Old Coin Pusher Friends 2 - STPWORKS
The latest in the series of old coin pusher friends, “Old Coin Pusher Friends 3” is released today!

https://store.steampowered.com/app/3040390/_/

Old Coin Pusher Friends 3” is a fusion of a medal game, which can be played by yourself or with others while listening to the Japanese-style world view and music, and a sugoroku game in which players aim to complete the 53rd leg of the Tokaido Highway.

In addition to the same fun as in the past, such as a large jackpot and a nurturing element, various events will occur according to the squares of the “Sugoroku”.
Atelier Resleriana: Forgotten Alchemy and the Polar Night Liberator - nguyenhoangdang
The Resleriana Academy - LEGEND FES Alchemy Festival Arc begins !

This LEGEND FES features the following characters:
★3 Ryza / Blooming Energy (Air | Breaker)
★3 Mimi / Lonely Glory (Stab | Defender)

⏱Period
Until August 6th, 10:59 (UTC+8)

Venture onwards with new characters!

Please refer to the in-game announcements for more details on the above contents.
OUTBRK - WalkOverYou
CHANGES

Fixed scenario picking system to prevent playing the same scenario not working in offline mode
Fixed trees missing colliders
Made it impossible to exit car if the car is flipped to prevent an issue with the player falling through the map.
Ancient Warfare: The Han Dynasty - CubeGame
新增功能:
1. 新增汉末的历史线,在玩家玩到174年开始,整个中原大地随着汉朝的衰落,中原大地各路诸侯将会群雄并起!
随着时间的流逝,马腾,韩遂(马腾韩遂派系暂时不可玩)派系将会出现在凉州!
2. 新增凉州地图!
1. 新增大汉、马腾、韩遂派系(暂时三个派系不可玩)
2. 新增十几个凉州地图的城市
3. 新增马腾、马超、庞德、韩遂、马云禄 以及其他十几位将领,主要将领采用全新立绘
4. 十几个新的将领启用全新的将领天赋,包括羁绊类技能,战略资源类技能,战斗技能,BUFF技能
5. 原先的汉朝改为,“汉朝远征军”,派系首领为班超,与大汉接壤,玩家如果想要进攻大汉,必须要先自立
6. 增加汉朝的骑兵兵种模型!枪骑兵、刀盾骑兵、弓骑兵、弩骑兵四种兵种!
7. 马腾新增战斗技能:凉州共主
8. 马超新增战斗技能:神威
9. 庞德新增战斗技能:白马将军
10. 马云禄新增战斗技能:气贯长虹
11. 修改游戏开始选择剧本界面,启用全国地图
优化内容
1. 优化冬天的白雪覆盖效果
2. 优化剧情模式下,匈奴的援军速度
3. 优化性能,优化内存使用量
4. 优化镜头上拉下拉开关纸质地图的逻辑效果
5. 优化部分现有将领的技能
6. 优化技能的悬浮描述
7. 优化骑兵在战斗中的行为
8. 优化纸质地图界面
修复BUG
1. 修复开场的时候会出现战斗结束按钮的问题
2. 修复小概率无法进入贵霜帝国战斗的问题
3. 修复城池MOD无法生效的问题
Random Core Defense - aaaa7369
Patch Notes: Challenge System Update and Visual Improvements
Hello, Defenders!
We're excited to introduce the latest update for Random Core Defense. This patch focuses on enhancing the challenge system and improving in-game visuals. Here are the details:
Challenge System Improvements
Challenge Difficulty Adjustment
Enhancement-related Challenge Modification

The +7 enhancement challenge has been upgraded to +10 (maximum enhancement), offering a greater challenge for our dedicated players.

Challenge Completion Bug Fix
Game Mode Clear Challenge Fix

Fixed an issue where challenges for clearing Normal and Lunatic modes were not being properly achieved.

Visual Updates
Core Appearance Enhancement
Core Image Change at Maximum Enhancement

When a core reaches maximum enhancement, it will now display a special image to celebrate your achievement.

We hope these updates make your gameplay experience even more exciting and rewarding. Thank you for your continued feedback and support as we strive to improve Random Core Defense.
Happy gaming!
The Random Core Defense Team
Seedborne Soldiers - admin
A lot of what’s in the game is incomplete / has placeholder art, so this list should help players to differentiate stuff that's intended to be final vs stuff that's still under construction. This is what pre-Early Access looks like. We welcome questions and feedback.

I hope you guys like bulleted lists as much as I do.

