STAND-ALONE - games
Hello, this is J, the art lead at LIFUEL. First, thank you for all your supportive comments. They come in various languages, but we make sure to understand them all carefully using translation tools and GPT. We are grateful for your continued patience and comments.

In the past few months, we have been expanding the content to offer a "newness" with new levels, monsters, and events.

You might encounter some new wolves on X (Twitter) or Discord occasionally. This devlog will give you a sneak peek at the visual evolution of wolves from the early stages to the later stages. I will try to avoid any gameplay spoilers, of course!

Background

The very beginning of STAND-ALONE is based on the story The Boy Who Cried Wolf, specifically speaking, based on various interpretations of this classic tale. In the early stages, we realised that we needed at least some reference or resource to continually generate ideas. So we decided to "simply draw various animals and come up with some concepts."


Here are some early stage images. We created several drafts based on simple concepts and imagination. At the time, we thought they were pretty good, but the more we thought about it, the more we struggled with how to utilise these resources. If we were in the present, we could use AI to quickly visualise the concept as a reference, but at the time, there were no such tools.

Since we didn't have much experience at the time, we changed our goal to minimise preliminary thinking, quickly create a prototype, and then run playtest!

On the other hand, we knew that the storyline could change at any time during the early development stage, and we also understood that the development process would be doomed to become passive without a definite story, concept and clear direction.
After careful consideration, we set up unchangeable rules for the current project:
1. A modern SF setting. (To represent the shepherd boy in "The Boy Who Cried Wolf" as a robot)
2. All enemies are wolves. (To clearly distinguish enemies)

As a novice developer at the time, I began to design enemies based on the above rules.


The image above shows the early wolf design. It had more weaknesses than strengths. My skills were lacking, so the SF design felt weak, and the enemies’ attack weapons were not clearly visible. Sadly, many couldn’t tell if it was a raccoon or a dog. The scenario didn’t include what we have now. It was just abandoned robots and a mysterious white mass (sheep) and raccoons.

The above is the initial image of the wolf. There were far more disadvantages than advantages during this period, lol. Due to limited capabilities, not only the SF flavour was weak, but alos the enemy's weapons and attack pattern were not distinguishable enough. It is frustrating that many times it is even difficult to tell whether it is a raccoon or a puppy?! Since the plot was not as clear as it is now, the original setting was just abandoned robots, mysterious white lumps (sheep) and raccoons.


Many people even said it was a battle between the Girl in White and the Raccoon Gang. (The running movements at the time were even more girlish than they are now, so...)

Therefore, the following adjustments were made to the initial resource design:

1. Make the sheep look more like sheep, and the wolves more like wolves.
2. Add SF design elements.


So, as you can see, we have added plot settings and concepts and redesigned the content. It is much better than before, and I am quite satisfied.
However... the real problem has arisen!!!

The Problem

As we continued to develop the demo, we reached the stage where we needed to add new enemies. Based on the data we had accumulated, we were able to complete the character design smoothly and progress quickly. The wolves looked more like wolves, and the worldview, weapons and props were more SF!

However, a problem arose. All the enemies felt too similar! Although there were differences between each wolf, the overall feeling was that there was a lack of freshness. Some of the test players began to express the hope that the next stage of enemies would be in the form of different animals, not just wolves.

I got lost in thought.

We can't just keep creating wolves that jump around, attack with knives and carry guns.

What should we do? They are after all wolf soldiers...

What about trying to resurrect the mechanical wolf we used before?

Theoretically, we can design the appearance of the mecha wolf freely to bring a fresh feeling.

Oh, that's a good idea. We seemed to have been trapped by stereotypes before and drew wolves that were all too similar.


This led to the creation of UFO-riding wolves and beast-headed mecha wolves. This was indeed a completely different image from previous ones. While improving the quality, many elements were added, and the attack mechanism and the game experience were also changed.
However, new problems arose. Shall we just go with regular wolves and mecha wolves for the next few stages?

Hmm.…

I had a somewhat uneasy feeling at the time. I imagined what the finished game would look like, and what came to mind was a game that was "not bad" game. Because the enemies were all very similar and repeated...
I decided to look for other ways.

We can't just keep going like this. This could lead to long-term problems.

Investigation

We summarised what we had developed and redefined the standard again:

1. All animals other than sheep and wolves would only be used as NPC
2. Setting all enemies as wolves would ensure uniformity and intuitiveness.
3. But we still had to come up with an innovation for the "wolves".

This seemed a bit confusing. Haha...

Anyway, we started looking for references to meet these conditions.

Is there any game that has a similar problem to ours?

