Cozy Caravan - Mitch
Hi everyone! It's been a week since we launched Cozy Caravan on Steam, and we've been overwhelmed with all of the wonderful words you've had for the team. Thank you all so much, it truly does mean a lot to us. It can be very scary putting your work out into the world, especially with Early Access, with all the rough edges and content still-to-come. But seeing everyone's reactions, your character photos, and compliments to the team means everything to us. Thank you all!

And with that out of the way, we've got another update today, with our first batch of new content. We're beginning to release new outfits for the wardrobe, and we'll have new drops regularly over the course of Early Access (we're aiming to have something new each week). Some of these, like today, will be available immediately in the character creator and in your wardrobe (go talk to Arthur if you haven't got yourself a wardrobe yet!). Moving forward, we'll have a mix of instantly-available outfits, and ones that will be unlocked through the guild catalogue, or by ✨some other means yet to be revealed.✨

Here are the new threads you'll find in your wardrobes today!



Fixes
  • Fixed a bug where Luca would act as though you've already found him instead of offering to re-play hide-and-seek.
  • Fix the market bell sometimes being invisible.
  • Fix to prevent the player from getting out of the caravan in unintended locations.
  • Fix where the heart/happiness sound effects would get stuck on.
  • Fix an issue where the conversation box would sometimes get stuck on when talking to Yas the Librarian.

Analytics
We've added an optional feature utilising Unity Analytics. You'll see a one-time pop-up which you can choose to accept or decline. This information is used purely for us to learn how people are playing Cozy Caravan, and in turn help us make informed decisions as we continue to develop the game. Again, this is totally optional, and you're more than welcome to decline, it's just one way you can help us improve the Cozy Caravan experience.

Roadmap
We've asked Bubba if he can scribble down an Early Access roadmap for us. He hasn't quite got all the details in there yet, but we'll update you all when he's cleaned it up a bit.



Our next major release will be 0.2.0, where the rest of Harvestvale will be available to explore! Each week between now and then, we'll have new outfits ready to share, along with the usual bevy of bug fixes and improvements thanks to the feedback from our players.

Quest Tracker
But that's not all! Before that update, we're aiming to have the much-requested Quest Tracker released. We're trying to make sure we do this in a way which fits the cozy vibe and feels like it's part of the world, while still being functional and informative. We appreciate all of your feedback on this. We've heard loud and clear! This will be on top of the continued work on the last patch to improve how quest-help lines are delivered by NPCs.

That's all for this update. Thank you again, and we look forward to chatting more with you on our Discord as we work together to bring Cozy Caravan towards the finish line!

Cube Hero Odyssey - Paraverse Studio
Auto-Targeting Update v2.14 - May 23, 2024

New Content
  • 🎯 Auto-Targeting System: since targeting is really critical, and players use it every few seconds anyway, we've decided to make closest enemies be targeted automatically. No more spamming shift every few seconds!
  • If an enemy is already targeted, pressing shift now will switch your target to another close enemy
Bug Fixes and Optimizations
  • Slightly nerfed Treant boss's Earth Vines skill damage (he's the first boss, he should be easier than the others)
  • Increased the Attack Dash Length of the player's 2nd attack in the full 3-attack combo! No more missing your target just because they were a lil too far
  • Enemies that get pushed off the map die much faster now, instead of after being 20 feet below ground
Join our Discord Server to see all our updates, see progress videos and more!




First time seeing Cube Hero Odyssey? It's our first roguelite game—now available for FREE only during Early Access!
Dive into our vibrant world filled with diverse biomes, menacing foes, and crazy creative build options. Experiment with unique skills and effects to tailor your cube hero’s journey. Play now on Steam and join the adventure!

https://store.steampowered.com/app/2954730/
May 23, 2024
Community Announcements - lynkpingame

Thank you all for playing Artifact Seeker!!
Thank you all for playing Artifact Seeker, we are glad to have so many players joining the community!!


We are now focusing on fixing the bugs and UI control issues. After the game is stable again, we have short term plan to make more new contents for the game including:
- New Endless Arena battle mode after you are finishing a story mode (You can choose to leave anytime you want or just start a new run like you did before)
- New Artifact backup system, to let some artifacts to have more different copies in the vault
- More blessing kind of affix that adds more fun to some certain synergy build
- New free character DLC that unlocks a paladin character who is capable of Holy and Defence
- New Skill Tree system
- Training Room, A place to test all buildings and skills
- Greater Rift, New mode that focus more on buildings
- New DLC - Legacy of Mortia which contain at least two new playable characters, new map Dwarf Kindom Mortia, new skills, new Boss, new Synergy, new events, new artifacts
- More events, more artifacts, more weapons, more affixes, more skills etc


And we will listen to the communities' voice and keep polishing the game.
Thank you all again!! It's great to have you all here!!!



