Jul 26, 2024
欧派大作战 - 落红有情
修复了bug
Sker Ritual - Wales Interactive CM


This features a series of hotfix updates that are live now on all platforms.

If they haven't automatically updated, please close your game and update manually using the dedicated platform service.

Sker Ritual
Patch v.1.1.0 - Hotfixes 26/07/2024

NEWLY ADDED
- Added changes to the boss fight if engaged after the hidden music objective has been completed in House of the Damned
- Added a new mask to unlock if you complete the hidden story after completing the hidden music objective first
- All Quick Melee miracles now affect all melee weapons as well
- Increased spawn rate of Demon hags in House of the Damned while the objective requires it
- Added extra visual hints to the pig step during the hidden objective in House of the Damned
- Added the Corpse Grinder to Lucky
- Renamed "Head Lantern" to "Mother's Head"

BUG FIXES & IMPROVEMENTS
- Fixed an issue causing the dirt decals in House of the Damned to not render
- Fixed an issue that caused a soft lock if you interact with the gas levers in House of the Damned earlier than intended
- Fixed an issue causing the Elite Maker in House of the Damned to work incorrectly
- Fixed an issue causing the area location names to not appear in House of the Damned
- Fixed an issue causing the collider inside the well to not work properly in House of the Damned
- Fixed an issue causing the shells in Sewers of the Damned to break when playing online if the host isn't in the same area
- Fixed an issue causing the miracle points to only be rewarded on the host once all dolls are destroyed in a level
- Fixed an issue causing the audio to spam when using reviving another player
- Fixed an issue causing the hidden song to get interrupted by the boss music
- Fixed an issue allowing you to pick up the Pistolet Stamped SMG through the wall in House of the Damned
- Fixed a lot of collision issues in House of the Damned reported by the community
- Fixed an issue causing decals to render on top of Mother's Head when walking around
- Fixed an issue causing the aim assist to not work on House of Damned enemies
- Fixed an issue causing the "Critical Stab" miracle to not work as intended
- Fixed an issue causing the "Slice and Dice" miracle to not work properly online for anyone other than the host
- Fixed an issue causing the damaged visual effect to be brighter than intended when using specific graphic settings
- Potential fix with visual blockers not disabling correctly during the Sigil Destruction objective in House of the Damned

XBOX SERIES X|S ONLY UPDATES
- Fixed an issue causing the certain blood impact and explosion effects to not render at all

PS5 ONLY UPDATES
-House of the Damned Trophies are now available

Wales Interactive Team

https://store.steampowered.com/app/1492070/Sker_Ritual/


Master of Command - VhunTerD
Hi everyone, Griffin here, Game Director and Lead Designer for Master of Command: Seven Years’ War. If you like what you see today, don’t forget to give our game a wishlist and follow on Steam. It’s the best way you can support the project. You can also join our Discord, linked here: Master Of Command: Seven Years' War Discord

In today’s development log, we’ll be going over what’s changed since our first dev log, and I’ll be giving you a first look at our brand new battle system. If you want to watch this development log, you can do so here: https://www.youtube.com/watch?v=ZZw0mkIAzxU

Starting Fresh
For this project, we started 100% from scratch. None of our code for Fire & Maneuver, our previous game, is being carried over to Master of Command. This means we got to lay new foundations, and our aim is to deliver a polished game. That being said, we are still early in development, so everything you will see here is Pre-Alpha.

What’s New Since Our Last Development Log?

Name Change and New Focus:



The most obvious change is that we’ve retitled our game from Master of Command: Prussia’s Glory to Master of Command: Seven Years’ War, along with a new logo. This name change reflects the new focus of our game, which will now represent the big five nations involved in the Seven Years’ War, instead of just focusing on Prussia.

Our new nation lineup now includes:



  • The Kingdom of Prussia
  • Archduchy of Austria
  • The Russian Empire
  • The British Empire
  • The Kingdom of France
Faction-Selection Screen Preview

Here, you can see a preview of our faction-selection screen. Keep in mind that many UI elements and the art are still a work-in-progress. In a future development log, we will go over how our game differentiates each nation in some pretty major ways.

Additionally, every faction will receive its own main theme, reminiscent of what we created for Fire & Maneuver. The theme for Prussia, composed by Jacob Gullion, has already been posted, and you can hear a preview of that track linked here: https://youtu.be/h4zWlLKKFtY?si=EMQifUuxKwMkF6nD

Some new art has also recently been made, including mouse cursors and loading screens.

The Battle System

Let’s get to the interesting part - the battles. This is a very early preview of our battle system. There’s still a lot of time we’ll need to give it more polish, especially in terms of animation, visuals, post-processing, UI, and the AI.

Real-Time Battle System
Master of Command utilizes a real-time battle system. There are no tiles, nor turns. Issuing commands is simple: left click to select a unit and right click to move. Everything is quick and snappy, and while our animations are still a work-in-progress, it’s a lot smoother than we had done with 2D sprites in Fire & Maneuver.

Your units can access four different formations:

  1. Closed Order: Decent firepower and melee resilience.
  2. Column: Moves quickly but is vulnerable to enemy fire.
  3. Square: Great to repel cavalry charges but is immobile and vulnerable to enemy fire.
  4. Open Order: Covers a large section of the front but is vulnerable to enemy fire and has weaker morale.
We’re reworking the way we handle formations. In a future log, we’ll showcase a new system that will allow players to determine the exact length and depth of their formation by dragging and holding right click to draw out wider lines. This will give players full flexibility to build their lines the way they want them.

Customizable Units and Flags
Each one of our units flies its own regimental flag, which the player can fully customize, including parts of the unit’s uniform color. We’ll go into more depth about that in a future development log.



