Jul 21, 2024
Fire of Life: New Day - danacraig78
Darling Moonshine Released
The next segment has been released! This takes place (mostly) in the Darling Moonshine and focuses on Bria/Eric, Cayla/Tori/Matt, Kei, and Constance. :) A few changes:

Renpy 8.3

Using a Nightly build currently, and will update it to the released version when that happens (should be soon). The main reason was Text Shaders. The old kinetic text extension would make the text thin and somewhat difficult to read. The Text Shaders keep the same font and apply the movement (it should apply to all translated ones).

New Chapter/Replay Windows
I made each button wider to use an image from the scene rather than build a whole new chapter button. :) Also added an alpha when hovering to show the hover. If I put too much alpha, let me know. The same effect (minus the alpha) was added to the Replay menu.

Galleries should be updated more frequently.
Before, the gallery wouldn't update until you closed and reopened the Visual Novel. Now, it should do so whenever you unlock the image.

Risimon - Lorwin
The Steam page was the first major milestone on the road to release, and a significant psychological step for us as well. Thank you very much for all your support!

The next step is the demo itself.
Until then, we will try to keep you regularly posted on our progress. Namely, what we are working on at the moment and what remains to be done, always in a transparent fashion and without spoiling any element that is meant to be discovered in game.

Almost all of the main features are implemented, but there is still more to achieve:
  • The combat system is operational and every move available in the demo has been fully coded. The remaining step is the integration of the completed graphical assets into Unity in order to finalize move animations.
  • The combat display is functional. However, in its current version tunability and optimization are hard to achieve. We will therefore rework it to better manage the various combat situations that will be available in the final game.
  • Regarding the UI, the structure and animation of 5 interfaces are completed (out of the 8 ones present in the demo). We initially bet on a mouse control, but we are now working on the overhaul of the control management system to allow key customization and gamepad compatibility.
  • The overworld and movement systems are now both functional (mouse + keyboard, gamepad).
All Risimons of the demo are ready and here is the new design of Pluggator; the Fire Starter modified to add more dynamism.



Currently, development focuses on the creation of a scenario integration system (dialogues, quests, scripted scenes).

Some of our artists and writers are finalizing the last elements of the demo while most of the team is already working on the post-demo content.

___

Shoutout to our international supporters, and particularly to our Asian fans! Thank you very much for the warm reception we have experienced so far! Risimon includes a large number of dialogues and texts, and without the support of a publisher we will unfortunately not be able to translate the game into languages other than French and English anytime soon.

Still, we will not turn our back on you:
  • Every text present in the game will be accessible in the game directory to support community-led translation initiatives.
  • This feature will be directly linked to the Steam Workshop available for the final game.
  • Please, feel free to give us your feedback regarding the English translation, as we wish to make the game easily accessible to non-native speakers.

We stay focused on our remaining work, but the end draws near! Stay tuned for the next Devlog!
月白星斗-Lunar Glow Stellar Dance - Jrock_studio
Fixed on July 21st:
Fix the problem that adjusting windowing cannot pop up after unlocking the shortcut option bar;
Fix scene transitions that may cause stuttering, flashing, and issues;
Fixed the issue of no pop-up inquiry window when ESC exits or returns to the main interface;
Fix the issue of audio not playing;
Fix the problem of failed title switching and lagging switching in the bottom right corner of the main interface;
Fix the issue where the flowchart option cannot jump to the incoming line;
Fixed the issue where the game shortcut options bar did not pop up an inquiry window;
Fix the issue of display errors in vertical drawings;
Fix the issue of non inheritance settings;
Fix the malfunction of shortcut button function;
Fix the rollback function error issue;
Fix some text errors;
Fix some voice error issues.
Jul 21, 2024
HYDROGEN - Void
Fixed Controller Support for UI
Added Delete Sold Items Button
Fixed Various UI Bugs
RAID: World War II - Xeletron™
Hello Raiders!
Thanks for everyone who participated in the contest, we have gotten a lot of great suggestions.
It wasn't simple to pick out the winners, and we went back and forth on them for a while, but eventually we managed to pick the ones we found most fitting.

That being said, there were a few suggestions we really liked and thought could be used for other talents, so there's a chance you will see your suggestion in game even if it didn't win any of the listed categories.

