May 3, 2024
Churn Vector - Naelstrof
Hello agents, it's spring time here and what better way to celebrate than with a new update!
We've been hard at work on some new content for you to sink your teeth into as well as a bunch of tweaks to how characters see and move within the game world.

Happy spring hunting agents!



8d9b39de changes:
  • Added a new map, Tower! (Surely this will be a simple mission, right?)
  • Added a new pred enemy, the Maned Wolf! (Find them within the new map.)

  • Added foliage to some maps. It's spring!
  • Added a new visibility indicator to the HUD.

  • Visibility is now in discrete levels. From 1x to 4x. Sprinting while holding someone gives you max visibility. Having larger balls permanently increases your visibility.
  • There is now a small buffer before NPCs begin to notice you. This prevents the audio/VFX "tickling" that happens when just briefly being visible.
  • Minimum and maximum detection time for NPCs has been drastically shortened. To help overcome the buffer, and to make them more predictable.
  • NPC count has been reduced for most maps because they are now much better at seeing the player
  • Characters now face where they're sprinting rather than where they're looking.
  • Moved the Player's spawn on City, and made the objective more obvious with some lighting.
  • Fixed audio VFX from not spawning due to not being included in the build.
  • Loading a level quickly renders 60 frames of various locations to reduce stutter while playing.
  • Characters now lean into which way they're moving. This negatively affects FPS mode a bit, but overall feels worth it.
  • Jumping no longer temporarily breaks NPC pathfinding.
  • NPCs will now turn left and right while searching for the player.
  • Fixed a few cases where NPCs would get softlocked trying to path to an unreachable area. (Staying at a high alert level.)
  • Fixed issue with splurting inside of objects causing clipping.
  • Fixed a bunch of broken NPC idle/sit stations on most maps

We know that some of you will be disappointed in the NPC count reduction and while we are still figuring out how to maximize the fun, we're hopeful this can be addressed in a future update.
Frozen Friday Night: The Eve - HiderumStudiosOfficial




Hello, survivors. This is the FFN Team.


Our sole designer and developer, AJ, has been ill for the past ten days.

Therefore, the next update build will be released within one to two weeks from today.

Instead, we will be adding more user experiences than initially planned.

Guess what? A girl selling matches may appear in the woods.


Thank you for your understanding. We'll be right back.

Hope today is your lucky day.


Cheers,
FFN Team
May 3, 2024
Gravity Strike - GenEugene
0.2.03 - AUDIO
Features
  • added simple audio system
  • added music
  • added volume sliders to settings menu
  • added sounds randomization
  • added sounds to menu buttons
  • added sounds to units steps for each cell type
  • added sounds to skills
  • added sounds to unit death
  • added sound to unit grade construction
  • added sound to gold collection
  • added sound to game buttons
Changes
  • fixed back menu button in game level
  • fixed building rotation to damage source


0.2.02
Features
  • added filling save slot info from disk
  • added button for open save folder
  • added button for saving settings to disk
  • added button for loading settings from disk
  • added button for loading default settings from preset
Changes
  • fixed app info HUD in bottom right corner


Join Discord Community - https://discord.gg/heMxJhTqCz

Follow on Twitter - https://twitter.com/EugeneGataulin
まどろみトラベル - kyuko
ローンチセールが終了しました。
購入、プレイして頂いた皆さま、本当にありがとうございます。

レビューも数件届いており、楽しく、かつ大切に読ませて頂いております。
(とても勉強になります……!)

Steamでは初のゲームリリースでしたが
報告されているバグは1,2件であり、致命的なモノも無いようで安心。

もう少し様子を見て、まとめてアップデート実施予定です。

フィードバックを糧に、もっと面白く上手に世界観を描けるよう努めていきますね。
引き続きよろしくお願いします。
Kyuko
May 3, 2024
Island Master - CodyCornell82
Added:

Enemies now die automatically at noon each day.

New blood particles for hurt enemies.

Buildings now have particle effects for being placed/destroyed.

Floating text now appears to show how much of a resource is being consumed/produced and the text is colored to match whichever resource it is.
REMORE: INFESTED KINGDOM - REMORE


Hello, Survivors.

Spring is well upon us!

We can't see anything but pitch black from our development dungeon... but let's call it spring anyway!

