The Merchant's Guide to the Kingdom - Nethrom
Hello, Merchants!

As many of you know, we have been working behind the scenes on an overhaul to the abilities for each class specialization. The overhaul is completed, but it is requiring a substantial amount of testing to ensure the balance is there before we release it for you all to try out.

We have actually been spending the last few days implementing a whole new system behind the scenes so we can more easily test abilities, difficulties, different group compositions, etc., to ensure that we can get this done as accurately as possible. This is a large task, but with the new balancing system and the overhaul, we are confident that these new abilities will add a much more interesting set of choices to be made when you are building your perfect group.

That said, while we are working behind the scenes to get things balanced out and make sure it’s all working as intended, we wanted to release the ability info to you ahead of time to let you plan out your strategies. Note that since these are still being tested, some things may change, though if they do change then it won't be by much!

Elemental Mage

The Elemental Mage is the powerhouse of AoE damage. Their sole purpose is to unleash as much devastation over the enemy as possible, draining their health with extreme magical damage. However, we wanted to ensure that their kit also included some utility to make them a little more formidable on their own in solo dungeons.

Astral Mage

The Astral Mage is a healing over time (HoT) healer who specializes in counteracting sources of incoming damage which are usually done in small amounts over longer periods of time. The new Astral kit also includes the only abilities in the game which can help heroes keep their mana in check. With some of the new difficulties and dungeons coming, along with the rebalance alongside them, mana will become even more important for each class to be able to shine.

Here is the full ability card for the Elemental and Astral Mage:



Refuge Warrior

The Refuge Warrior is a tank, specializing in high Armor and Ward to be able to absorb high amounts of incoming damage. Warriors deal physical damage, and the Refuge specializes in physical damage over time via bleeds, as well as some more utility based abilities for self sustaining.

Frenetic Warrior

The Frenetic Warrior is the highest source of single target physical damage in the game. Their abilities are also the fastest in the game, and that’s before they buff themselves with even more speed. The Frenetic is about constant and powerful hits against the enemy.

Here is the full ability card for the Refuge and Frenetic Warrior:



Preservation Cleric

The Preservation Cleric is the other tank role currently in the game alongside the Refuge Warrior. However, Preservation deals in magical damage output and focuses more on controlling the enemy through stuns. Preservation also specializes more in mitigating damage using Divine Shields instead of absorbing the damage. Divine Shields are shields which absorb both magical and physical damage. The biggest benefit to Preservation, however, is their ability to also support and protect their party members when in group content.

Reverence Cleric

The Reverence Cleric is the other healer in the game. However, unlike the Astral Mage, the Reverence Cleric will specialize in burst healing, which means they are more suited to offsetting slower, but more powerful incoming hits. You should also never underestimate their ability to remove certain negative effects on themselves or party members. One well timed removal of a stunned party member could very well be the difference between victory and defeat.

Here is the full ability card for the Preservation and Reverence Cleric:



Scrapper Rogue

The Scrapper Rogue is a more balanced physical damage dealer. They deliver well paced single target attacks, and they also have ways to ensure they are surviving while delivering precise strikes to the enemy. However, their kit affords them the opportunity to distribute massive amounts of AoE damage when it is needed.

Deadeye Rogue

The Deadeye Rogue is a lot more focused on AoE damage. However, they are also equipped with powerful party support abilities and the ability to control the enemy through stuns and slows, making them a crucial part of any group facing challenges beyond simple “tank and spank” strategies.

Here is the full ability card for the Scrapper and Deadeye Rogue:



The Arbiter

Finally, we are very excited to announce that we have a fifth class coming to The Merchant’s Guide to the Kingdom! Throughout development, we started noticing the need for a different role to be filled, and it only grew stronger when we recently added in the difficulty settings. The Arbiter comes with two specs, the Tempest and the Storm. Both of these specs deal in magic damage, and they balance out magic and physical damage dealing classes in the game, putting less pressure on the Elemental Mage, which was previously the only magic based DPS class.

