Jul 12, 2024
Emberward - Refic Games


Hi everyone!

This patch adds a new victory screen and some new content to the game, and addresses some of the feedback and bugs I received over the last two weeks. After this patch, I'll be 100% focused on finishing the maps and boss level for the next region, so some of the requested features will come a bit later (such as discarding hand cards). The new mechanics for the Frost ruins are all finished, but it will take some more time to design the maps and test them, so...please wait a bit longer! I'll try to deliver the new update to you as soon as possible :D

(btw, Japanese translations for this patch are not in the game yet. I'll update it as soon as it's ready!)
Japanese translations is in the game now!

- Refi


New Features
  • New victory screen after defeating a boss level
    (Some of the statistical records are new to this version, so if you continue your game from the middle after the update, the victory screen statistics will be missing data from the earlier levels!)
  • Added four new maps (Forest x 2 / Desert x 2)
  • You can now enable a speedrun timer in the options, which will appear in the bottom left corner of the screen (experimental feature)
    (Added this feature because I saw someone trying to speedrun, and it's quite fun!)
  • New relics:
    • Energy Storage System: Towers not attacking for more than 5 seconds will 100% critical hit on the next attack.
    • Frostfire: The attack speed of your fire towers is reduced by 20%, but their damage now also causes chill effect.
    • Phoenix Feather: All fire towers gain 5% extra critical hit chance. Critical hits from fire towers cause burning effect for 5 seconds.
    • Spark Amplifier: When an electric tower deals damage to a burning monster, it extends the burn duration by one second. This effect can only trigger once per second on each monster.
    • Wildfire Sigil: When a burning monster is killed, it bursts into flames and causes 5-second burn effect on monsters within 3 tiles
    • Remote Dice: All your 1-point Dice Towers reroll when battle phase starts.
    • Elemental Dice: Your dice tower changes into different elements based on the number rolled.
      (Same as the scrap tower ones, these two only appears when you have dice tower)
Gameplay Improvements
  • You can now open the talent page from the main screen.
  • When you have the talent "Ember Sparks", the damage chart now also displays the the fire source’s damage.
  • Adjusted how the damage chart is calculated. Now the total damage remains when a tower is removed.
  • The defeat screen now also includes a view map feature.
  • The relic "Elemental Blueprint" now shows which elements are active, and displays a grey icon when the effect is not activated.
  • The relics "Mercenary Contract" and "Craftsman's Luck Charm" will now only appear at the start of the game.
  • Reduced the delay caused by animations when using buff cards & Overcharge on towers.
Balance Adjustments
  • The duration of the "Overcharge" skill has been reduced (15→10).
  • Reduced the effectiveness of burning effects on Bosses (from 0.5% of max health per second to 0.25%).
  • Reduced the attack damage of the Desert boss's railgun cannon by 20%.
  • Poison Tower: Increased gold cost and damage.
    • Magma Upgrade: Now guarantees burning effect for three seconds.
    (Overall, the damage is slightly higher than before, and the Magma Upgrade synergizes with the new burning relics.)
  • Flamethrower Tower: Slightly reduced attack speed (3 → 2.5).
  • Fireball Tower: Slightly reduced damage (12 → 10).
  • Sniper Tower: Slightly reduced damage (80 → 70).
  • Lightning ball Tower: The second upgrade now reduces cooldown by 10% per hit on an enemy, triggering up to five times per orb.
Bug Fixes
  • Fixed an issue where the Orc Warchief would sometimes not use skills.
  • The Gold Statue's second upgrade now deactivates when the player has no coins left.
  • Fixed a bug where a gold tile wouldn't grant extra coins for enemies with 1 gold reward.
  • Fixed an issue where the relic "Aggressive Construction" sometimes didn't affect blocks with mega runes.
  • Fixed a problem where enemy paths would display the wrong color when the game was paused.
  • (Thanks to the player who said "I paused my game so I could finish eating" in the bug report...I've been trying to find this bug for two months)
  • Fixed an issue where repeatedly pressing the map button would cause the arrow to continuously enlarge.
  • Fixed a bug where the relic "Elemental Blueprint" didn't update when a tower was sold.
  • Fixed some incorrect settings on several maps.
  • Fixed the initial direction of the minecarts in the Forest boss level.
  • (Update) Updated the tooltip text for burning effects.
  • (Update) Sniper towers now check for a new target after each attack.
Jul 12, 2024
ERO TRAP DUNGEON ROGUELIKE - mayo
Fixed a bug where the lewdness level did not increase when the success rate was 100% when raping a fellow character.

Rocky Mayhem - SepSlither
Hi all,

This update brings the next part to the Deities' ranks: The Frozen Deity. Read more below!

New Boss: Frozen Deity
Featured in Normal
Introducing the Frozen Deity, an advanced and more difficult boss to face off against. Compared to the volcanic deity, this one is more aggressive and direct in it's attacks. Constantly chasing you down and shooting Icicle Spikes, can you take on this cold-blooded killer?


