Private Military Manager: Tactical Auto Battler - nubs
Hello, this is the Private Military Manager development team.
Playtesting, Game Experience
It's been two weeks since we've shared any news. We've been so busy making the game that we haven't been able to share updates as often as we'd like. We've had more people sign up for the playtest than we ever thought possible. Thank you to everyone who signed up.
Now that we've cleaned up the build, we're ready to start playtesting. Before we get to the playtest, we wanted to give you a quick overview of what kind of game we're making, what kind of experience we wanted to give you with this build, and what we have planned for the future.
Gameplay
In Private Military Manager, you play as the owner of a mercenary company and you have to run the company and complete your missions. The game is divided into two main parts: the combat part (core gameplay) and the operations part (loop gameplay).
The core gameplay consists of loadouts, mission planning, and combat. In combat, the player sees how the mercenaries participate and contribute to the battle. They must imagine how they can change their loadouts and operational plans to meet the challenges presented to them, and refine them to help their mercenaries perform better in combat and, as a result, complete the mission. Depending on the situation and environment of the mission, you'll need to decide which role you want to deploy your mercenaries in (we currently have five roles), how you want to equip each mercenary, and how you want to utilize their abilities and resources. The experience of successfully completing a mission is a rewarding one, as you struggle to solve the mission and solve the problems that arise while preparing for it.
Combat is an important part of the game, but running your company and preparing your squad to perform well in combat is just as important: You'll need to decide which mercenaries to recruit and how to train and develop them. Mercenaries can be developed through daily training, and perks can be used to make them more effective in specific situations. We want players to think about how to invest their limited resources, including cash and credit, to complete missions.
Over the course of a mission, players will encounter a variety of events and make a series of choices, some of which will help them run their company and advance the mission, but many of which will present new management and operational issues and challenges for players to solve. Just like in real life, unexpected issues may arise just before a mission, or your squad may not build up in the way you initially envisioned. We hope you'll find it exciting and challenging to control or deal with the risks and uncertainties as you complete the mission.
You can familiarize yourself with the game and learn the basic rules of gameplay through the Scenario Mode, which can be started via the "New Game" button. In Scenario Mode, you play as the owner of a mercenary company in a 90s South American setting, taking on multiple assignments. Recruit talented mercenaries, buy weapons, and develop them to fit their roles and characteristics. Observe how your mercenaries perform in battle and plan your tactics to succeed in your missions.
Future plans
A lot more work needs to be done to realize the gameplay experience we envisioned when we first started the project. I'd like to share some of the high-priority things the team would like to do in the future.
Replayable, or replayable gameplay: In addition to the scenario mode that you can start with a "new game", we're working on gameplay modes that allow you to play the game over and over again and grow your company. We're experimenting with a number of ideas and can't wait to bring them to life.
In-game interactions: We want to allow players to make simple in-game actions that can affect the outcome of battles. We've prototyped a few ideas, but we don't like them enough to include them in the current build.
I'll also share some smaller, gameplay experience improvements we're working on.
Failure of management issues, recognition of failure, and retrying: When playing a game for the first time, it's sometimes hard for players to recognize if they're making good progress or if they've reached a point where they're virtually unable to continue. We want to make the game's failure states clear, so that players can see what bad choices they made (or game systems they didn't consider) that caused the problem, and feel like they can do better if they play the game again.
More interesting routine progression: The training schedule feels pretty interesting at the beginning of the game, but it's not polished enough to make it interesting to play for long periods of time. We want to improve the progression of the schedule from week to week so that it feels more interesting and gives you something to think about.
UI improvements: We've been working on UI improvements, and we realize that the style and flow of the UI throughout the game is not very organized and we want to improve it.
We've tried to polish the game in a short amount of time, but even the playtest build still leaves a lot to be desired. Over the next few weeks, we'll be gradually giving access to the build to those who signed up for the playtest. Your feedback on the game will be very helpful to our development. We look forward to your feedback.
Warning! The channel we’re about to show you contains video footage of indie games that some gamers will consider irresistible.
Meet Pedro, known as ExileCast, the variety streamer and youtuber with an impressive sense for great indie games, that he uses wisely to deliver the best of the best to his community. If you’re looking for a friendly creator with honest and engaging reviews, letsplays and series, it’s a good idea to join the said community.
ExileCast is an artist as well. He creates a custom thumbnail for each video, putting himself in the universe of the game shown. Oddsparks is no exception! Pedro has been a supporter since the “top secret project” era, and, once the demo was out, made our day with this adorable artwork and video:
That’s it for today! And if you’re streaming Oddsparks or have made a video - feel free to share it in our Discord!
Last but not least, check out the Oddsparks presskit for logos, transparent promotional images for all your banner needs, and more.
The European Championship has started and if you're as captivated as we are, you'll surely enjoy our latest "Kick-Off" update for Footgun: Underground!
