Talisman: Digital 5th Edition - Tom Longshaw-Young
Hi Talisman fans!

After our last developer blog, we’re back to talk even more about Talisman: Digital 5th Edition, which you can wishlist now over on Steam!

https://store.steampowered.com/app/908060/Talisman_Digital_5th_Edition/

This time, we’re going to be going through how we’ve handled all the rules changes and updates from the 4th Edition of Talisman to the 5th Edition. To give you a peek behind the curtain, we actually had access to the Talisman: 5th Edition rulebook long before it was officially announced, so we’ve had a good amount of time to figure out how we’d handle all these changes and new rules.

Not only did we have early access to the rulebook for 5th Edition, but we’ve also been working closely with the designers at Avalon Hill to ensure our implementation of the 5th Edition rules is an exact, 1:1 recreation of what you can expect in the physical game. We’ve had regular contact with them to go over edge-cases, odd-interactions and much more - they’ve been incredibly (incredibly!) patient as we’ve pushed their each and every 5th Edition rules interaction to the absolute limit. But it’s thanks to that great relationship we’ve got with them that we’re confident that Talisman: Digital 5th Edition will be a fully faithful adaptation of the board game.

In this developer blog, we’re going to go through some specific examples of rules and gameplay changes between the 4th and 5th Editions of Talisman, how we’ve handled those changes and what that process was like - so let’s get to it!

The Talisman symbol on the dice

While this isn’t a rules change, it’s still something we needed to keep in mind, and is a good example of a change that would be easy to overlook if you weren’t paying attention! If you’re lucky enough to already own a copy of Talisman 5th Edition, you’ll have noticed that the dice look a little different than they did in 4th Edition.



For those of you who aren’t in the know, the 5th Edition dice feature a Talisman symbol to represent ‘6’. After more than 10 years of seeing a single dot represent the ‘1’ on a dice, it took some getting used to for our team to recognise this new 6 roll at a glance!

Character Updates

Did you know that in Talisman: Digital Edition, when you add up all the expansion characters and the extra characters from their respective character packs, you end up with more than 100 characters to choose from? It’s true! Originally, we programmed each character in Talisman: Digital Edition individually, but some years ago we changed how characters were defined by the game - we made each of them modular, which allowed us to easily swap in-and-out different abilities. This means that instead of programming each character from scratch, we can start with a modular template and add abilities to that - which proved massively useful when making Talisman: Digital 5th Edition!

You see, alongside getting a fresh new look, many of the iconic starting characters have had their abilities adjusted or stats changed to rebalance them for 5th Edition. So, we compiled a big list of all those changes, and went through each one to make sure they aligned properly with their 5th Edition versions.



Thanks to the modular nature of characters in our Talisman engine, swapping out abilities and adjusting Craft/Strength values was made much easier than it would have been otherwise, and testing them took much less time too.

Death and the Returning

In 4th Edition, when you were killed, your character returned to their Starting Location, and rejoined the game in the same state as if they’d just started. One of the reasons we made The Realm of Souls expansion is specifically because the harshness of death in Talisman was such a big point of contention in the game.

Now, when your character is killed, they are placed on the Village space and keep all of their items. You then have to spend your next turn buying as many lives as you can for 1 gold each (up to your characters starting life value).

This is quite the big change, but making it so that all characters follow the same rules when it comes to death actually helps to streamline the dying process quite a bit! And if there’s one thing we can all agree on, it’s that dying needs streamlining.

Updating how fate lets you move

In the 4th Edition of Talisman, you could spend fate to reroll whenever you got a die result you didn’t like, as long as you had fate to spend. This remains true in 5th Edition, but now the rules for how you move around the board after spending fate have been changed. Specifically, In 5th Edition, after rolling your movement die, you may pay 1 fate token to ignore the roll result and instead move your figure up to six spaces in either direction to a space unoccupied by another character.

Thankfully, being able to choose how many spaces you move is something that you could do in 4th Edition with the help of certain abilities or cards. One of the biggest benefits of using the Talisman engine that we’ve worked with over the past 10 years (check out our last developer blog for more information on that!), is that for a lot of common effects, we’ve already got a working framework that we can reapply to different situations.

