Memoirs of a Battle Brothel - manlymousedan
Hi everyone!

Just thought I would make an announcement regarding the future of the series and changes that I'm considering.

As many of you know, so far all of my games have been made in RPGMaker, specifically the MV version. Personally, I think the engine is very good at what it does, and I owe it a lot. Without it, I wouldn't be able to make games.

However, it is also very limited in many ways. I have always planned to switching to a more flexible game engine for my games. And for a very long time, it has been one of those "I'll do it one day" thoughts in my mind.

That day might be here. I am considering using Unreal Engine 5 for the sequel to Memoirs, Vampire Syndicate, as well as possibly some future games.

This does not necessarily mean I will be dropping RPGmaker entirely. After all, I still have an update for Memoirs planned, and I'm currently developing my short parody game, Baldr's Squid Isekai in the same engine. This change should have no effect on Memoirs.

I am also not entirely sure that I will be switching to Unreal for Vampire Syndicate, although at this point it's a 90%+ possibility, which means I should make an announcement like this one.

You can see a teaser for Vampire Syndicate's first person exploration mode below, as well as a detailed explanation of the switch.

Thank you! I hope I can continue to make games you will enjoy. It is very much my passion!





Ark Odyssey - Delta
Take a bit longer than expected, but we finally reached our very first milestone!


The demo is available for all to play!
I thought of using a Steam playtest feature but it probably doesn't seem different than doing a demo right away. Still, it should be noted that this demo version is still early in development and it is expected to find various bugs and issues!

And with that, I hope everyone interested enjoys their time with the demo and PLEASE don't hold back and share all the feedback and suggestions! A heavily critic or negative comment is often more useful than normal praise. Don't worry, I won't get dishearten!

Now let's briefly go over the content of the new demo.

  • 1 Playable level with 20 stages
  • 5 Starting Arkship with unique artifact and loadout
  • 23 Unique Starship
  • 6 Different enemy type, 4 Elite and 1 Boss
  • 40 Unique Artifact
  • 2 Meta Progression system


  • NEW SYSTEM: Mastery Rank
[/h2]
Inspired by other RTS games (Especially Supreme Commander veterancy system) where units can gain experience from combat and level up to increase their stats.
Mastery system aims to introduce more in-game progression for players to manage. Your squadron will gain mastery points from various actions of each unit in the squadron. Such as dealing or taking damage. At the end phase, each squadron that collects enough points can rank up and randomly such bonus stat which will apply to all units in the squadron. Not only that, but now mastery rank is essential to unlock the full potential of a starship. They will unlock a burst chain bonus depending on their mastery rank!
[/list]


Another dev log will be coming at the end of this month per usual. For a little spoiler, a system called "Personality Core" is being developed!


Check out on X (platform formerly known as Twitter) where I post stuff once in a while.

As also discord server, I never manage a discord server myself but I hope we can build a community together!

PS. This was just some random idea years ago, but with the help of Game Jam, I was able to jump-start the idea. Bring this idea into a real project for my university graduate thesis. A journey of making game from start to finish. Since rough concept to shipping. So yeah, I'll keep working on this and make sure it is released!
Seekers of Skyveil - jortiz
MAY 2024 PATCH NOTES
Welcome back EU playtesters! This is everything that's new since our previous player-facing build and community playtest in April. Check out the tl;dr below for the highlights before diving in!

Changes marked with ⭐ were inspired by your feedback.
Changes marked with 🛠 are prototypes. These features are still in early development and may be buggy and/or missing key elements!


patch notes tl;dr:
- Claim the first LEGENDARY items in the Heart of the Forest🌟
- Fight for your life in overtime, ramping DPS that starts once the match timer ends ⏲
- Bandages now recover wounds gradually over 6 seconds and the user is slowed during that time; lowered the amount of wounds you take after being downed and resurrected 🩹
- Scout ahead by crouching with `alt` 👁‍🗨❗
- Updated the cursor and aiming visuals 🎯
- Earn rewards by completing quests across matches 📜

Legendaries are here 🛠
Move over Epic purples, Legendaries are here! To snag a golden wonder for yourself, you’ll need to head to the Heart of the Forest. Please be aware that Legendary items are a prototype and we’re working on adding things like unique passives to each one. Stay tuned and happy hunting!

Please note that Legendary items can temporarily be insured. This is not an intended part of the Legendary item experience and will be changing with a future update.

