Sausage vs. Vegetable - Mishupaf
Fixed a visual bug where enemy projectiles are flattend
Adjusted passive art so they no longer intersect with rank indicators
Updates might slow down while we are working on new contents as they take longer than one day to implement, thank you for understanding
Caves of Qud - ptychomancer
Hey all,
Got some team tech issues so we'll be posting this week's patch a few days late, likely some time this weekend.

Until then, live and drink.
Droplet: States of Matter - krayfishkarl


Hey guys! Krayfishkarl here and welcome to another Droplet: States of Matter update! Early access 1.32 is now available! This is one of the game's largest updates since its release in early access, hence why it took a little longer to come out this time around.

Firstly, the narrative changes I mentioned in previous videos have now been implemented. Virtually every cutscene in the game has been redone from the ground up. There are now over 300 lines of fully voiced dialogue. This was done to flesh out the game's story and characters to make them more compelling. To accomodate new players, the game's starting area has been reworked to more thoroughly explain the game's unique mechanics. You'll find an open, playground-like environment to experiment in before you move on with the story.

Alongside this rework are graphical overhauls to the Helium Valley and Radon Industries hub worlds. The most important changes are that each of the portal locations now have distinct landmarks so that players can more easily find them at a distance. While Helium Valley saw the simple addition of more details, I chose to redo Radon Industries from the ground up to look like a realistic industrial park. You'll now find signs and posters throughout the area that add some environmental storytelling.

The other major feature I added was a map screen. You can now use a spaceship to fly to different star systems. Not only was this an opportunity to add more worldbuilding, but it also addressed some general feedback about the game's pacing. Some players had mistakingly believed that the Helium Valley hub world was the entire game, so this map screen will nonverbally inform the player just how big of an adventure they are getting into.

With one of the biggest tasks of the game now completed, the finish line draws ever closer. My next item on the to-do list is to give another pass through the remaining bosses and hub worlds. I want to provide them with a similar treatment to what I did with Radon Industries. Once all these changes are underway, I'm hoping to have this game out of early access before the end of the year.

That's all for now! And with that, thank you for following the development of Droplet: States of Matter!