As testing continues, your feedback and reactions have been our biggest source of inspiration in setting goals for REMORE.

In our previous Dev Notes, we've been deep diving into specific topics and providing detailed introductions, so it's been difficult to showcase some of the smaller changes we've made in response to player feedback...

For example, the changes to the Main Dock UI that we introduced last week were driven by player feedback that the pixelated font was hard to read, and there are quite a few elements that we're changing to address that.

That's why this week's theme is "Your Voice Echoes in the Dark," and we're taking a quick look at some of the upcoming changes that are a direct result of your feedback.

Here are just a few examples but stay tuned for more updates in the near future!
  • Added Weapon Swapping - We'll be adding a more intuitive and convenient way to swap weapons (based Early Access feedback).
    • In the EA version, you could "always swap all weapons in your inventory", which many people found unintuitive.
    • We're changing the system so that all characters can pre-equip up to 2 Gear sets (Loadouts) in camp, and swap between these two sets via the “Swap Weapons” feature.
    • There are many additional changes to weapons on top of this, but more on that later!


  • Gamepad Support - We're working on a UI tailored for gamepads (accepting feedback on our first demo)
    • For the Early Access version, the focus was to establish a keyboard/mouse-centric UI, but as we revamped the UI, we realized that if we didn't take this opportunity to consider pads, it would be impossible to put them in the future.
    • For now, this is only supported within the battle stages, but we're rethinking the overall UI design to make the game entirely playable with a pad.
    • We'll have more to say about this in a future UI Dev Note!
  • 4 New Characters Coming Soon: Battle Nun, Jester, Mercenary, and Inquisitor (based on feedback from the first demo)
    • While the notes so far have focused on "diversifying the map," we're also working on game-build modifications that will allow for a larger number of characters beyond the initial three classes.
    • We'll have more on the new characters themselves soon, but here's a sneak peek at the concept art for the new "Mercenary" character!


  • HP recovery rules will change: HP will be restored fully after each stage (based on Early Access feedback)
    • In the Early Access version, HP damage taken by players was "cumulative," meaning that it was not automatically recovered except in special ways, such as by consuming food.
    • While we felt this was in keeping with the overall theme of the game, we had an issue with first-time players starting the next stage with too little HP, making the stage "practically impossible to clear".
    • Also, the penalty for taking damage is so high that it makes the game more passive overall, so after some deliberation, we decided to recover HP to full after every stage.
    • We've made some big changes to the stat system, the overall context of combat, and the "armor" associated with it, but more on that later!
This week's changes are just the tip of the iceberg. Stay tuned for more brutal and intimidating changes to REMORE, that all came from your feedback!

Survivors, once again, thank you for your support and enthusiasm for our game!

We're working hard to keep up with your expectations and create new experiences that are worthy of the time you've invested in our development.

The transformation of REMORE continues. Let’s venture on!

See you next week!
REMORE
May 3, 2024
Gravity Maze - dennismail4
Getting ready for the up coming random demo. I am working on bringing more randomization to
Maze creation. It not full game update do to having some new bugs with the game. You can try it out by going to the game Library page then go to setting and properties under beta select test branch.
ARK: Survival Ascended - ARK: Survival Evolved

We're thrilled to announce that we'll be bringing a taste of the popular Garuga123 mod ARK: Additions directly into the base game. These creatures may see some tweaks along the way for balance and design, but one thing's for sure: they are coming, and they are ready to shake things up!

Get ready to encounter new formidable creatures from Garuga, starting with the vicious Ceratosaurus. Prepare to have your skills put to the test, because these beasts won't go down without a fight!



Download in full resolution

Lurking in the untamed jungles and sprawling grasslands, the Ceratosaurus is an aggressive predator adorned with venom-laced spines. Their attacks cause victims to erupt in bursts of blood, a sight for sore eyes (or a tactical advantage for a clever Survivor!). If you can harness this power, tamed Ceratosaurus will unleash healing bursts that revitalize themselves and your fellow carnivores. These swift creatures make for some of the fastest mounts you'll find.

Keep up with the development on ARK:Additions in Garuga's Discord!