Item colors and drop rates/h2]
As we move into longer playtests and less frequent stash wipes, we’re also moving towards a more long-term item economy. We’ve done a tuning pass over certain resources, standardized drop tables behind the scenes for easier maintenance, and we have added some new rarity colors in between the main ones so it’s easier to tell an item’s overall power at a glance and feel the progress you’re making.

- Added additional item colors to reflect the new `+` tiers, e.g. Rare and Rare+ are now slightly different colors
- Item rarity color is now reflected in their tooltips and item cards (like in your stash)
- Added more **unique items** with unique passives to named enemies around the map
- ⭐It was very difficult to craft a spear without any wood drops, so we’ve added more ways to get your hands on wood for crafting. Breaking crates will now drop some extra wood as well as the usual assortment of junk.



Quests 🛠
We’ve added an early prototype of quests to Seekers! We have lots of plans for these, including quests to help new players learn the ropes and ones for veteran players to achieve. For now, let us know if tracking and rewards work properly and if there’s anything specific you’d like to see.

To access the Quests UI, click on the exclamation point in the Lobby. If you are in a match, you can see your progress on quests using the ‘L’ key or by clicking the new exclamation point button available in the upper right corner of the match HUD.



In the Quest screen, you will see the quests we have available for you to try out. There are two types of objectives to test, kill and collect. When you click on a quest name on the left hand side, you will see its objective detail appear on the right, as well as the rewards it will grant you if you complete it.

Once a quest has been completed, you will see a CLAIM button. Click the button to receive the tasty tasty rewards from the Quest! Note: You can only claim completed quests in the Lobby or at the end of a match.



Known Issue: Quests may display over 100% completed if you have finished the objective and you are looking at the quest progress in match. This is a cosmetic issue only; when back in the lobby the quest will properly show as 100% completed (no extra credit for you).

New cursor and aiming visuals 🛠
The feedback about losing your mouse continues, so this time we took a more holistic look at how aiming visuals work and how they could be better. Which brings us to our new aiming indicator!

You can see it in action below, but in short… You can now see your aim direction at all times, with a line between your character model and cursor showing where your attacks will go. Your cursor will also change based on what the attack will hit (ex: a wall vs. an enemy). Please let us know what you think of the changes in our feedback forum and today’s survey.

p.s. You can now adjust your cursor size in the settings.

SCOUTING AHEAD 🛠
We noticed the default vision cone is great for immediate engagements and chases, but we were still lacking a true recon mechanic, which is where our new ‘Scout Ahead’ feature comes into play. Scouting ahead will lean into the tension of peeking across rivers or down long hallways to gather intel or craft sneaky plays while you maneuver around chokepoints and explore dangerous areas.

We will be iterating on the final representation of Scout Ahead, but we hope you enjoy this first hand ‘look’, so to speak. Go forth and be sneaky… and please share any clips and feedback on how it goes!

You can now press `Left Alt` to scout ahead! Scouting will elongate and narrow your vision cone, allowing you to see further distances. It’ll also slow down your character movement. While scouting, a spyglass VFX will also appear over your character's head, letting others know that you’re peepin’.

We’ve also made some adjustments to the vision cone introduced last patch to heighten tension and thrill while also reducing eye strain and flickering. Notably, you can no longer see your allies’ vision cones and must rely more on your own devices. We’ve also made some QoL adjustments to how the cone interacts with the environment and enemies, including enemies fading away when you lose sight of them and appearing briefly if they damage you outside your vision.

Extractors
Extracting should be challenging because of gameplay, not because of clarity. So the clarity work continues!

- ⭐Active extractors now display a countdown to when they’ll whisk everyone away
- ⭐Notifications now state when an extractor was activated by an ally
- ⭐Continued VFX iterations to reduce noise and better communicate the countdown

⭐OVERTIME! 🛠
Once the game timer reaches zero, you now enter overtime! As the Aurastorm closes in, you’ll start taking ramping DPS over the next minute, with 50% reduced damage while standing on an extractor. You can’t hold on for long against the storm, but if you pop an extractor with 29 seconds remaining, you’re no longer doomed to perish.

⭐Wounds
Wounds apply pressure to extract when you bite off more than you can chew, but it was applying too much pressure so we’re lowering the damage to wounds conversion rate. However, we still want wounds to feel important so we are adjusting both the system and how bandages help players recover wounds.

