Thank you for the continued support of Pilgrim! It's still amazing to watch so many people experience the game and get so much enjoyment from it ❤️
This update took a little longer than expected—I had to do a big overhaul to get a new version of the interaction system in place. This was required as it was one of the main causes of the massive performance drops people were experiencing. But thankfully, that's all resolved now.
Patch 12
- Adding a new thing to the world... - Upgrading the interaction system to fix performance issues - Fixing Stalker not appearing and tweaking its balance - Stalker movement changed; should no longer pass through the gate - Fixing massive performance drop on clients when the wagon moves - Added a community manager role. This shows up in character select when the a community manager joins. - Server host can now ban players - Can now adjust the volume of individual players - Fixing crushing trap appearing in later dungeons - Fixing crushing trap "pre-crushing" - Turned down the lantern oil fill SFX - Turned down some of the door noises - Fixing the eraser not clearing the chalkboard for clients - Fixing spider nest burning noise continuing for too long or not stopping at all - Slowing down the Pale a bit - Adding a bit of a "pause" to the Pale so that it doesn't decimate entire teams - Fixing the Creeping Eyes SFX playing on players that aren't getting them - Adding kill plane below dungeons to catch any accidental pilgrims falling to their doom - Fixing monsters spawning in cave walls - Fixing money not displaying on load game - Adding a little extra range to VOIP - General performance and VOIP improvements
Beetle Ninja is featured in this week's RPG Direct! Hosted by NOKOGODO. Embark on new quests with the latest releases and wishlist upcoming games in our RPG Direct event page on Steam!!
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Wizard Cats Tank Battle Playtest - Vashta Entertainment
- Added match timers - Removed gatehouses from Pirate Cove to make navigation easier - Moved and replaced free-standing torches in Pirate Cove to make navigation easier - Reduced range of projectiles when under the influence of the “spray” status effect.
Based on the feedback received, we implemented some quick QoL features and fixes.
What's new?
Added a new User interface volume slider. So the sounds happening in the UI can be tweaked separately from the sounds of the game.
Added tooltips to the deck building card counters, so they are easier to understand.
Bug fixes
Fixed an issue with the "hover" sound not being affected by any of the volume sliders. It is now affected by the UI volume slider.
Reduced the base volume of the hover sound.
Fixed the same issue for the loading screen opening/closing sounds.
Fixed flickering card details in the deck building popup on certain screen resolutions.
Thanks for all the support and feedback, I hope you are enjoying the demo! If you find any issue or have any suggestion please don't hesitate to let us now! Let's make the game better together <3 God bless you and have a good week!
The PixElated Festival is a celebration of the very best pixel art games have to offer. From retro-style classics to contemporary indie gems - all in one place! A huge thanks goes out to Brave At Night Games for hosting this event, and for accepting Play Rough as a participant.
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Just wanted to share with everyone that I got the chance to showcase Luminous Nights last week at BitSummit 2024 in Kyoto!
The event was great, and it was really nice to see so many people come to play the game. The feedback I received was invaluable, and I’m so grateful for all the support and enthusiasm people showed for the game.
People really loved the HeartsLike gameplay and the Arabian theme, which makes all the hard work feel so worth it. It was awesome to see players getting immersed in Faris's adventure and enjoying the combat and exploration.
I got tons of great feedback and ideas on how to make the game even better, and I can’t wait to start implementing some of those suggestions.
Stay tuned for more updates as I continue to develop the game. Your support means the world to me, and I’m excited for what’s to come.
Changes: - hide create lobby button in lobby browser when player is the host of a lobby - improved indicator handling and updates of their position - slight UI improvement for resource storage elements - changed camera behaviour in exhibition - changed distances for the camera in exhibition - adjusted unit prices across the board
Fixes - scaling of images in some buttons - hover effect of buttons lingering around under some circumstances - %state% showing in some tooltip