GameGuru MAX - Kasseyus
Talented artist Kraven3D has returned with yet another great value minikit. This time, he's turned his attention to an abandoned playground, with a whole host of amazing GameGuru MAX-ready assets, ideal for Post-apocalyptic, Dystopian, Modern Day or even Horror games!



Dream it! Build it! Play it!

Grab yourself a copy of this superb pack now:
https://store.steampowered.com/app/2873350/GameGuru_MAX_Modern_Day_MiniKit__Abandoned_Playground/
May 31, 2024
Unwell - Main Protege


Unwell Demo received its 23nd update on Steam!

Breakdown of the key changes in the updated version:

CONTENT
INTRODUCING INTERACTIONS!

Since there is more to do in the upcoming level 3, we decided to give you a sample of what awaits down in the depths of the well. It took some time, but we hope you like it!

TWEAKS/FIXES

  • Level 1 terrain upgrade.
  • Minor bugs resolved.
  • Further optimizations.

What's next?

  • FMOD implementation!
  • New controller implementation!
  • Level 3 soon! :)


Thank you for standing against The Gray at our side.
The Head Protégé
May 31, 2024
Winds Of Arcana: Ruination - Ash
Hello folks!

We are glad to present the DEMO 2.0 for our game!
After receiving a lot of feedback for our last demo (released 1.5 months back), we decided to incorporate them into the game along with other improvements. This version is packed with more action and features, offering a clearer glimpse of what the full game will deliver.

The changes include but are not limited to:
  • Weapon Stats - Completely redone with new effects and more obvious impact in-game (functional and visual)
  • Soul Crest - Made more powerful and are more seamless to execute.
  • Artifices - Two new traversal artifices that help you with platforming challenges (and maybe combat too!).
  • New Enemy Waves

The new demo is live and we would love it if you guys give it a try and let us know what you think either on Steam Discussions or on our Disord.

Additionally, we are aware that the default keyboard controls are a little inconvenient and will be fixing them soon, till then, kindly remap them according to your personal preference.

Thank you so much for all the support so far :)

Love,
Team Brewed Games
May 31, 2024
99 Waves - Cosnow
-Difficulty has become more challenging.
-Enemies with green borders now have a 50% chance to appear per wave.
-Added a new achievement.
May 31, 2024
Beer Simulator - vanёk
Hello

After a month of waiting, the Beer Simulator has finally releasedːsteamhappyː

Due to this, we decided to make a little update that would make the experience even better!

> We added Empty Bottles that drop every hour in your steam inventory. These bottles can be exchanged for gold in-game.
> We also added 3 more skins that also can drop with certain chance %. The rarest item that can drop is a Golden Beerːlunar2019coolpigː
> During first 7 days you will get cool Beer Medal and promotional Beer Egg in EGG game.


Here is a preview of these items:

Empty Bottle (Material)



Beer in can (Skin)



Beer in glass (Skin)



Golden beer (skin)




Have a great time in Beer Simulator everyone!
Death or Glory - Jyonathanri
New Game Event : The Awakening Raid
Challenge the awakened in a brand-new game mode which will test your determination in an all-out Boss Fight between the Living Legend and your champions!

What is a raid?
This new game mode will feature an all-new system that expands a single battle into multiple rounds. Raid bosses have extremely high HP and powerful scaling abilities that makes prolonged battles very tough to handle. But you are not alone, the power of one may not be enough but what about the power of 5! Call on the help of other champions to battle the boss by switching into them for the next round. With a combination of big missiles from techies, big spells from spellslingers and gigantic punches from warriors, even the impossible will start to seem possible.

How to join raids?
Join raid battles by using event tickets that can be easily earned through playing Dueling mode and completing daily challenges during the event. Entering a raid will cost a certain number of tickets according to the difficulty of the battle. Every damage done to raid bosses will count towards a final score that will be tallied for rewards across the event period. Higher difficulties and defeating raid bosses will award you with additional score multipliers at the end of the battle. Accumulate more raid score to unlock all of the exclusive card backs available during the event, along with new and more interesting awards that will come in future raids. This is our first beta raid event, so we will be carrying over a portion of the score earned into the next raid to award players for joining in and helping us innovate this mode and mechanic further.

