Sword of Convallaria - TheMidKnight
Greetings, Adventurers!

We're excited to share a glimpse into the unique visual style of Sword of Convallaria, a new classic SRPG that merges the charm of retro pixel art with modern advancements.

Embracing the Past, Innovating for the Future

Pixel art, a beloved hallmark of the 8-bit and 16-bit eras, holds a special place in our hearts. Inspired by games like Octopath Traveler, our developers have crafted a visual style that blends nostalgic pixel art with dynamic 3D rendering, creating a unique enhanced pixel art style.


Introducing Next-Gen Pixel Art

Our team, with experience from titles like Super Robot Wars and Arc the Lad, is passionate about pixel art. They've created a visual style that honors the golden age of pixel art while pushing its boundaries with modern technology. In Sword of Convallaria, every character is meticulously hand-drawn to ensure perfect pixel alignment and expressive animations. This enhanced pixel art combines traditional pixel art with 3D enhancements, allowing for greater artistic freedom and dynamic visuals.



Crafting a World of Perfect Pixels

Characters in Sword of Convallaria are categorized into different factions with unique visual elements. Our process involves creating units in a normal style, transforming them into chibi versions, and then meticulously recreating them in pixel art. Idle animations and action sketches are crafted with precision to ensure proportions, movements, and rhythm are spot on before final refinement.



Each pixel in Sword of Convallaria is a labor of love, aiming for perfection in every frame. This dedication ensures characters are vibrant, dynamic, and true to the essence of classic pixel art, enhanced by modern technology.


If you'd like to learn more about the creation of our enhanced pixel art, feel free to watch the full development chronicle video here.
https://youtu.be/ca3V9EHo5QE?si=A9HOroCqS3epyVfE

Remember to add Sword of Convallaria to your wishlist to stay updated with our future developments. Join the excitement on Twitter and Discord to stay in the loop with the latest buzz!


Special Notice

The demo on our store page will no longer be available when the official release version is live on July 31 PDT.
Umineko: Golden Fantasia - kommie
On December 31, 2010, Umineko: Golden Fantasia's original Japanese release was at Comiket 79. Today, nearly 15 years later it's returning to the hands of independent artists and fans on Steam via a new Community Beta Patch with support from MangaGamer!

We have selected:

Sky Leite
to be the maintainer of the Community Beta Patch. MangaGamer will provide development checks and support on Steam publishing, while Sky will be the Lead Developer of the content on the Community Beta Patch.

We have a long road map for the Community Beta Patch we are planning on elaborating on in future updates, but the initial release has the following long-awaited changes and fixes to Golden Fantasia to help bring it up to date with modern fighting game standards:

  • Fix incorrect game speed on high refresh rate display monitors.
  • Add feature to bind controllers from the main menu.
  • Fix previous inability to bind triggers (R2/L2 and RT/LT) on XInput controllers.
  • Fix training mode BGM restarting when resetting training mode.
  • Fix dummy recording being erased when resetting training mode.
  • Add quick-actions to the in-game menu in Training Mode:
  • *Select screen position when resetting.
  • *Swap positions with opponent.
  • *Save states / snapshots (Experimental).
  • *Enable / disable training stun.
  • Add ability to use D-Pad and Analog Sticks simultaneously on capable controllers.
This Community Beta Patch is in experimental beta and will not be activated by default during public beta. There is not yet a definite schedule or time set for this Community Beta Patch and the beta state may be indefinite while patches are being released. Current or future changes are not guaranteed and the default patch will remain the official game release.

To activate the Community Beta Patch, you will have to do so by following the instructions below:
  • Open your Steam Library
  • From a game's library page, select Manage > Properties
  • Goto Betas and on the top right select "Community Edition" (if this does not show up in the Beta Participation drop down box, please try restarting your Steam Client to clear the cache)
For requests and reports, please see the appropriate threads on the Steam Forums for Umineko: Golden Fantasia.

Additional License Notes
This mod patch introduces several new assets, contained in the `/assets` directory. This is a listing of their names, authors and licenses.

