Murder On Space Station 52 - Atrus
Hey all!

Just to give an update: the game is in it's final stages of development (polishing actually) and the release date will be announced very soon. Initially it will be released for PC (Win, Mac, Linux), Consoles and Mobiles will follow.

Here's a new dev walkthrough by Chris Mathes (game's solo dev), who explains the basic mechanics of the game, pretty familiar to pnc gamers ofcourse. It also reveals the Murder board and in the in-game currency which is earned by epxloring the world.



Hope you like it! :)
Jul 13, 2024
Ale & Tale Tavern - scienart.media
Hello, fellow tavern-goers!!

Join our warm game community on Discord!



Let's drink ale and share tales with each other. Tavern enthusiasts should stick together!
Jul 13, 2024
心动满屋 - xtdilyyy
各位好,由于版本的出现BUG,我们将回退EA阶段的版本,等BUG修复后进行更新,给各位造成的不便,我们表示歉意,谢谢大家的支持。
Ether One - Pete_Bottomley
Ether One is now 10 years old since we first launched on Steam.

We were fortunate enough to get onto Steam via the Greenlight process back in 2012. Since that moment, we've been able to create games for a living and have a distribution platform for our work. We'll be forever grateful for Steam giving us our first platform to release our work on and since then many more have opened their doors.

We recorded a full playthrough of Ether One with the development team in the same space the game was developed in. We discuss the origins of the game, the studio and how we released Ether One via Steam back in 2014.

Please come and share the journey with us as we revisit Pinwheel and look back on how Ether One came to be:

PART 1/4 - The Beginning
Jul 13, 2024
Hello World - wings_bai
Expanded the clickable range of folder buttons!
Cosmic Cosmonaut - Vulcanic
A few years ago

It all began a few years ago during an open day at ESA ESTEC. The experience was surreal. Walking through the corridors of a place where dreams of space exploration are turned into reality was like stepping into the future. But it was the presentation by a Romanian cosmonaut about the Space Race from the Soviet Union's perspective that truly ignited my imagination.

Their words painted a picture of a world where the Soviet Union was not just a geopolitical entity, also talked about some of the stories and things that happened behind the scenes. I found myself drawn to the raw power and idealism of their propaganda. What if those posters, those promises of a utopian future, were more than just paper? What if they were real?

Quite unlike our own world of course!

The beginning

This is where the journey begins. A journey into a world where Soviet aesthetics meet interstellar space eplxoration. A world where the impossible becomes possible.

This is just the beginning. Stay tuned for the next update about the game inspiration and the first few systems I've implemented during the last few months!

A
心动满屋 - xtdilyyy
各位亲爱的玩家,大家好!我们是《心动满屋》的制作团队。首先,咱们得说实话,最近的线上版本确实有不少可以改进的地方,让大家失望了,对此我们深感抱歉,挨打就得立正,我们认!

现在,我们的开发和内容团队正在加班加点地优化游戏,希望能尽快解决这些问题。真心感谢大家提出的宝贵意见和建议,每一条我们都认真看了,也真心接受,并且一定会持续改进。

如果大家还有任何关于游戏的反馈,或者想聊聊心得,都欢迎加我们的QQ群:752682127,和我们保持密切联系,随时沟通。我们在这里等着大家,一起把《心动满屋》做得更好!
Siphonogore - SurfaceToAsh
Hey folks, we have a large one this time around:

Bug Fixes
  • Fixed an issue where loot that applied to enemies at the start of combat wasn’t being reset between runs
  • Fixed a visual bug with the EXP Bar appearing filled when it should be empty.
  • Fixed a bug where stats would not properly reset on character death
  • Fixed an issue where enemies killed by HP Debuff stopped updating their UI
  • Fixed an issue where characters didn’t reset Fatigue on death
  • Fixed an issue where the Loot Display on the Character Select screen wouldn’t generate if entering on an enemy’s turn
  • Fixed an issue where Limbs and Heart End of combat loot wasn’t applying

Gameplay Updates
  • Updated Hemorrhage to deal % damage based on an enemy's Max HP
  • HP boosting Abnormality effects no longer cap at 1 if the remaining HP is less than the boosted HP
  • Enemies now get a small boost to HP, Max HP, Trauma, and Fluids - 5% per combat completed
  • Enemies now get a small boost to Bone and Sinew - 1 point per 2 combats completed
  • Removed move packages and reworked General Buff logic
  • Added a bleed effect to the Helping Hand's Nail Gun move

For a while I've wanted to differentiate between hemorrhage and bleed - one just seemed like a more immediate version of the other. By making Hemorrhage % based damage, and based off the Max HP of a character, it makes it more dangerous to characters with larger base health pools, and less dangerous to characters with smaller ones. this pairs better with Bleed being more dangerous to smaller Health-pool characters and less so for larger ones.