Here are some examples of well-known games:


Katana Zero

• Most of the enemies are human.
• Although they are all human, they don't feel very similar. (This may be due to the characteristics of the human race)
• The details of the costumes and accessories such as hairstyles and sunglasses are very rich.
Conclusion: The design is excellent.


Hollow Knight

• There are many different types of insects.
• Overall feeling is fresh and interesting. (Although there are similar enemies as well)
• The characteristics of each insect are well portrayed and very attractive. The background changes to make each monster new and interesting.
Conclusion: New and interesting.


Skul: The Hero Slayer

• The visual balance between the knight and the demon is appropriate.
• The diversity of shapes and outline proportions makes each character unique and interesting.
• Each level has a new design, maintaining a sense of freshness and fun.
Conclusion: Very well-done.

In addition, we analysed a variety of games. Although the games mentioned above are all excellent, there are still games that have very similar designs for all enemies, with not clearly differentiated modes. We will not specifically mention these games, but through investigation, comparison and analysis, we have identified the shortcomings in our game design.

We believe that the following areas of our game need improvement:

[Improvements]

1. Use a variety of silhouettes/outlines.
• Use different silhouette/outline proportions, such as a wolf with a big head, broad shoulders, a hunched back, etc.
2. Consider the wolf as a human and highlight its profession or characteristics.
• Use profession and characteristic elements to highlight the wolf's special features, such as a police wolf, a military wolf, etc.
3. Optimise the visual effects of the characteristics and apply them to attacks.
• Just like a miner uses a pickaxe and a mechanic uses a wrench, incorporating these characteristics into the attack mode.

Although we think it might be easier to set up a story or concept with a tiger, lion or bear as the enemy... But we won't give up that easily. We will focus on how to present the wolf to the player in a new way.

(To be continued)

The article is getting longer and longer, so the rest will be continued in the next article. It really takes some time to collect images from the history. HaHa
We will meet you with more images in the next article. Thank you for your attention!
The Bathhouse | 地獄銭湯 Restored Edition - chillasart.llc
Steam informed us that if you own The Bathhouse (Old) on Steam, you are able to play The Bathhouse RE for free.
However, it is up to Steam to decide HOW or WHEN it will be offered to you.
We will notify you as soon as Steam confirms more in detail.

Survival Nation - Joanna_WS
Astro Hunters VR is set to launch August 8th!👨‍🚀

Hello Survivors!

We are happy to announce that our new game Astro Hunters VR launches on Steam on August 8th at 7PM CEST! 🌌🎮

Astro Hunters VR is a PvPvE Extraction Shooter set in space. Immerse yourself in the exploration of a unique planet, fight with different enemies, craft, gather resources, and upgrade your weapons.
Become one of the mercenaries and help the Mothership. We’re waiting for you! But remember there are also other hunters on the planet. Will you ally, fight, or betray - it's up to you!🚀

To celebrate the launch, we have some fantastic offer for early supporters:
👨‍🚀-10% Discount👨‍🚀

🔔Add the game to your wishlist to get notified once the game is out:
https://store.steampowered.com/app/2715910/Astro_Hunters_VR/





🚀The Hunt Begins
Undertake dangerous missions and challenge other players and in exchange freely scavenge the planets. You can join forces with other players, but be careful, hunting down other players to seize their valuable equipment is also an option! Going on an expedition comes with a high reward if you find valuable items, but it’s also high risk - if you die, you lose everything!

🔨Gather Resources and Craft
Collect resources such as gases, liquids, metals, and others on different planets. Each of the resources has its special gathering tool. Use the collected items to craft new and better equipment. The Mothership provides you with crafting stations, on which you can craft inhalers, weapon parts, ammo and more. Do you want to store them, sell for good money, or trade with other players? The choice is yours!

🔫Manage and Upgrade your Equipment
Gather a diverse range of weapons: pistols, rifles, rocket launchers, machine guns, shotguns, and snipers. Upgrade stats and customize them with elemental modifications: fire, plasma, electricity, and acid. Beware of other players lurking on the planets for your loot. To avoid being left with nothing, store some of them in your storage room to be ready for your next expedition.

✍️We are looking forward to your reviews and feedback. If you have any questions, feel free to contact us.

Join our amazing community in our Discord and follow us on X to share your experience and get to know Hunters

Enjoy the game!

