Jun 19, 2024
Vectored Armada - Laps
Attention Architects. Major update has been released. Please let me know if you find any bugs or errors.

Patch 206-215 released
Build `Win_VectoredArmada_20240619_1852`

Summary:
- Added Hardpoint weapons. Which can be attached to orange mounts on almost any block of a similar or larger size.
- Added Hardpoint Mounts to most blocks.
- Shields now take Heat damage from weapons. Heat builds up while under fire and reduces shield regeneration, but cools off reasonably quickly.
- Replaced the ship movement system with a different calculation that should perform more gracefully.
- A large number of fixes and block adjustments.

Shield Heat Explanation:
Shields have been a hard thing to balance. I want them to be both strong and useful, but not invulnerable against weapons. Shield Heat, allows shields to be quite powerful, but become less and less useful while under fire. Hopefully, this will make shields less omnipotent. However, this handicap for shields may need to be increased in the future as needed to make shields a proper component of combat. I played around with a range of values, and have settled on something that should feel decent.

Hardpoints:
A big issue with games like this, is wanting to make a ship out of different pieces but being limited by what shapes the weapons are built into by the developer. So after some fighting and brain work, I've gotten a hardpoint system working that allows you to put any weapon on any block. Should be fun!
Jun 19, 2024
Fish Hero - Henry Mead
Excited to see you fail over and over

Fish Hero will be playable soon on 'ere. I'd be really grateful if you played it and let me know what you think. I'm yet to beat it so if there are any issues reaching the top, let me know @HENRY_MEAD_ anyway here's some gameplay of me, Alex and Toby playing :


Still finishing up, but should be out in a couple weeks. In the meantime, I'd really appreciate the wishlist.
Jun 19, 2024
FLATHEAD - timoxton
Update 103.0 is here participants.
It introduces leaderboards for each mode and a new "Push Your Luck" mode, among other smaller changes.

PUSH YOUR LUCK
“Push Your Luck” differs from the standard play in a few ways:
*There is no end point - you play until you lose.
*Because of this, there are no rounds - you can pay with points to push back the rising tide. But of course, with each use - the cost increases. How long can you last?! Time will tell.
*Every time you pull a number, the number is removed from the pool of available numbers. When you pull the last available number, you start a new cycle. The participant who can reach the highest cycle gets the top of the leaderboard.
*The Wheel of Fate has been reworked and new choices have been added to spice it up.


EVERYONE GETS A TAPE
Some participants were understandably frustrated at having to complete so many games to get the full story - so fret not, a toggle button has been added to the options menu to unlock all of the tapes. If you turn it on while in the room with the tapes, youll have to reload for them to be visible/usable.


OTHER FIXES
*Player can no longer go backwards during true ending
*Wheel of fate no longer spins the same thing twice in a row
*MYOK disappears immediately upon placing a bet (vs after the reveal)
*Back Wall moved slightly after payment in intro room. The movement is now hidden from the player.
*End text (tim oxton yadayada yada) skips after one successful game completion.
*The speed of the enemy is determined by the number of points in stored. (with the exception of easy mode)


til next time.
<3 tim
Jun 19, 2024
Eternal Damnation Playtest - hihelohihihihaiiii:3hihihello^.^
Thank you for joining us during NextFest and now it's time to continue for us to update the playtesting build until our release on July 15th!

  • Audio stops playing before load
  • NPCs human and monster alike have populated Brachyura Island
  • Human NPC's will wander around, sit on chairs, walk inside houses
  • NPC's walking around have their look randomly generated
  • NPCs will also randomly yap at you
  • Quest givers no longer all look the same
  • Pressing F3 let's you skip the intro sequence (shhh secret)
  • Skills that require target don't lock you out and inform that you don't have a target
  • TAB will select the nearest enemy
  • WASD + Dodge bug where the player falls out of the world fixed
  • Opening skillbook no longer pauses the game
  • Collisions blocking movement have been fixed on some quests
  • The wind value on Brachyura Island has been decreased
  • Flower textures have been fixed

As usual don't forget to join our discord and voice your feedback!
Pixel Noir - Len
Hey Pixel Noir fans, are you going to the Too Many Games convention in Oaks, PA next week?
Well we are!
From June 28th to June 30th we will be showing off the game and selling Pixel Noir t-shirts and physical CDs of the arranged album.

Steam's Summer Sale starts at the same time for one week where we will be selling the game at a 10% discount. This will be a great time to pick up the game if you haven't already.

So if you're around drop by our booth and chat with us, we hope to see you there!

Too Many Games Official Website

Too Many Games Steam Event Curation Page
We Who Are About To Die - JordyL


Over 6 months in the making, the Spectacles Update is finally here! This is our largest update by a lot! So much so, that we had to leave out quite a few things from this changelog and update overview video to keep it manageable!

Check out this overview video and jump into the game and enjoy the Spectacles.




