Waven - [Sirna]


What a long and much-anticipated journey it was to get here!

 

Initially, we planned to cast off at the end of 2023, but we weren't quite happy with the quality of the mobile experience. So we decided to postpone the launch until 2024… and now here we are! FINALLY!

 

We are extremely pleased and proud to be able to offer this application in early access to all our smartphone and tablet players. As something that many people were clamoring for (and rightly so), this mobile release represents a major milestone in WAVEN's development (which is still in early access). We'd very much like to thank you for your patience and help throughout the fine-tuning process.

 

The mobile world welcomes WAVEN with open arms!

 

Every minute of your daily life becomes an opportunity for adventure; whether you're on public transport, sitting in a waiting room, or comfortably seated on your sofa, you can now take the World of Twelve with you wherever you go.

 
Constant Progress Wherever You Are!
It's possible because the game is cross-platform with cross-save ability. Your odyssey, your hero, your companions, and everything you collect as you progress will be seamlessly synchronized* across platforms.

 

An internet connection is required to play WAVEN.
Join the Global Castaway Community!
WAVEN is also a cross-play experience, meaning you're playing on the same servers as all the other players logged in from any platform. We believe in inclusivity between communities, and that it's important to break down the barriers that separate us from each other. And what unites all of us, after all, is farming! The application is carefully optimized to guarantee a satisfying experience and stable performance, whether you're on PC or Mac, smartphone or tablet.

 

What are you waiting for? Hurry up and join the adventure!

 
The Internet Is Celebrating!
We couldn't announce the mobile release without a little extra flourish! If you log in to the game before 11:59 p.m. (Paris time) on July 31, you'll receive an exclusive emote: "Ruel" (Hide the Pain, for those in the know).

 

Invade the WAVEN archipelagos now and emote away!


 
Still in Early Access
WAVEN is still in "early access". While the mobile release marks a turning point in the game's development, that doesn't mean we've reached the official version 1.0 release of WAVEN yet. We still have several more features and improvements planned before WAVEN can be ready for the open seas. This early access phase means we can continue our production and tackle all the aspects of the game that need our attention. Believe us, your feedback is always a great help in informing our choices.

 

We'll be back shortly with a mid-way review. Stay tuned!

 
Our Sincere Thanks
First of all, we'd like to express our deepest gratitude to the entire community that has followed and supported us since the beginning of this wonderful project, as well as to all those who joined us along the way. Remember, since setting sail from DOFUS Cube to WAKFU Heroes, we're now entering the waters of WAVEN mobile with some superb transmedia projects based around our universe. It's amazing! Our sincere thanks go to all the teams who have worked tirelessly to make this mobile port possible, and above all apply their talents to this wonderful story day after day. It's thanks to their dedication and passion that we're able to offer you such a unique and magical experience. At Ankama, we're super proud to be celebrating this collective success with you, all of us together.

 

So…

MERCI, THANK YOU, ¡GRACIAS!, OBRIGADO, DANKE SCHÖN!…

 
The World of Twelve Is Waiting for You!
Download the WAVEN app now and embark on new adventures! Together, let's continue to make history, explore new horizons and conquer the World of Twelve – even from the comfort of our couches!

 

DOWNLOAD



Technology – Mobile Configurations
Minimum System Requirements – Android
Android version: Android 7.0 (Nougat)

RAM: 2 GB

OpenGL: OpenGLES3

 
Minimum System Requirements – Apple
iOS version: iOS 12.0

RAM: 2 GB

 
If your device meets the minimum system requirements but is having trouble running the game, please contact Ankama Support.
Jul 2, 2024
Vribyss Refuge™ The Escape - ernestoaragon87
• Increased the likeness of triggering the RMB combo attack. Fixed a glitch where it was hard to trigger this combo.

• Fixed a glitch that allowed the sword combo audio to continue playing if the character was injured or the attack was canceled by dashing away. Now all sword combo audio stops immediately if the combo is canceled for any reason.

• Updated the escape room so the game doesn't start from the beginning if the player falls off the cliff once and the game isn't saved. As long as the escape timer hasn't started, even if the player didn't save the game, they get one more chance before the game starts over from the beginning.

