Aug 3, 2024
Sippy Disco: Light Up the Dance Floor - Turn Da Page
Added level Editor!
Megacopter: Blades of the Goddess Playtest - megacoptergame
Weapon Reloading:
  • Gameplay: Reload times for weapons are based on how many shots were depleted. Example, 50% shots used takes 50% less time. This effects gatling gun, plasma gun, and rockets.
  • Gameplay: In addition to the existing automatic reload from weapon switching, the selected weapon will automatically reload after a delay. Any automatic reload can be interrupted which will restore shots based on the reload time remaining. This effects gatling gun, plasma gun, and rockets.
  • Gameplay: New reload/rearm sound for energy beam.
  • Gameplay: New reload/rearm sound for plasma gun.
Attack on Hex Island - ProdigalSon Games
Attack on Hex Island 1.0
  • Sail across the 7 regions engaging in token battles to save its inhabitants
  • Collect, evolve, customize, and upgrade your tokens to build the ultimate deck
  • Battle online against your friends to strengthen your abilities and prove your are the best
  • Climb up the leaderboards in endless mode which unlocks after completing the main campaign
  • Think you can become the new Hex Master and save the people of Hex Island before it is too late?

Special Thanks
To all of our Early Access Supporters who where instrumental in helping us test and improve the game, and provided us with great feedback that helped shape the game to become what it is today!

Supporters
Aug 3, 2024
Thebes - adamantium.fist.games
Added italian language and some minor bugfixes
Aug 3, 2024
HOLOSAGA: Invasion of the HoloX - runinzem
BugFix

  • Fixed a bug where the reward screen would not appear after clearing the EASY difficulty.
Sexy Iron Maidens - shanesmith
Ay-yo, commanders! Attention!

Latest report: we have carefully read all your feedback and wishes and are working on the demo corrections.



There is a lot of work, but here is one of the most important updates awaiting you in the next version: we have updated the enemy air fleet models and added unique mechanics to each of the aircraft to make the battles more lively and fun. Some of them were inspired by very specific prototypes that never took to the air.





We won't leave you without something hot either: work is in full swing on both erotic scenes and the main plot, so get ready to learn the basics of tactics not only in battle, but also in bed. Our girls are well prepared for this!





We are also working on translations into various languages, including Chinese, to make playing easy and enjoyable in any corner of the world. We hope that we will have time to roll our fleet around the globe.

An updated demo is coming soon, as well as a couple more new games:

A romantic hot summer dating simulator - Summer For You

https://store.steampowered.com/app/2066980/Summer_For_You/?curator_clanid=44721122

Reveal the secret desires of hot girls - Hentai Stories

https://store.steampowered.com/app/2642820/Hentai_Stories/?curator_clanid=44721122

Don't forget to subscribe to our social networks and page publisher❤️



Dismiss!

Aug 3, 2024
Metropolis 1998 - yesboxstudios
New patch is out with a few less common bug fixes and a couple new features!
PreAlpha ver. 0.6.1.2

I've forgotten to mention, but all patches will work with old save files from the parent update (Pre Alpha ver. 0.6.0.0) and after

Note: To ensure there is no pathing weirdness, please clear out all units (F3->Add Units->Clear Units, then click "Add In/Out Units" to refill the town). OR, start a new save.

New features:


  • Added structural/decoration-only indoor and outdoor rooms. This allows you to place unpathable rooms (like building columns and outdoor roofs to place objects on without stairs connection).
  • You will not be able to add doors or stairs to these rooms, nor connect a property to the market that is 100% comprised of these rooms.
  • Fixed bug with property/road connection Parking spaces were preventing connection. This could cause the save file to not load when there was a mis-match.
  • Fixed a rare edge case that caused property pathing issues/unit graphic glitches
  • Fixed roofs outputting black lines when zoomed out
  • Added selected zone/building type to building GUI room menu footer text
  • Added footer text for mixed use room placement instructions
  • Fixed crash where units were set to a floor higher than the building's top floor. This happened because (see next)
  • Fixed issue with units getting re-assigned as a vehicle passenger on game load, causing them to jump to new (sometimes illegal) location when driver exited car.
  • Fixed zone tool tip text "boarder"->"border"
  • Fixed issue with replacing indoor room with outdoor room. Indoor walls were not being deleted
  • Fixed action state resetting when the change floor icon is pressed
Soulmask - Peter
Hello, chieftains!

It's been almost two weeks since our first major update, and we hope you've been having a blast in the new Soulmask world!
We're still focused on addressing a series of issues that remain after this comprehensive improvement. For instance, last week, Laura hosted a "Thrill Seekers" event on our Discord channel (if you haven't joined our official Discord yet, what are you waiting for!).

We're incredibly grateful for the community's enthusiasm, and we've received valuable feedback on this new version. As always, we particularly appreciate your suggestions for improvements, which we're already working to implement.

Let's dive into ZIMA's responses to your feedback. All these improvements are in the pipeline and will be part of future updates!
1. First, from Equivocus and xPh3n: The improvements are great and all, but has Soulmask gone a bit too soft? We're itching for more hardcore, brutal survival challenges!

A: We're thrilled to hear from our hardcore players, and we're working on it! We're planning to roll out a batch of custom options soon, allowing players to better tailor the difficulty. This includes toggles for a series of modifications we've made in Early Access.