So instead of having to entirely make this new movement system from scratch, we were able to apply the ‘choose how many spaces you move’ ability so characters can use it when they spend fate to reroll for movement. As a side note, we’ve found this rule change has been one of the biggest for the impact it has on the speed of a game - there’s a lot less jumping over the same item you’re trying to grab over and over again!

Fighting for Fate

Another additional rule that didn’t exist in earlier editions of Talisman, but is now in 5th Edition: ‘When two characters fight, the loser now gains 1 fate afterwards.’

Similarly to the new movement fate rules, this is a blanket rule that applies to all characters at all times, and is using rules/interactions we already had in the Talisman engine, albeit in a different context!



Applying this blanket rule into something like the current version of Talisman: Digital Edition with all the edge-cases, card effects and character interactions that can happen with 15+ expansions would cause all sorts of issues with it not working 100% of the time. However, making sure that this rule is applied all the time from the ground up in Talisman: Digital 5th Edition is much easier, as we can make sure that absolutely everything we design and implement related to combat takes this extra fate for the loser into account - much less messy!

Making the Warlock Less Social

One of the most common rules issues that players would come to us specifically about in the digital edition of Talisman was that to cross the Portal of Power, you cannot have an active Warlock quest. In 90% of games, this ruling wouldn’t appear at all - but when you’ve made your way to the centre of the board only to find you’re blocked because the Warlock isn’t happy with you leaving your quests unfinished, it could be a real kick in the teeth.

In this new Edition of Talisman, the Warlock has been changed to make him a lot less strict when it comes to his quests! Specifically in 5th Edition, if you have a Warlock's Quest and you gain a Talisman by any other means, your quest ends and you are not teleported to the Warlock's Cave.



If you’ve played Talisman: Digital Edition, you’ll know very well that the Warlock just loves bringing you back to his cave every single time you complete a quest for him! In 5th Edition however, the way the Warlock works has been updated to make him only bring you back if he’s got a Talisman to give you!

Incremental Trophy Trading

In Talisman: Digital Edition, one of the more popular house rules we found players using is ‘Trophy Trading - Incremental Value’.



For those who aren’t aware, in 4th Edition, to gain a Strength or a Craft, you needed to trade in at least 7 points worth of either stat.

Now, in 5th Edition, the amount of trophy values traded in to increase your Strength needs to be equal to or greater than your current Strength. So, if your strength is 4, you need to trade in 4+ in trophies to increase 1 strength, and this is the same for Craft.

Thanks to us already having a house rule that functioned similarly in Talisman: Digital Edition, making the default rule for trophy trading was a relatively smooth process - in order to ensure that it works as intended though, our QA team have had to push their characters Craft/Strength to some absurd numbers to make sure the game can handle it. Just because we know that there are players out there who won’t be satisfied unless they can get up to 500 Strength.

Talismans to Trinkets

Apparently, the transition from 4th Edition to 5th Edition shrunk down the size of the average Talisman! In 5th Edition, Talisman cards do not count towards your carry limit (like trinkets) and you can only carry 1. They also cannot be dropped on the board intentionally.



This is another blanket rules change that was fairly simple for us to implement thanks to us stripping the Talisman engine back to its absolute basics. While it’s not as easy as just making all Talisman cards into Cursed Trinkets, we can apply similar logic to those effects onto them, ensuring that they function as they should within the rules framework we’ve set out.

Temporary Toading

One of the most iconic parts of the Talisman experience, turning into a toad has also been updated and rebalanced in Talisman: 5th Edition. Now, your toad transformation lasts just for one turn, not 3. They also cannot use fate, which is a new restriction on their abilities.

Again, this change to a fundamental aspect of the game is something that would have caused us a whole heap of issues if we hadn’t stripped the Talisman engine back. Toading is something that a lot of elements of Talisman: Digital Edition cared about, from just the base game to its expansions.

Alignment Selection

Out of all the rules changes that we had to account for, between 4th and 5th Edition, this might be one of the biggest - Players can select their alignment at the start of the game.

