SQUIRMISH: The Videogame of Brawling Beasties - STWALLSKULL
"In the fifth month, the sun rising, on the magic sparkle boxes there shall come a ridiculous amusement. It shall contain cards of varied creatures; some reptilian, some mammalian, some vaudevillian. And many cats. And, lo, there shall be a tiny pink conqueror. Great battles shall ensue. Guts shall be busted, and teeth shall gnash in chattering guffaws. It shall be known as Squirmick: The Vibbeogrome of Squalling Quamblits." -Nostradamus

16th-century oracle Nostradamus, who successfully predicted Theodore Roosevelt's mustache, the Hippy Hippy Shake, The Dewey Decimal System, FAX machines, and the use of mayonnaise as a condiment has hit another one out of the park!

Or at least he was close! Yes, the game is actually called Squirmish, not Squirmick... but he pretty much got it right otherwise.

Ok, he kind of blew it. Seriously, Nostradamus, what is a Squirmick? Squirm-ISH. And what the heck is a squalling quamblit? I think you had your hat on too tight. Some oracle.

Squirmish: The Videogame of Brawling Beasties is a hilarious turn-based card-battling game for online PVP or solo play. Find your favorite creature cards and battle them against your opponent's beastie brigade. Strange strategies and interactions of the wildly-varying cards create a unique, unpredictable and infinitely-playable game! On Steam now!

https://store.steampowered.com/app/1449620/SQUIRMISH_The_Videogame_of_Brawling_Beasties/



#game #games #videogame #videogames #steam #squirmish #squirmishgame #squirmishvideogame #cardbattler #cardgame #cardgames #pvp #onlinepvp #steamdeck #tcg #ccg #funny #humor #monsters #creatures
May 14, 2024
Left 4 Dead 2 - Kerry
An update has been released for Left 4 Dead 2:

- Fixed two exploits that could remotely crash servers.
- Fixed music not playing at the main menu on Linux.
Pocket Idler: Fishing Pond - Inner Realm Studios
While everyone loves positive reviews, negative ones openly reveal the flaws in a game, and I'd like to start by saying that I've heard you...and I'd like to thank everyone who has given feedback on Discord, and given positive reviews, as well!

This update addresses the game's slow start, makes it a bit more exciting with more fish and customers overall, and adds a more detailed way to manage your prices and customers.

Overview
New Features:
  • Customer happiness value that can alter spawn rate.
  • Visual representations of customer happiness and the spawn rate.
  • Rod, Bait, and Pond Capacity upgrades now increase popularity a little bit to help boost the start of the game.

Adjustments:
  • Higher customer spawn rate.
  • Double pond capacity.
  • Adjusted fish values to match the increase of above values.
  • Popularity gain flows better with the increased customers and fish catches.
  • First new fish unlocks, and upgrade purchases come a lot sooner at the start.
  • Birds now give a small percentage of the pond's total fish value so, it keeps up with progress.

Bug Fixes:
  • Disabled upgrade buttons when filling the pond, which would cause issues.
  • Disabled the ability to open the pond when filling it.
  • The fish display card when deleting will now be disabled when the pond auto-opens, if active.

Now let's get into the details!


More Fisher Peoples & More Fish
The start of the game was too slow, and I've addressed this.

I started with the number of fish by increasing the max capacity upgrade levels, which has been doubled. To catch all these fish, the spawn rate of customers has also drastically increased.

These two elements combined make the game quite a bit more exciting to watch and provide a more satisfying experience.

It's important to keep in mind that this is still an idle game, so it does still start off slower and increase in rate as the game progresses, but I hope this helps make things less boring.

Keeping the game running in the background can also cause popularity to increase at a higher rate than money and upgrade purchases due to not actively adjusting the ticket prices and markup, and using the new, more expensive fish.



More Management
I've gotten a lot of really good feedback from players in the Discord - seriously, it's been just amazing to have you all be so involved and helpful, thank you!

One of the elements that have come up there, and from other players I've talked to, is the expectation of adjusting the ticket/markup prices to alter the rate at which customers will want to visit.

