Smalland: Survive the Wilds - Tom Merge!
Greetings Smallfolk!

It's time to show you what features we're giving you and your creatures, all a part of our Taming Update! We've got some highly requested features in here that we've been working on for a while!






Traps are exactly what they sound like - craft-able mechanisms unlocked from the get-go. The baits for these will need to be unlocked at familiar NPCs.



There are four tiers of trap: Basic, Improved, Advanced and Superior. Each higher tier offers an increased chance at being able to capture your soon-to-be pal.



But how does one tame, you ask? It's simple. Place your trap down and creatures will be attracted to the bait within. They will then trigger the trap mechanism, where you will then wait a moment to see if your trap has been successful!

Alternatively, you can aggro a select creature, engaging them in combat, weakening them and then placing the trap for improved capture chance!





With this new system, we've expanded the taming pool, so nearly every creature in Smalland: Survive the Wilds are now tamable!

This includes Jumping Spiders, Cockroaches, Stinkbugs and many more, with now 38 tames in total.





We have also expanded your party size, so you can now tame and have more than one creature following you at a time!

There is now a set party budget (total of 100) that you can use to have numerous creatures active at once. Each creature's value will be different based on level and species.

So you can combine lots of low budget creatures, such as Ants and Ladybugs, or a couple of high budget creatures like Geckos and Scorpions.





With this update also comes traits! There are over 15 different traits that will generate when you tame your creature. These come in four tiers: Common, Uncommon, Rare and Legendary. These range from being slightly more durable to even having a healing aura.





Can you pet the bugs? Yes. You can pet the bugs.
This increases bond with your companion, and higher bond means they can take more and deal more damage, through the power of love and friendship of course.

If the bond hits zero, your creature may release themselves out of neglect...





Additionally, killed creatures don't die. That makes sense, give me a moment.
When a tamed creature's health hits zero, they will be incapacitated until someone or something either finishes them off, or until you use a revive incense to bring them back to life, craftable at the work bench.

Remember, if the incapacitated creature takes too much damage, it will die - so make sure to rev your pet before they perish!

This also has a toggle in the world menu, so that incapacitated creatures can't be killed!

Known issues:Mounting for the jumping spider has been temporarily disabled while we work on a fix.

Also, to celebare Smalland's including in Steam's Survival Craft Festival, we've partnered with the excellent folks at Fireshine and Pugstorm for a Smalland and Core Keeper bundle! This will be live when this post is 2 hours old!



That's all for now Smallfolk - don't miss out on upcoming teases!

Follow the Smalland Twitter!

Join the Smalland Discord!
Guerra de Insetos TW PREMIUM - c.a.gabriel2011
Now in the settings menu it is possible to change language
The Rogue Prince of Persia - HiddenJoker
Hello everyone,

Coffee has been drunk by the gallon, controllers have been broken, tonnes of tacos have been comfort eaten, and we can finally announce that The Rogue Prince of Persia is available to play in Early Access!

Here's a launch trailer to get you even more hyped, courtesy of La Cachette studio and backed by yet another great tune from our soundtrack creator ASADI!



We also have a 10% launch discount on for 24 hours only, so get on it quick to take advantage of that...

Phew, it's been a long road, but everyone on the team is immensely proud of their work and can't wait to get stuck into Early Access and improve the game even further with you, the community.

So, how is that going to work?


Early Access

TLDR:
  • Fun solid core of a game that will be built on (a lot!)
  • Move fast - weekly content updates
  • Devs will work closely & openly with community
  • Experimental branch coming Thursday
  • Dev stream in an hour


Right now we have a fun solid nugget of a game - we're very confident that the acrobatic platforming and the combat moveset is a blast to play with and is a great base to build off during Early Access (and the music ain't half bad too, thanks ASADI! ;D).

We're well aware that we need to add more meta progression, upgrades, enemies, weapons, difficulty settings, other features and of course biomes, bosses and story acts, before the game can be considered complete.