The Bosses
Three bosses have emerged from the shadows of the lost city with an eerie power surrounding them. This phenomenon is known as the Awakening where the inner power of one becomes unleashed, empowering them over time to unimaginable heights. Fight against Test Subject 41507 the Rabid Dog, Dila the Barbarian Axeman and Qian Shou the Living Legend in the ultimate arena. With an enormous pool of HP, the battle will be tough as a bad move may cost you the game if they gain an opportunity to burst you with combos. Additionally, as the battle progresses, a new perk that they gain is the Awakening, which allows them to draw additional cards and start turns with increased action points. There will come a point where the Legend herself will become unstoppable and that is the time to switch into your next champion to continue into the next round where their awakening will be reset and the opportunity for a comeback arises. Take your time to learn your own champion and others that you switch into to find a big combo and win the fight!

What is next?
This is Death or Glory’s first Early Access event raid, and we are excited to hear the feedback from players to implement changes and improvements for the next event. We have scheduled more events such as tournaments and other raids into the content schedule for the coming months leading up to Early Access. The introduction of the character switch mechanic is the first step to our upgrade plans to the PVE experience as well as a potentially interesting inclusion into PVP as limited time modes and party rules. Gameplay wise we are in the process of making two additional features in to the raid mode, the fist being deck edits and special PVE specific cards, secondly is a carry on system that brings more elements from previous rounds into the next after a switch to develop cross character synergies that could be exciting. New rewards systems and exclusive items such as special card arts are also in the pipeline for the next events that are also just around the corner.

New Feature – Battle Tips
In this update we are also launching a new tips feature that will share with new players what kinds of strategies and gameplay details they should look out for whilst playing different characters. This feature is automatically enabled after the update and can be toggled on and off through the settings menu.


Character Balancing
Lee the Dragon Master
After analysing the deck builds and momentum of his deck, we’ve concluded that he is currently too flexible for the current meta. This originated from several buffs and overhauls we made in previous balance patches where we made the upper and lower combo cards have effects trigger at a much higher rate which essentially made Lee restriction-less with his ability to recover action points. Along with the eye poke and knee kick package which was both a game winner and a set up card 2 in 1, there was really no downside to him when up against most other champions. This patch will see several of Lee’s core package toned down as we think he is heavily limiting a lot of slower decks with just his base cards alone. This may or may not be too heavy coupled with the last update so we may give some strength back to Lee in the future but in a different form that the approach we took with action points and flexibility.

Knee Kick and Eye Poke
Momentum increase : 1 > 0
Knee Kick X
Text Change : Draw a card. If an Upper Strike is in play, draw 2 cards instead. > If an Upper Strike is in play, draw 3 cards.
Eye Poke X
Text Change: Apply Daze(1) to your opponent. If a Lower Strike is in play, apply Daze(2) instead and you are granted Stealth > If a Lower Strike is in play, apply Daze(3) to your opponent.
Crouching Dragon X
Remove Text : This attack is both an Upper and Lower Strike Card.
Added Text : You are granted Strength to Strength.

Redeye the Werewolf
Bleeding is a mechanic that is synonymous with the imagery of a hungry werewolf with anger management issues. We want to enable more synergies and play arounds with this mechanic so it will become a viable direction in Redeye’s deck builds.

Eviscerate
Added Text : If your opponent is already bleeding, increase damage by 2.
Eviscerate X
Text Change : Apply Bleeding(3X) to your opponent, where X is your Bloodlust. < Apply Bleeding(2X) to your opponent, if your opponent is already bleeding, increase damage by 3.
Endless Hunger X
Added Text : If your opponent is Bleeding, draw X cards.
Bloodboil X
Text Change : This is a Single-Use card < This is a Single-Use card unless your opponent is bleeding.

Roxxor the Giant
Choke is a cool mechanic that we want to be in the spotlight a bit more, especially for a big giant. Trunk Whack was also underwhelming as a parry card, along with the fact that Roxxor is quite vulnerable to big damage, we redesigned the card into a Counter card.

Head Twist
Added Text : If your opponent already has Grapple applied to them, apply Choke(6) instead.
Head Twist X
Momentum Cost : 2 < 4
Damage value : 7 < 8
Removed old text and added new text : Apply Choke(8) to your opponent.
Trunk Whack
Changed card type : Parry < Counter
Momentum Cost : 0 < 1
Added Text : You are granted Reprisal
Trunk Whack X
Changed card type : Parry < Counter
Momentum Cost : 0 < 1
New Text : You are granted Reprisal and Determined.

Susan the Sniper
Lock-on is a sniper’s most unique trait, but it has been underwhelming and synergizes poorly. Which doesn’t make sense for a sniper. We are making small buffs to 3 cards that play around the mechanic and decreasing the benefits of Kinetic Release so that games won’t be completely one sided depending on draw.

