Tower Knight - Sweet Apple Games

Flags and High Scores
Version 0.7 adds flags to Tower Knight -- plant flags on vacant tiles, Ramparts, or Scouts to increase your score. Your high score will only update if you achieve victory, so you will need to balance expanding land and capturing enemy towers.

What's Next?
Version 0.7.#
The next update will include a control to fast forward enemy waves. I expect to make a few more minor updates to 0.7 to make the game systems more clear -- so if you have any quality of life requests now is a great time to let me know either on the discussions page or on Discord: https://discord.com/invite/vMmVxYuYbg


Version 0.8
Version 0.8 will introduce the next major graphics update. In version 0.8 I plan to update all of the towers, the fountain, the treasure chest, and the terrain. Version 0.8 will also include new images on the card, and a legend that shows which cards are Common, Uncommon, and Rare. For those curious, the breakdown is:
Common: Archer, Cannon, Trees, Stones, Fountain, Chest, Extra Energy
Uncommon: Rampart, Scout
Rare: Dexterity, Health, Strength, Dexterity, Destroy, Flag

Version 0.9
In version 0.9 I plan to let the player configure their knight's stats and starting deck. I plan to make it cost max health and max energy, and maybe even debt (negative coins) to purchase starting cards.

Version 0.10
Version 0.10 might be the last update before exiting early access and releasing 1.0. In v0.10 I plan to add a save/load system, achievements, and Steam Leaderboards.

Thank You
Developing Tower Knight has been a blast, and I can't wait to get the next batch of features out to you all. I used to make mobile game on iOS, but I felt like my efforts were stumbling in a void. On Steam, however, I get to hear from all of you. Whether it is on Discord, the Steam Page discussions, or a review on the Steam Page, I really appreciate it all.
Cyberpulse - gabrielgardner
UI QoL improvements and bugfixes. Minor balance tweaks.
May 24, 2024
Heroic Kingdom: Origins - LS_Duffmaster
Fixes:

  • Temporarily removed NPC's not being interactable while nighttime until we get their sleeping fleshed out.
  • Fixed an issue when rebirthing, characters would lose their Heroic state.
  • Fixed an issue where poachers were not able to use their melee weapons.
  • Added a limit to how long we'll wait at a loading screen for the world to finish loading when teleporting via map or portals. This should help with those odd scenarios where something may not fully load and cause the loading overlay to not disappear.
  • Fixed an issue when loading into the world for the first time, you'd see the camera "moving" to player. This is related to fixes with the limit on loading screens.
  • Fixed an issue with Skeleton's not being able to move in Lothric's Dungeon.
  • Fixed an issue when unequipping an item that was already in inventory, the quantity would not be updated in inventory until it was refreshed.
  • Fixed issue where weight wasn't being calculated properly when dropping or picking up items (wouldn't calculate until opening inventory).

New:

  • Added functionality to stop enemies from attacking when loading into an area or the game. This will prevent players from being attacked while they have a loading overlay.
  • Formatted player stats in health bar to show commas.
  • Added the functionality where pressing Z or right -dpad in the wait screen, causes the cancel wait event.
  • Reduced Lucian's (tutorial boss) health by 50% to phase him easier.
  • Reduced Lucian's (tutorial boss) strength by 70% to make him a bit easier to phase.
  • Added additional checks to potion wheel to potentially fix the potion wheel getting stuck. We now ensure the game port is focused when the menu disappears. If you click inside potion wheel it does not keep the mouse selected when it's hidden.
  • Increased the opacity of compass indicators.
  • Changed color of discoverable areas on compass to orange to help differentiate between the white indicators.
  • Updated Respawn Icons/color to differentiate between others on the map.
  • Removed the "Heat" effect from the torch, could be a little too much at times.
  • Added an overlay for when the player is Over-Encumbered.
  • Added a highlight to items being looted.
  • Added an icon for bosses so they're easier to see when they have a dedicated health bar.
  • Reduced the amount of crit from intellect, was 1 crit every 10 int, it's now 1 crit every 20 int (this was scaling a bit too much, more in line with others now).
Adventures in Lestoria - sigonasr2
Hello Adventurers! As the game continues development (Chapter 2 is almost complete now!) we are rolling out some quality-of-life changes and bugfixes for players on the demo side of things, making sure that any bugs found during development don't impact the live player experience.