• Updated the keyboard controls so that dashing fwd, bwd, left, & right can all happen with the keyboard alone. All menus were updated to reflect these changes.
Jul 2, 2024
Haunted Space Hotel: Vacancy Playtest - michael
* Exit Portal from Innerspace
* Tech tree major nodes were not Generic Buttons.
* Move Generic Button click tracer to the Gameplayer Controller.
Jul 2, 2024
The Farmer Was Replaced - Timon
- Reworked the in game documentation:
- Docs windows can now be added like code windows.
- Docs windows can now be closed and minimized like code windows.
- All windows can now be resized.
- Docs pages can now have inline links.
- Many changes and additions to the documentation texts.
- The game now keeps a few backups of your save files in case of file corruption.
- Added safeguard error message for forgetting the () after a function call.
- Added safeguard error message for shadowing variables.
- Added setting to disable warnings.
- Dicts can now be copied with `dict()`.
- `set_farm_size` now resets the drone position.
- Identifiers can now start with an underscore.

Fixes:
- Graphics setting no longer messes up the frame setting.
- # inside strings now has correct syntax coloring.
- `get_time` now gets unlocked by `Benchmark` instead of `Senses`.
- `print` and `quick_print` now return `None`.
- Sets and dicts now throw an error if you try change their size during iteration.
- `swap` no longer makes a sound when it doesn't work.
- Using `+=` on an undefined variable now gives the right error message.
- Fixed the error messages of `max` and `min`.
- Harvesting pumpkins before they are grown now destroys them like other plants.
- Fixed problem when calling `pop()` without arguments.
- Polyculture on 3x3 can no longer make a tile it's own companion.
- `list + []` now takes `len(list)` operations.
- `Items.Piggy` no longer shows up when iterating all items.
- The unlock button is no longer unclickable on very wide windows.
A Quiet Place: The Road Ahead - Dr. Prepper



Prepare to survive the end of the world as Alex Taylor. With nothing more than your wits and the tools you scavenge, you’ll have to overcome the many treacherous challenges and obstacles that lay ahead – all without making a sound. 🤫

Wishlist here!

Follow us on X, Facebook, and YouTube for the latest game news!
Still Wakes the Deep - The Chinese Room
Once again, huge thanks for everyone's support with the game - leaving reviews and wonderful comments. We're so lucky to have you! We're also working hard on the patch that will be available very soon, huge thanks to the people affected for your patience.

But today, and for the next few weeks, we wished to share with you some cool Behind the Scenes details that you may find interesting. Let's start with a certain scarf...

When one begins our game’s experience, one of the first spaces they encounter is our main protagonist’s Caz’s lodgings. His desk is covered with Christmas decorations, and items dear to his heart – postcards from his family (as actually drawn by our team’s family members!), boxing memorabilia, a scarf belonging to a football team he supports…



Now the latter, the beautiful yellow and red scarf hanging at the top, is not just any scarf we conjured up for the sake of adding there. As you know, authenticity is always key to The Chinese Room’s games, so when we find opportunities to mesh our creations with the real world – we try and make it happen.

Partick Thistle FC is one of the world’s oldest football clubs founded in Glasgow in 1876. Loved ones of our team are avid followers of this club.
We were blown away and so thankful when their comms team wrote back to us agreeing us adding the club’s scarf as an asset into our game. What absolute legends. So infinite support from us in perpetuity. Go Partick Thistle FC, and to our players - consider joining their fan base here!



We'll be back next week to talk about and celebrate more real-life cultural collaborations we crafted for the game. Speak soon!
Jul 2, 2024
Exoplanet: First Contact - Bender
Greetings, space cowboys! It's been some time, and we're thrilled to bring you news about the latest Exoplanet: First Contact update. This update is all about enhancing gameplay features, level design, and optimization, with less focus on the narrative. Additionally, we've included a much-anticipated feature—gamepad support! Let's get started.



For those still playing Build 0.73: With the release of 0.74, all saves from 0.73 will no longer be compatible. To accommodate players who want to continue using their existing savegames, we have created an additional branch on Steam. To access it, right-click on the game in your library, select "Properties," go to the "Betas" tab, and choose "update_073_compatible." No password is required. This way, you can continue your previous savegame.