Now, changing alignment is something that we’ve had built into Talisman: Digital Edition in many forms, even allowing you to change the alignment of other characters with certain effects! However, selecting your alignment at the start for each and every game means that players now have a choice to make at the start of each game, adding an extra step to the setup of the game.

To make this easier, we’ve added the alignment selection to the same screen as character selection, so you don’t need to wait while everyone goes through the alignment selection process.



Taking the decision out of the players hands meant that in our digital adaptation of 4th Edition, we could just wait until fate becomes relevant to introduce it as a mechanic that the player needs to keep in mind. But now that there is an important decision to be made at the start of the game, we’ve had to look again at how we describe the reasons for choosing each alignment, so players feel like they make an informed choice.

Board Changes

The rules and characters weren’t the only thing to change between 4th and 5th Edition - so did the game board! For some spaces, the changes were minor (like the Crags no longer losing you a turn), and for others there were major changes, like how the Crown of Command works!

For anyone who doesn’t know, in previous versions of Talisman, you’d have to cast the Command Spell until all the other players were defeated - while this definitely added tension to the end of the game, it could also lead to games going on for far longer than they needed to. With the new ending in 5th Edition, you’ll end the game by slaying the dragon at the centre of the board. Thanks to our experience in Talisman: Digital Edition (and all the various endings we ended up adding over the years), we’ve got a pretty good handle on updating and changing endings.



Some of the spaces hadn’t changed in function, but had changed in design however - for example, ‘draw card’ spaces now show a +1/+2 symbol for drawing cards, which we needed to account for when figuring out how we’ll show that information to the player.

After making a comprehensive list of changes, we got to work on updating all of the spaces that functioned differently in 5th Edition. Because we were working off the work we’d done previously on spaces in Talisman: Digital Edition (both in the base game and in expansions), we were very used to adjusting how spaces work on the board, making the changes much easier than they would have been otherwise!

Adventure and Spell Cards

One of the most exciting parts of any Talisman game is when you land on a space and draw an adventure card, with no clue what might be waiting for you. 5th Edition carries on that tradition, with many cards continuing their inclusion from all the way back in 1st Edition, and some new additions too.

Just like with the board, some of these changes are minor - but some changes (like the Guide letting you sneak past the Sentinel) we’ve already found make a big difference in the playtesting we’ve been doing!




Just like with the Talisman board, we made a comprehensive list of all the changes we needed to be aware of between 4th and 5th Edition, and got to work on implementing all the changes we needed to make. In the current developer build of Talisman: Digital 5th Edition, all the cards in the game now properly follow their 5th Edition instructions, we’re now testing to make sure that’s always the case!

Ensuring all Changes Play Nicely

If you’ve reached this part of this developer blog, you’ll appreciate that these changes all together add up quite quickly! Because of that, we’ve made sure to thoroughly test all these changes alongside each other, so that new rules changes and updates to one aspect of the game don’t interfere with new changes elsewhere - we don’t want the new toading rules acting weird because we’ve changed how alignment selection works!



We’re also updating the AI in Talisman: Digital 5th Edition to make sure they’re aware of (and make the correct decisions for!) these new rules and changes. Right now they’re a bit too happy to spend their fate to move to specific locations on the board, but thanks to us stripping back to its most basic state, we can build back upon it to make it behave much better than it ever did before. But talking about the Talisman AI in detail is going to wait for a future developer blog!

And that’s the end of our latest Talisman: Digital 5th Edition developer blog! We hope you’ve enjoyed this look at how we’re updating the rules and gameplay, and can’t wait to show you more of the game as development progresses.

To keep up with everything Talisman: Digital 5th Edition, make sure you follow us on all the places we are online!

And don’t forget to wishlist Talisman: Digital 5th Edition to get notified when it launches!

https://store.steampowered.com/app/908060/Talisman_Digital_5th_Edition/
Territory: Farming and Fighting - Wit Studio
The problem that the total value of noble descendants is not refreshed in time after inheriting loyalty, management, or military ability
The problem that the military ability is not refreshed in time after killing enemies on the battlefield
The function of automatic appointment of governors
The function of automatic political marriage
Emoji Clicker - jgraj
The item can be claimed in-game every 24 hours during the duration of the event.



