May 29, 2024
CivIdle - FishPond
0.10.1

Bugfix: Fix a bug where weekly free city shows incorrect information
QoL: Change the font of tech tree to improve readability when the font size is small
QoL: Update language files for Chinese, Korean and French
Project Tower - Yummy Games
Welcome to the Project Tower FAQ! This guide will help you find answers to common questions about our game, from gameplay tips to technical support. Dive into the world of Project Tower and get the information you need to enhance your gaming experience.


1. What is the concept of Project Tower?

Project Tower melds intense Bullet Hell combat with a unique Morphing mechanic. Check out the brand new trailer here. Immerse yourself in an exciting and surprising sci-fi universe, where you play as a prisoner held in a mysterious alien tower, using a powerful morphing ability to fight for survival. The game combines engaging bullet hell gameplay with third-person shooter mechanics, tasking players with solving puzzles and battling enemies to escape an alien prison.

2. What genre of game is Project Tower?

Project Tower is a third-person shooter, bullet hell, and action-adventure game.

3. What are the main features of Project Tower?

Innovative Morphing Mechanic: Players can morph into various creatures and objects, providing tactical advantages against challenges and enemies.
Intense Bullet Hell Combat: Engage in intense battles against waves of enemies and epic bosses.
Immersive Sci-Fi Universe: Explore the lore-rich environments of the tower, packed with secrets and advanced narrative elements.

4. On which platforms is Project Tower available?

Project Tower is currently in development for Steam, Epic Store, and PlayStation.

5. How long is the gameplay in Project Tower?

The game offers approximately 5 hours of gameplay, depending on the player's pace.

6. Can I play Project Tower solo or multiplayer?

Project Tower is a solo experience.

7. Is Project Tower available in multiple languages?

The game features English audio and a multilingual interface and subtitles.

8. Is there support for game controllers?

Yes, Project Tower supports PC and Xbox controllers.

9. Who is behind the development of Project Tower?

Yummy Games, based on the outskirts of Paris, is an independent video game development studio founded by four childhood friends. Starting in the hypercasual games market, we evolved to create Project Tower, our first console game. Our mission is to deliver fun and innovative gaming experiences. As a small, independent team, our journey is a testament to our passion and dedication to bringing unique gaming experiences to players.

10. At what price can I buy Project Tower?

Pricing details will be announced closer to the release date.

11 How can I support Project Tower?

You can support us by wishlisting our game on the respective platforms and supporting us on Ko-Fi here.

12. Can I get a game key to test Project Tower before buying it?

We appreciate your interest! If you are a content creator, journalist, or influencer, please contact us at info@yummy-games.com for a press key.

13. Will there be achievements in Project Tower?

Yes, the game will feature achievements.

14. Does Project Tower offer an original soundtrack?

Yes, the game features an original soundtrack with approximately 10 tracks.

15. What is the save system in Project Tower?

Project Tower uses an automatic save system that records your progress at specific points in the game. It is recommended to check the game settings to ensure that the automatic save feature is enabled.

16. Are there accessibility options in Project Tower?

Yes, Project Tower offers various accessibility options, including subtitles, adjustable font sizes, customizable color schemes, and more. You can check the game settings to adjust these options according to your preferences.

17. Does Project Tower offer paid additional content (DLC)?

No, Project Tower does not offer any paid additional content (DLC).

18. How can I stay updated on the development of Project Tower?

Follow the game’s updates on our social media channels:
Twitter
Discord
Community hub.

19. How can I contact support for Project Tower?

For any issues or questions, please contact our support team at info@yummy-games.com.


20. Can I provide feedback on Project Tower?

Yes, we welcome player feedback through our community channels. You can also participate in our survey here.

21. Is Project Tower suitable for all ages?

Please refer to the age rating displayed on the Project Tower Steam page to ensure it is suitable for the intended audience.

22. What are the system requirements for Project Tower on PC?

The exact system requirements will be provided closer to the release date. As a guideline, ensure your system meets the typical requirements for games developed using Unreal Engine 5.

23. How can I report bugs or issues in Project Tower?

You can report bugs or issues through our support email or our community channels. Please provide as much detail as possible to help us resolve the issue quickly.

24. Does Project Tower require an internet connection to play?

Project Tower is primarily a single-player experience and does not require a constant internet connection to play

25. Can I have multiple morphs active simultaneously in Project Tower, or store old metamorphoses?

No, you cannot store old metamorphoses. Players can only have one morph active at a time.

26. How can I join the Project Tower community?

Join our community on Twitter and Discord to connect with other players, share your experiences, and stay updated on the latest news.

27. Can I create content (e.g., streams, videos) for Project Tower?

Yes, we encourage content creation. If you need any assets or have specific requests, please contact our support team.



P.S.: Don’t forget to wishlist Project Tower an join our Discord server đŸ‘Ÿ and follow us on Twitter 🐩, for the latest updates and exclusive content!



