Apr 15, 2024
Rift of the NecroDancer Playtest - BYG Maddie
Hi folks! We've made a number of small changes to the build based on the feedback we received from the last playtest. As always, we would love your feedback on our changes. Don't forget you can hit CTRL+B to send feedback at any time during gameplay.

Any item noted by Cadence's Guitar 🎸 is something your feedback directly helped us improve or change, so keep it coming!

Changes
Improved Calibration Experience
  • Calibration test should make better corrections to calibration
  • Calibration process should yield more accurate results
New Score Results Screen 🎸
  • You can press X to view additional information in the Detailed Breakdown
  • Most of the screen is placeholder - we would really like your feedback on our planned additions, and would love to know if we've missed anything you want to see!
Improved Practice Mode 🎸
  • Set practice mode to start and end wherever you want
  • Choose to loop the segment or play just once
  • Hit ratings in practice mode will list if they're Early or Late inputs
Changed Monster Animation Curves and Improvements 🎸
  • Monsters move in a much snappier fashion to improve readability
  • Harpies have a brand new animation to improve readabiilty
  • Zombie animation curves were changed for the same reason
Changed Scoring Mechanics 🎸
  • We heard you loud and clear that combo-weighted scoring was not the preferred mechanic
  • We now provide a bonus based on combo multiplier (max modifier of x4)
  • Please let us know what you think!
Changed Vibe Power Mechanics 🎸
  • Vibe Power is now accumulated by completing Vibe Chains (there's a new tutorial!)
Added Quick Retry 🎸
  • You can press R at any time in a Rhythm Rift to quickly restart the level.
Removed Modifiers
  • Great feedback from last playtest - we're still working on incorporating that feedback! Watch this space ;)
Fixes 🎸
  • Leaderboards now display correctly in relation to your current position
  • Missing tutorial regarding monsters wrapping around the board has been added
Apr 15, 2024
CivIdle - FishPond
0.7.2
  • Bugfix: Fix a fog and deposit visual glitch introduced in 0.7.1
  • QoL: Backup folder has been moved to make it work in Linux. You can access the latest path in Help -> About
Apr 15, 2024
Hunt and Snare - Ruffleneck
Hotfix r33c changes:

  • Fixed Nikka and Annay additional act location problems.
  • Fixed Pail's ego making him float a little bit.
  • Fixed Pail's ego making a random house float a little bit.
  • Fixed occlusion problems causing a ship bed to disappear.
  • Fixed problem in Sophox quest order.
  • Fixed Pinch dialogue exit nods and rearranged some player options.
  • Fixed dialogue inconsistencies or problems with Janz, Mikkel, Kence, and Makana.

<3
~Ruffle
Apr 15, 2024
Sophia's Spa - Danny
Additional Content

We added two more scenes in the making of Tanya's movie.

The scene with Vanessa, Wendy and Claudia...





The scene with Tanya...





[h5]Note: by playing this minigame you can unlock the Steam achievement Movie Maker.[/h5]
Apr 15, 2024
Steam Engine Simulator - Ektorom Software Inc.
Hey guys! I really appreciate everyone's patience. It's been a busy few months and my time has been split across multiple projects, like Engine Simulator and others which I don't want to reveal publicly yet.

Nonetheless, work on the DLC continues and the project has definitely not been abandoned. A mostly complete version has already been released to testers and I'm working that initial feedback into the final version I'm working on now.

Some new features that you may be interested in are:

Boiler damage and explosions
This feature will also be coming to the base game and you won't need the DLC to unlock it. It's a fairly simple damage model but you can now boom-boom the boiler which has been heavily requested. Damage is also toggleable in the main game mode.


NPCs
Steamtown now has NPCs with simple AIs and can communicate with the player through text-based communication. Some testers found the game was extremely frustrating without guidance, so some NPCs were added who can guide and instruct the player (sort of like a tutorial). They also move the story forward and give some life to the in-game town.


Game story: missions, goals, plot
The game now has basic goals, missions, challenges and a real story. It's not going to win any awards but I like it.


New toggleable readouts for all gauges
This has been heavily requested since the game's release. The small window in the top-left is no longer necessary as all important measurements are visible directly in the game's UI. All of these instruments are toggleable with the mouse.


Resettable max speed readout
Max speed can now be seen in digital form and reset.


About the release date...
I don't want to reveal too much about the intended release date right now. I know this seems like a simple project because of its outward appearance, but the reality is a bit more complex than that.

