May 2, 2024
FateChessboard - taecg
  • New: Assassin [Skill: Ghost Step] - Action points set to 99, can only be used twice.
  • New: [Skill: Bonfire] - Reduces the strength of all enemies and restores additional health when entering a bonfire level for each skill owned.
  • New: [Curse: Flesh Armor] - Gain an amount of armor equivalent to health value.
  • New: [Relic: Dragon Claw] - Gain +1 strength for every 1 point of damage received.
  • New: [Relic: Wings] - Maximum action points +1.
  • New: [Relic: Butterfly Wings] - Action points randomly between 2 to 5 each turn.
  • New: [Event: Old Well]
  • New: [Event: Swift Force]
  • New: Talent: Rare relics will be sold in shops.
  • New: Talent: Legendary relics will be sold in shops.
  • New: Talent: Rare skills will be sold in shops.
  • New: Talent: Legendary skills will be sold in shops.
  • Adjustment: After choosing skills, the game starts immediately instead of returning to the character selection screen.
  • Adjustment: [Skill: Accumulate] - Increased the damage increment.
  • Adjustment: [Skill: Filch] - Steals target's gold, and the target gains strength from being enraged.
  • Adjustment: [Skill: Metamorphose] - Decreased vampiric percentage.
  • Fix: [Skill: Retreat] - Bug where it would also work in boss levels.
  • Fix: [Skill: Retreat] - Bug where you could collect rewards by quitting and restarting the game after a successful retreat.
  • Fix: Bug where negative monster strength would not take effect.
  • Fix: [Skill: Filch] - Bug where the amount of gold stolen was not random.
  • Fix: [Skill: Infinite Blade] - Bug where the attack damage was not affected by the number of uses.
BrVR Backrooms Virtual Reality - WooStudios
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.

A smaller update than usual, however it includes a few community bugfixes and suggestions. There have been a good few new people who have contributed to BrVR since the game is on sale at 65% off.

Fixed gameplay setting menu
Added a new area to the level 24 bunker - Suggestion by LunaNightZ
Batteries can be removed from flashlights - Suggestion by Gotobelarus
Adjusted the volume and timing of the level -1 music - Suggestion by Turtle
Fixed an issue with entity friending
Fixed an issue with the m4a1 muzzle flash


In other BrVR News:

- Since it won the poll last week, work will start on the level 998 revamp soon.
- BrVR is on sale for one more day, the sale will end midday tomorrow EST. If you know anybody who is interested, this is the time to get it before the price increase.

Nothing else to report.

Join our discord https://discord.gg/Px6jpjFEt6

Wishlist our other game Bread or Dead VR and try the playtest

https://store.steampowered.com/app/2380600/Bread_or_Dead/
Pixel Gun 3D: PC Edition - Drugmother
Birthdays are all about sending good wishes!

Maybe you'd like to congratulate someone – whether it's us, your fellow pixelgunners, beloved characters, or all of humanity.

To help with the sharing of heartfelt messages, we're excited to announce the launch of our Birthday Postcard Marathon! Create your festive card and either post it in the Steam Gallery or send it to us via Discord: https://pg3d.app/3UrNmLk

We'll feature the best cards on our social media for the world to see and ensure the creators are duly rewarded. Let’s go!



Railroad Corporation 2 - Aeman
Hello everyone!

We’re back with another blog today and we’d like to showcase a small but crucial new addition to Railroad Corporation 2: Company Reports!

Company reports offer a comprehensive overview of your corporation's performance. Let's delve into each tab of the reports section to understand their significance.

Overview

Starting with the Overview Tab, this tab serves as the control hub for your corporation. It presents key information at a glance, including your current cash reserves and outstanding debt. You'll also find a summary of your property holdings, such as buildings and locomotives, essential assets for expanding your operations. Additionally, the overview tab offers insights into the extent of your railway network, showcasing the mileage of tracks you've laid out. Furthermore, you'll have access to details about the manager you've hired, including their specialty and costs.

Balance Sheet

In the Balance Sheet tab, you'll dive deeper into the financial health of your corporation. It provides a breakdown of your assets and liabilities, allowing you to assess your company's overall worth. By comparing year-to-date figures with historical data, you can track the trajectory of your financial standing and identify trends that may impact your strategic decisions.

Profit and Loss

The Profit and Loss tab is where you monitor the financial performance of your corporation in detail. It records your revenue from various sources, including raw material purchases and sales, and transportation income. Simultaneously, it tracks your expenditures, such as operating costs, maintenance expenses, and employee wages. By analyzing these figures over different time frames, you gain a comprehensive understanding of your company's profitability and operational efficiency.

