ONE BTN BOSSES - francescatremulo
We're back with another episode of One Btn Dev Diaries!

After showing us his level design process, this time around Brin will take us with him on a journey in the new and improved roguelike mode of One Btn Bosses!

The new episode will be out on our youtube channel today (July 9th) at 6 pm CEST.

See you then!
Sandwalkers - Thomas Goblinz
Hello everyone!

As some of you has been asking, we're finally ready to activate the Cloud Saves on Sandwalkers!

It should be seemless for the vast majority, and allow you to share your saves via the cloud between different Computers, including from different OSes. For exemple, you can start your game on Windows and continue it on MacOS.
However since the game isn't officially supported on Steamdeck yet, I can't assure you cloudsaves will work there, but it should. I'd be more than happy if you could confirm though :D.

Now two things that I feel are important to tell you, please take a minute to read it :

- As I said, it should all be seemless, but I'd rather anticipate every situation. So, should you have a conflict somehow with the cloud. The first thing to do is to BACKUP YOUR SAVES
To do so, find your save files :

Windows
%USERPROFILE%/AppData/LocalLow/GoblinzStudio/Sandwalkers/

MacOs
~/Library/Application Support/GoblinzStudio/Sandwalkers/

Linux
~/.config/unity3d/GoblinzStudio/Sandwalkers/

If you're on Windows, you can press Windows + R and paste this : %USERPROFILE%/AppData/LocalLow/GoblinzStudio
It will open the GoblinzStudio folder directly if you have trouble finding it

Make a copy of the Sandwalkers folder anywhere else on your computer ; in case anything goes wrong, you'll be able to copy back this folder into the GoblinzStudio folder and get back your save

Then, you can try to launch the game and solve the conflict the way Steam handles it (depending on the situation it's going to be different, but do not hesitate to hop on Steam Forums and ask for help)

- If you already played the game on two different computers and know which save you want to keep
First of all once again, backup your saves before launching the game! The cloud should synchronise the first saves you'll play the game with. Keep in mind that the cloud uploads your game files to the cloud when closing the game, and download them from the cloud when you launch the game. It might also try to synchronize when opening Steam, but I'm not sure on the exact way it works on Steam side

If you're playing on two different Windows computers, you can manually copy the Sandwalkers folder from the PC you want to keep the save from to the other one.
But generally, the safest trick would be to open, play a bit, save, and quit the game on the PC you want to keep the saves from. Once you're sure the cloud is synchronized, you can then play on any computer with your account

If you can't see the Cloud activated on the game yet, you can try to relaunch Steam as this is sometimes required for it to be taken into account

But then again, all this long post will probably be useless according to my tests. But better safe than sorry!

Have a wonderful day,

-Thomas
Galactic Civilizations IV - [SD] redskittlesonly
Following on from last week where we gave some advice on game settings to new players coming into Galactic Civilizations IV for the first time, this time around we’re going to examine a crucial 4X game feature that often goes overlooked by new players: the “goodie hut”, or Anomalies, to give them their proper GalCiv name.

The 4X gameplay staple mechanic of collectable resources randomly scattered across the map goes way back to the original Sid Meier’s Civilization at least, and is so ingrained into strategy gaming in general that veterans of the genre tend only to notice it if it’s absent, seriously unbalanced in terms of pay-out or requires too much player attention. In the latter case, players tend to turn the feature off completely.

We’ve tried to make this feature a lot more interesting and fun, while ensuring it stays relevant for longer into the game without it taking too much attention away from the player.


Very generally speaking, Space Junk and Capsules will offer a some kind of situation to the player and ask for a decision to be made, the choice of which determines the outcome. Most of the outcomes are good, while negative ones are greatly limited in scope and mostly there for flavor, to provide just a little risk for excitement purposes rather than inflicting a lot of damage: nobody enjoys having their game ruined by a seriously powerful, random punishment.

The pickups on offer from Space Junk and Capsules vary greatly, and range from simple payouts of Credits and strategic resources, powerful ship components that can be added to your Commander’s ships to some very powerful and interesting story-based events.

