Added beta versions of Thai and Korean localization. Please note: there may be translation errors, missing entries, etc., we apologize for the inconvenience. If you would like to help us improve the translation quality, please contact us: support@doridori.studio
Introduced a brand-new Act - "Ancient Ruins," which includes two new playable characters, four new standard levels, and one special level.
Added auto-save feature in levels, so even if you interrupt a level, you can continue your progress the next time you start the game.
Added auto-upgrade feature after reaching max level, allowing players to keep playing without interruptions.
Added 32 new Kwent Cards.
Here is a detailed description of this update:
[ADDED]
Added character: The Devine Enforcer · Vera (unlocked upon completing the achievement "Wind and Storm")
Added character: The Future Kensei · Benimaru (unlocked after clearing the level "Desolated Ruins")
Added chapters to LORE related to characters Vera and Benimaru
Added an Act: Ancient Ruins (unlocked after clearing the level "The Embodiment of Death")
Added 4 levels with the Ancient Ruins theme
Added special level "Erosion: Road of Madness" (unlocked after clearing the level "Dusty Road")
Added BGM related to the new levels
Added a new feature - "Exclusion": add entry linked to characters in PREPARATIONS. Players can exclude weapons or skills they don't want to appear before entering a level. Excluded items will not appear during leveling up (unlocked after clearing the level "Harsh Snowstorm")
Added the feature to automatically choose an upgrade reward after reaching the max level in a level. There are two modes: auto-select by priority and random selection
Added 19 new achievements
Added a "CHALLENGE AGAIN" button on the level summary page
Added interactive features on the battle details page, showing details of all items obtained in the level
Added Haste Mode; players can turn it on or off on the level selection page (unlocked after clearing the level "Desolated Ruins")
Added three types of XP gems, dropped at appropriate times in levels.
Added auto-save feature within levels. If a level is interrupted due to the game being closed or crashing, the progress will be automatically saved and prompt the player to restore it when re-entering the game
Added Thai beta version localized text
Added Korean beta version localized text
Added 32 new Kwent Cards
[OPTIMIZATION]
Optimized the slow-motion effect when defeating a boss
Optimized the classification of options in the options page for easier navigation, so players can find the options they want to adjust more easily without flipping through many pages
Optimized the effect of the dropped loot when defeating monsters
Optimized the interaction experience when using keyboard and mouse, allowing players to interact quickly on some pages using keyboard shortcuts
Optimized the display effect of enemy damage numbers during battle
[FIXES]
Fixed an issue where other entities could push away Penguin King's ice pillar
Fixed an issue where monsters could push away the totem guardians
Fixed an issue where opening the battle detail page during an upgrade would cause interaction problems on both pages
Fixed the mismatch between monster attack warning circles and its actual range
Fixed the discrepancies between some LORE chapter requirements and what level selection page shows
Fixed the crashing issue when interacting with the portal at the end of a level
Fixed an issue where interrupting the game after starting some events would render those events incompletable
Fixed an issue where bosses didn't remove all normal enemies upon spawning
Fixed the incorrect targeting of the Kwent Card - Will of Anubis
Fixed the issue that when bosses appeared, the game would stutter for a few seconds
Fixed an issue with the Kwent Card · Will of the Penguin King's setting the display of the player's Dash count zero
Fixed an issue causing the effects not to work as the description indicates in Kwent Card - Pigeon Soup · Trenta
The summer has come and it's about time we have our Double NP Event back!
Buy 1,205 NP, get 1,205 NP FREE!
Don't miss your chance to catch this deal!
■ Event Period: Friday, July 26th 02:00 - Sunday, August 4th 23:59 (UTC)
*Make sure to check that the bonus is applied on your 'Purchase NP' pop up. *Bonus NP is sent to your in-game mailbox, and you have 90 days to claim it. *Bonus NP that's already been claimed from your mailbox is not eligible for refund. *This purchase is only available once per account and once a refund has been processed, repurchases are not available. *Refunding the original purchase will also return the bonus NP and the 16 Mileage.
Hello my name is Collin Hansard, sole-developer for the game 'CYCO'.
This is our first public update for the rerelease version of the game.
This update is using a branch of the game that has recently undergone alot of recent implementations for the next content update so there may be some regressions, but we found that some of these improvements where worth the risk. Please let me know if one of y'all spot any of these issues and I'll have it fixed immediately. I have only partially completed the effort to remove the initial boot stutter, there are still avenues I can take to fully alleviate the issue. The ingame stutter is still present but like I have outlined before, the stutter only happens the first time an object spawns, subsequent respawning of the same object won't cause the game to stutter even if you have closed the game out and relaunched it, I have some ideas on how to alleviate this but will have to come in a future update.
