We are now working on cheek pinching as a punishment for bad behavior, it is up to you to punish bad behavior, you can just spoil your fairy with only headpats if you don't mind a bit of misbehaving.
The cheerful fairy personality already has over 70 animations (half is still not implemented) and I am almost done making all planned animations, just a few more and I will start working on the other Fairy personalities (each fairy personality has a different face structure, eye shape as well as animations and behaviors)
I am just missing a few tool use animations and other animations the fairy will play when the colony feature is implemented.
By next week the punishment action should be done and headpatting/punishing the fairy will start affecting the frequency of the last fairy behavior, then we will finish adding all planned behaviors.
My name's Robin, I've been working on this game since the start of 2023 and it's really starting to come together.
For this second development update we'll be looking at the progress being made on the units for the game.
Update 2: Units
Squads
In Realms of Madness, units are organized into squads, a feature that distinguishes it from the previous game, Open The Gates!. Each squad can develop veterancy, gaining experience and becoming more effective in battle over time. When soldiers within a squad die during combat, they can be replenished at the barracks. This system emphasizes strategic management and long-term unit development. You do not want to lose all units in a squad as that would cause a loss in veterancy. Veteran units are much more powerful!
Five Layers of Combat
The game world is divided into five distinct layers. The sky layer is home to flying beasts. Here you will fight massive aerial battles. The two ground layers allow for double-layered castle construction, offering tactical advantages such as high ground for archers. The water layer is where ships navigate and engage in naval combat, while the underwater layer hosts enigmatic creatures that can attack from below the surface. Each of these layers can be contested individually, requiring players to adapt their strategies and manage multiple fronts simultaneously.
Animation
There will be a ton of animations in this game and a large amount of interesting interactions. For example, if trolls get hit by rocks, they will be temporarily stunned. This level of detail makes battles more dynamic and engaging, as each unit reacts differently to attacks.
Unit Variety
Realms of Madness will have a vast array of units, greatly expanding on the variety seen in the previous game. You'll be able to command knights, archers, ships, dragons, trolls, wizards, harpies, underwater squids, siege weapons, and many more different unit types. Even regular old citizens can pick up their pitchforks and axes and march to war for you! (They'll likely not make it though!)
Shipwrecks
Sunken ships will form shipwrecks that slowly decay over time. Underwater creatures will be able to use these shipwrecks to fight more effectively. This means losing a ship weakens your fleet but strengthens your underwater beasts.
That's all for this time! I'll try to post updates more frequently, but development comes first. I am fully committed to making this game the best it can possibly be and I am confident it will be awesome come release.
The first night is behind us and all that we can say is: WOW. Thank you SO MUCH for your interest in the game, for the time you spend in it, and for all the feedback and reviews that we get. It's simply awesome to have such engaged players, and the amount of positivity that we get motivates us a lot.
Yesterday we promised you that around this time we'd let you know what's the progress with the patch.
However, we ARE motivated - by YOU! So, instead of updating you on the progress, we have something better. The first patch!
It will drop later today and address some frequently reported problems while introducing certain improvements. You'll see the details in the patch notes. :) Obviously, more will be coming after that, but we'll share new info after the weekend. We'll keep you posted!
Once again, thank you for all the positive reviews. They are important to every indie dev, and we hope that we'll earn that Very Positive score from you eventually.
Time for another small demo update! This one brings a number of tweaks and bombs!