This is just the first of Garuga's fearsome creatures from ARK: Additions that we plan to introduce to ARK: Survival Ascended. We expect to launch this new creature by mid-May so get ready, sharpen those spears, and prepare to conquer this fantastic beast! Next week, we will be revealing the second creature that will be released simultaneously with Ceratosaurus!



As we draw closer to the release of Premium Mods on console (currently going through cert), we have some updates based on feedback we’ve received from the community regarding how Unofficial Servers that used Premium Mods felt like they were too restrictive. This was definitely not the intention of the system and with our partners, Overwolf, we aim to resolve this as soon as we can. So here’s the plan:

This summer we’re going to give UGC Creators the capability to remove the server-join restrictions on their Premium Mods. Essentially, we’re giving them the ability to create an “Unrestricted Premium Mod”.

What this means is that, they’ll be able to create a new type of paid mod, which can be hosted on a server that does not prevent you from joining it if you do not own the mod. Instead, Creators can determine how they want to control access to the content of the mod. For example, if there’s an Unrestricted Premium Mod that adds a new set of weapons, the creator can prevent people from specifically crafting or using the weapons, or other gameplay aspects  rather than preventing people from joining servers hosting it, as it currently does.

Additionally, this system will also allow Creators to make some aspects of their mod disregard ownership so even if you do not own the mod, you can still get some of the gameplay changes.

We believe this flexibility will allow both Creators to balance out the features in the mod, as well as ensure that they can be hosted on Unofficial Servers without preventing restriction. A huge thank you to the ARK community, your feedback is invaluable as we shape the future landscape for modding!






Download & play new custom content created by players, including new maps, creatures, items, and game modes, through a dedicated new Mod-bowser directly within the game. Enjoy an endless stream of new ARK content as the creativity and talent of the community is fully unleashed for the first time across gaming platforms and stay tuned as we spotlight more Cross-Platform Mods each week!

This video features:




This weekend, the Official Network will be receiving bonus rates! It will be active until Monday, May 6.
  • PVP/PVE: 2x Harvesting, Taming, and Experience, and Breeding
  • Small Tribes: 4.5x Harvesting, Taming, and Experience + 4x Breeding
  • ARKpocalypse: 5x Harvesting, Taming and Experience, and Breeding



Fan Art Gallery | Screenshot Gallery | Artist Feedback Form

Help us discover your talent by tagging your art with #ARKPhotoMode or #ARKFanart on social media!




Creator: The Handyman builds
Learn how to construct The Handyman's hatchery that is both efficient and stylish!


Creator: Crazy of the game
*international corner* This French film takes place over the entire history of Scorched Earth with the characters, Helena, Rockwell, Raia and John. (with English subtitles!)




Part 6 of Drawing Every Dino Dossier by cascadingcaramel


Unka bob by gman2006


Fire Wyvern by strandedandstoopid


Really proud of these last couple drawings of Scorched Earth! by @CharliSpirit


Locke and his family thriving in the years after the story by @TekARK_01


Mei, Xiao, and Shi running through the Luminous Marshlands! by @ewo_zaur


Deathworm by SirDrip




Photo Mode by toastaleenix


Ridin' off into the sunset by donnsensei


Photo Mode by lordarkanum


Scorched Acro by dragonheart7998


ARK Foosball by @GPxGP


Enjoy your weekend!
Studio Wildcard

Twitter: twitter.com/survivetheark

Discord: discord.com/invite/playark

Reddit: reddit.com/r/playark

Instagram: instagram.com/survivetheark

Twitch: twitch.tv/survivetheark

Steam: steamcommunity.com/app/346110

Youtube: youtube.com/survivetheark

Facebook: facebook.com/survivetheark

Threads: threads.net/@survivetheark

Official Wiki: https://ark.wiki.gg/wiki/ARK_Survival_Evolved_Wiki


May 3, 2024
Mage Tower: Call of Zadeus - Super Mega Games
There will be more updates in the next couple months. Also a roadmap is coming this month!

Quality of Life

-When a boss spawns, it will now spawn on the map and chase you down, making it much more clear what is happening. (In previous versions you would just be teleported to the boss's pre-battle screen, which could be confusing.)
-A notification was added for when a player tries to play a card they don't have enough energy for.
-The process of searching for cards in your deck (via certain effects) has had some interface improvements to make things more clear.

