Apr 28, 2024
Alchemy Unbound - KlutzyBubbles
Fixed request timeouts resulting in infinite combining animations
Changed context menu on items to show both AI and Base at the same time
Fixed first discoveries of base items showing as a holo (they should just show as a base)
Loosened Egg and Idea achievements to activate when they are found rather than finding all recipes for them
Fixed find all base results achievement not unlocking
Fixed some one off recipes appearing as a hint which prevents further hints

Some additional notes, in the coming weeks i will be scaling the servers down, and performing some maintenance in preparation for the full release, so if you notice things not working it should be back after a minute or two.
Synth Riders - Wirrel
* Returning built-in VRM avatars for first time installation
Little Witch in the Woods - egg
v4.0.14.0

There is an issue preventing gameplay after starting the Fountain Repair and Concert events after 0 o'clock.

Quest Name
  • Repairing the Fountain
  • Everyone's Stage
Please participate in these events before 0 o'clock, and if your progress has been halted, you can resume from a previous save file.
(You can load the previous save from 'Load'.)

We will resolve this issue promptly.
Apr 28, 2024
Community Announcements - lynkpingame

Thank you all for playing Artifact Seeker!!
Thank you all for playing Artifact Seeker, we are glad to have so many players joining the community!!


We are now focusing on fixing the bugs and UI control issues. After the game is stable again, we have short term plan to make more new contents for the game including:
- New Endless Arena battle mode after you are finishing a story mode (You can choose to leave anytime you want or just start a new run like you did before)
- New Artifact backup system, to let some artifacts to have more different copies in the vault
- New free character DLC that unlocks a paladin character who is capable of Holy and Defence
- More blessing kind of affix that adds more fun to some certain synergy build
- New Skill Tree system
- More events, more artifacts, more weapons, more affixes, more skills etc


And we will listen to the communities' voice and keep polishing the game.
Thank you all again!! It's great to have you all here!!!


NEW
- New affix Strength damage fix, The strength damage bonus of physical skills has been adjusted.
- New affix Intelligence damage fix, The intelligence damage bonus of magic skills has been adjusted.
- Stella’s exclusive affix Lucky Star, luck can be turned into strength and intelligence
- Alvard’s exclusive affix Crimson Land. During the release of the Special Skill, every time an enemy is killed, X% of the maximum health will be restored.
- Eleena's exclusive affix Bloodlust. After releasing the special skill, you will gain temporary buff Bloodlust, which lasts for 5 seconds. The effect is that every time you kill an enemy during the special skill, you will gain X% critical rate.
- New affix level cap, The maximum level a character can level up to.
- New affix Scholar Blessing. For every 1 level, your character gain X% Damage.
- New event Wishing Star
- New artifact Shard of Red Star
- New artifact Shard of Blue Star
- New in game achievements
- You can now rename your artifact vault


Adjust
- The skill Reaper's Call has been adjusted from Annihilation synergy to Shatter synergy
- The damage and skill size of the skill Holy Buckler have been reduced
- Skill [S] Thunder Slash range increased
- Skill Toxic Trap is adjusted to physical damage
- Decreased the refresh frequency of array enemies in the endless map
- Adjustments to some Synergy properties
- The filtering when selecting artifacts is adjusted to synergy filtering
- The character's level cap has been adjusted to level 60, and higher character level caps can be unlocked through affix.
- The Artifact summon's conner marker on artifact icon has been stroked to make it easier to identify.
- Reduced the death vfx volume of some bosses
- Added new levels for the atonement destinies Priestess and Magician
- The maximum level of atonement is increased to level 27
- Now the icons of temporary buffs obtained from the black market will stack during the battle.


