Jul 19, 2024
Obsideo - Kyle
Where I’ve been

Hey everyone,

I think the first thing I address should be where I’ve been and why there was such a big absence, to start it off I honestly didn’t expect releasing a game to take such a mental toll, I became obsessive over everything and it ended up consuming my life, and affecting my mood if the reviews dropped even slightly, I was miserable and hard to be around, and I needed to take a step back for my sake. I completely understand that this isn’t going to be good enough for a lot of people and I will put in the effort to “win you back” and show you I’m just as committed to this game as I was on day one, which is why I decided to rebuilt it from the ground up, to make sure we had a perfect foundation to build upon. I’ve also got precautions in place to make sure I don’t fall into that mental hole again, so I won’t be going anywhere, again, sorry for disappearing, I just had to do it for me. Now let's get onto the more interesting stuff.

Unreal Engine 5

I’ve completely rebuilt Obsideo from the ground up using Unreal Engine 5. This upgrade means the game will look significantly better and is now optimised for multiplayer, providing a much stronger foundation for future updates. Since I had to teach myself this new engine, finding and fixing issues might take a bit longer, and updates might be slower at first.

The performance improvements are substantial. Some testers have reported hitting 400fps (on low settings) in certain maps with lights on. This is a huge leap from the previous version, where turning on more than four lights would drop the frame rate to an unplayable 5fps. Even if you’re not into the technical details, you’ll notice that the game looks much more beautiful now. The textures, lighting, and overall visual fidelity have been greatly enhanced, making the environments more immersive and atmospheric. This visual upgrade not only improves the gameplay experience but also adds a new level of detail and realism to the haunted locations you'll be exploring.

Using UE5 has allowed me to create more complex and eerie environments that heighten the horror experience. The dynamic lighting and shadows now react more realistically, making every room feel more alive—and more terrifying. The reflections and ambient effects contribute to a deeper sense of immersion, pulling you into the haunted settings like never before:



Steam Audio

One of the great benefits of using UE5 is the ability to integrate Steam Audio easily. This makes the soundscape in Obsideo much more immersive by taking into account room size, wall thickness, and object material when calculating reverb and occlusion. These features were not possible in the Unity version of Obsideo, so this upgrade significantly enhances the “audio experience”.

New model
With the new engine it gives me the flexibility to improve other parts of the game such as the player models. These new priest models look way better than the old ones, which honestly looked like they were made of clay. The new models also allow for more detailed customisation, which I’ll talk about next. Here’s a preview of the improved character models:



The new priest models feature higher-resolution textures, more detailed meshes, and improved animations. This makes the characters look more lifelike and expressive, enhancing the overall visual quality of the game. The updated models also support more advanced shading and lighting techniques, which further contribute to their realistic appearance.

In addition to the visual improvements, the new priest models offer more customisation options. You can now change various aspects of your character’s appearance, including their clothing, accessories, and even adding blood on their face. This level of customisation allows you to create a unique and personalised character that reflects your style and preferences.

I’ve also added new animations and gestures for the priests, making their movements more fluid and natural. These improvements help to bring the characters to life, making the game feel more immersive and engaging.

Customisation

With the new priest models, there’s now more in-depth customisation. Previously, you could only change the belt colour, which wasn’t very exciting. Now, you can unlock more clothing options, like adding blood to your face or getting new boots.



You’ll also notice new ways to customise your profile picture and borders, giving you a greater sense of accomplishment as you progress. This deeper customisation makes your in-game character truly unique. Each customisation option is earned through gameplay, rewarding you for your achievements and making your character stand out.

New levelling system

I’ve revamped the levelling and XP system to make it more engaging. Instead of only getting XP for exorcising a ghost, you now earn XP for completing various steps, finding evidence, and discovering new interactions.

This should make levelling up faster and more involved. I’ve also added some backend features that will be introduced in future updates, perks to help you protect yourself against ghosts. These features will add more depth to the game as they become available.

The new levelling system is designed to reward players for all their efforts, not just the final exorcism. This means you’ll be earning XP for tasks like identifying ghost types, using equipment correctly, and surviving encounters. It adds a layer of strategy to the game, as you’ll need to balance risk and reward to maximise your XP gains.

Push mechanic

There’s a new gameplay mechanic to help you survive ghost encounters. If you find yourself in a tight spot with a ghost, you can now use a push mechanic. This doesn't have a key by default, you can set one in the settings, you can knock your friend to the ground, giving you a brief moment to escape while they recover by rapidly pressing the spacebar. This adds a strategic element to multiplayer interactions and can be a lifesaver in dire situations.

The push mechanic introduces a new layer of strategy and tension to multiplayer games. It can be used to save yourself in a pinch, but it also requires careful consideration. Using it at the right moment can mean the difference between life and death, but it can also strain relationships with your teammates.