Only available for a limited time.
Aug 6, 2024
Emoji Clicker - jgraj
New in v1.4
  • Improved UI
  • Added music
Sea of Thieves: 2025 Edition - a-faddison
Fixed Issues
Gameplay
  • Captain Briggsy’s note will once again appear on the ship’s mast when the Skull of Siren Song Voyage is ready to begin.
  • Players speaking to Umbra while wearing specific cosmetics intended to unlock Commendations will find that they can once again do so with the desired outcome.
Skeleton Camps
  • Multiple crew members entering a Skeleton Camp and attempting to complete a single Ritual at the same time will no longer be awarded additional Rituals. (Released previously as part of an interim hotfix.)
  • Players interfering with their network connection while completing Rituals will no longer gain additional Rituals. (Released previously as part of an interim hotfix.)
The Burning Blade
  • Crews pledging allegiance to Flameheart will no longer be able to form an Alliance with other crews while in control of the Burning Blade.
  • The treasure held within the Burning Blade will no longer be multiplied when the ship migrates across servers.
  • Players using Bone Callers on the deck of the Burning Blade will now find that skeleton allies are summoned to their aid as intended.
The Flame Rises
  • Crews pledged to the Burning Blade who hand in a stolen Orb of Secrets at The Reaper’s Hideout will now progress the Ritual Recovery Commendation.
Known Issues
To learn more about known issues in Sea of Thieves currently being tracked and their status, head over to our Known Issues support site article.

Full Release Notes
These release notes cover a hotfix. For full details on recently added game features, see the release notes on our latest content update.

Download and Installation
Download Size:
  • Steam: 1.64 GB
Aug 6, 2024
Xanadu Land - Land Master
8.6 Update Maintenance

ASIAN TIME: 17:30-18:30
UTC Time: 09:30-10:30

Optimization
For mobile, the view distance max value has been increased by 2 steps.
Reduced the life value of normal monsters in Tower of Severance by 20%.
Priests and Gunsmiths, increased their professional talents - magic damage increased by % and physical damage increased by % (only effective in Tower of Reckoning).
Raccoon fashion has returned, replacing Pirate fashion, and will now randomly appear in the Treasure Shop.

Performance Optimization
Necromancy pop-up optimization
Monster pop-up effects optimized
Shadows of Doubt - sean.campbell
Hey folks, we have a bunch of improvements and fixes going live today. Thank you to those who tested it out on experimental first and gave important feedback!


  • More memory footprint optimizations
  • City data and save game size reduction*
  • Guest passes will grant you access to echelon zones
  • Investigating a stolen item on an echelon floor will grant you with a guest pass, enabling you to legally explore the floor’s communal area.
  • Some tweaks to red-level trespassing zones
  • You can now navigate the menu with the gamepad stick
  • New skip control prompt for cut scenes
  • Empty input fields for save games, cases etc are now not allowed
  • Fixed: The game saved cities with the wrong file name if you renamed them from within the map editor*
  • Fixed: Possibility of a basement area for a building contained a power room area which was too small to spawn a telephone router*
  • Fixed: Some alignment/scale errors for keyboard control glyphs
  • Fixed: Sometimes when the player took photos within air ducts, the ducts weren’t visible
  • Fixed: (At least one) occurrence of citizens floating through the air
  • Fixed: Commercial coffee machine was spawning in weird places*
  • Fixed: Citizens floating while sleeping on bedrolls
  • Fixed: Citizens didn't sleep in the correct position when sleeping on the right side of a double bed
  • Fixed: Top of wooden fence featured an missing mesh face
  • Fixed: Some very small inconsistencies when generating two cities from the same seed
  • Fixed: Opening the player’s character in an evidence window would cause an internal error
  • Fixed: Text in popup messages could appear too small
  • Fixed: Selecting a new perpetrator from your evidence board would not update the arrest resolve question properly
  • Fixed: Certain murder resolve questions not working properly when loading a save game
  • Fixed: Some first person model animation oddities
  • Fixed: Telephone door’s glass did not move properly with the door frame
  • Fixed: CCTV tower no longer can spawn backing onto another street objects (preventing access to its terminal)*
  • Fixed: Street names no longer being overwritten when customizing streets in the city editor. (Thanks to the patience of one discord user. 🙌)
  • Fixed: Fixed some sympathetic bugs caused by city editor UI not updating properly when clearing existing city data.
  • Fixed: AI pathing edge-case prevents citizens from spawning at their saved position and being unable to move.
  • Fixed: Edge cases of having way too many blood spatter objects spawned
  • Fixed: Repeating or confused objectives when you had multiple jobs open on different stages
  • Fixed: A very rare RNG bug that could freeze the city generation process
  • Fixed: The player now will get crushed if they are pressed against the top of an elevator shaft by the elevator
  • Fixed: Upon loading a game, the décor edit button was only displayed if you left and re-entered a relevant address
  • Fixed: String display issues on cruncher apps when language is not set to English
  • Fixed: Removed some instances of ‘DNT’ appearing in non-English languages

