Riding Club Championships - Yogi


Huge congratulations to our Weekly Showdown Grand Final Winner, who wins with a very fast round!
Our course this week produced a very competitive Grand Final on one of our harder courses with just 2 riders going clear!
Congratulations to everyone who made it through and did so well :)
The Emperor and State - Liac
The Emperor and State has now been updated to version 0.312, addressing urgent fixes and optimizations to the war system. If you encounter any bugs or issues in the game, please use the in-game feedback feature or discuss them on our Discord.

Bug Fixes
  • Fixed the bug that when the durability of the Xuanzheng Hall was low, clicking on the Xuanzheng Hall at other times except Chenshi would also reduce the imperial prestige.
  • Fixed the vulnerability that the screen would get stuck if loading a save file in the scene of moving the capital.
  • Fixed a vulnerability that might cause officials to be duplicated.

Improving
  • Adjusted the military strength algorithm, strengthened the influence of population on the military strength factor, and the army size in save files with a larger population will increase significantly.
  • When the emperor dies without an heir, a prince will be randomly adopted as the new emperor to continue the game, but the imperial prestige will be reduced.
  • Some detail improving.
Index: Purger - Bender
*A message from the developer Dadaskis in the official [url=https://discord.gg/w3H64jxUh6
] discord [/url] 10/08/2024


Today is the Red Letter Day. Probably the biggest milestone in 2 years of this development mess! The demo is out.

https://store.steampowered.com/app/2989940

And, i have to clarify that this demo-version is going to serve as healthy replacement of "Early Access". This demo-version will represent current state of this game and YOU can help to make it better by giving more feedback. It is pretty much experimental decision, of course, i really hope it'll work out.

Currently there is version 1.0, i plan to make a couple of minor updates to it (a bit more polishment of existing levels and etc).

During v2.0 i want to add more content, such as actual starting citizen location (m_day0_x, i miss you), mercenary operations and etc.

I hope you'll have fun!
Deathbound - Tate Multimedia
Greetings, Fallen Warriors...

We're thrilled to announce the Deathbound x Steel Rising Bundle! GRAB IT HERE!



Discover Paris during the French Revolution and the techno-medieval city of Akratya, the original settings of the two brutal Action RPGs Steelrising and Deathbound!

Face the merciless mechanical army in Steelrising! Conquer a brutal reality where Life and Death were never more conflicted in Deathbound.

Bundle contains:

Steelrising – challenging action- RPG where Aegis, a mysterious automaton masterpiece must confront the king’s army alone to save history.
Deathbound - the one-of-a-kind party-based souls-like set in a callous world where Faith and Science clash.

Grab Deathbound x Steelrising Bundle
https://store.steampowered.com/bundle/42094/Deathbound_X_Steelrising/

We could not have released this game, which we have poured our hearts into, without your continuous support. For that, we thank you deeply!

If you encounter any bugs or issues during the game, please report them via THIS FORM, on the Steam Community Hub forums, or on our Discord server.

{LINK REMOVED}

Follow Deathbound on Facebook, Twitter, TikTok and Instagram.
Rugby 25 - Matt W (Big Ant)
Hi Everyone,

We thank the community for their patience while we worked through gameplay issues identified since the last major update, we were hoping to get an update to everyone sooner but wanted to ensure that we were making a clear step forward with this new build.



  • Adjusted Passing
    • Work on passing in this updated included adjusting pass timing windows to improve the ability to pass when about to be tackled, as well as continuing to work on pass trajectories and animations. Additionally, resolved some cases of the player target indicators not being visible.

      All elements of passing remain an area of focus with future updates, this is a core part of the game and we will continue to work on it to get the balance and feel right.
  • Added Maul Control Prompts
    • More feedback during mauls for inputs has been added to assist in learning the maul controls.
  • Improved Cameras
    • A few issues with certain stadiums having camera clips during lineouts and other set pieces have been addressed.
  • Improved Stability
    • Several issues with set pieces resulting in non-progression in the game have been identified and resolved.

Thanks again to everyone for your feedback!

https://store.steampowered.com/app/2340870/Rugby_25/

Social Channels

Rugby 25 Twitter Rugby 25 Facebook Rugby 25 Instagram Rugby 25 Subreddit
Big Ant EA Support Big Ant Twitter Big Ant Forums Big Ant website
Aug 12, 2024
Tiny Rogues - RubyDev
Hello fellow Tiny Rogues!

