May 11, 2024
Pixelpusher Playtest - axc_elnino
Fixes
  • Fix crash
May 11, 2024
Ball-it Hell - Jamesika
- Fixed an issue where Turkish players could not start the game properly
May 11, 2024
Animal Shake - Davanje
added some video in tutorial
May 11, 2024
Mandela Syndrome - tezalcostudios
Beta Update 1.1.1, fixing some issues from this week's update.

Bug Fixes
- Fixed crate miscount errors.
- Fixed ESC not working on levels.
- Fixed Exit button on title not working.
- Corrected some issues with Explosive crates not scanning.
- Fixed an issue where the event timer for Entity A on Saturday was set too high, so they'd never spawn.
- Fixed issues with the Reality Anchor button teleporting, and sliding, and just generally not working.
- Fixed multiple major issues with Thursday causing the tutorial to be unplayable.
- Fixed an issue with the Blacklight letters not aligning with the correct TAR reading.
- Fixed final scores displaying as decimals instead of percents.
- Fixed some score calculation errors.
- Fixed game booting on options menu.

Feature Changes
+/- Changed how final scores are calculated. Now getting the decoder game incorrect no longer counts into your score. Only your final answer will be counted in the score.
Re:Lord – Tales of Adventure - 2P Games
大家好:

首先感谢各位玩家对我们游戏的支持,你们的所有评论我都一一仔细阅读过,对于游戏无法满足大家的预期,我在这里要郑重地向大家说声抱歉!

我本来也只是和大家一样的吃瓜吧友,只是因为一次契机踏上了独立游戏开发的道路。这个游戏的灵感来源于23年的某一天,群里的人水群回忆老游戏,我们一起怀念起了曾经玩过的,拥有独特战斗机制,但是后来完全被氪金毁掉的一款网页游戏。恰巧当时我也处于即将离职状态,手上还有一些可以用于制作游戏的积蓄,这时候自己做个独立游戏岂不美哉?

人员的组建开始于23年5月,主要来自贴吧招募。我们的团队主要有6名成员,分别是我,线下程序,线下美术(主要负责综合),以及线上三名兼职美术(分别负责骨骼UI和小人)。所以我们完全不是专业团队,也不想制作什么换皮坑钱的作品。有的玩家评论游戏的美术低劣,您说的很对,但这确实是热心的吧友成员拿着不高的工资为我们一点点制作出来的。立绘确实是AI跑的这个没得否认,但是首发接近300张立绘,全部手绘对我们来说实在不现实。如果只出十几张手绘立绘,又不能展现我们心中为大家呈现一个理想的异世界。为了让玩家看起来舒服些并保证立绘的风格有差异,我们总共也找了大几十个模型,跑了一万多张原图,并且补图(因为AI跑的图位置比例都不对),并对每个图的错位/额外手指等都进行了精修,这部分也花了线下美术四个月的时间。
变故主要来自于程序部分。原来的线下程序是基本工资+分成的形式,在去年11月左右,也就是项目做了1/3左右的时候,已经把个人的重心放到私单上了,开发效率开始放缓。在24年接到更好的外包单之后,开发就基本已经停滞了,并在在新品节(今年2月)上线之前留下了一个不能运行的包突然跑路了。新品节的前一天晚上我和发行的老师钻研到了深夜4点钟,已经做好最后的准备,就是回退版本1个月,上一个只有简中的demo版放到新品节上。不过还好当天如有神助,我找到了之前程序遗留的bug,赶在节前发布了一个多语言包,也就是大家后来玩到的demo版。

在新品节之后,我找了很多程序接手,但是很多人看到原来代码,表示这个风格接不了。一般来说,一个贴吧组团的游戏,命运到这里可以画上句号了。幸运的是,我认识一个在职的兄弟,他正好和我相识,并且和原来的程序也合作过,于是他答应去在线上接手这些很难阅读的代码,当然他时间有限,(要价也不菲(笑))。我把剩余所有的积蓄投入进去后,我们花了3个月的时间完成了一些收尾,修复了原来遗留的一些BUG,于是大家就看到了现在的这个版本。

