Tales from The Dancing Moon - DjMonkey
Hello everyone!

Thank you to those who have purchased and are playing the Early Access. It really means a lot!

Feel free to continue reporting any bugs and improvements via the many social media links below!

Discord: https://discord.gg/kpGVRKPn5W

Threads: https://threads.net/dancingmoongame

Twitter: https://twitter.com/DancingMoonGame

Steam Forum: https://steamcommunity.com/app/1782420/discussions/




0.9.17

Updates
  • Enhanced Marketplace: The Illisor Plaza market strip will now grow in size as you progress in the game, making the village feel more alive as you play. See below for screenshots of this new feature!
  • Procedurally generated merchant's will now sell goods at the market, providing a randomized set of stock at a cheaper rate per day. Not every day is the same, so look out for what's in store!
  • Procedurally generated stalls make the market strip look slightly different every day.
  • Cheaper market rates introduces new trading gameplay. Will you buy limited goods for convenience? Or sell them on for the standard rate via the market drop box?
  • More variety to these shops will be added in future updates.

  • The shopping UI has been slightly adjusted, and now includes a "Stock" column for merchants with limited supply of items.
  • A tooltip will now display when attempting to gather resources (wood, stone, etc) when you're inventory is full.
Bugfixes
  • Fixed an issue where the player could not pick up more museum artefacts that stack in their inventory if all of their inventory slots were occupied.
  • Fixed an issue where the in-game time will reset to the beginning (Year 1, Spring, Day 1) when using the Wardrobe item to customise your appearance.
Click here for previous patches.




Thank you so much for playing!
-DjMonkey

https://store.steampowered.com/app/1782420/Tales_from_The_Dancing_Moon/
Midnight Monitor: Aldercourt - ~Senpai
Thank you for your support in the development of Midnight Monitor: Aldercourt, and for your patience in waiting for content updates.

Midnight Monitor: Aldercourt has now been updated to V 2.0.0!



MAJOR CHANGES

For Returning Players
  • The game will ask if you want to reset your anomaly checklist - This will not affect other data, such as your wins or loops through the station. This simply sets your anomalies seen to 0 and creates a backup of your existing anomaly data in your save data location

Total Anomalies - 80
  • The number of total anomalies has been raised from 55 to 80.
  • New jumpscares, hilarious anomalies, weird stuff & more!
  • One of the anomalies can function as a "hint" system, but be warned...
  • ... We've been forced to add an "Alternative Ending"
  • Anomaly spawn rates have been tweaked to provide a more challenging and rewarding experience

Player Interactivity
  • Many objects in Aldercourt Station can now be picked up, rotated, moved and interacted with
  • Additional controls for this new feature can be found under the in-game pause menu
  • Added poster surfing - Jump on your favourite poster and pull up!
  • The player is advised NOT to pet the new pettable dog that has been added
  • A brand new interactive piano has been added, developed by Thorlar International Labs in collaboration with Aldercourt City Council

New Room: Restroom
  • A brand new room has been added - The restroom
  • Interact with the door to check the restroom for anomalies during each loop
  • An existing anomaly has been altered to better fit this new feature (also including a new achievement 👽)
  • Click the duck



Easy Mode
  • Ensures that the player score is reduced by 1 when incorrectly moving through Aldercourt station (instead of resetting to 0)

Speedrun Mode
  • A new built-in speedrun mode has been added to the main menu
  • Speedrun mode disables "Prioritise New Anomalies" and "Easy Mode"
  • The fastest recorded speedrun is saved to a plaque on the Main Menu

New Achievements
  • Throwing away trash? Seeing 68.75% of all anomalies? Best Game Ever

Thank you, Supporters!
  • Supporter content has been added to the game in the form of Station PA Announcements
  • New Announcement Frequency option - "Too Frequent" (Messages play back to back)



Quality of Life changes
  • Controls screen added to pause menu
  • Increased Player sprinting speed from 175% to 225%
  • Added volume slider for Jumpscares - Turn them down, or turn them off completely
  • Added sticky notes with hints, musings, and lore penned by the trusty station Janitor
  • Added granular save data management options
  • The anomaly checklist now shows alternate letters of unseen anomalies' names
  • Added a quick restart button to the pause menu
  • Altered the spawn location of the ball to better signpost the full functionality of a certain sporty anomaly