Bugfix
- Fixed the issue where enemies release skills while moving
- Fixed the issue where artifacts could be obtained repeatedly in certain events
- Fixed an issue where Reaper Harvest was not affected by skill visibility setting
- Fixed an issue where Dark Totem was not affected by skill visibility setting
- Fixed an issue where the game speed may be slowed down after killing the boss
- Fixed the issue where the damage increase of the Valor affix was not displayed in the panel
- Fixed an issue where the damage display of the special skill may overflow
- Fixed an issue where the damage of some skills may overflow
- Fixed the issue in event magic Mirror where the skill name of the duplicated skill was displayed incorrectly.
- Fixed an issue where enemies at the bottom of the screen might be immune to damage
- New in game achievements


Thank You:
A big thank you to all the players who have provided us with feedback and suggestions. You have made "Artifact Seeker" even more enjoyable. We are aware that there are still areas for improvement, but we are constantly working hard. We hope you will continue to support us, and provide us with feedback at any time. :) And if you enjoy the game, please leave a review for us.
Thank you ALL.

-Devs Team of "Artifact Seeker"
Darkchaser: Battletide - Darkchaser: Battletide
Hey adventurers, greetings!

Great news! After kicking off Early Access on May 9, Darkchaser: Battletide will officially join the Steam Infinite Replay Festival from May 13 to May 20, 2024 (PT). Come and experience the adventure!

During the festival, we'll have developer streams popping up, inviting all adventurers to support and tune in.


We'll also share more game-related content on Steam Community and the official website, so don't forget to follow us. Adventurers who haven't added the game to their wishlist yet, add it now!

Learn more: | Official Website | Facebook | X | Discord |
Soulmask - Peter
Hi, Chieftain!

This is Maggie & Peter! In case some of you forget, we want to remind you once again: our Open Beta is nearing its release date on May 1st, and it's completely free!

As for our friends who've been following Soulmask since Next Fest, we really appreciate your support. We also want to point out the differences between the Next Fest version and the one launching on May 1st, which you’ll be able to play for free. Recently, Peter had the chance to invite our chief designer, Royce, to a Japanese barbecue. Royce graciously agreed to an interview. He's going to talk about the major upgrades in the new Soulmask version and share some behind-the-scenes challenges and insights from its development.

Also, we randomly selected some specific questions from Discord and other communities. Now, Royce will have to answer them directly - as he can no longer run away from some of them!

So are you ready? Let's straight to the points!
1.Regarding to Open Beta

Hi, Royce, could you please briefly introduce yourself at the first beginning?

Hello everyone, I'm Royce, the lead designer of Soulmask. I'm primarily responsible for the overall game design decisions and quality control of Soulmask. At the same time, just like you, I'm also a gaming enthusiast, and action games featuring rougelike are my personal favorite

We want to know what interesting features will be available in this Open Beta. Could you provide us with some details?

In May Open Beta, compared to Next Fest, we'll be unlocking a portion of the Mangrove area. Additionally, we've added a new fierce and unruly tyrant creature to the rainforest- Anaconda. Be careful, or it will swallow you into its stomach!



Meanwhile, we optimize the weapon-attacking animations to make them look more fluent and natural. We also added mastery to each weapon to ensure players can select much more combat strategies.




Of course, besides the official PVE server, single-player and LAN server modes are still available for everyone to choose from. Playing solo? No problem! However, it becomes even more enjoyable when you play with friends. That's exactly what I plan to do on May 1st.

For the players who have experienced Soulmask in Next Fest, do you think what part should be payed most attention to in this Open Beta?

Oh, comparing with Next Fest, a lot of improvements we have made. You can review the last couples of developer's updates that we've posted on steam community, and almost 80% features that we have mentioned before have been implemented in this Open Beta. However, if you let me pick a keypoint among them, that would be our clan system - players can transfer the barbarians to one of their clan members by detering them and taking them to the bonfire - in this aspect, I think it's the most distinction of Soulmsk compared to other survival game, which can unleash players from collecting and making basic and duplicated materials.



Also, a lot of improvements have been made on operation as well compared with Next Fest, such as the simpler clan state list, where can help players to control their tribesmen to work more easily; Meanwhile, the behaviors of tribesmen have become more lively. For now, they can make some complains to the food state, dancing while they're in idle, etc. We really hope that these improvements can make players feel like their tribesmen are the real persons instead of the working mechines.



I know that there're plenty of cool suggestions given by our players in Next Fest, any are worth mentioning?