Wenkly Studio Team
The Fight Of Escaper - KeyTo
相信小伙伴们现在已经对游戏的设定有了一定的了解,那么今天来为大家介绍一些比较强力的进阶教程,用来帮助玩家们更好的挑战高难度。

众所周知,在roguelike游戏中,角色的BD构筑是重中之重。通过不同的构筑方向,来达到不同的效果,以便在游戏中可以获得更高的奖励,通过更多的关卡。但由于【芯片】的获取具有一定的随机性,所以游戏内的商店、挑战房是必进项。商店可以购买或换购功能强大的绿色与紫色芯片。而挑战房会随机刷出不同类型的芯片,以便玩家进行同品质交换。

在此向大家推荐几个必选芯片,有助于玩家挑战更高难度:

1、铜墙铁壁:减伤,提高生存几率。后期属性提升后,可用于交换紫色芯片。



2、活力劫持:必选芯片,极其强大,越早获取收益越高,配合血转盾等效果十分强大。



3、武装强化:该芯片提升的攻击力为基础攻击力,基础攻击力会影响所有加成效果,属于硬提升。同时随着护甲上限的提升而增加,成长型芯片。



4、黄蜂刺:新手最爱,前期BOSS杀手,后期由于血量的提升,真伤叠加的过于缓慢,输出显得十分乏力。



5、嗜血:简单粗暴的提升,第一时间入手。



6、完美主义:操作大佬专属芯片,当叠加效果提升到一定程度后,操作反而不那么重要了。



7、重装火力:武装强化的增强版,伤害加成效果后期十分明显。



8、遗产掠夺:单独效果一般,配合【武装强化】或【重装火力】会有质的飞跃。



9、重塑:非常实用的芯片,取消了受击后护甲回复的中断,极大的增加了容错率。



10、力场躯壳:将全部生命转化为护甲,同样是【武装强化】或【重装火力】并且转换后由于生命值降为1点,所以阿黛尔的狂暴技能可以无限开启。



11、我是传奇:【力场躯壳】的最佳组合,没有生命值,也就不牵扯恢复生命值,100%伤害增加,用过的都说好。



以上芯片只是其中的一部分,并且较为容易获取到,基本上在第二关就可以获得,并且有条件进行购置。同时白色芯片也是可以通过累计达到质变的,如增速、增盾等都是很好用的芯片,后期不需要也可以在商店中通过换购消耗掉。

总之芯片是游戏中很重要的一环,合理的搭配芯片可以更有效的增加通关的概率,也可以达到割草的快感。当然上面介绍的只是一方面,还有更多的构筑方向等待小伙伴们自行发掘。目前常用流派有:过载流、护甲增伤流、碎甲流、移速流、杀敌流、金钱流。个人感觉杀敌流比较简单易上手,构筑起来也比较简单,大家还是可以进行尝试尝试的。
Black Squad - madelcampo


Soldiers,

We would like to inform you that we will be conducting scheduled maintenance (August 8).
During this period, access to our game will be temporarily unavailable.

Maintenance Schedule:

SEOUL, South Korea
13:00 Thurs, August 8, 2024
to 19:00 Thurs, August 8, 2024

UTC, Coordinated Universal Time
04:00 Thurs, August 8, 2024
to 10:00 Thurs, August 8, 2024

CET/CEST, Central European Time
05:00 Thurs, August 8, 2024
to 11:00 Thurs, August 8, 2024

PDT/PST, Pacific Daylight Time (US)
21:00 Wed, August 7, 2024
to 03:00 Thurs, August 8, 2024

SINGAPORE, Singapore
12:00 Thurs, August 8, 2024
to 18:00 Thurs, August 8, 2024

EDT/EST, Eastern Daylight Time (US)
00:00 Thurs, August 8, 2024
to 06:00 Thurs, August 8, 2024

SAO PAULO, Brazil
01:00 Thurs, August 8, 2024
to 07:00 Thurs, August 8, 2024

Duration: 6 Hours

Thank you for your cooperation and support.
Home Sweet Home : Online - PR


Announcement from the Home Sweet Home : Online Team

The server is undergoing weekly maintenance on the 8th of August 2024 from 10:00 AM to 07:00 PM (GMT+7) In order to ensure the security of players' IDs, we kindly request all players to log out of the game during the mentioned period.

We apologize for the inconvenience this may cause.
Community Announcements - lnsteam888
尊敬的各位玩家:
为了带给大家更好的游戏体验,我们计划将于2024年8月8日下午14:00-18:00进行区服合并,合服范围:24-31。合服维护时间受操作影响可能会提前或延迟,请各位玩家做好准备,感谢您的配合与支持!
ASURAJANG - jehrein
Greetings from the ASURAJANG Team.

឵ASURAJANG Guerilla Test Schedule

- Test Date: ឵Aug. 15th ~ Aug. 18th

- Test Time: ឵KST 20:00 ~ 24:00 (GMT+9)

- Test Region: This test is being held for the East Asia region. (Korea, Japan, Taiwan etc.) As such, Test Servers are limited to Seoul and Hong Kong. (Players from other regions such as NA or EU may still play the game, but may experience connectivity issues)

឵- Build Changes
Official Discord Server -#patch-notes

We apologize for the limited time and server regions. We will provide more details about changes closer to the test.

