Apr 29, 2024
GateTail - Jofini
- :)
Alien Hominid Invasion - Behemoth Amanda
Message from the Mothership

Alien Hominid Invasion’s Update Part 2: JUICY VARIETY EDITION has arrived to Steam! Today we welcome a handful of fresh hazards, enemies, areas, and modifiers to the game, in addition to the brand-new Orbiter mutation and more balance tweaks. The game is also 25% off all week here on Steam!

Read up on all the juicy intel below, and as always, let us know what you think! What are you waiting for? Become an alien pinball and get flung back into the invasion today! Tell the MECHA F.R.O.G. we said hi, thanks!

New Content (JUICY VARIETY!)

1. Ricochet Pads
Ricochet pads bounce your shots off in different directions, which sometimes helps and sometimes doesn’t. If you hit their underside, they will explode!

2. Shutters
Shooting one affects all the others, so plan accordingly!

3. Pinball Bumper
Pinball bumpers can be used to your advantage, or maybe not – it really depends on how much chaos is on the screen at any given time.

4. Mine Layers
Every single enemy drops explosive mines when they die.

5. Grind Lines
Grind lines have appeared around city blocks for you to zip around on new slippery angles and slopes. Invade radically!




1. Orbiter
With every use, the Orbiter mutation spawns a projectile that circles you, making you a close-range killer! Using it a second time will make a temporary platform.




1. MECHA F.R.O.G.
Invaders can now encounter the Mecha F.R.O.G. as a mini-boss at the end of city blocks! If you defeat the Mecha F.R.O.G, some say you can use it as a vehicle… MECH RAMPAGE?!




With most of these additions come new combinations of builds you can discover using previously existing modifiers!

1. Roll/dive Bomb
Chance to leave a bomb upon any roll or dive. Higher quality loot for higher chances!

2. Double Jump Reflect
Create a small deflection blast around you after a double jump.

3. Chargeshot Juice Regen
Hold down your chargeshot to generate Mutation Juice for your alien friends! Higher quality loot for more juice per second!

4. Metal Detector
Find lunch money while digging in the ground! Higher quality loot for more lunch money!


1. Highway Underpass and Overpass

2. Rubble of What Once Was

3. A Lot of Parking Lot

4. New Background Art Updates
Art for Meow Motors, Gas Pass, Cinema, Bookstore, and the ad for Horseass Grillery has been updated! Sidewalks are more destroyed, yay for destruction!

Adjustments
1. Keybot and Chomper Wall Level Adjustments
The Keybot now spawns earlier in Chomper Wall levels! Chase it down and shoot it while running from the spike wall.

2. Hazard Change: Bounder
The Bounder is now larger and in charger. He shall not be ignored!

3. Mutation Change: Dispatch
Helper invader aliens will shoot more often and scale with player damage (both Dispatcher mutation aliens and those found in the wild).

4. Objective Change: WOOSTER Arrives
The generic “Kill-Purple-Enemies” objective has been replaced with WOOSTER, the ultra-wide robot.

5. Objective Change: Ice Cream
Agents now carry around ice cream they’ve stolen from the sewer children. You must defeat the agent and return the ice cream to the child!



6. More Level Updates!
There are now many more vehicles to jump around on and explode! Suburban areas have also been retooled with a sprinkle of new things to discover.

Balance
1. Danger Level
Danger Level now caps out at 15 minutes instead of 7.5, but the max values (damage, projectile speed, etc.) are now twice as high.

2. Fax Machine and Intel
Fax Machines will now spawn closer, meaning the Mothership has less reason to get mad at you, right? Less intel is required per objective, too!

3. Eradicators
Eradicators now have less health and hog less of the area.

4. Spark Bot
The bot that breathes flames won’t be knocking you away anymore, so remember to stop, drop, n’ roll!

5. Juiceman
Juiceman’s health has been raised, and his dig attack is now buffed.

6. Grunt Agents
Grunt agents spawned in swarm levels are no longer weaker than normal grunts.

7. Lightning Gun
Lightning Gun’s charge shot has been buffed and is now better at triggering the chain lightning effect, but the regular shot is slightly worse at applying the status.

8. Alien Blaster
Alien Blaster now deals slightly more damage, is twice as accurate, and has slightly more range. For those who love the classics – we see you!