* Requires a new city generation to appear/spawn/see

Any issues please let us know and do join the Discord to get involved in the conversation
Aug 6, 2024
Myriad Mayhem - manavindab
Hello everyone!
Here comes another dev-log

What I've been working on
  • Adding more maps (had to make a whole system to load maps in runtime, which have taken most of my time since last patch)
  • Made tools for map-making. that will make it easier to create or modify maps. e.g. made so the hills are twice as large (they looked so silly small before), and can "paint" it with one brush.
  • Increased the pace of the game, so made the player & units move and hit faster (it almost felt like a turn-based game :P) (let me know if you prefer the old pace, if so, then I could just make a game lobby setting for chill/fast).
  • Meta progression is no longer gained from "gained in-game xp" (e.g. killing units or destroying enemies buildings) but instead from completing or the progress on quests (atm. only for clearing regions of hostiles, more to come!)
    • The previous system encourages players to wake as many camps as possible, that you can hold out against, and then stop pushing forward, not only for it to become the "best way to gain meta-progression" (farming), but the "mentality" of it whole. As it made the player discouraged in destroying an enemy base (by you, or your allies), which I want the other way around. Should feel rewarding with pushing forward, building outposts at the frontier and trying your limit. And to finish a game to start a new match (except maybe, if you/your allies push too fast for you to hold). Even more so later, when maps will have much more random elements to them.
    • So completing parts of a quest will give progress, and a large bonus for each fully completed quest, so best progression would be completing a full round)
    • Will add side-quests that will also reward with meta-progress.
  • Also made that you get twice as much meta-progression xp for completing a round in ~45 min with the current playable version map-size (much more on the updated map).
  • Equipment more impactful - they really felt (and kinda still feels) like a "small-stats-bonus of choice". I would really like them to "pre-shape" the playstyle the player wants, rather than a "bonus start-talent". If any of you know of another game to get inspiration, or have any ideas yourself, please let me know, I gladly listen to your tips & suggestions :D. As I'm not satisfied with the current system.
What I'm currently working on
  • Balancing
  • Making the initial map twice as big, and open up more paths for making the map more connected.
  • More maps, some with unique behaviour
    • small / start-map, if you want just a small 15-20 min game, and to keep it simple
    • Map where you have to hold out for a time before a rescue, hopefully before you are overwhelmed.
    • Map you win by protecting x-amount of caravans.
  • Side-quests
  • Improved Pathfinding for AI
  • New unit behaviour (Some units will no longer "push forward & attack all hostiles in their path"), e.g. units will have more distinguished "styles". E.g. Axe-throwers lost half attack range, but gained double attack speed
  • The previous Berserker-unit with poison, will now be split into two units (I never felt it fit the bill):
    • Core Barbarians will get"Berserker" - same as before, but without poison
    • Barbarian's "poison/subrefuge subfaction" will get: Assassins - Don't have the berserk ability, but stealth, poison and will focus on "targets of high priority" (e.g. the player and squishy units like mages)
Things I will focus on after I finish my current tasks
  • More abilities for wizard (want it "90% done" before 0.8)
  • More interesting bosses / mini-bosses.
  • More defensive utilities for your enemies
Unsolved future problem
But, I have one nasty issue, what do you all think of the game-mechanic/gameplay of placing buildings? I think it is really tedious, especially with all the small buildings.
But I thought it felt "ok" atm, but that was before I was thinking of making towers upgradable. So I thought if it was a little tedious to build all, then I would also have to return to all towers again to upgrade them (even multiple times, as they will have multiple stages). Then it would be way worse. (hold-my-beer-meme).