I have to say, as for us, the experiences based on players' feedbacks in Next Fext seemed not that friendly to players, in which the most impressive one is, some operations under the perspectives of developers, like defense and squat, players probably cannot handle it.

In fact, the core design of Soulmask is more focusing on the old style sandbox survival game: no more nonsense, intensive survival stress, and enough challenges. While the players' feedbacks from Next Fest also made us realize deeply that, players with different game experiences will also hope to experience the journey in Soulmask, that let us decided that we should do better jobs for the tutorial of Soulmask. At the same time, upgrade the layout of UI to enhance the usability, all of these will come out on May 1st.

Meanwhile, according to the comments from players in Next Fest, we think that the most attracting part of Soulmask haven't been shown fully at the initial stage of game, therefore, we adjusted the flow of it and try to speed up the pace of the game.

Of course, including this Beta, we'll continue to make sliver adjustments according to the player's feedback. So, welcome to provide any feedback!

Just let us upgrade the question to the relatively perfessional part: from the perspective of the developers, what questions you've solved from Next Fest to now?

Got it. In fact, except the feedback optimizations and bugs fixed we have mentioned before, we have devoted so many works for the post-game contents: especially the map elements for the Volcano and Snow Mountain, we must make sure that these contents won't disappoint everyone. You'll enjoy these in the EA version.

Another more important question: the lagging - this is a tough quesiton, the reson is so easy: compared to other similar games, Soulmask demands more precise attack detection and a large value of movement requirements, causing a excessively high server computational demands, which in some kind of level that indirectly leading to an unfriendly experience for players in Next Fest.

‒ So how can we solve this problem?

At the beginning of Next Fest, we tried to reduce the density of map creatures, but obviously no players will fond of an empty forest, so we did not make a compromise at the end;

And then we optimized the monster/boss AIs: when the server is suffering stressfully, they won't attack their enemies in such a precise way, this will reduce the lethality and accuracy of them to ensure parts of fluency - of course, these mechanics haven't been added into the single player mode and LAN mode, so all of you can experience the most original combat challenges.

At last, we also added the European server in order to solve the lagging possibility caused by the restrictions from regions.

Oh yeah, something that needs to be clarified is that the above may not be the final solution; we will continue to find a better way to solve this problem in the future, even after the EA.

So is there any experience issue that persisted 'till now?

As for me, the experience with a controller isn't so good——we brought a bunch of controllers to do some research. Still, it didn't reach a comfortable solution due to the time limit, which made me feel harmful to these controllers...Anyway, we will prioritize this issue after EA.

So during development of Soulmaks, any important challenges that we finally solved?

I have to say that, that is the unique combat part is different from other similar games. In fact, this is one of our prime goals at the blueprint period of Soulmask, but thank god we finally made it. Compared to other games, we are so proud of the more precise detection and cooler mastery.



For sure this causes some new issues to our official servers lol, but we won't regret to do so.



2.Community AMA

The next part, let us talk about the issues asked from our community players.
At first, the question from @Ult: how about our anti-cheating mechanics, what system we're using? Any measures will be taken to the cheaters?

his is a serious issue, I want to give an overall answer first: We always take the strictest attitudes against cheaters from Soulmask.

Our anti-cheating system can be divided into two parts, we will access VAC after EA, which is the basic anti-cheating system; and then, we will have people to take care of the cheat detecting system, every strange behaviors in official server will be reported, be judged, and be banned by administrators.

Additionally, we have report system, if you find out any cheating behaviors alike, you can report it directly, we will investigate and then ban the account if it's deemed to be true.
We have a zero-tolerance policy towards cheating behaviors, we will regularly panish the verified cheaters with permanent bans from accessing official servers.


@BEASTMAMA is wondering that is it intended for the Ice to be only available end game? The reason why I ask this is related to the building Aspect of the game. I have to say that after entering the rainforest, there will be a big problem for farming and temperature control when breeding - so hot in it! Is there any way to solve this to be able to craft ice with water and salt of sorts?
And the second question is, is there going to be mating of mounts in game?