NEW
- The batch reroll affixes function can perform multiple reroll operations and select the desired affixes from the results.
- After all skills are maxed out, you can automatically choose to pick up gold coins or soulgems



Adjust
- Now The Envy will be invincible during the transformation process


Bugfix
- Fixed an issue where the mouse would occasionally display incorrect hover information when using a controller
- Fixed an issue where the Artifact Vault would occasionally display only one artifact
- Fixed an issue where you could carry two artifacts with the same name when you starting a run
- Fixed an issue where the divinity was calculated incorrectly when selecting an artifact at the beginning of a run


Thank You:
A big thank you to all the players who have provided us with feedback and suggestions. You have made "Artifact Seeker" even more enjoyable. We are aware that there are still areas for improvement, but we are constantly working hard. We hope you will continue to support us, and provide us with feedback at any time. :) And if you enjoy the game, please leave a review for us.
Thank you ALL.

-Devs Team of "Artifact Seeker"
Ravenous Horde - vectorinteractive
Fellow Hunters,

A bit over 2 months ago I talked about the latest map Tropicana, weather conditions and other improvements. Today I return with some more juicy news! I'll go through all changes and updates that have been made on the game since the last post. At the end I'll let you know where I am on the roadmap.

New map: Metro
Somewhat inspired by the books / game series, and also a map in Battlefield, I wanted a map revolving around a Metro. It provides a great aesthetic which allows for a great unique map with close quarters but also long distances which allows every weapon to have a role. Check out the progression pictures!

Once again I started with a rough block-out of what the flow should be. I had some assets ready so they were used immediately. And as always, abiding the self determined rules of what a map really needs.

The block-out of Metro


A first glimpse of something that resembles the Metro map


With lots of changes regarding the map atmosphere and feel, it was time to make sure it was playable and ready for the first lighting pass. Also decided to forcefully create outdoor spots which it didn't have by breaking open the ceiling, as if it had collapsed.

First lighting pass, a daytime weather condition of the map that didn't make it in!


I tried out various weather conditions, such as daytime, evening, low hanging sun, night time. But due to some lighting issues most didn't fit right as the map is very closed off from the sun. Night time however, fits really well.

Night time certainly is more scarier, it felt like the right theme for this map


I want to do some more environmental storytelling, but I also like funny scenes that you come across in games


The only thing left is to fix the reflections in the main hall, other than that I'm very pleased with the end result!


Game Feel

After I finished Tropicana (and also Metro) I held a closed pre-alpha test where players could try out the map. I got some good feedback regarding game feel. When you are making your own game, you tend to forget how janky (not functioning good, poor quality) things are until someone else points out that it is infact, jank.

Based on all feedback, now you can throw things whilst running, and also reload and heal yourself whilst running. Next to that the movement is improved and the input feels quick and responsive. There's a ton more, such as weapon feedback when shooting and how the camera should shake when an explosion goes off near you. All the good stuff to make the game more immersive!

Game Changes

Some other outcomes of the playtests resulted in how playing as a sole zombie is quite unfair if you're up against multiple hunters, you really needed to team up to get some damage done, else you keep getting killed without having done anything meaningful, and that is bad.

There is probably a decent balance somewhere when deciding how many people to pick to become a zombie when the round starts. But it would be a tedious process as it also involves balancing hp, all damage values, map layouts and whatnot. There is not a quick solution to this.

As Henry Ford (Yes, the man who made Ford) once said (allegedly) : “If I had asked people what they wanted, they would have said faster horses.”

Sometimes you need to look at things from another perspective, so instead of picking players at random, I have added AI controlled zombies to game which spawn throughout the round, turning it from a PvP (Player versus Player) game into PvPvE (Player versus Player versus Environment).

Now there are more benefits to this and problems that are solved when doing it this way:
- No longer are you picked at random to become a zombie. You still become one when you die, but that would completely be a skill issue.
- When being the first to become zombie, you are not alone in this fight. Team up with some AI's and you can make an impact.
- The game can now be marketed better. (explaining this would be a whole new post, so take it as it is)

AI zombies on the move, nowhere to hide


Other Improvements

Once again this is a long list if I wrote down every change, so I'll condense it a bit so you're not reading some essay. Next to this there has been a ton of bugfixing and general improvements to game.