At the end of the day, I feel a great sense of responsibility because over 32,000 people have wishlisted this product, around 100 times more than I was originally expecting. I don't want any of those people to be disappointed with their purchase and I've allowed this project's timeline to go way beyond what I was originally planning to hopefully succeed in that goal. Being my first ever "game" project that goes beyond being a sandbox simulation, I don't expect this game to win awards, but I at least want everyone to feel that it was worth their money and support.

To be honest though, after this experience I'll stick to sandbox simulations... game development is hard haha. Thanks for your patience guys.

- Ange
Apr 15, 2024
Community Announcements - The Player
v1.0.5 Build 1500
Apr 15, 2024
RPG Architect - Locke
  • Doodad Grid Assist Mode is now OBJECT Grid Assist Mode.
  • Entities and Lights can now be moved around without the grid.
  • User interface elements now support "Is Visible" to toggle the initial state of an element.
  • Physics commands now allow for doodads (Physics Object Reference in the wiki)!
Cricket: Jae's Really Peculiar Game - JimbobKR
Hey all!

How have you been? How are your family and friends? How's the thing you've been working on? Have you finally looked into that other thing?

This month, we had a thought to go over one of the core, yet unique battle mechanics of Cricket: Jae's Really Peculiar Game: The Tide Meter!

What is the Tide Meter?

As you fight, and land your hit timings, you will gain Tide Meter, which can be used to:
  • Boost your attacks
  • Enable team attacks
  • Slow down time and make blocking / parrying enemy attacks easier



Boosted attacks do more damage, make status effects last longer, and make status effects more likely to take effect!

You will wanna utilize Tide Meter to make battling in Cricket far easier, it's rough going out there! It can really get you out of a bind or force the enemy into skipping turns, and the like! Be careful though, enemies can use Tide Meter too!

If you NEED to use meter now, you can overspend on your turn, but be careful, that gives the enemy FREE METER!



We look forward to releasing the game to you all on 8/15, and to seeing your thoughts on the Tide Meter!

Got questions for us? Comments? Feel free to comment in this post or discuss on the Community page here on Steam!

You can also follow us on Twitter!
Or if you're on the Tiktok thing.

If you ever wanna talk with us directly, the best way to do that is on our Discord!

And of course, if you haven't wishlisted, consider doing so, it helps us a ton!
ZONERS - allin.indie
Hey everyone,

Dropping a hefty patch size wise this time (around 63mb). There's a metric ton of fixes, many of which are all thanks to bug reporting by the key art creator who created the gorgeous character hyper move portraits and most of the titlescreen art.


Improved Bonus Games
But that's not all, we've got revamped versions of all 3 bonus games, They are SO much more fun now. Totally worth unlocking them for freeplay in the Academy. They pay for themselves quite literally!


Secret Tips
I've added a bunch of Pro tips to certain screen transitions. These often bring up secret techniques or mechanics the game doesn't teach in the tutorial. There's 23 of them, so get reading. But if you're done with them and don't want to press 'A' to proceed anymore, you can turn these off in the options menu.

Just go to Options -> Game -> set 'Show Tips' to off




Pause Screen Move Sets
Now when you pause the game, in most circumstances, you'll be shown the pausing player's move set! Along with the move name, input and a short animation of it in use, you'll also get a brief description of how it works. Super useful when you're getting used to a new character's quirks, especially when you've gathered friends together :)

Actually, most of the bulk of this patch download size wise is from this, as all the little move animations had to be image sequences to avoid platform compatibility issues and poor quality later down the line. I think it was worth it though as they go a long way to making the game more understandable.

You can see what this looks like in the video linked below.

Twitter Post With Video of New Pausescreen Movesets


Conclusions
As I said, there is TONS of fixes as well. Some of these are pretty major, so have a read through the patch notes if you're curious.

My list of things left before v1.0 keeps slowly shrinking. A lot of the remaining elements are quite time consuming, but I'm determined to get them done.

If you encounter any bugs or crashes please let me know so I can fix them!! Every time someone shares one in detail, I often track it down and fix it.

I think next I might finally get round to adding in the new intro sequence I've had the assets for for a while. This will also mean I can update my splashscreen logos to better reflect the person I am today and the goals I have. It'll be personally satisfying as well as really making that intro POP. First impressions amirite? Haha.


