KAISERPUNK - Builder_of_Worlds
Greetings Governors!

After a wild week of Next fest (at least for us), it's time to share some conclusions. First of all, we'd like to say a big THANK YOU for everyone that wishlisted Kaiserpunk. You pushed our game over 100.000 wishlists at the moment, and that is an amazing moment for all of us. But that vote of confidence also means it's on us now to deliver, and that is exactly the plan!

Another awesome thing is that Kaiserpunk was among most played demos during Next fest! We're positive that means most of you like the hybrid concept we're working on and most of you feel there is good potential here. Our job is to craft that potential into fun and memorable experience.



This Next fest was our first opportunity to present the game and get genuine reactions to concept and current alpha game itself. We were excited and scared at the same time, but looks like many of you would like to play something like this. Road we have ahead is a steep one, but on our end challenge accepted!

We're specially thankful to everyone that played and send their feedback, either on Steam community foums, Discord or any other way. This alpha is not perfect, not by a long shot. Apologies to everyone that couldn't properly playtest Kaiserpunk due to technical issues or bugs. We're sorry you didn't get the proper chance this time.

Regarding feedback and first impressions themselves: YOU'RE BEING HEARD LOUD AND CLEAR! Every bug is noted, every suggestion written down. We've pushed 5 updates to demo during Next Fest and we tried to mend everything possible at a short timeline, in order to allow as many of you to play as possible. Unfortunately we couldn't get to everything in time (or fix itself needed more extensive interventions), but we will address everything you've raised as issues.

At this time, hardware requirements and optimization looks to be the culprit that prevented many of you to properly test the game. We are fully aware of that and for that reason, this is put to the highest priority. We already started several parallel steps to reduce hardware demands and expand the amount of configurations where game will run nicely.

Next step is to iron out all the bugs and weird gameplay details you've reported. Every single log you've provided us will be hugely helpful here.

Lastly, we'll continue to work on remaining content that needs to be added (and there is fair amount of that as you've probably noticed). Important to note here is that this plan will now, as a result of your feedback, be amended and expanded. You told us what you'd like to see in the game, which parts you find great and which should be improved. All of that will be on the table now, and whatever matches concept of the game, can help the game and/or is feasible for us to create, will be discussed seriously.

Once again big thanks to everyone participating in first live playsessions of Kaiserpunk. Every minute you've spend in it will help us create an experience you'll hopefully be happy to try again and again as it matures.

Overseer Games
Vorax - Steven Cojo
Your Steam Key is now available in your IG Profile


Steam keys are now available for all the loyal mercenaries who supported us early.

The Early Access release is one month away and now all have access to the Steam version of the game early! To claim your key simply log in into your IndieGala profile library and check your store tab (or use the search feature)

Because of your support and with your help, we can continue adding more content (new areas, missions, enemies, weapons, etc.), and further refining the Vorax experience to get the game up to the standard that you deserve.



We encourage you to pre-order Vorax from our website located here. If you haven't already, please make sure to wishlist and follow Vorax on Steam here.

https://store.steampowered.com/app/1874190/Vorax/

If you have any feedback or any questions, you may get in touch with us by joining our Discord. Your constant support is what helps us make this game great:



Jun 17, 2024
Community Announcements - PuniuGG
1. Fixed the problem that the last note of the song "永遠の星夜" (No.10) in normal difficulty could not be determined.

2. Fixed the problem that the CG of the song "Island Breeze" (No.8) was not displayed correctly at three stars.

3. Optimized the visual of long notes to distinguish them from ordinary notes.

4. Remade the score of the song "青涩的时节" (No.2).

5. Lowered the achievement requirements. As long as the evaluation reaches S, you can get the 100% accuracy achievement.
If you have already reached S before, please open Sexy Beats again. The game will automatically detect your save and calculate the achievement.

6. Add 10,000 bonus score when the accuracy reaches 100%.
There is a problem with the calculation of the score and the fever state. However, I will not adjust this calculation because there are many players on the leaderboard. If the score calculation is adjusted, it will affect the ranking of all players, which is not fair. Therefore, the solution after weighing again and again is to add an additional 10,000 to the score of 100% accuracy.
If you have already achieved 100% accuracy before, please open Sexy Beats again. The game will automatically detect your save and calculate the score, and the score on the leaderboard will be updated immediately.

Please note: Steps 5 and 6 require a good network connection and will only be performed once normally. If it is still not completed after a certain period of time, you can try to restart the game.