Part 1: Stuff in the game that we plan on updating

Run Mechanics
Run Start Options
  • Current state: 4 options which always appear.
  • Planned: 12 options total, 4 of which appear each Run.
Trinket Chest updates
  • Trinket chests will include additional Water for balancing purposes; also, at least 1 Run Start option will affect the behavior of Trinket Chests.
  • (other potential updates to make chests more balanced with Ruins)
Enemy encounters rework
  • Current state: 11 gradients of enemy difficulty per World (confusingly called “levels”); 3 different potential encounters per gradient on World 1, 1 potential encounter per gradient on Worlds 2 and 3.
  • Planned: 5 gradients of difficulty per World; ~5 different potential encounters per gradient on all 3 Worlds (with the exception of the first few fights).
  • New map tile sprites to match.
  • All tiles in any group will likely continue to share the same loot table; this helps avoid snowballing. However, some small added benefit for fighting harder enemies is also likely.
  • The goals of this change are to A) make the map easier to parse by getting rid of numbers, and B) increase the diversity of the types of fights encountered throughout the game. For example, one fight might contain all assassin-like enemies, while another might contain mostly spellcasters.
A new consumable (or other reward) to allow players to better force “vertical” teamcomps
  • Current state: It is very hard to get a lot of one Trait on your team, and while we don’t want every run to be about doing that, we want it to be easier to do than it is now. Stay tuned for details.
Item Trader rework (nerf)
  • Current state: Lesser Equipment trades for a related upgrade of player’s choice.
  • Planned: Lesser Equipment trades for a random related upgrade; Greater Equipment trades for a different Greater Equipment in the same upgrade pool.
Ruins
  • Current state: Ruins can appear multiple times in a run; Any Ruin can appear on any World. Few Ruins are available.
  • Planned: A Ruin can’t be encountered twice in a run; Each World has its own set of Ruins (sets will still have some overlap). Many Ruins are available.
Economy revisions / balancing
  • Revisions to passive Water generation, Shelter harvesting, unit selling systems - TBD
UI
The following UI features need anywhere from small tweaks to complete reworks:

Map tile selection (round-to-round)
  • Postcombat screen update
  • Map update - groups are separated
  • Animations for tile state changes
  • (?) Enter combat animation
Trait Display
  • Replace placeholder Trait icons (no more “Ass” ;))
  • This may require changing the shop to make icons visible as well (currently, we know icon visibility is poor)
  • Move from numbers to a “pip” system
  • Traits active with only 1 unit (Assassin, Ascetic, Cleric, Rider, Slayer, Sniper) need to correctly display as being active
  • Hovering over a Trait highlights units with that Trait
  • (?) “Tank Trait” BGs to indicate Traits which make your team tankier
Rework top bar; move bomb UI
Trinket UI - Move to top bar and separate from Trait Display
Bottom right buttons
  • Replace text buttons with icon buttons
  • Inventory Button - different states for full / empty
Tooltips
  • Improve visual hierarchy (need headers at the very least; they need to be easier to read overall)
Enemy and boss info
Team display
  • Larger cards; less cards onscreen at once
  • Hover over card = highlight unit
  • Cards have units’ Traits
Combat text / damage numbers
  • Replace placeholder formatting with readable text
Shops o’ Crops
  • Different frames for different tiers of units. Getting a Tier IV unit early should feel special.
  • Ensure traits are visible in shop
  • (?) “Pea pod” UI
Player health loss animation
  • Replace placeholder
Unit Health / Mana bars
  • Tween on health loss
  • Improved MP visibility
  • Nicer UI element indicating unit level
  • (?) Icons for unit class
Art
  • All unit and enemy spell visual effects
  • Replace placeholder unit models (Progress: 47/77, excluding Summons)
  • Replace placeholder enemy / miniboss models (Progress: 7/26, excluding Summons)
  • Replace placeholder unit portraits (Progress: 0/77)
  • The current art is AI-generated. We have an awesome character artist who is working on new portraits now!
  • Replace placeholder Ruins, Shelter, Item Trader, Run Start, Title Screen art
  • Item Art - ? (May or may not replace)
  • UI Art - ? (Planned UI updates are listed above; more artful contributions to the UI may or may not be in the cards.)
Flavor
Tutorial -> Terra’s Tutorial
  • Current state: A few static screens explaining the game
  • Planned: Terra explains the game mechanics over the course of a run
Flavor text for everything on inspect
Content balance
As needed. We know it’s very rough right now; so far, our priority has been on putting stuff into the game, stopping only to correct game-breaking balance issues. In the future, we plan to collect metrics to help us balance more intelligently. Until then, we’d appreciate you letting us know about any power outliers you encounter.
Content mechanics
  • The Dark Trait will be reworked to more heavily punish the player for using it. Certain items will make this beneficial.
  • Divine Trait rework -> “healing matters” theme
  • The Reap mechanic will likely be modified to have more utility against bosses.

