Goblin Camp - mike-al
A game of Goblin Camp starts when a group of goblins find a portal from the underworld to the middle world, and decide to go see what’s on the other side. They now find themselves in a verdant but dangerous northern forest, where they decide to make their home.

I’ll be honest: we’re kinda proud of our forest. It looks great, it grows organically, and it provides our goblins with all kinds of useful resources. They can chop down trees for wood, and gather fruits and berries to eat. To make things even more interesting, we’ve also added some ruins to the map.



These ruins are the overgrown remains of a lone cabin in the wilderness, or maybe the only remaining trace of some larger settlement. If you send a goblin to explore the ruins, they’ll find some remnant of the past inhabitants that’ll be useful to your camp.



But it’s not quite as easy as just clicking on that explore button! If you look at the screenshot above, you’ll notice the ruins are surrounded by fog. That’s because we’ve added a sort of fog of war to our forest. But it’s actually much more than a fog of war; it’s the forest-cover.



Sometimes Finnish people will talk as if our ancestors all lived in the forest, and of course, if you go back far enough, it’s kind of true. But for centuries, people in what’s now Finland mostly lived in farming villages. They certainly made use of the resources the forest provided, but compared to the familiar surroundings of the village, the forest was a weird and scary place.

As many people know, you can get lost in the woods. Finns used to believe that you can get really lost, so badly lost that you somehow end up in a parallel world. If you’re lucky, you’ll wander around for a while; in the worst case, you may never be able to leave at all. This is known as ending up in metsänpeitto, literally the forest-cover. The SKS archives hold a story, recounted to one of the collectors by a woman from Hankasalmi born in 1851:

When I was a girl at Hankasalmi, a man got lost in the forest-cover. The whole Lankamaa village was out looking for him, and he couldn't be found, until when he was allowed to be found. That is, when he was free from the forest-cover. He was long since dead then, and the people who found him remembered that they had sat on him while searching, thinking he was a log, because he had looked like one.

We’ve decided to model the forest-cover in Goblin Camp as a sort of fog of war. Tiles in forest-cover will show up as “unexplored” when you hover over them. If goblins enter the forest-cover, there’s a chance they’ll get lost, and wander around aimlessly for a while. You can’t build structures in forest-cover either. So how do you get to those lovely sparkly ruins in the distance?

There are two ways you can dissipate forest-cover. It forms around trees and other vegetation, so clearing flora, especially cutting down trees, will push back the forest-cover. The other way is to build a raven statue.



These sacred log statues drive back the forest-cover and make it much easier for your goblins to clear a path into the woods, and explore those ruins. They also mean you don’t have to cut down all the trees and bushes if you don’t want to!

We feel that the ruins and the forest-cover add an interesting and Finnish twist to exploring the forest, and we’ll certainly be expanding on these themes later!
Gennady - Feed 64
We continue to describe the dark and alien world of Gennady. We will tell you about how the work on artifacts goes and why they are needed at all.



Roguelike or Rogue-lite?

No, we are not going to argue what the true difference between these two concepts is. It is important to understand only that we are trying to create a certain mixture between a platformer and a roguelike. Artifacts help us in this.

How do similar mechanics work in other games? "Artifacts" enhance weapon stats, character characteristics, completely change certain game mechanics or give you new ones. Our artifacts do the same thing. The only difference is that we're trying to emphasize not just beating up a bunch of enemies, but platforming as well.



We developed dozens of artifact concepts and divided them into three categories of rarity, depending on their impact on gameplay. Artifacts that are tied to existing mechanics and change only numerical values were not difficult to add, such as increasing the duration of a temporary shield. Another thing is when an artifact adds completely new game mechanics like instant revival after death.

So far, all artifacts can be purchased for larvae from the junk dealer Sho. But we're leaning more and more towards the idea that some artifacts will only be obtainable from unique in-game events, like completing challenge rooms.


Entrance to challenge room

Improvements

In addition to artifacts that can be bought, we also develop improvements for the character and his weapons. You can get them for free in Zina's trade zones.