9. Medic Mutation
The Medic mutation can be used more often, but now heals slightly less. Apologies if you haven’t gotten that achievement yet.

10. Newborn Hominid Stats
Newborn hominids run and dig slightly slower, but jump slightly faster. Jumping around and dodging bullets should now be a bit easier, but riding enemies, movement modifiers, and the Speed Demon mutation are more key than ever when cross-country invading!

Quality of Alien Lifeform Updates
1. Turret Hazard
Turret hazards that shoot weighted orbs can now be destroyed because they are annoying when you can’t!

2. Flinch Recovery
Aliens now recover from flinching more quickly! You’ll find yourself recovering faster, so you can survive a little more.

3. Bigger Boost Numbers
Numbers found on your boost slots are universally stronger than before! BIGGER NUMBERS, BIGGER POWER!

4. Agent Blaster Projectile
The agent blaster projectile’s flinch and stun effect has been shortened.

5. Indicator on Riding Enemies
Don't lose sight of yourself when riding on enemies with this new handy dandy graphic!

6. Mothership Memory UI
The Mothership’s memory UI has been updated to be organized a bit better.

Bug Fixes
  • Settings - Fixed a resolution bug when switching to borderless windowed mode
  • Gameplay - Fixed a bug where advanced objectives were not available in railroad levels
  • Gameplay - Fixed a bug with Armored Flametroopers moving slowly in C.H.O.M.P.E.R. lockdown zones
  • Gameplay - Fixed a bug where location indicator icons displayed the pigment of the AI alien rather than the players’
  • Gameplay - players are now able to ride Cybernids
  • Online - Fixed a bug with online camera movement when players are in arena wall objectives
  • Online - Fixed a bug where visual indicators for crits were not visible to all players
  • Online - Fixed various bugs with joining an online game that is at the Juiceman final in-game cutscene
  • Level - Fixed a bug where there would be an inaccurate amount of agents in the observation room prior to a boss level
  • Level - Fixed a bug where the General would appear crying again after a sequence had ended. Poor General :(
  • Localization - adjusted some translations based on feedback
  • General - Various Local and Online QOL bug fixes
Schism - Famicon
If you have suggestions or feedback, like improving controller support, let me know specifically what I should do in the steam forums or even in the comments for this post!

I check steam daily and often improve the game with player feedback in mind.

///NEW
-can kill Gun Shop NPCs now

-new weapon mod: Dice Bullets
-new weapon mod: Money Magnet
-new weapon mod: Pouch Addon
-new weapon mod: Voodoo Trinket
-new weapon mod: Druid Trinket
-new weapon mod: LVL Death
-new weapon mod: Spyglass
-new weapon mod: Rat Poison
-new weapon mod: Rubber Padding
-new weapon mod: Recycler
-new weapon mod: Shielding

///BALANCE
-changed damage scaling on relic Jury Rig Bomb
-relic Shock Psy has a larger hitbox (thanks dave)
-default option at altars is now switching gods
-lowered Wisp ally HP

///TWEAKS
-game now pauses when not in focus (thanks shmuck)
-lightning effects look and sound better (thanks dave)

///FIXES
-fixed bug with certain weapon mods (regen, shield, crit, heavy shot) not stacking properly
-fixed bug with above weapon mods not being removed properly if rerolled
-fixed bug with enemy bullets hitting multiple times
-fixed bug with Heresy boss instantly dying from blood loss (thanks dave)

an interpretation of the guy that gives you crates for fighting enemies
(thanks for the funny fanart dave! pretty close to how I imagine him too)
DEEP FOG - devilbeetlegames
Dear players,

Firstly, we would like to express our heartfelt gratitude for your continuous love and support for 'Deep Fog' and share some important news with you through this post.


Chapter Three holds a significant role in advancing the worldview of "Deep Fog" as a whole, which has presented us with some challenges. Particularly, the volume of script, artwork, and animation has far exceeded our expectations and the capacity of our game studio, requiring us to allocate more time and resources.

The good news is that apart from sound effects and translations, the core of the Chapter Three is already over 80% complete. Despite the challenges, rest assured, we haven't given up. We are fully committed to dedicating ourselves to completing and refining the production of Chapter Three.