Part 2: New stuff that we plan on implementing

Features
Sound FX
Combat timer / Overtime
  • After 30 seconds, combat overtime will kick in, quickly bringing about the end of combat.
  • (Currently, it’s theoretically possible to extend certain fights indefinitely with low-damage, high-healing teams. Have fun!)
Post-run progression system
  • Upon completing your first run, you gain access to a system of incremental difficulty progression.
  • Separately, some content may be “locked” when you start the game, and should quickly become unlocked.
Programmatic Unit : Trait variations
  • The Traits of certain units will vary run-to-run.
Introductory story text
  • Before the title screen, some text will scroll which explains the story.
(?) Unit dialogue
  • Speech bubbles either from unit models or Team Display cards triggered by various criteria
Wiki
  • Website; separate from game itself
  • Contains data on Units, Traits, Items, etc
Content
These “buckets” of content exist, but are incomplete. This content is critical for creating a greater variety of play experiences and adding replay value to the game.
  • Ruins (Progress: 5/15+)
  • Trinkets (Progress: 19/62)
  • Enemies and minibosses (Progress: 10/26)
  • Bosses (Progress: 3/9)
UI
  • Animations for transitions between screens (eg, quickly fade out and fade in)
  • Animation for Water received
  • Tooltips for Ruins buttons (ie, see what stuff does before you choose it)
  • Misc juice

Part 3: It’s basically done
NOTE: Even though this stuff is implemented, it will still be iterated upon and updated as we see fit.

Content
  • Units (75/75; as mentioned above, many portraits and models are still placeholder, but the mechanics are in place)
  • Traits (22/22)
  • Equipment (35/35)
  • Other Items (28/28+; more will likely be added)
  • Worlds (3/3)
Jul 25, 2024
Straya - Ayrtech
Fixed: Some landscape and model placement issues.
Fixed: Fix for issue activating compass treasure.
Fixed: Fixes for Namorroddo.
Changed: Vampire types damage increased slightly with attack duration reduced.
Changed: Some closed sheds have been opened up with added loot.
Changed: Some level steaming changes to avoid game hitches.
Changed: Other optimizations. (Sky, Mesh draw calls, AI movement)
Added: Ambient vehicle. (More functionality in future updates)
Added: Another loot box type. Chance of finding Repair Kit.
Added: Key action to Put Away Weapon.
Added: New job.

All feedback welcome and please report any issues in the Bugs section.
ICARUS - Shamm
Welcome to Week 138.

This week continues the expansion of the Icarus weapon tree. To make pistols more useful, and avoid only adding onto the end of the tech tree, the current One Shot Pistol is moving to Tier 2, along with a new a cheaper ammo recipe. This makes space for the new Semi-Automatic Pistol on the Machining Bench at Tier 3.

The Free Prometheus Expansion is progressing well as we implement feedback from closed play testing. We explain more about how you'll use Beacons to explore the ‘Null Sector’ dark zone below.



This Week: New Pistol & Rebalance
We’re adding a new Semi-Automatic Pistol this week at Tier 3.

This comes with a rebalance and restructure of the pistol tiers to clearly differentiate the different weapons.

Here are the core details about the new pistol:
  • Crafted in Tier 3 at the Machining Bench
  • Fires six rounds before reloading
  • Takes any pistol ammo
The existing pistol, now named One Shot Pistol, never held its own against the other weapons craftable in Tier 3. As such, it now is accessible at Tier 2 via the Crafting Bench, and is accompanied by a new simpler ammo type, Crude Pistol Ammo.

This new ammo is cheaper but deals less damage, being crafted only from Iron Ingots and shaped as a small iron ball, similar to what you would see in flintlock pistols. This ammo can be used in any ranged weapons. It acts as a universal cheap ammo, but without the stopping power of the higher tier specialized ones.

The Orbital Workshop CHAC Pistol's ammo capacity has also been increased to take the Semi-Automatic Pistol into account.



Coming Soon: Free Prometheus Expansion
The Prometheus update will introduce the ‘Null Sector’ - an area to the south of the map that not shown on our satellite imagery and is blank on the map.

Instead you’ll have to map the sector yourself using two new items. With the Trail Beacon Tool (craftable at the Machining Bench) you can place Trail Beacons and link them to other Trail Beacons nearby. These act as ‘breadcrumbs’ for you to create a pathway across the map or to mark key features to return to later.



Coming Soon: Prometheus Expansion Testing
We planned on bringing out the free Prometheus Expansion next week, but we’re holding onto it for a bit longer as we found a few bugs and received good feedback from both internal and external sources for us to address.

