Beyond Hanwell - Steel Arts Software
I wanted to quickly post an update on the status of Beyond Hanwell.

I've regrettably had to make the decision to delay the Early Access launch by two weeks. This is down to a few unfortunate events happening in my personal life, since I am the sole developer currently working on Beyond Hanwell, when this happens development takes a hit and I have to rearrange my schedule accordingly.

However, a few too many events have caught me off guard and eaten up one too many of my work days. I've been condensing work to manage this recently but it has gotten to the point that to condense any more would mean stripping content, which is not something I'm happy to do. Even for Early Access. I want to release the game in a polished, enjoyable state and use Early Access to refine an already good game.

An extra two weeks will give me the time to finish the content I have planned and make sure it releases in a good state.

Thanks to everyone for your support! I can't wait to get Beyond Hanwell into your hands!

Nathan
OuterRealm - 耐摔猫
This is a change that increases the difficulty.
Because in the past, players could often find a safe place to stay still without being threatened.
Or slow-moving monsters could not catch up with the players, enables player to win without a fight,this is not good.

Although this situation is unavoidable, for some melee enemies, this design mistake destroys the game mechanics, so some additional attack methods must be given to melee enemies。There can't be completely harmless demonic entity.


Wonderer
Can now dash to player.


Fiend
Now jumps away from the attacker after taking hit
And its ROF has been increased


Nidus
Walks slower and now has a demonic howitzer, just in case that player is too far away.


Hunter
Teleports much less often, and can now throw a gravitational singularity to pull the player down from high ground.


Husk
Moves faster, is now easier to catch up to the player, and can occasionally throw projectiles to attack targets outside of melee range.



Soul Dossier - 某某秃子
Dear Investigators,

Greetings! The 'A Zi Guess Guess' event is scheduled to be delisted following this Friday/Saturday update (7.12/7.13). We plan to bring the event back at an appropriate time in the future with a brand-new set of rewards.

Important Note: The Rock-Paper-Scissors tickets, incentive stars, and victory points you have earned in the 'A Zi Guess Guess' event will not be reset. You will be able to continue using them when the event returns.

To avoid missing out on your desired items, we recommend that you complete any exchanges and purchases before the event is delisted.

Thank you for your continuous support and passion.

Wishing you a pleasant gaming experience!

Soul Dossier Team
吞食天地2:誕生Reborn - 吞食天地2:誕生Reborn
親愛的玩家:
你好!
《吞食天地2:誕生Reborn》將於 2024/7/10(三)10:30(UTC+8,台灣時間)將進行遊戲更新維護。
維護期間暫時無法進行遊戲,
為避免造成遊戲資料遺失,建議玩家於維護前提早下線,
開機時間將再另行公告,
若造成您的不便還請見諒。
Super Words - irfankaya
This update contains achievements, improvements, and bug fixes

Achievements:
There are 60+ achievements in Super Words in this version. We are working on new achievement ideas.

Time:
A time counter is added to the game. It does not affect gameplay but provides a goal to replay the level.

Completion Info:
The main menu now shows the completion ratios for each size and section. It is also possible to see the best completion time for a level.

Improvements:
  • A settings panel has been added to the game screen
  • Music volume now has a separate slider for adjustment
  • Minor visual and performance improvements
  • Bug Fixes
Jul 9, 2024
Hellish Quart - Kubold
FIX:
- Updated Easy Save 3 plugin (for saving games) to the newest version and re-created all savegame scripts on all levels, to address a few reports of broken saves or the game crashing when trying to save or load data.

TWEAK:
- Build size optimizations, stripping down from unused assets
Z.O.N.A: Origin - AGamingTeam
Hello everyone! I wanted to share a video with you of one of the raid locations. Yes, there will be raids in Z.O.N.A: Origin VR too. But they will be more unpredictable. Part of the loot and most of the anomalies will be procedurally generated, including monsters or, at worst, bandits who have also come to look for something useful for their group. Raids are safer during the day compared to the night. But it is at night that you can find the most important things.

Windblown - Night
Hey all!

Welcome to the June instalment of our Development Log series

Over the last 4 weeks the team has been hard at work on the game, focusing on things like trinkets, progression loop, multiplayer and loads more!

Not to mention we featured in this years PC Gamer's PC Gaming Show, Gamescom latam, and had a bunch of awesome feedback from our closed alpha testers!



Let's take a look


  • Trinket Refill - We made some changes to how our trinkets (usable items) recharged in-game. However things didn't quite land as expected with our tests, so more testing and changes have been looked at to make sure they hit the mark.
  • Meta Progression Loop - We needed to spend some more time ensuring that progression felt accurate and rewarding. Ultimately, we want to push players to experiment, so we changed the way you unlock new equipment and now allow you to test it immediately upon unlock.
  • Bestiary and Bosses - A huge part of Windblown is it's enemies, so a lot of time has to be spent on the units players will be facing. This means we have continued to work on our existing pool of enemies and bosses, while introducing some new mobs that appear in some of our later biomes.
  • More Multiplayer Tech Stuff - We continued to develop the multiplayer aspect of the game, ensuring that it is a smooth and easy to understand experience. This is something we will focus on heavily as we continue development and head towards early access.
  • Steam Friend Integration - We added the functionality to invite and join your Steam friends while in game. The aim is to make accessing multiplayer as easy as possible, as we know players want simplicity when it comes to gaming with their friends.
  • Lots of Cinematics and Lore stuff- We mentioned in a previous dev log that we needed to revisit our onboarding process and world building. This lead to us to rework how players are introduced to the game and even add additional cinematics to help players better grasp the world of Windblown.



PC Gamer & Gamescom latam

We were super proud to see Windblown featured in this years PC Gamer Showcase, where our small community focused video was played alongside some incredible up-and-coming Indie games! And on top of that we were lucky enough to have this same asset be showcased at Gamescom latam, where Click no Paulo was kind enough to lend us his voice to send a special message to all of our latam friends!





Closed Alpha

Our closed alpha is still going strong, with testing happening on a near continuous basis. Players have been working closely with the development team to iron out bugs and give their vital insight into what's enjoyable and what's not.

A key great example of this is when we added some changes to how Trinkets recharged in game. We went from a time based system where you just had to wait for the ability to be available again, to an on-hit system where attacking enemies reduced the cooldown instead. Our players reported that although the change was interesting, it was harder to grasp and wasn't quite what they were expecting. This lead us to make some changes and revert back to a time based system.

The goal here is to make sure that Windblown is in the best possible place and condition for when we launch into Early Access later this year, as the more testing and iterating we do now, the better the experience you'll all have when you dash into your first run!

That's all for this month's development log, but stay tuned for some incredibly exciting things we have in the pipeline!

Until next time!

You can Wishlist Windblown below, and stay up to date on our social media!

Twitter
Facebook
YouTube
TikTok

https://store.steampowered.com/app/1911610/Windblown/
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.28) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where hunting animals caused the game to lag. Do let us know if this is still present.
  • Fixed the issue where combat would trigger huge FPS spikes. Spikes may still be present, but related to different issues.
  • Fixed the issue where NPC contour would not switch to red when those characters turn aggressive.
  • Calculation of water spreading received a small optimization.
  • Fixed several text-related issues.
Quality of Life improvements
  • New roping animation has been added.
  • New wound-tending animation has been added.
  • Pseudonym title “The Bard” has been renamed to “Minstrel”.
  • Background “Armorer” has been renamed to “Journeyman Armourer”. Not to be confused with “Armourer”, which is a different background.
Known issues:
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.


As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel
Simuaction -シミュアクション- - Menbou
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