Without further ado, here are the winners and the runner ups:

Big-Game Hunter
  • Oshawott - "The Hunters have become the Hunted."
  • TonisGaming - "Who's the clever girl now?"
  • Igor_HellishGuy-c902 - "My inner eye has shown where i can wreak havoc."
Fast Hands
  • Der Optigriller - "Increased muscle-memory lets you reload even while sleeping."
  • Urzine - "What on earth did you put in this coffee?"
  • Sero - "Now you see me, now you don't."
High-Dive
  • Meredith K Pseudonym - "CANNONBALL!"
  • VALE_3K - "Turning ground troops into well-ground troops."
  • [MJ-12] Majestic-12 - "BLAM!!! Oh?"
Bellhop
  • Doc He/They - "Wojtek would be proud!"
  • Oshawott - "Don't mind if I diddly do."
  • repellent - "Hands can be used outside of shooting Nazis, whadda you say?"
Tough Customer
  • repellent - "All the shots are on me."
  • VALE_3K - "Never Give In, Never, Never, Never."
  • Doc He/They - "Gin, Bourbon, Vodka, or Beer; It'll be there when you need it most."
Fleet Footed
  • repellent - "Broken legs are the least of your concerns."
  • The Guv'na - "Fear not the goosesteps with light steps."
  • Der Optigriller - "Be like a cat, but with 8 less lives."
Saboteur
Note: We modified the text to make the reference a bit more subtle, while keeping the original intent.
  • Сосиски Черкизов - "The Irishman's apprentice."
  • Igor_HellishGuy-c902 - "Explosives are a science, and I teach practical application."
  • Brayden Dickairs - "It was like that when I got here."
Equal Opportunist
  • Der Optigriller - "Are we suppossed to eat bullets and shoot syringes?"
  • VALE_3K - "Thou shalt not ration justice."
  • Sero - "Every little bit helps"

Congrats to the winners, and again thanks to everyone who submitted texts.
Stay tuned for next week where we will do a deep dive into the new proficiency system, and we hope to see you on August 1st!
Jul 21, 2024
Astraea - Vizabee Games LLC
Hello Titans,

Zeus decided to add more blessings, and change where and when they are dropped. The purpose is to always provide you with one bolt, one trap, and one utility blessing per drop, as well as give you certain blessings based on conditions. Everything has been reorganized and set to get you something good each time.

  • Added a system to drop certain blessings based on game conditions, such as being damaged.
  • Added a system to drop certain blessings at different times of the night
  • Added Faster Cooldown blessing for bolts
  • Added Faster Cooldown blessing for traps
  • Updated Faster Respawn to spawn in the utilities column
  • Updated Faster Respawn to be a possible drop once you took damage
  • Updated Better Luck to be a possible drop on the first drop of the night
  • Updated More Accuracy to spawn in the utilities column
  • Updated More Accuracy to be a possible drop on the second drop of the night
  • Updated More Luck to be a possible drop on the first drop of the night
  • Fixed missing line break in some localized credits.
  • Fixed missing names in the some localized credits.

We hope you love the new cooldown blessings. There is nothing more satisfying that setting out all your traps in less than a second.

Thanks,
Vizabee Games
Jul 21, 2024
Horde Hunters - vaanttibiz
Hello. This update is still in the aftermath of the new weekly challenge feature. There's nothing like a little competition to bring out issues in runs! Mainly the scoring has seen an overhaul and big changes made to overcome the late-game lag. There's still more to do but I wanted to push this update out before the next weekly kicks in. All the performance improvements may affect the gameplay experience somewhat so looking forward to getting feedback on that as well. This is very much an iterative process so bear with me as we're tweaking the formula.