Being Dead

A common complaint was that there was nothing to do once you died. To make being dead more interesting, I’ve added a feature that lets you use your ghostly powers to summon and launch a glass bottle. When the bottle smashes, the ghost will be drawn to the sound. You can use this to help your team escape or lead the ghost to them, adding a new layer of strategy even after death.

This feature makes the afterlife much more engaging. Instead of just watching your teammates, you can now actively influence the game. Whether you choose to help your team or create chaos is up to you, adding a fun and unpredictable element to the gameplay.

I’ll also be looking at adding other ghostly abilities that you can use while dead, such as making eerie noises or moving objects. These abilities will hopefully give you more ways to interact with the environment and your teammates, keeping you involved in the game even after death. The goal is to make sure that every phase of the game is enjoyable and interactive, regardless of your living status.

Starting outside

Another complaint was that outside was boring, with nothing to do when lowering your heart rate. Now, you start outside, which passively reduces your heart rate as you collect equipment and regroup with your team. It’s a small step, but it makes the game that bit more engaging.

Starting outside gives you a chance to prepare for the investigation and strategize with your team. You can take your time to choose the right equipment, discuss your plan of action, and mentally prepare for the horrors ahead. This makes the beginning of each game feel more purposeful and less rushed, as opposed to being thrown in head first like you previously were.

Additionally, the outside environment has been designed to be more atmospheric and immersive. With detailed scenery, ambient sounds, and in the future I’ll be adding more to this, such as dynamic weather effects to make the outside area feel alive and add to the overall tension and mood of the game.

Hiding spots
The last major complaint was that the game felt unfair because you could sit silently in a room and still get killed if the ghost decided to walk in. I’ve added various hiding spots around each house, such as wardrobes. By pressing ‘H’, you can hide inside and avoid being seen, even if the ghost is in the same room—unless they see you go in. Here’s an example of one of these hiding spots:



Upcoming
The first next major update I want to do is modding support, I’ve already got it working in editor, there's just a few issues I need to iron out first before I have the confidence to push it public to everyone. So that’s at least worth sticking around for.

End
There’s probably a lot of other stuff I’ve completely missed or forgotten all about, and I’m honestly happy with letting you all get back out there and explore the game again. I hope you can find it in you to give me, and Obsideo another chance, and I can’t wait to see what you all think of it.

All the best,

- Kyle.
Caribbean Crashers - Ajwct
We want to hear from YOU! As we continue to develop and improve Caribbean Crashers, we want your input on what should be added next. Whether it's new features, characters, storylines, or gameplay mechanics, your feedback is invaluable to us.

Please share your ideas and suggestions in the comments below or on our official forums. Your creativity and passion help us make the game better for everyone!

Thank you for being a part of the Caribbean Crashers adventure. Let's make this game amazing together!
Jul 19, 2024
Fantasy Clicker - Holy2Lord
Build 0.40 Demo:
*Added 10 new goblin levels
*New resources
*Added 4 craftable armor pieces
*Added 1 set bonus when equipping all 4 armors
*1 new expedition
*Increased the level cap on the gold mine
*Fixed ascendancy leaderboard
*Lots of small bug fixes and tweaks





Taora : Survival - Ganare
  • Character Creator added. You can customize your character from main menu.
  • Female character is added.
  • Various skin colors,eye colors,hair types,beard types,eyebrow types added for both male and female.
  • While consuming a item on quick use slot doesn't disappear is fixed.
  • Rain Catcher's water produce amount is increased for all levels.
  • Player animation is freezing in start is fixed.
  • Requirements of dorm upgrade is changed.
  • First aid kit health value is increased.
  • New facility indicators are added.
  • Returning main menu and quitting the game waits for players approval before quitting.
  • Spawning multiple player death loots after loading the game fixed.
  • Saves not showing when loading game fixed.
  • New crafting particles added.
  • CPU optimization is improved on AIs.
  • Enemy counts on zones is balanced.
  • Terrain texture bugs fixed.
Last Epoch - Wick93
Bug Fixes

  • Fixed a bug where Circle of Fortune's rank 10 bonus was not applying to boss uniques from arena, dungeons, Exiled Mages, and the Shade of Orobyss. As a result of this change Exiled Mage unique drops are now randomized per player, rather than being the same for each player.
  • In online play, killing a Shade of Orobyss while dead now counts as a successful kill, granting stability and resetting your echo web. You are still able to respawn and collect your loot.
  • Fixed an issue causing disconnection when entering towns.
Cyber Knights: Flashpoint - Trese Brothers

Head Hunters have been unleashed on the New Boston zone and the bravest and craziest among them are hunting Cyber Knights - hunting you! The reaction from players has been so awesome to this new major milestone, we're psyched. The feeling of time-boxed pressure to deal with or escape the Head Hunters and that fact that, for a time, it makes you play the game different, use different equipment, bring a different squad, and plan for the Head Hunters to jump you at any given moment is extremely exciting.

