三界 - theworldgamestudio
Minor updates to fix all kinds of bugs
Gacha Fever - Milkshake Games - Gacha Fever
BALANCING :
- Armor cannot exceed 75%
- Evade cannot exceed 60%
- Attack speed cannot exceed 300% instead of 350%
- The number of projectiles cannot exceed 10
- For infinite mode, the balancing has been revised, the damage and life points of enemies have been greatly increased.
- The lantern: The ratio used is greatly reduced: 50%>30%, the summon cooldown time is increased: 25>35 seconds. The cost of the weapon is greatly 8>10
- Reduced Void Messenger's max health points by 14%

DEBUG :
- Correction on max life points not updated at each start of wave
- Correction to the armor damage reduction formula
- Correction to the damage formula for area/AOE type weapons (Damage is greatly increased)
- Fixed the environment bug after defeating the void message !
- We can no longer access the void portal key craft on difficulties 1 and 2

INTERFACE :
- Stats/max limits are displayed on the character sheet, on your stats
- Fixed reward type tooltips in the character selection menu.
Honey, I Joined a Cult - Sole Survivor Games
We're admittedly a bit rusty and slow at the moment. Some of the code we're back tinkering with was written by us half a decade ago, and some of the people that helped out with said code are no longer around, BUT we have got together a patch to fix some of the most pressing issues that you've raised.
There's a brief summary below:

Changes/bug fixes

  • Fixed crash after promoting a follower.
  • Fixed crash after sacking cultist.
  • Fixed crash after growing plants in the Arboretum.
  • Fixed crash that may occur after removing all traits of Cultist in Ministry of Alternation.
  • Power to the People Achievement now tracks Influence gained whilst at the Influence cap.
  • Fixed certain incorrect descriptions e.g. Maggot Rejuvenation Therapy Upgrade had incorrect description in Research menu.
  • Removed certain "placeholder" text in non-English versions. e.g. Biscuit Stealer Leader Demand pop-up window contains debug strings in all non English languages.
  • Fixed inconsistent references in Lost Property mission choice.
  • Fixed issue in Explorer event.
  • Fixed issue in Lost Property mission choice.
  • Fixed description of Team Morale Boost being inconsistent.
  • Fixed issue with "Begin Mission" tooltip.
  • Fixed issue in Almighty Effigy quest.
  • Updated the credits to recognise our previous Community Support Joe, who somehow got missed off of the original credits (sorry Joe!).

Patch is still in QA but will be incoming shortly (we'll make another announcement when live).

There's also further content in the pipeline. We've put a teaser below:



Peace and love
Jul 5, 2024
上古河图测试版 - 退休玩家
7月5号版本
AI-VJ - Intuition_Technology
Today we are releasing the DJ Visuals DLC. Needed a small update for that!

In the meantime we are still working on a more significant update that should be done in a week or two.

Expect
- a sync nudge button, to fine tune the beat sync, and
- manual tapping as an additional way to set the beat!

These are in response to feature requests; please let us know what you like about AI VJ, and what you think can be improved!

Come to our Discord!
Phasmophobia - cjdxn

  • Moved the games room fire gate to stop an unintended hiding spot
  • "Lights out" now has UV Tier II instead of Tier I


  • Fixed several safe spots
  • Spray paint cans now have impact sounds
  • You will no longer crash if you have an event badge set if you fail to connect to the unity servers
  • Badges will no longer show the unlock popup again if you have already unlocked them
  • The tutorial can no longer be chosen as the challenge map
  • If you failed to receive your apocalypse badges, you will now receive them after your next game
  • The TV in the Point Hope living room will no longer be required to be on to negate sanity drain
  • You can now pick up the parrot in VR on Point Hope
  • Placing a sound sensor in the closet in the Point Hope living room will now register as the correct room
  • You can now place sensors consistently on the blue rug in the Point Hope living room
  • The chess pieces in Point Hope now have the correct visuals when placing them
  • Players can no longer get stuck inside buckets
  • Sounds are now audible on the correct floors in Bleasdale
  • Bleasdale hiding spots will now be blocked correctly
  • Bleasdale sound sensors, breaker, CCTV camera and player icons will now be set to the correct floor
  • Removed Tanglewood's Point Hope riddle
  • Photo cameras no longer break when the journal is full, these photos are not counted towards objectives
  • Taking a photo of a phantom when the journal is full will now make it disappear
  • Firelight III interaction photo will now work
  • Igniters and Firelights will no longer blow out in heavy rain in the entry house and maintenance room of Point Hope
  • The wood burners in Point Hope will no longer blow out in heavy rain
  • Tapping the flashlight button will no longer sometimes fail to do anything
  • Tabbing out will no longer turn off other players thermometers
  • When reviving, players will now return to 4 equipment slots, instead of 3

The next update will include many more fixes including the swap over to a new voice chat system.

If you experience any issues, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia
Thanks,
The Kinetic Games Team
Lost Twins 2 - Playdew
Hey gamers! Welcome back to our devlog series! Today, we're diving into the creation of a stylized metal texture for a pipe. Creating shaders for game assets involves a meticulous balance between artistic vision and technical constraints.

We aimed to develop a stylized metal texture for a pipe that not only looked visually appealing but also performed well within the Unity engine. Our primary goal was to create a stylized metal texture for a pipe. This involved ensuring that the texture's appearance remained consistent across both Blender and Unity, while also optimizing it for performance within the game.

We faced two primary challenges during this process. First, it was crucial to preserve the visual consistency of the metal texture when transferring it from Blender to Unity. The texture needed to maintain its stylized look across both platforms. Second, we needed an efficient and flexible workflow between Blender and Unity that allowed for adjustments and fine-tuning without excessive back-and-forth. These challenges required us to carefully consider both the artistic and technical aspects of the shader development.