※We are unable to provide a full Chinese (Simplified/Traditional) translation for this test. We apologize for the inconvenience.

※Guerilla Test FAQ:
Official Discord Server -#announcements

Thank you.
Dawn Apart - The Great Detective Harry Hole
Good to see you again Playtesters!

It's been a while, but we've been hard at work putting together more fixes and features for this update! There are so many general fixes, but with this update comes a return to the default way to play Dawn Apart. Instead of having infinite free blueprints that build instantly, you are required to craft items and have your prospectors get out there and build them. With this update agents are working much more reliably, and while still not perfect, it's a huge step in the right direction.

Along with these we have been working hard on our new world generation pipeline and are hoping to have a completely revamped world in the coming weeks. Just a little something to look forward to!

Changes
  • Reverted game mode to default Dawn Apart Game Mode (Blueprints are no longer free, and agents will build everything!)
  • Added back to menu button in the game pause menu
  • Fixed issue where agents would stock more than the amount required for a single ingredient during crafting
  • Added logic to eject items from workbenches when removing recipe from the queue, but retain a number of stocked items if the next queued recipe can use them
  • Fixed multi craft UI not updating the craft recipe component properly if a recipe queue element was completed
  • Fixed recipe queue elements getting wacky when removing elements from the front then adding more elements
  • Fixed pioneer avatar not being cleared when crafting recipe queue is cleared

  • Fixed building connections looking at incorrect grid tiles due to floating point errors
  • Added basic playtest trade quest chain (Space Port -> Red Solvent trade)
  • Fixed trader translation becoming desynced at lower FPS
  • Increased the time between dynamic trade creation
  • Fixed Stockpile Groups not properly setting up their item storage on merge and split
  • Fixed memory leak when loading save games due to undisposed prototype voxel data
  • Fixed stockpile detail view deconstruct button always instantly deconstructing
  • Fixed issue with stockpiles not allowing any number of agents to interact at once
  • Fixed timed press progress bar not getting enabled when setting timed press state
  • Fixed get item interactions not properly being cleared from smart objects
  • Fixed agent carried item UI element not showing carried count

  • Fixed items having their voxel mass values offset incorrectly
  • Adjusted the simple water buoyancy values based on new wood density
  • Updated Debug Camera Change Keybind. F12 -> Page Up
  • Added WIP labels to game HUD elements currently in development
  • Updated the starting stockpile items
  • Added pre-alpha text to the game
  • Added function to remove any invalid recipes from prototype database
  • Added mini items for both conveyors
  • Added fauna spawn padding around the start zone
  • Adjusted wood and log spawn positions to avoid creations of overlapping voxel objects (Just a patch for the actual issue)
  • Fixed Chem Lab having a non-null power source
  • Fixed copper ingot not having the correct category assigned
  • Copper/Steel Pole -> Copper-Steel Gear
  • Fixed music playing multiple instances in some cases
  • Fixed flora growing at incorrect intervals after destruction
  • Disabled trader damage on landing, it now only rolls for damage when departing
  • Fixed single frame flicker when selecting a combustion component with a different power state than the previously selected
  • Fixed incorrect fuel corner text being cleared
Known Issues In Progress
  • Severing a completely destroyed limb leads to a crash
  • Large scale terraforming can lead to a crash
  • Stockpile and Conveyor Group interactions are not properly handled when merging and splitting
  • Some walls have issues when placing on top of each other
  • Invalid smart objects might lock up agents
  • Agents sometimes perform interactions at the wrong location, for example mining far away from a patch
  • Agents pick items off conveyors one at a time
  • Agents with an attack order will completely skip queued move actions

Thanks again to everyone in our community, and those that are checking out and testing our updates. It means a lot to everyone on the team!

See you all soon for our next update!

PS: If you haven't yet, you can still join the playtest by joining our Discord server and filling out a form in the pinned message in our #playtest channel!
Aug 7, 2024
DEVIATOR - JaYan
1.Platforming Adjustments: Some platforming sections have been adjusted to balance difficulty.
2.Fixed an issue where items sometimes couldn't be picked up after delivering "Deviator's Remain."
3.Fixed a bug where pressing keys too quickly on the load save screen caused save errors.
4.Fixed an issue where the Prison Boss dying in mid-air prevented the skill drop from being collected.

The following are key issues we are currently aware of and are working on:

1.Performance: Scene loading speed, Steam Deck compatibility issues.
2.Gameplay Experience: Considering adding corresponding runes to improve action recovery time.
3.Mushroom "Swordmaster": Optimizing combat-related actions with the Mushroom Assassin.
...