Yes, this related to the Snow Mountain part of post game, and you know, it's not easy for the human beings to gain ice stably at any time in history - but we appreciate the method you provided, Beastmama, this sounds reasonable, and we will consider to add some extra ways for players to attain a small quantity of ice in the early or middle stage in the future.

As for now, the fact is that our temperature is related to the area around, because the south hill is near volcano, the entire heat will be higher, may be you can try to foster your career at northwest?

About the mating for mounts, for now we would more like the mount is a feature for you guys to explore the world and take adventure, collecting them and have some fun. I don't have too much idea about it temporarily, but as we all say, everything is possible in the future!

@Sergiomarch are interested in the balance regarding PVP: any jobs we did to avoid players from cross-server attacking abruptly at 4 a.m.? Or to prevent the material spots from being occupied by guilds directly once online?

Of course, we have; a strike window setting is added to the PVP mode server to ensure players won't be damaged by enemies within a specific time and don't worry - this window won't be put at 4 a.m. again.

As for the material spots issue, in addition to continuously adjusting the restricted area around the key locations, we also have administrators on the official server who can constantly monitor and manage the closure of material spots. All in all, we strive to ensure the balance of PVP, so please don't worry.

@Ezio Auditore notice that there're iracoterios in game, so if any gameplay about cavalry in the future?

Soulmask want to pay more attention on the things that other games don't have, therefore, if we finally deside to create the cavalry system, that would be different: sush as elephant cavalry, leopard cavalry, isn't that more exited?

To the iracoterios, they're more likely to be the special species, just let them settle down here casually in the grassland~

@Iris want to know if there's any feature for players to customize the appearance of tribesmen? Because I have controled a legendary tribesman but he turned out to be a small fatty man, that hurts my feeling.

No, we don't have such idea to open this feature, there's one thing we want to say is that, appearance is also a part of the power, not just a bunch of data!




3.Ending word

At the end, any words you want to speak to every player?

Recently, we've been working overtime on optimizing and fixing bugs for the game. However, we have to admit that many issues are still needed to be solved. Whether you have experienced Soulmask or not, we hope you will fall in love with this game through Open Beta. And yet the game's optimization is far from over; even after EA, it's still a long journey of updates. Stay tuned; you'll all see it.

Join discord: https://discord.gg/playsoulmask
Apr 28, 2024
Midnight Ride - Panda Penguin Games


Hello wonderful people!

As announced earlier this month, the open beta is now available for all of you, who own the game.

A little recap on what this beta is:
we are upgrading the game engine to Godot 4 which will allow us to add more content features while also improving the overall stability and performance of the game.

The primary reason why we upgrade this 4 year old game at all is the absolute mess that the code base grew into over the years which makes adding new content and features a real struggle.
The biggest features that were limited by the current game engine is by far the support for animations and crossplatform support.

With the new game engine we can finally add animations and also offer Steam Cloud saves to share your progress and saves across your devices, including a native Linux version and SteamDeck support.

The current beta stage has many of the existing features already working but some parts are still WIP, so here is a little overview of things to try in this beta:

working features
  • play the base game content, with choices and path branching
  • save/load your game progress
  • unlock achievements
  • change settings from the main menu
  • use the Roadmap to replay parts of the game (WIP but mostly works)
  • English translation

WIP
  • skip/rollback dialogue
  • Gallery
  • change settings during gameplay
  • input remapping (controller support)
  • translation support (German, Brasilian Portuguese)
  • Steam Workshop integration (for more translations)
  • DLC support (works on the free Halloween2020 DLC already)

The above lists are just the main features so please expect some things to still behave a bit... unexpected.

tl;dr
Cool stuff, but how can you play the beta?!

You can activate the open beta with these 3 easy steps:
  1. go into the Midnight Ride properties


  2. select the Betas menu
  3. from this dropdown, select the "open_beta" (if you don't see this option, restart your Steam)


  4. close the properties menu and update your game
  5. enjoy

When all is set and done we would really appreciate feedback about this beta over here in the forums
https://steamcommunity.com/app/1210110/discussions/3/

Apr 28, 2024
Magical Harvest - IsaVII
🎉 Get ready to dive into the magical world of Magical Harvest because the long-awaited demo is finally here and available for you to play!

