Sep 23, 2024
The Allure Of Wanton Cove - Abadonna
We are really excited to announce a release date for the game. The Allure Of Wanton Cove will be released on October 25, 2024.

Of course, the creation of this game took much more time and sanity than we had planned :)

Demo is updated with some more fixes and enhancements, but most significant change is Russian localization.

Sep 23, 2024
Roots of Yggdrasil - Alexis_Manavoid
Here is a small hotfix to make everything smoother until our next update :)



  • Fixed Maximalist achievement not counting cards with ANY keywords. This should now trigger properly. Thanks for the feedback in the discussions!
  • Reduced amount of acorns needed in the Greenhouse by around 20-30% so everyone can enjoy more gameplay variation sooner!
  • Fixed an issue that did not calculate bird artifacts properly for Sibyl's kinships. This should now trigger properly if you have ANY combinasion of 3 bird artifacts.
  • Fixed an issue that allowed user to skip obtaining Sibyl's third kinships. If this is the case for you, it will now unlock automatically!
  • Fixed "All that Glittlers" cave event not giving out the proper reward in option 2.
  • Fixed a spot in Nidavellir Underground rivers map sometimes being not accessible.
  • Fixed Upgrade choice cards sometimes being not available to pick for added a keyword.
  • Fixed Upgrade not showing in tooltips when hovering some cards.


As always, If you have feedback for us, we're reading the Discord and the Steam Forums!
Sep 23, 2024
Nordhold: Origins - Nando | Stunforge
We are in the middle of preparing the mini-endless mode, which should be released within the next 2 weeks. We therefore apologise for the extra time between the last patch and this one. However, we have now solved some annoying bugs and implemented some important rebalancing.

Thanks for your feedback as always!


Update Version 0.5.6.5:

NEW Content:
- Tower Upgrade Prices: Implementation of a new button to display all current upgrade costs of all towers
- 2 new focus settings (Immunity and Health reg.), which will only be relevant for the upcoming mini-endless mode

Buffs:
- Volcano Mortar (Tower) Damage Increase 120 -> 150

Nerfs:
-

Adjustments:
Trading Post Perks have been adjusted:

Established Trade Relations (Meta Perk)
  • Before: Provided a fixed bonus of +2/+5 Gold to Trading Ships.
  • Now: Grants +1/+2 Gold per level of Trading Ships. The Gold bonus now scales with the level of your ships.
Rebalancing of Trading Ships (Upgrade) in Combination with the Change of Established Trade Relations (Meta Perk) in the "Total Gold" Column:
Level
Old Trading Ships
Old Total Gold at Full Meta
New Trading Ships
New Total Gold at Full Meta
1
3
8
5
7
2
8
13
8
12
3
13
18
12
18
4
19
24
17
25
5
25
30
23
33
Reason for Changes:
  • To make progression through Trading Ship levels more meaningful by having bonuses that scale with your investment.
Improvements:
- Zoom QoL: Zooming is now performed on the position of the mouse instead of centered
- Navigation through the leaderboard is more performant and the first 30.000 entries are now visible to everyone, the focus is initially set on your own rank
- Problem solved where sometimes the “Level Up” info did not disappear when the tower was demolished
- Problem solved where in rare cases an eternal loop of the chest selection at the end of the game appeared
- Bug fixed where you can get unique banners multiple times (Skyfall Arrows)
- Optimized the savegame behavior a bit
-Solved an performance issue which were able to freeze the game for 1-2 seconds at the start of the game
- Problem fixed where the milestone rewards (Hero Tower, Market, Oracle) after reaching waves 8/10/13 may disappear
- Problem where the spell hover (Lightning Strike) remains visible for too long in the banner selection has been fixed
- Optimized the "(Last Wave) Average DPS per Cost" calculation
- Optimized some texts and translations
- Fixed an optical anomaly that sometimes occurred with Arrow Towers when several Arrows were fired one after the other at the very same time (Lucky Shot, for example)
- Fixed a bug where the Volcano Mortar could not benefit from the Runestone Tower's Runic Fire aura.



