The Real Face of a VTuber - 莉莉恩工作室

The head of a well-known VTuber agency has been murdered, with suspicion initially falling on six employees who had keys.

Let me introduce you to some key personnel:

This is your Secretary, who definitely ate your pudding for "educational purposes" and not out of personal desire.



This is your Detective, whose hobby is flirting. You hope to give her a surprise during the salary review.



These are the suspects in the case, and they seem to have some secrets...



The investigation will take about an hour. You will learn how the incident occurred and meet all the suspects.

【WARNING】
Don't be fooled by their mischievous personalities!

https://store.steampowered.com/app/2871140
Who is the Defendant: Deliberately Rough - 莉莉恩工作室

The head of a well-known VTuber agency has been murdered, with suspicion initially falling on six employees who had keys.

Let me introduce you to some key personnel:

This is your Secretary, who definitely ate your pudding for "educational purposes" and not out of personal desire.



This is your Detective, whose hobby is flirting. You hope to give her a surprise during the salary review.



These are the suspects in the case, and they seem to have some secrets...



The investigation will take about an hour. You will learn how the incident occurred and meet all the suspects.

【WARNING】
Don't be fooled by their mischievous personalities!

https://store.steampowered.com/app/2871140
誰是犯案者 Who is the Criminal - 莉莉恩工作室

The head of a well-known VTuber agency has been murdered, with suspicion initially falling on six employees who had keys.

Let me introduce you to some key personnel:

This is your Secretary, who definitely ate your pudding for "educational purposes" and not out of personal desire.



This is your Detective, whose hobby is flirting. You hope to give her a surprise during the salary review.



These are the suspects in the case, and they seem to have some secrets...



The investigation will take about an hour. You will learn how the incident occurred and meet all the suspects.

【WARNING】
Don't be fooled by their mischievous personalities!

https://store.steampowered.com/app/2871140
EXFIL - IrOnTaXi
Final notice!
Steam weekend playtest will begin in approx 1 hour and run for 48 hours.

For a primer on the game mode and other changes see below!



And below is a non exhaustive list of the major features and changes for this release.

Updates:

  • Add ballistics system, body armor, ricochet, penetration, damage falloff based on real world data
  • Add per bone damage modifications on hit
  • Add Tail sounds to weapon fire
  • Add interactable doors and lights to all maps
  • Add new WIP Rogue Mode - 1 Rogue team attempts to steal intel from a region, whilst all other teams are contracted to intercept!
  • Added a variety of new scope options
  • Add friend button added to player list
  • Fix several crashes
  • Fix many, many outstanding bugs (see discord changelog)
  • Add first time user experience popups and toggle settings in menu
  • Add in-game key binds and toggle settings in menu
  • Add objective highlights to GPS (handheld map) icons for mission directives
  • Add GPS UI icon with highlight and sound notification when GPS intel is updated
  • Added spectator info notification when joining a server in progress
  • Improved material representation during rain weather
  • Improved DLSS, Frame Generation, and FSR 3.1 support
  • Texture memory optimisations on all maps
  • Long distance gunfire sound blending
  • Shooting Range Updates
  • Balanced late joiner team distribution
  • Updated menu UI (consolidated settings, tabbed filters)
  • Improve readability of GPS icons during night ops
How can you help?

  1. Wishlist the game on steam
  2. Join our Discord!
  3. Consider becoming a founder (coming soon!)
  4. Send us feedback and your rating in game so we really know what you think!


As always a reminder that we are a small team but we are very ambitious. If you want to get involved or follow along and get to know us we are more than happy to have you all!

Get in touch! Drop in our discord and say hello!


Exfil Discord!

Misultin Team OUT!

Caves of Qud - AlphaBeard
207.78
  • We updated some default gamepad binds.
    • Walk to edge is now Y.
    • Move to Point of Interest is now left-stick press.
    • Ability page up and down is now left trigger + dpad up and down.
    • Melee attack nearest enemy is now left bumper.
    • Zoom in and out is now left trigger + dpad left and right.
  • Added several item descriptions.
  • Added some activated ability descriptions.
  • Gave Dyvvrach an inventory so they can sell their credit wedges.
  • Jellies and oozes now have default Ego and Willpower scores of 1 instead of 0.
  • Rhinoxen now have a trio of single horns instead of a trio of double horns.
  • Changed the indefinite article for leather armor and studded leather armor.
  • Removed some tomb walls from dynamic encounters.
  • Popups aligned to mouse position are now properly clamped to the screen.
  • The Spindle channel now extends up to the z-level of Resheph's tomb.
  • Added rolling session backups when you load a save game from the main menu. These can be manually restored from the <...>/CavesOfQud/Local/Session folder.
  • Fixed a bug that caused Warden Indrix to sometimes corrupt your save game.
  • Fixed a bug that prevented save games from being loaded if the info file was corrupt.
  • Fixed incorrect damage in Shield Slam's description.
  • Fixed a bug that caused zone stratum info to occasionally appear in the names of items you've named.
  • Fixed a bug that caused tile clicks to incorrectly register on button down and when dragging.
  • Fixed a bug that caused clicking on non-active buttons to activate the selected button instead.
  • Fixed a bug in the display of keybinds in the menu bar of the keybinds screen.
  • Fixed a bug in the stat shifts of clones affecting the original object when the clones vanish.
  • [modding] Added GetLandingLocation to the ZoneManager for getting the arrival zone of a parasang.
  • [modding] The GetTransitiveLocationEvent now supports prioritization of the selected portal and destination.
  • [modding] More interface members of the Rack<T> collection are now virtual.
  • [modding] Fixed a bug that caused the AfterTravelEvent to sometimes be handled twice if the parent object moved.
EXFIL - IrOnTaXi
Final notice!
Steam weekend playtest will begin in approx 1 hour and run for 48 hours.