- button_{A, B, C, D, F1}.png by Sky Leite, remixed from "FREE Keyboard and controllers prompts pack" by "Nicolae (Xelu) Berbece" licensed CC0 https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack
- "GUI Sound Effects" by "Davic MdKee (ViRiX)" licensed CC0 https://opengameart.org/content/gui-sound-effects
- stick.png, stick_guide.png by Sky Leite
- Xbox buttons (outlined) by Kenney, licensed CC0 https://kenney.nl
Jul 17, 2024
LoveBeat - GMLove
Relax with cats
Jul 17, 2024
3Cushion Masters - 3cumasters
fix bugs
Adaptory - jevon
We’re excited to release a brand new update for the Adaptory Demo today as part of TactiCon 2024!



This is a major release that adds food and hunger to the game, that has rewritten explorer priorities to be more flexible and intelligent, and also includes lots of small improvements and quality of life fixes. The full patch notes are listed below.

You can https://soundasleepful.itch.io/adaptory, or play the demo on Steam for free today:

https://store.steampowered.com/app/2201620/Adaptory/

TactiCon

Alpha 10 is being released exclusively as part of TactiCon 2024 and we are thrilled to be a part of this incredible event. TactiCon is a celebration of strategy games on Steam with demos, discounts, exclusive announcements, and developer panels, and is running 18-22 July this year.

Jevon is also one of the speakers on the panel Inclusion and Diversity in Strategy Games, along with some of her new best friends at Balancing Monkey Games. We had a fantastic chat and yarn about diversity, accessibility, parenting, and all sorts of important topics. You can catch our talk at 8pm CEST, Saturday 20 July (RSVP here).

https://store.steampowered.com/news/group/42427156/view/6572523942428195439

Please check out all of the TactiCon selected games, watch some panels, download some free demos, and have a great TactiCon!

Hunger

We’ve added the new hunger mechanic that you’ll need to manage to look after your crew. Your explorers will get hungry over time, and you’ll need to discover, farm, or otherwise create food in order to keep them happy and working at peak efficiency.


Explorers now seek out food when they get hungry. Om nom nom nom

Luckily your ship had a healthy supply of emergency ration packs before it crash landed, but many of them got scattered across the world on impact.

Plants

We’ve added wild plants to the game as a long-term source of food for your explorers, and in the demo, we’ve added the brown bernie as the first wild plant.

Each plant type has specific growth requirements (temperature, atmosphere, pressure, light etc.), and they will only grow if all of their growth requirements are being met. Fully grown plants can then be harvested by your explorers with the new “harvest” errand.


Different types of plants have different growth requirements

Goals and priorities

In this release, we’ve completely rewritten explorer priorities, based on your feedback. Explorers now have more flexibility in choosing which task or errand they’ll choose to do and when, and are a bit more intelligent too – they’ll prioritise doing urgent, high-priority, and nearby errands. (They’ll also stop trying to write diary entries while underwater or in the vacuum of space.)

We’ve also added a new screen to manage your explorers and optimise your base. Do you have an explorer that hates digging? Now you can control how often, if at all, they’re subjected to doing the one job they dislike more than anything.


You can now configure task priorities for individual explorers

And a lot more

Along with the usual batch of bug and balance fixes, we’ve also added in some frequently-requested quality of life changes to the demo – such as being able to build wires and pipes around corners with a single drag, regenerating individual explorers when starting a new game, and automatically disconnecting neighbouring connections when deconstructing wires and pipes.

The full patch notes are listed below.

----

Release notes for Adaptory 0.12 (Alpha 10)


New features

  • Explorer goal selection has been rewritten
    • Explorers no longer prefer tile errands over supply errands; they will always start whatever errand is closest to them
    • When explorers arrive at a tile errand, they now immediately start the errand, rather than turning forward and then back to the side
    • Added experimental "errands" tab to the selected explorer panel, showing all errands that they can do, in priority order
  • Explorer priorities!
    • You can now manually change the priorities of different categories of explorer actions!
    • Explorers will prioritise the errands that are highest priority and closest to them first
    • You can prevent an explorer from doing an entire category of actions, if needed
    • The list of actions will be expanded as we get closer to Early Access
  • You can now force explorers to drop what they're carrying in one of their inventory slots
  • Added buttons in the new game panel to regenerate individual explorers before starting out
  • Explorers now get hungry!
    • When explorers' hunger hits 0%, they will work a lot slower
    • Explorers will automatically eat food when they're idle and hungry
    • Some ration packs are available when you crash land, and are also scattered throughout the world
    • Added ration pack and brown bernie foods
    • World generation now generates some brown bernie plants as a slow-growing wild food source
    • Wild plants can be harvested with the new "harvest" errand
  • New building overlay icons
    • Overlay icons have tooltips when moused over
    • Added "no foundation" overlay icon to buildings that require foundations
    • Added "no ceiling" overlay icon to buildings that require a ceiling
    • Added "no connection" overlay icons to buildings that require a connection to a power network
  • Added conversation log to explorers, so you can see what they've been chatting about