- Wound damage reduced to 25% of incoming damage (down from 30%)
- Lowered the amount of wounds you take after being downed and resurrected, especially early game where new players are more likely to die to PvE encounters
- Bandages now recover wounds gradually over 6 seconds and the user is slowed during that time

Events
The clarity clean-up on events continues! We’ve also got a new Wishing Well event inspired by a happy little accident a few patches ago.

- **[NEW]: Wishing Well Buff**: Wishing Wells are buffed for the rest of the match! Drop in some goodies and see what you get. Just watch out for other players doing the same.
- ⭐**[TEMPORARILY REMOVED]: Teleport**: We’ve heard this event feels disruptive without the fun to go along with it, so we’re removing it until we have time to make it better.
-**[UPDATE]: Player Ping**: Player Ping event no longer pings dead players and also shows you and teammates as green. No more getting spooked by your own ping!
- **Fixes**: Fixed the probability weights of events so you should be seeing boon events at equal probabilities, and bane events at equal probabilities 50% of the time.

Around the Ancient Thicket
We’ve made quite a few small changes to creatures (including more unique enemies for variety & clarity), which hopefully add up to a better overall experience. Along with our continued content iteration and refinement, we’ve made some improvements to Wishing Wells.

General
- Added a couple of PvE-focused tips to the Lobby, regarding XP Efficiency and Creature Behavior
- The dynamic wall between Mesa & Lake Jundt now starts lowered, for consistency with other early rush direct paths
- ⭐Single-use extractors have new crystalline visuals to differentiate them from reusable extractors

Wishing Wells
- ⭐We’ve adjusted the underlying loot tables the wishing wells use, so the output of a wishing well should be much more predictable. As an example, if you drop three Rare items, you’ll get a Rare+ item in return, or possibly even something better – especially if the Wishing Well event is happening!
- The Grasslands Wishing Well has been moved from the base of the Mountains to the Fountain area on the path, to serve as a more central and thematically appropriate location

Creatures
- ⭐Instead of casting a one-time 50% shield up front, Soldier Treants and Lumbering Treants will recast a 15% shield with a 25% cap every 20 seconds
- Shadebough follows the same pattern with its shield cast, but with slightly reduced numbers due to having a much higher HP
- Treants now prioritize using melee attacks over casting Ironbark, if there's a player within melee range
- Increased Soldier Treant's Double Strike windup from 25f to 30f
- Soldier Treants can now use Double Strike and Club Swing regardless of whether they have Ironbark active, similar to Lumbering Treants
- Increased Soldier Treant's Stag Rush cooldown from 8s to 12s, since Club Swing now has 8s cooldown
- Shadebough now casts Vengeance to summon minions during phase transitions
- Increased the cast range of Vengeance, so Shadebough doesn't have to chase players around as much to cast it
- Added a multi-rush attack to Shadebough’s final phase
- ⭐Adjusted some creature pack locations in Downtown, to make pathing a little more intuitive
- ⭐Replaced the early elite packs in Mesa & Lake Jundt with normal packs, to further prevent early pathing mistakes
- ⭐Converted patrolling packs to regular locally roaming packs when their patrol paths would pass through reusable extractors
- ⭐Replaced the elite duo pack in the Swamp with a unique Verdant Shaman, to convey their increased difficulty more clearly, while also making it slightly easier to sneak into Tunnels or grab the chest
- Upgraded the elite Lumbering Treant pack in Corrupted Forest to a unique with a linked rare chest instead of the poison-trapped chest
- ⭐Downgraded the Sap Spitter in the Lake unique pack to a Sticky Spitter
- Shielded creatures no longer lose their shields when retreating

Chests
- Added a rare chest to the center of Druid’s Circle, for parity with other starting area unique creature packs
- Converted the chest at the end of the Path from a cursed rare chest to a regular rare chest, with the assassins already spawned (and slightly weaker)
- ⭐ Moved the common chest on the bridge near Lonely Oak Island to the end of the path near the Tunnels entrance, because having it visible on the bridge was drawing players into difficult leveling routes

Altars
- Converted the pack near the Temple’s Cooldown Reduction altar from elite duo into a unique duo pack with a linked rare chest, although that area still needs some layout adjustments
- Converted the elite duo pack guarding the Perma Health altar in the Mountains into a unique Flower Magus pack

Art
- First Art pass on Lonely Oak Island
- First Art pass on areas east of the Great Path

Stats 🛠
End of Game
- **[NEW]** Added a personal stats screen in the end-of-game flow that showcases three stats you did well at in the match and how you ranked against others
- Updated the general end-of-game screen to show all items obtained that match (this is WIP!)