I am very sorry for the bad gaming experience. If you encounter any problems during the game, please feel free to give me feedback. I will continue to optimize the game! Thank you for your support!
Cooking Simulator - The Chef
Hello again, Chefs! 👨‍🍳
We're back with even more fixes for the Sushi DLC

Here's the changelog for build 6.0.5.:
  • Fixes for the progression: adjustments have been made to the number of unlocked recipes and the exp requirements
  • The game's now paused during the tutorial videos
  • The newly unlocked recipes will only be ordered by the clients from the next day onward to give the player some space to learn the new dishes.
  • Customers will now accept Tamagoyaki
  • Fixes for AZERTY keyboard keybinds
  • Fixes for the ice in the tempura preparation
  • The rice will not fall through the plates and other solid objects anymore

This patch wouldn't be possible without all of your feedback, so please, keep it up!
[Neolithic]To the End - orochi2k

English
############Content###############
[The Psychedelic Cave]New Weapon in the special currency store: Aphrodisiac Baseball Bat.
[The Psychedelic Cave]New Weapon in the special currency store: Aphrodisiac Brass Knuckles.
[The Psychedelic Cave]New Weapon in the special currency store: Aphrodisiac Katana.
[The Psychedelic Cave]New Weapon in the special currency store: Aphrodisiac Magic Staff. (The element that it enhances is picked at random.)
[Item]New Item: Puppet Master's Handbook
[Hottle Illuminati Field Office]A certain professor now sells Puppet Master's Handbooks
简体中文
##########Content#################
【迷幻洞穴】特殊货币商店加入新物品:催情的棒球棍
【迷幻洞穴】特殊货币商店加入新物品:催情的指虎
【迷幻洞穴】特殊货币商店加入新物品:催情的武士刀
【迷幻洞穴】特殊货币商店加入新物品:催情的法杖。(这个法杖强化的元素是随机选定的。)
【物品】新物品:傀儡师操纵手册
【霍特尔光照派商馆】某个教授现在会贩卖《傀儡师操纵手册》

Latest news from Ukraine/乌克兰小剧场
https://controlc.com/edfa590c
{LINK REMOVED}
Door - Чибиси

We've made a calculator roguelike! Yes, it's not a joke. A boring device has turned into an interesting strategy, where each calculator you collect sets its own style of play. Can you count all the numbers and prove who's the king of calculations here?
Add to your wishlist so you don't miss a release!
The Adventures of Nerdstan - Nerdstan

I am happy to announce that The Adventures of Nerdstan is OutNow. After almost 2 years in Development, This game truly how I Imagined it way back when I first though about starting to develop games in 2009. "The Adventures of Nerdstan" is my true passion project and I hope you enjoy playing it. Till then we Have a NerdDom to Save ⚔️

-Abdullah Al-Bajjali, SmallRiverStudio
Jun 17, 2024
Trading Towns - Eternal Games
Changes
  • Added quests that act like a guide and reward the player with gold. This should help for a smoother start.
  • Increased adventurer slots from 3 to 4.
  • Lowered the scouting time needed for a tile by 50%.
  • Increased gold discount (cheaper buildings and upgrades) from 0.5% to 2.0% for each upgrade.
  • Increased platinum coins gained by 100%.
  • Removed max beard.
Bugs
  • Fixed music controls. Now the background music can be lowered/muted again.
Jun 17, 2024
TRAIL OUT - Johann Hirsch
- Fixed a bug with Golf car
- Improved optimization on Black Lake map
Jun 17, 2024
The Crust - VEOM Studio
Welcome to the Kickstarter Beta Access Update!

As we launch our Kickstarter beta access, we're excited to present a major update filled with new features, improvements, and lots more!