PATCH NOTES

NEW
  • Added Boss: Frozen Deity
Changes
  • Removed Mayhem Mode
Fixes
  • Fixed issue regarding firing speed after being hit by Space Leeches
  • Fixed Volcanic Knights spawning after defeating the deity
  • Fixed Volcanic Deity not despawning after player death
  • Fixed Volcanic Deity not spawning after restarting the level
  • Fixed Volcanic Knights not despawning after player death
  • Fixed Asteroids spawning during Deity Fights
StarCrawlers Chimera - Juggernaut Games
Small patch to address a few bugs and add the first Artifact weapon.

NEW STUFF
  • Added the first Artifact weapon: Rock's Pike. Thanks Quiggsy!
  • Rock's Pike is a Heavy Melee Weapon that deals Piercing, Slashing, and Crushing damage and features a unique ability to be thrown, dealing damage enroute and when returning from the target.
  • Artifact weapons have a global (and extremely rare) drop chance. Happy hunting!

Fixes
  • Fixed an issue with Fusion Forge being used on Shields removing vital Shield stats.
  • Fixed Boltron's Eye Beams doing insane amounts of damage (and potentially damaging friendly characters).
Jul 12, 2024
Zombie virus Ukraine 2022 - ANGEL
TEST COOPERATIVE ADDED
Overwatch® 2 - mfrost


From lessons of the past, the future is forged with Overwatch 2 x TRANSFORMERS!

Stand side by side with the AUTOBOTS - Reinhardt as Optimus Prime Reinhardt, Bastion as Bumblebee, and Illari as Arcee. Or you can make them pay with Ramattra as Megatron, the leader of the DECEPTICONS. Which side will you choose?
Jul 12, 2024
Star Trek: Resurgence - Bruner House
Bugfix: Broken achievement "The Old Soldier" should unlock now
Jul 12, 2024
Golel - Sargon
Hello,

On this 1.1.2 update I have added a few things that were requested.

Now there is a "Loading" word when loading new level, and not just blank screen.
You can change the size of every dialog separately, instead of all together.
You now have an "Alt strafe" key.
With the left alt, you can press alt + A or S, and it will strafe instead of rotate.
You can select the arrow keys or set up those keys for how it suits you.


If you find any bug, please report it over here or in the discussions.
I was only able to test this version's monitor, so tomorrow I will also test the VR.

Thank you.

Card Chronicles: Devious Deck - jan-joachim.mueller
Hello everyone,

I apologize for the delay with this update, but I'm excited to announce that the Card Chronicles: Devious Deck demo is now available on Steam!

The reason for the delay in this post is that, after uploading the build, I discovered that the sound effects in battle were almost non-existent. I spent some time pinpointing the issue and I'm happy to report that it wasn’t too difficult to find. I expect to have it fixed by next week. Unfortunately, this means the game will be without proper sound design for this week.

I also want to address concerns about a possible lack of content. This is not the case. The issue is not that there's simply not enough content available, but rather that each new piece of content would essentially disrupt the balancing of the core gameplay loop.

That's all for now. I plan to update the itch.io build weekly and apply those changes to the Steam demo in the following week.

Thank you for your understanding and support! I hope you have a great time playing.
The Crust - IRAKLE


Hello, Crusties!

Only 3 days left until the release, and we are very excited. We've been working on The Crust for 5 years, and this is a very important milestone for us. Today, we want to share with you the details of a major update that will be added to the release version on July 15 at 8:00 am PST | 10:00 am CST | 11:00 am EST | 3:00 PM UTC | 17:00 CET.
As a small team, we've poured our hearts and souls into this project, working tirelessly to bring you the best experience possible. Thank you for your support!

The update includes
  • Story Mode
  • Localization in 12 languages
  • New Content
    • Hauling Drone
    • New Module – Railgun
    • Advanced Conveyor Elevator Settings
    • Advanced Storage Settings
    • New Priority Assignment Tool
    • Conveyor Outputs for Large Modules
    • Underground Conveyors on One Line
    • Improved Multi-Resource Storage
    • New Model for the Mobile Drilling Rig
    • Efficiency and Balance of Colonists
    • New POI Generator
  • Quality of Life Improvements and Other Enhancements


Hauling Drone
A new drone specializing in transporting large volumes of resources and collecting regolith after excavations. It handles heavy logistics tasks, saving time for standard drones. Unlike a standard robot that carries only one unit of cargo, the Hauling Drone has a cargo compartment for 10 units, but its speed is reduced due to the use of a tracked chassis. The large cargo compartment allows it to collect large amounts of regolith without returning to storage, unlike standard robots.