Mastery Changes:

(Mastery 3 and 4 have had some adjustments to give them a smoother difficulty transition from Masteries 1 and 2.)

-A few enemies were more difficult at Masteries 3 and 4 than they should have been (i.e. Gold Knight would get +8 health at Mastery 3 when he shouldn't have.) This has been fixed.
-Previously at Mastery 4 there was a sharp increase in enemy spawn rate, and a sharp decrease in starting bloodrunes. These changes now happen incrementally from Masteries 4-8. (So Mastery 4 will not be such a huge jump upward in difficulty.)

Card Changes

-Element Cannon now deals 7 damage to the closest monster instead of destroying it. (Generally a buff because now it can hit Hulking enemies which are immune to "Destroy" effects.)
-Element Cannon now has a Cancel button after you activate it if you change your mind about using it.

Miscellaneous Changes

-The time passed after a dungeon battle has been increased very slightly.
-Bazaar artifacts you can't afford will now be tinted in red.

Enemy Changes

-Temple Guardian has had 1 additional Thorn Mage added to its monster deck.
-Rock Pile is now more difficult at masteries less than 5.
-Skulk's Bogle monster is now a 2/1 at Mastery 1 and 2 instead of a 3/1.
-Skulk's enemies will now tell you how much of the resource you have left after they steal some from you.
-Skulk was saying it stole 25 bloodrunes, but it actually stole 75. Changed both values to 50.
-The Headhunters' Sylla's hp was increased by 1 at Masteries 1 and 2.

Notable bug fixes

-Fixed an issue with Chain Lightning where it was incorrectly shuffling the Spell Charcoals into your deck instead of putting them into your discard pile.
-Enflame is now correctly able to damage Agile and Carapace enemies.
-Fixed a bug where the arrow that guides you to a dungeon could sometimes get stuck pointing right.
-Fixed a bug where the dungeon buff that reduced a card's cost to 0 wasn't working.
-Fixed a bug where Enhance Magic's cost reduction effect wasn't doing anything.
-Fixed a bug where the legendary Enchanted Bow artifact wasn't working with Fireball.

Minor Bug Fixes

-Fixed a bug where it was possible to activate a class skill while other actions were happening, which might cancel the skill activation.
-Fixed a soft lock bug where Summon Artifact could be activated when you had no Permanent cards (it was counting Scheme cards as Permanent cards, then not letting you actually get them.)
-Fixed a bug that could make some cards in your deck glow green right before the Zadeus battle.
-Fixed a bug where when looking at the "Map" boss artifact, it would sometimes choose the map artifact as your final choice even though you were just trying to click the "See Dungeons" button.
-Hopefully fixed an issue where Bazaars and Obelisks could spawn below the bottom of the map.
-Fixed a bug where Thug, which steals Scrolls, was saying on hit that it steals Trade Resources (which no longer exist.)
-Living Mountain will no longer warns of monsters in X turns when the monster deck is empty, since there won't be any more monsters.
-The "Stash of Riches" artifact was still showing up as an unlockable in achievements even though the artifact doesn't exist anymore. Removed it.
-Corrected the Trebuchet artifact's description to note that Siege has Enflame 4.
-Fixed an issue where your artifacts and the day timer weren't showing up on some screens.
-Fixed an issue where, when Wicker Man was in play, some direct damage cards would look like their damage was buffed by having purple text when the damage was not buffed.
-Fixed a bug where The Headhunters' Sylla would be delayed in updating her attack value.
-Fixed a bug where Freezing Breath's cost increase debuff wasn't working.
-Since the Temple Guardian's Thorn Mages buff Sproutlings at end of turn, it wasn't adding that potential damage to the incoming damage counter. Now it does.
-Fixed a bug where Summon Artifact was able to grab Scheme cards.
-Hopefully fixed an extremely rare crash bug that could happen when playing Fireball.
-Fixed an issue where the count of cards unlocked on the Achievements screen was off.
-Fixed a bug where Summon Comet wasn't gaining life if you used it on the last monster.
-Fix an issue where Silence didn't have a prompt telling you to click a monster.
-Fixed a bug where the game would pop up the dialogue box to equip Wax Mask to The King's Banner, even though it couldn't be equipped because The King's Banner is a costless card.
橘猫猫的幻想 - 橘喵喵
On sale! English version is in production
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