For a primer on the game mode and other changes see below!



And below is a non exhaustive list of the major features and changes for this release.

Updates:

  • Add ballistics system, body armor, ricochet, penetration, damage falloff based on real world data
  • Add per bone damage modifications on hit
  • Add Tail sounds to weapon fire
  • Add interactable doors and lights to all maps
  • Add new WIP Rogue Mode - 1 Rogue team attempts to steal intel from a region, whilst all other teams are contracted to intercept!
  • Added a variety of new scope options
  • Add friend button added to player list
  • Fix several crashes
  • Fix many, many outstanding bugs (see discord changelog)
  • Add first time user experience popups and toggle settings in menu
  • Add in-game key binds and toggle settings in menu
  • Add objective highlights to GPS (handheld map) icons for mission directives
  • Add GPS UI icon with highlight and sound notification when GPS intel is updated
  • Added spectator info notification when joining a server in progress
  • Improved material representation during rain weather
  • Improved DLSS, Frame Generation, and FSR 3.1 support
  • Texture memory optimisations on all maps
  • Long distance gunfire sound blending
  • Shooting Range Updates
  • Balanced late joiner team distribution
  • Updated menu UI (consolidated settings, tabbed filters)
  • Improve readability of GPS icons during night ops
How can you help?

  1. Wishlist the game on steam
  2. Join our Discord!
  3. Consider becoming a founder (coming soon!)
  4. Send us feedback and your rating in game so we really know what you think!


As always a reminder that we are a small team but we are very ambitious. If you want to get involved or follow along and get to know us we are more than happy to have you all!

Get in touch! Drop in our discord and say hello!


Exfil Discord!

Misultin Team OUT!

The Real Face of a VTuber - 莉莉恩工作室

The head of a well-known VTuber agency has been murdered, with suspicion initially falling on six employees who had keys.

Let me introduce you to some key personnel:

This is your Secretary, who definitely ate your pudding for "educational purposes" and not out of personal desire.



This is your Detective, whose hobby is flirting. You hope to give her a surprise during the salary review.



These are the suspects in the case, and they seem to have some secrets...



The investigation will take about an hour. You will learn how the incident occurred and meet all the suspects.

【WARNING】
Don't be fooled by their mischievous personalities!

https://store.steampowered.com/app/2871140
Kindred Fates: Combat Arena - FlyPurpleSky
Progress

  • Our aiming reticle has some new flair we’re pretty excited about! Now when you hit an enemy, a hit indicator appears. This indicator gets larger and redder the more damage your attack deals, and builds with successive hits.



  • This sprint, we made significant strides in improving the feel of combat. Of the features we discussed in the last newsletter, more than half have been implemented, including improvements to screen shake, hit pause, and creating chunkier VFX for many abilities.

  • We've made it so any ability can add extra character motion on a per-ability and per-character basis. This is similar to root motion (something we use for character movement during abilities) but isn't tied to animations, giving us numerous new options for polishing the feel of abilities and certain characters. Here is an example of how that can look in gameplay.

  • Ranged basic attacks now have a set number of charges in addition to their normal short cooldowns. We are still testing the number of charges and the recharge time, but so far we’ve seen that by turning ranged basic attacks into a more limited resource, players will have to change up their combat tactics while they wait for them to recharge. This design decision was made after noticing that many playtesters defaulted to simply kiting and using ranged basic attacks, and we hope to instead guide players toward using their other ability slots, using shield and dodge, or swapping characters.

  • We fixed multiple issues with combat:

    • All projectiles were unintentionally piercing through multiple enemies. Now, only specifically designated projectiles will have this ability.

    • The basic attack aim reticle could sometimes go missing and wouldn't return unless the game was restarted.

    • Characters were sometimes able to launch abilities even while in a stagger animation. Abilities can no longer be spawned while a character is staggered.

    • Characters wouldn't always reset their stagger animation to the beginning if they were staggered again. Now, the stagger animation always resets to the start whenever it is triggered.

    • Dash attacks did not always move toward the lock-on target when lock-on was active. Now, they always go directly toward the target when the player is using lock-on.

