May 19, 2024
Into The Void Playtest - bbq1314
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-Add a Help description in the blessing selection screen.
-Fixed the "The blessing bug".
-Fixed a lot of text problems.
-Now players have 50% chance to sneak attack the enemy if attacking from the side.
-Now Enemy can sneak attack players if attacking from behind.
-Fixed a bug causing tranquilizers that can't be used in battle.
-Liesa shouldn't show she can equip relics.
-Fixed a bug causing D mode cleaner armor missing some text.
May 19, 2024
The Deadly Path Playtest - Owl_Skip
MiniCardDisplay fixed
Soulmask - Peter
Hi Chieftains!

This is your friend Maggie! Thank you all for your support of Soulmask over the last two weeks!

During this demo, we had 83,995 chieftains participate in the game, dedicating 908,680 hours to playing Soulmask. Here is the gameplay data that we all contributed to creating:

  • The Saber-toothed Predator has been defeated 20,236 times, and the word has spread among the Bosses in the game: "You are all formidable masked battle maniacs!”
  • 344,364 tribesmen have joined our ranks, ensuring that the flame of our tribe will never die out!
  • 4,164 jaguars have been tamed, establishing us as the undisputed kings of the jungle!


While this demo only offers a sneak peek into the game, it's evident that there has been a significant improvement in the overall gaming experience compared to the Next Fest version. For instance:

1. The tribesmen have become more lively. Our tribesmen now possess diverse talents, emotions, hobbies, and actions. In addition to their work duties, you may find them smoking and drinking, dancing with joy, or even chatting with you. Before they were mere workers; now they feel like a part of your family.

2. Our "home" has become even cozier. We've introduced a bunch of new gadgets, and I'm sure you've all noticed them too! From toilets and double beds to animal tethering posts and archery targets... Oh, and let's not forget about the notice board! Many chiefs were using the notice board to mark their territory in the game. It's so cool!

3. Have your tried the new mastery? From the powerful heavy strike of the Hammer, to the swift slide of the Giant Sword, and expert archery skills... Get ready for some serious carnage!

4. The information is now presented more clearly. Previously, players needed help understanding the functions and rules of items due to unclear information and lack of proper guidance. I found myself in a similar situation, constantly bombarding Peter with questions about the "why" and "how" daily.

Before this demo, we improved the beginner's experience, tutorial guide, and certain interface descriptions to make information clearer overall. As players have pointed out in their discussions:

At first, being a total beginner, I was worried about mastering the complicated mechanics and navigating the vast Soulmask world. However, to my delight, Soulmask offered thorough and carefully crafted tutorial that made me feel as though a seasoned veteran player was gently leading me through each step. ——RukiooQ

5. Stamina will no longer keep you from exploring the Soulmask world! The chief must have been hitting the "Rainforest Gym" hard for months because your physical fitness has been significantly boosted! Your stamina now lasts longer, and you recover more quickly. This upgrade will help everyone climb and sprint with greater ease and endurance.
……
We are continuously working on new content, and this demo was a special gift from our development team. We hope everyone enjoys it!

However, we must admit that we still have many shortcomings. There have been a lot of issues raised in the questionnaires and community feedback. To my surprise, we have compiled a total of 1,376 pieces of feedback. We have cross-checked these issues with the developers one by one, which is why I am only sending this letter of thanks today. Regarding the mentioned experience issues, most of them have already been included in the iteration development schedule, and some features have been implemented during the EA period (there are so many that some contents will continue to be iterated after EA).

I would like to talk with everyone about the main issues and the corresponding iteration plans:

Q1: The beginner's guide didn't teach me much. - It could have been more newbie-friendly.

Having clear guides on how to master the menu, crafting progression, building, follower interactions and assignments, and best tasks during the very early game-play.——Phortelle(Player)

We introduced a practical beginner's guide compared to the previous Next Fest version. However, we recognize the need for further improvement. We are now revamping the entire beginner task process from scratch. We will fine-tune the beginner tasks to sync up with the gaming flow. This way, players can pick up "crucial gameplay skills" and get a handle on "key game goals" through these tasks.