Transaction Log

The Transaction Log tab acts as a ledger, providing a comprehensive record of all your financial transactions. Every purchase and sale within your corporation, from acquiring new locomotives to selling surplus resources, is documented here. The log uses a color-coded system to differentiate between income-generating activities (highlighted in green) and expenses (highlighted in red), enabling you to quickly assess the financial impact of each transaction.

Graphs

In the Graphs tab, you'll find visual representations of your corporation's financial performance. The Net Profit graph illustrates the trend of your profits over time, allowing you to identify periods of growth or decline.


Meanwhile, the Asset Balance graph tracks the total value of your company's assets, providing insights into your wealth accumulation and asset allocation strategies. These graphs offer intuitive visualizations that complement the detailed numerical data presented in other sections of the Company Reports.

That concludes today's update! We hope you find these company reports valuable as you step into the world of Railroad Corporation 2. Let us know what you think about this update on Steam’s Discussion Board, or Discord, and stay tuned for more updates!

Thank you for your ongoing support and enthusiasm!

https://store.steampowered.com/app/1677970/Railroad_Corporation_2/


May 2, 2024
Kick'n Hell - Fire Foot Studios
Greetings, martial artists!

We have been at work to improve the demo version that's online. We have some changes that we want to share with you.

  • 2 brand new levels! We added 2 'tutorial' levels. Let us know if these levels make you understand the game better!

  • A brand new gamemode! We have added a hotseat gamemode, which allows you to play with other people locally. We would love to hear what you think of this concept and if you want to see it changed or improved in certain ways.

  • Overal clarity improved. Some aspects in the game were a bit vague. The red doors for example. We have included information which levels are not included in the demo.

  • Dash has been reworked! The dash that is available in the last level has been changed to keep momentum. Furthermore it is now also completely based on the direction you are looking at. So no more dashing backwards!

  • The leaderboards now display more unique characters. To the players with some unique characters like an underscore, your name will now display correctly. Unfortunately we don't have support for all languages.

  • Sprint has become the default! No more worrying over pressing shift, you will run automatically now and you can slow down with pressing shift. This is handy for a small jump or for adjusting your place slightly.

  • Leaderboards accessible from in-game. Check out the times of everyone from inside a level, no need to go to the main menu anymore!

We have also fixed some bugs. If you encounter new bugs, report them in the Discord server!
May 2, 2024
Anomaly Zone - skaarjg


From 04.05 - 00:00 till 05.05 - 23:59 (by Moscow time) a hunt for common bears, boars and hogs (not rare and not "killer class") has been announced! Only those mutants are counted, victory over which brings more than 5 experience points.

15 best stalkers will get 50 A-Zone pins!

Good luck!
May 2, 2024
Shadow of the Depth - 鬼眼
Updates
  • Adjusted the automatic locking strategy.
  • Slightly extended Stephanie's blink distance.
Fixes
  • Fixed the issue with the Swordwave.
  • Fixed Stephanie's blink invincibility and collision judgment.
  • Fixed Stephanie's Nova explosion release position.
  • Fixed the issue where Stephanie might not appear after using her ultimate skill.
  • Removed the secondary damage from elite enemy missiles.
  • Other bug fixes.

World of Grimm - Static City Games
0.7.2-EarlyAccess! Build Change Notes - May 2, 2024

NEW REALMS
Boneyard
  • Add a Skeletal Hound to each side here.
  • Skeletal Hounds are a 1 Mana, 1/2 card that has the ability: Gain +1 Attack Power when a Card is played on your side.

Stormy Skies
  • At the end of each turn, any Characters that moved in to or out of this Realm take 1 Damage.

BALANCE CHANGES
VILLAGE BAKER
  • Old -> At the end of each turn, if this is in your hand, give it +1 Attack Power.
  • New -> At the start of each turn, if this is in your hand, give it +1 Attack Power.

NEW ART
  • Godmother Toad - Celestial Variant

ADDITIONS:
  • Introducing MIDAS CARDS!
  • --> 4 Cards that you own that are close to leveling up can now be leveled up faster with the help of Gold!
  • --> Leveling a Card will never cost more than 500 Gold and reduced based on how close the Card is to leveling up.
  • --> Midas Cards rotate every 8 hours on schedule with the Variant Shop!
  • Cards that reach Level 10 now have a holographic shimmer on their art as well as the holographic border!

CHANGES:
  • Frog King no longer gives unrevealed 1-Mana cards +1 Attack Power.

