SaGa Frontier Remastered - TM_J

Romancing SaGa 2: Revenge of the Seven is a complete 3D remake of the original Romancing SaGa 2, first released in 1993 in Japan.

This remake keeps the epic story of the war fought between the imperial line of Varennes and the Seven Heroes of legend, as well as all the unique mechanics from the SaGa franchise, such as “Glimmers” and “Formations” while reworking the battle and character growth systems and adding numerous new features such as JP and EN voice acting. Moreover, the expansive world and characters that were originally depicted using pixel graphics have been fully updated to gorgeous 3D.



More details can be found at http://www.romancingsaga2.com.

*Pre-purchase to get the following exclusive Bonus Accessory Set:

  • Cat's Amulet: An amulet made by a certain renowned thief. Boosts the revenue gained after victorious battles by 10% through the first Imperial Year of the game.
  • Shiyuan's Tactical Primer: A tome recording the wisdom of a brilliant military strategist. Boosts the amount of Technique Points gained after victorious battles by 10% through the first Imperial Year of the game.
*Customers who pre-purchase the game until 08:59AM PDT on October 24, 2024, can obtain the bonus equipment items from the treasure box on the ground floor of Avalon Castle after starting play.

https://store.steampowered.com/app/2455640/

Follow us on X (formerly Twitter): https://x.com/sagagame
COLLECTION of SaGa FINAL FANTASY LEGEND - TM_J

Romancing SaGa 2: Revenge of the Seven is a complete 3D remake of the original Romancing SaGa 2, first released in 1993 in Japan.

This remake keeps the epic story of the war fought between the imperial line of Varennes and the Seven Heroes of legend, as well as all the unique mechanics from the SaGa franchise, such as “Glimmers” and “Formations” while reworking the battle and character growth systems and adding numerous new features such as JP and EN voice acting. Moreover, the expansive world and characters that were originally depicted using pixel graphics have been fully updated to gorgeous 3D.



More details can be found at http://www.romancingsaga2.com.

*Pre-purchase to get the following exclusive Bonus Accessory Set:

  • Cat's Amulet: An amulet made by a certain renowned thief. Boosts the revenue gained after victorious battles by 10% through the first Imperial Year of the game.
  • Shiyuan's Tactical Primer: A tome recording the wisdom of a brilliant military strategist. Boosts the amount of Technique Points gained after victorious battles by 10% through the first Imperial Year of the game.
*Customers who pre-purchase the game until 08:59AM PDT on October 24, 2024, can obtain the bonus equipment items from the treasure box on the ground floor of Avalon Castle after starting play.

https://store.steampowered.com/app/2455640/

Follow us on X (formerly Twitter): https://x.com/sagagame
Romancing SaGa -Minstrel Song- Remastered - TM_J

Romancing SaGa 2: Revenge of the Seven is a complete 3D remake of the original Romancing SaGa 2, first released in 1993 in Japan.

This remake keeps the epic story of the war fought between the imperial line of Varennes and the Seven Heroes of legend, as well as all the unique mechanics from the SaGa franchise, such as “Glimmers” and “Formations” while reworking the battle and character growth systems and adding numerous new features such as JP and EN voice acting. Moreover, the expansive world and characters that were originally depicted using pixel graphics have been fully updated to gorgeous 3D.



More details can be found at http://www.romancingsaga2.com.

*Pre-purchase to get the following exclusive Bonus Accessory Set:

  • Cat's Amulet: An amulet made by a certain renowned thief. Boosts the revenue gained after victorious battles by 10% through the first Imperial Year of the game.
  • Shiyuan's Tactical Primer: A tome recording the wisdom of a brilliant military strategist. Boosts the amount of Technique Points gained after victorious battles by 10% through the first Imperial Year of the game.
*Customers who pre-purchase the game until 08:59AM PDT on October 24, 2024, can obtain the bonus equipment items from the treasure box on the ground floor of Avalon Castle after starting play.

https://store.steampowered.com/app/2455640/

Follow us on X (formerly Twitter): https://x.com/sagagame
Jun 18, 2024
Spaceport Trading Company - digital-tectonics
Preparing for a much large graphics update, we wanted to collect feedback on the new world render system. Favors
Thank you for all of the feedback, testing, and bug reports.

Updates
  • World Render Update
  • Contact Panel has had a ton of minor UI tweaks, more to come including more information
  • Localization of Favors and cargo
  • Wine Market Item now has a complete description

Bugs
  • Mission Sync system updated for expired missions
  • Fixed an issue with Fuel Abilities that had not been fully moved to the new standardized naming
  • Fixed some spelling issues

Ideas
  • Allowing the Reporting System to store email address if set
Jun 18, 2024
Trove - Elariok


Hello, Trovians!

We are happy to announce that the Rising Tides update is now live! 🌊

Let’s dive right in and check out what’s in store for you:
💧 New Enemy Faction
💧 New Difficulty
💧 New Delve Biome
💧 Revamped Runecrafting Profession
💧 New Gear Tier
💧 & much more!



Explore the Long Shade difficulty in the Shadowy Maelstrom, facing new enemies and bosses from the Depths. Upgrade your Crystal 5 gear to Mystic Gear and join Saltwater Sam and his crew on exciting adventures.