Full changelog:

General
  • Many of the leaderboard score multipliers changed. Elite multiplier is calculated based on average kill time. Unused power-ups will give a bonus multiplier for total score
  • Endless late-game (20min+) enemies will get even tankier over time
  • Reduced the maximum number of enemies that can be spawned
  • Older non-elite enemies are destroyed from the map for better performance
  • Enemy land and air units no longer collide with each other
  • Enemy knockback stops on obstacle collision and is stunned for the remainder of time
  • Map contrast increased a bit for better clarity
  • Player damage when inside the mine increased by 50%
  • Character maximum level increased to 15
  • Shield initial attack rate decreased from 2s to 2.5s
  • Added an arrow to protect mission party member for better visibility
  • Fire mission radius will decrease slowly every second
  • Mission outside timer is a total of 5s, not 5s every time you go out
  • Jumping/dashing enemies can't be stunned anymore
  • An icon is shown next to the player energy bar if ability is blocked by elite
  • Cart driver (on Road maps) will hurt player too so watch out!
Bugs
  • Leaderboard score backup could get corrupted and not be able to send again
  • Event log would get in the way when accessing settings during run
  • Mission timers got desynced (in event log and arrows) when using mine or disco ball
  • Jumping/dashing enemies could on occasion trigger more than once making their direction and speed erratic
  • Sometimes elites would show red dash indicator line despite not having said ability
  • Mission and level up reward screens could be dismissed with space
  • Enemy spawn frequency was not always consistent
  • Some weapons could have a critical upgrade costing 0 after maxing everything else out
No Plan B - GFX47
Calling all operators!

No Plan B is adding some new cosmetic patches to the game, but we need YOUR help.

Starting right now until JULY 25th, submit your custom drawn design to the dedicated Discord channel to have a chance at getting your design added into the game!
The number of winning designs depends entirely on the number of people who participate, so the more participation there is, the more likely your design can be worn on operators worldwide!

Rules

  • All drawings must be original and cannot be stolen or be of an existing design to avoid copyright.
  • Design must be square or round in shape, and have a minimum dimension of 512x512 pixels.
  • Artwork must be digital and in the PNG or JPEG format.
  • The contest will take place in two stages. The first stage is the submission stage where we gather everyone's designs. Once the date to upload designs has ended, we will have the voting phase, which will be about three days long.
  • We will create a Google form to gather all the submissions and allow everyone to cast their votes on their favorite designs.
  • We will announce the winners at the end of the voting period!


Remember that patches in the game are small, so keep designs relatively simple.

Good luck and happy designing!
Milo - ammoburger
Milo Demo v0.1.21 Patch Notes
-Turned Virtual Shadow Maps ON. It has higher cost to performance but looks better. If I like it I will add a setting to either use it or not

-Cultists can sprint indoors. Sprint-to-barricade speed also slightly increased. The chances of them sprinting increases with the rounds

-Removed ability UI indicators for common FPS abilities

-Added indicator component that helps you track your rats by on and off screen

-Every third round the door will open. Right now a crate will spawn there, but that's a placeholder for a ticket shop and/or other things as well. After a pause the door will open and will not close until you well away from it, so I'm hoping that it is impossible to get stuck in that tiny room now. If anyone manages to do it I will Paypal them 10 dollars

-Reduced exploding body fuse duration (2 seconds) and damage. The damage will no longer kill you at full health and instead do 75 damage

-Updated rat scavenge icons, fertilizer was replaced with "food" and instead poop it is a carrot icon. The food doesn't do anything yet, its a placeholder for food your rats will eat to grow over time as a kind of meta-progression. Plan is to have some permanent rats that you customize and take through different playthroughs

-There is a timer the starts when the round ends. When it finishes, the rewards despawn and the next round starts. You get a audio and visual cue to warn you that the round is about to expire. (clicking sounds, and the lights turn off for a few seconds)

-Cultists have more health

-Higher chance for cultists to sprint indoors
Jul 21, 2024
Into the Wild - SterOnLer
Hey again everyone!

So! Into the Wild is nearly ready to go! Version 0.5.0 marks the final major update prior to the public release of Into the Wild! What this means in practical terms is that this is the final major content update to the game before release day. This update contains the final new features for the game, and past this point no new features will be added in until after release. The only thing left now is ever present need for final play testing and bug fixing, and I'll be focusing my time on fixing those existing bugs and refining already added content before version 1.0.0 hits the store in a couple of weeks! And it will only be a few weeks to go now, as I'm VERY excited to announce that Into the Wild be available to the general public as the clock strikes midnight and we go into the 6th of August (or at least, as the clock strikes midnight here in central Europe, as the game will be releasing at the same time in all time zones)!