Take Full Control
One of the most anticipated features is gamepad support. We know many players find this method of gaming convenient, and while Exoplanet: First Contact is currently a PC-exclusive, we've ensured full support for the most common controllers from modern console manufacturers. Older versions of Xbox and PlayStation gamepads, including those from third-party manufacturers, should also work seamlessly.



To enhance your gamepad experience, we've implemented focus and aim assist systems. Even our developers who usually stick to keyboard and mouse found themselves impressed with the results.
We've worked hard to create a convenient default control scheme by analyzing similar modern games, but players will be able to customize the controller configuration to their liking.



We plan to do extensive testing with experienced gamepad users (that's you!) and address any issues. We're also working on additional features like touchpad gestures, adaptive triggers, and various types of vibration.



After playing the new build on different gamepads, we're excited to utilize the capabilities of these devices fully. We're interested in your feedback on possible gyroscope support in Exoplanet, and whether you think we should support speakers and built-in microphones on compatible devices. Let us know in the comments!

Adopt a “Healthy” Routine
One of the key features bringing the game world to life is Daily Routines for NPCs. We've developed our own toolkit to implement this aspect. These routines aren't just cosmetic; they're an essential narrative element. By observing characters' work, rest, and other activities, you'll better understand their lives and how to interact with them.



Now you can lunch with Lockjaw and his companions, run around the camp with the feisty Sneaky, or find the best time to check out their living quarters if you're that kind of player. Named characters now have varied routines, and our work won't end there. Eventually, even extras and some monsters will have meaningful behaviors.

Got Bullets = Got No Problems!

What if you run out of bullets on a desert planet? Craft them yourself! Jack can now use his Tech skill to unlock recipes for different types of ammo, including advanced ones effective against specific targets.



Crafting changes in build 0.74 don't stop at ammunition. Jack can now create useful consumables like healing tinctures or antidotes from ingredients found in the world. Many seemingly useless items can also be disassembled into crafting ingredients or sold.

Say No to Stripes

We have received feedback on multiple occasions that transparent stripes on certain elements of the graphic interface could lower the readability of the text. After conducting comparative tests, we decided to remove these stripes from text in many windows and fields.



This change makes icons more vivid and texts easier to read. While some stripes remain for non-critical elements to retain the retro-tech feel, please let us know if the new visuals are easier on your eyes or if you prefer the old design?

Holy Moly, What the...?!



Introducing poison-spitting crucas! Jack can no longer sit on a ledge out of their reach and shoot them like fish in a barrel. Any traveler on K'Tharsis knows it's better to have an antidote and not need it than the other way around. This is the first iteration of special attacks with ranged projectiles for monsters. Ultimately, we want mobs to be capable in ranged combat and have abilities that reflect their alien biology. Crucas is the first test subject in this evolution.

A Cushy Job

While polishing the main storyline, we're adding small side stories to the game's world. These quests reveal the lives of ordinary settlers and provide a moral choice or require ingenuity to complete successfully. Jack won't find easy money on K'Tharsis.



One such quest, starting with a notice on the board in the Outcast Outpost, lets you help a complex individual overcome a bad habit—or not. We'll be adding more quests like this in future updates.

A Thousand Little Bits and Pieces in Sound Design



Our sound engineers have introduced effects for most interface elements, enhancing the immersive experience. Striking the right balance, these sounds are expressive yet not overwhelming, harmonizing with the game's style. New sounds have been added for interactive objects and mechanics, including climbing ropes, ladders, finishers, choking targets, melee attack shouts, and picking up bone objects. We've also designed sounds for new features like the spitting crucas.

New Outfits



Several new clothing sets have been added, enhancing NPC visuals. Hats and accessories can complete a stylish look, whether you're a sophisticated gentleman, a hardworking farmer, or a desert raider. Some NPCs now dress to better match their characters and occupations.



Changes and Improvements to Locations

The Scalphunter faction's camp has been revised and polished. Emphasizing their nomadic and traditional lifestyle, the camp now uses more natural materials, with individual structures gaining more detail.



The camp has undergone some minor restructuring and changes in the appearance of the tents for better navigation. For example, the shaman's tent is now easier to spot from the outside and inside, there are more characteristic cult features.