Update highlights:
  • Overhauled Oxygen Management: Experience our reimagined oxygen system where electrolysis factories fill rooms with oxygen, and oxygen tanks take on the role of collection and dispensing, making oxygen dispensers a thing of the past.
  • Voice-Activated Ledger: Our deal-pushing character is now fully voice-acted. While he insists on his contracts, he also provides helpful tutorials for navigating the market interfaces.
  • Research Roadblock: Now you actually have to do the research for every module upgrade. Sorry, no free rides.
  • Fuel Plant Comes Alive: The fuel plant now boasts a lively new animation.
  • New Language Options: Now offering translations in Chinese, Spanish, Polish, Portuguese, and French.
  • Speed Boost: Introduced a 5th level of conveyor speed, now faster than ever, even without new models.
Update 0.91.00
Bug Fixes:
Gameplay
  • Cancelling a contract now makes capsules release resources mid-collection and only then fly away.
  • Research notifications are now reliably playing as they should.
  • Free camera mode will now hide notifications on modules for a cleaner view.
  • Variable connection points on modules no longer vanish after loading.
  • No more infinite module selector growth through notification clicks.
  • Enhanced LODs for the modular terminal factory for a smoother visual experience.
  • Conveyor lift holograms now dismantle correctly.
  • Ensured the contracts button on the landing platform UI pauses the game like other menu buttons.
  • Fixed the research points calculation to ensure consistent fill-up.
  • Research is essential for every level of module upgrades.
  • Restricted copying of certain large modules to enforce a one-instance rule.
  • Landing platforms can now be dismantled, providing more flexibility in your builds.
  • Resolved the issue causing research updates to be delayed due to speed changes.
Interface
  • Prices in the conveyor interface have been corrected.
  • Improved clickability of the delete button in the mining designation panel.
  • The UI now reflects the precise time until the hydroponic farm cycle finishes.
  • The UI now correctly shows the production progress for vehicle assembly modules.
  • Improved visuals for production in the ice extractor UI.
  • Adjusted the layout and fonts of the settings window.
  • Adjusted the layout of the research interface.
  • Fixed the issue with opening the contract interface through POI.
  • Updated conveyor UI icons to align with their new appearance.

New Features:
Systems
  • The oxygen system get a thorough makeover.
  • Introduced CPU mode, which limits the maximum number of modules. Expand this limit with new CPU unit and Large CPU unit modules.
  • Personal oxygen levels are now displayed in the colonist interface.
  • Added an oxygen percentage tooltip for rooms when hovering in oxygen mode.
  • The fuel plant now comes to life with a new animation.

Interface Updates
  • Added a button to access the research interface directly from completed research notifications.
  • Added production time details to module tooltips.
  • Tooltips for modules now highlight their water requirements.
  • Clicking on a colonist in UI now snaps the camera to their location.
  • The wall building panel tooltips now include construction cost details.
  • The ledger is now fully voice-acted.
  • Introduced 5 new language translations
Balances and Adjustments:
Contracts and Research
  • Adjusted contract generator to delay high-level organizations from appearing early.
  • Reduced the appearance of energy cells in the early stages.
  • Balanced science points for specific research projects.
  • Modified costs and capacities for all landing capsules.
  • Added new simple difficulty urgent contracts.
  • Made various contract adjustments.
  • Balanced research costs by adding engineering points to fundamental and social tabs.
  • Rebalanced research points: reduced fundamental points, added engineering points.
  • Added research for a full credit refund after removing conveyors.
  • Introduced research to increase truck speed.
  • Added research to reduce organic growth time in farms.
  • The research map has been restructured.
  • Reduced the research cost for digging speed, robot speed, and battery capacity.
  • Added several new other research projects.
Resources and Production
  • Increased energy consumption for medium and high-tier modules.
  • Boosted the number of titanium plates in starting resource packs.
  • Increased the cost of large batteries by 1 aluminum.
  • Smelter cost now includes 1 additional titanium plate (experimental).
  • Adjusted slag conveyor output in the multi-refinery by 1 cell.
Gameplay
  • Robots are now zippier with a boost to their base speed.
  • Enhanced the first research bonus for robot speed.
  • Adjusted tooltips for selecting difficulty in sandbox mode and the number of drones provided.
  • Extended the broker quest in sandbox mode with additional quests.
  • Temporarily disabled sound for low energy notifications.
  • Reduced the base cost of robots on the market.
  • Unified silicon input across different assembler recipes.
  • Adjusted colonist balance: increased oxygen tank capacity, faster food consumption, reduced comfort drop, and modified health and mental state impact on productivity.
  • Dismantling conveyors now returns more money by default (from 0.7 to 0.85).
  • Amount of Rare Minerals dropped from walls increased (random from 1 to 3).
  • Added small and medium food tables to the sandbox research map.
  • Constructors no longer require colonists for production; colonists now only increase efficiency.
  • Tripled the productivity multiplier for colonists based on their skill profession.
  • Balanced the melting furnace.
  • Hydroponic farms now require a small amount of slag for organic growth.
  • A 5th level of conveyor speed has been introduced for even faster transport.
  • Redistributed conveyor speed levels to 60, 150, 300, 450, 600.
  • Increased extraction volume per cycle for MDR.
  • Balanced difficulty and rewards relative to organization reputation.
  • Added contracts with a large volume of resources.
  • Introduced urgent contracts with a large volume of resources.
  • Increased the chance of contracts for moon deliveries.
  • Added new indefinite contracts.

...