在我们原来的设计规划中,这个游戏有委托功能,成就系统,无尽模式(无尽模式是由玩家来选择对方的增益),并可以多人联机爬塔,以及组一套卡多人对战,并准备制作创意工坊。我们规划中的战斗玩法在PVP玩法上应该会更有趣和烧脑,只是当前的能力确实不允许我们发售一个那样的版本了。目前游戏在打通关之后还有多周目的剧情,至少可以体验一下4个职业,每个职业打一轮。我们也自知游戏内容缩水,各位玩家的评论我们也认真阅读了,国区目前定价打折后是21,后续也会有各种打折活动,如果21能为您带去三五小时的愉快游戏时间,也希望您能在评论区手下留情,我在此感激不尽。

关于后续的计划:目前的售卖收入会给现在的程序兄弟,看看能不能修一修BUG以及尽量开发出一些新功能。如果只是填表、编辑器或者简单的代码产生的BUG,我会随时跟踪并且尽快为大家修改,希望大家在群里不吝提交给我。

尽管本作存在着各种的不足之处,凭我们当前的能力或许无法在短期内做得更好,但它毕竟是我们耗费大量精力制作的心血结晶,我们也会用尽全力把它做得更好。最后再次感谢各位玩家对我们的支持,希望我们的努力能不负各位的期待!
May 11, 2024
A.V.A Global - jeehyojun
Mercenaries!

Our gifts are still waiting for you!

Click the coupon icon on the top right of the game lobby and type:
-----------------
BLACKBARON2D
------------------

[Reward]
> Ultimate Box *1

[The coupon can be redeemed during this schedule]
> Time (UTC) : 2024. 05. 12 06:00 AM ~ 2024. 05. 14, 00:00 AM

Thank you.

Sincerely,
Your AVA Operations Team
May 11, 2024
Generationship Playtest - KillerJoe
Hello Space builders!

In this iteration, our primary goal was to polish everything to get ready for a demo. There were good weekly testers from discord, finding a lot of things and bringing the game forward.

Ore
There are now ore resource types like Sand, Iron ore and Copper ore that can be mined the moon, including complete new Recipes for the Smelting and Chemistry table, another step to get independent from earth.



Garbage
The holding of recipes has also changed a lot and is now more clear. It includes the internal handling and the ui. As a result of this, there are now garbage bags that are created when some recipes get canceled. Later I plan to add some better garbage handling to be able to recycle these, for now, you have to throw it away.



Visualize Resources
To make it easier to see what the crafting Workbenches are doing, and what is needed there, there are now the needed and produced resources shown, depending on the chosen Recipe.



Automatic Batteries
The Batteries are now fully automated and change between charge and uncharge, depending on the ship's energy.




Presetup
Due to some bigger refactorings, it’s now possible to set up the interior item before its done. Including setting recipe, creating connections to storages and setup the crafting queue.



Testing and Bug Fixes
The biggest part of this long iteration was bug fixes and smaller improvements. We got very good weekly testers last month to build huge ships and found a lot of potential improvements that are going to the game.
In total they played over 500h and built ships for up to 150 persons.
In total the last iteration contained 28 minor releases with around 190 fixes, 30 addings and 130 improvements.

Other improvements
There are a lot of improvements, like a ctrl+F menu to find items or persons, Colorizing borders depending on the state, more clear task handling and pi menu



There is also new ResourceContainer Overlays and a complete new structured Tutorial, to make the start of the game easier for new players.

Also a new starting ship, Recipe Configuration tool and a better Reporting tool has been created in that time, to prepare for a larger group of testers.

Other changes
This time I will not add this huge amount of changes, but you are free to review it in discord or in the games main menu. I also created a tool to generate dif changelogs for further patch update news of the steam's default branch.

Want to see more?
I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/
May 11, 2024
AI Roguelite - AI Roguelite: AI-generated RPG
Edit item equipment slot

You may now edit the equipment slot of an item. Changing its category may trigger a call to the AI to generate the new abilities or status effect.