We're releasing 6 new characters for even more football action! If you want to further improve your skills and smash enemies with your football-gun skills, this is for you!
And if the timing wasn't perfect enough, we are participating in the Games Baked in Germany Event with a juicy discount - ideal if you want your friends to try out the game!
Come take a look at the free update and lead your team to victory (or at least out of the Underground)!
Give your girls the princess treatment and let them spoil you! They'll be calling you Daddy as they entertain you all week!
- 2 new threads for Joanne and Naomi recurring ones for Lydia, Malee, Sandra and Ritsu!
- 1 hot new unlock scene for Ashley and recurring ones for Imka and Michelle!
- 4 lovely new costumes for our Daddy's Girl Outfit Collection!
- To unlock event content, collect: - Lollipops from UK, Mexico, New York, Brazil, Japan and South Africa. - Hairclips from Germany, France, India, Dubai, Thailand and Los Angeles.
- The event lasts until the 27th of June 2024 7AM UTC
The game will get an important update! Sorry for the inconvenience and thank you for the support!
Update time: 15:00-16:00 UTC+8 2024/06/28
Update content: 1.Spectator Mode Spectating is available now and can be accessed on room list screen by entering spectating codes. (Spectators don’t see in-game players’ cards and stores info) Your game’s spectating code can be checked by pressing ESC.
2. New mode – Intense Battle (06/28 ~ 07/12) New mode Intense Battle is available now and can be assessed on room list screen. Create or join one to join epic battles! In the new mode, more cards can be obtained and used.
3. New event - KO☆SMASH☆WIN! (06/28 ~ 07/12) Check the event in the game and complete the tasks to win abundant rewards.
I guess you can't have a major update without some major issues. Hopefully, that's most of them caught. If you're having trouble, please report it on our Discord #s2-bugs channel, preferably with a save to speed things up.
Fixes
- Various crashes. - Improved performance when placing tiles. - Fixed rare game freeze on world travel. - Removed duplicate illusory obsidian wall recipe in Construction.
Sempra Infernalis was due to release on 16th July 2024. We are pushing that back for a few reasons which we have detailed below.
Before we get into the WHY, we are 110% committed to releasing Sempra Infernalis in the very near future. However we want to ensure that when we do release, you the player has a high quality and enjoyable experience from the outset.
Now onto the WHY…
We have had some hardware related issues…
When we planned the development of Sempra Infernalis, we did not account for a major hardware interruption. To say we have been a bit unlucky here is an understatement. However in short, the machines we use to develop Sempra Infernalis need to be replaced. Porting the vast amounts of information over to the new hardware is taking time that we would like to be polishing game mechanics. We have mostly completed this task and will soon be back to finalizing the release version of Sempra Infernalis.
Some key features are not working as intended…
We need more time to address platform optimization to ensure Sempra Infernalis can be enjoyed on the vast majority of PC specifications. In addition to this, some gameplay features are simply taking longer to fine tune and balance than we predicted.
We want to add more content…
Additional enemies and level expansions are currently underway, we had these pinned for free post release patching but due to some projects completing quicker than expected, we have the option to increase the games scope in the early access release version, this means there will be more room for exiting new weapons, enemies, mechanics and environments in the future.
For those that are following development and are adding Sempra Infernalis to your wishlist, we REALLY appreciate the support. Rest assure Sempra Infernalis will release soon.
We can’t wait for you to play and let us know what you think.
If you have any queries or want to know specific information about the development of the game, head over to THE DISCORD. We would love to chat with you.
"hello. This is Momentum Games. I greet you today to deliver good news. Finally, the 4th highly anticipated product of June, ‘Secret Toy’, has been released!
The fourth of Momentum Games' five new games, it is a management simulation for an adult products company.
Grow your company big and hot with girls with diverse personalities and tastes!
To commemorate the release, we are also offering a 10% discount, so please download it a lot. We will greet you with exciting news, including updates, as soon as possible.
【addendum 6/24】 Compensation items would be sent for the inconvenience caused by the current bug. We sincerely apologize for the inconvenience this has caused.
■Compensation Recipients ・All Steam Onigiri accounts existing as of 19:50 on 6/21/2024 JST.
※Items will be sent to the present box. Please claim the items from the account tab under "Menu"→"System"→"Present" ※The items are received on an account basis. Once claimed by one character, other characters would be unable to claim. ※Compensation items will be distributed gradually. ※The number of 'Full Energy Restoratives' is more than planned. Please accept them directly. ※The monthly achievenment login days adjustment will be applied to the first character logged in.
Greetings from the Onigiri Service Team.
On 6/21/2024 JST a patch will be issued in order to fix a bug.
The server will not be stopped as a result of this update.
■Bug Fixes
・In the Steam version, the game does not start when the language setting is set to "English".
We will also be sending you a compensation item for this issue in a later date.
We sincerely apologize for the inconvenience. Thank you for your patience and understanding.