May 20, 2024
Lisa Total investigation! - dragofinder
Hello there!

This is the last update of Part One!

This release offers three possible routes:

  • Lisa gets caught and takes Audrey's place.
  • Lisa participates as a pet.
  • Lisa engages in forniphilia mode.

Each route provides about 15 minutes of gameplay.

Highlights of this update:

  • Translation in Spanish and Portuguese.
  • 363 new renders.
  • Three possible endings!
  • Two new animations (if you return home with Nella).

This update mainly advances the plot, so aside from one scene with Nella, there are no H-scenes.

Don't worry, though—the first update of Part Two is set to start with a bang and lots of excitement!
Labyrinth Hotel - EdwardF84
Remade the save system from scratch because it didn't work previously. Added more help in tutorial text, and some arrows to hint what to do. Completely revamped the visual style of the game, enjoy.
Yolk Heroes: A Long Tamago - 14 Hours Productions
Greetings fellow humans.

I've been working hard on Yolk Heroes: A Long Tamago for about two years now.

It was supposed to take 8 months.

We're going to be releasing in Japan and China which I've always wanted to do. You have no idea how much I want to be 'Big In Japan!' I would KILL to be Big in Japan. This game was obviously inspired a lot by Dragon Quest and it oozes in every pixel of the game. The early virtual pet games, the one where you were looking after a dinosaur and it looked like a little green egg, and all those dumb games like Cookie Clicker and Progress Quest.

The game is meant to be a toy. A companion game. Something for you to enjoy and have and own. It has no micro transactions and it isn't very expensive. It's meant to be a Virtual Pet Game, a JRPG, and an Idle Game. It's also meant to be something kind of new. You know, a new thing that I invented (By stealing ideas from everyone else).

When I say *I* have been working hard on Yolk Heroes for two years, I mean a team of people who have been nice enough to trust that the things I ask them to do is working to some kind of cohesive whole. Today is the day I wonder if I've done a good job as a leader. However, without a doubt, my entire team has been amazing. Everyone who has worked on this game went above and beyond. I only hope the final product does their individual work even a little bit of justice.

There are a lot of features and balance fixes I want to do, and there will be a lot of bugs found by players (I'm sure) right off the bat. The team will be trying to respond to any player input, especially in this first week.

Thank you for trusting us enough to try out our little indie game.

Hope you have fun.

-Always

The Yolk Heroes Team
Grow a Carrot - Axelotl


Hey everyone!
Just wanted to let you know that Grow a Carrot is now 50% off for a week!


(It is a perfect time to buy Grow a Carrot for your friends ;) )


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Soon I hope to have more free time so I can work on Grow a Carrot updates, because recently I have been busy with my private life :(

Also I am learning new game engine and I can already tell that my future games will be a lot better!
(I love Godot 4)

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Have a good day everyone! Stay safe!
Fabled Lands - Victor


Folks, with the Expansion release coming on May 23, I've just dropped a big patch for the base game in preparation for the new content. I will post the full change log of the update once the DLC goes live.

Special thanks to all the beta testers who helped polish this huge update. Veryfing 400 000 words with 9200 choices is no easy task for one person, so I am immensely grateful to all of you. With this, the beta officially concludes, and only last-minute bug fixes will be addressed.

Don't forget to wishlist the game to get notified of the release:

https://store.steampowered.com/app/2918880/Fabled_Lands__The_Serpent_Kings_Domain/
Bingle Bingle - Knitting_Games_Official
The shop has been reworked!

We have decided to apply the new shop configuration to the live version as well. You can check out the detailed description of the new shop in the 0.3.0(beta) and 0.3.0a(beta) patch notes. We also want to extend our gratitude to everyone who participated in the beta test and provided feedback.

New Class

A new class, Bard, has joined the casino! Clear stages with the Bard’s mystical ability to activate badge effects twice!

Bug Fixes

-Fixed a bug where the mirror bet was not working correctly
-Fixed a bug where tokens could be selected in situations where they shouldn't be
-Fixed a bug where the 8-ball kept multiplying indefinitely / improved clarity of the description
-Fixed a bug where the loan amount persisted even after restarting

We were unable to include some features that should have been patched in version 0.3.0. The features that were not added will be included in a follow-up patch scheduled for a few days later.
Brothel of Darkness - FTR Game Studio
At the end of this week we are going to release a content update and fixes:

-Movement update: If you click on an interactable object, Caterina will go there and automatically interact with it.
-Endless game mode
-Satisfy Master quest
-Master chair sex animations
-clothes and hairs
-Three new 3some animation for the debt collectors
-bug fixes
-UI improvements



May 20, 2024
NIMBY Rails - Weird and Wry
Version 1.12 has been released as the default game version! This version completely changes the way pax are spawned and the way they pick their destinations, and gives players and modders new tools for influencing these choices.