Image cropping for entity images

You may now adjust whether to crop or scale images (or a combination of both) under Options. This mitigates the stretching issue that was bothering many users.

Misc

  • Added option to put entity titles on bottom instead of top
  • Added separate x y sizing for exploration background image gen
  • Added enter key logic for most confirmation modals
  • Added double clicking logic for loading a game
  • Added open folder button when loading game
  • Fixed favorite star icon bug for merchant inventories
  • Improved NovelAI image gen retry logic (less chance you’ll need to restart the game if NovelAI rejects the request)
  • Reduced chance of adjective item issue (e.g. acquiring an item called “old”)
Wraithbinder - Wizardfu
Greeting, warrior of legend!

Wraithbinder is launching into Early Access this Monday, May 27th! Visit Wraithbinder's Steam page and Wishlist in order to be notified when the game goes live.

You can get a taste for all the Early Access version has to offer with the playable demo, which has been updated in a major way. Let's take a look at what's new.



Major Gameplay Enhancements

The experience you gain is now permanent across runs, meaning you keep your player level even when you die. Going up a level grants you one Salty Tear, a new currency that allows you to unlock powering up your armor with the new Mystic NPC.

Going up a level in experience also means you can wear and find a higher tier of armor. Higher tiers of armor have better base stats. Like a tier one ring might have +6% Melee Damage while a tier 2 ring will have +8% Melee Damage.

There are now four NPCs that you gradually rescue within the world who will come to inhabit your home area. They are the Trader, Mystic, Architect and Blacksmith.

The Trader sells you the Automap, Compass, Teleporter and can exchange currencies like Gold, Light, Salty Tears, Ability Keys and Metal.



You can meditate with the Mystic to permanently power up your armor, even the new armor you find later. You unlock an armor section, such as Helmets, using Salty Tears. Then you invest light into your Helmets in order to power up all the helmets you currently own and even all the new helmets you will ever find. As you invest more light, more stats get added to the armor and the quality of the stats increases.



The Architect enables you to permanently power up the world. You give them Metal and they deploy their designs into the world. One such power up is Jars of Health I. It costs 50 metal and gives you a 0.5% chance to find 5 Health within any Jar.



Buy and sell armor with the Blacksmith. Peruse his offerings to see if there is maybe a new magical ring you'd like. Or sell him all the equipment you aren't wearing to gain some Gold.



Act I

Wraithbinder's story plays out in a three act structure. Act I is available now and playable in the current demo. Act II will come during Early Access. Act III will come at 1.0 launch.

You are the captain of a Sky Sailor ship who must save your child from the clutches of evil... Enjoy the Act I story in the Early Access version this May 27th.



Major Gameplay Enhancements:

You can choose your reward after defeating enemies in each room. Often you will be faced with the choice to improve your character during the current run, like picking up an Ability Point Orb, or to improve your character in the long run, like picking up some Metal to spend with the Architect back home to upgrade the world.

The Wraithbind ability is now permanent across runs. Once you discover this ability, you will start your next run able to bind one wraith.

Mana Regen has been increased significantly so you no longer need to hit the environment to harvest Mana.

You now power up abilities by finding Ability Point Orbs and the maximum ability level has been increased from 3 to 9. Ability levels bring significant gains to your abilities. For example, the level 2 Sword ability does +33% damage.

You now keep 100% of the Gold, Light and armor you find during each run. (The game used to drop 50% of Gold, Light and 100% of unequipped armor.)

There's also a sweet new animation for when you vanquish a boss.



Translation

Wraithbinder has now been translated into 10 languages in preparation for the Early Access launch: English, Français, Deutsch, Italiano, Español, Português-Brasil, 简体中文, 日本語, 한국어 and Русский.