Early Access v0.4 - The Spectacles Update
Full Changelog

IMPORTANT: Note that the Spectacles Update will reset your current active character save.

MAJOR new content & features
New "Rare Fights" & Gamemodes
  • New game mode Elite Fights (Boss fights with wave based minions)
  • New game mode Draft (Army field battle)
  • New game mode Tournament (Round based combat, 2 teams)
  • New game mode Grand Tournament (Round based combat, 3+ teams)

  • New game mode Survival (Wave based combat)


Total Animation Overhaul
  • Completely rebuilt all locomotion animations
  • Reworked Sprint: you can now sprint omnidirectionally
  • You can now perform all actions while sprinting / strafing
  • Added additive upper body animations
  • Reworked weapon stances
  • Added animation details such as falling states
  • Fixed character proportions (upper body especially) - characters look normal now!


Total AI overhaul
  • Added new movement system (avoids bumping etc!)
  • Improved AI flanking and surrounding logic
  • Added changing turn rate based on weight and actions (this allows you to flank AI!)
  • Added skill-based telegraphing of attacks
  • Rebalanced AI skills and attack pacing
  • Added AI shield aiming
Content
  • New Map:The Grand Plaza
  • New map variations (many!)
  • New Content: 21 new items
Total Audio overhaul
  • Completely reworked all combat audio assets
  • Added three new voice sets
  • Footstep sound and particle effects have been added for walking and running
  • Improvements on the Impact sounds logic: sounds are now based on the item types and their materials
  • Added variations on shield damage. Sound now scales based on amount of damage
  • Added weight based heavy armor sound
  • Added logic for falling objects hitting the ground
  • Added new music tracks and SFX and intro music for special fights


MINOR (Content, features, balancing changes)
  • New Character Overview Panel

  • New Battle Trait: Rabble
  • New Battle Trait: Uniformed
  • New Battle Trait: Impatient Crowd

  • Health no longer saves live during combat (so crashes are more forgiving)
  • Added a smart Enemy team colour selection so opposite colours are used during a fight
  • Buffed stamina regeneration on Player
  • The max Stamina penalty from low HP now slowly regenerates over time
  • Stuns now actually stun the player: can’t attack defend nor shield bash/kick during a stun
  • The game now has a smart Battle Trait Curator that better selects battle traits
  • Added two new character skins

  • Slight changes to the camera position and FOV for Third Person Camera mode
  • Lowered amount of weapon drops on city center map
  • Added a warning message on the claim victory button
  • Clamped Patron Bribes slider to 10k
  • Added various new unit types (Elite Minions etc.)
  • Added durability UX/UI scaling. A scale from yellow to dark red
  • Fame rebalance and fame is now indicated by % in victory screen

  • Added new Weapon icons per weapon type
  • Added new Unit Icons for elite fights
  • Added the Ballista trap to different level variations
  • Added the Gong trap to different level variations
  • Added Moving Structures to different level variations
  • Added 'slow zones' level variation to different level variations
  • Added thunder to The Great Pit, The Pit and the Grand Villa
  • Updated the Grand Villa garden


Bugfixes
  • Potential fixes on several different crashes
  • Fixed bug where AI had full durability on their shields instead of damaged shields (oops!)
  • Fixed bug where two ranks where highlighted at the same time
  • Victory screen now shows correct battle type and bracket level
  • Fixed exploit where a player could go back and forth between the career and main menu to get backstory effects and payouts
  • Fixed bug where Former Soldier health bonus was not applied correctly
  • Fixed bug where equipping a Farerdaka in the armory would destroy an equipped shield
  • Fixed bug where an locked inventory slots would get a repair icon on Blacksmith backstory reroll
  • Fixed issue where sometimes you could not buy a shield, even if inventory or shield slot was empty
  • Fixed bug where kill 3,4 or 5 enemies-bets would not pay out
  • Fixed bug where some godly items would not show up in the shop
  • Match timer now starts when entering the arena after the countdown and stops on killing the last enemy standing
  • Corrected collision boxes on Lion’s Roar Arena so player cannot get stuck anymore

And definitely more stuff, but you'll have to find out inside the game!

If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.


And as always -we who are about to die salute you,
Jordy
Backwater Playtest - RequiemOfTheSun
Improvements
[Controller Support] Improve controller & keyboard menu navigation
[Steam Deck Support] Enable floating keyboard for Steam Deck text entry
[Construction - Walls] Add walls which block all collisions
[Construction - Struts] Remove collisions from 'Support'
[Truck] Prevent momentum from flipping vehicle facing direction when parking brake is on
[Construction Mode - Move] Enable flipping objects during move mode
[Destructible Chunk] Save and load destructible chunks