Internal

  • The gas layer is now rendered behind "foreground" buildings and characters, but in front of "background" buildings
  • Added gas texture to gas layer
  • Tweaked breathability layer to better represent lower levels of oxygen
  • Personal explorer errands such as diary-writing now show progress in pink, not yellow, so it's clearer they're not interacting with a tile errand
  • Explorer oxygen level bars now render above all other progress bars
  • Explorers will try to give each other a bit more space, by sometimes moving when there is another explorer in the same tile
  • Explorers will no longer try to write diary entries in water or the vacuum of space, or on ladders
  • When an explorer deconstructs a wire or liquid pipe, neighbouring connected wires/pipes will now also be disconnected
  • Wire and liquid pipe corners can now be built with a single drag, rather than needing to drag two straight lines
  • Changed debug info keyboard shortcut from F8 to shift+F8
  • Added keyboard shortcut Alt+Enter to change fullscreen/windowed mode
  • The game can now change fullscreen/windowed mode with F5 or Alt+Enter while it is still starting up
  • Rewrote the liquid network flow resolver, so that networks split with multiple sinks (e.g. vents or oxygen generators) should now be equally split across the network, rather than all packets preferring the nearest sink
  • Tweaked the packet renderer to render moving packets more smoothly in-between world ticks
  • Explorer conversation replies have been moved down so they're easier to read
  • Updated liquid network overlay icons to be a bit clearer
  • Updated in-game database text for all buildings
  • The in-game database list of buildings for each building category is now sorted in alphabetical order
  • Added more conversation texts between explorers
  • Added an open source licenses dialog in the Credits panel

Balance

  • Made battery charge/discharge units consistent with power generation units – all are now measured in W (watts), allowing batteries to charge and discharge faster
  • Batteries now require a foundation to charge and discharge
  • Liquid pumps now require a foundation to consume electricity and operate
  • The transmitter now requires a foundation to transmit the distress signal
  • Lights now require a ceiling to consume electricity and operate
  • If explorers have an assigned bed, they will no longer work until they pass out

Fixes

  • Explorers no longer obsess supplying a coal generator over other errands
  • Explorers will no longer take dirt or oxycans to bed when sleepy
  • Fixed a crash that could occur when a liquid network loop was connected to a vent with no liquid pump
  • Fixed a crash if "none" was selected for any dropdown in the sandbox tools
  • Fixed UntranslatedString in resource counter tooltips for items
  • Fixed a crash if a build errand was cancelled while an explorer was supplying it with a resource
  • Explorers can no longer build buildings behind dirt or other solid tiles
  • Fixed 3D sound spatialization imbalance
  • Fixed a number of issues with windowed fullscreen mode not being captured correctly by Windows, OBS, or other capture tools
  • Fixed build panel layout issue at 80% UI scale
  • Fixed a slight text alignment bug in the credits panel
  • Fixed some save files not loading
下一站江湖Ⅱ - Inmotiongame
https://store.steampowered.com/app/1606180/

各位大侠好,

由起点网文作家烙锅馒头执笔,江湖Ⅱ首部女主角资料片、暨第二部免费资料片《逃婚千金》,将于7月18日12:00更新上线。

大侠们现在有了新的选择,可以创建女性角色纵横江湖了。

局限于团队规模和内容量级比较大,我们依然采取一段时间内分批次的方式更新本次资料片。
为了表示心意,我们还将在免费资料片外额外赠送大家一系列免费的外观:

服装外观:
紫霄云裳(男)、月隐霜裳(女)
武器外观特效:
碧波流云(剑特效)、苍霞流转(刀特效)、翠竹破风(枪特效)、明月凌波(拳特效)
以上外观,我们将在7月18日之后的一周内逐步更新给大家,届时,大家在易容——衣橱——时装中装备、在武器特效中启用

