Jun 18, 2024
Gun Bombers - vaanttibiz
Okay, let's do this again...

Bugs
  • Game crash "variable not set" when starting the game was still not properly fixed
  • Game crash if completely erasing the multiplayer private game port number
Jun 18, 2024
Treacherous Journeys Playtest - yesnielsen
New Ynna Textures
Witch 3 Return - elbaf45
Hello everyone!
Happy summer everyone! Have a fun and eventful summer everyone!
So first of all:
In honor of summer, the release of a port for steam deck, and in anticipation of the release of the game Witch 4.... and in honor of Tlazdine of course :)
Release of DLC The Mad World
A small adventure in the world of clowns, referencing the second part of the game.
https://store.steampowered.com/app/3046730/_3/?curator_clanid=34719194
If you just want to free your sister, follow the clown (portals should be opened in the direction the clown is traveling)
If you want to see an orgy, go around all the clowns, take all the chalk, and go to your sister

Secondly:
Release version of the game Witch 3 for Linux
A build of the game for Linux has been uploaded to the server. (builds for ubuntu and manjaro)
You can set the compatibility in the steam deck settings to Steam Linux Runtime 1.0
The controller should also be set to Keyboard + mouse. If you click on the controller icon, go to Community Layouts and you can download the keyboard (WASD) layout (Steam deck compatible) by
Elbaf45 WASD

Go to special settings and set the checkbox to steam deck. This way the control hints will be synchronized with your steam deck


Thirdly
A new menu for DLC has been added to the game. If you launch the DLC from the new menu, autosaving will work. Normal saving will not work. (If you need saves, you can use the book of fairy tales in the game)
Also, the gallery is duplicated in the new menu, and for the DLC "The Mad World" the gallery is only in the new menu

P.S
https://store.steampowered.com/app/2731300/_4/
Thank you all! See you later!
Jun 18, 2024
MUG 🍺 - One More Time Studio
Good day, travellers

MUG🍺 IS AVAILABLE TO FLL



CLICK! CLICK! CLICK! TAP! TAP! TAP!


https://store.steampowered.com/app/3021620/MUG/


TRY TO FILL ALL THE MUGS IN THE TAVERN!

Jun 18, 2024
Ages of Conflict: World War Simulator - JoySparkGames
Hey everyone!

This update brings some more freedoms for creating custom maps & scenarios. Mainly the fact that you can now play maps 8 times bigger than previously. NOTE: These maps will most likely run poorly, so I have added a warning for maps and scenarios larger than the previous hard limit. So if your PC is super powerful, you can play larger maps, but don't come complaining if they don't run well :D. Map Editor has been also made a bit more flexible so you can create wider or taller maps.

You can now also take screenshots of your maps. Just press F1. These only feature the pure ownership colors of the map, so no cities and such are shown, but these can be a good base if you want to edit some cool pictures from them!

I have also decided to remove the "Remove exclaves" option. This was an old fix to an even older problem from the itch demo days, where the map quickly became swiss cheese full of exclaves. These days the fronts are a bit more balanced. The feature was also very laggy and it doesn't really make sense anyway for nations to lose exclaves after wars anyway. I might try to revamp this mechanic some day.

Anyway, I'm still working on updating the scenario editor, but it might take a bit as I will take a break during summer! Again, have a great summer everyone!

v3.2.4 Full Changelog

Additions
  • You can take a PNG screenshot of the current map using F1-key (cities are not included). These are currently saved into the game directory > Ages of Conflict_Data > Screenshots. I may change this later, but for now they are here so they don't get saved into Steam Cloud
  • Raised size limit for imported maps (meaning maps made outside the in-game editor) from 500k pixels to 4 million pixels
  • Added a warning for maps & scenarios larger than 500k pixels telling you that those maps might not run well. So play at your own risk!
  • Added an overall size bar to Map Editor Setup view to more easily know how close to max your map size is
  • In scenario editor, when you remove a nation, it doesn't remove the city unless you hold shift while doing it
  • Added a text popup for peace deals. These are disabled by default
Bugfixes & Improvements
  • You can now manually type map dimensions in the Map Editor
  • Instead of Map Editor width and height limit both being stuck at 600 pixels, now they are dynamically changed based on changing the other, to make it so that overall max size is always 360k pixels
  • If "Hide Bottom Row" option is turned on, text popups will move to the bottom corner when bottom row gets hidden
  • Fixed a bug where city popup didn't close after removing selected city in Scenario Editor
  • Fixed a bug where classic revolts spawned with only one tile
  • Fixed incorrect territories in World Map Large scenario
  • Fixed incorrect city names in US scenario
  • Removed "Remove Exclaves" Setting
  • Fixed some translations
  • Minor API changes
Producer Tycoon - DaQueen
I added in help screens to the beta branch. I'm still revising them, and would love feedback on them. Once the help screens are finished, I hope to release this version into the live game.
Cosmo Rider - nanonull
Hello Riders,

few tweaks and fixes today:
  • Added Gameplay settings section with Reset tutorials option
  • Handle (turn off) Leaderboard during demo expedition
  • Fixed Time-Bonus-bucks calculation on gravity stage to count pulled Cargo box and to exclude Bucks obtained on previous Map stage
  • Fixed Grappling AI unit
  • Adjust Storm spawn position
  • Normalized audio tracks volumes
  • Updated expedition dialog
  • Handle rare error occurring when game loses focus

Thanks!
SPOOKWARE - Dr. Jorts Rockdoctor
Hey everyone, this is Beeswax Games, the developers behind Spookware.