Well until next time amigos,
Peace & Love,
Paris x



ZONERS v0.45 Patch Notes

ADDITIONS

  • Character moveset information is now visible when pausing the game. The information displayed will be dependent on which player paused the game. These have move names, a simple explanation and an accompanying animation
  • One of 23 game tips are now displayed in some screen transitions. These tips mostly cover gameplay and some tell you things the game didn't tell you before! The game will wait for your input before carrying on. You can turn these off completely in the options menu.


FIXES & CHANGES
GAMEPLAY

  • Bonus Games (All) - Current combo is displayed on holofield and not just in the top right
  • Ring Rally - Targets now move constantly, and gets faster every 5 hits
  • Ring Rally - New objects added to the back of your side of the court that slows the ball and drop its power level when the ball bounces into it
  • Ring Rally - Scoring revised from (20*combo) for normal and (20*combo)+200 for bonus to (50*combo) for normal and (100*combo) for bonus
  • Ring Rally - Attempted to fix issue where the ball could hit the ring target multiple times in one collision when it hit the edge from sharp up or down angles
  • Sphere Smasher - You now get double points when hyper state balls blow up the bubbles
  • Sphere Smasher - Bubble reset timers reduced from 10 seconds to 9 seconds
  • Target Takedown - Changed combo system to be hitting consecutive targets within a time limit. This time limit is represented by a draining meter on the field and gets shorter the higher the combo.
  • Target Takedown - Bonus coloured targets now only give 2x points rather than 3x
  • Target Takedown - Base points per target changed from 5 to 10
  • Target Takedown - Added 4 new types of target waves and changed the wave randomisation to a bag system rather than pure rng
  • Target Takedown - Changed the explosive target sprites to a bomb like sprite and the target sprites to... targets!
  • Target Takedown - Explosive targets no longer count towards a wave clear
  • Target Takedown - Fixed issue where some projectiles like Gluup's would get stuck bouncing on the Projectile Bouncers in some instances
  • Urnest - Fixed crash that could trigger when Urnest's Super connects with a hitbox that has just finished hitting a ball
  • Urnest - Fixed bug on The Clawcade when possessing the ball with Urnest's Hyper move and touching a stage hazard bumper would cause it to get stuck
  • Rhapsody - All notes in her projectile can now hit targets in the Target Takedown bonus game
  • Rhapsody - Fixed issue where characters that were in the daze state from Rhapsody's Super when instant replay starts would still be stunned afterwards
  • Crabhammers - Fixed issue where Crabhammers' Hyper move mech would still be visible after an instant replay
  • Crabhammers - When using Crabhammers' Hyper move and the ball was at 0 speed, the ball will now fall towards the Player rather than getting stuck bouncing up and down vertically
  • Crabhammers - Hyper move active portion reduced from 8 seconds down to 6 seconds
  • Fixed issue where players or AI would move during instant replay match transitions
  • Attempted to fix issue where ball would move whilst still in the reset state after a Zone Break
  • Attempted to fix issue where round wouldn't start and player would be softlocked


MENUS

  • Changed the default starting position when entering the Academy Career menu to be on the Zoners Cup
  • Fixed loading of bonus games from the free play bonus games menu
  • Fixed issue where Target Takedown and Sphere Smasher were the wrong way round on the Bonus screen menu
  • Removed highscore display during character select in bonus free play menu that was showing cup highscore
  • Fixed issue where bonus game name wouldn't display when loading bonus game from free play bonus game menu
  • Stopped issue where quickly entering and exiting the bonus games menu in the Academy could cause the looping sound of Sock spinning to stack up and never end
  • Fixed issue where exiting career menu when Puppet hadn't returned to original position and re-entering would cause unintended behaviour
  • Fixed bar tab menu when going back from zoners cup registration to career general menu
  • Fixed issue where some menus wouldn't let you back out correctly under certain circumstances

MISC

  • Fixed major issue where data wasn't being saved
  • Added Dum-E Hyper Move key art and animation
  • Added new energy strike effect when performing hyper moves
  • Fixed issue where SFX volume affects music and sfx
  • Fixed issue where match intro music would be affected by sfx volume rather than music volume
  • Fixed issue where ball clash sound wouldn't be stopped if instant replay was ended during clash
  • Stage specific sfx are now effected by the SFX volume
  • Fixed issue where the holofield graphic for a Clash would be scaled incorrectly for one player
  • Attemped to fix bug where sometimes music wouldn't play between rounds/matches until a Hyper move or Zone Break happened


Apr 15, 2024
KingSim - fuzzypixelgamestudio
- "Legend" Achievement Fixed
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