Together After Dark - Red
Dare to face your darkest fears? Together After Dark is coming for you. Launching June 18th on Steam, 2024 will be a year of unrelenting terror!


https://store.steampowered.com/app/2708790/Together_After_Dark/?beta=0

Add Together After Dark to your Steam Wishlist now and get ready to face True Horror!

Bot Crafter - simonshalom
We’ve been invited to another Steam event! This time Open World Survival Crafting Fest, because Bot Crafter is:
✅ Open World*
✅ Survival
✅ Crafting
✅ Game

The Fest starts on May 27 at 10:00 AM (PST) and lasts till June 3 10:00 AM (PST)

This Demo includes an enabled console, so it's a bit like a creative mode! Just press "~" to open it and discover a secret option for infinite resources (and more), so you can get creative and craft the hell out of Bots. It would be super cool if you could share screenshots of your creations on our Discord Server - https://discord.gg/nyZNczCazG


We’re still working on implementing the feedback you provided previously, but please feel free to give us plenty more.



Follow us on Facebook
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*or some may argue that it's more of a semi-open world and that's also a valid opinion
Bartending Master - jayce
Updates and Fixes:

Further reduced the difficulty level in Easy mode.

Optimized text effects in story dialogues.
DayZ - scottyb
Greetings, Survivors!

Time is flying for us this year and there’s tons that’s going on. Earlier this month, we announced our next big milestone: an expansion called DayZ Frostline. Today, we’re happy to announce that game update 1.25 has arrived on Steam! Today also marks the start of a new era for Livonia.



All current owners of the base game will get the DLC for free. Meanwhile, the Livonia DLC will be included with the base game from this point forward and available to all at a slightly increased price. If you’re itching to explore new places while you’re waiting for Sakhal, there’s never been a better time!

OK, back to update 1.25. What can you expect when you jump into the game?



The highlight of the update is definitely the long awaited addition of ambient music. We worked with Czech composer Dikolson to create a subtle and ambient background that increases your immersion as you walk through different areas of the game at various times of the day. There’s approximately 70 minutes of music available at the moment, with more to come in the future. We love the music so much, that we published a selection of it on Steam. If you’re interested in listening to this wonderful music outside of DayZ, you can find it on the Steam store page or within your Steam library under Soundtracks.


Note: Can take 24 hours for soundtrack to show in Library

Ambient tracks aren’t the only addition to the game’s audio. Update 1.25 also delivers the first rework of firearm sounds, including updated sounds of shotguns, the crossbow, and the grenade launcher. Our audio team has also been busy rebalancing the distance where you can still hear a player’s actions (previously, the audibility of all actions was set at 50 meters).

To prevent items disappearing from the inventory after using quick slots / certain actions, we decided to limit the use of contents in nested containers like cooking pots and protector cases through quick slots. We also reworked the way a player character’s position is synchronized with the server in order to tackle issues such as getting stuck in a doorway. Another addition in update 1.25 is a new long-range bolt-action firearm, the VS-89 with a 10-round magazine.



We’d like to highlight the fact that we’ve integrated the Enfusion crash reporter. We’d appreciate it if you’d take the time to fill in the details before sending us the full report.

That’s it for update 1.25. Our next step is update 1.26, which will be released together with DayZ Frostline later this year. Make sure to keep your eyes on our forums and socials, where more information regarding DayZ Frostline will be revealed. Exciting times are ahead, Survivors!

https://store.steampowered.com/app/2968040/DayZ_Frostline/

On behalf of the DayZ team,
Adam
May 27, 2024
Lost Legions - Bat-Ela
Hey everyone,

It's Felix again! I wanted to dive deeper into one of our game pillars today, but I kept struggling with how to best describe it. Our approach to game design and development might be familiar to those in the games industry since it’s based on conventional agile software development methods. However, it can be a bit complicated to describe future features because it’s not always clear how much of the original concept will be implemented.