Release Notes

Here's the full release notes for Wraithbinder's version 0.9.0, in case you want all the details:

v0.9.0 : May 11, 2024

Home Area NPCs and Powering Up:
  • The Experience you gain is now permanent across runs

  • Going up a level grants you one Salty Tear, a new currency that allows you to unlock powering up your armor

  • Going up a level in experience means you can wear and find a higher tier of armor

  • Higher tiers of armor have better base stats

  • Created 4 NPCs that you can rescue who come to inhabit your home area: Trader, Mystic, Architect and Blacksmith

  • The Trader sells you the Automap, Compass, Teleporter and can exchange currencies

  • Meditate with the Mystic to permanently power up your armor, even the new armor you find

  • Give Metal (a new currency) to the Architect to permanently power up the world (like finding Health powerups in Jars)

  • Buy and sell armor with the Blacksmith

Story Elements:
  • Wrote a three act story. You are the captain of a Sky Sailor ship who must save your child from the clutches of evil.

  • Act I is available now. Act II will come during Early Access. Act III will come at 1.0 launch.

Major Gameplay Enhancements:
  • You can choose your reward after defeating enemies in each room

  • Made the Wraithbind ability permanent across runs

  • Increase Mana regen so hitting the environment to regain Mana is no longer necessary

  • Made it so you keep 100% of the Gold, Light and armor you find during each run (used to drop 50% of Gold, Light and 100% of unequipped armor)

  • You now power up abilities by finding Ability Point Orbs

  • Showed how much each Ability Point improves an ability (like bonus damage for your Sword going from 0 to 33%)

  • Increased the maximum ability levels from 3 to 9

Artwork & Visual Clarity:
  • Created a sweet animation for when a boss dies

  • Made damage numbers to or from yourself bigger so you are more aware

  • Moved health and mana baubles to the edges of the screen for clarity

  • Created a high-resolution, anti-aliased font that scales nicely to any resolution

  • Used camera stops along the edges of floors so it naturally hides secret rooms

  • Improved the artwork and aesthetic of the main menu

  • Made all enemies have glowing eyes

  • Improved the aesthetic of background colors

  • Made the fog of war less dark, nearly transparent

  • Make blocks in other areas darker

Character Creation:
  • Expanded character color choices from 8 to 28

  • Added an option to change character clothes color

  • Expanded character skin color choices from 1 to 5

  • Your child is show by your side; you can name your child

Other Gameplay:
  • All the boss sidekicks die when the boss does

  • Created two new mini relics: the Speed Nudger (+5% move speed) and Haste Nudger (+5% attack speed)

  • Made chests locked until you defeat enemies

  • Made floors flow effortlessly just to the right areas with minimal backtracking (especially floors 1-6)

  • Created safe connector floors where you gain new abilities, learn how to use them and sometimes trigger story elements

  • Created secret bridges that allow access to secret rooms

  • Allowed holding ranged attacks to repeatedly fire as long as you have Mana (used to be a limit of 16 total attacks)

  • Allowed holding Grenade attacks to repeatedly lob

  • Allowed using the Shield use as long as you hold the button; Changed Shield Duration stat to Shield Damage Block

  • Made relics have prerequisites so you won't find something like Wraithbinder if you don't yet have the Wraithbind ability

  • Changed Gold & Light Retention stats to Gold & Light Multipliers

  • Made Radruiel boss do damage when they land on you

  • Guarantee the minibosses you find on the next run will be different than this one

  • Increased the size of rooms with enemies

  • Increased the amount of locked rooms

  • Placed enemies randomly within rooms

  • Created clutch defense: below 1 health you take less damage

  • Reduced the Mana cost of Skybot Mines

  • Reduced the amount of times you get hit from fire damage from 3 to 1

  • Removed Health drops from floor 2 minibosses

  • Instead of choosing New Run or Continue from the main menu, you simply Play

  • Created the Give Up choice on the pause menu. It takes you back to the home area, similar to the old New Run choice.