Capsules tend to pay out more intact or useful items, while Space Junk is often less valuable but can often be attached to some of the more dangerous or exotic in-game Events, but this isn’t a strict rule and there’s a lot of variance between the two to prevent the game feeling predictable.

Artifacts work somewhat different, and will usually place a powerful player-useable item into The Vault. These items can then be played as a special ability at any time during your turn, with many varied effects.


This one provides an instant +500 Influence points to any planet you control. In the early game that’s a lot of Influence and can be used to great effect to either resist enemy Culture, or push your own cultural dominance on your neighbors.

To address the common complaint that players feel compelled to manually grab every single random goodie they can, in Galactic Civilization’s IV: Supernova we limit the ability to survey Anomalies to specialized ships with the Flag module. This means players aren’t motivated to build a ton of extraneous resource collectors for the purpose of cashing in on all that loot at the expense of enjoying other aspects of the early game exploration phase.

While we’re on this topic, it’s worth mentioning that GalCiv includes a related system of in-game Events that use a similar multiple choice system to create potentially branching stories, and these work in tandem with Anomalies to breath some extra life and player immersion into the cold, dark and empty void that space is usually imagined to be.


Immersion aside though, here are a few reasons why the inclusion of randomized pickups works so well at the start of a 4X game, and why new players really should expend the effort chasing them down.

Firstly, in any game with procedurally (or randomly) generated maps, scattering some useful pickups around for the player to find serves to encourage exploration out from their starting position in the hope of finding some extra gold, credits, metal, technologies or other useful items.

Why it is that some new players have a tendency towards turtling up in their starting location is a complex topic and I’ve got no easy explanation for it to suit a short developer journal like this. Suffice to say, in most strategy games as a beginner, sitting around in your small starting position hoping to outpace your rivals by making the most of your meagre resources is a losing strategy.


The computer players in GalCiv will quickly send out scouts to explore, and Flag Ships to claim the various Anomalies scattered throughout the sector. You need to do the same if you want to keep apace of the race for galactic dominance. Anomalies are one way to get players out exploring space and finding all that good stuff, including the best planets, strategic resources, Precursor Relics and the locations of your rivals.

Anomalies are also a lucrative resource to fight over with your neighbors: sure, you’ve got that Open Borders treaty to stop that bigger neighbor from invading you for your stuff, but now they’re snaffling up all those Artifacts you didn’t get around to claiming. Is that a reason to go to war? Or do you redirect your own Flag module-enabled vessels to their territory to respond in kind?

In many classic 4X games, the “goodie huts” are an early game feature that are mostly exhausted by the time the eXploit and eXterminate phases of the game come into play. Put more simply, after the first couple of dozen turns, you and the AI will have found them all and that’s it.


In Galactic Civilizations IV, researching various Techs in the tech-tree will unlock the ability to detect even more Anomalies, and this provides the player with an interesting decision: if you’ve somehow managed to build more Flag modules (and there are several ways to do this!) it can be great strategy to unlock more and more Anomalies and claim their secrets.

This can be particularly useful if you’ve not got a whole lot of physical space around you to claim, with few habitable planets available for traditional resource generation.

Furthermore, many of these goodies can be sold for Credits and even with lots of space to explore and expand into, those extra Credits can come in handy to rush-build that Colony Ship you need to beat your neighbor to that high class planet between the two of you!

Finally, having some random goodies dotted around is just plain fun! It’s really cool to find a powerful weapon in a floating capsule, or an Artifact that can damage an entire enemy fleet, helping you win an otherwise unwinnable conflict!

Hopefully this has given you some insight into why Anomalies exist, and why you should go grab them!

Till next time!
STAR WARS™: The Old Republic™ - SWTOR Community Team


Get ready for the Nar Shaddaa Nightlife event!

The Nar Shaddaa Nightlife event begins today! During the next six weeks, players can test their luck and earn new rewards such as the High Stakes Squadron Helmet!