Please remember to communicate any feedback/bugs via Discord or ideally this way: How to send Feedback/Bugs

Thanks for reading and if you like the game, remember to add the full version to your wishlist - it would help us very much: WISHLIST NORDHOLD

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Being and Becoming - C4PT41N
Greetings, Dreamers!

Quite some time has passed since you heard from us. And today we are going to share a lot of progress to make it worth the wait. The game received a lot of changes, went through several builds, and some of the game’s systems were completely redesigned. And, of course, new content was added!

Core Combat Redesign
This anchor sunk us into the dream, yet it holds our hope, a hope both sure and steadfast and a one which enters within the veil.
We thought a lot about ways to make our combat system deeper and more engaging. To encourage the player to use all sorts of tactics when facing different opponents. The other goal was to make the combat loop more interesting — encouraging players to combine available abilities as they see fit.

With this in mind we designed a new combat system.

Enemy stamina. Now enemies have stamina that can be drained by your heavy strikes. Some of the enemy attacks drain their stamina as well. When the stamina drops to zero – enemies can be stunned and knocked back.

This allows for a more cunning and risky fighting style, interrupting the enemy attacks mid-swing and sending them flying to nearby spikes or off the platform.



Weapon archetypes. To add another layer to the stamina system we split weapons into two types: light and heavy. Heavy weapons are slow, but hard-hitting, damaging both enemy health and stamina significantly. Light weapons hit fast and often, compared to heavy weapons, resulting in a higher DPS, but have less range and can’t affect stamina.

This makes heavy weapons more useful for zoning and crowd-control, while light weapons are effective at finishing off stunned enemies or poking them with lower risk of getting hit. All attacks can be freely woven into combos, allowing you to switch the playstyle on the fly.



Movement Tweaks
I always advise the left hand path as a matter of principle.
We’ve also implemented a set of changes to the locomotion, improving the flow of platforming and movement in general. After all, the Dreamer will be expected to both move a lot in combat and while exploring the levels. And as such, this requires making character control and movement as smooth and convenient as possible. To achieve this, several minor changes were made:

  • Dash move was replaced by the Slide move that dodges enemy attacks and allows movement through low passages.

  • You can now grab the ledges and cling onto them.

  • New animation states and quality-of-life features to make movement more responsive and consistent
But movement is only a half of the platforming experience, with the other one being… well, platforming itself:
  • Grab points that you can latch onto between jumps

  • Pass-through platforms that can be jumped through

  • Blood vials that you can spin around to launch yourself further

Enemies
Only through blood can we wade through the valley of the shadow of death.
Enemy changes focus on making them challenging, but fair. This means redesigning all enemies in the Cathedral to make their attack cues more readable, while also buffing some of their attacks to be more of a threat. But we’ve also added new encounters: one regular enemy, a mini-boss and, of course, a fully finished two-stage bossfight.

The new mini-boss has been lurking somewhere within The Cathedral, waiting for you to pass by it at the right time to strike. It will break some of the rules you have come to learn about the combat system and challenge you to engage it in a different way to survive. All bosses and mini-bosses have their own musical themes and will affect the environment in unique ways.



A new regular enemy, called The Ghost, is considerably weaker and can hardly pose a threat to you. But you will encounter it often and, sometimes, in groups. When you’re up against four or five enemies, Ghosts can pose a threat simply because you have too many attacks to dodge. However, Ghosts are so light they can be easily launched with heavy weapons into other enemies.



And later, once you’re familiar with your arms and strong in your faith, you will meet the challenge you deserve, a formidable foe and a danger to the Collective Dream.

As things are, anyone who makes a wish will be corrupted.


Visuals and UI
Ever since the very stars themselves have fallen from the heavens down to our kingdom, I have tried my best not to look up for fear of what I might see.
The game now has a new lighting system making visuals more striking and atmospheric. We also made several changes to the placement of decorations near the player paths, to improve the sense of depth.



Another significant addition is the new fully-fledged UI. The map, tutorial windows and found notes – everything you come to expect from a metroidvania, as well as essential elements like main menu, settings and other navigation elements.



New Content
Well met, brother. I see you’ve resisted the temptation of the stars and stayed true to the Blood.