Additions
  • Added an indicator on the borders of the screen when a boss is no longer in view of the player for easier tracking.
  • Spawn Area for Stage 1-4 was updated to match the other spawn areas in the game.

Bugfixes
  • Fix knockback effects that had bonus knockback (such as enemy charge attacks) not being applied to the player or monsters.
  • Fix a bug where knockbacks that occur at the exact same location as a player or monster would cause a division by zero error.
  • Fix the Health % stat, it simply was not working before...
  • Fix a bug where Healing does not restore the Player back to full health if their health is incremented by the Health % stat.

Thanks again for taking a look and playing the demo. We hope you are excited as we are about the future release of the game. Stay tuned for further updates about the progress of the game!
Cyber Knights: Flashpoint - Trese Brothers

It's late Friday night and updates are brewing in New Boston. This is when the heisters like to make their hits, so let's dive in. With Update #88, we've buffed 2 Hacker Talents focused on more stealthy style of hacking - Scapegoat and Spoof - as well as adding 4 new filters to help you sort out and manage your files and their relation to sets. We've fixed a longstanding issue about items selling for $1K and the odd price mismatches in the grid and sell UI, well as fixing issues with first turn buff Leverages and resolving any lingering bugs caused by the loadouts screen.

If you're enjoying the pace of updates and improvements, please take a minute to share the game with a review. We're working hard to keep Early Access a constant forward motion and we'll be putting up a preview thread for the next class added to the game next week.


Hacker Scapegoat and Spoof
Both Scapegoat and Spoof received starting Duration buffs. These both started with a very slim duration, making it hard to use them advance and leaving some possibility that the tokens could simply expire. An extra turn for each, and with duration boosters among their upgrades, makes them a more versatile play.

In addition, the Scapegoat passive Talent which blocks Q-Sec Tally added by destroying an IC that is not disabled (often with Nuke or Null Op) now has an addition starting token. We're testing out this balance and considering if it needs even more token buffs in the upgrades tree.


File Filters
We've added a set of 4 new filters for files to help you organize and prioritize for sale, keeping and use.
  • All Files that are not included in a set can be shown or hidden using the "Not used by Set" filter.
  • All files that are part of a set can be shown or hidden by using the "Used By Set" filter.
  • If a File was created by minting a set, you can now use the "Created by Set" filter to find these result Files quickly.
  • Finally, if a file has a Use action, like a V-Chip or a File that can create a mission, these are now easy to locate using the Has Use Action filter.
These new filters should cover the use cases we've heard from players across our channels. Thanks to everyone sharing how you're approaching files in Discord, Steam and in F10s!


Inventory Pricing, Items No Longer $1K
When you're in your inventory, you're likely checking on something to equip, sorting out weapon mods or planning to sell something. We've worked on smoothing out the selling experience and preview prices for all types of equipment and fixed the bug that was forcing all items to sell for exactly $1K.

There are 3 places prices are shown in the Inventory - a preview price in the grid, a preview price in the Sell button and a final price offered by each individual contact. For items, all 3 of these prices were different until Update #88.

Before Update #88, the grid price was showing the preview for what you'd pay to buy it, but you already own it ... so now it is nicely updated to preview the sell price as early as possible. Items were also incorrectly using the price of their bundle (Buy 5 for $15K) instead of individual prices ($3K).

Anyway, its nicer and you can make some money, if not riches, by selling items now.

We're glad to see this set of issues resolved and are working toward multi-buy and multi-sell with a quantity slider. That will be wildly helpful here.

Loadout Issues
If you were having any loadout issues - such as missing armor - making the character roster screen or inventory screens act oddly or freeze, we've fixed a set of issues that came along with the big release of the safehouse. Your games should be automagically healed, so just boot them up and play on.