Social
  • Social buttons have been added to the "About" screen

Miscellaneous
  • The Poolroom has been expanded
  • Improved performance during level loading and player death
  • Fixed a memory leak related to lights when running the game for prolonged periods of time
  • Players may opt to flush themselves
  • Changed the colour of the Bepis cup under advisement by the Aldercourt Legal Services Bureau
  • Fixed bugs related to looping through the level - If you still get stuck outside of the level loop, I'll never develop another game again
  • Various Bug fixes
  • Removed Herobrine(??)
Genome Guardian - Alpherior
Development of v1.0 is wrapping up - 7 May release is just 3 weeks away! Time to break down some details.

Release State
These won't make it into release, but will be addressed later if there's enough interest from players:

  • More languages.
  • Mac & Linux versions.
  • Steam Achievements might be set up in time - if not, they'll work retroactively, so there won't be anything lost by playing before they're in.

Future Content
I already have plans for content additions and new mechanics - again, this depends on how much interest Genome Guardian garners after release, but here's an idea of what you can hopefully expect not long after release (May & June):

  • New Turrets & Perks: Got lots of spicy ideas.
  • New Modes: Maybe some that really flip the gameplay experience on its head.
  • Balancing: I'll have a better picture of which weapons, perks, etc. are lacking once people start playing.
  • "Endless" Improvements: More mechanics tied to the gameplay experience after wave 30.
  • More Uses for "Research".
  • Addressing Player Feedback.
If the game does well enough, I'd love to keep expanding upon Genome Guardian enough that it feels like the sequel to its sequel a year later. I started development of this in late January after all - imagine what's possible with triple the development time's worth of updates.

Got Ideas?
Hit me up in the Genome Guardian Discord - I'd love to hear how I can improve the game, adjust balance, and your ideas for new turrets, perks, modes, or other content!
Frayed - Dream Jam Games
Additions:
- Added end game objective description to pause menu and end game trigger

Other improvements:
- Improved interaction with silo door and well crank
- Improved interaction with barn door
- Improved monster behavior
- Improved end game effectiveness
- Fixed bug where player could get stuck on top of monster
- Fixed bug where ritual pieces didn't light up in low quality mode
- Fixed bug where game wouldn't use player resolution when starting
- Fixed bug where monster would be able to see player through doors
Project Absentia - Waffle Iron Studios, Ltd.
  1. Fixed some defaults that were accidentally removed/reverted to stock GZDoom
  2. New voice acting for Asphodel
  3. Fixed HUD not appearing in some rare instances
Apr 12, 2024
Lighthouse of Madness Playtest - flyingjackstudios
teste
Rogue: Genesia - PlexusDuMenton
Hello everyone, time for the monthly dev blog!

This blog post will be focused on the advancements made in the last month toward update 0.10.

Finished Manor Visual

While some sneak peeks were shared during previous dev blogs, the zone was far from being finished.
Finishing all the visuals took me quite some time, but I'm very happy with the final result. It's by far the best-looking area of the game.
So here are new screenshots for the new area of the zone:






Shop Locking
As some may have noticed on the last screen, there is now the possibility to lock items in the shop.
This allows you to guarantee they will appear in the next shop rolls.
You can lock a maximum of three items simultaneously in the shop (slots are unlocked with soul-shop upgrades).

Card Requirement Change
Card player level requirements have been replaced by cumulated card level.
This means that cards no longer care about the soul level of the player, but the total level of all the cards owned by the player.
I believe this is a better expression of the progression of the players, as some avatars like the shopkeeper had much lower overall levels, or some challenges that directly removed any source of experience basically banned a lot of cards.