I want to give everybody who plays Tiny Rogues with a gamepad or on the Steam Deck an opportunity to speak their mind.

Give me the cold harsh truth, give me your pain points, tell me what annoys you most!
I am curious and I want to accommodate for you!

  • Is it the janky button rebinding?
  • Is it the inventory controls?
  • Is it the awful character selection?
  • Is it the recently removed quick access to inventory slot 1 and 2?
  • The lack of 360° movement?
  • or anything else...
... let me know. This is your chance! I want to know the exact moments in gameplay where you ask yourself "what the frick did the dev think to do it this way". Spoiler: I probably didn't think at all.

I want to get a concrete overview of everything wrong with gamepad controls and then I want to reevaluate my options and priorities to see how the game can be improved.

I know a lot of people already enjoy the controls but very often I also get "I don't like the controls"-comments, which I unfortunately cannot take a lot from.
The more concrete your feedback, the better.

#Discussions_QuoteBlock_Author
I know this is a lot to ask for, after all it is my job as the developer of this video game to design the best experience. I've mentioned it before, but I am not much of a gamepad gamer. The last 12 years of my life I spent playing Path of Exile and Diablo with my Mouse and my Keyboard. The only exception to this rule is basically playing Dark Souls with my XBox 360 Gamepad. I recently also got problems with my left wrist (keyboard hand) which makes it hard for me to keep enjoying "keyboard heavy" games and opened my developer mindset quite a bit.

Please no long discussions and responses to each other, let everybody voice their own opinion.
I will review all responses and take steps from there.

Leave your feedback here.


Cheers,
RubyDev

PS: If you missed it, I also released a news post today! CLICK ME

Credit: I quickly adapted the controller sprite for the thumbnail from this Itch.io asset.
Jeweler Simulator - playactivegames
Dev
  • Skill system largely updated
  • Products categorized by prestige system
  • Customer requests now displayed into product selection section

Art
  • 4 new apartment type added
  • LOD optimization done for suburb houses and some props
DEATH STRANDING DIRECTOR'S CUT - AnimatedAnt_505
Hi Porters! Will you be at Gamescom?

Are you a fan of all things DEATH STRANDING?

Are you a cosplayer, virtual photographer, artist or a huge super-fan? If so, drop @KojiPro2015_DE a DM.

The team would love to hear from you!



https://store.steampowered.com/app/1850570/DEATH_STRANDING_DIRECTORS_CUT/
Exographer - Víctor Ávila [Abylight]
To repair the giant machines of the Exographer world, you'll have to solve puzzles. To design them, our game designer Pierre-Alban Ferrer had to meet various design objectives: simple or advanced learning of a power (see devlog #3), checking players' skills, using the camera, illustrating mechanics specific to science…

Puzzles based on ray redirection, for example, meet the latter two objectives. The first (scientific) inspiration are the electromagnets of particle accelerators such as the Large Hadron Collider at CERN. These are used to bend particle tracks as they travel through the tunnels to serve various experiments. In play, this curvature is greatly exaggerated to allow right-angle redirections and beam separations. This brings us close to some of the puzzles in Half Life: Alyx.


LHC superconducting magnets (Image: CERN)

These puzzles also require the use of a camera: electric rays are not visible unless photographed. This again echoes science, and adds a little memorization challenge. Finally, we've added a little difficulty by blurring these beams with one of our absurd materials.



Other puzzles focus more on learning the mechanics of the game. The "code lock" type puzzles, inspired by escape games, require a good understanding of the character's movements in order to explore the levels and collect clues by taking pictures.

Another learning puzzle: in the muon sanctuary inspired by the Kamiokande mine (see devlog #1), the character must pass "light bulbs" to "turn them back on" and restart the machine. This mechanism, very similar to Mario's gold coins or Sonic's rings, allows us to show the way, but also to make massive use of a newly acquired power (the zediacal boxes), combining them with other powers. The challenge is: how do you deploy this box in the right direction to reach this precise point in the level?



Other puzzles will test the handling skill of the acquired powers. Such is the case with the time-limited passages. By adding the time constraint, we're calling on reflexes rather than thinking, ensuring that Ini is capable of meeting the challenges ahead.

Exographer has a number of other surprises in its gameplay mechanics, which will put your thinking skills to the test. For example, where did InI get lost on his ascent of Cosmic Mountain?

Aug 12, 2024
Sugar Lust Harem - pocketace
- Added option for same character as teammate
- Updated Natsuko socks and boots
- Fixed Elora material on new unlock
...