Knights Within - IndecisionLabs
Steam Achievements are live!

I've added tons of new tracking metrics this patch related to these new Legends, please be patient with me as I fix any issues that arise


New
  • Steam Achievements (32)
  • 3 new Wanderers
  • New cosmetic: Titles
  • 27 new legends
  • New mechanic: Ability Drain
  • 2 New Spear Staff Mod Perks (replacing existing ones): Cleansing and Reroute
Updates
  • Lighting/Visual color adjustments
  • Adjusted Shimmer drop rates (should be an increase for low difficulty/low enemy count)
  • Increased client side stability for taking stuns
  • (Slightly) improved wanderer descriptions
Fixes
  • Fixed one instance of bosses canceling out of being stunned
Jun 22, 2024
The Backrooms: Survival - P1
Quick emergency fix to fix major bugs.
-Fixed an item dupe exploit where dropping one item drops the whole stack but only reduces one
-Fixed firing blunderbuss resulting in muzzleflash never disappearing
-Fixed vendor spawn chance incredibly low
Jun 22, 2024
Battle for Wesnoth - Wesnoth Inc.
Translations
  • Updated translations: Bengali, British English, Chinese (Simplified), Czech, French, Japanese, Ukrainian
Units
  • Added a melee animation for the Dragoon and Cavalier.
  • Added a wounded bob animation for the Cavalier.
WML Engine
  • Modified 'apply_to' in [experimental_filter_ability(_active)] or [overwrite][experimental_filter_specials] to do an inclusion check for a comma-separated list of damage types in [resistance] abilities.
  • Removed the deprecated 'controller=number' from [side]
Miscellaneous and Bug Fixes
  • Fixed erroneous sidebar text caused by [damage_type] assuming that an alternate_type is always present.
Jun 22, 2024
Stellar Initiative - Five Head Games
Another update, rather small, but because I'm already actively working on the first major content update, which I will announce later!

v1.0.6
- Impactor and self destruction now also deal damage to bosses
- Cryozone will stop dealing damage on the final speed-up
- Buff contraband artifact, supplies and generator cost 20 -> 17
- Buff research module artifact, stellarium gain 1 -> 2
- Buff laser propulsion artifact, delivery boost 5 -> 7
- Buff nuclear reprocessing artifact, energy gain 10 -> 12
- Buff disorientation artifact, damage multiplier 2x -> 3x
- Fix small rockets flying away if the game is paused
- Fix small exceptions
Path to Prosperity - Essence Games

Hi everyone,
With further testing and recording of gameplay footage, I have addressed another batch of small bugs and needed quality of life improvements last week.

One - somewhat important - quality of life improvement is the addition of “steps” for inventory transfers. Rather than having to transfer wood, food, etc. either individually or in the maximum stack size, it is now possible to transfer stacks of five by holding “alt”. This should make it much easier to, e.g. stock up on 30 food before heading out to do some exploring. Other quality of life improvements include small changes to the UI, additional tooltips, and some priority changes for how things get transported.

In terms of bug fixes, an important one is a fix of some market worker transport allocation. The bug could lead to market workers being considered the only viable worker to deliver food to the market if the market was the exactly “right” distance from a warehouse. If the market served enough villagers, the single market worker wouldn't be able to keep up with demand, and no warehouse or idle workers would step in to help. This is no longer the case, as all market workers will now consistently be allocated to deliver food based on their own task queue. Additional fixes include a fixed soldier behaviour when pirates were faced with both the player and the player’s soldiers, and the removal of some unwanted UI functionality.

Additionally, I created a new pirate flag (see today’s image) which will finally prove that you have been fighting pirates, rather than a random hostile army!

Until next week!
Tale of Two Sardines - jswessler
Hey look, another TOTS devlog!

In this devlog, I'm going to talk about the scale of Tale of Two Sardines, and why the game is so frustrating to work on actively.

TOTS is shaping up to be a much more detailed experience than Annie and the Art Gallery. This is mostly because of the much more involved worldbuilding I've done for this game. As described in previous posts, this game is all about the world. In AATAG I could get away with not doing too much worldbuilding because of the conciseness of the story you experience, but here I'm not letting myself get away with that again.