HP Buffs now kill you if they run out and you're in a deficit. Before, when an HP buff ran out it would just stop at 1 if there wasn't enough HP to remove. This was forgiving, but not very fair or predictable, and it allows me to make a few more creative choices for characters, enemies, and boss fights moving forward.

Enemy Scaling has also been a feature I've wanted to add for a bit - I'm starting small, but might add in difficulty options later to make it larger. The game is meant to have ~12 fights per run in it, so this should give a better gauge on how things are balanced. This also allows me to not worry about making enemies' base versions harder and harder for stronger players.

Packages were mainly just a placeholder loot system, and they caused a lot of issues logic-wise, but I'm hoping to replace them with actually niche upgrades worthy of a level up. The general stat buffs are now exclusive - if you've chosen a scaling buff, the equivalent version that's a flat upgrade won't appear, and vice versa.

The Helping Hand has a weaker fluids attack that I always wondered why it would logically use it - nails are sharp, why not add a bleed effect to make that a small threat? This also can act as a natural status effect tutorial for new players.

Cyclcopos Move Updates
  • Increased Cyclopos Base Trauma from 10 to 20
  • Decreased Cyclopos base Fluids from 40 to 30
  • Updated Blood Shot - No longer reduces total HP, updated to deal % damage on upgrades
  • Updated Luxation - slightly reduced scaling, Later levels only increase target fatigue by 1, added +1 fatigue to self, added fatigue effects to level 1 version

Cyclopos was meant to be a brawler type character, evening out their damage puts the character more in line with that identity. Bloodshot was already dealing direct damage, this update is to be in-line with the new Hemorrhage behavior. Luxation was a slight problem-move due to its ability to just stun lock anything and everything with the right setup, so I've changed it to more of a utility move.

Dopplegrabber Move Updates
  • Updated Finger Gun - reduced the jump between level 1 and level 2 bleed effects, evenly spaced out bleed scaling
  • Updated Bone Splinter - reduced damage of the bleed effect, increased duration to compensate, added a small self-applied bleed.
  • Updated Bile Bomb - reduced Bone/Sinew debuff to 5 for all levels, levels now increase duration, added debuff to level 1 version

Dopplegrabber's identity was a sort of persistence attacker, with moves like vampiric veins playing into the prolonged focusing of a single target. by reducing the values of moves but increasing their duration, that identity can more frequently come out. The bleed on self for Bone Splinter is setup for upgrades later down the line, and also allows some loot to be more properly utilized.

VasculurchMove Updates
  • Updated Heart Burn - updated to deal % damage
  • Updated Tachycarda - updated to deal % damage, Reduced Damage dealt to self, increased Damage buff to target, changed targeting type from Multi Attack to Single attack
  • Updated Palpitate - Reduced scaling/numbers, removed regeneration effect, Added +1 Fatigue on self, changed targeting type to Multi Target
  • Updated Hypertrophy - increased scaling on heal
  • Updated Pacifist gene - Ichor effect reduced from 1.75 to 1.5

Vasculurch was always seen to me as a "swing turn" character, making a big move that's specifically suited for the task at hand. By making Tachycardia single target and boosting its effects, it's more capable of boosting a single character. Palpitate was originally expected to be a multi-target heal, and Vasculurch was expected to have a fatigue of 4, so this is going back to those roots in a way. it also makes healing a set up event with how Hypertensive crisis boosts Ichor.

UI Updates
Updated Main Menu Music
Added small main menu animation
Updated the "Low Player HP" Music track
Brawlhalla - Leftstickdown
Brawlhalla Esports: Year Nine

Earn free and exclusive in-game items by watching on Twitch! Join us on https://brawlhalla.com/watch as we watch the best players in the game battle for their chance to be called Heimdall's Champion!

Click here for stream start times automatically converted to your time zone

Dates & Times

EU Tournament: Saturday, July 13th, 11 AM ET
SA Tournament: Saturday, July 13th, 2 PM ET
NA Tournament: Sunday, July 14th, 3 PM ET
Soundodger+ - OneMrBean
What a week for the return of Soundodger+! I wanted to do my best to preserve all of the fun quirks of the game (i.e. bugs), but unfortunately a new one was introduced that had no business being there. The good news is it's back to normal and you can now enjoy playing levels at 60fps without wondering why they're suddenly so much more difficult.

That's it, stay cool, have fun!

♥Bean

changelog ver 1.3.1
Game

  • Fixed inconsistent spinrate in 60fps mode
...