(High Stakes Squadron Helmet with High Roller Armor Set dyed with Chrome White / Gold module)

This reward can be obtained from the Emperor’s Grace Machines located in the main areas of the Star Cluster and Club Vertica Casinos.

Other event featured rewards include:
  • High Roller Skiff Mount
  • High Roller Armor Set
  • Kingpin’s and Nightlife Socialite Armor Sets
  • Phrojo Nuray and Gammorean Bodyguard Companions
  • Vectron Magnus and Kingpin's Rancor Mounts
  • Kingpin’s Predator Mount
  • Taxidermy Stronghold Decorations
  • Cartel Market Certificates
  • High Roller Shades
  • Replica C1-4W Mini-pet
  • Kingpin’s Grigna Mount
  • Blast Pad Floor Trap and Frost Floor Trap Stronghold Decorations
  • High Roller Weapons
  • Lucky Pritarr Mount
  • Fiery Grefna Chick
  • Proud Pritarr Cub
  • Shimmering Ginx
  • …and more!


(High Roller Skiff Mount)


(High Roller Weapons. From left to right bottom: High Roller Blaster Pistol, High Roller Blaster Rifle, High Roller Cannon, High Roller Sniper Rifle, High Roller Lightsaber, and High Roller Lightstaff.)

Some adjustments have been made this year to how the machines work and how the Lucky and Good Karma buffs affect plays. Be sure to read up on all the details here!

Players with a keen eye will notice that modernization has begun on Nar Shaddaa! The first updates are to the slot machines around the planet, in the Nightlife event, and even in your Strongholds if you have them as Decorations.


(Modernized slot machine - before and after)


(Modernized slot machines)

The event will run from July 9th to August 20th, so you don’t have to spend all your credits on the first day!
Faith in Despair - muddasheep
Version 0.1.20 introduces a new deck called Bloodsucker, which comes with unique lacrima. In addition to that, there is new card art, new music, and a new UI.

Additions:

  • Added new starter deck: Bloodsucker
  • Added new lacrima exclusive to new Bloodsucker deck
  • Added music for chapter 3 with cello by Lou Dunand-Vincent
  • Added art to bosses and curses by Vergvoktre
  • Added art to blessings by Marvin Blattert
  • Added background art for lacrima rewards and made them easier to select
  • Added new chapter backgrounds
  • Added map animation when shown the first time
  • Added animation for icons when new status effect is applied to a card (thanks Terrok)
  • Added game over animation
  • Overhauled UI: All information is in the top left corner now, blessings and curses are on the right side of the screen
  • Boss tile now gets activated automatically (thanks Auri)
  • Treasures no longer reward duplicate lacrima (thanks Auri)
  • When starting a new run, deck and difficulty selection from previous run is now preserved
  • No longer highlight Redraw if you have 0 cards in deck and discard pile (thanks Auri)
Fixes:

  • Fixed boss tile showing wrong info (thanks Alexis Clay and Legendary_Pups)
  • Fixed abandon run not working correctly
  • Fixed certain string characters not showing correctly (the é in Buné)
  • Fixed not being able to click on curses on game end screen (thanks Auri)
  • Fixed description for ally graveyard when using Gravedigger deck
  • Fixed issue where you were able to Continue after winning a run (thanks Auri)
  • Fixed front of a card sometimes not disappearing when faced down inside the deck (only happened in inventory)
  • Fixed header in game end screen showing "Select an event" after checking out the battle log
  • Fixed battle log using untranslated lacrima text
  • Fixed OnAllyCapture checking for the wrong card to trigger (caster instead of target) (thanks Auri)

Thank you for playing Faith in Despair. Make sure to wishlist it and join the Discord.
Jul 9, 2024
A Fistful Of Yankees Playtest - ttaga
  • New level added
  • Bugs fixed
  • More stories and cinematics
Power Solenoid - Jupitron
Hi!
The day has finally come, I hope you can enjoy every part of Power Solenoid.