FIXES:
  • Fixed issue where the Card Variant Shop would sometimes change every time you entered the shop.
  • Fixed issue where Tall Ferryman's ability would not move cards as intended.
  • Fixed issue where Thumbling would softlock the game if one of the players had no cards.
  • Fixed an issue where cards would do this quick zoom-in/out bubble effect if you hovered the cards while it was revealing.
  • Fixed a bug where Gravekeeper's bonus would stay if he switched sides.
  • Fixed bug where Undead Abomination (and similar tokens) would not have their costs reduced from cards like Corpse Bride.
  • Fixed a bug where Golden Bird would not reduce Mana Costs correctly in hand.
  • Fixed a bug where Blood Pact would softlock if Huntsman killed a Card before Blood Pact was revealed.

KNOWN ISSUES:
  • We're aware of an issue where Allerleirauh does not transform correctly and has been currently disabled from all collections.
  • We're aware of an issue where Damien Sykora does not send the next card you play to the opponent's side.
  • We're aware of sometimes an interaction between cards does not completely resolve, freezing the match into a "Waiting" state. Conceding is the only way to currently bypass this.

Join our Discord if you haven't already! https://discord.gg/e8cqm9eNd9

Good luck and happy collecting!

Josh
Studio Head / Static City Games
May 2, 2024
SPINE - This is Gun Fu - Freymute
Our city operates on the principles of open dialogue.
That's why we asked you on our socials to send us any questions you want to know about SPINE. The result was unexpected — we received more than 300 Qs across Discord, X (formerly Twitter) & YouTube.
It took us a little time to process such a number, but we selected the hottest one and addressed them to SPINE producer Dmitry Pimenov.

This is our first Q&A episode, so let's get down to business!
  • Can we expect Redline voice lines? Or is she a silent protagonist?
    #Discussions_QuoteBlock_Author
    Absolutely!
    Since we initially agreed to treat our action game as a real blockbuster movie, the voice acting for the main character holds immense importance for us. Currently, we're actively casting an actress for the role.
  • Will we be able to customize or have more outfits?
    Yes, definitely!
    Stay tuned for more updates on this.
  • Does the AI that helps Redline have any other use other than narrative purposes?
    The city, where everything unfolds, is governed by an AGI called Tensor, and Redline has her own sentient AI combat assistant — Spine. The theme of AI-human interaction lies at the core of our narrative.

    As designers, we believe that if you want to tell a story in the game, use everything that the game can afford for that. So expect Spine to work on all levels: narrative, gameplay, and the ability progression system of the main character.
  • Are there multiple playable characters?
    We're highly focused on narrating the tale of Redline. She's the character we've always wanted to tell a story about: charismatic, adventurous, with a 'act now, think later' approach.

    However, we created the SPINE universe so we'll be able to tell more stories of various characters across different timelines.
    For instance, you can check out our webtoon, which is an indirect prequel and tells the story of slightly different group of characters: Bullet Dancers
  • Will Shiva still be in this single player version of SPINE, and if so what will be her role since Redline is now the protagonist? Will Micki and the others from the comic make an appearance in the game too?
    You'll definitely meet some familiar characters as the story unfolds.
  • It will be an open-world game? The style with fighting and gunshots reminds me of Oni, an old PC game that I love.
    It's great that many people remember Oni, which was one of the inspirations to us!

    No, we won't have an open world. Instead, our focus is on providing our players a very intense, emotional game with a strong storyline, which is not watered down by excessive playtime and grind.
    As gamers ourselves, we are tired of lengthy prolonged games and are now seeking more unique gameplay experiences, that we'll be happy to deliver.
  • How much of a focus will the game have on the story?
    Let's put it this way: SPINE is focused on action movie feeling of cool combat with guns and camerawork. Everything else is pure narrative and storytelling :)
    The story is always crucial for capturing that movie feeling as well, especially as we plan on expanding our universe.
    I hope that answers your question.
  • Does SPINE story take place in the same universe as Vector?
    Maybe ;)
  • Animator here, I want to know if you'll tune the animations further.
    She animates smoothly but her attacks lack impact, the transition frames could be sped up while lingering on the anticipation and follow through frames + secondary animation with physics for her coat and body.

    Oh yeah! That's a great and very insightful question.
    I'm glad that people are diving deep into animations and bringing up these questions.

    With our previous trailer, we wanted to start collecting more feedback from gamers and initiate a dialogue with our community early on. One of the topics that the community has raised is the fluidity of the combat moveset and the responsiveness of character controls. We're directly addressing these issues right now and will fix them this summer. Redline will become more responsive and agile, and the pace of the game will even out and speed up.