While things have launched very successfully with Head Hunters, we wanted to make some rapid improvements in places where we missed on certain features of nice-to-haves, so this update addresses a number of those issues.

If you're liking the pace of development, please leave a review!


Fast Improvements
We've made some balance and weapon tweaks to Head Hunters based on feedback - thanks to everyone sharing their combat stories.

We've improved how the Head Hunter "Stun Break!" works so that when they roll it, they really can act for the Turn.

We've fixed Brainworm vs. Headhunters so that it will not allow you to use it against them at all, saving you the charge and the AP as they are immune.

We fixed issues where you might get a dialog about Head Hunters in victory or defeat even if they didn't show up.

Dead Head Hunters no longer have body timers and won't cost you Security Tally.


Other Improvements
Throughout the game, we've improved how we handle highlighting of names, factions, and professions so that the highlighting is more clear, consistent and shows up in more places like Timeline events.


We've also fixed the little blue man who appeared in your timeline when crafting items. RIP little blue man, we never really knew ye.


v1.8.23 - 7/19/2024
- Continued to balance and improve Head Hunters and their teams! Thanks for the early feedback
- Fixed issue with proc-gen maps that was cutting 2 maps out of rotation - Street Palisade, Holdout Corner
- Fixed issue with Head Hunter "Stun Break!" not really breaking Stun effectively
- Fixed issue with Head Hunters immune to Brainworm but Talent firing anyway
- Fixed issue with Head Hunters reporting a miss in mission victory / defeat even if they didn't show up
- Fixed issues with Head Hunter bodies having body timers
- Improved highlighting of names and factions through dialog and timeline to be more consistent and clear
- Fixed issue with little blue man in the timeline when crafting items
Jul 19, 2024
Star Vortex - Zorg


Our official theme music just landed and to mark the occasion we've updated our trailer and screenshots on the store page. If you've not played the game in a while there are some big changes!

The next update will double the amount of content available in the demo version so look out for that in the next week!
SteamVR - nathan
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

The Steam Link for Meta Quest FAQ page is available here.

Anyone can opt into the SteamVR Beta. Instructions are available here.

SteamVR:
  • Fixed crash that occurred when a remapping file path in an input profile was invalid.
  • Allow Tundra trackers to be bound to left and right wrist roles.
  • Fixed head poses so they continue returning data while dashboard is up.
OpenXR:
  • Fix bindings for left_wrist and right_wrist in XR_HTCX_vive_tracker_interaction

Jul 19, 2024
Countless Army - Larito Provo
Hey!

Yesterday, Countless Army came out and with such nervousness of launching my first game I forgot many things, between them launching this notice with the roadmap.

On this, I’ll be showing the things that will be included in the game with time:

Version 1.0.0

  • Upgrade to the conquest scenes
  • Steam achievements
  • Final credits
  • Final Scene
  • Profession skins
  • Difficulty balance
  • Option button to choose font weight, lighter or heavier
  • Option button to make the game easier or harder

I know that the achievements are something that many people love, and I want them in the game. I didn’t make it to the launch day, but be sure you are going to see them!

I talk about upgrading conquest scenes, credits and final scenes. The same thing happened here with achievements, I didn't make it on time.

This version is going to come out on the 26 of July. Is very close to the release date, but being things that I believe are basics, I want you to have them as soon as I can.


Version 1.1.0

  • Cloud save
  • A new troop, unlockable at the end of the game
  • Two new skin for each troop

The new unit will be, initially, oriented to those that want to have the full progress of the game, my idea is that I’ll be fun to play(almost as easy mode) and about the skins…The best way to show off your troops is with new aspects!

Version 1.2.0

  • Steam Deck compatibility
  • Controller compatibility

This two last updates don’t have launch date yet, because I don’t know how much time I’ll spend on implement them, but be sure my idea is update them soon.

I want to mention too, this are the thing planned right now, but they won’t be the last updates for the game, I plan to release thematic skins from time to time, fix bugs that appears and implement maps, troops and defense balance that can hurt the game in some way

Also, today I made a little update, this is because the game was easier than I wanted at first and it has been upgraded a little for all the game

I hope you are enjoying the game!
Thanks a lot to all!
Jul 19, 2024
Fadin's Vacation in the Parallel Kingdom - Fadin
EN-US

Bug Fixes Reported:

- Fixed the menu that allowed the player to select Select Stage and Challenger Mode using the jump button even when the mode was locked. Reported by "BadGokuh"

- Life in the Pudim Stage didn't reset correctly according to the difficulty after a death. Reported by "Evolx"

- Minor correction of Stun Time when hitting the Boss Shalalaka. Reported by "Silencio"

- Reset variables after a game restart. Reported by "Shinobi_Runs"
...