This was the result of so many memories, games, movies, books, music, food and love for everything that exist as things that make our lives so much better, giving us good times and sometimes a challenge.

It was a long trip and I'm really glad of how all came togheter, it feels like the game has a soul of its own that was being revealed as I was working on it, game development is so strange sometimes.

One of the best things to finish a game is that another one comes after, and it has already begun, I'm really happy with how ideas are taking shape and I hope you can find out more soon.

Until next game.

J
Jul 9, 2024
UFO Sightings Simulator - Abtin
Hello hunters!

Although small, finally the first update of the game is here.
As announced, we have added achievements. For now there are 9 of them.

Fixes
  • Fixed the delivery robot getting stuck and giving infinite loot
  • Fixed translation errors in the UFO Collection
Features
  • Added achievements
  • Added the ability to remove items from the shopping cart with mouse right-click (only in the first shop for now)
Balancing
We changed how much money you gain when selling photos. We felt like it was way too high and after the first UFO it wasn't a survival game anymore! Let us know how it feels.


As always feedback and bug reports are very appreciated!

Cheers,
Abtin
Motor Town: Behind The Wheel - Motor Town Dev
Hello, fellow drivers!
We have another update!

Jemusi Semi and Dump/Logging Trailer
You can buy these new Mid-Duty small trailers at the Miguem Warehouse
Mind that some heavy-duty tractors will not fit with Mid-Duty Trailers due to the length




Server Password
You can now set the server password
The dedicated server also has a password setting in its config file

Taxi Control panel
You can now open the taxi control panel by entering a taxi or using the Interaction Key while in the driver's seat
You can filter passengers and accept, or turn on 'Auto Accept' (Default On)


Improved Tire frictions on Overloading
Fixed low tire friction bug on heavy load
Barrel Rolling with heavy vehicles is also fixed

Gwangjin Coal Mine
A coal mine is opened at the Gwangjin
Use a Dump truck to deliver Coal to Harbor
It's going to be tough travel.



Gwaning Town Construction
Gwaning Tow is added and you can help construction there.
It's a long way down the mountain, so prepare well before starting the journey


Multiplayer/Server Admin QoL (Thanks to Steem)
Spectating Prev/Next key is added
Spectating Kick/Ban key is added
Pinned Announcement is added. Usage: /ap <Message>
Whisper(Direct message) is added. Usage: /w <PlayerName> <Message>
Vehicle list is added to the Admin menu
You can browse all vehicles, filter abandoned or AI Company
You can despawn selected vehicle
You can see how long it was abandoned, who drove last time

Oji East side Coast Road
Betty started Oji Ring road construction, from East-North Side!


Changes
[Delivery] Fuel delivery to Construction sites added
[Delivery] Warehouse/Farm max delivery count is reduced for optimization and net-sync issue (Thanks to AussiePanda)
[Dump] You can lower the dump truck with the interaction key while there is no other interaction
[Dump] You can raise the dump truck with the interaction key at the destination
[Optimize] Random FPS drop with world loading is reduced (Thanks to Bob The Mad Man)
[UI] Brake pad detailed option number is now colored, to show which one is better
[UI] Delivery pickup UI now shows the navigation route (Thanks to Bob The Mad Man)
[UI] Dumping destination box is now highlighted when it's ready to dump (Thanks to Bob The Mad Man)
[UI] Dumping message is added for right-place-dumping (Thanks to Llama)
[UI] Hide ban list from non-admin player (Thanks to Steem)
[UI] Offroad icon is added to a delivery and taxi job (Thanks to Raverness)
[Vehicle] 8ton Medium Duty winch is added
[Vehicle] Jemusi Semi and Golima's rear fender is now paintable
[Vehicle] Winch is added to the Jemusi series
[Vehicle] You can use the Vehicle Control panel of the trailer from the tractor
[World] Dasa Harbor now generates taxi jobs (Thanks to Bob The Mad Man)
[World] Large vehicle dealership's garage interaction box size is increased (Thanks to Chris Goleador)