Targeting Drone
Ammo Cost : 2 > 1
Damage value : 2 > 1
Power Shot
Added Text : If Lock-On is active, your attack speed is increased by 1
Power Shot X
Text Change : If Lock-On is active, your attack damage and speed are increased by the value of your Lock-On.
Silent Shot X
Damage Value : 8 > 7
Removed text : If Lock-On is active, your attack damage is increased by 3. This attack is Piercing.
New text : This attack is Piercing. If you have not taken damage this turn and Lock-On is active, draw a card.
Kinetic Release
Damage Boost Value : 5 > 3
Kinetic Release X
Damage Boost Value : 12 > 8 and 5 > 3

Crystal the Ice Faerie
The effects from Hypothermia X were too much for a simple trigger and its just not a fun mechanic to overuse.

Hypothermia X
Remove Text : If your opponent is Frozen, apply Daze(8).
Added Text : This card costs no Mana, if your opponent is Frozen.
Life from Within X
Heal value : 4 < 5
Remove Text : If your Arcane Resonance is 3 or above, Heal (8) instead.
Added Text : You are granted Regen(1)

A.T.A.C.R
Small tweaks to the defense package of the mech and a buff to the damage boost playstyle

Repulsion Field
Added condition : Draw a card if your health is 15 or less
Lots of Bullets X
Damage Boost requirement : 10 > 9
Death and Destruction X
Remove Exhaustion
Added Text : This is a Single Use card.

Taj the Witch Doctor
Discard triggered abilities prove to be above curve and frustration to play against in PVP.

Maleficent Spirit X
Remove Discard triggers for Fear and Poison

Enryu the Gargantusaur – King of the Monsters
Damage boosted by cards in hand : 2 < 3

Tori the Paladin – Strength
Damage value : 6 > 5




Bugs and Performance fixes
  • Bugs regarding reported cards has been fixed
  • Certain text overlaps whilst being dazed has been fixed
  • Performance optimizations have been made that results in a decrease in memory requirements. This could potentially improve the performance of players who have crashed due to an Async Event:HTTP. Further improvements are scheduled for a June release.
  • Enigma Sphere Ai changes





Night of the Dead - jacktoQA


v1.0 The Final Story - Out Now!

Ver. v.1.0.0.15
If you encounter problems such as game crashes after the update, please check our general solutions first.
https://steamcommunity.com/app/1377380/discussions/0/3061869473048903178/


*The game version will change upon release.
(You can still use save files from previous versions).
*All game settings will be reset following the release.
*The game has been updated and the official server is reset.


[Controller]
- Added vibration feature in some situations.
(Interaction, Driving)
- Changed default value for controller sensitivity option (1 -> 1.5)
- Changed assignment of controller default hotkeys: (Kick <-> Run)
- Warning message is now displayed when a controller is not available in the UI.
- Changed the key guide in the prologue to correspond to the controller.
- New: Controller controls are now available in some UIs.
Main Menu, Character Selection, Customization, Difficulty, Server Browser, Map, Settings, Invites, etc.


[Follower]
- Changed to prevent followers from sticking too close to players.
- Changed followers to move away from their current location when taking damage.
- Changed followers to stop firing if the target is dead when ranged.
- Fixed that the follower would repeatedly move a certain range.
- Fixed that the follower would not consume Mushroom Roast even if it was in their inventory.
- Fixed that followers would not change to bare hands when all ammo was consumed.
- Fixed that followers would perform several attacks in thin air when entering an attack state.
- Fixed that followers would not perform actions correctly when affected by some debuffs.
- Fixed that a follower would remain in the rested state when loading the game when saved in the rested state.

[Stroy]
- New story added.
- Added a dungeon to the Snowfield area.

- Added a new Unique Zombie.
- Added “(Tutorial)” to some quests.
- Changed tutorial quests to require completion of all quests before accepting additional quests.
- Removed the Change Fire Mode mission from the Combat quest.
- Added the Reset Unique Equipment Options quest to the Survivor quests in the Snowfields area.
- Fixed that players could not completing the Unique Zombie Kill quest after killing a unique zombie.

[Community Items]
Added badges, trading cards, emojis and profile backgrounds to use on your Steam profiles.
Badges


Trading Cards


Emojis


Backgrounds


[Balancing]
- Decreased the damage of common zombies and the HP of unique zombies on Easy and Peaceful difficulties.
- Decreased the fuel consumption of upgraded armored cars and armored boats.
- Fixed that the timing of zombie attack detection.
- Fixed the attack detection of unique zombies.


[UX/UI]
- Added a feature to display the name of a building when interacting with it.
- Changed the gauge to move more smoothly when consuming stamina.
- Removed the feature to change the category of the chat when Tabbing.