A new Fast Travel point is located next to Rusty Nails shack.
Safe zones have been added at key locations where players can rest and sleep.



Other improvements include:
  • Enhanced points of interest in the large desert
  • Updated visual appearance of the Leviathan
  • Added more stealth bushes
  • General polishing throughout the game
  • Additional stealth bushes
  • General polishing everywhere

Tech & Engine

We've focused on optimization in this update. Most players should notice significantly improved FPS, up by 30% or more depending on their PC configuration. We'll continue to improve performance, so let us know if you encounter any issues.



In the options, you can now set an FPS limit to prevent GPU overload, especially in menus. The default limit is set to 90 FPS, but you can customize this in the settings.

Many players, especially streamers, prefer playing without a window frame when not in full-screen mode. Now, they have that option.



Previously, if players alt-tabbed or clicked a lot during loading, the game window could turn gray and appear as Not Responding, causing confusion and process termination. Now, the game window functions normally during loading.
We also fixed several small bugs related to screen mode switching (windowed to fullscreen etc.).


P.S.

Stranger finally got his stylish hairstyle back!

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That's it for now—we hope you enjoy the update! Share your feedback, report any issues, and join the discussion on Discord.
Until next time, space cowboys!



https://store.steampowered.com/app/531660/Exoplanet_First_Contact/
Creature Clicker - Capture, Train, Ascend! - Phat Phrog Studio
Hey Guys

There's a new mecha juvenile creature added to the drop pool as a super rare drop, there's going to be more mecha skins added this week and will be added to the same drop pool.

There's a 5% chance every 3 hours of discovering the following drop:



Keep your eyes peeled for the next one this week!

Thanks guys!

~Lee
Two Strikes - Inc4nuS
Hi everyone, small patch here.
The Story Mode is not finished. I accidentally left it unlocked. I hope this doesn't upset you too much.

It will be back once I finish it.

Thank you for your understanding,

Danilo Barbosa
Galactic Civilizations IV - [SD] redskittlesonly
Galactic Civilizations IV: Supernova has had a large influx of new players in recent months and the game can be a little overwhelming to first time players. We’re going to take a look at a good game setup for a first time player. Before we do though, let’s look at some of the key ingredients that go into shaping a playthrough.

There are 23 prebuilt playable factions in the game, that we call the Core Civilizations, and while the AlienGPT custom civilization builder ensures these aren’t your only options, each of these Core factions play quite differently.


Not only do they have their own specific strengths and weaknesses when compared to one another, but they’ve been carefully designed to generate interesting gameplay situations when they’re added to a game with other complementary civilization choices.

So, how is it that the various civilizations differ from one another and what causes these interesting situations to occur?

Part of this is down to the game AI that each civilization uses when the computer plays them, which is partly determined by their Personality settings: Opportunistic civs will strike when they see a weakness, while Cultural civs tend to favor playstyles that increase their Influence across the galaxy.


But this combination of game AI traits also reacts to the current game state at any given time, and so they’ll be making decisions based on the actions taken by human and AI players around them too.

That Opportunistic civ will see a weakened neighbor as a chance to strike and it may invade, conquering more territory and making itself stronger in the process. In the same situation, a Peaceful civ is less likely to take an aggressive stance and this can allow the weaker nation to recover their strength.

Added to this, each Civilization has a set of gameplay characteristics called Civilization Traits, and Civilization Abilities.

These characteristics help inform the player (and the game AI) on how they might best be played: the Corporate Sector are very powerful when they’re played as intended: building a very powerful economy, with strong trade networks. This means they’re better off keeping out of early wars unless they’re absolutely necessary, and using their abilities and traits to powerhouse their economic output. This will eventually lead them into a commanding game position, as all else being equal, they can afford to buy their way out of pretty much any situation they’ll face.

The strengths and weaknesses of each civilization in any given situation and their positions relative to one another, added to the way both the player and the AI is playing the game, creates an ever evolving set of game conditions, and this is the real meat of GalCiv’s dynamic gameplay.


Picking many of the more peaceful, pacifistic civilizations who prefer to build their empires up and trade with others will create a game that is dramatically different to a game with mostly Aggressive, Cruel and Xenophobic behavioral traits.