Combat Mechanics
Combat is a work in progress, but the AI currently forms columns to position their troops to the frontline before deploying in line and engaging my troops. The AI has an issue where they group up a little too closely, but we intend to improve this over the next few weeks. We have a developer on our team whose primary job is to focus on AI, so we are making great progress.

User Interface in Combat
The white bar displays the reload progress of the regiment. This is especially useful because we have unique weapons for all the nations in our game, and they can be mixed and matched. If you’re leading a Prussian army and beat a Russian force, you can loot their weapons and your stats are updated accordingly.

Above the reload bar, we can see our unit’s strength in green and its morale in blue. We are making morale a really important part of battles, where superior positioning will win a fight rather than just sheer firepower alone. It won’t be uncommon for a defeated force to rout from the battlefield without a ridiculously high casualty ratio like 90% of men lost.

Firing Methods

Players in Master of Command can control the firing method of their troops:

  • Volley Fire: Requires every soldier to have their weapon fully loaded before being allowed to shoot. This deals higher morale shock to enemies but takes longer.
  • Free-Fire: Troops will fire as soon as they’ve got their weapon loaded. This deals higher casualties over time but doesn’t shock the enemy with sudden volleys.



Division System
Your regiments are all grouped under divisions, led by an officer. These officers can provide passive or active buffs to the men under their command by gaining “traits.” Traits are received after an officer levels up in battle and allow you to specialize your division toward certain playstyles. Players can have up to 5 divisions at once under their command, which means the maximum unit size is 20. This number is best for getting attached to your men, and each unit is unique with no copy & paste stats or uniforms.



Development Progress
Overall, we have been making fantastic progress in achieving our goals. All of our core gameplay systems are nearly finished, and it’s just a matter of spending several months polishing and improving off the foundations we’ve laid. Thank you for the support on our previous video, “What Happened to Fire & Maneuver.” I tried my best to respond to as many comments as possible, and I’m hoping to win back your trust and support with a far more polished release than our previous game.

I’m really excited to show you more about Master of Command, especially the real-time campaign system we recently adopted over the turn-based node system previously shown, as well as the customization features we’ve added. Let us know in the comments below what part of our game you want to see next, and hopefully pretty soon we can showcase a full proper battle in Master of Command: Seven Years’ War.

Thanks for reading, and don’t forget to wishlist and follow, as well as join our Discord server to keep up-to-date.

Master Of Command: Seven Years' War Discord
The Backrooms Regret - noirwareoficial
-Bug fixes
Erentis, l'académie de magie - Arnaud
Hello everyone !

Big new features in the game were put online today: the addition of equipment and the tailor profession to make it!
The tailoring profession is expensive, and crafting a piece of equipment is demanding. But the game is worth it! Not only will you be able to customize your character with style, but you will also gain additional life and magic points! Enough to calmly face the most powerful adversaries, and craft in large quantities with multiple enchantment! Multiple enchantment which has in fact been extended to almost all objects, only potions, energy balls and essence crafting are not yet possible in multiples, but this will quickly be corrected.
Coming back to equipment, you can equip yourself with a top and a bottom. The bottom can be either a skirt or pants. The combinations have been studied to allow as much customization as possible in terms of improving statistics. 9 pieces of equipment are currently available, in three different materials (fibers, fish skins and Vosrane skins).

And as always, many other improvements and fixes have been made. An update will soon improve the sorting of objects, in particular to make crafting easier, and a new ability will allow herbalists to double the quantity of fiber collected, because the tailors will need a lot of it!

Hope you enjoy this new feature!



Krypta FM - Magiczny Jakób
Hello everyone!
The latest Krypta FM update, version 1.5.2, is now available for download! It introduces speedrun mode and a few minor fixes.

Speedun mode lets you skip the radio broadcast and go straight into exploring the village.

To turn on the speedrun mode, you simply have to open settings and check the box.
But, if you're going to play Krypta FM for the first time - please consider not skipping the broadcast, because it contains a lot of useful info.


Full list of changes
(Warning: may contain game spoilers)

  • Added version number to menu
  • Added collision to Maluch in the village
  • Changed the location of the sign on the train station gate
  • Translated user ranks on forum
  • Fixed user stars on forum
  • Fixed bed interact bug
  • Fixed next/previous buttons in the wallpaper viewer
  • Fixed folder names
  • Adjusted mouse sensitivity settings
  • Removed debug buttons that were left from the debug version of the game
  • Changed "vault" to "bunker" in some forum posts
  • Changed "Hunter94" to "Hunter95" in the car ranking post
  • Changed "place of power near tracks" to "place of power on the clearing near tracks" in journal
  • Changed "transformator" to "transformer" in some places
We are aware of other bugs and we will try to fix them in future updates.

Happy hunting!
Jul 26, 2024
Umichan Sentoryu - Vortex00
Fixed Roise foreplay images not unlocking in the gallery correctly
Fixed weightlift image not unlocking when choosing to call Jeni with dealing with Max
Fixed the image gallery names of some of the unlocked images
Fixed image gallery errors
Fixed some typos in the dialogue
Jul 26, 2024
Eternal Tombs Playtest - FAtBalloon
New Update: 0.376, Released 7/26/2024

War of Dragnorox Part: II Quest Fixes
Updates to a few mobs
Re-Compile of Ashen Valley
Jul 26, 2024
欧派大作战 - 落红有情
更新了部分CG
Jul 26, 2024
RPG Architect - Locke
  • Fixed an issue with animation rendering.
  • Fixed an issue with animations in the database rendering.
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