Additionally, we're planning to launch new "Hardcore Mode" official servers. Still yearning for the most primitive Soulmask survival experience? You'll be able to feel the full pressure of this world again!

2. From idiotica and Jestersuave: The Hitstun mechanic is wrecking the combat system - it's just too darn powerful!

A: Trust us, we've heard this one a few times! We've been scratching our heads trying to figure out how to balance this without going from one extreme to another. Finding the sweet spot between Parry Hitstun and Empty Resilience Hitstun benefits is like trying to walk a tightrope - it needs some careful thinking.

That's why in last week's update, we made some changes on both the Active and Passive aspects. On the Active side, we added a new active skill called "Recover Sense." It's a long-CD ability that lets you break free from controlled states like Parry Hitstun and Empty Resilience Hitstun, giving you at least one chance to turn the tables when you're on the back foot.

We're also tweaking the Hitstun mechanic itself: When a Chieftain is caught in a Hitstun, each hit they take now reduces the Hitstun duration. This maintains the control aspect of Hitstun without leading to excessive damage.

3. from theothergaia: Boss health scales with the number of participants, including tribesmen followers! This makes our loyal companions more of a liability than an asset in Boss fights!

A: To clarify, the Boss stat scaling does have a cap - it maxes out at 10 participants. We totally get that in solo play, you don't want your tribesmen to accidentally crank up the difficulty. So, we're thinking of adding a toggle for "Boss health scaling" in the custom settings.

Down the road, we might even refine this system further. For example, a Chieftain + tribesmen team might cause less of a Boss health bump compared to a full player party. We'll keep you posted when we nail down the final plan.

4. From Battch and Battz ツ: The "Steel Body" ability is overpowered, especially when combined with hammers, dominating PVP.

A: We hear you. That's why our recent update introduced a new bow skill called "Eclipse." It fires a black arrow that temporarily nullifies all Superarmor effects in the area. This should make Chieftains think twice before spamming "Steel Body" and other Superarmor effects.

5. From ごえもぉん: Any chance we could get a better way to manage our mounts?

A: We know everyone's tired of juggling their animal companions and livestock in the same messy pile. Good news - we're working on a shiny new animal management system, coming your way soon! We're also throwing in some custom sliders for mount limits and other tweaks.

But that's not all, folks! We're also beefing up the mount recall system. Soon, you'll be able to summon your trusty steed from up to 100 meters away. No more losing your ride in the wilderness!

6.Both DOSorDIE and Jestersuave have repeatedly expressed this hope: More custom options!

A:As you might have noticed from our previous answers, we're big on customization. As a sandbox survival game, we prioritize tailored experiences for both single-player and private servers. Rest assured, more custom options are on the way, including adjustable drop level, boss damage coefficients, and more!

7. Jengster raised a concern about our PVP official servers heading south and dying out too quickly.

A: We've noticed this trend and believe it's time to discuss implementing a season function for PVP servers. Don't worry - we'll approach this carefully and give you plenty of options. We'll dive into the details soon, aiming for a solution that keeps everyone happy. And yes, a seasonal race for PvP servers will be our direaction going forward.

Additionally, as one of our most important gameplay aspects, we plan to make plenty of experimental trials on PvP servers, including more diverse gameplay and mechanics of PvP season. Keep an eye out for more future updates!

Chieftains, your passion for the new version of Soulmask is truly inspiring. While we couldn't address every issue here, know that we're constantly working on improvements. (For a taste of what's to come, check out yesterday's patch - our tribesmen are now civilized enough to close the door behind them after using the Outhouse!)

Stay tuned for more update previews coming soon. Until next time, Chieftains!

Community Manager Peter
Lead Producer ZIMA


Join discord: https://discord.com/invite/4G2K7FDbtp
Tales of Sintra: The Dark Vortex - pablens
COMBAT:
- Impact localization has been added. Aim at the legs, torso, or head. You can now decapitate your enemies.
- Critical hit. When some enemies are injured, you can finish them off more quickly by cutting off their heads.
- Improved AI. Enemies no longer always come straight at you. They will now think about their approach. They will stop, move sideways, backward... they will look for a good way to attack you. As long as you don't draw your bow, of course. They may be zombies and skeletons, but they aren't stupid. If you draw your bow, they will come at you without mercy.
- Enhanced enemy response to hits. Now, depending on the blow, sometimes they won't flinch, sometimes they'll react slightly, and other times they'll recoil significantly to gather momentum and strike back. This adds much more realism to the fights.
- Now, if you block a sword strike with strength and determination, the enemy will be thrown backward.
- Increased the speed of enemy attacks.
- Added more force to the ragdolls. Now, rats will be sent flying if you hit them with a strong sword strike.

CHOOSE DIFFICULTY:
- Players can now change the game's difficulty at any time during a playthrough. It's no longer necessary to start a new game to change the difficulty.
- Stuck in a part of the game? Switch to easy difficulty and you're good to go.
- Finding the normal level too easy? No problem, switch to hard or extreme (I don't recommend the latter) and prepare to die... I mean, enjoy.

OTHER:
- The spectral spider guardians of the vortex in level 4 are now much more aggressive.
- Adjustments to rune recharge speed in easy mode. Runes recharge faster.
- Visual improvements to explosions in the fight against the ice golem, the guardian of the ice spell.
Aug 3, 2024
Aculeata - gamedev.agavestorm
switch to next track fixed
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