UI and UX improvements
- ⭐ ***You can now look at your Loadout and Seeker tabs while in queue***. You can’t change what you’re going into the match with, but you can read your Seeker abilities, browse your stash, etc.
- ⭐ Added more new player tooltips to the lobby; added images to all new player tooltips
- ⭐ You can now purchase/sell multiple items at once by clicking it multiple times before confirming

Seeker Tuning and Updates
General
- Fixed an issue that prevented Kumu and Zuraya from properly being slowed while using their basic attacks.

Under the Hood
We’re feeling pretty good about the core gameplay loop, which means time for MORE CONTENT! Notably, this means we started building out our Seeker pipeline so we can create more Seekers more quickly (the current rate of three per year is slooow). Stay tuned :]

Bug Fixes
- ⭐RMB will no longer fire abilities if you have the inventory screen open and are trying to equip an item.
- ⭐Creatures will no longer have delayed or missing animations in the midst of combat encounters. Note - if you still see this, posting a bug report with video in Discord would be very helpful! We believe we have tackled most, if not all, cases.
- ⭐The 2D map now correctly shows epic loot and boss icons again.
- ⭐The 2D map now correctly shows extractor icon colors.
- ⭐Decal issues (where decals may have been showing up black) for certain enemy attacks have been fixed.
- Adjusted a few inaccessible crafting node locations due to collision issues.
- Fixed a few missing large brush clusters.
- Fixed the missing Ironbark break animation for Lumbering Treants.
- Fixed the missing spawn-in circle effects for Vanishers.
- Fixed Woozy Shroom’s Spore Cloud ability dealing 0 poison damage over time.
- Fixed Horned Marauder’s spin attack spinning way too fast!
FolkOrigin - lukdol271
Added
- save system ver.1
- saving the selected language

Improved
- life bar
- market price
- ui - equipment
- more background colors
- highlighting hovered units
- unit ui at the bottom of the screen
- no limit on unit recruitment
Sprout of Control - Vissevanger
  • make the boss slightly less bullet hellish
  • Add firefly indicators to the side of the boss screen to warn players when they are near the edge
  • Flush the screen to clear padding that occurs on screens of different resolutions
  • Reduce the price of the game in response to general feedback and wish list conversion
PlanetSmith - IcedYoshi

Greetings everyone!

We're excited to announce that PlanetSmith Devlog 9 is now live!
In this episode we go over how world and planet saving works in PlanetSmith!




We hope you enjoy today's devlog and be sure to join our discord at https://discord.gg/eSS2pYU7Nw
and follow us on Twitter/X at https://twitter.com/PlanetSmithGame!
Bombabomb! - [:D:] CryT4x
Fixed:
  • "Time" - Label was in german, now changed to english (because this game is in english ːDː)
Bug:
  • When music enabled: after game was NOT in focus (tabbed out), game may play multiple tracks concurrently
May 15, 2024
Sex with the Devil - EVIL DEVIL CULT


Dear Friends!!!



On May 24th, the art house porn-horror musical Sex, Please! will be released.


The Island - Escape Room - Flat Cat Games
We're delighted to release the official demo for our newest game, The Island - Escape Room!

Find yourself stranded and alone on a deserted island, faced with a gripping test of wits and willpower. The demo offers you a first glimpse into the enigmatic challenges and puzzles you must solve to secure your escape!

In this engaging preview, explore the lush yet isolated island, harnessing your surroundings and gathered clues to chart your path to freedom! Each puzzle you solve edges you closer to revealing the island's hidden secrets and, ultimately, orchestrating your escape!

Step into the world of The Island - Escape Room with the demo available today, and begin your thrilling quest for survival and liberation. Are you prepared to test your mind and discover your way out? Adventure is just a play button away!

Also remember to wishlist the game if you like it and thanks for playing!

https://store.steampowered.com/app/2819730/The_Island__Escape_Room/
God Within VR - andaoking
I turned the iron giant into a true boss. Originally, he was meant to be a guard, but because of the boss door, people mistook him for a boss (my mistake). Now, he is a real boss called Morgrim the Fallen Sentinel.

I also decreased the damage from exploding barrels and fixed the issue where the character's cape was clipping through the body.

PS: The tutorial level is steadily developing, and many new features are on the way. Please be patient. Development is slow due to a lack of funds, as I have to work while developing. However, it will be completed. Thank you for your patience.
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