We’re calling our version of agile development the tiered approach, and I think this image that stuck with me from back in my uni days describes it best:




Basically, when we design a feature for the game, we first write down what the best possible version of the feature would be if we had infinite resources and time (The sports car in the example).
We call this Tier 4 or 5, depending on the complexity of the feature. From there, we go back to Tier 1 and imagine the most basic version of the feature that does the same in spirit but without any bells and whistles, and is the fastest to implement (The skateboard is also a wheeled vehicle that takes you faster from A to B). Tiers 2 and 3 are then used to fill the gap by spreading the development amount as evenly as possible. All tiers must enable their game mechanic in the game, just with increasing complexity and, hopefully, fun. (Some people find motorbikes more fun than cars if we stick with the analogy.)

When we develop, we go through all features and implement the first tier. We’re more or less at this stage now. The big advantage is that we can get a clear picture of the game and what it will be at the end very early, and we get to play and test it internally very fast. Actually, we’ve been playing the game weekly since the first month of development—something I’ve never been able to do before.

From there, we’ll develop higher and higher tiers for each feature, focusing on improving the tiers of core features and those that suffer the most in terms of fun at lower tiers.

This approach gives us many advantages. We’ll have a playable game out to you much faster, we can make adjustments along the way more easily, and overall the development is much safer, meaning there will be a game at the end of all this for sure.

Of course, there are always drawbacks: this approach probably requires more effort overall as we will end up reworking features repeatedly. This is more of a non-drawback, however, since the reworks will be in favor of better overall quality.
The second big drawback is that it makes it very difficult to talk about features early. Should we talk about Tier 5 with the risk of changing it completely until we get there or—worst case scenario—only getting to Tier 3 during development? Or should we play it safe and talk about lower tiers with the risk of sounding more generic?

Now that I’ve explained our process, I feel more confident about taking a third approach: transparently discussing the tiers of the features we’re currently considering with the knowledge that we’re mostly at Tier 1 and that a lot of things might change on the way to Tier 5. ^^

I’m looking forward to telling you more about features with this in mind. As always, I’m excited to hear your thoughts! For now, though, it's back to the pixel mines for me. See you next week!

Cheers, Felix
天呐!找不到真爱就扑街! - 橡皮
Dear players, [/h3]
The countdown to the release of "Oh my god! If you can't find true love, just go to the streets!" has entered.

Here is a progress report to the players:
Game progress: After more than a month of review, it has been approved and is currently undergoing fine-tuning during testing.
Release arrangement: It will be officially released on May 31st
Exchange and discussion: QQ group: 833671268

Thank you very much for your support and expectations, and I have also gained many insightful suggestions during the previous live broadcast process. Helped us understand many shortcomings of the product. Our positioning for the first film game of "Oh my God" is only a passing work. As newcomers to interactive dramas, we also made many mistakes in the early stages (such as: there are too many, we don't know where to start...). Although we have been making corrections and adjustments throughout the production process, there is still a huge gap between our works and those of other predecessors. We hope to accumulate experience in the parts that have not been adjusted in this work. The future Tianna series products will definitely become better and better.

The original intention of creating interactive products for real people is to hope that everyone can find a relaxed and unique time in their busy lives. They can leave their daily work and study, and have an independent time to experience the blue sky and blue sea, meet their favorite characters, and spend a happy time together. For games, it may seem like a single journey, but for us, interactive games are the beginning of meeting characters, and we also hope that players can establish a sustained and long-term connection with characters in subsequent products, offline performances, and live variety shows.
In addition, regarding the follow-up of the "Oh my God" series, I believe everyone will gradually learn about some ongoing work through various channels. Last weekend, we held a special recruitment event for "Oh my goodness! Girl Group" at Jing'an Joy City in Shanghai, which attracted everyone's attention.
On June 4th, we will continue to conduct a special recruitment for "Oh my God" in Beijing, and Ms. Xu Jingwen, who returned from Haishe Apartment to Beijing, will also attend the event as an on-site judge guest. At that time, it will also be presented to everyone through DY live streaming.