This is a joint statement we are making with DreadXP to clear up confusion about the last statement that was made here on Steam about the status of Spookware. Specifically, we wanted to be more clear about what happened with the game after some confusion started by comments we made on the itch page.

When we signed on with DreadXP for Spookware, the contract had funding outlined for all four episodes, but only the first two episodes had guaranteed funding, and DreadXP wasn’t obligated to fund the remaining episodes if it wasn’t viable. After the game didn’t sell as well as everyone had hoped, it didn’t make financial sense to keep the contract going. At that point, development stopped when episode 2 was done, and the contract was completed.

We were very fortunate that after we knew funding on Spookware would be ending, we were able to secure funding for our new game, No Players Online, and we have been focusing on that project since then. However, we want to make it clear that since late last year, DreadXP has returned the rights to us to work on the Spookware IP. Unfortunately, because we can only work on one project at a time, we want to make sure No Players Online is the best it can be before we start on anything else.

We are happy to see the outpouring of support for Spookware, but we are saddened to see that DreadXP has been getting harassed after the previous statement that we wrote together and the comments we made on itch. We’d like to say we do not condone these actions. What happened with Spookware was nobody’s fault, and we are very grateful for the support they have given us and the opportunity to make what we did. We have taken down our comments on the itch page, and we hope that this statement will finally settle the dust.

We really like what we did with Spookware, and we are very grateful to be able to make cool games and have cool people play them, so thank you for all your support over the years, and we hope you will keep supporting us!

Adam, Tibau and Viktor
Beeswax Games
Nebula Flow - After Nap Games
Greetings everyone ! We are very excited to announce that Nebula Flow is now available in Early Access.
Go get your copy at a 10% discount until the 2nd of July on the Store Page !



This release marks an important milestone for us, and we're eager to continue the journey to 1.0 with our community. Your support, feedback and suggestions will be invaluable to us. For this purpose, you can either use the in-game tool, or post in the Steam Discussions.

What's in Early Access ?

Since the playtest phase that we had in April we've added added more levels, which brings the total to 8. While the first 6 levels have the intended difficulty curve, the last 2 are meant to be among the hardest ones.
We plan to add 7 more levels to fill this gap, over the course of the Early Access period.

We will be also adding achievements, friends leaderboards, support for more languages, and a level editor !

If you want to get a taste of the game, the demo will continue to be available. It features the first 3 levels.

We hope that you have fun with Nebula Flow !

Thanks for your support,
Nico & Songe
We Who Are About To Die - JordyL
Dear Aspirants!


With The Spectacles Update coming out tomorrow, it's time to finally reveal the fourth and last preview on the Specatcles Update! To conclude, we are revealing & highlighting the character animation overhaul and new maps and content.



Animation Overhaul!

The game received a major animation overhaul! Especially the locomotion (movement animations) have been completely redone from scratch.
Take a look at some of these before and afters:

Base movement is vastly improved, with a normal walk cycle when you are far from enemies, which blends dynamically into a "combat stance" pose.



Weapon stances are vastly improved. In the old version, the upperbody was completely stiff. Now, with a new system in place, the upper and lower body influence each other, everything looks much more fluid and natural!


Dashing animations have been removed and redone completely, and now just use the underlying movement logic. Instead of a bespoke dashing animation its more of a movement 'impulse' now.


And this isn't just visual: one major change is you can now "sprint" omnidirectionally. In the old version, when moving with shift you were largely unable to perform actions like attacks and defends, and you would turn to move to your movement direction. Now, sprint simply is a faster version of the same movement. You can attack sprint, dodge away with shift and much more.


We also tightened up movement input so everything feels nice and snappy on the gameplay front.

Last but not least, to go with this overhaul I finally managed to fix the character proportions. There was a deeprooted issue related to the physics and animation which "squashed down" the torso so to speak. Now characters have the proportions I always intended.


There's more to it - including small details like lifting the arms when falling, knees compressing on landing etc. Literally almost everything was redone - but its too much to cover!
Overall, this fundamentally changes the look and feel of the game and it feels amazing to fix what was, for me, the biggest issue with the game.

Worth noting, like many things in this update, this is not fully ready yet, there's still a lot more fixes and details I intend to add.



THE GRAND PLAZA!



To honor the advent of the new Spectacles, the patrons spared no expense in their preparations. To host these festivities, a new quarter of the city is opened up to live combat: The Grand Plaza!
At the heart of the city, located next to the majestic Stadium and under the watchful eye of the Grand Temple, the Grand Plaza emerges as the central gathering place for all Terantians.




The Grand Plaza already has a whole spread of map variations and a day, evening and nighttime light variation as well.



Word has spread that more areas within the Inner City will soon be unveiled!

More Content!







It feels like I could keep going! There are a bunch of things that didn't even make it into these 4 previews. Luckily, the Spectacles Update is coming out tomorrow for all to play, so you can discover the rest for yourself. I will also be posting an Update Overview Video to go with it!



Thank you for standing by our side as we build this game, it means the world.

If you like what we're doing, please consider supporting us. Tomorrow is the big day after 6 months of hard non-stop work, please help share the Steam page tomorrow as well as the upcoming Update Overview video and help make our launch spectacular.

As for right now, you can subscribe to our Youtube (a video I made on the development of the game is almost at 1 million views!!!), Newsletter, and join the Discord:


We who are about to die salute you,
Jordy
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