🌱 Over the past few days, our team has been hard at work adding a plethora of smaller quality-of-life enhancements to level-up your gaming experience.

⚠️ Keep in mind, since this is an early release, there might be some performance hiccups along the way. But fear not! Dive into the settings menu and tweak things to your liking if you encounter any bumps in the road.

🎮 We're eager to hear what you think about the game!
Your thoughts and opinions matter to us, and we can't wait to hear all about your adventures in the world of Magical Harvest. Share your feedback, ideas, and suggestions with us—it's invaluable as we continue to shape the game's development. Send us your screenshots of your farm!

🌟 Remember, this is just a taste of what's to come. We're not even in the alpha stage yet, but we're thrilled to give you a sneak peek at the core features of Magical Harvest in a fast-paced, speed-mode style!
- Harvesting (and evolving crops)
- Crossbreeding animals
- Using magic
- Exploring (a part of) the mine
- Sneak peak for the Magical Forest
- Various crafting systems
- Decoration mode (& its coloring feature)
- Quest-system
- Fishing

🔮 And hey, don't forget to join our Discord community!
It's the perfect place to share your experiences, ask questions, or seek guidance if you find yourself stuck or unsure about your next move. Our friendly community and developers are here to help every step of the way.
Discord


So what are you waiting for? Let the magic unfold and immerse yourself in the enchanting world of Magical Harvest!
Enjoy the game!

Best wishes,
Moon Flame Games
MEAT-GRINDER - nai.watashi


I keep you informed - the work is going great.

Now we are working on bringing the page in the steam to mind and preparing a large amount of content, which I hope soon you will be able to touch, poke, touch and shake yourself!

I also decided to make a mailing list with the most important news, nothing superfluous - just a letter on the day of the release of a new game or its release on other sites.

The picture on the left shows a piece of the house in which Obi and her "family" live.
The picture on the right shows a fanart Wallpaper and an m200 from a man with the nickname iklgkghtysnmtqrenzbgkghjtisptlid, for which I thank him very much!

Life is Feudal: MMO - Leofric the Loyal


We are excited to present the detailed answers to the most intriguing questions you've submitted for our Q&A session. A big thank you to everyone who participated and contributed their insightful, constructive, and pressing questions about our game—we even had a few laughs along the way!

Today, you'll have the opportunity to learn more about Life is Feudal: MMO and what the future holds for it. So, without further ado, let's dive in!

When will the new map be released?
As developers, we're committed to quality and learning from past experiences. We prefer not to announce a release date for the new map until we are fully confident in its readiness.

Will you give us the opportunity to buy more characters?
We currently don't have any plans to change the subscription system or introduce new paid features. However, changing the maximum number of characters per account is something we're considering.

What are your plans to prevent player burnout?
We're actively working on changes to game mechanics that aim to keep long-term gameplay engaging for everyone. Our goal is to modify the functionality so that even experienced players at the high-level stage of the game always have something to do besides game events. Expect to see the first major changes on our upcoming new map.

Can we fully opt out of chat auto-connections?
Yes, we're overhauling the chat system to allow more control, including saving your chat settings and adding guild chats. Full changes will be implemented post the new map release.

Will inventory management settings save per character?
Absolutely, we're updating the system so your preferences like showing item quality will be remembered each time you log in, enhancing your gameplay experience.

Is it possible to "hide" my tabard but still display it to others?
While we hadn't initially planned to add this feature, we're certainly open to considering it for future updates.

Will the new map be accessible from both web and Steam accounts?
Definitely! Regardless of the platform, all players, with an active game subscription, will have access to the new map as well as all other content.

Can LiF Coins be used to access the new map?
Absolutely. LiF Coins function just like a standard subscription purchase. They grant you access to all game content, monthly rewards, and features.

Can we maintain characters on both the new and old maps?
We are exploring this possibility. If it proves technically feasible, then that's how it will be. We understand the desire to maintain your existing characters on Godenland while also having new ones on the new map. Our team is working on finding the best solution that will cater to our players' needs while also maintaining the integrity of the game.