Oh my goodness! If you can't find your true love, then throw yourself into the street! It's our first one, but it won't be the last one. We will definitely do better and continuously present higher quality content to everyone.

On May 31st, Steam will be together. Wishing everyone a happy time.

Recruitment site for "Oh my God! Girl Group" at Shanghai Jing'an Joy City:


Selection and audition at the Beijing branch venue:


许静雯老师:

May 27, 2024
Auto Clicker - Hershainn
General Changes

  • Now you can create macros in advanced mode to assign custom blocks to execute when a key is pressed.
  • Recording indicator moved to the sidebar.
Horny Villa - NtkuLover


Greetings, Master!

My name is Eleanora and I promise I’ll be the most loyal maid you’ve ever had. My goal is to be a good girl for you... Actually I- I wanna be the perfect maid, and obey any and every order you can think of!

I promise to devote myself completely, to be the flawless servant you deserve, Master. I’ll take care of your villa AND your dirty wishes... My biggest passion is cleaning. I especially love to clean and rub the phallic objects around your house. Your columns, your lava lamps, your di...



Ekhm! I take pride in my work, so knowing that every corner of your mansion is cleaned to perfection make me so, so... horny!

And there’s another secret I need to tell you. I- I’m into BDSM and shibari! You know… sometimes I have these fantasies where I’m being punished and used. They get me so wet... especially thinking of you tying the knots.



I can’t wait to meet you, my lovely Master!
Home Wars - Insane Dreamers
Hello Generals!!!

Finally, I can go back to developing a new Home Wars!

As much as I would like to develop "Home Wars 2" right away, that's not possible at the moment.

Why can't I develop Home Wars 2 now?
HW is a game composed of 3 different gameplay styles, namely turn-based strategy, real-time strategy, and first/third-person shooter.
As you understand, it is an extremely long and complex project to develop, especially with all the fantastic ideas that you have suggested and which I will include.

Is there another reason why I'm not developing Home Wars 2 yet?
I would like HW2 to have many new features. Among these are a physics-based system, naval units, playing as an insect, being able to play soldiers against soldiers, and much more.
All these features are risky to insert them all together for the first time, because they risk ruining the rest of the game.
Solution? I thought about introducing them gradually, one game at a time, so as to arrive at HW2 with the right experience to better integrate them and make a "definitive" Home Wars!

What are the options?
I have two projects in mind to start testing the new features:
- Home Wars: COMMANDO
- Home Wars: BATTLEFIELD

What is Home Wars: COMMANDO?
HW Commando is a sort of "Yet Another Zombie Survivors" set in the world of Home Wars.
There will be very different mechanics, also because I want to insert a sort of campaign linked to the neighborhood and not just to a single house.
There will be lots of weapons, lots of Helldivers style mounts (no code to enter) and most likely vehicles too.
I had already started developing this title, but I had to stop to finish the development of my latest game "Mercenaries of the Kingdom: First Blood".

What is Home Wars: BATTLEFIELD?
HW Battlefield is, just to give you an idea, a sort of "Ravenfield" set in the world of Home Wars, but with maps not necessarily linked only to domestic environments.
Here, the naval units will be present for the first time, and I will test the mode where soldiers fight against other soldiers (and, if desired, also insects against insects).
The development of this title would take longer than the previous title.

Why is this post coming now?
As I said, my latest game "Mercenaries of the Kingdom: First Blood" was released on May 24th and I highly invite you to check it out.
Among other things, if you want to support me in the development of new hardware, this is the best way for now.
Having finished development and being able to start dedicating myself to a new title (although I will obviously continue to create content for MOTK), I thought I'd ask you which of the two you preferred.
For various reasons, I will be the one to decide which title to develop first due to personal and work dynamics, but, as always, I care very strongly about your opinion.

Having said that, let's bring these little plastic heroes of ours back into the limelight, not for Democracy, but to truly defend our Home!

See you soon, my fellow warmongers!