Tempest Arbiter

The Tempest Arbiter is the master of wind, using it to deal high amounts of AoE damage, while also having powerful party support capabilities. They are also equipped with the ability to hinder the enemy through slows, as well as an extremely powerful silence ability, which prevents the enemy from being able to cast any spells, reducing them to only basic attacks.

Storm Arbiter

The Storm Arbiter specializes in heavy single target magic damage through increased critical strikes, as well as high enemy control capabilities via slows or stuns. The Storm will be extremely useful in any fight which calls for high magic damage against single targets.

Here is the full ability card for the Tempest and Storm Arbiter:



One final note before we move on. While many of these abilities are extremely powerful and spell trouble for any enemies who dare oppose your heroes, you should also keep in mind that the enemies are evolving with these abilities as well. It will be more important than ever to know your enemy as well as yourself while you are preparing your heroes for the dangers to come!

Basic Attacks Mechanical Change

We also wanted to announce a major change to the functionality of combat within Merchant’s Guide. Before this ability rework, the heroes had to regularly choose between using their basic attack or casting an ability. This put a lot of friction on choices the player had to make, especially as far as cast speed and attack speed go, which often resulted in a strange situation where having too much of one or the other could in fact hurt the dps of a hero. One example of this would be if you got too much Haste on a hero who specializes in casting abilities, they could choose to perform a basic attack when their more powerful abilities were going to come off of cooldown in less than a second, resulting in an overall DPS loss because they’d spend the next several seconds finishing their basic attack instead of casting their hard hitting abilities as soon as possible.

With that in mind, we have now separated basic attacks from abilities, putting each on their own cast bars. This means that every hero, be it physical or magic damage, tank, healer or dps or any of the in-betweens, will now be constantly performing their basic attack regardless of a spell being cast. We believe this brings some far more interesting build opportunities into play where you can choose to increase a hero’s cast or attack speed and not have to worry about how it is impacting the timing between the two. We also think it brings about an opportunity for heroes to be more specialized in basic attacks or abilities, or hybrids, where Haste is no longer a completely dead stat on a hero you are otherwise building for powerful abilities.

As always, Merchant’s, we welcome any and all feedback, and we hope that these coming changes make for more interesting party choices, more difficult challenges for those who want them, and a more clear-cut gearing process for whatever goals you might have for your heroes.

We expect the abilities patch to be on the open beta branch relatively soon, but sadly cannot give a specific time frame quite yet. There is a lot to test with all these changes and additions, and we would rather release it in a better, more ready state than try to rush it out.

Thanks for all your ongoing support! We hope you enjoy reading the new abilities coming your way, and can’t wait to see what kind of strategies come out of this.

-Devs
Knockout Master - MooN
Hello there!
We hope you all are doing well!

The next update (Round 13 / v1.13) is now 25% complete.
We have finished over 600 renders and 34 animations so far.
We'll publish monthly posts to keep you updated on the progress of the next Round and all future content.

Here's the current changelog.

S2 - Round 13 (v1.13): (25%)
  • 600+ New Renders
  • 34 New Animations
  • New Music & Sound effects
  • Minor Fixes


Previews:



Thank you for your support!

https://store.steampowered.com/app/2470860/Knockout_Master/
Apr 18, 2024
Roll the Ball - belmin.kozlic
Hello friends,

Here comes another smaller update/patch, and you can find all the things that were changed below:

  • All instances where the ball could get stuck in the Prelude level should be fixed now.
  • Added hints to the beginning of Speed Run and Challenge levels that slow motion and jumping can be used.
  • Adjusted tutorial pop-ups to cover controls with the gamepad.
  • Some localization fixes and adjustments within the UI.
  • Adjusted the friction of the soccer ball in the Prelude level.
  • Slightly increased the mass of the ball in the Prelude level.
  • Minor visual glitches fixed.
Feel free to let me know if you have any issues, or feedback that could improve the game and I will gladly consider it.

Thank you and keep rolling!
Apr 18, 2024
Dota 2 - jaypinkerton


For over a decade now, Skywrath Mage and Vengeful Spirit have been ambiguously entwined. Eagle-eyed players noticed that they come from the same town, seem to have related backstories, and might even be dating. Pretty mysterious stuff.