I think this is a really good goal to strive for, and will allow people to become invested in a world I've built over the years and a world I love.

However, this comes with a tradeoff. Detail. TOTS is so much more detailed than AATAG that I'm finding it hard to keep track of everything. The main problem I'm having are the hundreds of events and objects scattered around the game. Normally this wouldn't be an issue, as I'd just assign a basic description to each one and forget about it. However, I've been trying so hard to implement worldbuilding in each description that whenever I come back to a room that I've "finished", I want to go in and slightly change everything to be perfect.

I feel like I'm doing a good job keeping organized on what the full story actually is, but it's still hard to manage everything. At this point, I don't think it's worth making a separate document of every object and description in the game (because it would take more time to make than it would ultimately save). The problem I'm having is that I want each section of the game to be perfect before the game is actually playable. That's just not how game development works.

I'm going to stay as organized as I can and prioritize making the game playable from start to finish before fixing the things I've already implemented. This way, I'll feel confident that I have a good base to start from when making revisions and polishing.

If anything, developing TOTS has given me immense respect to other game developers trying to cram detail into their games. Games like Undertale have so much lore and detail and love put into it that I can't imagine what it took to keep track of it all.

Anyways, jswessler rant over. Here are some images of rooms and areas that will be present in Tale of Two Sardines!


Miko loves reading in the library. Or probably just doomscrolling on her phone staring at the state of U.S. politics. Yes, that will be in the game.


Miko's office. That laptop looks a little funky, doesn't it?


Goddammit Miko where the HELL are we?!?!?!


New innovative 2020 technology coming to long hallways near you: Windows!



Thanks for reading and sticking around! You should join my discord server to keep updated on all TOTS related happenings - https://discord.gg/ssJhqeZbDC

- jswessler

Cats - ,
The exchange can be removed at any time

🔄 Exchange your items to get Common Crafter for future crafts!

Recipes
x10 - COLORED Sushi Common = 1x COLORED Crafter Common
x500 - COLORED Christmas Common = 1x COLORED Crafter Common
x500 - COLORED UFO Common = 1x COLORED Crafter Common
x500 - COLORED Meowtopia Common = 1x COLORED Crafter Common


All Items name clickable and redirect to Market



To exchange, you will need to update to the latest update
*Do not be guided by the time of the event

https://store.steampowered.com/app/2977660/Cats/
Jun 22, 2024
The Amazing Crackpots Club! - Khao Mortadios
Bug fixes:
  • Fixed a bug that could crash the game when the match ended while a player was wearing a Powerstache.
  • Fixed a bug where online enemy Mothildas would fail to powerup bullets with the powerstache (local mothildas were fine)
Grub Truck - Stow Studios
NEW COMMERCIAL COUNTERS

Look more professional and decorate your Grub Truck with the four new Commercial Counters! With the these new counters come some additional variations for the BoilingPoint Spud Master, and both Coffee Machines:




NEW EVENTS

New events have been added! Now, there’s a chance for Hot Dog Day and Pizza Day, during which, the featured item will be ordered much more frequently.



NEW MANAGER | June 2024 Manager Competition Winner

The winning manager name 'Nacho Daddy' (from the June 2024 Manager Competition) can now be recruited!

Thank you to all of the other submissions on our Discord Server. Join the Discord to be involved in future competitions!



NEW OVEN & FRIDGE

Frostbite Slender Chill Info
  • Required Level: 5
  • Price: $200
  • Stock Storage: 250
BoilingPoint Classic Info
  • Required Level: 2
  • Price: $125
  • Cooking Speed: 1.1x


MENU PER TRUCK

Each truck now has it's own persistent menu, allowing you to modify menus per truck. For example, you could have a truck that only sells Tacos and Burritos whilst another offers a variety of options, the choice is yours!

Managers Now Use Stock

Along with this, your assigned managers will now use up stock, based on the truck's menu, so make sure to buy enough for them to use!

They can still operate without stock but their earning potential will be limited.


NEW ACHIEVEMENTS

There have been 6 new achievements added to the game, can you unlock them all?