Also, we've found that one of the most frustrating experiences for new players is losing all their gear and progress when they die. To tackle this issue in the EA version of the game, we're introducing 5 new respawn points near Ruins located in the central and western regions of the Rainforest. This change will allow players to respawn quickly at more advanced locations on the map. Moreover, players can reclaim their Death Package immediately upon revival (this feature can be adjusted in single-player, LAN, or private server modes). However, carrying extra campfires in your inventory is still recommended as a safety measure.

Q2: Why are my tribesmen slacking off? - The workflow of tribesmen tasks is not agile enough.

Tribesmen are a vital source of enjoyment for us in games, but as many players have pointed out, the current workflow is not very smooth yet:

Clunky interface, annoyances when crafting. Could be more streamlined. Recruiting NPCs is great but setting them to tasks isn't. A better task overview page with clearer settings so you can simply set minimums/continuous work on a single page would be great.——Tacha(Player)

To address concerns regarding the productivity of tribesmen, we have conducted a comprehensive analysis and implemented measures for continuous improvement in the EA version.

On the one hand, the unclear status of the tribesmen makes it challenging to tell whether they have understood our instructions. Based on this, we will add an indication of their work status. After receiving instructions, the tribesmen will provide you with feedback. Even if they cannot complete tasks (such as due to lack of tools or insufficient gatherable resources nearby), they will promptly give us feedback.

On the other hand, we have also noticed that the tribesmen information interface needs improvement. In the upcoming version, we enhance it to provide clear explanations of button functions and interface details. Additionally, we will introduce filtering functions in specific interfaces (such as tribe event categorization filters) to facilitate more accessible access to content related to tribesmen with enhanced clarity.

I used to run after tribesmen, try to keep them in check as well. But now, when I engage with them, they pause and await my instructions.

In addition, the tribesmen have enhanced their combat skills. Previously, they would scatter in fear when faced with danger. Now, arm them for battle!

Q3: Optimization for the new player’s nightmare: Anaconda and Jaguar

We have always strived for realistic and diverse biological features in the game. However, sometimes, being too true to life can also pose challenges. The recently added anaconda has quickly become a new source of fear for players, joining the ranks of the jaguar. After some convincing, Royce has significantly reduced their lethality:
  1. Say goodbye to almost all the jaguars that used to creep along the path from the newbie spawn area to the two tribes. When starting in this game, many of us rush towards Flint Tribe and Claw Tribe, but Jaguars constantly ambush us. But fear not! This scenario will become rare in the new version. Moreover, there are now fewer Jaguars near the Rift Valley. However, plenty of these majestic predators still roam freely on the west side of the Rainforest, so proceed with caution!
  2. Besides jaguars, we've also moved the water-side anacondas. You might be wondering, "Where did all the anacondas go?" Well, they're now lurking in a special respawn zone that I like to call "Snake Island." And here's a little secret: ZIMA has prepared a huge surprise (or scare) for everyone on the island.
  3. Furthermore, we have lowered the difficulty level when facing specific anacondas and jaguars.So, next time you come across them, why not muster up some courage and take them on?
Q4: Baa! Baaaaa! Who wouldn't want to have a baby alpaca right from the start?

I've heard that the nomads have managed to get their hands on some baby Alpacas (apparently, there are 5 nomad groups in total, all situated at the ruins). If you fancy starting your adventure with a cuddly Alpaca by your side, why not visit them for a friendly "chat"?

Furthermore, riding an alpaca is now "smoother" than ever, providing a more comfortable experience. And guess what? Alpacas can jump, too! Picture the thrill of riding your spirited alpaca as it leaps and darts among stone slabs. Just remember to be careful around cliffs!

Q5: Finding crafting too complex? - Concerns regarding the usability of the crafting process.

UI window to choose how many we would like to craft of and item.. dont just automatically make one or all.——Suggestions by Phoeinxrexx on Discord
UI is still clunky and has issues (queueing things like thick rope is a pain - it produces so quickly you don't have time to hit the + button to produce multiple items before it finishes and the pop-up description half obscures the + button)——ian.silver67(Player)


Yes, I faced some challenges with crafting too! To improve everyone's crafting efficiency moving forward, our lead designer, Royce has implemented the following interface adjustments:

  • The "right-click" functionality has been added to the inventory and crafting grid.
    When using an item, you can open the right-click menu to perform actions such as "use, dismantle, transfer, and discard" with your items.
    When crafting items, you can create 1, 10, or all of them at once. Alternatively, you can manually enter the desired quantity.
  • For locked crafting skills, you can now quickly jump to the learning interface. By double-clicking with the left or right mouse button and selecting "Locate on Tech Tree," you no longer have to switch back and forth between interfaces to find your locked skills.
Q6: This damn server is making me want to smash my computer! - Server optimization is a top priority and cannot be delayed any further!