Improvements, unlike artifacts, are more tied to how and how fast a character moves in the game space. Dash enhancements (the basic mechanics of movement) are exactly what Zina gives. Also enhancements are the only way to, enhance (sorry) your weapon, be it a fist, blaster, or old squirrel extract.

Choose your frienemies wisely

Let's tell you a little bit about frienemies. These are not simple artifacts that you can buy from a merchant. Each of them drastically changes certain game mechanics, giving both a strong bonus and a negative effect. Frienemy can only be picked up at the very beginning of a run, and for a unique meta-currency that is mined during the run.



Frienemies are currently in the concept stage, as their effect on gameplay is much higher than normal artifacts, it will take a lot of time to work out and balance each frienemy.

And remember

Add the game to your wishlist, subscribe to our social networks, leave comments and share your opinion, it's very important for us, especially during the development phase. Thanks for reading and see you soon!

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Girls and Blocks - Greenolor Studio
We have updated the demo version and the main version for beta testing.
  • Tutorial improved
  • Fixed prologue freezing on repeat viewing
  • Fixed some bugs

https://store.steampowered.com/app/2874110

Join us on Discord | Telegram
Zoom Player : Steam Edition - GODW1N
Change List from v19 beta 6:

* MPC-VR can now be selected as a Video Renderer for media playback. Some of
this video renderer's features are not yet supported (e.g. pixel-shaders).
But subtitles and Dolby Vision support do work thanks to the help of
Chetan Ullal and his work on the MPC-VR Subtitle Helper component:
https://github.com/Chetan-Ullal/MPC-BE-SubtitleHelper/releases

* Added support for 2 more IPTV archive playback modes.

* The IPTV EPG (Electroic Program Guide) will now add EPG "No Info" entries
for missing time blocks, allowing archived playback for these time blocks.
You can see me live coding this feature here:
https://www.youtube.com/watch?v=mQldufSuJfU

* Enabling IPTV's "Safe Mode" now hides the IPTV settings button shortcut
from the IPTV interface.

* New "exSetAudioBalance" extended function (not assigned to any key) that
can be used to specify an exact balance percent value from "-100" (left)
to "100" (right). A value of "0" resets the balance changes.
Please note that using this function will not update the balance widget
in the user interface, only the actual audio balance on the output device.

* New setting on the media library's YouTube plugins (disabled by default)
to filter videos shorter than a specified number of seconds with a default
value of 62 seconds (to hide shorts).
You can see me live coding this feature here:
https://www.youtube.com/watch?v=r7V_F62j4C4

* New "Activities" search strategy option on the media library's YouTube
plugins. I was hopeful the "Activities" entry point into YouTube's DATA
v3 API would provide more reliable results, but it seems limited to
uploads in the last 2 months and some uploads will simply not show up.

+ The media library's YouTube Playlist plugin now retrieves the playlist,
channel name and thumbnail automatically. Since the playlist image usually
reflects the last uploaded video, the plugin will use the channel's
thumbnail for the playlist instead, but you can disable this behavior
in the plugin's configuration dialog.

Previously you had to manually specify the playlist name and a generic
thumbnail was used.

You can see me live coding a portion of this feature here:
https://www.youtube.com/watch?v=r7V_F62j4C4

+ The options window's search feature does a better job at highlighting the
selected element from the search result.

+ Opening the play history dialog (Alt+"H") for the very first time now uses
reasonable initial values for the columns.

+ The default mouse wheel function on new install is now set to volume
adjustments instead of the previous default that Zoomed in/out.

+ The "Please upgrade" dialog now shows the current Zoom Player version.

- Fixed a bug introduced in one of the v19 betas that prevented a
URL from being replayed through the play history interfaces.

- When creating a media library YouTube channel with an "@" channel name
prefix, for example "https://www.youtube.com/@zptechnology", YouTube
can return multiple channels if they share the same name. The fix
now checks all the channel to make sure their customURL field matches
the name in the specified URL.