Active Talent as Passive Talent
From feedback I've received, most of the grindiness perceived by players was the level of talents, especially active talents that could only be leveled once at a time.
To fix this issue, I've made 3 changes:
  1. Increased mastery gain formula, there should be on average 50% more mastery gained.
  2. Reduced the kill requirements to unlock a weapon's talent.
    Reduced from 100K kills to 50K kills for heroic weapons, and from 50K kills to 20K kills for Epic weapons.
  3. Active Talents can be equipped as passive talents, so you can level up multiple at once.
Of course, simply making active talents be equipped as passive for additional mastery gain is boring,
So in the process, I've added passive effects to each active talent that are only active when the talent is equipped as passive.
This greatly improves the pool of passive talents and gives much more diversity of choice.
Here are a few examples of passive effects for active talents:





There are still a few active talents that are missing passive effects as of now, but they will slowly be added over the beta lifetime.

Hyper-crit Rework
Hyper-crit got a buff to be a more important mechanic to play with.
Until now, the scaling of hyper-crit was linear, with each stack of critical simply adding +1 to the multiplier in this way:
x1 > x2 > x3 > x4.
With the new scaling, the damage of critical is multiplied by 2 for each stack of critical applied, so it is now following this formula:
x1 > x2 > x4 > x8.

One of the main reasons for this change is that it was most of the time much more worth it to simply go for as much level of "Absolute Focus" than increasing critical chance above 100%, and didn't add any importance to the choice.
I hope this change will add a proper build choice between going for hyper crit or going for absolute focus (in the case you're going for a crit-build).
I also think this should make the addition of cards that increase critical chance but reduce critical damage more interesting.

Challenge Stacking
Maybe one of the more exciting additions for a few players and a massive QoL for many.

After watching a few streamers playing recent versions of the game and collecting multiple feedback, a major issue that arose is that early-game challenges (specifically F-rank and E-rank) are more of a checklist than a proper challenge for most players, and can become especially frustrating for experienced players to play through.
The issue is that they don't really feel difficult, especially when they are playing after completing other ranks and simply become boring bloat to go through.
Directly increasing the difficulty of these challenges, while a possible fix for this issue, would also make the game less accessible, and would simply be satisfying a part of the player base while sacrificing another part, which is simply not something I was willing to do.

The best compromise I could find was to make most challenges "stackable." In the way that you can now activate multiple challenges at once and complete them all in one go.
This allows for challenges to still be "easy" to complete, while giving the possibility of more skilled players to have harder challenges and complete them faster.






Balancing
I'm not gonna go through every little bit of balancing done, but I think there is a few things that gonna please to players.

Necromancer Nerf
To the joy of many, Necromancer got nerfed (yet again). The nerf is a major reduction to the summon count of the necromancer. In addition, I've fixed a bug that allowed the necromancer to summon enemies directly on the player position and could cause frustrating death.

Divine Shield
Until now, Divine Shield required Moon-shield as a requirement, but it wasn't aligned with the theme of moon-shield, divine shield being a faith-build card, which usually wants to lower moon-tag and reduce defense and defense multiplier as much as possible. So from now on, Divine Shield will now require Light-armor instead. While not being perfectly aligned with the idea of the faith build, it'll work well together for them.

Moon Shield
As for Moon Shield, it got a rework. It'll now appear much earlier in the game (only requiring Card-level 5) and its main purpose is to rail the player into obtaining metal transmutation. It no longer reduces attack-speed, but instead reduces power multiplier by 20%, which no longer makes it collide with metal transmutation. In addition, it now increases moon tag drop-rate by 25% instead of 5%, which also greatly increases the chance of metal transmutation appearing and helps toward a defense build.

Other Balance
To get quickly through them:
  • Silk Edge got a buff but appears later in a run
  • Armor-less, Zealot, and Metal Transmutation all require Card Level 50
  • Many cards now also provide a bit of tag drop-chance
  • Tactical Soul kill requirement reduced from 10 Million to 5 Million
  • Concentration is now a weapon modifier

Backup
As some may or may not know, the game creates a backup of your data every hour and always keeps them in the save folders.

For various reasons, players can lose their progress, and it's almost always recoverable. I've made a guide on how to replace your current run with the backup on the Steam forum.

However, many players are simply not tech-savvy enough to follow the recovery process, and I've often had to spend time helping some players recover their backup via emails, or seen negative reviews from players losing their saves (when they are easily recoverable).