Population density, geographical point based pax origin and destinations

In 1.12 pax are spawned on specific geographical points, rather than by picking a station. And their destinations are also points in the map. Only after these points have been established are stations also picked, based on which stations can be reached from these points. Geographical points are picked based on population density. For now there is no visualization of these points so pax still just appear inside their origin stations, but the consequences of this previous step are very directly noticeable, specially when enabling the new "best path" mode.

Additionally, the way demand is generated has also changed. In 1.11 and earlier the achievable pax spawn rate of a given station was fixed, based on the station coverage. In 1.12 the pax rate depends both the population density around a station, and the reachable population from the station, subject to the distance demand curve. This means that opening more destinations in your network will not cut down on the desirability of the existing destinations as much as it did in 1.11.

All existing saves will see changes in their pax demand and generation flows, some of them very severe. A combination of changing the global demand % and the demand curves will help restore similar levels of demands compared to 1.11. For example, if more local demand is desired, you can change the destination curve to have much smaller % demand for 50km or more distances (less than 1%), then hike up the global demand %.

Overlapping station areas

Since pax now spawn on map coordinates, and they have a (player configurable, limited) capability of picking their origin and destination stations, it does not make sense to divide station coverage like in 1.11. In 1.12 station coverages can overlap:



Additionally, maximum station area radius has been increased from 1.5km in 1.11 to 2.3km in 1.12.

Points of interest

Players can now create special sign-like buildings which add some amount of population to a point in the map:



These signs count as population points, just like the built-in population texture. They can be used to for example liven up areas which see high demand in real life but have low population, like airports.


Mod POI layers

In addition to player created POIs, mod authors can also provide map mod POI layers. Players can subscribe to these mods to immediately layers of POIs to their game map. These layers can be hidden, or have their proposed demand curve altered by players if desired.


Multiple, player customizable demand curves

To make the new POI feature even more powerful, it is possible pick a different demand curve for each player created POI, or globally for each mod POI layer. This allows to define POIs which have a different time based demand curve, for example a stadium only being active for a few hours a week, but having an outsized effect on its nearby stations by combining it with a large population value. Or making the distance demand curve of an airport much less dependent on the distance, compared to the default curve.




---
For more information check the blog posts:

https://carloscarrasco.com/nimby-rails-february-2024/

https://carloscarrasco.com/nimby-rails-march-2024/

https://carloscarrasco.com/nimby-rails-april-2024/




May 20, 2024
The Deadly Path Playtest - Owl_Skip
Rage Bear training exploit fixed
Touhou: Lost Branch of Legend - Alice
5/21 v1.5.0 Hybrid Costs, Cirno Rework, New Cards

General

Added theme songs for the Act 1 Elites.
Themes for the later act Elites will be added in future updates.

Implemented animations for Crow Tengus.
Fully completed animations for Hata no Kokoro, masks will now rotated around her.
Upgraded to Spine ver.4.2 and updated character animations.

New Card Art: Evil-Sealing Circle, Binding Border, Hakurei's Evilest Orbs, Three Gods of Sumiyoshi, Time Magic, Apotheosis, Necromancy, Eviction Order.
Updated Card Art: Gift of Nature, Mana Freeze, Frog.


Hybrid Mana Costs

Lost Branch of Legend has always had a problem with the context of two-colored cards with odd numbered costs, especially 1-cost two-colors that always end up with a generic cost.
Our solution to that problem is introducing Hybrid Mana Costs.

It's worth noting that while MtG has cards with multiple types of Hybrid Mana on their cards, such Leyline of the Guildpact with its 4 types,
LBoL only allows for one type of Hybrid Cost on its cards, mostly due to a lack of need for multiple types on the same card and to not complicate automatically spending mana on these cards.
In plaintext notation, we'll be using "H" followed by the letters of the colors in that Hybrid cost.
E.g.: H:WR refers to a cost that can be paid with either one White Mana or one Red Mana. 2HH:WG refers to a cost of 2 generic mana and 2 mana that can be paid in any combination of White and Green.

A large number of two-colored cards had their costs changed to Hybrid (In most cases, this is a buff)

New White/Green Neutral Card added: Half-Human, Half-Phantom.
Maiden's Waltz now provides Barrier pre-Upgrade, Barrier output decreased:5→3, Upgraded cost decreased: WR→H:WR.
Around 30 total cards have had their costs changed to Hybrid, check in-game for further details.