But this is what Early Access is for, and our philosophy is that this is the best environment for us to build all of that in and to arrive at v1.0 with the best game possible, by working alongside a player community and in a fluid 'experimental' way.

Weekly updates

We're going to fully embrace the essence of Early Access and release weekly updates. This will be flexible of course, and we are 100% open to changing our approach if their is a negative effect on our team or the game. Flexible is going to be a key word for this Early Access ^^'

An update could contain a new mob, meta upgrade, character animations, a goat, multiple things at once - whatever's ready will be delivered. We will then tweak those additions if needed, based on a mix of player feedback and of course our own vision for the game.

It's not "move fast and break things", we want a playable game for you lot, but it's definitely "move fast". There will very likely be some placeholder images and text and things of that nature. If this kind of stuff is there, din't worry it won't be left like that, it will be polished up as we go.

Of course, big updates like a new biome or a story act can't just drop out of nowhere, so these will be reserved for certain times and will likely be communicated about in advance.

In any case, it's going to be a fun journey with lots to create & discover and there will always be open communication from us!



Experimental branch

There will also be a more... fruity 100% optional branch coming on Thursday.

Here we will be updating the game with our creations as soon as we think they're good enough to test (i.e they won't completely break the game). This means that if you play on this branch you'll have all the new content ASAP, and you'll probably experience some crazy interactions, uber OP builds and very possibly some bugs.

This is where we will find some of the best additions to add to the game, thanks to the pure experimentation, but the player experience will be a bit off-the-wall.

It will definitely be entertaining, but it is not for everyone and again it will be 100% optional.

If you're interested, watch out for our future post where we'll give you all the access details and everything else.



How to give feedback

At the moment we have the Steam forums and our Discord set up for feedback/bug reports.

We are trying to set up an in-game reporter too, we'll let you know when that's ready.

Please be patient with us during Early Access. Even though Ubisoft is the publisher we are just a small team working on the game here at Evil Empire, so we won't be able to make big changes instantly, as much as we would like to!



Now go play the damn game!!!

If you're stuck somewhere you can't play, we will be streaming at 18:00 CET/09:00 PT on the Steam store page, our Youtube channel and Twitch channel, so come say hi!


See you very soon and thanks for all your support,
The Evil Empire team

Disclaimer: No controllers were harmed during the making of this game. Unless they deserved it.

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May 27, 2024
Swarm Grinder - Last Bite Games
Hello all!

We're happy to announce that from today on, we will be using Steam announcements as our devlog. Yep, you heard right. Devlog. We realized that our community is unexpectedly crowded and active. So, we really want to talk to you guys more. Spend some quality time, if you will.

We'll obviously be posting updates regarding Swarm Grinder but we'll also be sharing life updates from our development team. What we've done during the week, who couldn't sleep well, who jumbled the assets or whatnot. Perhaps updates about our cats every now and then? Dunno.

We'll probably ask for your opinion on a thing or two regarding development as well. We'll even try to arrange livestream events for you guys if you're interested in that kind of thing. If you got any more ideas, comment maybe?

This update post will be marked as start and we'll try our best to post weekly, probably every friday or so. Perhaps more if we can manage. Social media Steam era, let's go.

Also, have this awesome gif (Thanks Yasin):


Cheers.
May 27, 2024
Good Heavens! - Burak Tezateser
It's time. We're finally releasing our public demo and we're sooo excited about it.

So what to expect and try in the demo:

  • - A tutorial for the basic systems of the game like crafting, building, combat and farming
  • - Tier 1 Tech Trees (as well as a small taste of Tier 2) for all 6 different player classes
  • - Different Weapons, Equipments and Abilities
  • - Consumable effects, food effects, status effects
  • - A variety of enemies and a final boss for the demo
  • - City questlines and city improvement
  • - Vendors

Also some features are there but they will be improved in the following versions:

  • - Base Building
  • - Parallel Quests
  • - Combat abilities
  • - Sub-biomes and danger areas
  • - Sound and music





We don't want to overhype the game but there's also so much we would like to share with you. So let's talk a little bit about what you can't find in the demo yet but they are all in