Cursed Dungeon Raider - Dencel
Hello Talented Artists
Do you want to set a mark on the world of Cursed Dungeon Raider? There is now an exciting opportunity for 3D artists to showcase their skills and see their creations come alive in Cursed Dungeon Raider, which is set between 1919 and 1939 and goes all around the world from Central America over Scandinavia, Central and Eastern Europe to Eygpt, Africa and Asia. Contributors whose models are included will be not only visible but additionally credited in the game, showcasing your contribution to players globally.


What Kind of Models?
Most importantly detailed, realistic 3D character models that resonate with the early 20th-century setting. But if you prefer to create mythological monster, then there is your chance too. Whether you are passionate about creating background characters or formidable monsters, I am eager to see your creations.


NPC Character Inspiration
  • Butler: The discreet backbone of many aristocratic households. This character should embody professionalism and meticulous care, dressed in a crisp, buttoned-up uniform. His expression might be one of perpetual readiness and unwavering loyalty, with a posture that speaks of decades serving his employers. Attention to detail, like a perfectly tied tie, polished shoes, and a neat hairdo, would be crucial for this character.
  • Museum Director: An intellectual beacon with a keen eye for the rare and extraordinary. This character might wear classic 1920s attire, like a tailored suit, exuding authority and knowledge. Their model should reflect a person who spends days curating precious artifacts and educating the public, perhaps with glasses and an ever-present catalog or clipboard in hand.
  • Black Market Merchant: A clever and somewhat secretive trader of forbidden wares. This character could have a more rugged, elusive look, perhaps with a heavy coat to conceal their goods and a wide-brimmed hat to shadow their face. Details like hidden pockets, assorted trinkets, and a wary gaze would make this model come alive, hinting at a life of constant vigilance and secret deals.
  • Aristocrat Gentleman: The epitome of upper-crust society in the early 20th century. This character would be the picture of elegance and wealth, dressed in a fine suit or a tuxedo, complete with a monocle or a walking cane. His posture and demeanor should exude confidence and privilege, perhaps with a slight air of disdain or aloofness that marks his high social standing.
Mythological Monster Inspiration
  • Leshy: The elusive forest spirit from Slavic folklore. This character could be towering and imposing, cloaked in leaves and moss, with eyes that glow with the wisdom of the woods. The Leshy is the guardian of the forest, often portrayed with a beard made from living greenery and limbs that twist like gnarled tree branches. Imagine this spirit blending seamlessly into the forest background, appearing almost camouflaged until noticed by an unsuspecting passerby.
  • Huldra: This beguiling creature from Scandinavian lore is known for her stunning beauty that belies her true nature. With the torso of a beautiful woman and the hidden tail of a cow or fox, the Huldra is both enchanting and horrific. She could be depicted luring unwary travelers with her charm, set against the backdrop of misty Scandinavian forests. Her model would feature intricate details that reflect her dual nature, blending human allure with the wild elements of her forest home.
Model Requirements
  • The character model must fit into the time setting between 1919 and 1938.
  • It must be a realistic PBR style with high definition textures and reasonable amount of vertices.
  • Your models should be rigged and if they are not humanoid also come with a bunch of animations.
  • Try to adhering to industry standards (like Mixamo) to ensure they integrate seamlessly into the game.
How to Participate
Leave a comment here and tell me what you want to do.
Further discussion will then be moved to the Steam Forum or via Steam Chat or Email.


I can't wait to see what you guys bring to the round table. This is your chance to leave your creative stamp on Cursed Dungeon Raider that blends rich history with an exploration adventure.

Looking forward to your incredible creations!
May 29, 2024
Splash Dino - catlandsgames
Splash Dino Update:

10 new levels.
More dino coins to earn.
Changes to the graphical user interface (GUI).
May 29, 2024
TinkerTech Playtest - dylanpdx
- Small localization changes
- Added Discord button to Main Menu
May 29, 2024
AChat - rbskft
New position for male-female and male-shemale couples

Gaucho and the Grassland - epopeiagames
Gaucho and Grassland invites you to explore the mysterious GaĂșcho pampas.

The demo that has been released, bring along new animals, intriguing legends, and exciting updates. With enhanced features, the immersion into this mystical universe reaches a new level.

Make sure to add Gaucho and Grassland to your wishlist to ensure you don't miss the launch. Additionally, join our community on Discord and receive exclusive information to stay up to date with the latest news about the game.

From may 30 to june 04 we wiil be featured at Cozy & Family Friendly!! And this is a pre-recorded gameplay of our demo from the youtube channel @BodinTheGreatGaming, go check his videos!
Yolk Heroes: A Long Tamago - 14 Hours Productions
Hopefully we have finally truly fixed the controller issue.

Also, now, there should be a check where at the end of a chapter the player must choose to go to the next chapter. No more Elves should be lost to the tragedy of a sudden level skip.

