fixed The Sludge being selected as a commander too often
  • Fixed level 10's perk selection breaking
  • Fixed the Drop Pod Launcher not carrying across in saved games
  • Fixed some queued unit sprites
  • Added the Move binding to the controls panel

Let me know on Discord if you experience any more issues or if you have any suggestions.
The Devil Within: Satgat - Newcore Games Rob
Hello everyone,

After a long journey, it is with great pleasure that we are able to present the game to you all.
I would like to say that we are ecstatic at this moment, but after monitoring gameplay and reviewing various communities since launch,
I realized that we have a lot of work to continue to do.

First of all, I would like to express my heartfelt gratitude to all of the players that have provided positive feedback and comments.
I would also like to express my gratitude to the players who have quickly pointed out critical issues and sharp feedback.

We are currently in the process of identifying major issues that are hindering gameplay. The following issues will be addressed through the April 10th patch/hot-fix.

1. Adjust the timing of Perfect Guard/Dodge/Charge
  • The timing for perfect guard, dodge, and charge will be significantly eased in favor of the player
  • This adjustment will have a positive effect on the overall gameplay experience. We will continue to monitor feedback and suggestions after this is implemented.
2. Fix the issue regarding the attack hit-boxes of certain monsters
  • We confirmed that certain monsters' attack hit-boxes are triggering at times that are not in line with their animations.
  • This is an issue that has a negative effect on the overall gameplay experience and needs to be fixed quickly.
3. Adjust the Health of Mother Gaia, the final boss of Stage 3 (Abandoned Land)
  • Currently there are many issues that have been reported during the Mother Gaia battle.
  • As a temporary measure, we will decrease the boss' health in order to shorten the length of the excessively long fight.
  • We are working on investigating the issues with Mother Gaia promptly.


The following are things that we will address/resolve as quickly as possible.

1. In regards to the lack of BGM (background music) in certain areas
  • During the process of polishing the game, there are areas of the game where there is no BGM or the BGM does not loop correctly.
  • This will require a comprehensive review, so while it may take some time, we strive to improve this part of the game as fast as we can.
2. In regards to the issue where there are not enough checkpoints (campfires) in the Dark Forest stage
  • The Dark Forest stage is quite large and we understand that if a player dies at certain parts of the stage, it can cause a great deal of stress to the player.
  • We are reviewing the stage design and checkpoint placement to resolve this issue.
3. In regards to the Korean voice-overs
  • Because we are an indie game studio based out of South Korea, we first worked on applying Korean voice overs.
  • The plan is to support multiple languages for voice overs by the time version 1.0 rolls around.
  • However, we found that some players do not want to have the Korean voice overs on by default.
  • Therefore, we are planning on adding an option where you can turn off the voice overs during the Early Access period.
4. In regards to the "Soul Destruction" skill issues
  • Players will come across a variety of 'systems' that they will need to use to advance through the game
  • The "Soul Destruction" skill is one of those key systems, but the utility, for a lack of better words, seems really low
  • We are preparing improvements to the "Soul Destruction" skill so that it is a more viable/efficient system for players to take advantage of.
5. Other Key Issues
  • We are addressing issues where trading hits right before the last hit (that send the boss to the next phase) prevents progression.
  • We are working on improvements to player/monster movement as it can interfere with intended gameplay.
  • We are aware of an issue where the attacks of monsters summoned by Mother Gaia can cause the game to crash in certain situations.
  • After certain gimmicks (ie. the conveyor belts in stage 2, the tumor bulbs in stage 1) are activated/cleared, there are issues where the activation/clearing of the gimmick is not saved after death or restart. This is a critical issue that impairs the overall gameplay experience of the player and is being urgently investigated.


The following issues are difficult to address as quickly as the others, but are still being handled as major priorities.

1. Addressing the narrative and staging quality
  • Staging a scene and the narrative that brings it to life are crucial elements for immersion in the game.
  • However, we are aware that there are still cutscenes that detract from this experience.
  • We will consistently work to gradually enhance these aspects and present to you massive improvements all the way until we get to version 1.0.
2. Addressing the quality of certain skills
  • Some of the skills that players can attain can greatly improve a player's gameplay, while others have somewhat of a lesser presence
  • During early access, we will adjust them to provide an interesting experience regardless of the skills that you choose to learn.
3. Exploration Quality of Life Changes
  • When it is difficult to get past a particular boss, it is very important to provide the player with a chance to improve/get stronger and challenge the boss again.
  • In the content released so far in Early Access, features such as fast-travel or weapon enhancements are limited. We planned on releasing these features in future chapters.
  • However, if the lack of these features currently negatively affects the gameplay experience, we should consider advancing these features ahead of schedule.


I would like to again thank you for all of the support that everyone has shown us thus far.
We will continue to listen to your opinions, feedback and constructive criticisms in order to make The Devil Within: Satgat a true return-to-form for action-platformers.
We will also continue to communicate with you as we head towards version 1.0!

Thank you.
~ Director of The Devil Within: Satgat
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