Towerful Defense: A Rogue TD - FVS
Hi, I am FVS, the solo dev behind Towerful Defense: A Rogue TD.

Today, I'm very proud to announce that the game is part of Game Devs of Color, an annual celebration that features new voices and games that connect an uplifting community of creators from around the world.

It's a challenge for a solo dev from a developing country like me to make and deliver a game to thousands of players globally. But thanks to your support, I've made it and will continue to do it again.

So, let's enjoy the game discount:

https://store.steampowered.com/app/2453610/Towerful_Defense_A_Rogue_TD


And also be sure to check out games from other creators in the event:
https://store.steampowered.com/sale/gdocexpo


Thank you!
Elsword - webops

★ On-going
★ Ended

★ Added
★ Ended
Horizon's Mirage - High Performance Games
Patch notes

  • Added landscape of mountains around the city
  • Made small changes in the main menu
  • Made small changes in the settings menu
Sep 18, 2024
Crafty Survivors - Flannel Bear Games
Hello Crafters!

How is everyone doing?

Crafty Survivors is part of the Game Devs of Color Expo, starting today on Steam! The game will be on discount through the duration of the event! For those who don't know, we are all Latin Americans at Flannel Bear Games (we are Brazilians originally, although we live in Canada now and also, we are 2 people in total, but it sounded more fun to say "we all"), and the music composer that works with us is also Brazilian.

New patch is here, bringing some heated content to the game! Yes, a Desert. That's HOT!

The 12th character, Monet, is joining the roster today! A whole new gameplay style and some of the weirdest skills we came up with so far are being introduced with the Banker! This patch brings a whole new area with different visuals, music, variants of the pesky enemies and new ones with different mechanics. And of course, some juicy materials to collect, as usual.

Monet also has her Talent Skills in the Village Systems, which can affect her gameplay in some real drastic and dramatic ways. So remember to check which ones work for you the most.

We are also adding a few Quality of Life things in this update, that actually come from a few requests in the community here and on the Discord. We hope some of these changes will help smooth the experience for some players. Check which ones they are at the Patch Notes below.

Also, an important reminder, that we mentioned a few times before:
Crafty Survivors is increasing in price soon to match the final price of the game before the release of 1.0.

Let's dive into the Patch Notes:

Patch Notes - v0.9.0

New Character
Monet, the Banker

A new character is ready to join the Roster! The Banker is bringing in the Gold and spending it to crush her enemies in battle!

Monet's mechanics all involve the basic resource that has been in the game since the beginning: Gold. While gathering gold through battle, the Banker will be able to use her skills by spending the resource in different amounts. Most of her skills have 3 thresholds of cost that make them even more powerful depending on how much Gold she has available in the battlefield.

Some of her skills play a vital role in acquiring more Gold during the battle, while others focus on spending that Gold to deal devastating damage. There's even a skill that focus on spending Gold to earn MORE GOLD! Are you low on Gold? Monet might be the solution to making more!

The Banker's basic attack also has thresholds of power depending on the current amount of Gold the player has during battle, making it a lot stronger but a bit slower as the fight progresses.

All of her costs and thresholds scale with the current Stage the player is in, in order to make her viable in every Stage of the game, even the early ones.

Bring forth the power of Gold to trample your enemies!


Village
New Levels for the Buildings
With the update and a whole new area, new materials have been added to the game, so the buildings in the Village can go even further and bring more power to the Survivors.

Building Upgrade Indicator
As suggested in the community, we were able to add an indicator in the Village that will show if a building can be upgraded or not, so players won't need to click every single building to find out if they can upgrade things.

Area
Desert
  • A whole new area, the Desert, with its own Music theme;
  • New variants of enemies, with different behaviours;
  • New types of enemies;
  • New materials;
  • New field events and materials;
  • New hazards exclusively for the Desert.

Map Completion %
As suggested in the community, we added a percentage completion on each Area next to their names. Players will be able to have a rough idea of how much of the Areas they have left to finish them.
This indication will take in consideration the entire Area, even if the Stages are not available yet in the current version, so in the Desert, players will not be able to reach 100% of the Area for now.

General
  • New mail to receive and find.

Adjustments
Elixir Skills
  • Reduced the base damage of the skills Fungal Infestation, Fungal Vortex, Groundbreaking Roar and Organized Heist;
  • Added a skill tree indicator to the skill Fungal Infestation to better show how to obtain the skills that depend on it;
  • Impressive Stash Lv 3 change → Now increases max damage possible by 20% instead of only removing 50% of the buff when hit. This change was made due to the fact that the previous effect was creating too many undesirable situations, like players ending up with negative damage permanently.

Smithing and Weaving Systems
  • Adjusted some of the talent skills trees path indicators as some had a wrong size and others were lighting the wrong nodes.

General
  • Collectables will now reactivate their merge in intervals to reduce the amount of items on the ground and improve performance for some players.

Fixes
  • Fixed an issue with some of the Protostar attacks that were being affected by the player’s opacity settings, making them hard to see;
  • Fixed a bug with Sewvia Talents - Flashing Burst and Hexing Burst as they could not be levelled past the lvl 3;
  • Fixed a bug with the skills from the Ancient Elixir that prevented them from showing up properly during a run;
  • Other small bug fixes.