"The only good bug is a dead bug!" forever!
Catffee Time! - 喵星人脑电波
Last weekend, we nervously launched a wishlist reservation on the Steam platform and received some attention and support, which is very important to us!

We have been so focused on development that we haven’t had time for promotion, and there are many interesting stories (and gossip) from our lives that we haven't shared with you. Starting today, we will be sharing various development anecdotes, logs, and cat stories. So let’s start by talking about what initially inspired this project!


First, let me briefly introduce the members of our development oversight committee and their attributes:

♀ Orange and White Cat, Airou (yes, the Airou/Felyne from MH):
The oldest female cat in the house, always looking like a well-behaved baby with a face of grievance. She is the most understanding, has a weak stomach, and rushes when eating or drinking, which can lead to vomiting. She is obedient to people but indifferent to other cats. However, she seems to be a beauty in the cat world and is often approached by no-good cats.

♂ Blue and White Cat, Ellie (yes, Ellie from TLOU):
The biggest fatty, a neutered old lecher, lights up at the sight of female cats and takes his chances. He is said to have as many as 30 offspring. He appears dopey but is actually quite cunning. Usually good-natured, but when he can’t stand it anymore, he will strike with heavy punches.

♂ Abyssinian Dog, Cheese:
A delicate cat that can't stand not being mischievous, timid as a mouse yet loves to provoke everywhere. He has clear yet empty eyes, with intelligence far below the average of his breed. He wants to eat everything and is nicknamed “The Scavenger.”





These three cats have wonderful “game mechanics.” When combined, they produce unexpectedly hilarious outcomes every day:
For example, when Airou’s [Vomiting] meets Cheese’s [Scavenger], I might just go get a mop and the vomit has “disappeared” (scary to think about); when Ellie’s [Old Lecher] meets Airou’s [Beauty], a sneak attack causes Airou to lose her composure; when Cheese’s [Provoking] meets Ellie’s [Heavy Punch], you often see Cheese with a bald forehead and buttocks...

Every day, these random emergent stories create amusing moments in our lives.
In this daily tussle, I haven’t always played the role of a fair and impartial cat owner because of the differences in the cats’ personalities, genders, and ages. I always tend to pay extra attention to and protect the weaker one.

In the social environment of three adult cats, the weakest is naturally the peaceful orange and white cat, Airou.

Airou was a little stray I picked up in 2013. Because of her non-confrontational nature, she was often bullied while wandering. Therefore, she cherishes her life with us even more and is overly well-behaved. When we argue over project disagreements, she mistakenly thinks we are fighting and anxiously comes to mediate. When she accidentally causes trouble and gets scolded, she stands up and tries to jump into someone's arms to apologize face-to-face. Almost every friend who has taken care of her temporarily says she is an extraordinary little angel cat.

Now Airou is 11 years old, and her activity level has visibly decreased, and the frequency of vomiting has increased. I dread the day of parting because the passionate love we have for each other forms the bonds that tie us together.

This brings us to the original emotional motive for initiating this project: the separation between lives is an eternal pain and an unavoidable topic. All we can do is try our utmost to leave traces of our loved ones in this world. Therefore, we wanted to create a game where Airou and more cats can continue to bask in the sun in a cyber space where it is always sunny, never bullied, and full of love, and even interact more with players as humans.

However, a game needs to bring joy to everyone, and making a gloomy electronic memorial would hardly allow everyone to experience positive emotions in the game. After several rounds of discussion, we decided to create a cat café simulation game that is emotionally uplifting, full of fun gameplay, and challenging. In our vision, this game is not just a medium for nostalgic remembrance or a cyber pet interaction, but also a way for players to immerse themselves, achieve, and find joy.

Therefore, your suggestions and feedback are very important to us, as they will help us move towards the goal of bringing joy to more people . We warmly welcome you to join our community at any time to offer any suggestions and help us create a meaningful and fun game together.

That’s it for today’s chit-chat. Thank you again for your support over the past few days! ❤(´∪`●)ゝ
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