During the Open Beta, several servers experienced multiple crashes. We deeply apologize to all affected players! We have pinpointed some causes and implemented optimizations to ensure a more stable gaming experience for everyone in the EA version. However, I must admit that I am uncertain about potential future issues (which makes me quite anxious), but rest assured, we are committed to ongoing improvements!

Besides the crashes, the server selection interface could be more user-friendly. We have recently improved the server list presentation by introducing a bookmark feature and enhancing sorting rules. These updates aim to help players easily find servers that best suit their needs.

Q7: Sound effects! Sound effects! Sound effects!

The sound effects in the game are currently not meeting our standards, which is why we've enlisted the expertise of a seasoned sound engineer to enhance the in-game audio professionally. Some of the planned improvements include:
  1. Environmental Sounds: Adjusting the environmental sounds is crucial. Some sounds, like campfires or rushing river water, maybe overly loud and disruptive. We will adjust their volumes accordingly. Moreover, we will fix any abrupt sound cut-offs, like those in the rain or background music.
  2. Battle Sound Effects: Enhancing the sound effects for each weapon type, including reflecting, executing attacks, defending, and key actions like entering combat, low HP alerts, and falling.
  3. Further additions to the sound effects: From the UI beeps to the creak of opening and closing doors, from the rustle of planting plants to the frenzy of piranhas feeding in the water, even down to the sound of a character stepping into a bathtub or using the toilet.
……
There are still many aspects to work on, and I am confident that there will be significant improvements in sound effects during the EA period.

Q8: Combat excitement takes too long to start! - We are working on optimizing early-stage combat so players can experience the thrill sooner.

The experience of battling in Soulmask is quite fascinating. With various weapons and combat skills at your disposal, immersing yourself in the gameplay lets you fully appreciate the excitement of combat! Like many players, including myself, we were initially unsure how to reflect and evade enemies' attacks. We often felt that our timing in responding was off. After closely monitoring players' Twitch streams and carefully reviewing feedback on combat experiences, we have already made some adjustments:

  1. Add combat tips to the lower right corner of the main interface so players can quickly grasp various weapon techniques like charged heavy strikes, jump attacks, lock-on, rolling, defense, and other combat skills to enjoy the thrilling battles in Soulmask fully.
  2. Speed up the playback of animations related to overall combat.
  3. Adjust the start and stop speeds to enhance responsiveness during movement.
  4. Rolling now triggers an invincibility effect from the moment it is activated, extending the duration from 0.5 seconds to 0.8 seconds.
  5. Enhance the auxiliary effect judgment for reflect/perfect defense.
  6. The problem with character running and the inability to climb slopes has been optimized. We look forward to everyone experiencing this in the EA version.
We're committed to continually improving the battle experience. Everyone should help us out by spotting any issues in the EA version so we can refine the combat experience together.

I'll wrap up here since we've touched on many topics, and I want to keep this article concise. In addition to the issues discussed, several other elements are currently being optimized! And here's a little teaser: a new CG is in the works, and I can't wait to see it myself!

Let’s meet again in the EA version!

Maggie

Join discord: https://discord.com/invite/4G2K7FDbtp
May 19, 2024
Ammossum - West Guardian
THE AMMOSSUM DEMO IS NOW AVAILABLE ON STEAM! 🎉


Download, check it out, and leave feedback — we welcome any comments to help improve the game. We’ve taken the results of our open beta testing to heart and completely revamped some mechanics! We hope you like it :)

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Share your thoughts and discuss Ammossum on our Discord server:
https://discord.gg/WANatKxgua
May 19, 2024
Idle Taoist Mage Warrior 2 - 所以呢
1. Remove the range display of the Immortal Sect set
2. Fix some display errors
May 19, 2024
奇天烈相談ダイヤル - HORAKAI
ver2.10由来のバグ修正(一部の資料の背景が表示されない)
ほかバグ修正・微調整
May 19, 2024
VVAV ONE - SINKERSIX
Hello, this is SinkerSix.