Next Steps
The Banker is finally out! After the debut of the building, the Bank, it has been a hint of the possibility of having the Banker in the game, which was definitely a character we started designing after we planned the building. We are organizing the order of updates to come as well to make sure everything is going smoothly as it needs to. We are not far from the v1.0 of Crafty Survivors!

After this update, we are going to take a small break, as we need a few days to recharge. I will still keep an eye on the forums here for any bugs reports or major issues that need quick fixes, just to make sure things with the latest update are going smoothly. After the small break, we will continue developing new content.

On a better note, we already started work on the 13th character! The 2nd character of the Desert will be coming on another update to complete the newest area, with the bosses and challenges. We will probably work on the next portion of Talent Skills for the Smithing and Weaving Systems before the 13th character is released, as bundling them all into a single update will definitely take too long, as it did before with v0.8.0.

But we can finish this Update with a Sneak Peek of the next one, right?

No, it is not Newston, sorry.

Who is ready to put the GOLD to use in Crafty Survivors? Use the Bankers connections and resources to crush your enemies with the POWER OF GOLD!
Sep 18, 2024
Don't Stare - Rouler
Hello there Introverts!



We will be running an AMA on the Steam Store page tomorrow at 3 PM UTC!

Bring hot chocolate, sit back, relax, and hang out with our CEO, where you can ask any questions you want!

We are really excited about the upcoming special get-together with the community as a whole!

https://store.steampowered.com/app/1456220/Dont_Stare/

Looking forward to your questions!
A Difficult Game About ROLLING - ReUpRise - AAAAgggr
Added Checkpoints

Activation: Touch a checkpoint to activate it. Once activated, it becomes your new respawn point.
Resume from Last Checkpoint: The game will now start from the last checkpoint you activated.
Teleportation Between Checkpoints: If you've previously visited the next checkpoint, you can teleport to it from a previous one by simply standing on the activated checkpoint for a few seconds.

Game Ending Fixed

Updated the game's ending due to the ocean receding one kilometer downward. Experience a more immersive and satisfying conclusion to your journey.
Added Guiding Elements

Materials Updated

Enhanced Detail and Optimization: We've overhauled game materials to provide a new level of visual detail while optimizing performance for a smoother gameplay experience.

Bug Fixes

Freeze Before First Ability: Fixed an issue where the game could freeze before you obtained the first ability.
Map Softlock After Second Ability: Resolved a map issue that could lead to a softlock after acquiring the second ability.
Spectre Divide - mt | Joe
The FIRST EVER Spectre Divide Community Invitational BEGINS!



Tune in to watch shroud + TenZOfficial + just9n as they face off against elite community players in the 1st ever Spectre Divide Community Invitational—live TODAY, 11AM PT on http://twitch.tv/spectredivide

🤝 4 Teams, Double Elim Bracket

🤑 $5k+ Prizepool

🎙️ Casters @InVerumGaming + @cammmyd

📣 Hosted by @itsBrodrian

You don't want to miss out! Tune in today to http://twitch.tv/spectredivide, starting at 11 AM PT.
String Theory - DrewV3
It's been a few months since launch, and in that time I've made the decision to remove the cost of String Theory in the hopes that more people will play and enjoy it.

The change will be in effect as soon as possible, likely within a week or two.

Nothing about the game has changed. There is no monetization whatsoever at this point.

I hope you all enjoy the game!
Sep 18, 2024
Pyrene - matzosaure
Hello everyone,

Thank you very much for the feedback provided on the testing branch!

Here's a list of all the changes made so far:

=============================

Characters

Mathilda:
  • Mathilda now has a “Basic Shield" stat that can be increased thanks to Holy Plant cards.
  • Her HP increase from 4 to 5.
  • Her deck starts with a “Golden Apple” card.
  • Her default power is now “Sliding”.

Gashia:
  • Gashia has a new “Spiritual Plant” relic that reduces the cost of her powers by -1 spirit per Holy Plant collected.
  • Her HP increases from 10 to 12.
  • Her “Bear Statuette” card now triggers the burn status of enemies in play. Its value drops from 5 to 3.
  • The default spirit cost of her powers is higher.
  • The “Simple Ring” card in her deck has been replaced by a “Fire Staff” card.

Tanegui:
  • Tanegui has a new “Sparkling Stones” power that generates gold coin cards.

Balancing
Global:
  • Chests require higher values for epic and legendary items (the best possible chest remains at 18).
  • Bosses have more HP.
  • Addition of a “Dead Luck” relic in the watchtower, which disables the chance stat.
  • The gold price of anvils has been slightly increased.
  • Relics sold by Hadetta (“Sigil” relics) are more expensive.
  • Tantugou now sells unique and high-powered relics.