Also this update may reset your config file for the game, sorry this will hopefully be the only time this happens. Config files now have Steam cloud support.
Added button to toggle AI Attacking (Not available in final arena for thematic reasons)
Re-worked Initialization system to speed up launching the game.
Improved Character Animation Blending, all animation transitions should look smoother.
Vastly improved 'Climb Over' Detection
Adjusted Combo Curve parameters
-Inverted the Combo Curve Damage parameter, you now do more damage the higher your combo.
-I adjusted Combo Curve parameters to be staggered instead of a smooth curve so the changes are more easily and reliably to interpret.
-Note: While we encourage combos fully. We are cautious to curb infinities / prolonged combos past 20/25, while it's still possible to reach high combo counts we are aiming to make it more difficult the longer a combo goes on.
Increased the maximum color slider amount in the config menu.
Fixed error that caused tool-tips in the config menu not to show when hovering the mouse over text.
Potentially fixed rare dependency error that caused crash on Linux
Let us know if you find any issues with this update or anything you'd like to see in the game in general.
- **Glacia** - Added back her original airdash as requested. - Can now summon her move "Mr. Bubbles" with D, F + LK and D, F + SHP, setting up multiple traps. - Fixed missing animation frames. - Fixed missing movesets that caused the game to freeze.
- **Kratos** - Fixed falling animations. - Normals can now be canceled out of run animations more fluidly.
I apologize for the problems with the German subtitles, but I have chosen to take them down. Due to personal limitations, some words could not be translated accurately, which may cause some changes in the meaning of the text. I have made this decision in order to ensure that the meaning of the text is conveyed correctly.
Hello, this is POLYMORPH Studios, the developer of IfSunsets.
As we approach the final stages before our Early Access release, we wanted to take this opportunity to express our gratitude to all of you who have supported and patiently awaited IfSunsets.
POLYMORPH has a unique history. We began as a team creating CG for blockbuster movies. Through our work and our shared love for games, we transitioned from discussing our favorite games to dream of creating a game that encompassed everything we imagined.
Thus, driven by our passion for gaming, we embarked on a new challenge. IfSunsets marks the beginning of this journey and our debut title.
We understand that developing a sandbox game as our team's first project presents significant challenges. However, as gamers and developers who love this genre, we were determined not to give up on our dream simply because it was difficult. It's about wanting to create a world where many can share, experience, and fulfill their aspirations.
There have been many milestones along the way. Game development has not been easy. As developing for the first time, we faced numerous trials and errors. Your feedback left in the community each time was invaluable. The warm encouragement and constructive criticisms you gave when we first revealed our demo remain unforgettable. They made us realize our shortcomings, understand what we were missing, and get excited about new ideas.
Our development team, which started with just two people aiming to fully integrate everyone's opinions and our thoughts into the game, has grown to ten members. Together, we are moving forward each day toward our goals.
Participating in Steam Next Fest allowed us to meet more people and hear more stories. Moreover, collaborating with Smilegate, a partner who empathizes with our passion, has enabled us to present a better game to all of you. IfSunsets has surpassed 100,000 wishlists and is now setting sail beyond that milestone, with the day of our voyage beginning to come into view.
We believe IfSunsets wouldn't have come this far without all of you. Many say a game is not a mere "product" but a "work of art." We aspire to earn your recognition not through hasty outputs, but by crafting a "work of art" that resonates with all of you.
To all the users who have been with us for a long time, we sincerely thank you. We will continue to grow through communication with the community in the future.
The Early Access release is just around the corner. We are focused on enhancing the game's completeness. Since Steam Next Fest, we have made significant improvements and added various content.
We plan to conduct pre-playtests as the final preparation stage before release. We will provide detailed information regarding the playtest schedule in mid-August. Our hope is that everyone playing IfSunsets can freely adventure within this world and create their own stories.
We look forward to meeting you soon on the island of Luminora, brimming with adventures and secrets.
Thank you sincerely, POLYMORPH Studios
For more information, please follow us on our social media channels and wishlist us on Steam.
JR EAST Train Simulator - Development Staff(JR East)
Thank you for playing JR EAST Train Simulator! We are pleased to inform you about the next update and YouTube Live Streaming.
Next update date: Tuesday, July 30 (Japan time)
The following updates are scheduled for Tuesday, July 30.