Do we start with new characters on the new map?
New characters will be started just like on Godenland, but we are considering providing additional bonuses based on the progression levels of your existing characters. Your skins, as account-wide rewards, are always accessible.

What about clearing inactive personal claims in green zones?
In the end, we decided not to delete the claims of players who played honestly and purchased a subscription. We thought it would be unfair to private property. If we had a clear system with monument decay—perhaps, but when players created their homes, they didn't know that one day houses could be destroyed by the administration.

Therefore, we've opened many new trading posts in the green zones, and they are ready to welcome new settlers.

Can we see a return to actions affecting specific skills?
We're planning to introduce a system where actions directly contribute to skill development. This hybrid system will retain some passive elements but will actively reward specific actions.

We understand where you're coming from—it makes sense that performing a certain action should directly contribute to the upgrade of that specific skill. We believe that this proposed system could provide a more intuitive and immersive gameplay experience.

Is it possible to rework throwing stones/archery in 3rd person?
Yes, we have a plan in mind for refining this, but at present, other priorities demand our attention. We recognize the importance of enhancing the mechanics for third-person stone throwing and archery, making them smoother and more intuitive. Your feedback is valuable, and rest assured, this improvement is on our agenda and will be addressed as soon as we can.

Is it possible to rework horse riding in non-flat areas?
While it's possible for us to address this issue, and we have already made some improvements to this aspect of the game in the past, a complete revamp of this feature would require more time, so it's not in our immediate plans.

What is the clear distinction between legitimate banditry and griefing?
We strive to listen to player feedback regarding in-game rules and banditry mechanics. Our goal is to create a situation in the game where separate rules are not needed and players are limited only by game mechanics. As long as this is technically impossible, we have to adapt the rules to the situation on the game map.

Can we see a return to the previous mechanic of burning dirt while actively terraforming?
We haven't removed the ability to burn dirt in the kiln; instead, we closed an exploit that allowed industrial-scale disposal with minimal effort. We've increased the kiln's capacity, so you can continue to use it—just open its window separately. We're also considering reducing the weight of dirt to ease the terraforming process.

Can a quality cap be implemented in the green zones to encourage movement into the wild lands?
We believe in allowing players the freedom to choose their playstyle. If a player enjoys a peaceful medieval farm game, they should derive joy from crafting higher quality items. Restrictive measures, such as a quality cap, are not planned except for weapons and armor on the new map, as these could impact the PvP dynamics.

What will happen with monthly rewards after the 12th month?
We're extending the Monthly Rewards and are already preparing a fresh lineup of rewards for the continuation of the program.

Will we be able to preview the new map's resources and terrain before its release?
We aim to keep our community informed about our development progress. Details about the new map will be shared through our development diaries. Stay tuned!

Do you plan to allow free building for level 100 architects?
Could you specify what you mean by "free building"? This could include various aspects like resource costs or spatial restrictions. We encourage you to bring this up in our next AMA session for clarification.

Is it feasible to enable building inside caves?
We fear that this is technically close to impossible. And let's be honest, Dwarven caves are almost impregnable, unless you dig too deep and too greedily. So it's unlikely that we will introduce such a feature into the game.

Will the updates and new content for the new map also be applied to the existing Godenland map?
Yes, certain features designed for the new map will be implemented in Godenland. However, some unique conditions and mechanics will be specifically tailored to each map based on community feedback and the developmental direction of the game.

Concerning the introduction of a subscription fee post-purchase:
We understand the concerns regarding past investments into the game. As a new management team, we weren't involved with the game's operations before the reboot. We respect our veteran players, which is why we introduced the Balance Restoration Campaign. This campaign allows players to convert their previous investments into LiF Coins, which can be used to purchase subscriptions that unlock all game content.

Will boats be added to the game?
Absolutely, we'll be adding boats... as soon as we figure out how to stop them from sinking! Just kidding. It’s not in our plans, at least for the moment.



Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:

Discord

X (Twitter)

Facebook

Reddit

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