However, we are trying to figure out what is causing the final cut scenes of a chapter to be missed and will hopefully fix that tomorrow.

Change list follows!

v1.0.8
------
- Fixed controller pausing when game is not in focus
- Monster stat adjustments
- Monks now use Gis for armor instead of Robes and Mages use Robes instead of Gis.
- Stops training menu from being opened when re-opening the menu from training
- The Moon Sugar is not safe
- Music fix for loading quest battles
- Functionality to auto close pop up
- Choose when to retire your Yolk!
- Localization fixes



Love you all.

-The Yolk Heroes Team
May 29, 2024
DR4X - UntrustedLife
I wnat to summarize my thoughts on something and my thoughts on this experiance:
I made a few notable mistakes when I started out that I have learned from now:

  • 1. DR4X is way too ambitious. If I want to finish it, it will take another 4 years at minimum, to be honest (and for some reason, I still want to do that, even though it's highly likely I won't finish it).

  • 2. I released into Early Access too early. Everyone says to get your Steam page up ASAP, but no, actually, Early Access isn’t for prototypes or alpha games anymore. It's nearly complete, already compelling games that just need a few bug fixes nowadays—it isn't what it used to be. Feels like a trap.

  • 3. Architecture.I just didn't design it to be extensible enough for it to stay easy to expand later (it's clear now that I still haven't finished Chapter 2 ewven though i think its perfectly doable).

  • 4. The price was way too high for my first Steam game. I have now rectified this.

  • 5. I put too much work into little things no one will ever run into, that kinda stuff only matters once your game has eyes on it. Because people can't see that atention to detail with a couple screenshots and an old trailer. This was clear when i got that refund note about the dog thing the other day that i reacted to.

  • 6. It feels like the only real option for marketing is to have a big YouTube channel. You can see this with many of these indie devs now—they get visibility because they already have a YouTube audience.

  • 7. No one is Tarn Adams; you can't do what he does.

  • 8.I didnt let wishlists build up before releasing into EA


If I were a smart man, I wouldn't just lower the price, i would stop completely and focus on my new game. But I am not a smart man I am a foolish man who still wnats to finish this game for some reason.
So, this entire post is kind a pointless in the end.,

For transparency, here is my current Steam info:


This actually isn't bad for a first Steam game, especially one still in Early Access. But the sales were never really the goal. The goal was to make a good game (which I think I succeeded in) and to tell a story.

A story that only 0.4% of players have actually gotten to the end of, so that part was an epic fail, as you say, heh.

I also have about 400 copies sold on Itch, so in total, about a thousand copies sold.
This means that the game isn't really a flop, at least not for a first game on Steam. Even though I'm kind of doom and gloom about it, it's not like the end of the road or anything. Achieving these numbers as a first-time dev is a solid start, and there's still plenty of room for growth and improvement. So while it may not have reached everyone I hoped it would, it’s far from a total failure.

I also like i said, want to keep working on it even if my mental state is terrible heh i just wanted to share the lessons i have so far learned, so if you are striving to be a game dev, you can learn from me.

Anyway TTYL.

May 29, 2024
Tainted Grail: The Fall of Avalon - a.zasadny


Quests
  • Added an option to leave prologue beach through dialogue with Caradoc (not only by clicking on the boat).
  • Fixed dialogue looping, when talking with Ó Cuinn Cinnamonsage
  • Fixed Stink and Burn Quest: Now you can report back to quest giver in a barrel correctly.
  • Fixed Lame Lorcan Quest: now He is correctly marked on the mini map, and the quest will be correctly started
  • Fixed mount Daisy: Now you will no longer steal it after purchase
  • Fixed Tightening the Screws Quest: A certain line will no longer repeat itself.

Mechanics
  • Unstuck should now never fail. falls back to map entry
  • Fixed Endurance talent, that deals Magic damage based on Armor value, not applying Force on enemy kill
  • Fixed Force for Nuckelavee Sword
  • Enemies should stop exiting combat instantly when player leaves the navigation mesh
  • Dug in enemies should no longer by able to stay underground forever
  • Torch should now light up the night
  • Fixed frost and poison arrows

Blocking fixes
  • Fixed Wyrdnight tutorial blocking cutscene after prologue beach.

Misc
  • Deleted deprecated Flamethrower spell from the Flooded Cave. The correct one is available in Cuanacht
  • Fixed Dexterity talent duplicated description
  • Fixed item tooltip display of stamina usage for melee weapons.
  • Player will no longer be able to consume "Essence of Sin"
  • Enhanced gamepad experience in UI (dynamic gamepad/keyboard switching, some actions triggered while navigating, no extra clicking required).
  • Reverse mouse scroll direction on the character preset selection screen.
  • Fixed numerous item descriptions
  • Red death infused dagger can be picked up again

Settings
  • DLSS and FSR will no longer permanently disable if changed
  • Blur setting will now correctly apply when disabled
  • Updated credits
...