Our focus is that this is a good and challenging experience, and a lot of our work is in finding this balance and making sure it is enjoyable for those who want to push themselves to their survival limits.

We are playtesting this internally at the moment and are doing some closed external testing in our Discord community.



Next Week: The Dribbo
Next week, we’ll be introducing a new creature to Open World that was recently first discovered in a quest on Styx.

The Dribbo can be found around water in desert locations and spawn in groups. There are three variations to this creature each with its own quirks, which you can find out about next week.



Your support makes these updates possible.

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/


Changelog v2.2.13.125172-rel-Laika
New Content
[expand type=details expanded=false]
  • Fixed pistol to have the player use the clip reload animation in the ranged weapon data
  • Adding New T3 Pistol Item Setup, Blueprint, Recipe
  • Adding T3 pistol fire audio, mech and empty audio and event - data table setup
  • Adding in grip socket for left hand to attach to while sprinting, adding in separate clip mesh
  • Adding Crude Ammo for T2 Pistol
  • Adding Crude Pistol Ammo Item, Recipes and BP at T2
  • Shifting T3 Pistol to T2 and adding a new T3 Pistol with a clip
  • Adjusted Crafting costs of T2/3/4 Pistol and Crude Ammo
  • Added text for crude ammo
  • Added text for pistol changes
  • Pistol balance revamp (factoring that current pistol is moved to T2) with the T3 and future T4 pistol having higher rounds and slower reload speed, increased CHAC pistol rounds to 6, lowered pistol Handcannon attachment damage increase
  • Pistol durability rebalance, reduced T2 pistol durability slightly, increased T3 pistol durability significantly.
  • Update Crude Ammo description to better clarify it can be used in any of the firearms
  • Adding muzzle flash socket to fix firing effects
  • Fixed Crude Ammo break stat spawning non-interactable ammo boxes
  • Changing name of Pistol -> Semi-Automatic Pistol
[/expand]

Fixed
[expand type=details expanded=false]
  • BP Cleanup of Decorations Folder
  • Fixed T2 Seed Pouch not accepting fertilizer
  • Fixing issue with talent mananger that was never setting the initial specified zoom
  • Fixed Excavator (workshop shovel) being unable to be repaired from the Repair Bench.
  • Updated Farmer's Satchel description to mention what is stored.
[/expand]