(I will be periodically updating this demo further, as I continue to build out the engine for the main game. So expect about one or two more versions before the end of the year)
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Changes in demo 2.4 (compared to v2.3):
Added bombs (=found in a dungeon chest)
Stunned enemies now have a visual indicator
Small items from containers will now respawn after enough exploration (=this will require demo rebalancing down the line - feedback is welcome)
Tweaked the end credits screen + expanded the list of backer names
Fixed keys in chests in the demo dungeon not being displayed in the correct color
Replaced placeholder impact sprites with new custom assets
Reordered a few item menu items + updated a few descriptions slightly
Added proper water visuals while interacting with the water in the demo cave
Sword charging sparkles now better alignment with the sword while walking
Updated the darkness engine to account for more hero/enemy attacks (and Murray's flame)
Some of the elementals now also provide light in the dark
Updated the titlepage, splashscreen and file icon
Tweaked visuals small keys
Tweaked music volume levels
Fixed hit reflection sound potentially stacking
Fixed small visual oversight when doing a special sword attack in shallow water
Music volume is lowered during collection jingles
Made the regular shields a little more effective when facing up
Faster credits scroll speed has been increased
Fixed bug preventing accessing to one of the demo dungeon's secret chests
Fixed credits misalignment if displayed in fullscreen without screen stretching on
Lowered sound effect volume when using healing sprites while at full health/magic
Tune in with Skratch on June 21 at 13:00 UTC for a comprehensive overview of Season 4. From new features to gameplay tweaks, everything will be covered. Be sure to join the discussion and get the inside scoop! 👉 https://www.youtube.com/@SkratchG
Greetings, valiant mice of Transformice! It is I, Elisah, your goddess and protector. The time has come once more to stand against the dark forces of AnvilGod. The dreaded AnvilGod has returned, and with him, his deadly lasers that seek to thwart our efforts. Your mission is of the utmost importance: gather the precious feathers scattered across the battlefield and deliver them to my sacred statue.
But beware, brave souls, for the avatar of AnvilGod will stop at nothing to hinder you. His lasers are swift and deadly, requiring agility and courage to evade. Only the most daring and dedicated mice will succeed in this perilous quest. Unite, my champions, and together we shall overcome this ancient foe. May the spirits of the shaman guide you and grant you strength in this epic event.
It's incredible, almost hard to believe, but finally: SUGAMENIA is now available!
It's been three years of development during which I have poured all my love into this project. Always with the goal of launching the game that I would like to play. I sincerely hope to connect the SUGAMENIA experience with players who are looking for a retro adventure, a challenging platformer, puzzles to make you think, and a few surprises.
As a solo developer, I would be infinitely grateful if you could share SUGAMENIA with any friend you think would enjoy an experience like this.
For all those who decide to give SUGAMENIA a chance, here is a brief summary of what you will find:
A complete map divided into 10 unique areas
4 boss fights that will require all your concentration
Puzzles that will make you scratch your head with unique and fun mechanics
A original gameplay in the form of a travel companion (Suichi), a drone that acts as a mobile platform, bomb launcher, and more
Between 3 and 4 hours of gameplay to complete your first run
Retro pixel graphics reminiscent of the NES
Original chiptune music
Thank you for following the development of SUGAMENIA or for your interest in it now. Either way, give the experience a chance and enjoy a unique and vibrant world!
Since its first release on most platforms a lot has happened; a lot of work has been put into this wonderful game. And no, we are not done just yet.
Wondering what we are talking about? Well, then have a look at what updates have already arrived and are still to come to Prince of Persia: The Lost Crown since January, all by yourself:
And guess what! Your Steam copy will already include all three live updates, Warrior’s Path, Boss Attack and Divine Trials right from the start. Each adding its own flavor and spice, enhancing your way to play.
Here is a very short overview, followed by some more details on what each of the updates add to the experience:
Permadeath mode
Speedrun mode
Boss Rush
Boss Revenge
22 expert challenges
10 additional outfits
A good chunk of QoL updates
Warrior’s Path
The Warrior's Path update adds two new ways to challenge yourself and experience the game. Both the Permadeath Mode and the Speedrun Mode are meant to keep you on your toes. So, you better pack your running shoes and come prepared.
Alongside these new modes come some great quality of life changes, and several gauging-your-eyes-out-they-are-so-pretty outfits for Sargon.
Boss Attack
With the Boss attack update, the name might have already given that away, we added two challenges all about the big, bad and the ugly.
Where Boss Revenge asks you to fight bosses previously encountered with preset conditions, Boss Rush marks the ultimate endgame test, challenging you to defeat all main bosses in a row. And of course, the update adds two new outfits.
Divine Trials
This third free update, just released last week, adds twenty-two new expert brain-teasing, thumb-twitching challenges.