  • This sprint we finished a major stability milestone with multiplayer, mostly related to informing the player’s machine about how good the connection is rather than just trying to connect, failing, and trying anyway (resulting in a bad state).

  • On the account system side, in this upcoming sprint we expect to fully switch over to Windmill: Our new account system backend with increased functionality and fixes for bugs from the old system. Thanks in advance for bearing with us for any downtime or issues while we move over; we expect it to be fairly unnoticeable.

Next Steps

  • Looking ahead, a lot of our remaining goals for the simplest version of the Beta revolve around restoring functionality from the Alpha— Things like the logic for navigating matchmaking through the UI, the round state system, the score screen, etc. Close attention is going to issues that were prevalent complaints of the Alpha, such as lag and connection strength. We've also been upgrading our account system to perform better for matchmaking as well as upgrading and expanding its overall functionality.

  • Once these pieces are working with our new systems, we plan to roll out a stripped down version of the Beta for our backers with Alpha access to test. Essentially this would be an updated Alpha with the same Kinfolk and functionality as you’re used to.

  • After we’ve verified this version is in a good state, we’ll add new Kinfolk, arenas, and Red Letter mode in for one last chance to catch any issues before it goes out to the greater audience. Once we’ve confirmed that version is stable, we’ll roll it out to Backers with Beta access. To be clear, we intend for the period of time where only Alpha players have access to the content intended for Beta to be as short as possible. We're looking to do this as a way to avoid as many unexpected Day 1 issues as possible and to make the transition from Alpha to Beta as smooth as we can.

  • We don’t have an exact timeline for this, but we will be sure to give everyone plenty of notice well in advance of each of these being made available to players.

Lexicon

The full lexicon can be found here.

  • Hit pause: A feature that very very briefly pauses a character’s attack animation right at the moment they damage a target. This makes hits feel more chunky and satisfying.

  • Logic: The programming side of any feature. For example, “cooking logic” would be the base level programming for the cooking mechanic.

  • Sprint: A two week period used for organization. Our newsletters are released on the last day of our sprint.

  • UI: User Interface. The layout of information on the screen, including menus, health bars, etc.

  • VFX: Visual effects. Kinfolk attacks, dust clouds, water splashes are all examples of VFX.

Thanks for checking in on us! We’ll see you for our next newsletter on July 26.
九州:商旅(Nine Provinces: Caravan) - xbgzs
许久未见,不知大家现在如何。

这次主要是为了向大家宣布新的游戏:
《九州:立志》

https://store.steampowered.com/app/1461980/
欢迎大家关注并添加愿望单

下面对《九州:立志》(简称立志吧)这款游戏做一些说明吧!
  • 《九州:立志》是一款怎么样的游戏?
    立志是以商旅为框架搭建的,因此很多方面和商旅很像,不过细节和体验上会有所不同。
    立志用家族系统替代了商旅的商会系统,并增加了结婚与生育、死亡与衰老系统。
    游戏内时间会过得更快(一年分4季,总120天)。
    地图中的城市更少(目前是70+个),看起来会比商旅要小。
    目前开发的玩法有两个方向,战斗与跑商,玩法间的体验会更独立。
    产业与城市发展内容还是有的,但产业系统与商旅的也会有所不同。
    世界地图美术是3D(地形)与2D(树木角色立绘)结合,角色将拥有地图视野,路匪等敌人在地图上将以明雷(能看到,接触后才触发战斗)的方式表现。
    其它……

  • 目前游戏的开发状态
    立志目前已开发了将近2年时间,并进行了3次左右的测试(本月初刚进行第三次测试)。当前已开发的内容大概相当于商旅中到开启商会的内容(可以从游戏商店页了解当前的游戏内容),群里参与测试的玩家体验时长上,有10+、20+甚至30+小时的。目前美术还有缺失,细节与体验也还需要继续优化。

  • 美术问题
    如商店页面所示,目前新游戏在美术方面也投入了一些适当成本,整体至少会比商旅更好些。

  • 上线时间及DEMO版
    目前计划在下半年在新品节后上架steam(EA版),之后再根据上线后的反馈进行更新。
    在游戏上架前,还会尽量准备好游戏的公开DEMO供所有玩家体验,届时大家可以从公开DEMO中体验到游戏的玩法及具体变化。

最后大家可以加入游戏的测试交流群(QQ群:901397746)了解游戏的最新动态。
别忘了添加愿意单关注《九州:立志》!




Territory: Farming and Warfare - Wit Studio
New Feature: The ability to migrate domes
Optimization: Pots in Blueprints save their seed information
Optimization: During the female growth period, the lack of a large bed gives a hint
BUG: After the nobleman joins the army, the bed is not allocated
Stats adjusted: Monsters on the border, in each group of monsters, there are 1 or 2 high-level monsters
Stats adjusted: Mind-controlled soldiers are attacked by hidden bodies, resulting in the possibility that soldiers may appear abnormally in the lower left corner of the map
...