Since the last post:
- Removed the random picking of hunters to be zombies and added AI zombies instead.
- Improved the jank regarding input & movement, you can now do a lot of things whilst running.
- New options have been added to the settings menu! Check them out below
- A new main menu was made.
- You can now make multiple loadouts and pick one before deploying.
- The game now has a minimap.
- Weapons now have unlimited ammo, but require reloading. (To be looked at in the future: limited ammo with resupply options)
- A new map has been added!
- UI has been improved across the whole game.
- You now get a level up notification and you unlock weapons through levelling up.


New main menu, including a lot of UI/UX improvements!


New settings for performance gains


Minimap can be seen, as well as me getting murdered within the next few seconds


What's next

As seen on the roadmap (down below), there are 3 features left for Phase 2 which the development is currently in:
- 1 new map
- Some new guns (The amount depends on how fast I can add new ones)
- Being able to unlock things through levelling up.

I am currently working on unlocking things through levelling up. And with that comes a 'End of Round Report' as you see in many other FPS games. In this is a small overview that displays your progress / stats from the round you just played and pops up when the round ends.

Whilst I was working on it I realised I needed more things to unlock, because it feels weird to level up and not get anything (yet) for it. So I decided to pull the 'Customizable Hunter Clothing' from Phase 4 to this phase. So Phase 2 might take a bit longer than expected before it's complete, but for a public test I felt this would be necessary.

The original roadmap


All things considered I'm happy where the game currently is and where it is heading!

If you came this far reading all of it, thank you for your support.

If you are interested in more in-depth info regarding the game or just want to hang out feel free to join the discord: https://discord.gg/jbx92tbMSG


And if you want to join in on the future playtest, don't forget to Wishlist and sign up!
https://store.steampowered.com/app/2179490/Ravenous_Horde/
May 23, 2024
Isles of Sea and Sky - Gojirra
Bugs
  • Fixed a soft lock that could occur during the ancient door unlock cutscenes.
BooBsxBooBs - toyo
Added Russian language.



Love Chase - Swanky@Topgame
《甜心 AI 追捕计划》从一上线就提供了免费的画质增强4K DLC, 因为我们致力于为玩家提供最完美的体验。将 4K 视频制作成 DLC 的原因是避免部分玩家的设备存储空间不足时,不用下载60多GB的 4K 文件仍然可以进行游戏。但由于 4K DLC 是通过游戏本体自动下载的,一些刚入职的新手 FBP 探员,不知道如何免 DLC 安装,这里我们放出一个简短的操作指南,希望对不知道如何禁用 DLC 的玩家有所帮助。(BTW,此方法同样适合其它具有 DLC 功能的游戏哦)。

Magical Mic Duel: Senpai, Hear My Spell - [GMB] Jim
Hello, Magical Girls! ✧⁺⸜(・ ᗜ ・ )⸝⁺✧


Today's the day we've all been waiting for! Our game is now available on Steam Early Access! We can't thank you enough for your patience, support, and excitement.

Are you ready to start your adventure as a magical girl? Grab your magic wand (or microphone) and let your magical spirit shine! We've put our hearts into making this game so you can unleash your full magical powers.

Since this is the Early Access stage, there might be some rough edges. Your feedback and support mean the world to us and will help us make the game even better. We're here to listen to all our magical girls and keep improving.

No matter the challenges, we'll keep growing and getting better. We're thrilled to join you on your magical journey and can't wait for your continued love and support.

Thank you!


With love, the Magical Development Girls at ReLU Games.

Carnal Instinct - Zorthos
Hey Everyone!

It's been too long, no really, this wasn't supposed to be this long. The next Steam Major Content Update will be dropping June 1st. Along with the update we'll be doing a big blog post with everything we added, updated and fixed, but here's the highlights in a mini-dev blog while we iron out the last of the bugs. Other than the Initial Unreal Engine 5 build, this was easily our biggest update we've done, with new systems, mapping, quests, NPCs.

New Systems
  • Slavery
  • Magic
  • Fishing
  • Shade Sight
  • World Events

New Faction - The Gilded Fold
Coming along with a huge new map expansion, slavery mechanics and 3 faction quests, the Gilded Fold are now in Sabu.
Players will get their first look at the walled-gardens of these flesh-traders, hinting at the questline to come. Initially you'll be able to sell slaves to the Gilded Fold, eventually gaining enough reputation to make use of their cages and chains to obtain slaves of your own.

The initial slavery tutorial quest will be part of the update, with the rest of the chain arriving after DSS 2.0 (for reasons that are fairly easy to imagine).

New Side Quests
  • No Rest for the Wicked(Revamped)
  • Depths of Kab'Alrah

New POIs
  • Hermitess Inquisitor.
  • An aging warrior that seeks a fitting end.
  • Ikkemi Villa - a Side Quest Coming there Soon

New Sex Scenes
Three very frustrated centaurs have become stranded on south Medhen Island and I can confirm that you can have Intimate Relations with all three Centaurs as any Form (Minus Formless).