Newly implemented functions
【Common】
Guidance on departure time is displayed When the train is stopped at a station, the departure time is displayed on the message of the guidance (Only at stations where departure times are set in the timetable). (Displayed when operation guidance is set to “ON” and stop time skip is set to “Manual”)
[/h3]*The screen is under development, and the contents may change from the time of release.
Implementation of output function to sub-monitor on cab panel When multiple monitors are connected, the simulator image and cab panel image can be split and displayed on separate monitors. The split display enables a more immersive driving experience than ever before. (An aspect ratio of 21:9 is recommended for the sub-monitor.)
[/h3]*The screen is under development, and the contents may change from the time of release.
【Saikyo Line and Kawagoe Line DLC】
Implementation of conductor's voice broadcasting Conductor broadcasts by current train conductors have been implemented for each schedule being distributed. (In charge: Omiya Crew Supervisory Center)
【Tokaido Line DLC】
Implementation of conductor's voice broadcasting Conductor broadcasts by current train conductors have been implemented for each schedule being distributed. (In charge: Kozu Train crew depot) This update completes the implementation of in-train broadcasting for all currently implemented route DLC.
【Chuo Line Rapid Service DLC】
Implementation of additional train schedules We will add three new train schedules that have been particularly requested.
[/h3][/list] *The screen is under development, and the contents may change from the time of release.
Train number:602H
Type & Destination: Commuter Special Rapid bound for Tōkyō (weekdays)
Operation Segment:Tachikawa(07:07)→Tōkyō(07:56)
Car model:Series E233-0 10 cars
Department in charge of conductor broadcasts:Toyoda Crew Supervisory Center
Train number:692T
Type & Destination: Rapid bound for Tokyo (weekdays)
Operation Segment:Takao(06:50)→Tōkyō(08:06)
Car model:Series E233-0 10 cars
Department in charge of conductor broadcasts:Hachioji Crew Supervisory Center
Train number:1034T
Type & Destination: Rapid bound for Tokyo(Saturdays, Sundays and holidays)
Operation Segment:Tachikawa(10:33)→Tōkyō(11:21)
Car model:Series E233-0 10 cars
Department in charge of conductor broadcasts:Hachioji Crew Supervisory Center
Corrective actions
【Common】
Changed the screen transition destination at the end of operation Changed to move to the operation details setting screen of the selected route after the end of operation.
【Yamanote Line DLC】
Correction of brake operation Fixed a phenomenon in which the detent brake was operating
【Hachinohe Line DLC】
Correction of engine operation noise Fixed an issue where the RPMs did not match the sound of the engine when re-starting the engine. Corrected gearshift timing to match that of the actual vehicle.
Correction of detent braking force Corrected the detent brake force to match that of the actual vehicle
【JR Hokkaido Rumoi Line DLC】
Correction of detent braking force Corrected the detent brake force to match that of the actual vehicle
【Oito Line DLC】
Addition of station ambient sound Added ambient sound during Matsumoto station stop
On the same day, we will also be live-streaming on YouTube for the first time in about two months!
YouTube Live Streaming Date and Time: Tuesday, July 30, 19:00 - (Japan time)
The live streaming will include an explanation of the content of the update to be implemented on the day of the event. We may deliver the news from a different location with a different atmosphere than in the past. Please come and watch!
As we will also announce in the YouTube live stream, we plan to revise the selling prices of the Chuo Line Rapid Service DLC, Oito Line DLC, and Saikyo Line and Kawagoe Line DLC on Monday, August 5, 2024.
Currently, the above three lines have been priced more affordably than other DLCs. However, with the recent update of the Oito Line, which includes the driver's call voice, and the recent update of the Chuo Line Rapid Train, Saikyo Line, and Kawagoe Line, which includes additional schedules and conductor broadcasts, the experience is now on the same level as the other lines we have recently distributed. Therefore, we would like to change the selling price to the same level as other lines. Users who have already purchased the game will be able to continue to play as before at no additional charge.
For those who are considering purchasing the following DLC, we recommend that you purchase as soon as possible.
【Eligible Routes】
Chuo Line Rapid Service (between Takao and Tokyo)
Oito Line (between Matsumoto and Minami-Otari)
Saikyo Line and Kawagoe Line (between Osaki and Kawagoe)
【Selling Price】
Before revision:29.99 USD ➡ After revision:34.99 USD
【Date of price revision】
Monday, August 5, 2024, around 3:00 p.m. (Japan time)
*Please note that the time of the price revision may vary, so please pay attention to the price description when making your purchase.