Bug Fixed
[Cargo] Cannot stack 20ft logs in Eastwood (Thanks to Hoelleninferno)
[Cargo] Cannot strap loose cargo in Box type cargo space (Thanks to Skirakzalus)
[Cargo] Cargo damage not saved after rejoining with Corp vehicle (Thanks to Beeto)
[Housing] Housing boundary fence is not visible while placing the building
[Housing] Large garage blueprint is missing from the vendor (Thanks to CJDrifts420)
[Multi] Failed to register host message spam (Thanks to tras)
[Multi] Winch slow in a laggy server while the player is in the driver seat (Thanks to Alice M)
[Multiplayer] Cargo explodes on flatbed after load in multiplayer (Thanks to Raging413)
[Multiplayer] Trailer hooked to wrecker on low bed not following in multiplayer (Thanks to Raging413)
[Optimize] Random FPS drop while moving (Thanks to Bob The Mad Man)
[Police] Spike stip not working to suspect's trailer (Thanks to Grumps and MTXDownzyLPD)
[UI] Custom destination's navigation update tick is too slow (Thanks to Bob The Mad Man)
[UI] Delivery contract list cannot scrolled by button or gamepad (Thanks to Bob The Mad Man)
[UI] Delivery interaction point name bad color (Thanks to Bob The Mad Man)
[UI] HUD control UI shows the device key (Thanks to Bob The Mad Man)
[UI] Part install text overlaps (Thanks to Bob The Mad Man)
[UI] Police level down message is 'level up' (Thanks to B)
[UI] Typo in Cityhall company NPC dialogue (Thanks to Warviation)
[Vehicle] Campy doesn't have compatible wheels and tires (Thanks to Raging413)
[Vehicle] Compacty's compression randomly not working (Thanks to scailman, Herminator5000, and StoneyM)
[Vehicle] Diff Lock fails after roadside recovery (Thanks to Llama)
[Vehicle] Dumptray's door in the wrong position after rejoining (Thanks to Bob The Mad Man)
[Vehicle] Formula SCM's gauge needle is not at the right angle (Thanks to TcharliX)
[Vehicle] Fuel pump tanker can be filled with electricity (Thanks to Scudmuffino)
[Vehicle] Jemusi Barrel Roll while offroading (Thanks to kappa007)
[Vehicle] Jemusi Dump/Log/Tanker hitbox error fixed (Thanks to hitman_2)
[Vehicle] Missing trailer hitch for Townie (Thanks to Syrinx The Dragon)
[Vehicle] Mud surface traction is reduced (Thanks to Bob The Mad Man)
[Vehicle] Muhan's rear center brake light is lit with a headlight (Thanks to Alex)
[Vehicle] The Tow to the nearest road ends up too far with large semi-trailers (Thanks to delta450)
[Vehicle] Townie bus has parts from the bus category (Thanks to randomtrainboy)
[Vehicle] Trailer hooked to wrecker on low bed not loaded after restarting game
[World] Blurry textures when there are many vehicles with decals (Thanks to TRAS_TRL and Anders)
[World] FPS drop near Gangjung and Seo-gui-po (Thanks to Bob The Mad Man)
[World] Missing track map icon at the Aweol (Thanks to Bob The Mad Man)
[World] Modern dealership's garage door sensor is too small (Thanks to Raging413)
[World] Road LOD changes in close distance (Thanks to Llama and Temporal Wolf)


Pixel Flip - RecursionSplash
🎈🎊🎉v1.2.0 Mini Content Update!🎉🎊🎈

Added

- 9 New achievements! Grand total of 84!

🎇Firstly a brand new achievement! 🎇
Steaks! [2, 3, 5] - Match x Pairs in a Row



Total Moves [1000, 2500, 10000]



Dedicated Player - One Week In Game Time!



Pairs [250, 1000]




Bugs🐞🐞🐞

- Achievement Screen: Pixeldex Entry progress bar now shows correct progress
- Beauty back-end housekeeping and optimization
...