Bug Fixes
[Inventory Menu] Remove inventory gremlins that were eating items in a variety of item slot to item slot transfers
[Gas Giants] Adjust surface and space distances to prevent issues when travelling to gas giants
[Projectiles] Fix projectiles not striking water
[Vehicles] Ensure damaged colliders are still damaged after loading
[Jet Engines] Fix jet engines causing severe lag on Jet and VTOL vehicles
[Construction] Prevent building nodes inside world surfaces
[Construction] Enable snapping building nodes to building surfaces
[Wooden Workshop] Fix exceptions causing workshop to not finish construction
[Destructible Chunks] Set center of gravity to get destroyed chunks of vehicles so their physics look better
[Enemies] Fix bot drones
[UI] Fix tutor prompts from appearing in front of menus
[Andromeda Rocket] Raise tracking position
[Wheels] Fix wheels detecting water as ground
[Trailing Camera] Refresh trailing camera when loading game
[Save / Load] Fix exception from replicator after loading from an inprogress game
[Save / Load] Fix loading Grid Members
[Save / Load] Fix object pools containing null references when loading

Known Issues
[Controller Support] Research Menu needs an overhaul
[Control Guides] Displaying controller button combos are not yet supported
[Gas Giants] Going close to gas giants gets player stuck in a glitchy mess
Trash Goblin - MilkySmith
Wowzer, it's been a heck of a fortnight over here at Spilt Milk! Hope you're all keeping happy, healthy and chill - we're trying, but the UK summer is doing its best impression of winter so ☔☔☔

MORE GOBLINS

First up, we've expanded the team!

Lesleyann White has joined as our Producer, and Philippa Warr has started work with us as Narrative Designer!

Lesleyann is a multi-award-winning developer, and comes to us from the brilliant team over at Failbetter Games (Mask of the Rose, Sunless Skies, Sunless Sea, Fallen London anyone?! OMG!) so we're over the moon to bring her expertise to our adventures with a certain little Goblin! Also shoutout to UK indies! 🥰

Philippa is someone we've known for some years now, and finally getting to work with her is just so exciting - recently she worked on Little Kitty Big City which is um, too cute thank you, and has a real sense of humour and twinkle in the eye which we think is going to make Trash Goblins's quests and customers 🎵sing🎵.

GOBLIN GABBER
(This title only works as a joke when you get to the next section, my apologies)

So then there's this talk that I gave at Oxford Indies last month, which one of our brillo coders Simon kindly recorded and edited together!



It's about the journey of Trash Goblin and Spilt Milk Studios so far, features an awful lot about you lovely Kickstarter Goblins, and we think it is full of insight and advice (and some jokes) that will be pretty interesting to ya'll.

I hope it comes across as intended - a really honest look at the business side of making games, and the very real and human challenges of it all, especially in the year(s) we're having - worker layoffs, studio closures, game cancellations and the like.

We'll be pushing it all over the internet before long, but you all get to watch it before anyone else, and I'd love to know what you think in the comments, replies and over on our discord too.


SUCCESS SASS
(nope, not yet, this joke is building on the previous one but also needs the last section header to work - when will I learn?)

We've hit a few milestones recently, helped out by the Access-Ability Showcase featuring, and the Cozy & Family Friendly Celebration too - plus another few videos from some amazing content creators like Blitz, Wanderbots and Imcade.

"But what are those milestones? Stop yammering and tell us!" I hear you cry. well we're now sat at a very healthy 56,000 wishlists and that places us in the top 500 of ALL GAMES on Steam for wishlists... which has left the team feeling giddy and excited for sure. Thanks so much for all your support! We can't wait to smash 100k soon enough!

TAVERN TALK
(hey, we got there!)

TAVERN TALK IS OUT TOMORROW OMG! Go wishlist and follow it, and maybe even buy it! The devs are delightful, they've helped us so much, and the game is excellent too.

Until next time, stay Goblin!
Jun 19, 2024
Pomberito - larathepitbullgames
Two weeks ago we passed the 10.000 wishlists milestone and now we're just about to hit the 15k mark, thank you very much for all the support!
Siege Island - LLC Blini Games
Dear all,
This is our patch of June 2024, and the last official one planned for the Early Access stage.

FIXES
  • We have fixed a bug on the Winter Island's boss that prevented the player to see the Medic Ship. We have increased its size and added green particles to make it easier to locate and identify.
  • We have fixed a bug that let the player build walls over the cannons. Now the cannons count as blocked terrain as well.

NEW CONTENT
  • New boss in the volcano island: The Dragon! Kill that terrible flying beast as quick as possible. Its fireballs will destroy your walls, and burn the ground, and you won´t be able to build any walls during one turn if the floor is burning.

SO... NOW WHAT?

Siege Island is complete and ready for its official release, so now it is only a matter of when will be strategically the best time to do it. We still need to create awareness, we will invest as much as we can in marketing to let the people know about the game, and as soon as we have a decent amount of wishlists, we will announce the official release.

We want to thank you all that participated and supported us during the Early Access. If you have purchased the game, consider that you have already the full version in your hands, and our eternal gratitude for trusting us.

Enjoy the Siege!
...