For new players we generally recommend a mix of civilization types, as it brings the most dynamic games: the various AI players will react and counter-react to one another in innumerable interesting ways as the campaign develops.

But you don’t have to: it’s possible you want to play a very relaxed and peaceful game where you chase victory through non-military means. Or, you’re all in on the warfare and so you want to get into battle as quickly as possible.

But that leads us to the next question: who do you play as in your first few games?

I’m going to suggest a good setup for a first playthrough of Galactic Civilizations IV: Supernova.

This is what I’d consider to be a fairly well balanced game, where you’ll face a mix of threats and situations, and get to use most of the tools at your disposal in facing those threats.


For this kind of game, let’s pick the Terran Alliance: they’re a great all round civ and it’s no surprise that they’re the most played Core Civilization.

The Voyagers Civilization Ability means they’ll capture territory very quickly in the early game, and having a head start on exploration and colony acquisition can be very helpful when you’re starting out with GalCiv4, as the AI is very good at expanding its empire early on and you need to keep up.


Inspired roughly means you’ll have a lot more Leaders in your game, and because of the Faction system, the more Leaders you have, the better tuned your Empire will become in the long run.


Here we’ll keep the settings fairly standard, the key point here is you want enough space for about 10 civs in play and not to have any really extreme settings. You should adjust the difficulty to suit your experience with 4X games. If you’ve not played one before, I’d drop it down to one of the easier settings as you learn. The GalCiv AI is very strong when compared to most other space 4X games.


Here I’ve picked what I think is a fairly balanced mix of AI opponents, who will all have the capacity to play in various ways and none of them are completely one-dimensional in the way they approach the game, that’s not GalCiv’s style.

That said, we’ve thrown in some potentially dangerous and antagonistic rivals here: the Drengin Empire, the Festron Hunt and the Cosmic Contaminant will all likely give you trouble at some point. Their actions will likely create some very interesting opportunities for dialogue and diplomacy with the other, less aggressive civilizations once wars start kicking off across the various map sectors.

The Altarian Republic and Mimot Brotherhood are unlikely to be directly aggressive, unless you seriously provoke them, but they’re dangerous in their own way, pushing out Influence or just swallowing up all the habitable planets respectively. They’re going to be potential long term trade partners if you’re lucky enough to to border them too closely.

The Baratak Grove, Torian Regime, Altarian Republic and the Corporate Sector all play quite differently to one another but here I’d broadly categorize them as being “neutral” to your interests, meaning that their behavior could go any way. If you’ve got something they want, they could well declare war to take it as they can be opportunistic and expansionist in their nature, but they’re also more likely to help out in a bind that the Drengin or Cosmic Contaminant.

With this mix of Civs to play as, you’ll get a feel for most of the game mechanics that GalCiv has to offer, and you’re really free to take the game in whatever direction you want to. The Terran Alliance don’t have to be played peacefully, hell, the lore shows that they’re certainly one of the most dangerous factions in the known galaxy when they put their minds to it!

These settings will give you a drastically different game each time, depending on the relative placement of the AI factions.


Here, we got unlucky (or lucky, if you love early tension and threat!) as our immediate neighbours in this smaller sector are the dreaded Drengin Empire and the Cosmic Contaminant, by far one of the most aggressive and unpleasant factions in the game.


This isn’t too bad though, we’ve got the Torians and Corporate Sector in an adjacent sector of the map to trade with, and the Mimot and Altarians a bit further on too. If we can hold the Drengin and CC off for a while, this could be a very exciting position to play!


With the same settings, I try a new map, and this time, things are very different.

We’ve got the Arceans very close by, and things could go either way with those guys as they’re very strong in wartime. However, they can be friendly if you keep on their good side, and we’ve also got the Altarians in the perfect position to have Altarian neighbors: quite far away! This means you’ve got two potential trade partners.


This won’t be an easy first game though: despite my initial assessment, the Altarians are growing quite large already, and though they tend towards peaceful play, their Influence output is very dangerous and they’ll have to be dealt with, one way or another. The Arceans have also taken a lot of those valuable strategic resources you’ll need later too…

These settings should provide hours of fun and can be played many times over due to the differences in map generation and AI placement.

Enjoy!
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