Patch Notes
Gameplay
  • Completely overhauled the game’s tutorial area. It features a brand new layout with new cinematics. The storyline has been overhauled so it is recommended to visit this area with a new save file for the best experience.
  • New gameplay mechanic where you can select the systems of the Noble Gas Kingdom from a map screen. You now have a spaceship called the Mendeleev.
  • Changed the way general progression to the next hub world works. You now are required to defeat the boss to obtain a star chart.
  • Landing areas for the Mendeleev added to each hub world. Relocated some portals to adjust to the change.
  • Added a shortcut in Neon Badlands that can be used to go from the landing area to the Sobek area more easily.
  • Redid the atom placement of Xenon Lagoon.
  • Fixed some moving objects that would sometimes open/close incorrectly.
  • Fixed a bug where hammer robots weren’t exploding after being defeated.
  • Elevated the exit portals in some levels to minimize exiting the level on accident.
  • Slightly updated some platforms in Industrial Junkyard.
  • You no longer revert to third person mode when you’re in a free movement cutscene in first person mode.
  • Removed the mines in Weather Machine Test Site.
  • Removed some drones in Bonsai Bathhouse.
  • Fixed a bug where the nurikabes were incorrectly set to be immune to projectiles.
  • Swamp sludge now ascends and descends correctly if rapidly going between its range of attack.
  • Fixed movement bug if you entered water while crouching.
  • Alternate idle animations are now disabled in certain areas. (i.e. You’ll no longer fall asleep in boss levels.)
  • Adjusted some Gizmo Shop prices. If you have a previous save file with it already purchased, you should be able to refund your atoms to get them at the new prices.
Graphics
  • Completely redid Radon Industries. Area looks more like a realistic industrial park.
  • Touched up graphics in Helium Valley. Entrance portals now have distinguishable landmarks.
  • Expanded the Gizmo Shop to make room for the Mendeleev.
  • Updated loading screen background.
  • Minor graphical updates to Kalofrioh’s arena.
  • Atoms and player projectiles no longer receive decals.
  • General FPS improvements to Arctic Rig.
  • Arctic Rig now has the correct celestial bodies in the sky.
  • Fixed some misplaced water geometry in Arctic Rig.
  • Adjusted some tiling in Arctic Rig.
  • Updated models and textures on utensil enemies in Macro Kitchen.
  • Fixed some misplaced geometry in Toxic Bog
  • Fixed missing texture in credits sequence.
  • Updated the color of Eich-Tuo planet.
Audio
  • New voice overs for the accompanying dialogue rework.
  • New music track for Dr. Ruby Dium Phase 3.
  • New music track for Captain Salty Peter battle theme.
  • New music track for Duchess Cara Bonnie’s boss area.
  • New music for Lord Krypton’s boss area.
  • New music for the Gizmo Shop.
  • Rebalanced audio on several older music tracks.
  • Updated the music audio balancing during cutscenes.
  • Updated sound effect for Salty Peter’s rifle.
Text
  • Completely rewrote the game’s dialogue. Cutscenes have been changed accordingly.
  • Dialogue boxes now show the name of the person/entity who is currently speaking.
  • Text speed now automatically adjusts to the length of the line recording. As such, the “Fast” Text Speed option has been removed from the options menu.
  • Droplet now gives the hints at checkpoints if you’re playing as Molly-QL.
  • Fixed several edge cases where the dialogue box would continue when it wasn’t supposed to.
UI
  • Fixed bug where you could repeatedly mash “Save and Quit” before the game fully exited to the desktop.
  • Reordered some levels in the status menu.
  • Fixed bug where you could “cancel” out of the menu while a cutscene is paused.
  • Adjusted the conditions for enabling/disabling the HUD during and after cutscenes.
Other
  • Improved compression. Overall file size of the game should be significantly reduced.
Apr 18, 2024
DUCKSIDE - TinyBuild-Jay
Hey everyone!

Thank you all for your reports and feedback so far, we’re working our way through everything and will shortly be releasing our first update to resolve one of the prominent issues reported since launch.

Changelog:
  • Resolves an issue where the server crashes upon character initialization.
We appreciate your patience and understanding while we work to identify the cause of and resolve your reports. We’re going to do everything we can to address as many of them as possible over the coming days and will keep you updated in our efforts.

Keep the feedback coming!

- tinyBuild
Faeland - TALEGAMES
The countdown is on!

Chapter 3 is just ONE week away!

With Chapter 3 out of 6, 50% of the game will be available to play! We can't wait for you to experience everything we have in store for you.

See you in Ideria! ✨🧚



Seaport Tycoon - SaintWorks
Hi All,

it’s time to provide another Seaport Tycoon update!

Since the last update a lot of work has been done on the code itself – some parts of the code are still prototypes and therefore not very efficient. I moved into full optimization to keep a stable and high framerate. At this occasion, given it is a lot of "optimize-test-repeat", I have the opportunity to play the game and get an idea how to better balance it...

Some minor visual updates happened as well:

One-way streets implementation started – yeah, traffic jams have driven me crazy and one-ways are a great solution to that,
Terraforming is now more intuitive and works better – yippiee!
Started to change the visuals of container zones – I’m still not convinced that it looks better!
Check out the video… today it is a bit longer… and the screenshots down below.

Leave your likes, comments and whatever you wish to share.

Please do not forget to like and wishlist on Steam!!!

Thank you!!!!

YouTube: SaintWorks

https://www.indiedb.com/games/saintworks





First one-way one-lane streets available!!!


Visuals of container zones changed!