Earlier, we dropped a comic that solved those mysteries, but introduced an even bigger one: "Why are you posting comics instead of updates?"

We can now reveal the answer: Because we've just released The Markets of Midgate, the first act of an ongoing story event called Crownfall, filled with legendary heroes and unique rewards. In this act alone, you can expect dozens of new cosmetic sets, taunts, creeps, emoticons... are we forgetting anything? Oh right, and two brand-new Arcana, one for each of Crownfall's main characters.

So what is Crownfall? It's something completely new that we've wanted to try for a while. And when we say new, we mean new— a new way of telling stories, offering rewards, and making it more fun to win every game of Dota. And it's available right now to all Dota players for free.

Honestly, it's a little hard to describe in a tiny blog post. But luckily, the description is exactly website-sized. Go read the details here. Or, if you'd rather just play instead of hearing us describe it, boot up the game and enter the world of Crownfall for yourself.
Emergency Parking Only - xaroth8088
Just keep buffing until it shines!

Today's update is all about little tweaks and polish here and there. Building on the recent work to assign colors to players, the player joined indicator has been improved to also show this color. There's also a little something special that happens when multiple players launch a heavy vehicle at the same time. Past that, the Auto Curling level should now have performance levels on par with the rest of them.

Keep on smashing!

  • Additional performance improvements for Auto Curling
  • Heavy indicator improved
  • Added one new impact sound
  • Improved player joined indicator
Dee's Nuts Playtest - Murderhorn
Playing on Low graphics quality not advised. I will attempt to fix in future but everything breaks on low quality
Apr 18, 2024
Body Pay - CheeseBurger Studio
Hello.
This is Cheese Burger Studio.

Our first work, "Body Pay," which was originally scheduled to be released today, was postponed to the next day, 04/19/2024 (PDT), due to a Steam error.
We apologize for any inconvenience caused.

From now on, I will greet you in a better way.
Tomorrow's launch is scheduled to take place between 2:30 and 4:30 PM PDT.
Life is Feudal: MMO - Leofric the Loyal
Feudals!

After 3 intense hours and 46 cups of coffee, we found the cause of the malfunctions and eliminated it. We once again invite you to the game, and if you encounter an authorization error, be sure to let us know! In any situation, please write to our support team: https://support.ltg.com/hc/en-us/requests/new

But we hope everything will be fine.

Some new players who joined today from Steam might find other characters appearing on their account. Don't be surprised, you can do with them as you see fit, or better yet, delete them entirely.

If you played earlier through the platform, we strongly recommend to continue playing through the ltg.com platform, your characters are located right here. The ability to enter the game from any platform will appear later, we will definitely let you know.

We apologize for the inconvenience and are already preparing compensation for you, which will make up for the missed game time and slightly heal the emotional wounds. And remember, life is feudal!

Edit:
As compensation for the downtime, anyone who had an active account will receive 7 days of subscription-free from us.
The Black Pool - Mike of Smug Marmot
STRONG AND AREA ATTACK AUGMENTS
The Entity now offers augments for strong and area attacks! In total, this patch introduces 16 new augments, and 2 new base abilities. There are now 80 unique abilities and augments in the game, ensuring endless build combinations!



NEW HEAVY MECH: BEETLE



NEW CHARACTER ANIMATIONS
Improved character animations for Levitate, Grapple, Fire Thrust, and Nether Pull.





ADDITIONAL FEATURES AND IMPROVEMENTS

  • The introductory text at the start of the game has been replaced with a short cinematic sequence.
  • New Legendary Flux Event — It happens rarely, but it is very exciting when it does!
  • Added a pair of destructible statues to the Temple that can be used for trying out abilities, and target practice. The hitpoints of the two statues are constant, acting as a baseline of comparison within and across playthroughs.
  • Two new levels (Maroon Fields and Obsidian).
  • Improved the look of targeting decals.
  • Added a target indicator for vulnerable projectiles and weapons, such as pulse disks, and the Shattered Crater boss missiles.
  • Improved level selection to be more varied (while still randomized) across playthroughs.
  • Various Temple visual improvements. Puddles now form below The Device when it rains.
  • Player models are now automatically updated upon joining a multiplayer game with the same player model, preventing duplicates.
  • Reworked element descriptions to be more concise, and easier to understand.