I've increased the value of tickets to a max of $1,000 and the markup to 300%, and now it can be used to go beyond the popularity threshold to help slow down spawn rates if your ponds capacity is currently too small and keeps emptying too early.

The best part is the addition of a happiness meter and a visible customer spawn rate to show how your adjustments will be utilized.


A Better Start
While the game is an idler, it just started way too slow. The first fish unlock seemed to take forever, and once things got going, it was a bit better with progressing through them.

I've addressed this in a few ways. The rod, bait, and capacity upgrades now increase popularity a little bit each level to give a small boost throughout the game and get to the first few fish much faster.

The game is now more smoothed out overall, but there will still be a bit of adjusting as things go on, because there will be more content coming, and the game needs to be ready for this.

What's Next?
There are a few items I still want to get to from the current to-do list, but some new, big items have been added.

The major one is working in a Prestige mechanic to extend gameplay. While I have a few more details to figure out before implementing this, I know that it will introduce new pond locations with their own shop designs, decorations, and some new fish unique to the locations.

Character customization and a hat shop will be added. Hats can be equipped to your character and will also randomly show up on customers once purchased.

There will be a new mechanic that will allow you to fish your ponds instead of open them up to customers. Doing this will either earn you unique currency that is used to purchase hats in the hat shop, but there is no ticket cost, so there won't be any money earned on these days.

Beyond this, I will continue to playtest and utilize feedback to improve the games experience even further.

Thank you all for your support and for reading this far. I look forward to the next update!
May 14, 2024
Rogue Voltage - scharlach
Dear modular tinkerers,

Thank you!
This weekend was an absolute blast. Thank you so much for a very successful launch!

Thanks to everybody who got the game on day 1, who supported the game on social media, reported bugs on Steam Community, slid into the Discord (please join, we're having a lot of fun with the game) and tinkered all weekend.

The game was only out for 36 hours and people already have been tinkering for 18 hours. How crazy is that!

Get involved
If you got Rogue Voltage this weekend and enjoy wiring it up, please leave a Steam review! This helps immensely to signal to future players what kind of weird special thing we have going here. Tell your friends about it ! And of you have an idea which creators would enjoy this unique game, let me know in the comments or gently (!) nudge them towards the game.

Rogue Voltage is out since 4 days and I've already pushed a hotfix, squashing some day-1-bugs.

Known and remaining Bugs:
You can save-scum downpayments on camp structures
Saving in camp rerolls jack colors in shop.

On the Discord we collect feedback, bug reports and design ideas. If you want to contribute to the game, you're very much invited to join the obsession.

The road ahead
The first real update to the game will take place on Friday the 17th, with a module drop of 4 all-new playpieces incoming, There are some bugs and exploits that you probably found already, and I'm getting some more of them on Friday.

Here is a roadmap for the near future. Things might change around here and there and eventually I have to move away from weekly updates to a bi-weekly or monthly rhythm to not lose my head, but for now it's fun to ride the wave with you, the community of players.

Thank you for being patient with updates, work on the game and community management, as we're a microscopic team, trying our absolute best with our first ever game release (!).

Wire up!
Luca

Forza Motorsport - T10Yaachts

It has been exciting to see your response to updates like the inclusion of Nürburgring Nordschleife, the Aston Martin Valkyrie, GT3 cars like the 2019 McLaren #03 720S GT3 and changes to the Car Progression system. We will continue to do updates each month that track against our plan for the game, but we also balance that with shifts in priorities that come up from the community.

A case in point is the Car Progression system. We heard loud and clear that many players preferred the ability to upgrade cars how they wanted when they wanted, and we unlocked all parts at level 1 and enabled exchange of credits to car points to facilitate your builds in the garage.

This was a change that we had not planned for but recognized was a huge priority based on your feedback. Feedback that continues to be invaluable.



A few weeks ago, we published our Suggestions and Troubleshooting Hubs update. To date, we’ve seen over 470,000 votes counted across the series. From car voting, which has led to the inclusion of 50 new racing models released in Motorsport, to Features voting around topics like FOV positioning and Car Progression, to Troubleshooting which has allowed us to deploy hotfixes to resolve your issues as quickly as possible. We want to extend a huge thank you to everyone in the community for sharing your passion with us and knowing that while we don’t reply to everything, we are reading all of it!