Our roadmap:

  • - Save Option
  • - Multiplayer
  • - Controller Support
  • - Survival (Permadeath) Mode
  • - Map (We have a limited minimap for the demo)
  • - Day & Night Cycle
  • - Lighting (We don't have the sexy looking lighting in the trailer yet)
  • - Advanced crafting (item qualities, legendaries, uniques)
  • - Skill system (You can advance in the tier 1 and some tier 2 tech trees but skills just don't work yet)
  • - Character Creation
  • - Animal Taming
  • - Random Encounters
  • - Luck & Barter
  • - Faction relations
  • - Spaceships and Open world Exploration


If you revisit our demo during the next few months, you will be able to witness the evolution of the game and these features will arrive and be iterated on one by one.

Demo Limitations:

Also the content of the demo is limited with the first island of the game and cities are limited to 3 levels (instead of 5). This content limitation will be similar in the future versions of the demo.








May 27, 2024
Aiyana - Laireon Games
I hadn't intended to release an update so soon but I found a nasty issue preventing the cement crafting recipe from appearing for new save files and since linked chest + benches feature had come along nicely its been rolled into one.

  • Added a perk for Crafting Benches etc to use resources from nearby chests
  • Clay now has a rare chance of spawning in the dirt layer (this is in prep for the Smeltery update)
  • Fixed cement crafting recipe not always being available in new save files
  • Added a button to claim all achievement rewards at once
  • Reworked how furnaces interact with inventory so you no longer see duplicate entries of the same fuel/ore type if you have multiple stacks
  • Fixed potions not properly setting their icon with the new carried items summary
  • Added a little more spacing to crafting UI
ASKA - ThunderfulPaige | Community
Hey Vikings!

Wanting to check out ASKA? Here's some footage of our Community Team playing the game for you to enjoy!

Just as a reminder, this is pre-recorded and not live!
Athenian Rhapsody - npapalia617
You dogs? You're a special kind of dog. You've got that RHAPSO-POWER!!!

Anyways, thanks for bearing with me - here's what's new in the next round of patches, balances, and updates:

  • Updated Steam Extension - what this means is I've updated the way GameMaker connects to Steam, and I'm hoping this resolves the issue of SteamDeck not unlocking achievements. If a deck player could report if this is true or not, it'd be super helpful!!! Thank you guys!
  • Aerosol's Meditation skill wasn't working with a full inventory
  • Fantasma had several dialogue opportunities where she wouldn't say anything
  • Can still talk to the MilkMan after he [REDACTED]
  • Spider Boss doing pretend invisible vampire damage to player
  • BUFFED SCRUT'NHAUS'R!!! Icy Shield now costs 30 instead of 60 and has an extra hit
  • After battle Richard was spawning some unlucky Cornballs OOB
  • Added a fail-safe for players getting stuck on the Lore/Story cutscenes in Olympus and in The Cathedral, mostly for Xbox players
  • Added a FAST-FALL INDICATOR to platforming sections since many players did not know this was a functionality and in turn got blasted by Goobo
  • Other tiny, minor little wittle fixes
  • Chill Mode indicator did not work, instead it showed the player as defeating the Burgizzalard

Thanks guys for all of your help with making the game airtight! We are going to be building for console on this current version as well with all of the fixes since launch. Please let me know if I broke anything!!! Lol

Keep showing me your epic Rhapsodies, too!
Path of Kung Fu Playtest - 562537928
0.2.0.3版本更新内容:
系统调优:
1.微调了AI攻击欲望机制算法。
BUG修正:
2. 修正了飞行道具击中敌人时格挡时间过于短暂的问题。
3. 修复了敌方AI被击中后的“呆滞”问题。
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.9) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where the game wrongfully detected some areas as pens.
  • Fixed the issue where settlers wouldn’t get passion stars if those stars are tied to perks that were received on birthdays.
  • Fixed more issues tied to changing the room type while the Room Overlay view was active and that would cause visual glitches.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.


As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel
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