Future Content
[expand type=details expanded=false]
  • Setting up Ape Boss Blueprints
  • Setting up Ape Boss Items, adding Ape Boss vestiage
  • Adding mission boss biomass items (Golem, Ape, Hornet, Plant, Scyther, Cat, Lava Hunter)
  • Setting up Rock Golem Blueprints
  • Setting up Rock Golem Boss Items, adding Rock Golem vestiage
  • Split up RockGolem behaviour into various sub-trees. Added new RockGolem burrow/earthquake behaviour
  • Setting up Ice Mammoth Boss Blueprints
  • Setting up Ice Mammoth Boss Items, adding Ice Mammoth Boss vestiage
  • Added slug boss trophy destructible meshs
  • Switched hammerhead to behaviour trees instead of goap. Added the respawn mechanic on death
  • Fixed Ashlands and Icesheet story mission progress unlock
  • Removed final step from Ashlands story mission, fixed timings
  • Setting up Hornet Boss Blueprints
  • Setting up Hornet Items, adding Hornet vestiage
  • Fixed Ashlands story mission progress percentage not being updated after initial quest start
  • Setting up Scyther Boss Blueprints
  • Setting up Scyther Items, adding Scyther vestiage
  • Added 4 slug boss trophy art assets and created blueprints
  • Re-Feature Locked Biolab button
  • Add additional drop option for Prometheus part 2 missions, updated some of the new missions to this drop location
  • Added GUN_Pistol_T4
  • Setting up Plant & Cat Boss Blueprints
  • Setting up Plant & Cat Boss Items, adding Plant & Cat vestiages
  • Added new RockGolem behaviour that has them move to nearest cluster of relevant minerals and eat to regain armour.
  • Fleshed out later RockGolem combat phases with simple combat loop.
  • Added MoveToVectorAdvanced BT to allow custom acceptance radius when moving towards vector targets.
  • Added collision to temporary RockGolem wall blocker mesh
  • Basic blockout of mammoth arena showing scale and rough layout of waterfall spawn points and bird nest locations
  • Adjustments to deploy audio for scorpion boss trophy
  • CARAVAN: Fixed a quest step to only trigger once player enters Ashlands, and each trigger extends the timer before next trigger
  • Adding correct audio for black wolf shield. Also adding shield block audio to animation
  • Changed hammerhead slugs splitting to be server only
  • Update Ashlands and Ice Sheet story missions to only spawn structures on first play
  • Adding hammerhead slug explode audio
  • Adding correct hammerhead slug attack montage into behavior BP. needs additional work to swap behaviors per sized variation
  • Added Hammerhead Slug Axe art assets to the project
  • Added_ITM_Black_Wolf_Tooth
  • Stripping out all the body armor from the base rock golem body and bringing them all in individually
  • Added simple concept of armour health for RockGolem.
  • Added new Boss health bar that stays at fixed position on screen.
  • Added function AIcarusNPCCharacter::NPCResistDamage to allow NPC BPs to control how much damage is resisted
  • Added Ice Breaker Bones Meshes & Materials to the project
  • Reduced the speed of all hammerhead slugs
  • Added text for Null Sector Audiologs
  • Adding slug axe whoosh, impact flesh and equip audio, data table setups. Also added spider ballistic setup to data table
  • Hammerhead slugs no longer get slowed by other slug trails
  • Adding Slug Axe & Slug Skin Meshes and Icons
  • Setting up Slug Slime, Lava Hunter Horn & Golem Core Meshes and Icons
  • Fixing Black Wolf Wall trophy from being incorrectly setup as the sandworm head trophy
  • Adding spider ballistic travel and iompact audio. Currently they only seem to fire at you at very close range though
  • Hammer Slug now checks if current target is dead and if so then tries to switch target and if not then goes back to being passive
  • Adding pickup slime and pickup horn audio and data table entry
  • ICESHEET Story: Fixed beacon placement step not updating
  • ICESHEET Story: Tweaked timing and completion requirements for final quest step
  • Adding pickup sound for slug skin and for rock golem core
    map setup and first pass on IceMammoth arena
  • DROVER: Guide player where to craft the Monitoring Pylon
  • Setting up Ape Boss Grenade, Rock Boss Sledgehammer, Scyther Boss Pickaxe & Cat Boss Tonic
  • IceMammoth Arena - Refined layout of cliffs/macros, landscape sculpting, building out frozen waterfall
  • Fixed terrain seams, Outpost 009
  • Added New Outpost Map (009) and completed inital map setup
  • Added destructible mesh for the Lava Hunter Mine
  • Added Lava Hunter Mine art assets to the project
  • Resaved datatable to fix build issue
  • Removed description off of Trail Beacon blueprint unlock (as these aren't shown)
  • Setup Trail Beacon recipes and blueprint
  • Adjusted Bone Placement & Updated Collision on Ice Breaker Bones in Ice Sheets, on Yellow Quad
  • Adding T4 Pistol shot body and tail layers, event and data table entries
  • Cleaned up how the slugs weren't being affected by the slime. Added tags on all variants of the hammerhead slug so they don't get affected
  • Placed Ice Breaker Bone in Ice Sheets, on Yellow Quad
  • Adding Great Hunt Talent / Controller / View / Model Setup
  • Adding a world talent manager and world talent storage option for the cases where talents that related to the world can be access / stored / modified
  • Adding Great Hunt Interface Device
  • Adding 2 example great hunts
  • Adding T4 Pistol Item, Blueprint and Setup
[/expand]
Tower Defense Hero - smn729
Previously, my steam account was unable to withdraw cash because the tax address could not pass the review. After submitting tax information many times, it still could not pass the review. The reason has been found out: the tax audit team of steam does not understand Chinese.

They only use Google Translate to upload the documents and then "match word for word". Therefore, when filling in the address of tax information, it is recommended to use Google Translate to translate the information into English for all non-English documents. Then, regardless of whether the translation is correct or not, "copy" it up.

At that time, the tax audit was rejected many times. I thought that this was steam suppressing Chinese developers. I was angry and planned to delete the account and defect to Epic, but deleting the account also requires completing the tax audit first...

Here is a melon for everyone to eat and a signpost.

The account has been restored at present, and I feel complicated.








Jul 25, 2024
Silent Sonata - brightsidebookings
Hey all
Listened and watched to a lot of feedback!

Update 1.0.1 Features:
Larger hitboxes -
Took off motion blur by default-
More clear instructions for certain areas -
Meshes moved/deleted for ease and less confusion -
Optimized all Level -
Updated Death Cutscenes -
Flashlight will now turn on for a few seconds when out of battery so you can see for a little and not in the complete dark -
Bones will respawn if they drop through the floor -
BOSS FIGHT REWORK - Nerfed all three stages and fixed the summoning animation's fog glitch

Looking forward to hearing more of your thoughts and feedback.
...