[Sound]
- Some sounds have been adjusted.
(Follower encounter sequences, NPC dialog)
- Fixed that the sound that plays when interacting.
- Added sound to the behavior of zombies.
- Added sound to the player's behavior.


[Animation]
- Fixed that follower stun animation.
- First-person skin interaction animations have been changed.


[Items]
- New items have been added.
Trophie (1 type)
Unique Uquipment (1 type)


[Localization]
- Fixed some radio lines not being translated correctly.
- Fixed inconsistencies in quest and journal descriptions in Polish.
- Fixed some awkward translations.


[Bug Fixed]
- Fixed that the game menu UI could not be closed with a hotkey.
- Fixed that quest markers being displayed for zombies that have not received a quest.
- Fixed that item slots flickering.
- Fixed that zombies would get up immediately after falling down.
- Fixed that zombies would increase the size of weapons they were equipped with.
- Fixed that Grave Looting Goods could be obatined continuously.
- Fixed that long strings of journal items could be skipped when picked up.
- Fixed that exhaustion animation playing when using all of your stamina while swimming.
- Fixed that characters could not be manipulated if they were hit at the same time as a rest interaction.
- Fixed that characters would lift their feet when overlapping another character.
- Fixed that clients (guests) could not use mechanical equipment(Chainsaw, Jackhammer, Flamethorwer).
- Fixed that the radio in the bunker escape sequence would not play on client (guest).
- Fixed that the client (guest) could not properly hit natural objects with the pickaxe.
- Fixed some crashes.


Please send a crash report with specifics if a crash occurs.
If you have any problems, please send an email with the form below.
[Game Version]
[Bug]
[How to Replicate]
[Single/Multi?]
[Host/Guest?]
[Screenshot/Video if possible]

Email : support@jacktostudios.com

If you send the save file too, it will be very helpful for verification.
The save files are in “%LocalAppData%\LF\Saved\SaveGames”.


<Game Dev History>
[2024 Roadmap]


[2024 Devupdate]





[2023 Rodamap]


[2023 Devupdate]







[2022 Roadmap]


[2022 Devupdate]




[2021 Roadmap]


[2021 Devupdate]





[2020 Roadmap]


[2020 Devupdate]



Thank you.
Ylands - rihapat
Ahoy Ylanders!
We have been hinting for some time that we are working on gamepad support. Well, we have finally managed to do it for next Ylands update 2.3. Ylands will have full gamepad support and it should be possible to play completely without mouse and keyboard. In this programmer diary we will look what this actually entails.



Input abstraction
First step for gamepad support was already mostly done – input abstraction using action triggers. Action trigger represents specific game action (forward movement, reload, submit…) and has bindings for individual input devices. Each frame we check currently active input device for pressed keys or buttons. Each key/button can correspond to several action triggers. This is used to construct frame input that converts this information into which action triggers are active and for how long.

Then (from individual screens or gameplay scripts) we can ask frame input if specific action trigger is activated in a way we are interested about. That could be instance we press it, release it, after tap, or after long press. If we detect this, we can consume action triggers using same binding so that next system will not react to same button. This way individual systems do not have to care if we are using keyboard or gamepad – to them it is same because of these frame input events.

Navigating the menus
Next big step was to create new gamepad navigation system that can work with our UI. It consists of new navigation elements, sub contexts, headers and sub headers, proxies, and navigation manager itself that controls all that. Its job is to register/deregister all elements, pick best element when navigating, check what sub context are we in and more. Individual elements can be then set up in many ways to handle all our needs for given screen. That could include limited navigation space (sub context), navigation events (when we need to react to navigation to specific element), hardcoded navigation routes etc.

Control hints
Ylands have complex controls over many game situations and UI screens. That’s why we had to create new system of visual control hints. These are universal object that contains many images and texts. Based on assigned control device and action trigger it will use all its elements to construct the hint. There are also other settings that can alter the appearance like if it should react to long presses if it should display name of action trigger and many more. So, we just need to place this universal hint to correct place, set couple parameters and connect it to script. Every time there is input device change or hint was spawned it will check if it should be displayed and toggles visibility as needed.

Updating our user interface
Last part of gamepad support was the biggest time sink – updating all our screens and popups so they are fully usable only with gamepad.