【资料片优惠】
为庆祝第二部免费资料片《逃婚千金》上线,我们开展为期7天的打折活动(7月18日12:00~7月25日12:00),游戏本体8.8折

《逃婚千金》独立剧情:

《逃婚千金》整体拥有数十万字的独立主线剧情,以及数十个奇遇及支线可供玩家探索。
玩家将扮演一名富家千金闯入江湖,体验故事中的恩怨情仇、世情冷暖。
玩家可以随心所欲当个自在游侠,任由江湖形势自由发展;也可以通过各种支线任务,去控制事态往自己期望的方向倾斜。游戏的多结局设定,完全由玩家行为决定。

《逃婚千金》故事背景:

女主出生在淮陵的顶富家庭,祖辈皆倚靠楚国太傅党发家。在燕楚两国的边境战争中,楚国屡显颓势,面对不容乐观的战况,原本就扎根在楚国朝堂的党派之争愈演愈烈。
前方战事吃紧,女主家能为朝廷募集各大江湖门派对抗燕军,遂欲与太傅党联姻,让女主嫁给太傅的其中一个儿子。
然而,节节败退的楚军、蛊祸四起的江湖都让女主无心婚事,
她找到对婚事亦十分不满的联姻对象,二人联手策划了一场逃婚戏码,女主从此正式开启了江湖之旅……

DLC《逃婚千金》版本介绍与规划

本资料片将为大家带来全新女主身份剧情主线《逃婚千金》及其全新支线、奇遇、江湖挑战与探索。玩家将扮演淮陵一位顶级富豪千金,从逃婚之路踏入江湖,体验故事背景下江湖世界的恩怨情仇。
除此之外,还将为大家带来伙伴玩法,玩家可以培养伙伴,并与伙伴并肩战斗,这里不再是一个人的江湖。
另外,大家一直期待的门派战(第一期),也将在本资料片中与大家见面。我们设计了类似骑砍混战体系的大型征战玩法,大家可以派遣门人出征运筹帷幄,也可以亲自携帮众参与战斗决胜千里...
以上内容会在8月底之前逐步完成更新。以下是本次资料片部分重要内容,详细内容请关注具体更新公告:

“逃婚千金第一弹,预热” 7月18日
1、开放全新女主身份剧情主线:逃婚千金-上篇及对应阶段全新支线、奇遇、江湖挑战等等
2、文案、数值、卡顿性能优化
3、世界NPC的生态植入第一弹
4、手柄第二期适配开始,持续优化

“逃婚千金第二弹” 7月底
1、开放伙伴体系:包括结缘、招募、出战、如同主角一样的全套养成,可以学习随机npc主动招式
2、大量新增武学、奇遇:比如太极等
3、流云镖局、重天门玩法的进一步深化丰富
4、文案、数值、卡顿性能优化

“逃婚千金第三弹” 8月第1周
1、开放全新女主身份剧情主线:逃婚千金-中篇及对应阶段全新支线、奇遇、江湖挑战等等
2、嵩室山完整内容全部植入,规则玩法优化
3、开放第五难度:所有BOSS玩法机制全面增强包括机制、技能、AI等等

“逃婚千金第四弹” 8月第2周
1.“江湖霸图第二期玩法:江湖霸业”:开放门派势力地图、门派占领大世界玩法、门派弟子征战等类似骑砍混战体系的大型征战玩法(我们将持续听取大家意见,优化好这一块体验。不能在马上对战、毕竟我们是武侠哈哈)
2.文案、数值、卡顿性能优化