- The Setting (Adv. Options / Interface / On Screen Display / Actions) that
allows to force the OSD Actions (Play, Pause, Volume, etc) to appear on
a monitor of your choice did not work correctly, showing the OSD on the
same monitor as the player window instead.

- Using Shift+"/" to Cast a video using libVLC accidentally forced all the
next videos to play using the libVLC media engine until Zoom Player was
restarted.

- Fixed a few cases where changing the current play position was not shown
correctly in the active playlist entry.

- When playing media of unknown video resolution, the timeline will no
longer display "0x0" if you enabled resolution display on the timeline.

- Playing audio-only media files using the libVLC engine did not show
the audio mode TAG display. Please note that audio-only media detection
using the libVLC engine is based on the media file's extension, for
example ".mp3" or ".wav".


Click here for the complete change list


To opt in for beta access, right click Zoom Player in Steam and choose properties. Go to the betas section and type the following code:
ZoomPlayerBeta

You will be granted access to the latest beta. You might need to close and reopen Steam to see the changes.
Buriedbornes2 - Dungeon RPG - - ohNussy[Jp]
Improvements
  • Added "button log" button in the battle screen

Adjustments
  • Adjust ranking display conditions

Fixes
  • Fixed a bug in which the ability to increase skill power with various bonus stacks (such as Rage) was affecting some unexpected effect amounts, such as experience gained.
  • Fixed a bug where delayed damage would sometimes not activate.
  • Fixed an issue where some inventory items were not displayed on Buriedpedia.
  • Fixed some texts.
ICARUS - Exctoris
Contains the following Fixes
  • Fixed bug where item in light slot would become activated any time player visibility changed
  • Fixed other Aluminium building piece recipes that require Aluminium Ingots
  • Adding appropriate audio for start loop and stop of coal - wood burner. Adding appropriate deploy audio
  • Fixing wood burner chimney smoke effects playing at the wrong location - based on smaller chimney
  • Fixed bug where wood torch and wood rag torch would disappear when looking in certain directions in first-person
  • Fixed Hypothermia Resistance modifier granted by Tusker crashing game when removed.
  • Added validation to D_ModifierStates to prevent recursive application of auras
  • Fixed bug where offset applied to light slot when mounted wasn't being cleared after dismounting
JUNK! A Demo About Robots Playtest - Fairaday
Spectator Mode Test - C
May 5, 2024
Magic Boutique of Royal Blue - kkangto0

- You can now purchase 'Costume Recipe:Light Inverness Coat' from Madame Armand's Recipe Shop!


Early Access Pocket
- Added temporary items to manually fix errors that require starting the game from the beginning.
To ensure smooth game play, please use it only when an error occurs that does not apply even after the update.

Error that can be corrected while maintaining current save data: Error in removing rocks on the Ballant Mine B2

- Fixed an error in creating the Frilled Swimsuit with the Magic Sewing Machine.
- Added missing icons for the Ordinary Picnic Two-piece and Ordinary Ordinary Magic Academy Uniform.

* Although the error has been corrected, there may be cases where the event needs to be restarted for it to be applied, but in most cases, there is no major problem with the game progress.

* If you want to correct errors while maintaining saved data without initializing it, please use 'Early Access Pocket'.

* After some patches and fix updates, the character may be in a position where it is impossible to move due to changed tiles. In this case, please contact the developer.

Thank you.

KKANGTO STUDIO
JUNK! A Demo About Robots Playtest - Fairaday
Spectator Mode B
PHANTOM GALAXIES™ - BFS_Barker
General Gameplay & Balancing:
  • Adjusted values in relation to recoil, bloom and ADS to make shooting more accurate.

Fixes & Improvements
  • Fixed bug that affected ship movement and turning.
  • Fixed controller down button causing ship to go backwards.

Thank you to the community for all of the feedback provided. We will continue to make adjustments as we progress throughout the game's development.
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