Terraforming works more intuitively!
Cube Flip - Nobius
  • I realized that I never gave any discounts on cube flip so here we go for the first one!
Turbo Kid - Outerkarls
Whaaaat's up wastelanders?! 🔥

It's been a great week since launch and we're so, SO thankful for the support! Please keep talking about Turbo Kid to your friends, favorite streamers and whoever's willing to listen!

If you haven't yet, remember to leave a review, it helps tremendously. 🙏

We just released a patch with tons of fixes and polish. Here are the deets;

Improvements
  • Added a new tutorial video for the cartridge menu.
  • Added an arrow at the start of the race in the cliffs to help players with an initial direction.
  • Updated the conditions that made Naomi's huge crate unintentionally respawn.
  • Improved the flow & UI of the Cartridge system.
  • Darkened the tutorial doors to improve the ~vibe~.
  • Improved the Junkyard race with new arrows, checkpoints positioning and obstacles. Go try it again!
  • Improved the timed switches visuals with smol lights and wires that go to the door as a visual cue.
  • Renamed the section below the church in New Haven to "Cliffs Subsection" to avoid confusion.
  • Improved the display of multiple entries that had too much vertical space reserved.
  • Localized and fixed some credits entries.
  • Morha's dialogue was improved and will now suggest staying for ANOTHER lesson after the player has seen at least one.
  • Added spikes to prevent some sneaky Turbo Kids from seeing the cut in the ceiling in the Cliffs.
  • Moved Collectible Tales from the Basement to the Skatepark Vent.
  • Forced to-do subsections to start on the left hand pages for consistency.
  • Tweaked the Out of Bounds time from 10 to 8 in races.
  • Increased the trigger shape for pickupable items (it's a real word I Googled it)
  • Improved the visuals for the bike skin stand so that they're better in Naomi's Lab Container.
  • Multiple improvements to the Jimmy quests with dialogues, map icons adjustments and other tweaks to make it clearer.
  • Made the Silverghost fire longer and is removed as soon as the teddy is destroyed.
  • Added a big crate in the Skatepark vent secret area.
  • Removed GG in the boss room after defeating Becca.
  • Scramblers will once more say their quip once the Oozinator is defeated.
  • Improved the Sewer Race by removing annoying flies, crates and adding arrows at the start of the race.
  • Made the trap door in the Church static and not pushable.
  • Made the camera pan to show the cable car at the Church entrance.
  • Added ~radiance~ behind the Preacher in the Outro of the bad ending.

Fixes
  • Ed should no longer appear twice in the HQ after completing the quest and killing the Oozinator.
  • Adjusted Skeletron's standing point to prevent false positive collisions on lower framerates.
  • Corrected multiple syntax mistakes.
  • Fixed an issue where Naomi's note in the prologue was readable more than once.
  • Fixed an issue where an unloaded room could be seen in the corner of the screen in the Basement.
  • Fixed issue with the ladder in the Scramblers HQ.
  • There were missing popups when receiving a new notebook entry for the Body Collector cutscene. We found them, they were hiding under a barrel. Anyways, they're back in the game now.
  • Fixed a visual glitch when shooting while gripped on the wall.
  • Fixed an issue where the foreground would hide a switch.
  • Adjusted the camera to stop it pointing out screen in the Ark Garden if Turbo Kid climbed a wall high enough.
  • Moved Naomi's Junkyard cutscene to help players not miss it!
  • Fixed multiple bubble tip orientations throughout the game.
  • Fixed an issue where selecting tasks in the notebook would sometimes open a non-related spot on the map.
  • Crissa Quest NPC now loses her map marker after completing the quest.
  • Fixed an issue where players couldn't speak to Bodhi after getting the 4th weapon chip. He was in a feisty mood, he's chill now.
  • Removed Herobrine.
  • Some dialogue bubbles would display twice during the good ending scene. No more!
  • Fixed the missing time switch icon on the map in the Junkyard Power Trap.
  • Fixed the camera panning revealing a hidden room before it should in the Junkyard entrance.
  • Fixed some error logs when attempting to get a Disk from Crissa.
  • Crissa's #2 notebook entry wouldn't trigger if the quest was already started when talking to her.
  • Fixed some missing text for the Witch epilogue in her lab after killing Becca.
  • Fixed an issue where the Boss room door on the left closing caused soft locks.
  • Naomi's sewer cutscene should no longer appear if the player already met near the secret lab.
  • Fixed a soft lock in the Church in relation to leaving the door open after a reload.
  • Fixed a soft lock when going back in the preacher's first fight location.
  • Fixed an issue sometimes making it impossible to continue if you reset the game in the Church.
  • Fixed the Eligius Gate not opening if it was previously opened.
  • Fixed the Eligius Gate blasted light.