So I am planning on remaking the building system, so they are no longer insta-built, but you instead tell your allies you want a building on a building lot, and then they send out a worker to construct it. And also not making buildings "auto-repair themself", but a worker goes out to repair as well.

Solution 1
So with this new feature, so do I have one soothing solution for to the tedious-building-problem, that your allies run out and take care of planning & building all the “small buildings” completely, and the player only have to build the larger ones (Medium & Large)
e.g. in the playable version, so would they then build towers & small farms (I've not decided if it should be fully random, or designated spots, probably the latter).

But the last “level” of towers can be one of two variants: an aoe-tower or strong vs single-target, so it complicates the solution,
So here I have two "sub-solutions":
  • The player is responsible for what variant the tower will get for its last level.
  • The AI takes care of it as well.
What do you think? Would you like to have full control? Only the last step? Or none at all. Maybe a game lobby setting:
  • Allies will do all the planning & construction
  • Allies will only take care of small buildings (including variants)
  • Allies will only take care of small buildings (excluding variants)
  • The player has full control on what to build at each building lot.
Solution 2
Second solution, by removing the manual-placing buildings all together and instead making a new system where the player instead decides what each region should be its focus, e.g. the Player has cleared region 2 and now can decide if it should be agriculture, military or a defensive position. And with region 3 can the player choose it to be either Mercantile or Military, and then allies will build "that type of region" (e.g. fill all building slots with corresponding type).

Solution 3
Maybe something between solution 1 & 2? The player designates the region what to focus on, BUT all large buildings have to be placed by the player (but they are theme-based, e.g. no large fortress in an agriculture region, but maybe A market, Huge farm or stables).

Solution 4
Or "simply", make a map-view which pauses the game & let you interact with all build sites & placed buildings, so you can do it "on the battlefield". (this would take a lot of time).

But this is atm. just a "minor issue" as we don't have upgradable buildings yet. Which will come in a later patch. But I really liked the second solution which designates a region to be of a type, or maybe the 3rd solution to also have a minor control on what to build where. As it otherwise is sooo much running back and forth between all regions, which I at least think, makes the game into a walking-simulator :P. But let me know what you think, maybe most of you really like to have full control on what to build where and manually have to place it. In the end, maybe we all are on the "whole spectrum" so maybe that game lobby setting to decide which style to have, solve it completely :).





And as always, please don't hold back, and let me know if you have any suggestions for things you want added, changed or removed (E.g. Even "negative critique" can bring light on an issue I've not even noticed). It is so easy to get tunnel-vision as a solo-dev. And almost all discussion about the game is with you guys, so you have my sincere gratitude for that, and most of all, thanks for reading this far and/or for playing the game!
A fascinating story - 猫猫


Although many places are still scorching hot now, the 7th is the beginning of autumn in China.
There is less than a month left in the summer vacation for students.
In a blink of an eye, summer is coming to an end, and I am still reluctant to let it go.

Therefore, Maomao has brought you another wave of discount benefits.
Enjoy the last moments of summer!