For most screens it means these steps:
1. Add navigation elements to all selectable things we want to be able to navigate.
2. Split areas into navigation sub contexts if necessary (for example divide main are from search field).
3. Add selection visuals for all navigable objects. For that purpose, we have universal orange selection box we can just quickly place and connect with navigation element.
4. Replace old buttons with new. They look the same, but they have control hints built in, so we don’t have to allow navigation to these buttons.
5. Add remaining control hints and helper objects that hold them (if we want some extra graphics with those hints).
6. Set up all control hints with correct action triggers, press lengths etc.
7. Check if layout of the screen is ok if we switch from keyboard to gamepad. When that happens many new objects will appear that can cause chaos. Fortunately, we can solve almost all these issues with automatic horizontal/vertical layouts that will resize individual elements for us if we set them up properly.
8. Expand the screen script with new hints and helper objects, add reactions to specific action triggers in frame input and sometimes add some custom gamepad logic if the screen is too nonstandard. Hints also needs to be refreshed on any input device change so that we know which should be active.
9. Connect all hints and helper objects with the script and hope you did not make any mistake.

Main issue is the sheer number of individual screens that are present in Ylands. Many are quite straightforward, but some are highly specialized and need lots of custom coding for gamepads or lots of control hints. For example, blueprint detail popup has 16 control hints (average is 3-5) and several sub popups it can access and many configurations how it can look.

Conclusion
It was long work (and long diary, sorry), but we have finally reached state we can present it to you. From update 2.3 onwards you can play with gamepad only. We will continue to improve the gamepad experience and fix any bug you will send us.

In the meantime,

Stay classy!
May 31, 2024
Contagion - Wuffesan
Changelog
  • Fixed players getting haunted by zombie T-Pose Nick on Campaign Mode
  • Added support for grabbing physics objects with appropriate mass (and if they can be picked up by the level designer).
  • Updated ce_laststop and ch_unionstation sound system, by Y#shion
  • Updated ce_biotec and ce_biotec_christmas navmesh, by Y#shion
  • Updated ce_harvest and ce_harvest_halloween
    • Ported the vscript code to Angelscript
    • Fixed zombies not spawning in the chicken coup
    • Added barricades for the barn
    • Fixed where zombies would get stuck on the railings in the garage
    • Adjusted the lighting
    • Updated the barn doors, converted to prop_door_rotating with destruction
  • Updated ce_barlowe and ce_barlowe_02
    • Fixed a crash on ce_barlowe bank wave
    • Limited max allowed AI zombies to 50
  • Added Brazilian translation support to the Mod Tools
  • Fixed Mod Tools not saving and/or reading the chosen language
  • Updated weapon_itemcarry
    • Added SetIcon and SetIconScoreBoard inputs
  • Updated trigger_teleport entity, fixed where it wouldn't teleport players and/or zombies
  • Added func_teleport_vphysics, use this to teleport physics (like weapons, items, etc.)
  • Updated & Fixed English translation, by Quote
  • Updated Italian translation
Warhammer 40,000: Speed Freeks - Vintage
We git’a grot back to da workshop!



Oi! Freeks!

The Speed Freeks Open Beta playtest has come to an end.

We at Caged Element and PLAION thank you for playing the Open Beta!

We’ve been thrilled to see all da BIG DAKKA energy come together as you Orkz joined da Waagh! But now we got to assess the battlefield, collect the scrap, and tune-up for release!

This is the home straight and we need to gear up for the final race to the finish line – Ha!, with the Kult of speed there is no finish line - once there, we’ll be launching the game proper like.

Now we’re gathering up all your battle experiences, ideas, and feedback. Your contributions and passion so far fuels us and keeps us going! All the suggestions, bug reports, tips, tricks, screenshots and vids will now help us polish this mean machine of a game.

Still got rubber to burn? Now’s the time to add your input. Help us krump our task line by filling out this survey: OPEN BETA SURVEY

And adding ideas and suggestions to our feedback and bug reporting board: https://speedfreeks40k.featureupvote.com/





Wishlist & Follow!

Wishlist to be notified when Speed Freeks releases this summer!

https://store.steampowered.com/app/2078450

Wishlisting and following not only helps promote the visibility of Speed Freeks in the Steam store, but also ensures that you will receive our most up-to-date news, announcements, updates, and developer insights.



Join the Official Discord!

Mob up and join the Kult of Speed on our official Speed Freeks Discord to become directly involved in our community-focused game development!

Here you’ll find all the latest Speed Freek news and activities. Share your Orky moments and have a direct line to the Devs working on the game.

Discord invite link: https://discord.gg/speedfreeks40k

Thanks again for your early interest in Warhammer 40,000: Speed Freeks!



Join our community-focused game development discussions on your favorite platform:

Steam Discussions
Discord
r/SpeedFreeks
Suggest Features & Report Bugs
Technical Support

https://store.steampowered.com/app/2078450
...