After the previous update, we received the feedback from users and reflected the following in the patch.

1. Unlocked Memme's new songs in radio mode
-- Please enjoy freely regardless of season pass achievement level.
2. The rank calculation formula based on scores in radio mode has been adjusted.
3. BGM Sync minimum unit adjustment.
-- Previous: 5ms
-- Now: 1ms

Users have left a lot of feedback related to the season pass.
We strive to provide the best experience to our users.
and plan to improve the system accordingly.

Thank you
May 19, 2024
Tamaniwatori's Puzzle - samkimicooke
細かな修正をしました。
May 19, 2024
Melo's nightmare - M.B
Added FOV settings.
Removed chat event restart
Feather Party - Mr. C
Hello everyone,

We are continuing to work diligently on our Board Game mode. We're exploring various game mechanics to create a mode that perfectly suits the characters of our little chicks.



Alongside these efforts, this update focuses primarily on addressing your requests. Let’s dive into the details:

Player Kicking:
One of the most requested features was the player-kicking system. Yes, you can now kick players who enter your room without permission or who do not follow the rules you set for your lobby. The lobby owner can now kick other chicks from the room before starting the game, while on the lobby island. Access this new panel, which allows you to kick unwanted chicks, via the "Manage" button in the pause menu.


New Scoring System:
Players who prefer to play Feather Party with 3 or 4 players instead of the maximum number requested a change to the current scoring system. We've added a new scoring system for them. With this system, you can now toggle Ranking Rewards on and off. If the lobby owner turns off the ranking rewards, no points are awarded to the 2nd and 3rd players at the end of the game, making the competition fairer in smaller groups.

Falling Blocks Bug Fix:Mischievous chicks found a bug in the Falling Blocks game where they could jump onto the water and then fly sideways to a surface inside, causing them to hang in the air. This exploit, which many players reported and we noticed, leading to unfair scoring, has now been fixed.

Lobby Owner Leaving the Game:
We received numerous complaints about situations where the lobby owner left the game before it ended. We understand how frustrating this can be. We are working on a feature that transfers lobby ownership to another player in the lobby and allows the game to continue from where it left off. However, this will take some time to complete. For now, we have made a small improvement: when the lobby owner leaves, the end-game screen will now appear, showing the score distribution and details of the games played up to that point to all players before the game closes.

Quick Play Mode is Back:
We have reopened our Quick Play mode, which we had to close for a while due to a bug.

Game Durations Shortened:
Many of our players reported that the durations of our mini-games were too long. We reviewed the durations and scoring of all our games in detail. We have reduced the durations of many mini-games as follows. Additionally, in Ice Hockey, we no longer have a goal limit. The match continues until the end of the game time.
  • Balloon Rush: Game duration reduced from 150 seconds to 120 seconds.
  • Count Master: Game duration reduced from 150 seconds to 120 seconds.
  • Feather Catch: Game duration reduced from 120 seconds to 90 seconds.
  • Ice Hockey: Game duration reduced from 240 seconds to 150 seconds. The end condition changed from a 3-goal limit to the maximum goals scored within the time limit.
  • Mini Football: Game duration reduced from 240 seconds to 150 seconds.
  • Mini Golf: Game duration reduced from 240 seconds to 210 seconds.
  • Spotlight: Game duration reduced from 120 seconds to 90 seconds.
  • Tile Takeover: Game duration reduced from 120 seconds to 105 seconds.
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In addition, we also made several improvements and bug fixes. Let’s quickly list them below:

  • Key bindings for Scoreboard, Quick Chat, and Change List Size actions have been added to the settings. You can now assign them to different keys as you wish.
  • The mandatory start countdown timer has been placed within the "Waiting for Players..." notification.
  • In the Mini-Football game, the field has been enlarged, goals have been moved outside the field, and balancing has been done.
  • Fixed an issue where Vertical Synchronization was not applied after resetting settings.
  • Fixed an issue where players got stuck on the lobby creation screen after being disconnected from a room.
  • Fixed a visual bug where leaderboard screens overlapped on the lobby island.
  • Fixed an issue where sound levels were incorrect after scene transitions.
...