BALANCE UPDATES

  • Replaced Stone Wall (Terra Area) with a new ability: Stone Turret. Stone Wall was just too limited in its usefulness.
  • Replaced Boulder Toss (Terra Strong) with a new, easier to use ability: Rock Strikes. Boulder Toss, being a more advanced ability to execute, has had its damage increased, and is now offered as an augment to Rock Strikes. Boulder redirects have also been made more predictable in certain situations.
  • Reworked Hover (Terra Jump), and it has been renamed to: Levitate. Overall feeling and maneuverability has been improved, and a bug has been fixed which sometimes sent the player in a vertical trajectory.
  • Removed the velocity requirement for dashing. If a standing player dashes, they will dash forward.
  • Implemented diminishing returns to the effects for Fire, Decay and Void. Newly applied Fire will be reduced as the total damage per second reaches 300. Likewise, applied Decay and Void will diminish as they approach 300% amplification.
  • Flash, now renamed to Focused Light: Added a preview of the focused light beam while charging. Updated starting cone angle from 30 to 45, replaced max charge range upgrade with overcharge upgrade, added a 2X max range extension when fully charged, reduced max charge multiplier from 4 to 3.
  • Lightning Effect: Rather than creating 0.1 second micro stuns, it now stuns for 0.4 seconds, making stuns more noticeable for non-strong lightning abilities.
  • Lightning: Global upgrade changed from increasing stun time, to increasing lightning applied, resulting in more frequent stuns.
  • Shocking Current: Replaced "Increase rate of fire" upgrade with "Increase channeling time".
  • Arc Lightning: Replaced "Increase damage and effect" upgrade to “Increase damage”.
  • Ice Shield: Reduced cooldown from 12 to 10 seconds, but cooldown now begins upon shield destruction.
  • Ice Mine: Now detonates when arming if proximity was breached prior to arming.
  • Crystallize: Max range increased by 66%.
  • Incinerate: Reduced base fire amount from 17 to 15 dps.
  • Radiate: Replaced upgrade that increased effect to instead increase damage.
  • Tornado: Replaced upgrade that increased projectile speed to instead increase the tornado size.
  • Mantis (Obsidian Boss): Scaled down boss attacks based on the world and number of players. Made the creeping energy ring slightly lower, resulting in it being easier to jump over.
  • Pulse Disk Launcher: Slightly lowered pulse disk damage rings, making them a bit easier to jump over.
  • Ball Drop Flux Event: Updated to scale less dramatically with player count.
  • Defend Flux Event: Increased defend tower hit points against triwings.
  • Elemental Rings: Increased attack range by 25%, increased damage by 200%. Updated attacks to not redirect boulders.
  • Time Trial: Rebalanced target times for each level based on playthrough data. Special thanks to those who have enabled sending game stats in the options menu!



BUG FIXES

  • Shattered Crater, Gamma Sector: Fixed a rare condition which could prevent upgrades from spawning, killing a run. (Sorry if you encountered this one!)
  • Fixed issue where glitchy spikes could form in the black pool.
  • Player collision meshes are also now vaporized in the portal, and will no longer block friends.
  • Shattered Crater: Fixed a performance issue, resulting in a significant performance increase for some CPUs.
  • Enemy Rank Challenge mode: Fixed issue with Skylands boss in where Spider spawns would continually get promoted to a higher and higher rank.
  • Ice Platform Jump: Fixed a performance issue, resulting in a significant performance increase for some CPUs.
  • Rallies: Updated to not land on enemies, which could cause the rally to be floating in the air when the enemy moved away. Fixed issue where aiming down while casting a rally on a flat surface could have it penetrate through the ground.
  • Drops: Fixed display of stacking drop effects. For example, two movement speed buffs will now show +100% movement speed for the period when they overlap.
  • Fire Thrust: Fixed issue where upward momentum would be lost when activated at certain times, such as when using a jump pad.
  • Jagged Peaks: Fixed rare placement issues with Pyramid Missile launchers.
  • Multiplayer: Fixed issue where clients could not see other players charging dashes or jumps.
  • Multiplayer: Fixed issue where if a player entered the temple dead, they would not receive heals when revived.
  • Multiplayer: Fixed issue where high rank hex blockers were double spawning for clients.
  • Magnus boss: Fixed issue where all Underlords in the first stage could all focus fire at the same time.
  • Skylands, Beta sector: Added an intermediate step where players could get caught, forcing them to backtrack.
  • Moten Pillars: Fixed collision issue where it was possible for players to fall behind rock walls and get stuck.
  • Moten Pillars, Gamma Sector: Fixed issue where Flux Ball Drop event could spawn partially outside the level boundary.
  • Moten Pillars Boss: Updated top rotating platform to be easier to jump onto.