We have also gleaned valuable experience from the development of Chapter Three and will make appropriate adjustments for future chapters, including Chapter Four.

Once again, we extend our heartfelt thanks to every player for your patience and support for "Deep Fog" We look forward to Chapter Three meeting you all soon.

Best regards,

Devil Beetle Games


Apr 29, 2024
Galactic Ascendancy - Boko The Pumpkin
- Total gameplay mechanics rework.
- Powerup spawn rate changed.
- Achievements added.
- Score system reworked.
- Enemies health scales better with weapon drops.
Villages™ - simonjames247
Hello, my friends.

After you helped me clean this abandoned locomotive maintenance building, now we have something else to do. We are assigned to make this train work again. But first, we have to gather machine parts as much as possible since our supply line is not firmly established yet.

For now, the job is simple. You just walk close to the disassembly table and you automatically disassemble the machine for the parts. You will be paid and then you can buy either Hardhat, Factory Jumpsuit or even "The Welcome Box".


You get paid and the work also drains your stamina too. Your stamina though will be replenished over time.


Currently, there are 2 wearable items to buy.


Press TAB or I to open your inventory. Hold the left mouse button to use the item.


"The Welcome Box" is available at 3,000 Katta. You can send it to your Steam Inventory but you cannot open it yet until the next update.





This is my work-in-progress board.ːemofdrː
https://open.codecks.io/villages


As always, thanks to my sponsor
ZAP-Hosting
You can visit their website for more services.


See you next time.ːemofdrː
DON'T SCREAM - [DCC] Joe
Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/2497900
Hello, Screamers!



Major Update #3 is now live! As promised in our development roadmap, we're continuing to overhaul the environments. This update includes new locations, structures, and let's just say... some strange things! Once we're satisfied with the environmental additions, we'll focus on enhancing the finer details. Our goal is to make the forest and everything in it look realistic, weathered, and deteriorated. We want players to wonder, "Wait, what happened here?" and to keep you constantly on edge, always questioning your surroundings.

Before diving into the changelog, I want to address the current quality of scares. We know they aren’t where we want them to be just yet. Please remember, we're a small team of indie developers, and DON’T SCREAM is still in early access. By purchasing our game, you're not just buying into something early; you’re actively helping us refine it before the full release. Rest assured, all aspects of our scares—including models, animations, effects, and sounds—will be significantly enhanced or reworked. We’re taking a methodical approach to our updates, with upcoming ones set to focus more on improving these scares.

DON'T SCREAM is now 20% off as part of Steam's Daily Deal. Spread the word to your friends!

https://store.steampowered.com/app/2497900/DONT_SCREAM/

Encountered bugs or have feedback? Connect with us on our Steam Forums or Discord. Thank you!

Here’s a recap of what’s planned in our development roadmap:

DEVELOPMENT ROADMAP
  • Continue improving performance for smoother gameplay, especially optimizing for medium and high graphic settings.
  • Significantly enhance scares, focusing on models, animations, effects, and sounds, and improving the tension and buildup of each scare.
  • Introduce new objectives and more incentives to encourage exploration.
  • Add new enemies that pose a real threat to the player—soon, your own scream won’t be the only thing to fear!
  • Refine the user interface to make it more intuitive and immersive.
  • Completely redesign the sound for a more immersive auditory experience.
  • Further improve microphone calibration and implementation.
  • Enhance environmental storytelling.
  • Introduce environmental dangers.
With all that said, we hope you appreciate the direction we’re taking DON’T SCREAM. What started as a UE5 horror experiment is evolving into a richer game experience, thanks to your support. Now, without further ado, here are the patch notes!