So, what’s coming in the next few months? In addition to adding more tracks and specific features like Spectate Mode, Endurance Races, Car Proximity Radar, Forza GT car division changes, and Logitech TrueForce support to name just a few, we’re improving the overall experience of Multiplayer with some significant changes:

Safety Rating & Matchmaking

Motorsport thrives on competition, and we’re making changes in our latest update to improve your experience by more accurately assessing a driver’s safety rating and updating our matchmaking algorithm to match players who are closer together in safety rating. These changes will help ensure that if you are a clean racer you will match with drivers who are going to give you the cleanest racing experience.



First, beginning with this week’s update we have introduced tweaks to how Safety Rating is calculated by increasing the number of previous races that we use to determine your Safety Rating from 10 to 20. This will put a greater emphasis on your longer-term racing trends. A safe racer with one bad race out of 20 will see little impact on their Safety Rating. A player with a low SR with one clean race out of 20 will see little impact on their rating. This also means that it will take longer for players to raise their SR.

In addition to the shift to longer-term racing trends, there will be increased weighting placed on collisions to determine your SR. Players with many FRR penalties will see their SR drop faster than before.

After the first race in Update 8 some players' Ratings may shift due to the change from 10 to 20 races in the SR calculation.

For Matchmaking, we updated the search algorithm to search for a narrower range of safety ratings compared to your own. For example, players with an ‘S’ safety rating should no longer match players with ‘E’ and ‘D’ safety ratings.



To put it simply, we’re making these changes to match fast, safe drivers with other fast, safe drivers and improve the multiplayer experience for those who want to compete fairly.

We are aware that introducing these changes into the current Forza Race Regulations (FRR) environment may create concern, and we are looking at a number of changes to Forza Race Regulations in the near term to mitigate those concerns, but we are introducing the safety rating & matchmaking changes in isolation to measure them effectively and avoid unnecessary spikes in false positives before introducing new variables to FRR.

We’re also aware of the clever exploits that players are using to combat intentional ramming, and working on a solution of our own that we hope to implement in the coming months.

Forza Race Regulations

Near term for FRR, we are implementing changes to how the system handles fault assignments across several situations. Our next two priorities are rear-ended players incorrectly being assigned penalties and penalizing players who repeatedly cause low velocity side swipe offenses.



Next priorities include looking at things like players being penalized for low relative velocity impacts that should be forgiven, seemingly small track cuts that result in penalties that are too large, nearly identical off-track incidents resulting in different penalty times, and players being penalized for unavoidable contact.

As we said above, it is important to the stability of the game that we introduce and test these changes incrementally to limit the number of false positives we see in each update while still making progress on improving the model.

AI

Recently we made small adjustments to the Drivatar AI to correct race start behaviors and provide a smoother experience into turn 1.

The latest update will reduce unnecessary braking by AI overall. This includes cases while the AI attempts to pass, 2 cars wide in corners, at the apex of corners, and on straights.



Future updates will tweak additional areas to support better AI behaviors related to slowing down after being passed by the player, when the player is alongside AI cars, and passing improvements in multi-class and endurance races. That’s right, we’ll also be bringing multi-class and endurance races to Motorsport soon!

We’re grateful for all the feedback we’ve seen and received and will continue to read and track your suggestions and critiques on our forums. Keep sharing your feedback and issues so we can do our best to prioritize. Thanks again, as always, and we’ll see you on the track.