First Turn Buff Leverages
A big thanks to everyone reporting specifics with your F10s about any Leverages that aren't working. It is great to see everyone using these so much. This update includes a fix to ensure that Leverage buffs aren't lost incorrectly during a retry turn or retry mission.

v1.6.21 - 5/24/2024
- Buffed Hacker's Scapegoat Talent with +1 Turn duration and +1 token, switch a duration upgrade to recharge rate
- Buffed Hacker's Spoof Talent with +1 Turn duration
- Added 4 new filters for Files in Cold Storage - Not Used by Set, Used by Set, Created by Set, Has Use Action
- Cyber Surgery tag in roster shows time for recovery inline
- Improved inventory pricing display to ensure the price shown in the grid, the Sell button and the contact list all match
- Fixed issue with Items always selling for only $1K
- Fixed issue with File "Use" button only appearing in "Files" tab but not "All" tab in Cold Storage
- Fixed issues caused by loadout screen last week, issues with not wearing any armor
- Fixed issues with first-turn buffs from Leverages
- Improved matrix hover for auto-dump nodes
May 24, 2024
Australian Football Coach 2023-24 - Statto Software
Another month another quick patch!

This patch mostly tweaks and fixes some small things. One of the biggest addition is the addition of spoil statistics, which will be zero for previous seasons and save games, and adding average age to the team selection analytics screen. The AI will now make space on their list for draft picks more cleanly, meaning not all teams will draft every round, and some improvements to the trade system have been made, including one bug where superstars could be traded too easily, and making sure players don't get traded two years in a row by the AI.

In terms of bugs, it should also now be easier to advance years on 31 December (a "white whale" bug) and a couple bugs related to the substitution rule have been fixed.

Hope you enjoy the new patch!
IfSunSets - POLYMORPH:IFSUNSETS
[20240525 UPDATE NOTE]



Important News!
1. With this update, you can now play the demo up to DAY6!
2. We are participating in the Steam Open World Survival Crafting Fest!




[Content Update]


- The desert region has been added.
Boss monsters and new dungeons will be added in future updates.


- New monsters have been added.

1) Rokle: Rolls up and attacks enemies by rolling.
2) Jellyfish: Paralyzes opponents with electric attacks.
3) Ocean Rock: Explodes upon death, dealing damage within a certain radius.
4) Shark Pirate Gang: Attacks with guns, bombs, hammers, and rapiers.
5) Fanaticism: Attack with various magic and swords.
6) Aggressive animals: Scorpions, Komodo dragons.
7) Non-aggressive animals: Desert foxes, meerkats, gazelles.


- New Equipment Added
New earring/ring items have been added.
Armor to protect against high temperatures has been added.
Fire attribute weapons have been added.
1) Desert Ring/Earrings
2) Flame Ring/Earrings
3) Flame Sword/Greatsword/Hammer/Crossbow/Bow
4) Linen Armor Set
5) Desert Armor Set


- A baobab tree resting place that can avoid the effects of temperature has been added.

- Night defense has been revamped.
Night is now considered a single stage.



1) Waves start at 19:00.
2) The remaining time of the night, the number of monsters defeated,
and survival status are displayed in the upper left corner.
3) If you fail a wave and die, you can choose to go back to the previous day, retry, or move to the next day.
4) If you succeed in a wave, you will receive accumulated experience, items, and Cthuga's Stones.


- A tree planting system has been developed.

You can now plant trees wherever you want using their seeds.


- The animals' AI has been improved. Animals will now flee after actually seeing you.

- The swimming mechanics have been completely changed.
Swimming now operates in dive mode and surface mode, and you can dive by pressing the C key.
In dive mode, you won't automatically surface; you can surface when you want.
You won't dive underwater unless you press the C key.
You can now perform melee attacks while swimming underwater (a system for underwater monsters will be added later).



- The fairy system has been completely overhauled.
- The fairy UI has been completely revamped.




[Growth]
- You can level up the fairy with Cthuga's Stones and gain fairy points.

[Stats]
- You can increase the fairy's stats using fairy points.

[Skills]
- You can unlock skills for the fairy using fairy points.
Fairy skills include passive skills that are always active and active skills that can be used by pressing the Q key.
You can use skills with the Q key and switch skills with the TAP key.
Using skills consumes the fairy's energy.

[Energy]
- The fairy's energy recharges when entering rest mode by pressing the F1 key.
The fairy's energy can be recharged automatically or manually with Cthuga's Stones.

[Purification]
- You can now use fairy energy to restore purity from the purification tab.


- The appearance of the spike wall has been changed.
It is now designed to allow visibility of the space behind it, enabling you to check the status of monsters.


- The ability to extinguish/ignite torches has been added.
You can interact by pressing the E key.


- The desert area has been added, leading to a revamp with a new map.

- Construction has been revamped.
Areas where alignment was slightly off have been corrected.
Issues with improper snapping have been fixed.
Problems with spacing in 2x2 fences have been addressed.
New roof modules have been added.