All this and more! Full details will be listed in the Update Blog next Saturday!

Thanks for your support!

Team Carnal Instinct
May 23, 2024
WARNO - [EUG] Gal Marcel Bigeard
Deploy for combat, commanders!

WARNO has officially launched out of Early Access. Muster your forces and get ready for battle! The time is now to lead your chosen units to victory on the late Cold War battlefields of WARNO’s World War III.

WARNO’s launch will turn the page on two full years of development. It is the closing of a chapter - only for a new one to open. We will continue to develop, improve, and create new content for WARNO, including major new expansions, nations, divisions, units, Nemesis DLC, and much more!



Note that WARNO Gold is not available due to unseen last-minute technical hiccups. More information below, but we are working on getting this deluxe variant of WARNO up and running as soon as possible!

WARNO’s Early Access

WARNO has been in Early Access for a little over two years. It is easy to forget all the features, the many divisions, the number of Operations, Army General campaign, the multitude of milestones, and update patches. So, after two years in Early Access, here is an infographic on WARNO’s official release.



WARNO “vanilla” Edition


https://store.steampowered.com/app/1611600/WARNO/

Price Tag: $39.99 / 39,99€



Content:
  • 5 Army General campaigns.
  • 8 Operations.
  • 18 Divisions.
  • Over 1000 units, expertly researched, modeled and voice-lined.
  • 6 Nations: the United States, West Germany, the United Kingdom, and France for NATO, the Soviet Union, and East Germany for the Warsaw Pact playable in multiplayer and Skirmish, plus Belgium in Army General only.
  • Extensive Tutorials and a full range of Skirmish, Multiplayer and Cooperative modes.



WARNO Gold

Now, for WARNO Gold which is, as you correctly guessed, missing in action. Unfortunately, while we moved mountains, we were unable to have the Steam page for this deluxe version of WARNO ready for launch. Behind the scenes, we are very busy making sure it will be operational as soon as possible.

When WARNO Gold is available, the option for Early Access owners to upgrade to Gold with a healthy discount will be present.



Once again, apologies from the whole Eugen team.

EA Pack

For Early Access owners, automatically and freely available, a special EA Pack. This DLC contains divisions added as a “thank you” for your continued support during WARNO’s development:

  • The EA Pack contains 5 “extra” divisions:
  • The ”Berlin” divisions: NATO’s Berlin Command and Warsaw Pact’s Berliner Gruppierung and 6-ya Gvardeyskaya Motostrelkovaya Brigada.
  • Plus NATO’s U.S. 24th Infantry Division (Mechanized) and the Warsaw Pact’s Soviet 27-ya Gvardeyskaya Motostrelkovaya Diviziya.



With WARNO’s official launch out of Early Access, this EA Pack will be made available as a DLC for $9.99 / 9,99€.

WARNO Launch Update

WARNO’s launch out of Early Access means a host of updates, improvements and bug fixes. Ranked replay has been reset as well. What else can you expect?

  • New WARRIOR APPLIQUE unit for the British 1st Armoured Division. More details can be found here.
  • New SARACEN and SALADIN for the British 2nd Infantry Division. More details here.
  • Zone rework on maps. Check out some insights here.
  • Artillery rework with some notable changes, including:
    • Dispersion spread adjustments for mortars, howitzers, and MLRS units.
  • Updated tooltips, more straightforward UI text, new weapons, and other descriptions.
  • And more …
Find more details by checking out the patch link and notes here!



New competitive WARNO Tournaments

With the launch of WARNO, the SD League is ready to push WARNO’s competitive scene to the next level. There are two major tournaments coming up in June and July. Check out all the details below.

WARNO League Super Tournament 1.0
This tournament will kick off 2 weeks after WARNO’s release on the 1st and 2nd of June. The format will be a 2-day Single Elimination Tournament filled with intense, fast-paced action. Sign-up info and rules can be found on this dedicated page.



WARNO League SEASON 1
This long-form tournament, based on the well-tested Steel Division 2 League, will be open to all players of any skill level. Up to 64 players will be put into 4 skill levels, allowing us to organize fair matches for everyone. More information, including a sign-up form can be found here.

Let’s go to war!

That’s it for today’s DevBlog, commander. WARNO and the Eugen team have completed a long journey in partnership with you, the player. We truly appreciate your support and passionate feedback that made WARNO a better game. But we will not rest on our laurels; WARNO’s development continues at pace!

So, as always, make sure to tune back into next week’s WARNO DevBlog.

Join the WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

Now, get going and get playing. As always, more than ever, see you on the battlefield, commander!

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