Known Issues
There's a few hiccups that have been reported, we're aware and are looking into them!
  • The Loot Censor isn't fully functional.
  • Some sound effects are missing in the bad ending.
  • Naomi's lab teleporter sometimes doesn't work after the first boss. Saving and quitting fixes the issue.
  • After the 4th weapon chip, Naomi's teleporter sometimes freezes the game. You need to walk to the Eligius gate instead of teleporting.

WHEW! That was a doozy! Thank you so much for all the bug reports, keep 'em coming!

If you haven't yet, be sure to join the Turbo Kid Discord Server and chat up a storm, we love to know how everyone's enjoying the game. If you create content, post it there too for us to see!

And remember.. STAY RAD! 🔥
Apr 18, 2024
GAZOLINAS - koinmaster
  • Fixed 50 laps by default bug
  • Fixed 10 songs playing at once when the server is full with 10 people
  • Fixed "No-Kick-Button" bug, where there wasn't actually a button to kick a player from server
  • UI adjustments to make it easier to understand what's happening (top of the screen now clearly states what mode the server is running on)
Eiyuden Chronicle: Rising - MrGameTheory505
Eiyuden Chronicle: Hundred Heroes releases April 23, 2024!
Until then, you still have time to pre-purchase the Standard Edition or the Digital Deluxe Edition.

https://store.steampowered.com/app/1658280/Eiyuden_Chronicle_Hundred_Heroes/

Pre-purchase Eiyuden Chronicle: Hundred Heroes to receive 1x Early Bird Pack (1x Enhancement Rune & 1x Enhancement Accessory) and 1x Headquarters Custom Object.

*Early Bird Pack and Headquarters Custom Object to be sold separately at a later date.



Pre-purchase Eiyuden Chronicle: Hundred Heroes Digital Deluxe Edition to receive:
• 1x Early Bird Pack (1x Enhancement Rune and 1x Enhancement Accessory)
• 1x Headquarters Custom Object
• 48-hours Early Access



Get the most out of your adventure with the Digital Deluxe Edition, which includes the following content:
• Eiyuden Chronicle: Hundred Heroes full game
• 1x Easy Journey Pack: (6x Healing item, 2x Revive item and 3x Evacuation item)
• 1x Headquarters Custom Object
• Season Pass: (3x Wallpapers by Kawano, 2x Headquarters Paints, DLC – Seign’s Chapter, DLC – Marisa’s Chapter and DLC – Markus’ Chapter)
• Digital Mini Artbook
• Digital Soundtrack

*Early Bird Pack and Headquarters Custom Object to be sold separately at a later date.



Eiyuden Chronicle: Hundred Heroes is a JRPG from legendary game developers Yoshitaka Murayama’s (Suikoden I & II) and Junko Kawano (Suikoden I & IV) which takes the turn-based strategy game experience to the next level. Eiyuden Chronicle: Hundred Heroes features a finely crafted six-character battle system, meticulously created 2D sprites and 3D backgrounds, a riveting story with over 100 playable characters and engaging gameplay designed to bring players a modern take on classic JRPGs.

https://store.steampowered.com/app/1658280/Eiyuden_Chronicle_Hundred_Heroes/
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