Cats in Heat - Sunshine Resort - artoonu
I'm happy to announce that the game is now available!

This project is drastically different than all of my previous ones. The most notable difference is the game engine change, which allowed me to implement minigames and animations. Everything you see and interact it, was designed and programmed by myself (even the save and load system!). I'm not going to lie, it wasn't an easy task and I had moments where I thought I wouldn't be able to pull it off.

Because of that, there's a slight chance of some bugs I didn't catch while testing. Don't hesitate to report them and I'll see if I can fix them!

I'm very proud of what I achieved with this project and I hope to keep increasing the quality of my games in the future.

Have fun!
~artoonu



As usual, if you own my previous games, you can get extra discount!
https://store.steampowered.com/bundle/30093/games_in_Cats_in_Heat_series/
https://store.steampowered.com/bundle/25882/games_by_artoonu/
May 1, 2024
Drive Beyond Horizons - thetimboss
Hi Pilots!

In this first article, we'll delve into Open World Management.

As we approach the launch of the Alpha of Drive Beyond Horizons, we're excited to kick off this series of publications dedicated to our development journey.

Overview:
Creating an infinite terrain poses several challenges that we need to tackle in the best way possible. No object can be "baked" as generation is entirely procedural, and it must be done within milliseconds without disrupting game performance. Let's dive in!


Terrain Meshing:
For the terrain, we've opted for the "clipmap" technique as it allows for quick mesh creation and automatic LOD (Level of Detail) management.
For ease of programming, this clipmap is shared between the CPU and the GPU, unlike traditional clipmaps that reside solely on the GPU.


As you can see, the level of detail is automatically updated based on the camera position, saving GPU resources. It can also be adjusted in the options to display maximum quality or, conversely, to achieve better in-game performance!


Terrain Texturing:
When the player moves too far from the initial terrain position, textures are recalculated on the GPU. We've chosen not to use virtual textures, opting instead for a texture cascading system where textures are more detailed near the player than at the horizon. This allows us to update mountains and road elevations in real-time.


Collision Handling:
Collision is handled through previously created height textures. The data is processed on the GPU side and sent to the CPU only for the desired portion, ensuring that the processing is fast enough to run within a frame. This calculation is done for every object requiring collision on the terrain.


Vegetation:
The most delicate management is vegetation because there are thousands of objects to instantiate in just a few frames. We take advantage of the relatively slow speed of the car to pre-generate the future foliage that the player will encounter. Meanwhile, we organize the foliage in the collision grid to make collision creation more efficient.


Conclusion:
The terrain is at the heart of the game, and we've put a lot of care into its creation. We've successfully overcome the various challenges encountered so that you can drive beyond the horizons!
May 1, 2024
ARC TCG - gabry90
Hi everyone, in this patch we added some features, did some changes, improvements, fixes and continued balance cards

New:

  • New card/hero design
  • Added new Card/hero effects settings in Graphics tab. Player now can enable/disable card/hero graphics effects
  • Added Polish translation
  • Added Thanks window where you can find Staff/Contributors names

Improvements:

  • Improved quests list sorting
  • Improved menu navigation
  • Improved fonts resolution
  • Significantly reduced the graphical impact performance of cards/heroes
  • Improved battle card status layout

Changes:

  • Daily rewards time now end at end of the day (23:59:59), based on server time (UTC)
  • Activity rewards time now end at end of the day (23:59:59), based on server time (UTC)

Balance:

Assailant Warrior:
Level 1: 4/3
Level 2: 5/3 Fury 1
Level 3: 5/3 Fury 1, Charge
Level 4: 6/3 Fury 1, Charge
Level 5: 6/3 Fury 2, Charge

Dragons of Destiny:
Level 1: 16/22 Indestructible, Immortal 6, Support 8, Summon 8
Level 2: 18/24 Indestructible, Immortal 6, Support 8, Summon 10
Level 3: 20/26 Indestructible, Immortal 7, Support 8, Summon 12
Level 4: 22/28 Indestructible, Immortal 7, Support 8, Summon 14
Level 5: 24/30 Indestructible, Immortal 8, Support 8, Summon 16

