Cardeneer - Kim
  • New ability: SPell Armor, Takes X less damage from spells.
  • New ability: Ability Armor, Takes X less damage from abilities.
  • Abilities targeting things can now target stacks. (i.e On Play: Destroy all minions with 1 or more Shield.)
  • Wording of target with improved, "with 2 attack or more" vs "with 2 or more attack".
  • Fix Double Attack giving Charge.
  • Fix Trample not working correctly.
  • Fix Drain taking more than health.
  • Fix Become allowing attack.
  • Fix error with "If killer ..."
  • Fix error when adding/removing abilies.
  • Fix error when viewing a card.
Sep 6, 2024
Karos - Julia
Dear players!

In the near future, the Karos game database will be optimized. As part of this process, characters of inactive accounts will be deleted from the database without the possibility of recovery.

Characters of inactive accounts will be deleted depending on their level:
- If you have not logged in for 1 year - all level 1 characters.
- If you have not logged in for 3 years - all characters level 29 and below.
- If you have not logged in for 5 years - all characters.

Don't forget to log in to keep your characters from being optimized. This way, you will be able to keep your values and avoid losses.

Thank you for your understanding!
IHAS - ben
Hey everyone,

As the development of IHAS is steadily progressing, I’ve decided to start frequently updating you on my process through a series of dev logs.

In each edition, I will share some information about the game’s lore, characters & certain design decisions, or give you other insights into the game that I’ve been crafting over the past 2 years.

If there is a specific topic you would like to hear more about, just let me know in the comments below!

--------------------------------------------------------------------------------------------------------------

For the first dev log, I figured it would make sense to introduce you to the story of IHAS:

IHAS takes place in 2099. You play as Alex, a cyborg who wakes up inside a mysterious, unknown environment . Disoriented and suffering from amnesia, your only lead is a voice emanating from your built-in communication device. “Alex! Wake up!”, the voice booms over a speaker. You recognize the voice instantly - it belongs to your best friend, Robert.


You quickly learn that you are no longer on Earth, but trapped within the confines of a massive alien spacecraft. A firearm lies on a table in front of you. Robert encourages you to pick it up, explaining that while it won’t bring back your lost memories, it might offer a sense of control over your situation. As you grab the weapon, Robert warns you that it is just a tool, a temporary solution for the immediate dangers ahead, but that ultimately you will need to trust yourself to survive.


As you ascend through the training area, Robert reveals more about your dire circumstances. The spacecraft is overrun with hostile robots, mistaken for aliens. Their goal is to harvest Earth's resources, and their invasion has already devastated much of the planet. Robert hints at a larger, hidden agenda but insists that you must focus on survival for now...

--------------------------------------------------------------------------------------------------------------

I hope you enjoyed this first glimpse into IHAS’ story! Development is going steady and I can’t wait to show you more.

Stay tuned for more updates and devlogs, and thank you for your support,
Vladsylav

--------------------------------------------------------------------------------------------------------------

The Difference Studio
Iceberg Interactive
Nightingale - InflexionScarbs
As the Realms Rebuilt update approaches and Realmwalkers ready themselves for their first visit to the Crossways, we thought it would be a good time to jump into some details about how the build system will change in Nightingale. Tackling the tricky questions on the mind of every Faewild builder, Technical Director Jacques Lebrun digs into the numbers and shares insight into the past, present, and future of building in Nightingale.



Q: How did you envision the design of Nightingale’s building system?
JL: When we set out to create a building system for Nightingale, we wanted to give players the right tools and an exciting, versatile canvas to express their creativity. While we didn’t set out to make a game that revolved exclusively around building with zero limits, we also appreciate that any technical constraint can quickly get in the way of that creative freedom and fun that players want to have when crafting their home in Nightingale.

Q: How does the building system work in Nightingale right now?
JL: Nightingale supports two distinct types of structures:

1. Composite structures which snap together with under-the-hood adjacent pieces that are managed as a single entity (these include pieces like foundations, walls, and roofs).

2. Standalone structures are managed as independent entities but can provide more functionality, such as the ability to store items, provide traits to other crafting stations, handle crafting, etc. These types of structures require more overhead to manage, and include objects like storage containers, crafting benches, and augmentations.

In the initial version of Nightingale, we needed to place limits on how many structures could exist in the realm in order to ensure networking between clients and servers remained stable, and the client frame rate remained playable on a minimum spec rig.



Q: Can you talk about how community feedback informed changes you wanted to make in the Realms Rebuilt update?
JL: In the initial release of Nightingale, players found managing three different building limits to be challenging, and sometimes difficult to understand - the three limits themselves were 100 composite structures, 300 pieces for each of those composite structures, and 350 standalone structures. It’s also not clear from the player’s perspective which structures fall into which category, so too much trial and error was required to figure everything out.

In addition to this, players were also frustrated that the building limits for the player were shared with structures that were pre-placed in a realm, which added additional limitations outside of the player's control. This included environmental architecture like statues, ruins, and points-of-interest.