This final beta version is probably the most critical time in Into the Wild's development, as I'm going to be scrambling to make any necessary last minute improvements and fix any bugs that pop up before release day. As such this update is where I REALLY need the help from you guys! I'm sending around a new form so you can let me know what you think of where the game is at and let me know of any changes you think will be beneficial before release day, which you can find here: https://docs.google.com/forms/d/e/1FAIpQLSf0KD3AKomhejNlT5FSrZcHtIhk02_qYuvf0X2zANABUxXDgA/viewform?usp=sf_link. The same bug reporter is still there at: https://docs.google.com/forms/d/e/1FAIpQLSckOZyxHOXJh6bXgQGyXLPijt0ODI2HtqZfGqpJCGosXaj57w/viewform?usp=sf_link. If you guys can keep the feedback and bug reports coming in this final stretch of the beta testing phase it would be such a help to me!

But before we go too much into release day stuff, a quick overview of what's in this update feels appropriate. Version 0.5.0 mostly brings the last of the music into the game, with 4 new full tracks and a couple of shorter stingers thrown in there too. The music system has also been revamped a little, so you'll probably hear more music than before over your game experience, and (hopefully) it'll be playing at more fitting times! I've also made some minor changes to the fall damage system to not randomly kill the player quite as much as it used to. As per usual there are also some bug fixes thrown in, most significantly that I think I finally managed to squash the extremely annoying bug that caused the "consume" button to stop working. Alas, I didn't get the time to add as much music as I would've liked, but the project files for those tracks aren't going anywhere any time soon and there's gonna be plenty of updates post-release for me to slowly add that stuff in!

So that brings me nicely to the other thing I wanted to discuss; when Into the Wild's 1.0.0 version releases, what comes afterwards? Well, I'll admit that's a bit of an unknown. What I can say for definite is that support and bug fixes to Into the Wild will be continued indefinitely and will not be stopped until a build that is as bug free and stable as is possible is released. The other thing I can say for sure is that cut content will be introduced to the game over time, most notably the cut dialogue and music, as most of the creation work is done and this content is just pending implementation and bug testing. The slightly more unknown stuff is the future of completely new content for Into the Wild, as this really depends on how release day pans out and is pending assessment by myself as to if I think that future content for the game will be worth the time it takes to create. I would love to continue to work on content for Into the Wild, as developing this game has been an amazing experience that I'm simply not ready to finish with just yet, but of course there's other stuff that I want to be able to put my time and effort into, as well as the fact that I'm at a stage of my life where I need to be thinking about generating money, which limits the amount of time and effort that I can put into free content.

Considering all these factors, my plan for post-release is fairly simple. Because of constraints from using the steam link as the submission medium for my masters project and not being able to change my work post submission, there will be NO updates or new content between the 22nd of August and an unknown date most likely somewhere in the region of the 9th-23rd of September. Maybe I will still be able to do bug fixes during this time, but I don't know as I am still negotiating with my uni about this. Of course this doesn't mean I won't be working in this time, in fact progress will probably be even quicker since I won't have to worry about any of that boring stuff like actually writing my thesis, but I won't be able to release that content until after I have had my submission graded. This means you can expect a pretty major content update that contains all the cut content as well as quality of life improvements and bug fixes to release during that time frame I set out, or potentially shortly afterwards. The plan for after this is that if Into the Wild has had interest shown in it to start working on new content and features for the game, but this is dependent on seeing if the general public actually has interest in playing the game, if people don't wanna play then it's simply not worth the time creating new content as opposed to working on something new. If this interest is present (and I certainly hope it will be), then the plan for this new content is a pretty massive overhaul to the weather and cold systems which will contain actual directional wind that can be blocked by objects, the ability for players to start fires to keep warm, and a bunch of other exciting stuff! That update will take a while, so I would guesstimate that releasing sometime in the region of November-December, maybe even sometime in the new year. Past that... well, I have my ideas on where I wanna take this, but let's wait for release day and see how things go!

God damn, I really can't help but write essays for these updates can I?! I'm so excited for the public release of this game, and I hope you all are too! We're nearly there now, keep the feedback and the bug reports rolling in, and I'll keep the updates coming :D

Seph

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