Andy Beaudoin, Forza Motorsport Game Director

Chris Esaki, Forza Motorsport Creative Director

Trevor Laupmanis, Forza Motorsport Executive Producer
Split Square - shedinja
Changes

-Reduce the size of the boss room and increase the health of the boss
-Added animation at the start of the boss battle
May 14, 2024
Multi Idle - #1MCLAMA
Patch Notes - Steam v0.6.56


Advanced Combat:
  • New: Fighter buff section now resize and organize dynamically.
  • New: Lightning Active Skill Disruption added to the game through passive nodes.
  • New: Necrotic Active Skill Fungus Growth added to the game through passive nodes.
  • New: Passive Buff Skill Fury added to the game through passive nodes.
  • New: Passive Physical Skill Mark added to the game through passive Nodes.
  • Change: Cold Active Skill Ice Spike added to the passive tree.
  • Change: Fire Active Skill Blaze added to the passive tree.
  • Change: Physical Active Skill Magis Missile added to the passive tree.
  • Change: Fighter blocks move slightly higher when starting a dungeon.
  • Balance: Ice Spike Fighter base damage conversion lowered from 0.5x to 0.30x for player fighters only.
  • Balance: Blaze Fighter base damage conversion lowered from 0.4x to 0.25x for player fighters only.


Hero:
Bugfix: Fixed quest slot 1 availability always being true.


Dungeon:
  • Bugfix: Run count multiplier now applies to Multiplier on Reset gain.
  • Bugfix: Dungeon run finish log Module Xp gain is now multiplied by the module experience multiplier.
  • UI: Multiplier on reset and Current Multiplier now have split windows for now.


Race & Rebirths:
  • Balance: Every race now has a primary stat that increased damage by 1 for every attribute of their type.


Passive:
  • New: Another Mastery node - Wand Mastery - 1.4x Intelligence and 0.75x Strength.


Miscellaneous:
  • Bugfix: Developer key for cosmetic item definitions causing an error.
  • Bugfix: Old character saves loading new kingdom buildings error for village number count.
  • Bugfix: Fixed the I in Idle on the Main menu not having an outline.
  • Bugfix: Passive button in statistics is now intractable. (Stats were introduced in build 54)
  • Added: Additional debug lines added to logger for quest related errors.
  • New: Secret added to the main menu.

May 14, 2024
A Difficult Game About ROLLING - ReUpRise - AAAAgggr
  1. New achievements.
    For unlocking and playing as heroes
  2. Slower text appearance time.
    Now you have more time to read it.
  3. Adding some settings to the game menu.
    Now you don’t need to go to the main menu to change the resolution.
  4. Resolved issues with controller functionality in the menu.
    Now the focus switches automatically. But some tabs need to be exited using the back button.
May 14, 2024
Escape the Game - Simon
Hello! My new game ROBOBEAT is out now.
It’s a rhythm movement shooter. And I think it’s very fun!
Maybe some of you will like it too.
Please check it out if you want.


Kevin said BTG is better, but he gives ROBOBEAT a solid 9/10.

There's also a bundle with ULTRAKILL and DUSK!

https://store.steampowered.com/app/1456760/ROBOBEAT/
May 14, 2024
Farm Together 2 - WaaghMan
Hi! Today we're releasing yet another update with more changes and fixes. Hopefully we'll run out of bugs to fix soon, and will be able to focus on bigger features! We're mixing small improvements along with them, and will soon add new content, but for now, here's what we've been working on today:

Improvements:
  • Added a button on the pause menu to open the invite dialog.
  • Added Lithuanian, Latvian and Luxembourg flags.
  • Added a contextual pop-up when the landscaping agency is unlocked.
  • Added an icon for the wardrobe in the town map.
  • You can now empty the move / recycle queue by pressing and holding the cancel button for about half a second. No need to press right click 100 times!
  • Implemented a method to make find farms results a bit more random.
  • Added an icon for empty town slots.
  • Added a key to toggle harvestable icons in the farm map. Not perfect, as the whole map has to be redrawn.
  • Job recipes with a quest will now show an icon and be placed first on the list.

Bugfixes:
  • Fixed resource icon sometimes changing to a fuel icon.
  • Fixed flower water lowering when complete, even if they have a sprinkler.
  • Fixed being able to open the map while entering a house or going to town.
  • Fixed auto tractor spending water after harvesting flowers with sprinklers.
  • Fixed only moving half the items with auto tractor.
  • Fixed fish being shown below ground when moving tiles.
  • Fixed empty tiles being selected when moving/recycling a sprinkler.
  • Fixed an issue where the game would get stuck in the loading screen.
  • (Maybe) fixed animal animation interpolation issue.

Today's Farm Showcase: The Barn by Enveie
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