With feedback on the above, we had a pretty clear path forward on what we needed to address to make the experience more accessible, flexible and enjoyable for players.

Q: Can you go into detail about how the building system changes in Realms Rebuilt?
JL: In Realms Rebuilt, we focused our optimization efforts around improving the piece limits of composite structures. For example, an estate building that was previously limited to only have 300 roof/wall/floor pieces can now support up to 1500. This was achieved primarily through low-level optimization of how the structure data is represented.

Additionally, we implemented a new method of spreading networking updates for large structures across multiple server updates, which we hope can allow us to further increase the per structure piece limit in the future.



In order to give players maximum flexibility in terms of how many structures they can build, we changed how we track the structure limits. Instead of tracking composite structures and standalone structures separately, we now count them together but apply a variable weight depending on the performance overhead of a particular structure. This aggregated limit is calculated via Realm Building Points, which goes up to 30,000 (UPDATE: we previously communicated 20,000 but in the days since the blog was written, subsequent optimization work has upped the overall limit). You’ll find some structures like walls and roofs contribute very little to Realm Building Points, but other types like containers and crafting benches will cost more. We also keep track of player-built structures separately from the structures that are pre-placed in the Realm - so structures already in the Realm will no longer count towards the overall build limits.

Q: What tips would you give players who love building when creating their estate following the Realms Rebuilt update?
JL: Okay, here’s a few tips:

1: If you consider yourself an avid builder, we suggest turning on the “Advanced Building Information” option in the Gameplay Settings screen. This will show you how you’re progressing towards the building limit for the Realm, the piece limit for composite structures, and the weighted cost for each individual piece. You’ll know what’s “cheap” and what’s “expensive”.

2: One approach to getting the most out of the building system is to prioritize building out the foundations, walls, roofs, which are very low cost.

3: Be conscious when building crafting benches, containers, decorations, portals, etc. that emit traits.

4: Standalone decorations like chairs and tables still have some moderate cost, but sit somewhere in the middle (no pun intended).

Q: What can players look forward to with the building system in the future?
JL: While we prioritized building large composite structures for Realms Rebuilt, in the future we want to spend some time optimizing the decorations, containers, and workbenches you’ll want to fill your estate with. We look forward to being able to have an assortment of low-cost decorations to give players the freedom to furnish their estates to their hearts’ desire.





Thanks to Jacques for accommodating our questions. If there’s anything else you want to know about building in Realms Rebuilt, or you have any other questions on your mind, then why not join our Developer Livestream on September 11th at 11am MST/6pm BST. We’ll be previewing the Realms Rebuilt update and answering community questions. Join our Discord here to participate.

Until next time, fare thee well, traveler.‍
Sep 6, 2024
Ale & Tale Tavern - scienart.media
1. Fixed the issue with obtaining the "Ready for the school of mages!" achievement.
2. Fixed a bug related to weapon reloading.
3. Possibly fixed the bug with 0 dishes remaining in the stove. A very rare, almost elusive bug.
4. Fixed a potential bug where the potion near the Herbalist's door couldn’t be picked up (when the potion drops to the ground if the player's inventory is full).
Community Announcements - 热情的气味
2024-09-06-1296 Update
Perennial Order - shemiah.ruina
Hello, everyone!

Today's the day! Join us for the Perennial Order launch day livestream, where you’ll get an exclusive look at the terrifying, nature-overrun world and some intense and incredible boss battles.

For future announcements, keep an eye out on our social media channels:

Dev Team: Gardenfiend Games
- Youtube
- Instagram
- Twitter/X
- LinkedIn
- Discord

Publisher: SOEDESCO
- Website
- TikTok
- Twitter/X
- YouTube
- Instagram
- LinkedIn
- Discord
- Newsletter

Thanks,
Gardenfiend Games® & SOEDESCO®
The House of Tesla - Nettle
Hello everyone!

The new Dev Log just landed on The House of Da Vinci VR Steam page. There, Richard, our software architect and technical artist will tell you a little bit about the first research phase and technological decisions we needed to make before we went trough with making a VR game.

Feel free to head on to The House of Da Vinci VR Steam page and wishlist and/or follow the game to see more info as it comes out!

https://store.steampowered.com/news/app/2948310/view/4571804614849466109
冬日树下的回忆(Memories of the Winter Tree) - GKLKK
《冬日树下的回忆》游玩体验调查问卷
https://docs.qq.com/form/page/DSkpMaUxHZm1JcERz
Sep 6, 2024
The Trashcan Games - Calzone
Stealth Game rework
Less Claustrophobic map
Much more area to run around in
Keys and Doors to unlock to get the objective before leaving

Proper topdown camera needs to be worked on
Glitched camera moment still requires using mouse buttons to move, unlike other levels that use the exact same camera settings, just like that UFO that kept appearing where it shouldn't have
...