Cards:
  • The “Whetstone” card now gives +1 to N cards in play permanently (rather than +N to 1 card). It has been upgraded from rare to epic.
  • The “Ring of Ekhi” card conditions the generation of a Holy card to a number of HP.
  • The “Invisibility Potion” card still gives the same amount of dodge, but then reduces HP to 1.
  • The “Blue Crystal” card now deals 1 damage without the possibility of being upgraded.
  • The “Ethereal Shield” card has been upgraded from legendary to epic.
  • The “Thorny Plant” card has been upgraded from common to rare.
  • The "Scales” card upgraded from common to rare.
  • The "Invisibility Cloak” card value was reduced from 3 to 2.
  • The “Red Cloak” card changes from a value of 2 to 1.

Relics:
  • The 4 “Sigil” relics that inflict status when using a power now target a single enemy rather than all of them.
  • The “Sigil of Protection” relic only triggers with powers costing 3 spirits or more.
  • The “Sigil of Agility” relic now gives 2 dodges instead of 3.
  • The “Enhancement Ring” relic is now unlocked by visiting 11 biomes (rather than by obtaining 6 steles).
  • The “Precious Skull” relic no longer causes enemies to attack if they have died in the meantime.
  • The “Sigil of Improvement” relic now confers a +1 rather than a +3 bonus.
  • The “Ether Sigil” relic no longer triggers powers that open an interface. It has been upgraded from rare to legendary.
  • The “Monster Meat”, “Monster Eyes” and “Red Helmet” relics now give 1 resource.
  • The “Fire Stone” relic now deals 4 damage instead of 8.
  • The “Scale Belt” relic upgraded from rare to epic.
  • The “Feather” relic upgraded from common to rare.
  • The “Iron Belt” relic upgraded from epic to legendary.
  • The “Gold Belt” relic upgraded from common to rare.
  • The “Elixir of Dodge” relic upgraded from epic to legendary.
  • The “Garnet” relic upgraded from common to rare.
  • The “Amethyst Belt” relic was downgraded from legendary to epic.
  • The “Belt of Strength” relic was downgraded from legendary to epic.
  • The “Invisibility Hood” relic was downgraded from epic to rare.
  • The “Book of Demons” relic was downgraded from rare to common.
  • The “Pine cone” relic was downgraded from legendary to rare.

Special powers:
  • The dark forest power “Follow the Light” no longer triggers relic effects.
  • The “Telekinesis” power can no longer target spirit cards.
  • The “Rapid Attack” power can no longer be triggered automatically when dodging (this could generate an infinite loop).
  • The “Stealth” power is now free, even under the “Curse” weather effect.
  • The “Lenient Winds” power cost increased from 1 to 3 spirits.
  • The “Lyre” power cost increased from 5 to 8 spirits.

Talismans:
  • The “Talisman of Potion” no longer targets Zoè.
  • The “Talisman of Metamorphosis” no longer invokes Zoè.
  • The “Talisman of Wealth” now works as it should.

Interface
  • The board reroll button is now positioned on the right of the screen.
  • The 5th power is now correctly positioned after the others.
  • It is now possible to leave an expedition from a chest.
  • Unlocking the sanctuary now selects the correct number of powers.
  • The Anvil can no longer be closed by mistake during hammer animation.
  • Power costs are now correctly displayed on the character screen.
  • It is no longer possible to submit the Pagomari screen several times.
  • A text appears on the main screen indicating to click to continue.
  • Various spelling and localization corrections.

Bug fixes
  • The Steam achievement “All for One” can now be completed.
  • The Steam achievement “Herensuge Challenges” can now be completed.
  • The Steam achievement “Andos Legacy” now requires 5 items instead of 9.
  • Dodge is correctly consumed with every attack.
  • Holy cards are now generated correctly with Mathilda and Gashia.
  • Akohan and Tanegui can select an additional power in the sanctuary.
  • The “Windy Meadow” biome no longer triggers its wind effect when its weather effect has been removed with a card.

We hope you enjoy these new adjustments! Feel free to join our Discord and say what you think about the game by leaving a review!

The Two Tiny Dice team
Gary Grigsby's War in the East 2 - Severus Lupus
A new update is out for War in the East 2. This is planned to be the final feature update for WITE2.

We still intend to fix bugs as they are reported. If you do find a bug please report it on the Matrix Forum or the Gary Grigsby Discord. We would like to thank our fans for their steadfast support over the last three years as WITE2 has grown with the Steel Inferno DLC and numerous major updates.

We have added many new gameplay options to allow the player to customize morale by nation as well as combat delay effects, campaign end conditions, repair rates, leader casualties, and more. All of this is aimed at allowing players to tailor WITE2 to suit their preferred playstyle and historical balance.

We've also added the option to allow for production for the Axis side as an optional feature, which will require support from modders to provide the necessary data, but makes possible a system for both sides similar to what the Soviet side has had from release.

There are many other smaller fixes and improvements all with the goal that this will be the final, stable update for WITE2 for the long term.


New options have been implemented to customize your campaign - modify how combat resolves and tailor your gameplay experience...

...extend the end-date of the campaign or set an early end-date and...

... set morale and repair rate modifiers for the early and late war periodThe full changelog is available to read here.

We hope you enjoy playing War in the East II in the years to come. We are very excited to see what the modding community will implement with this framework.
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