To achieve a more flexible and unique shader, we decided to create the shader entirely within Blender. This approach allowed for greater control over the initial design and texturing process. After creating the shader, we baked the texture to see how it would appear once imported into Unity.

Initially, everything seemed fine until we decided to make the asset unlit to optimize game performance. This change presented a significant challenge: maintaining the texture's visual fidelity without relying on Unity's real-time lighting.

To address this, we baked the shader in Blender, incorporating both direct and indirect lighting into the texture. This method ensured that the texture retained its detailed lighting information. By doing so, we could then convert the texture into an unlit asset using Unity’s Amplify Shader Editor.

The final result was successful. The unlit asset maintained the desired stylized look of the metal texture while optimizing game performance. This approach not only preserved the visual integrity of the texture but also ensured a smoother workflow between Blender and Unity.

By experimenting with different workflows and leveraging the strengths of both Blender and Unity, we were able to overcome technical challenges and achieve our artistic goals. The lessons learned from this experience will undoubtedly inform and improve our future shader development projects.

Stay tuned for more updates and behind-the-scenes insights into our game development process. Until next time, happy gaming!

Best regards,
Playdew Team

https://store.steampowered.com/app/1752540/Lost_Twins_II/
Path to Magehood - Now1K
Greetings Mages!

For the big Steam Summer Sale, I have planned to introduce a big update and here it is!
If you have ideas of your own or buggs to report. You can join my Discord and dm me there, or put your ideas into the corresponding channels:
https://discord.gg/Xscr8yDZZC
New Content:

New Boss: Rot, morphed into a beholder *-*.
New Map: Explore the sewer, with new obstacles. The firespirits got infested!

Now to go into more detail, if you want to know more:
Adjustments and Balancing:

NEW UPGRADE: The acid upgrade-chain. An option to explosion-size.
Removed xpChance ugrade. Now you always get xp on kill.
Adjusted Spawnrates, xp you get from enemies and special mob spawns.
Explosions now are more see through.
Less Firespirits: Reduced the number of Firespirits spawning later in the game.
Health-Related Upgrades Nerfed: These were overpowered, so they've been balanced.
Death Bonus: If you die after surviving for at least one minute, you receive a flat amount of 3000 killpoints. Combo points are now worth less, but still valuable. This change ensures the early stages of the game don't drag on.
Hunter does not regain cooldown of his ultimate during shadowstep anymore.
Butcher Mob: The Butcher now slices through your projectiles effortlessly. He can only be damaged when charging or after his spin, as intended.
Scaling Adjustments: Scaling now ticks every 8 seconds (nerfed scaling). The scaling-upgrade has been buffed to accommodate this change.
Adjusted Combo Game: To fit with new spawning rates.
Recoil/Knockback Upgrades Buffed: The Wizard now starts with a small amount of base recoil.
Also The Club is simply stronger now.

And probably much more I just forgot I did!

Bug Fixes:

Fixed Upgrade Descriptions: Certain upgrades now show the correct descriptions (they didn't before).
Removed the first boss, who had too many buggs.
Enemy Projectiles: Fixed an issue where enemy projectiles were affected by knockback.
No Cost Upgrade (Sharpshooter Path): Now works only during Shadowstep, not always.
Projectile Cost Fix (Arcane Path): Resolved issues with projectiles costing 2 less.
Big boom counts in multishots now. (but not backshot, as it is intended)

Get ready to dive into the updated game with balanced gameplay, exciting new content, and essential bug fixes. Enjoy the new challenges and improvements in this summer update!
Chocolate Factory - Tbjbu2
Wishlist the tower defense spin-off: Candy Factory TD!
Imagine Chocolate Factory x Bloons TD, and Chocolate Factory owners will get a major discount for this!
https://store.steampowered.com/app/3072370/Candy_Factory_TD/
A DEMO for it is available NOW! Try it and let me know what you think! (Discord)

There will also be a prologue soon which will include more content than the demo: https://store.steampowered.com/app/3080710/Candy_Factory_TD_Prologue/

Espresso Tycoon - joanna_dreamwaygames
Dear Coffee Lovers,

Summer's here, the Summer Sale is on... so we thought... let's turn it into a contest!



We have 3 Espresso Tycoon keys up for you!

You can gift them to your loved ones! ːsteamhappyː

Your task will be to create a Summer coffee recipe in our Coffee Editor!

The rules are simple:

  1. Enter the game and make a Summer coffee recipe. It's up to you how this recipe will look like - but it must have something cold in it (such as cold coffee, ice cream, ice cubes, etc.)
  2. Invent an interesting name for your recipe.
  3. Choose a location where you want to make this coffee - it's up to you. Remember that you can unlock all the ingredients in the Sandbox settings.
  4. Take a screenshot while being in the game (on Steam, it's effortless – just press F12. You can find it later in your Steam account library) – make sure it will be displayed in the 'Screenshots' section on Steam.

  5. Add #EspressoSummerCoffee to the caption.
  6. By adding this hashtag, you confirm that this is your work and permit us to use this screenshot in our announcements and social media.
  7. We await your screenshots until 11.07.2024, 19:00 CET.
  8. We have 3 Espresso Tycoon keys for the winners (one person can get one key).
  9. Our jury will then gather and select the winners. On 12.07.2024, we will announce the winners in a special announcement on Steam – we'll showcase 3 selected screenshots. Under each screenshot, we'll also provide a comment with information on how to contact us for the key.
  10. If someone doesn't claim the key within 24 hours, we'll select another winner 😊

We look forward to your coffee recipes!

Your Coffee Enthusiasts,
DreamWay Games Team

P.S. Don't forget to join our Discord channel ːsteamhappyː
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