Of course, you won’t be traversing only the magnificent halls of The Cathedral. We’ve also added a new area: The Undercroft, with its dimly lit tunnels, lying deep below The Cathedral. Overgrown and infested with corruption, this place still impresses with its grim beauty.



In the future The Undercroft will connect to two other adjacent locations — Babylon and The Great Forest of Gilead. These locations have succumbed to corruption, yet still remain hauntingly enthralling.



The Dream is a nightmarish place corrupted by the blood, but it doesn’t mean that every creature you encounter wants you dead: some of the inhabitants are willing to guide you, help you or simply have something to say, be it other Divers, friendly inhabitants or messengers from powers you don’t yet understand…



The final aspect of our progress is the narrative. The story of Being and Becoming presents many questions. Who exactly are the Divers and the Dreamcatcher? What is the Collective Dream and the Blood that corrupts it? All will be answered in due time through your progression along the main storyline, but your exploration, conversations with various characters, and discoveries will reveal a deeper narrative beneath.



That is all for now. As you see, the game is steadily taking shape, getting new features and mechanics, locations and characters…But there’s even more under the veil. Some things stayed beneath the surface, but for a reason. After all, every revelation first needs a mystery.

Stay tuned for future announcements, they just might be the reveal you’ve been waiting for.

See you soon, O Dreamers…

https://store.steampowered.com/app/1917990/Being_and_Becoming/

Dive into our channels for latest devlogs, news and more






Sep 23, 2024
Kidnelis - Casaky
We've added a game completion screen and made the sentence construction system more intuitive.
Now users can also drag and drop the words instead of pressing multiple times.

We've also corrected the Font type selection: Cursive or Print which wasn’t portraying accurately the choice by default and optimized the order in which games are saved.
BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT - Joeveno
fixed the globe map, now all 35 enemies are killable so u can 100% the stage


SE ELA DANÇA EU DANÇO
Sep 23, 2024
Craftomation 101: Programming & Craft - ElJorro

Hey, mates!

Today we're adding a whole new entity to the game, with the potential to change the way you interact with your CraftoMates!



v0.82 Released!
  • Enter the Ale Sprinkler and his big brother Big Ale Sprinkler*. It will dispense any kind of Ale you load into it.
  • Ales no longer force switch speed settings of your bots. Instead, if a player changes the speed for a CraftoMate that's affected by an Ale, the speed will be multiplied by the bonus of that Ale
  • Primordial Ale no longer charges robots; instead, it recharges 2 points of their batteries each second, for a total of 45 seconds. Use the new Sprinkler to create areas in which your robots will be automatically recharged!
  • We added a new camera module that makes zooming and moving the camera around smoother. Let us know how you like it now, please
  • Entering numbers as arguments to Variables is now available from the keyboard as well (oh, yeah!)
  • In a new game, a frozen CraftoMate was added to the map: when warmed out, it will start producing food for other CraftoMates (to give the new players an example of writing such programs)
  • Other bug fixes
*we've had a lot of fun inventing these very extravagant names. In fact, we had so much fun that we would like to do it again: share your ideas for naming these machines in the comments, or talk with us directly on our Discord server.

And if you haven't done it already, please don't forget to add Craftomation 101 to your wishlist, it is an important marker to us, that brings the game's release closer:



https://store.steampowered.com/app/1724140/Craftomation_101/

----------------------
How to get more involved?


If you want Craftomation 101, we got you! Here's what you can do:
  • Join our Discord server, find your mates and chat with us, the devs
  • Subscribe to our mailing list to get the latest Craftomation-related news
  • Follow Craftomation 101 on Twitter
High Times - Dating/Cooking Sim - Yangyang Mobile
Dear Mood Confectioners,

First off, thank you so much for playing our demo! We enjoyed reading all your feedback and we're so happy that we were able to finally give you a glimpse of what High Times is like! ːbestgrilbessyː

That said, there were some game breaking bugs and this update addresses those.