Additionally, the Hauling Drone is perfect for loading large amounts of goods into a capsule or the Expedition Control Center, unloading the Cargo Dock, or an incoming cargo truck. It can also transport large volumes of resources between storage facilities and production modules. The Hauling Drone has become an indispensable assistant in the early stages of base development, helping to scale production and quickly focus logistics on a single urgent task. To use it, you need to research the corresponding technology and build a Drone Reconfiguration Module for the Hauling Drones.




New Module – Railgun
The Railgun is designed for constructing and launching probes that scan resources at an orbital level. Now the game offers an alternative way to find profitable areas for mining minerals, water, or Helium-3. In the future, this module will have the ability to build satellites to expand orbital logistics.




Advanced Conveyor Elevator Settings
The Conveyor Elevator has received long-awaited functionality for managing conveyor outputs and resource filtering at each output. This feature allows for fine-tuning resource delivery to each of the four outputs without using additional distributors. It is enabled with the corresponding button in the elevator interface.




Advanced Storage Settings
You can now open/close outputs and set storage volumes for resources on a Single Resource Storage connected to conveyor belts. This allows you to manage resource flows, send the required amount of goods to the platform or production line, and set a minimum resource retention limit in storage.




New Priority Assignment Tool
A new mode button – priorities – has been added to the radial menu and the bottom toolbar. This mode allows for quickly assigning priorities to any objects and cells, as well as conveniently assigning priorities to a group of modules.



For example, you can designate a cell or area that robots and Hauling Drones will service first. Or easily raise the priority of several modules with one click without accessing each module's interface. We really like this feature.




Conveyor Outputs for Large Modules
All large surface modules have received conveyor outputs. Now excess resources entering the module via conveyor belts can be sent back out, allowing the creation of a conveyor sushi belt. This is very convenient for sending multiple types of resources through a large platform and the Expedition Control Center.



Or, for example, organizing the loading of several large platforms simultaneously by connecting them in series. Equipment factories can now be automated by connecting the conveyor input and output to a Multi-Resource Storage, which will automatically supply the necessary resources upon unit construction request.




Underground Conveyors on One Line
It is now possible to build multiple underground conveyors on the same line, provided they have different speed levels. Each level finds its corresponding input/output along its line.




Improved Multi-Resource Storage
The Multi-Resource Storage has received a new 3D model. It now uses vertical space to increase resource storage volume. The module has grown larger, but the storage capacity for each resource has also increased. This module accommodates all types of solid resources and solves many automation tasks in the later stages of the game. We plan to add another Multi-Resource Storage of a different size in the future.




New Model for the Mobile Drilling Rig



Efficiency and Balance of Colonists
We continue to develop colonist mechanics, and in this update, they receive expanded information about their workplace efficiency, new hairstyles, and balance adjustments. Colonists now spend more time at work and less time idle. The interface of production modules has been updated to provide detailed information on module efficiency and each colonist's workplace performance.



Each colonist's efficiency is determined by various modifiers: skill level, physical and psychological condition, temporary effects like "injured" or "inspired." Colonists also received customization options with diverse skin colors and hairstyles.



Colonist mechanics are still under development, and the current state does not reflect our final vision. In upcoming updates, we plan to add the ability to finely tune colonists' daily schedules, manage group economies, adjust wages individually, and add new scenarios for interactions with internal modules.


New POI Generator
We have been working hard on a new Points of Interest generator and plan to add it to the game on release day. The POI generator brings the world to life on the global map of The Crust, creating various events, hidden and open points of interest.



Quests and anomalies found in new POIs have become deeper, with more development options, more risk, and interesting rewards. Now, when sending an expedition with scientists or engineers, your team may receive injuries or even lose a team member. But they also have the opportunity to find something valuable that justifies the risk. It's up to you! Some events change based on the actions of the player and other factions. If you discover an unusual object, hurry – another faction may already be sending an expedition to it.




Quality of Life Improvements and Other Enhancements
  • Display of production recipes when selecting a resource in production modules.


  • The unit interface now includes a visual window with animation and additional unit parameter information.


  • Added water and oxygen consumption displays in several interfaces.


  • Added notifications about oxygen shortages in modules.


  • Rocks and debris have been added to the lunar surface, which can be processed into oxides if the corresponding technology is available.


  • The colonist list now includes a tooltip with detailed information about the colonist.


  • The colonist list now includes an indicator requiring attention to a colonist.


  • Special colonists – Kickstarter Backers – who supported the game's development and help us with testing have been added to the game. Each character has a unique portrait, biography, and skill set.


  • Display of conveyor upgrade costs – when hovering over a conveyor, the cost of upgrading one section is displayed, and when holding the SHIFT key, the cost of upgrading the entire line is shown.
  • Expanded free camera settings (CTRL+F), with added points for creating camera fly-throughs.
  • Many minor improvements and fixes.

We are looking forward to your feedback and are excited to continue this journey with you!
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