Master Runecrafting with new Tomes and specializations, and brave a new Delve, The Depths, an underwater world filled with unseen threats and secrets.

But that’s not all! Several additional changes also include overhauled difficulty names and much more! 🔮

Find the full list of patch notes here.

Your Trove Team!
Bodycam - admin
FIXES
  • Foliage Settings: Disabled the ability to hide foliage in low mode.
  • Quickplay: The quickplay option won't send players to the training range map anymore.
  • Rank Reset: Fixed rank reset bug.
  • Performance Improvement: Might not work for everyone, but for the majority of players. It depends on your PC specs. Make sure to set your Direct X version to 12 if you previously downgraded to 11 so the changes can apply.

CHANGES
  • Grain Correction: Settings > Graphic Settings > Grain > You can now turn off the grain if you are experiencing bugs with it.
  • White Line Artifact Correction: Remove some white artifacting happening on some people's devices.
  • Server List: Addition of a new section with games that have just started and that we recommend joining.
  • Bomb Theft Bug: Fixed the bug where stealing the bomb from an ally's hand would create issues.

MAPS
  • New Map: Abandoned Hospital! An abandoned hospital with a long corridor empty of life. Be careful, you may not be alone. (Please note: You may experience FPS drops upon startup as the game loads for the first time.)
  • Map Fix: Correction of shadows on Tumblewood.

BANS
  • Reported cheaters have been banned, if you encounter any other ones in your games, make sure to report them in #🔒┆cheater-report (with proof and a Steam profile, otherwise we can't do anything about it).
  • Leaderboards have been cleaned, people abusing points have been removed.

IMPORTANT NEW FEATURES
  • Steam Profile View: You are now able to check every player's Steam account during a game. Just press escape, go to the "Lobby" menu and you'll have a "profile" button.
  • Kick system: We re-implemented a new version of the kick system, a 10 seconds vote will now be started to gather the player's choice on whether to kick a player or not. To start a vote, press escape, go to the "Lobby" menu and you'll have a "kick" button.

If kicked, that player will __not__ be able to rejoin the server before the current ongoing game is finished.

PLEASE IF YOU WANT TO SUPPORT US > MAKE REVIEW ON STEAM ❤️
SOMA - Frictional Games
“Catherine, please don’t leave me alone….”

The SIMON JARRETT plushie is here! 🤖

While one mind floats away on the Ark, one can come home and live with you 🩵

Only available for a limited time, don’t miss out!

Buy now!




The Pale Piper - Free Time Dev
My vision of a unique pixel art precision platformer inspired by the Pied Piper tale. Traverse interconnected areas, face non-traditional boss challenges, and encounter NPCs for added depth. Optional challenges await post-story. Not everything is implemented yet, nor can I promise that in the final state it will work exactly as I envisioned. However, in its current state, this is how I see the game taking shape.

What Kind of Game Is It?
The game that I am currently making will be a pixel art precision platformer set in a dark and strange alternate universe of the tale of the Pied Piper. It will feature tight platforming with timing elements, hazards, enemies, light puzzles, bosses and a story. The structure is a bit like a metroidvania, where the player traverses an interconnected world rather than choose levels through a level select screen. You will unlock new abilities to reach places that were inaccessible before.



Mechanics
The main gameplay mechanics are running, jumping, and rolling. The roll ability allows you to slip under enemies, navigate through pipes to previously inaccessible rooms, and more. Rolling is also slightly faster than running, and a roll jump reaches higher than a normal jump, enabling access to otherwise unreachable areas. As you progress, you'll gain the ability to roll up walls and jump off them. Rolling mid-air triggers a downward dash, increasing your speed to swiftly reach the ground. Additionally, there's a charge ability for dashing through the air to specific points, and a punch ability to activate switches and access new areas. Traditional combat is absent, requiring you to deftly evade most obstacles in the game.



Death
One hit from an enemy or obstacle will kill the player, but they will be reset to the entrance of the same room. The death animation lasts under one second, facilitating a quick trial-and-error approach. Players should never feel compelled to repeat an already mastered challenge just because they died a few rooms later to another challenge.



World
Instead of featuring a level select screen, I've opted for an interconnected world design. As you progress through it, you'll regularly unlock new abilities, each presenting fresh challenges and granting access to previously unreachable areas and secrets within already visited locations. While I recognize that a significant aspect of metroidvanias involves revisiting areas multiple times to discover new paths with newly acquired abilities, this approach wouldn't mesh well with a precision platformer, as repeating the same platforming challenge more than once or twice can quickly become monotonous. Thus, this world is structured in a more linear fashion. To keep revisiting areas engaging, I've incorporated several key elements into the level design: Firstly, areas remain off-limits until you possess the necessary abilities. Secondly, the progression path is usually clear to the player, and straying from it leads to swift dead ends, minimizing time wasted on fruitless exploration and ensuring a relatively linear gameplay experience. Thirdly, multiple routes must be navigated to progress through previously visited areas, introducing new rooms with fresh challenges to maintain excitement. Lastly, the newfound abilities also unlock secrets and hidden rooms in older areas, encouraging players to explore and discover.