Fixed Bugs
  • Fixed a game breaking issue wherein some users get stuck and can't use the glaze cup
  • Fixed a game breaking issue wherein some users get stuck at "..." during Lucky's note
If these bugs are still persisting despite the fix, please let us know in the comments or in the forums!

Known Bugs
  • Customer does not recognize Yin-Yang - currently fixing this
  • Connor's four arms - currently fixing this
  • Backlog sometimes not disappearing - pending fix (need more details)
  • Several missing voiced lines (singing parts) - haven't recorded them yet. Will be added in future updates!

Thank you so much! If you enjoyed the demo, please consider leaving us a review in our demo page! ːamyhappyː

https://store.steampowered.com/app/3221840/High_Times_Demo/
Sep 23, 2024
Gobs and Gods - alexandre.gilotte
- player gobs willpower decrease spells effect
- further nerf death magic
- increased athletics hp bonus
- donjon: allow entering directly to lvl 2 if lvl 1 was cleared
- fix rally perks
- increased trollish effect
- saves: making backups (to prepare safely activating autocloud)
Wylde Flowers - lauraaaa.ann
Hello Cozy Coven! 🔮✨

We hope you have been enjoying the Magical Creatures update! This update was a labor of love and our way of bringing a final touch more magic to Fairhaven in order to finish Tara's story. From the long awaited lighthouse repair, to a new familiar for Tara, there is no shortage of secrets to uncover.

With that being said, this is our final update for Wylde Flowers. We want to remind the community that this is not a goodbye, but a see you later! We absolutely hope to create more games like Wylde Flowers in the future. In the meantime, we wanted to look back over the past few years and share some of our favorite memories from working on Wylde Flowers, It has been such a special experience to create and share the wonderful, witchy world of Fairhaven with all of you 🌸

When asked to recall some of their favorite memories from working on Wylde Flowers, the Studio Drydock team had no shortage of funny and heartwarming stories to share about the collaborative efforts that went into making the game.

Riley, one of our Environment Artists, shared that “working on Wylde Flowers for me was such an amazing experience; I grew a lot as an artist and had so much fun making cute assets for people to enjoy. It's been really cool seeing people connect with something that the whole team put so much of themselves into ”. Riley also remembered when she was designing the sewing machine for our Violet’s Boutique update, and our Technical Director, Alex, helped by sharing pictures of his mom's incredible collection of vintage looms and sewing machines. These pictures served as references for the final design that ended up in the game!





Here's another sweet moment where Alex added a feature requested by Riley's mom:



Nyasha, one of our Narrative Designers, said one of her favorite memories was sitting in on a voice over recording session for the first time. “It was SO trippy to hear what I wrote, but sound way better because I was watching these crazy talented actors”. She also shared that she loved getting the opportunity to “work with the script of the game, tinker around in Unity, and learn how to put together cutscenes,,,it was the first time I’d get to see my work in the game finally paired voice to visual”.

There were also moments outside of working on the game itself where our team had the opportunity to bond. Wylde Flowers was nominated in a couple of categories, including Best LGBTQ Indie Game and Best LGBTQ Character, at the 2023 Gayming Awards. A few members of our team were able to attend the award ceremony and for some of them, meet in person for the first time! QA team members Alexandra and Laura, as well as Concept Artist Isa and Community Manager Audrey all met up in New York City for the ceremony, and had the honor of accepting the Best LGBTQ Character award on behalf of the studio. We had so much fun exploring the city together, and we even got to meet and hang out with the voice actress for Tara, Valerie Rose Lohmann, who attended the awards ceremony as well.



As you can see, just like Wylde Flowers has helped so many of you create special memories, developing the game has helped all of us make some really wonderful memories too. What is shared here doesn’t even scratch the surface. That’s why we are so excited to take everything we’ve learned from this time and use it to make something new. We know it’s hard to say goodbye, but we will be back with something hopefully just as if not more special than what we’ve made with Wylde Flowers.

We hope to see you at our next venture, but remember that Tara and all of Fairhaven will always be there for you if want to pay them a visit! 💕

✨ Laura and the Studio Drydock Team

P.S. We would love to hear your favorite memories from playing Wylde Flowers! Please share them below 🙂💖

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