Cirno Rework

Cirno's Blue cards have been completely reworked. While she retains her Cold status, her damage output has increased.
Some of her more experimental cards have been removed, while cards that synergise more with Blue's color identity of strong card draw have been added.
The changes are too numerous to list here, check in-game for further details.

The Neutral Card Yuki-Onna Visitation has been removed.


New Cards, Generally Filling The Blanks in the Neutral Card Pool

New Sakuya Card added: Danmaku Deflection.
New Marisa Card added: Supernova.

New Mono-White Neutral Cards added: Heart Excerpt Slash, Superspeed Flier, Gather Faith, Noctilucae's Nest.
New Two-Colored White Neutral Cards added: Summon Take-Minakata, Oomonoimi's Banquet.
Devour History changed from Rare to Uncommon.

New Mono-Blue Neutral Cards added: Riptide, Tao Fetal Movement, Teacher's Dedication, Memories of the Divine Age.
New Two-Colored Blue Cards added: Dragon Palace's Message, Gathering of Drunk Oni.
Reworked Blue Neutral Cards: Melancholy Eruption, Water Blanket, Transmigration of Hieda, Heavenly Water Miracle.
Other Blue cards had their values and rarities adjusted.

New Mono-Green Neutral Cards added: Flash of Spring, Garden of the Sun, Forest Depths, Moonlit Lotus.
Reworked Green Neutral Card: Beauties of Nature.
Other Green cards had their values and rarities adjusted.

New Red/Green Neutral Card added: Wind God Girl.
New Three Colored Neutral Cards added:Hell's Animal Realm Road, Magic of the Mallet, Runaway Seasons.

Added a new keyword trait: Gadget. Cards with this trait can only appear in the main eight slots of the shop and have an appearance weight of 2.
New Colorless Neutral Cards added: Cucmber Missile, Clean Energy, Private Radar.




Other Gameplay Adjustments

Reimu Hakurei's Spell Card Omnidirectional Demon Binding Circle no longer produces a Yin-Yang Orb.

After Boss Marisa uses her spell card, on top of increasing its next damage by 5, her other attacks deal 1 more damage.
Reduced the damage on most of Boss Cirno's attacks.
Reduced Fox Youkai's life by 4.
Reduced the initial and additional levels of Poison Death from Dolls of Nerium and Belladona.
The final boss's Pyramid-Shaped Puzzle now also adds a card that allows cards to be drawn past its limit at the cost of life.

Adjusted most Mana Gain cards (For the most part they've been buffed)
Examples include: Sunlight Prayer,Ship's Phantom,News Fabrication.
Other noteworthy changes on Mana Gain cards:
Spring-Colored Path cost increased, 0→1.
"Borrow" Materials now costs 0, only adds one Rainbow.
Short Break now costs 0, adds a Radiance instead of a Rainbow.
Sure Gamble now has Retain by default, Upgraded cost decreased:4U→2U.


Most beneficial effects that trigger when a given card is drawn now occur when such cards enter the hand, such as Forest Adventure and Sight of Distant Blade.

Buffs to X cost cards:
Watermelon Knife reworked to not be an X cost card, now gives Firepower after the attack.
Propelling Silver & Gensokyo's Blossoming damage per mana increased, 6/8→7/9. Propelling Silver also has the target change capabilities of pre-rework Watermelon Knife.

Miscellaneous card changes:
Secret Border Upgraded cost reduced,4W→3W, damage is now the same in both versions, 16/20→18.
Faithful Meditation cost reverted, 1WWW→WWW.
Spread Amulet base version damage increased, 12/14→13/14.
One's Last Home Upgraded cost reduced, 2B→2, Upgrade doesn't increase Block gain.

Mushroom Feast now Common and has Exile, life gain increased: 4/5→5/7.
Hand Warmer now Uncommon, reworked to Exile cards for Concentration equal to cards Exiled, Upgrade adds Innate.
Danmaku Notes Upgraded cost loosened1R→2.
Rocket Broom Upgraded cost loosened:RR→1R.
Red Star Explosion cost loosened:1RR→2R.
Shoot the Moon's Overdrive cost is always 2, Upgrade increases damage and adds Accurate.
Emergency Defense Block increased, 20→21.
Starlight Typhoon base hits increased, 1/2→2/3, Upgraded Starlight Convergence no longer Upgrades its Starlight Typhoon, instead increases its damage. (Still places it on the top of the draw pile)
Replenish Fuel now costs 0 by default, has Exile which is lost on Upgrade.

Purchase Materials Upgraded cost loosened, W→1.
Frozen Time's Upgrade no longer increases retained mana.
Quantum Tunneling cost removed, R→0, damage reduced by 4.