With the numerous limitations inherent in designing an interconnected world for a precision platformer, one might wonder why invest the effort rather than opting for a simpler level select screen. However, I believe the interconnected world adds significant depth to both the story and the immersion of the game. Moreover, it introduces a unique perspective to precision platformer games, which traditionally rely more on level select screens. By weaving the player's journey through a cohesive world, it creates an environment where every challenge encountered feels intricately linked to the overarching narrative. This approach hopefully offers players a more fulfilling and memorable gaming experience.



Story
The game will feature a main story that guides the player through the world, loosely anchored around the tale of the pied piper. While the primary focus remains on gameplay, the story aims to captivate players and immerse them in the game world. Adding another layer to storytelling, NPCs will offer their perspectives on the world and its events. NPCs, in particular, will play a unique role, as they will be unlocked (or "saved") through gameplay. As players progress and save these characters, they will return to the main town, where players can interact with them, further enriching the overarching narrative and creating a deeper connection between the player and the game world.

Bosses
In each main area of the game, there is one boss planned, but they won't follow the traditional boss archetype. Instead, they will present unique platform challenges. Defeating each boss will reward the player with something valuable, often a new ability crucial for progression. Moreover, most of these bosses will tie directly into the game's narrative, enhancing the story experience and providing additional context to the challenges faced throughout the game.

Extra Challenges
I do intend to include optional challenges for players who have completed the main storyline. While these challenges are still in the conceptual phase, they will offer additional content for those seeking the toughest trials in the game. This may include no-death runs, time trials, tackling the most challenging rooms, and similar endeavors. My vision is to incorporate these challenges seamlessly within the existing save game, allowing players to engage with them without the need for a separate game mode like New Game+.

Art Style
The game will feature a pixel art style with a silhouette aesthetic, where the foreground is dark (with white accents) while the background is colored, varying depending on the area. Decorations will be minimal, with foreground elements such as grass or stones and more distinctive background elements also in color but of a different shade, ensuring they never obstruct gameplay. A significant focus is placed on ensuring the game is enjoyable and engaging to play, with careful attention given to adding "juice" through sound effects, particle effects, and other enhancements.



Current State of the Game
Mechanically and in terms of level and world layout, the game is nearing completion. However, there is still a lot of work to be done on many fronts. This includes fine-tuning many of the rooms and adjusting certain mechanics based on feedback from the ongoing alpha testing phase. Additionally, I'll be focusing on sound and music implementation, adding decorations to enhance the atmosphere, refining the storyline with cutscenes and dialog, implementing the NPC systems, and integrating the optional challenges. Also, many of the boss battles are still somewhat in the concept phase.

How to Get in Touch
First and foremost, if you've made it all the way here, thank you sincerely for reading, and I hope I've provided you with some intriguing insights. Secondly, feel free to join my Discord server, where everyone is welcome:



Moreover, your support is invaluable to the future of the game, and you can greatly contribute by wishlisting it:

https://store.steampowered.com/app/2925120/

So I hope to see you around.

Cheers!
Halo Infinite - misplacedyank
Enter The Exchange for customization rewards from the past🪙



Earn Spartan Points from matches, Operation Pass progress, and weekly Ultimate Rewards. Redeem for past and new items like:

⛈️ Rain & Thunder wrist gear
😈 Yokai helmet
🔥 Sol Devil weapon coating
🪻 Willow Tea armor coating

...and more!

Don't forget, items will not be “going away” when the Exchange refreshes. They will still be available to purchase with Spartan Points through the customization menus (much like bundles once they have rotated out of the Shop).



While you busied yourself with the hammer, I studied the blade!



The Kendo Master bundle contains the following items:
  • Kendo helmet
  • Temple Champion helmet attachment
  • First Movement shoulders
  • Burden of Metal chest attachment
  • Burden of Wind hip attachment
  • Second Movement wrist attachment
  • Marked Scars armor coating
  • Leaping Bounty MK50 Sidekick weapon model
  • Secret Greetings weapon coating
Master yourself, master the blade.



You are the master of your own destiny.



Prove your worth with the Ikari Legacy bundle containing:
  • Ikari helmet
  • Final Resolve helmet attachment
  • Cave Bear Guard shoulders
  • Clawed Plate chest attachment
  • Beckoning Blades hip attachment
  • Beast Pad kneepads
  • Dark Bronze armor coating
  • Fortune Bold Hydra weapon model
  • Crimson Coral weapon coating
Seize control of your fate today.
eWorlds - Anna Slash

Hey! 👋

Steam Next Fest is over and we wanted to take this opportunity, on behalf of the entire team, to thank you for trying out our Demo and for the feedback and comments you have provided.
They mean the world to us. 🥰

Thank you 💜

In addition, we have good news 👀. We've decided to keep the Demo available after the event for those who haven't had the chance to play it yet! 🎉


Don't forget to add eWorlds to your Wishlist!✨



Remember that you can share your best times with a screenshot in the community discussions and send us all your suggestions through this Feedback form.📝

Thank you for your support ❤️

Sincerely, the eWorlds team 🚀

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