Knight of the Underworld: Cost 4
Spooky Joker: Cost 7
Cusrsed Book: Cost 1
Countess of the Winged: Cost 5
Monarch of the Damned: Cost 8
Demon King: Cost 9
Tessy, Goddess Of Birth: Cost 9
Guardian of Taboos: Cost 2
Egyptian Shape-Shifters: Cost 4
Fox Spirit: Cost 1
Wise Fox: Cost 2
Protector of the Ancients: Cost 6
Lustful Assassin: Cost 1
Chimera of Hell: Cost 7
Diary of the Deceased: Cost 3
Demonic Gargoyle: Cost 4
Hell's Eye: Cost 2
Hellhound: Cost 4
Bardak, Lord of Darkness: Cost 10
Ghost Warrior: Cost 2
Judging Spectrum: Cost 4
Ghost Ship: Cost 5
Blue flame Swordsman: Cost 1
Seductive Scythe: Cost 1

Lush Growth:
Cost: 2
Ability: Until the end of this turn add 3 additional mana point

Fixes:

  • Fixed quests generation time
  • Fixed creatures health negative values during battle
  • Fixed various game stability issues
  • Fixed various translations
Drug Dealer Simulator 2 - Alyss
Dealers, tired of waiting for the release date of DDS2? Bet you are! Just as much as we’re excited to share it!

IT’S OFFICIAL!

Drug Dealer Simulator 2 will be released on June 20, 2024.



Welcome to the early 2000s! A lifestyle of bad choices made you an outlaw seeking refuge. Don't worry tho, Isla Sombra is the perfect place for fugitives like you!

You're not planning to just surrender and stay there forever though. Prove your worth, use your talents and get your life back! Making a fortune along the way won't hurt either…



Drug Dealer Simulator 2 brings forbidden goods in the form of a single-player or co-op first-person immersive sim:

Cook, portion and distribute a variety of illegal substances
Establish and decorate your own labs and hideouts
Hire employees and create a hierarchy in your cartel
Avoid, fight off, or sometimes bomb your rivals and militia
Use boats to move between the archipelago’s islands
Experience different kinds of weather, including tropical storms

So now you know! Wishlist the game now and mark your calendars!

P.S.

Special Beans - > https://youtube.com/shorts/mzcqkhBJBvY


https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/
May 1, 2024
长路江湖 - 九州群芳 - tangxiaoxi666
修复游戏达到一定时长后计时不准确的问题(更新后之前的游戏时长显示会归零)
May 1, 2024
Travel Riddles: Mahjong - sasha.movchan
Bugs fixed
Community Announcements - 阿阮
各位仙家弟子:  

《古剑奇谭网络版 海外版》将于2024年5月2日5:30进行例行停机维护。

“长携手”大区全服预计10:00开启。

在维护期间,您将无法登录游戏。如果在预定时间内无法完成维护内容,开服时间也将继续顺延。

详细更新内容后续将在官网进行发布,敬请关注!

请各位仙家弟子互相转告,合理安排游戏时间,提前做好下线准备,维护期间给您带来的不便,敬请谅解。

祝大家游戏愉快!



《古剑奇谭网络版 海外版》项目组

2024年5月1日
Trailmakers - Bojangle
Hello Trailmakers!

We have just pushed a new build to you with a small handful of fixes we wanted to address.

- Fixed Rocket Launcher firing sound incorrectly playing twice.
- Fixed the Factory Bombing missions in Airborne incorrectly ending when the base was destroyed and skipping the Chirpo Rescue part of the mission.
- Added the Bumper Whales back into the Treasure Island ocean.
May 1, 2024
奇天烈相談ダイヤル - HORAKAI
ライフ管理バグ修正
セーブスロット削除機能実装
リザルトの数値が表示されないバグを修正
ダメージ量によりSE/画面揺れを差別化
ほかバグ修正・微調整
Caliber - mr.somick


• BOPE Medic Açaí.
• SSO RB Marksman Busel.
• AMF Assault Starkaðr.
...