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[Balance Changes]

- Animals now actively avoid players, making it slightly more difficult to catch them.

- Blocking has been improved for immediate response.

- Monsters can no longer pass through spike walls.

- The explosion range of Ocean Rocks has been adjusted to be more avoidable.

- Ocean Rocks are now slightly weaker.

- Two-handed swords' damage has been increased by 10%.

- Fixed an issue where 800 gold coins were coming out of unique chests.

- Laura will now sell dull iron swords again.

- Reduced the number of shells on the early beach.

- Fixed an issue where Flame Earrings/Rings were in Armor Workbench 1.

- Greenblue Spearman has been slightly weakened.

- Adjusted the position of Purification Gloves.





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[Bug Fixes]

- Fixed an issue where Ironheart partially stuck into the ground.

- Fixed an issue where trees and ores were not properly hit.

- Fixed a bug where items placed in the purchase tab disappeared when switching to the sell tab and back.

- Fixed a problem where strange lines were visible in the world during gameplay.

- Fixed a bug where shop items were not reset the next day.

- Corrected the description of the Polearm Training Book, which was about hammers.

- Fixed a bug where characters sometimes stood instead of swimming in the sea.

- Fixed a bug where aiming with grenades or bows after swimming would maintain the aim without clicking the mouse.

- Various bugs related to the electricity system have been fixed:
1) Fixed a bug where Magic Fence did not work.
2) Fixed a bug where connected electrical wires appeared twisted after saving & loading.
3) Fixed a bug where destroyed wires were still visible.
4) Fixed an issue where exceeding electrical energy did not show in red to indicate MAX status.

- Fixed a bug where inventory slots would shrink when inventory space increased with tactical bags.

- Fixed a bug where the duplicate item input button sometimes disappeared.

- Fixed a bug where standing torches sometimes didn't illuminate.

- Fixed a bug where items would drop again after eating from item boxes and then breaking them.

- Resolved an issue where swimming at low altitudes made character controls sluggish.

- Fixed a bug where monsters did not appear during the process of rescuing Laura.

- Fixed a bug where HP bars of hunted animals were continuously displayed.

- Fixed a bug where elk did not flee after being attacked with a bow.

- Fixed a bug where the inventory UI remained visible after closing inventory with the L key while the mouse cursor was visible in inventory slots.

- Fixed a bug where crossbow bolts behaved oddly when fired downward.

- Fixed a bug where item boxes could not be hit.

- Fixed an issue with open spaces around the back door of shops.

- Fixed spaces that were penetrable due to lack of collision.

- Changed the appearance of coconut juice and aloe juice.

- Fixed a bug where meat disappeared when interacting with it.

- Fixed an area in the Brownbeard Cave where characters couldn't swim after falling.

- Fixed an issue where the screen turned blue as if underwater when on water.

- Fixed an issue with the 5th stage icon of Bone Gloves.

- Fixed an issue with the direction of axes when chopping.

- Resolved a problem where sound effects overlapped when breaking wooden boxes.



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Thank You!

Cavalry Girls - tuan_zhang2
V1.1 major update

Major updates

Added five new ultimate weapons with 15+ slots
  • Gauss sniper rifle
  • Magnetic railgun
  • Lava spray
  • Purgatory ray
  • Thor Burning Cannon
Two new weapons and their corresponding upgrades:
  • Miniature handcannon
  • Standard pistol
Two new types of projectiles:
  • Shield destruction device
  • Anti stealth device

Major updates2
  1. Added the function of editing the turrets
  2. All mech have added dual wielding weapon function
  3. Add an entrance to the Final Battle in Endless mode
  4. Significantly optimize performance issues in cases of excessive element reactions
  5. The upper limit of drones has been increased to 6. More than 4 units require core unlocking
  6. Optimized the image quality of all plot comics

Minor update
Increase the num of save slots
Add achievements related to Endless Mode and Survivor Mode
Optimize sound effects to avoid popping sounds
Enhance the damage of the burning area
Enhancement of skills for all characters (with a focus on duration)
Increased the number of fusion slots for most advanced weapons
Endless Mode Difficulty Adjustment
Endless mode adds Iron Man mode options
Some formulas in the synthesis system have added the need for prerequisite items to unlock
Add num of selected mods
Most Perimeter Mission have been reduced, and rewards have been increased
Increased material rewards for annihilation missions
The weapon fusion module can be recycled to funds