  • Decreased the size of floor 8

UI:
  • Using the mouse, you can now drag and drop to equip armor

  • When you gain a new ability, checkmarks are placed on screen to help you learn how to use the ability

Settings:
  • Created the Aim Assist input setting which snaps your melee and ranged attacks to an angle matching a nearby foe (enabled by default)

  • Created the Attack At Cursor input setting to always melee attack towards the mouse cursor (enabled by default)

  • Created the Dash At Cursor input setting to always dash towards the mouse cursor (disabled by default)

  • Created the Mouse Lock input setting which keeps the mouse within the window (enabled by default)

  • Created a new HUD type in Video Settings called "Extra" which displays FPS, ping time, etc.

Localization:
  • Translated the game into Français, Deutsch, Italiano, Español, Português-Brasil, 简体中文, 日本語, 한국어 and Русский

Stats:
  • Started tracking some Steam stats like: Minions Vanquished, Wraiths Bound, Swoons, Highest Floor Reached

Other:
  • Paused the game when Steam overlay becomes active

  • Solved mouse scroll wheel being too fast when using a trackpad

  • Make selecting menu choices with the mouse better when you have just used the mouse wheel

  • Solved some shadow pixels getting left behind forever

  • Animated the menu choices appearing

  • Solved Gzrel boss getting stuck not attacking

  • Solved being able to spam knuckles and prevent bosses from ever attacking

  • Solved boss sidekicks sometimes having gigantic knockback

  • Solved a rare issue with native controller support where the left stick would mostly move north or south

  • Removed the option for a pixel UI

  • Removed the option to skip all dialogue (you can hold B to skip story elements)

  • Removed Checkpoints; it's all or nothing, baby

  • Solved some rare issues where floors would be unsolvable

  • Solved gold thief sometimes not appearing for an entire run

  • Solved arrows flipping 180 when hitting target

  • Solve mouse wandering on Windows 8; Yes, I actually tested it on Windows 8

That's all for now. Cheers,


Nat
Code, Art & Music
Artificer's Tower - Jason@RodentGames
Hello Artificer's!

This build was a challenging one to test in order to get the crafting fixes in. I might not get a release out next week as I'm visiting family; but I'm a workaholic so I might sneak some time in!

Smarter Crafting
A highly requested change has been to make the crafting system smarter when dealing with chaining ingredients, auto-ordering, and multiple in the same room. I'm happy to say I think I have it in a much better place!

This new "smart" chain crafting is behind a new gameplay option that will default as Smart. This rethinks how the chained ingredients will be added to the tower. It will take into account the current quantity on hand, ordered, to be consumed, and auto-generated tasks. It will only fill stocks where items are missing instead of blasting your rooms with tasks!

With this update two more changes for crafting that will be helpful. Firstly, mages will try to stay in their current room when crafting a similar type. For example, if you have two Fabricas the mages won't start bouncing back and forth but stick to one room.

Next is the idea of blocking chain ingredients from showing up in specific rooms. As you can see below there is a new option in the crafting window to block these tasks from showing up. This will allow more control for higher tier rooms from getting spammed.




Moving Rooms
A small change with big impact is the ability to demolish upgraded rooms and get the ingredients back! This allows you to easily move your rooms around without worrying. Essence will be the only "tax" for this move!

I've also made a tweak to the upgrade tooltip to show what values are changing:


Options
Since the first playtests the Daily Report has split players, some people hate it, and some people love it. I've tweaked it before with an option to stop the game from auto-pausing but it wasn't enough. This update adds the ability to completely disable it from automatically appearing:



More Fixes
  • Speed update of the Private Study was not displaying
  • War Chamber -> Not showing the correct days wasn't reloading after boss
  • Some effect types are not showing an icon correctly
  • Repairing rooms with tasks was hiding the health and taking too long looking like they were broken
  • New notification if mages are wielding Training Staves while fighting
  • Students are suicidal and keep running into combat - hopefully fixed for good!
  • Shield room to shield room - mages won't move when in combat
  • Disable Room - Trap Rooms will still fire munitions

A special thanks this week to @stretch, @Chopper Dave, @anja, and @Devath.

Thanks as always for all the feedback!
Jason
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