Lost Raiment (Token from The Fallen Moon-Rabbit) cost removed:W→0, now has Replenish.
Bass of Taiko damage increased by 1, Upgraded cost loosened:1R→2.
And Then Will There Be None? Upgraded cost increased, 1R→2R.
Grimoire Study life loss increased, 2→3.
Dance of Empty Masks now applies 3/4 Temporary Firepower Down on use
Faith of Native God life loss increased, 1→2.
Waves of Reversed Scale now has Exile
Century's Doppelgangers now has Ethereal, Upgrade removes Ethereal instead of increasing the card limit on its extra turn.
Water Gun damage increased,25→30.


Miscellaneous

Instances of 10 or more colored mana in text will now display as 10x followed by the mana icon.
Tooltip size now also affects enemy intent size.
It's no longer possible to interact with the hand outside of the player's turn. (This is to prevent softlocks from attempting to play cards outside of the player's turn)

If there are more than five Innate cards (Including the Smart Speaker card) in the library, they will all be drawn on the first turn (this does not ignore the maximum hand size).
Tanuki Suwako's Jinx doesn't trigger on Extra turns, similar to Apex Speedster.
The first choice of the "Miyoi: The Solitary Sommelier" now directly draws from enemy pool with 3-3. If the player makes it there afterward, different enemies than those from the event will be prioritized.
Fixed an issue with the Perfect Elegance bonus being invalidated by entering the Final Act. Now it and the Elegance bonus only check for Acts 1-3.
Fixed cards getting stuck in a 3D rotated state.


5/21 Hotfix

Overall buff for the new 0-cost cards.
Reduced the costs or otherwise buffed some of the other new cards, such as Wind God Girl.
Memories of the Divine Age cost increased, 0→U, now reduces the cost the cards it draws.

Fixed Melancholy Eruption still discarding cards as per its previous effect.
Fixed Meltdown softlock when targeting a card with a Hybrid Cost. Such cards now produce Philosopher's Mana when Exiled this way.
Fixed issues with conditional triggers like Poison Raze's.
Tao Fetal Movement now also discards Unplayable cards.

The following change was part of the initial patch, but wasn't mentioned in the changelog:
Boundary of Life and Death now has a Growth effect increasing its damage.

5/28 Hotfix

CirnoA (Blue) complexity level increased from 2 to 3
Ice Lance is now Accurate before Upgrade.
Frosty Garden is now Blue/Green
Ice-Forged Blade reverted to a multihit attack
Flash of Spring damage increased to 24/32, mana requirement reduced, 8/7→6。
Yukari Tips Bag's Extra Danmaku added Shoots increased: 3→5.
Fixed Embrace The Darkness not interacting correctly with cards with Hybrid Costs.
Updated card art.

Cards not in the Card Reward Pool are now indicated as such via a tooltip.

Card Pool Advanced Rule adjustment:
"For cards with mana value 5 or greater that have a generic mana cost component (1, 2, etc.), only their non-generic mana cost will count toward rule 1. These cards' mana costs can be reduced through effects."
For this, "5 or greater" was changed to "greater than 5", and the in-game logic was adjusted accordingly. This is closer to how it was intended to be implemented, and doesn't affect a large number of expensive cards.


6/7 Update

Implemented animations for Rabbit Tricksters.

Danmaku Deflection, Cucumber Missile, Clean Energy values increased.
Frosty Garden is reverted back to its original version.
Beauties of Nature is now an Uncommon.
Moonlit Lotus has Retain, and one of its mana gain is changed from G to P.
Haniwa Front now has 1/1 initial values.
Runaway Seasons has a cost of 4, and Upgraded Runaway Seasons gives 3 extra Firepower.
Updated card art.

Bug fixed: Spirit and similar status effects cannot increase Defense cards' Block/Barrier value if it has already been decreased to 0 (for example, from 5 Temporary Spirit Down).
Sculpture - Circle and its series of card was unaffected by Echo, now fixed.
The timeframe of Echo-generated card adding to hand is now slightly earlier than when the original card goes to the Discard Pile/is Exiled. This change is an attempt to handle edge cases of when Echo has failed to resolve.

6/15 Update

Absolute Zero Upgaded cost increased: U→UU。
Updated card art.
Updated localizations.


6/20 Update

New Cirno card added: Garden Gathering.
Updated card art. Most of the new card now have their art completed, and ver. 1.5.0. will be moved to the main branch.

Pressing F4 can view the BattleLog even in the main branch.
This is only a testing tool used to resolve bugs, and will not have its UI updated.
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