Sprinkled with unique and exotic conditions, these hand-crafted platforming, puzzle and combat challenges won't make for any easy victories. Not even talking about the four spiced-up Boss Battles. With four brand new amulets and outfits as rewards (usable in the main story of the game) it’s all worth it.
Next step on the roadmap is the new Story DLC “Mask of Darkness”.
So, who’s up for a permadeath run on immortal difficulty?
Welcome to the first Developer Diary exploring the upcoming Fall of Poland DLC Campaign for Panzer Corps 2. There’s all kinds of interesting details to be found in the latest upcoming Panzer Corps 2 Campaign, so let’s get right into it!
Your War Story
The first thing we want to share is what this campaign means to really make it your own War Story, as there’s a few changes to Panzer Corps 2’s campaign structure going on here in Fall of Poland. For example, Fall of Poland has aimed to maximize its campaign length, meaning that there are no branches in this campaign structure and all focus is on playing from the Polish perspective. We’ll talk more about this further down in the Mission Design section, but the goal here was to make a really meaty campaign to extensively cover the struggle for Poland in the autumn of 1939.
At the heart of the campaign, from the very first scenario to the very last, are a group of Key Characters. As you journey through the campaign you will encounter these Key Characters directly on the battlefield. They are figures who will be fighting alongside you, or in need of your protection, as war threatens to consume Poland all around them. But to make their appearance throughout the gameplay as pleasant as possible though, you will find you have full control of these characters wherever they appear. This will prevent any obnoxious issues of being frustrating by giving control of them to the AI, which may not act as a player might want to, or expect them to.
This control is a double edged sword though, because it will also mean you are fully responsible for these characters. Their fate will be in your hands! But to once again avoid unpleasantness around them, keeping these Key Characters alive are actually entirely optional. If a player really isn’t interested in these characters and their missions and the historical information they have to share, you can safely play through the entire campaign with any or even all of them having been killed off!
We didn’t want to mandate players to keep these units alive at all costs, it is going to be entirely up to you whether you want to devote your forces to helping these characters to reap the rewards they offer, or not to, as you can opt to focus purely on your mission objectives to progress the campaign. To get into those details we have to talk about...
Mission Design in War Stories Fall of Poland
Looking at a couple of scenarios will quickly highlight this new system and how we kept it flexible for the players to engage with, or not engage with, at their own initiative. This scenario here is one of the early battles of the campaign, the Battle of Westerplatte and the city of Danzig(Gdansk). Your deployment zone is primarily located here, on this central island within the city of Danzig.
Your primary orders, the task needed to progress the campaign, is directly south of your deployment zone.
However, the Key Character here who needs your help is all the way on the other side of the map, way up here on the Westerplatte Peninsula.
So as you can see, right away you have a dilemma. Do you focus purely on your primary objective, or do you risk splitting your forces in two opposite directions to help escort this Key Characters to safety? That decision is yours to make, but if you leave this Key Character behind, it will be the last you see of them for the remainder of the entire campaign!
One more example, from further into the campaign:
In this battle, your primary orders are actually very close by to your deployment zone, just a few hexes due west. However, if you’re looking to continue to shepherd and safeguard Key Characters, they’ve requested your help to be escorted deep into enemy territory, way down here on the bottom edge of the map!
If your Key Characters are already lost, there’ll be no reason to fight so deeply behind enemy lines. But if one or more of them are still with you, and you hope to keep them that way, you’re going to have to take on extra burden and efforts to see to it!
These are just a couple of examples, but hopefully this illustrates how the Key Character system exists inside of the Fall of Poland Campaign, and now you see how it’s entirely in your hands to assist and participate in this extra aspect of the scenarios or not to.
Conclusion
Thanks for joining us for this first Developer Diary on the latest upcoming Panzer Corps 2 DLC. We’ve got more coming up very soon, with a more detailed look at some interesting new units that have been added to Panzer Corps 2 to support more expansive Poland 1939 era content. So stay tuned for that, and be sure to add the Fall of Poland DLC to your wishlists!