Bug fix
Optimized many UI display hyperframes and other issues
Fixed the issue of getting stuck when retiring from Endless Mode
Fixed a bug that disappeared after turret synthesis
Fixed bug in rocket tracking sandbags
Removed Advanced Ranger from normal difficulty level
Fix the issue of sandblasting explosion in the task of eliminating Sandworm
Fix bug where weapon enhancement may cause weapon duplication
Fixed some issues with mod failures
Fixed the issue where some recipes that were unlocked over time would never be unlocked
Fixed the issue of missing textures for some items in the guidebook


Subsequent plans

Hello everyone, regarding the follow-up plan. We will focus our work on the production of DLC,
We will plan to update five DLCs: four regular DLCs+one large DLC.

Among them, four small DLCs are the personal storylines of four characters (each will include a separate long-term storyline and unique gameplay mechanism, this is to improve the worldview and explore gameplay before making the large DLC). The large DLC had a preview at the beginning of the year (you can see the end of the news article for details):
https://store.steampowered.com/news/app/2055050/view/4020094168394125606?l=schinese

As we mentioned earlier, due to the realistic causes, we plan to complete these DLCs in the form of crowdfunding.
Firstly, we will release the first DLC for free around June 21st. For information on the content of the first DLC, please refer to:
https://store.steampowered.com/news/app/2055050/view/4170971564127656345?l=schinese
You can decide whether to support us when you experience the DLC. If the basic development needs can be maintained, we will continue to update the game's additional content and optimize the ontology experience.

As for the specific crowdfunding plan and update plan, we will announce it after the release of the first DLC (most likely on a subscription basis). If you are interested, you can like this news or follow our official Twitter account:
https://x.com/ZZXOfficial

Thank you for all support and assistance along the way.

——>>Update list + Plan<<——
——>>Join our Discord<<——
This Grand Life 2 - PokingWaterGames
I've been doing a long-term playtest and recently came across an interesting dilemma which shows the experience I'm trying to create for players.



This is Churrs! It's a bar in London run by Ahmadreza Jamali with occasional help from his friends Pei and Hertha.



Established in April 2032, Mr. Jamali was able to become profitable within 10 months thanks to his previous experience as a bartender and his love of alcohol keeping his spirits up.



Churrs! was doing so well that Mr. Jamali decided to move to a bigger premises and expand his operations in October 2033. He spent quite a bit of money on capital investments, which took a large chunk out of the household's savings...



...and hired more staff to help with the increased workload...



...until eventually the business was profitable again.



Unfortunately for Mr. Jamali, the economy was slowing down and within a few months had nose dived.



The revenue from bars are strongly affected by the food service and entertainment industries, and both were falling along with economic growth.



At the same time, expenses such as beer and cooking ingredients were rising due to increasing agricultural inflation!

Faced with this predicament, Mr. Jamali has a few options:
  • Scale back operations, fire staff, stop advertising and hope the food service and entertainment industries recover soon. Maybe get a personal loan from the bank or sell the household's stock market shares to cover expenses in the meantime.
  • Sell the business while it still has decent value before things get worse. Maybe leverage his experience gained as a bar manager in people management and customer service to find a job in a different (and growing) industry.
  • Pretend everything is fine and don't change anything.
What should Mr. Jamali do? Will the economy continue diving into a recession? Will the food service and entertainment industries recover before the household runs out of money? I don't know but I'm excited to find out!
Axe Cop - redtrianglegames



For those of you who want to just quickly experience the story and skip battles, this update is for you! Now on the table of the break room in the Axe Cop Station is the infamous Dinosaur Horn. For those who remember, Axe Cop originally flew to the Dinosaur Horn Planet to rent this horn and used it to destroy the King of All Bad Guys' brain. It seemed like a perfect item for this particular task.



To use the Dinosaur Horn in battle, select it from the Items menu. There it'll automatically target all enemies and then do so much damage we can't even show it. Literally, it breaks the game's damage cap to obliterate these bad guys.

But user be warned! You only can get one of these items in the entire game. If you are playing the game and not worried about skipping any of the fights in the game you can sell this item at the Pawn Shop to get a hefty amount of cash for sodas and snacks.
...