PATCH NOTES
MAJOR CHANGES
  • Added Church environment and leading pathways
  • Added Sanatorium with extended road to Old Farm House
  • Added Cornfield behind Old Farm House
  • Added Junkyard with pathways from the Main Road and Abandoned Shack
  • Added details to Powerplant
  • Added Strange Doors in the forest that now have a purpose
  • Added many new details to the enviroments and key locations
  • Added fog and more improved lighting to many areas

  • Modified lighting and fog in Minimart
  • Modified lighting and fog in Cemetery
  • Modified Oil Freighter Wreckage scenery
  • Modified water and fog in Swamp
  • Modified Lighting in Old Farm House

  • Added retro-reflective trail markers to help players find their way to key locations
  • Added on-screen compass and location to help in finding specific locations
  • Added new battery system to force players to keep moving and exploring areas, batteries found at many key locations in the forest
  • Added new audio system to allow better control and optimisation of sounds in the world
  • Added a few new scares and improved audio on many pre-existing ones

  • Improved overall game performance, especially at higher screen resolutions
  • Improved collisions of many world props and environment areas to prevent player getting stuck


To prevent players from cheating by simply running in circles until the timer runs out, we've introduced batteries to the game. Now, you must find them before your battery completely depletes. We're eager to hear what you think about this!


Why is the Junkyard full of so much trash? What made this specific area a dumping ground?

The Oil Freighter has turned into a complete wreckage. Something terrible happened here. Was it human error, or something far more sinister?

Why is there a Sanatorium hidden deep in this forest?

Yes, we've added a cornfield—because what’s scarier than a cornfield? And who knows, maybe you’ll find a scarecrow lurking somewhere?

We’ve also introduced a church to the environment. Considering the number of people who have vanished or died in this forest, this old church raises some haunting questions.

Those spooky free-standing doors? They now mysteriously teleport the player to different areas of the forest.
These are just a few of the major additions in our latest update. We've also made numerous smaller tweaks, changes, and fixes. For instance, take a look at any of the updated gifs, and you’ll notice we’ve added an on-screen compass and location markers to help players navigate to specific spots. Additionally, we’ve significantly enhanced the audio quality. Ulrich Gollick, our audio engineer and game designer, explains more about these improvements:

"For this update, we've also focussed on establishing the framework for a richer, more immersive soundscape system. This entails ensuring that the audio levels accurately match what is depicted on screen and that players feel deeply immersed in the game world. For example, when entering a house, the soundscape seamlessly transitions from the outdoor ambience to the sounds of wind and outdoor noises filtering in through windows and doors. Additionally, we've incorporated appropriate reverb effects based on the size of each room. If players choose to close the doors, the sound is appropriately muffled or attenuated, enhancing the realism of the experience.

In each area of the game, unique sound elements, which we call 'nuggets,' are implemented. These nuggets are intricately designed to convey a narrative, offering insights into past events or leaving room for further speculation"
Keep an eye out for future announcements, and thanks for your ongoing support!

Have a wonderful start to your week! - Joe

- Digital Cybercherries

Socials
Twitter | Discord
Apr 29, 2024
Fakeway - mingjilongyuan


Update

1 Add the generation of remains
2 The excavation of crystals

Repair

1 Fix the location of the treasure chest
2 Fixed the bug that the position of the piranha is too long
3 Fix the piranha cleaning bug
4 Fixed the bug of repeated loading of 9section items
Supremacy: 1914 - Grayshine


Don't panic folks, we know it is not Tuesday, but we still have a regular update for Supremacy 1914 today.

This update brings the unit deployment tutorial, that mobile generals have access to already, to players on Desktop. The tutorial gives new generals an introduction to how to deploy units from their inventory on a map like the Zeppelin.

Progress was made on the bug-fixing front. Say goodbye to incorrectly applied Patrol damage to buildings. This fix ramps up your armies' patrol damage up to 25% of the armies' actual damage.

Last but not least we got rid of the double confirmation requested when claiming your daily gifts. Let's face it, one confirmation is more than enough to accept a gift. Other changes include image alignments or Package Details in the shop.

For a closer look at the changes please check out the detailed list of updates and share your feedback with us on the forums and our Discord server.

Best of luck General,
Your Bytro Team
Path of Achra - Ulfsire
alright if this didn't break anything then next update will be may 7th, version 1.0, thank you everyone for helping with this

  • the data for victory markers is now saved independently from the maqbara -- it'll be updated if you enter the character select screen, then going forward it will update when you win, and you should be able to delete Maqbara entries with impunity without losing the victory markers
  • (hopefully) stopped players from entering a new land after dying on the map screen (this crashes the game)
  • (hopefully) fixed a bug that was letting you try and enter the path of dust after deleting all maqbara entries (this crashes the game)
...