    As for secondary animation, it depends on the character model, which we plan to fine-tune in the coming months (we're transitioning to an updated animation skeleton right now). Things like this (physics simulation etc.) will be improved all the way until the game's release.
  • Will we be able to upgrade our combat skills, and level up our character? And also will we be able to customize our guns?
    We think this is a very important topic of our design, so we will definitely talk about it in more detail soon.
  • Will there be accessibility settings to simplify the game for disabled people?
    One of our core game design philosophies in developing SPINE is to make the beat 'em up genre more accessible and interesting to everyone, as we feel like these types of games are often overlooked by many players.
    That's why we want to take special care of this aspect and welcome input from our players.
    What accessibility options do you expect from modern action games?
    Please share your thoughts in the comments.
  • Is SPINE going to be playable on the Steam Deck?
    Yes, since I have a personal interest in it — it's one of my favorite gaming devices right now. I also play early dev versions of SPINE on it from time to time.

    We'll pay special attention to comfortable game performance at release.

  • During your development, what would you say was the biggest roadblock?
    Our main roadblock is always our animation ambitions.
    Our team of animators is amazing, and we have some cool tools like Cascadeur, which increase the performance and quality of our animation production.
    But that leads to us having hundreds and hundreds of animations. There's always something to mocap, block out, or polish, and our technical design team is flooded with content to integrate into our game

    But our goal is to make SPINE another demonstration that smaller teams can achieve AAA-quality animations with the help of Cascadeur!
  • How long it takes this game to complete and will there be anything for replayability?
    We strongly believe that gamers want more unique and emotionally engaging gameplay experiences.
    That's why we're creating a game that will guarantee you a few weekends full of action and fun, with some replayability features that I think are expected in our genre — such as a Hardcore Game Mode and New Game Plus.
  • The game looks amazing so far and has hit my interests!
    But my question is why make a gun fu game? What brought you to this type of game?

    In short, when you work a lot with animation-based games, you always want to add more features to your next game which would emphasize the animations.
    That's why we decided to work more with in-game cameras. And camerawork leads you to the idea of taking inspiration from famous action movies. In the past, we worked for more than 10 years with martial arts animations and we really wished to work with firearms as well.

    Sum it up — and you have an idea of a Gun Fu game. Gun Fu is an incredibly fun genre of action, so the idea of it immediately resonated with all of our teams.

    However, this topic also deserves a more in-depth discussion, so expect a devblog about it.
  • How do you learn to design and animate these beautiful martial arts-inspired fight choreographies, and how do you suspend the audience's disbelief of their realism when they involve guns?
    I assume you research a lot of martial arts and also use camera trickery.

    You're right, we're looking for inspiration everywhere.
    We watch movies together every week, deconstructing a lot of references. Additionally, our lead animators worked for a long time on our previous games, which featured parkour and martial arts, and some of them are even practicing martial arts themselves.
    We also work with actual movie specialists — stuntmen and one talented director of photography. These collaborations give us some amazing insights, and we can't wait to share with you more information on that later.
  • I know this is early to say, but are you planning to release physical version of the game in the future?
    Indeed, it's quite early to answer that question, as this depends on our publishing approach which is not set in stone at the moment.
    As a gamer myself, I'm well aware of the importance of having a physical copy of the game, being able to smell the disc's plastic packaging, and truly owning the game instead of ‘renting’ it, if you know what I mean.
  • When it's gonna be released?
    We're not able to announce a release date just yet, but we have plenty to share to keep you immersed in the world of SPINE while we all eagerly await that moment.
  • Can we expect some artbooks or guide books or whatever like these?
    We love the way the game's art turns out. Besides, we have a ton of it — so we would be happy to share it with you in one form or another and we will definitely consider the idea of an art book, in some “fan kit”, for example.

    Thanks for the idea!
  • Will there be a demo before the game release?
    We're considering it.
    The way we design the game — it's going to be a rollercoaster of gun fu emotions, so I guess the demo featuring the first gameplay missions would work quite well and leave you wanting more.
    However, the final decision will depend on our publishing approach, which hasn't been finalized yet.
  • I've no questions, I hope y'all are ok and have a good work-life balance.
    That's all. Keep up the good work.

    Thanks! Sending love to all of our community.
    Don't forget to rest and play cool video games!


Thank you so much for so many insightful questions.
Stay tuned, because we have many more insights into SPINE development progress that we can't wait to share with you and 2nd episode of our Q&A, of course.

Stay Gun Fu!
SPINE Team


https://store.steampowered.com/app/1731290/SPINE/
Six Days in Fallujah - AmperCamper
Our May-24 Quality Update is available NOW, introducing Interaction System reworks, Emergent Objective improvements, and more.

For a full list of features and changes, read up on our latest DEVLOG and Update Notes:
https://steamcommunity.com/games/1548850/announcements/detail/4213755760602803922
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