To help with that, I've decided to add 2 new buttons in the profile manager to load either Persistent data backup or achievement backup directly within the game.




Apr 12, 2024
Dark and Deep Playtest - Walter at Here Below
BUGFIXES:
-improved texture/model pop in after loading an area
-fixed various loading glitches and adjusted several save points
-(hopefully) fixed black frame issue. Difficult to reproduce. Needs further testing.
-fixed bug where you could glitch complete the sunken office puzzle
-fixed several collision issues that allowed players to get too far off the intended path
-fixed some issues where enemies were unable to get to the player
-fixed issues where van and car could be invisible on lower end PCs

IMPROVEMENTS:
-added subtle particle effect on objects lifted by the machines to improve readability
-improved tutorials in various places to reduce player confusion
-added button in the level loading section to unlock all available levels for play tester convenience
-improved contrast and readability of the menus dramatically
-added more quotes to the game load screens

KNOWN ISSUES:
-none (use that feedback button!)
Apr 12, 2024
Throne of Bone - 1337 pete
Gameplay Update:
  • The requirements for unlocking Necromancers has been changed. If you have a save from earlier this week, the "win a run with X to unlock Y" criteria will still work.
  • Collection now tracks wins per Necromancer.
  • Collection now tracks seen content, as well as unlocked lore for content (even if that lore is unwritten yet :P)

Bug Fixes:
  • Various minor visual bugs in the collection.
  • #397 mimic transform text is uninitialized when stepping through
  • #399 Character unlock screen says Continue instead of Deadknight.
  • #400 When unlocking a new character Continue appears twice
  • #402 After unlocking the first extra from the Bone Collector, the other 2 question marks vanished
  • #392 Maybe preview the next unlock for a given necromancer in the collection, rather than just show a question mark
  • #419 item unlocked window tells me the name of what I unlocked, but no direct way to figure out what it does.
Sprocket - Mushy
Hi all,

A few more fixes up for you on the public alpha branch.


Reload time rework
Reload times are now transparent about the pickup, travel and ram times for loading shells.
Different load techniques are now used, based off of shell length and weight.

  • One hand - The loader can move the shell from rack to breech using one hand. Having a free hand allows faster pickup and ram times.
  • Two hand - The loader requires both hands to lift the shell from the rack to the breech.
  • Two piece - The loader requires both hands to lift the projectile or the propellant. They'll have to make two trips to the rack.
    This is a quick functionality-only implementation and a more in-depth two piece ammunition system is planned.
  • Crane - The loader will need to use mechanical assistance to move the shell from rack to breech. Requires a longer pickup time and travel speed is much slower.
    This is a placeholder that lets you reload large cannons until multiple loader assignment to cannons is ready.

Fixes
  • Fixed factions created in 0.2.x not saving vehicle preview icons with designs.
  • Fixed the predicted cannon load time in editor not matching the resulting load time outside of the editor.
  • Fixed duplicated fuel tanks using the same blueprint. Sometimes causing them to change shape when loading in.
  • Disabled cannon counterweight influence on breech size. A stopgap until counterweights are replaced entirely in 0.2 by simply attaching heavy parts to cannons.
  • Wheel arrays now have a minimum of 1 wheel. Setting their length to the minimum would result in no wheels, which isn't supported.
  • Gun layers can now move the cannon along the azimuth and elevation axes simultaneously.
  • General stability improvements.

Changes
  • Reworked breech height and length. Breeches are now x2 shorter and their length is more tied to calibre.
  • Restored all 0.127 part scale limits.
  • Headlamp and tail-light parts can now be selected for placement again.
  • The required shell load space behind the breech is no longer obstructed by crew members.

Thank you all for the kind words and feedback on yesterday's post.

There's lots of mechanics which aren't as clear as they should be.
Once 0.2 is more stable, I'll prioritise making part obstructions, missing turret holes and unassigned crew roles clearer.

Making crew placement more enjoyable is also a priority, moving to a puppet style where you can click and drag each joint.

- Hamish
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