“逃婚千金第五弹”(完结) 8月第3周
1、开放全新女主身份剧情主线:逃婚千金-下篇及对应阶段全新支线、奇遇、江湖挑战等等
2、新增门派势力:丐帮完整玩法(完整的RPG及门派经营体验、全新规则玩法“生存”、新增降龙进一步的奇遇及招式、新增打狗棍法、新增隐藏棍系绝技“定海神针”)
【写在最后】
其实在《逃婚千金》中,这里有遇见一个不小的问题:我们设计之初秉着除开少侠之外、大家也能自由的选择女侠身份去纵横江湖这一开放世界思路。然后,杯具来了,我们一群理工直男策划(包括我们找到的作者大大),如何尝试去细腻的描写女性主角的故事!
接近一年的反复推翻,最终我们还是忐忑的推出资料片让大家体验!当前的版本可能会有不少的问题;不过,还请各位大侠放心,我们会坚持听取大家的反馈、建议、甚至设计思路来进一步持续优化千金线的内容(因此,千金线更多的故事与结局路线将在我们与大家的互动过程之中逐步添加,并不止于本资料片!相关活动互动我们会尽快开启在我们的B站官方号,期待大家的踊跃建议与支持)
最后,欢迎大家加入微信群与我们随时沟通(关注公众号:下一站江湖官方,扫描二维码入群)。

点击查阅7~8月版本规划(进行中)

点击查阅首部免费资料片《江湖霸图:开宗立派》规划(已完成)

点击查阅数值产出优化第一期(已完成)




Jul 17, 2024
NationWar2:Chronicle - Brave
1. Limit the frame rate of the game to 120
2. Optimize loading speed
3. City selection effect
4. Legion selection effect
Jul 17, 2024
Security Control - GGAPP
The fourth update on the development of Security Control.

Hopefully in the next update I can provide more screenshots on the cruise ship level that is being worked on. Until then here are the changes from the past two weeks.

Additional Content
  • Added the ability to purchase skins for unlocked characters
  • Added another objective to the demo

Gameplay Changes
  • Added tooltips to see what objects are
  • Added the ability to drink some drinks which allow the player to move faster for a short period of time
  • Made Easy level easier
  • Made it easier for first time players to understand the game
  • Made Player Security sprint slower, drain stamina faster, increased base walk speed
  • Decreased worker "Speed App' max speed


Bug Fixes
  • Fixed some networking issues causing players to desync
  • Fixed an issue where sometimes the game would not end
  • Fixed some objective bugs
  • Positional fixes for some objects to match on each players game

To stay the most up to date and find other players to play the demo with feel free to join the discord https://discord.com/invite/RArR9fSRQW
Jul 17, 2024
The Dark Cave - Link
In this version, we:
  • Fixed a bug that may cause language settings won't save when you exit.
  • Fixed some bugs that may cause monsters to freeze on the battleground.
  • Fixed some bugs that may cause skills can not take effect properly.

If you encounter any bugs or troubles or just want to share your opinions, use the Steam forums or join 2P Game’s Discord server. (On Strategy Games Group)
Jul 17, 2024
Elengard: Ascension - stephanommg
Hey Elengardians! Update 1.2.0 is here with some improvements and bugfixes.

List of changes:

  • Bugfixes:
    • gained xp was actually half of what it was supposed to be
    • no inventory sounds when selecting a preset and starting the game without editing the character
    • problem when dropping the using item and it was the last one
    • improved compatibility with platforms that don't support native code Unity plugins
    • bug that prevented tutorial messages for mages to appear if the tutorial was started before with a non-mage character
    • no AOE markers showing for radial AOEs
    • start game button disabled due to not visiting presets panel
  • Improvements
    • readjusted LOD levels for the different levels of (graphic) quality
    • fixed wrong text appearance for some items on ground
    • Tutorial:
      • added more tutorial guidance on character creation and tips for straight attacks, dodge and block defenses in game
      • cleaned some tutorial text to make it more concise
      • reduced the density of tutorial messages (fewer messages appearing after the other)
      • add Two Weapon Fighting tutorial message
    • added corresponding key ID to the action bar slots
  • Balancing
    • Electric Orb starting delay after cast changed from 1 to 1.5 seconds
    • Endure Pain new xp cost: 100
    • Basic Dodge new xp cost: 300
    • Feyzir Projectile new xp cost: 300
    • Distracting Orb new xp cost: 200
    • Silent Steps new xp cost: 150
    • Feyzir Projectile new xp cost: 300
    • Changed Mage Presets to use Endure Pain
    • Two Weapon Fighting new xp cost: 300
    • Added a second knife in character creation to allow starting with 2 weapons
    • Nerfed default dodge defense from 100 to 85
    • Basic Dodge defense bonus: 10
    • Improved Dodge defense Bonus: 10
    • Replaced some enemies around the village by easier enemies
...