Many more smaller tweaks and bug fixes.

This is a huge patch. Check it out and let us know what you think of all the new updates!



Soul Stalker - Radhood
Hi everyone!

It's been close to 2 months since the last update, and we've been super hard at work! Not only have we been porting the game to consoles such as Nintendo Switch, PlayStation 4/5, and Xbox, but we've also been doing the final content additions, QOL changes, and balancing adjustments for the final update!



Of course, as I mentioned in the previous update, we added 3 new characters! I'll only be showing 1 for now, but they've all got super cool designs (especially the final one), and incredibly unique mechanics. For example, the one that I show below can't heal in campfires, and instead heals a bit after every single round. This sounds simple in principle, but you can make use of this ability incredibly well if you pair it up with some of the new trinkets that give you bonuses whenever you heal in combat (which this counts as)!



We've also added tons of trinkets, and below you can see an example of one of them! As you can see, it triggers an effect whenever you heal in battle... Can you imagine a character this pairs up well with? ;)



The new weapons we've added in this update are incredibly impactful, and some have more utility than just "deals more damage in a different way". My favourite one however is the Melee Chain, which starts off really weak, but you can power it up to insane levels - way more so than any other weapon in the game. If you have the right character (or one of the new upgrade-related trinkets), it might even be the best weapon in the game.



You'll need to make use of all of these new powerful interactions though, since the game now has 10 ascension levels! The changes in these range from basic power increasers like "enemies are stronger", to more interesting modifiers like giving you less time to beat bosses.



If you manage to beat ascension 10, not only will you unlock the final character, but also the final area of the game.





The interactable crystal that you can see above allows you to unlock a special skin for each of the characters that you've beaten ascension 10 with, so there's an added reward for being a completionist! The two screenshots below show how the new Robot character gets a pink skin, and Gale gets a fiery red skin.





Apart from raw content additions, we've also added ways to allow you to give the game some extra spice. For example, the ice area now has a hidden gadget that lets you turn on a retro filter!





Another one is that the sand area has a hourglass that lets you change the overworld's time of day as you can see below.





We've also added a new introductory cutscene to the game when you play it for the first time, which not only gives you a breakdown of what everything in the overworld does, but it also develops the worldbuilding a bit!



Other additions include a few minor QOL improvements like the adjusting of the menus buttons to make it easier to navigate with a controller (and it makes it faster on mouse + keyboard too)!



Finally, one huge thing coming to the game as a result of the console porting we've been doing is immense performance improvements! The Switch is quite underpowered compared to most PCs, and so we've made a variety of CPU-side and GPU-side optimizations that should make the game run incredibly smoothly even on potatoes! The optimization is actually what has been taking up most of our time since the last update, so that's part of why this one has taken a bit longer than usual.

Anyways, that's it for this update and we're excited to be releasing the final one soon to take the game out of Early Access! The game is on discount for just $3.99 right now, so it's an absolute steal, and it might be the cheapest you'll be able to get the game for a while given that we're launching out of Early Access soon! If you want to support all the work we're putting into the game, leaving a review would be super appreciated! It really is THE best way to help us out!

https://store.steampowered.com/app/1714240/Soul_Stalker/

That's it for this update, and see you in the next one :)

- Conrad, Lead Developer

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