Discount period: August 6, 2024 to August 13, 2024



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Hot sale:

Joy Life 4

Joy Life 4 is now online. Do you want to see how the protagonist's ordinary life changes? All this is due to the neighbor next door who seems to have "two faces"...
https://store.steampowered.com/app/3028000/Joy_Life_4/

Stay tuned:

Fairy Biography 6: Revenge

Vampire? Succubus? All kinds of outsiders?
Perhaps, behind the grand epic, the desires, calculations and transactions on the dark side will impress you more.
The game will be launched on August 9, 2024, with new characters and new character lines waiting for you to explore.
https://store.steampowered.com/app/2937990/Fairy_Biography_6__Revenge/

A fascinating story: Ice Cream

A derivative of A Fascinating Story. Are you curious about the past of Zhang Wei and Zhen Tian? How did the sweet and quiet junior in the company establish a secret relationship with Zhang Wei? At that time, Zhen Tian didn't seem to be as handy as she is now...
The game will be launched on September 6, 2024. All the answers are in A fascinating story: Ice Cream.
https://store.steampowered.com/app/3088520/_/

Hot And Lovely XXII

Hot And Lovely has another sequel. Classic elimination game gameplay, keep clearing levels, and have a sweet date with the girls from the magic book!
The game is expected to be launched on October 1, 2024.
https://store.steampowered.com/app/3088550/Hot_And_Lovely_XXII/

Hypnotic Cards 2

Use hypnotic cards to fight with girls and have heart-pounding interactions. It's up to you to decide whether you want to be a card master or a love master!
The game's launch time is yet to be determined.
https://store.steampowered.com/app/2863310/2/




Follow or contact us:

Development team homepage: https://store.steampowered.com/curator/37430609

Google email: lovelygames888@gmail.com

Steam group: https://steamcommunity.com/chat/invite/REXDS82M

Welcome to join the Lovely Games official community to get more game information and development progress.
If you have any questions, you can poke the administrator in the group.

Thank you for your support!
Adorable Witch - 猫猫


Although many places are still scorching hot now, the 7th is the beginning of autumn in China.
There is less than a month left in the summer vacation for students.
In a blink of an eye, summer is coming to an end, and I am still reluctant to let it go.

Therefore, Maomao has brought you another wave of discount benefits.
Enjoy the last moments of summer!

Discount period: August 6, 2024 to August 13, 2024



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https://store.steampowered.com/app/2656900/Hot_And_Lovely__Tease/

https://store.steampowered.com/app/1795960/Twins_Edge__Back_and_Forth/

https://store.steampowered.com/app/1864070/YUME__Special_Edition/

Hot sale:

Joy Life 4

Joy Life 4 is now online. Do you want to see how the protagonist's ordinary life changes? All this is due to the neighbor next door who seems to have "two faces"...
https://store.steampowered.com/app/3028000/Joy_Life_4/

Stay tuned:

Fairy Biography 6: Revenge

Vampire? Succubus? All kinds of outsiders?
Perhaps, behind the grand epic, the desires, calculations and transactions on the dark side will impress you more.
The game will be launched on August 9, 2024, with new characters and new character lines waiting for you to explore.
https://store.steampowered.com/app/2937990/Fairy_Biography_6__Revenge/

A fascinating story: Ice Cream

A derivative of A Fascinating Story. Are you curious about the past of Zhang Wei and Zhen Tian? How did the sweet and quiet junior in the company establish a secret relationship with Zhang Wei? At that time, Zhen Tian didn't seem to be as handy as she is now...
The game will be launched on September 6, 2024. All the answers are in A fascinating story: Ice Cream.
https://store.steampowered.com/app/3088520/_/

Hot And Lovely XXII

Hot And Lovely has another sequel. Classic elimination game gameplay, keep clearing levels, and have a sweet date with the girls from the magic book!
The game is expected to be launched on October 1, 2024.
https://store.steampowered.com/app/3088550/Hot_And_Lovely_XXII/

Hypnotic Cards 2

Use hypnotic cards to fight with girls and have heart-pounding interactions. It's up to you to decide whether you want to be a card master or a love master!
The game's launch time is yet to be determined.
https://store.steampowered.com/app/2863310/2/




Follow or contact us:

Development team homepage: https://store.steampowered.com/curator/37430609

Google email: lovelygames888@gmail.com

Steam group: https://steamcommunity.com/chat/invite/REXDS82M

Welcome to join the Lovely Games official community to get more game information and development progress.
If you have any questions, you can poke the administrator in the group.

Thank you for your support!
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