Changelog

Added
  • NEW COMMERCIAL KITCHEN COUNTERS!
  • NEW EVENTS! - National Hot Dog Day & Pizza Day
  • NEW MANAGER! - Nacho Daddy (June 2024 Manager Competition winner | puertalykan)
  • 6 NEW ACHIEVEMENTS!
  • NEW OVEN & FRIDGE! - BoilingPoint Class & Frostbite Slender Chill
  • NEW DECORATION! - Basic Bunting (Colourful, Tri-Colour & Orange)
  • NEW THEME SONG! - Cedarwood Heights
  • Added 3 Variants for the SpudMaster, 1 Variant for the Simple Coffee Machine & 1 Variant for the SipSmart Brew Station (Commercial Counter Versions)
  • The info panel on hired managers now displays the name of their currently assigned truck
  • Added an arrow to the Live Stream Camera in build Mode which shows which way the camera is facing
  • Added a battery icon to the battery bar of the Live Streaming Camera
  • You can now right click to auto move items
  • Added a hint regarding needing a bin to dispose of burnt items
  • Info buttons to explain how managers generate money


Fixed
  • Fixed the Live Streaming Camera
  • Fixed shadow artefacts coming through models
  • Fixed the character not looking at some stations whilst using them
  • Fixed average menu price inaccuracy
  • Fixed being able to put items ontop of certain appliances
  • Fixed the Stock Screen rounding quantities before the player has finished typing
  • Fixed wonky walls on the SkyLiner Stallion
  • Fixed customers taking more items than they ordered
  • Fixed some sliders not setting to absolute zero
  • Fixed a bug where you could see the default character and an empty truck on load for a few frames
  • Fixed grass floor inside log cabins at Sycamore Woods
  • Fixed a bug that would not move the player character when zoomed out in Birds Eye Mode
  • Fixed having 0 stream viewers with 0 rating
  • Fixed straight edge of pond at Sycamore Woods
  • Fixed the menu average price displaying as $5.00 or NaN with no menu items
  • Fixed an error that would occur when leaving the game with a live stream camera placed in the truck
  • Fixed AI walking through the log cabins and other obstacles at Sycamore Woods
  • Fixed an error regarding the customer tracker
  • Fixed some food & drink item icons stretching outside of slots
  • Fixed the truck not appearing on the loading screen from the Map Screen
  • Fixed AI walking through apartment buildings at Cedarwood Heights
  • Fixed objects being editable whilst moving other objects
  • Fixed the Tip Jar not rounding the amount
  • Fixed not being able to use time hot keys after editing your menu
  • Fixed Rating Tooltip displaying on the main panel
  • Potentially fixed a bug where food and drink items would get stuck in the middle of the UI
  • Spelling corrections in some event descriptions

Changed
  • MENUS ARE NOW SAVED PER TRUCK!
  • MANAGERS NOW USE STOCK IF IT IS AVAILABLE!
  • The day will no longer end until all customers have left (one way or another)
  • Manager 'Expected Profit' swapped out for 'Experience'
  • All ui should now be exitable with ‘ESC’
  • The truck grid is now only visible 2m around the object being placed/moved to stop some visual bugs
  • Changed the default hide UI key to F9
  • The amount of items a customers orders is now influenced by the size of the player’s tray
  • 24h clocks no longer display am/pm
  • Customers will no longer spawn after 21:00 pm
  • Lowered tray upgrade prices
  • Increase Customer Spawn Rate for Cedarwood Heights
  • Balanced Sycamore Woods AI Spawn Rates
  • ‘1 Hour Remaining’ changed to ‘Day Ending Soon!’
  • Increased Western Bounds for the Camera at Cedarwood Heights
  • Items now fade out when you drag them around
  • Improved average menu price math & rating effects
  • Increased the amount of lights that can be placed on low video settings
  • Reduced Brew Station price to $350
  • Reduced positive boosts on hard characters
  • Reduced amount of AI at Lunch & Dinner time
  • Balance item unlock levels
Jun 22, 2024
REAVER - crunkz // REAVER
* Fixed game not working with Simple HUD option turned on

Note: update is probably couple gigabytes of size which is due to my moving across cities and having to re-bake all lighting for game which is a lot of data.

Thank you !
...