Sipssassin Playtest - simmeringgamestudios
Latest build of Demo
Oct 7, 2024
Ratten Reich - METALLADLERSTUDIO
Improved task indicator: now it "sticks" to the edge of the screen and points towards the target.

Added indicators for the "grenade throw" and "healing point" abilities. If the target point is outside the
screen, the indicator will also "stick" to the edge of the screen.

Fixed all hitboxes for cursor interactions: no more pixel-hunting to select cover, weapons, or enemies.

Improved HUD interaction: mouse clicks no longer pass through the minimap and unit cards.

Enhanced unit movement system: units now maintain formation and avoid getting stuck on level objects.

Improved cover system: all selected units will now move towards cover, even if there is no room for them.

Added a rank system for units: units gain combat experience and become more effective in battle.

Added animated event indication on the minimap.

Fixed several bugs and optimized game performance.
Castle of Lord Velimir - jesvalabas
Dear players,

First and foremost, I want to extend my heartfelt thanks to everyone who purchased "Castle of Lord Velimir" during its first month of release. I know the game was not as polished as it should have been, and some parts were even incomplete. I deeply regret that I couldn’t postpone the release or fully finish the game on time, and I sincerely apologize for that.

However, I’m excited to announce that I’m finally able to focus on completing and polishing the game. Today, I’ve rolled out a small update, and moving forward, you can expect weekly updates as I try to improve the experience. I’ll be closely following your reviews and feedback to make sure we shape this game into something truly great—together.

Thank you again for your patience and support. I’m committed to making "Castle of Lord Velimir" everything it deserves to be.

Best,
Goran

Oct 7, 2024
World of Guns: Gun Disassembly - -=NE=-
We are revising users requests and here are some models we added to the Vote section. That means we have enough references to build 3D models.

Here are the models have been added:

HK23 E machine gun


Blysckawica SMG


SIG P365


Hellion rifle (VHS-2)


KPV heavy machine gun





SUPERVIVE - PADDINGTON PWYFF


Prefer reading? We can summarize:

Everyone will be able to play SUPERVIVE on Steam, 24/7 during Steam Next Fest (October 14 to 21).

Also if you play during Steam Next Fest, you can unlock a unique glider at launch that you can’t get anywhere else, ever.



We're making our permanent home on Steam moving forward, so make yourselves comfortable here. Ideally that includes:
  • Following us on Steam
  • Wishlisting us on Steam
  • Telling your friends about us (on or off Steam)
  • … please :)
To all previous playtesters, this playtest will be hosted only on Steam. Please go to your Theorycraft account page, link your Steam account, and then download, install, and launch SUPERVIVE on Steam.

Patch notes will also be posted on Steam moving forward. Let me tell you, it is a de-light to have more formatting options for patch notes.

If you’ve read this far, congratulations you should also follow our socials thank you:
Oct 7, 2024
Castle of Lord Velimir - jesvalabas
Hi, this is first of upcoming regular weekly updates based on players feedback.
This one includes:
-Check points
-New boss
-Rings equiping
-New area
-Removed unused assets
-Other small fixes
Thanks you for playing my game!
Community Announcements - Marten_GOP


NOW is the time to BREAK your PIGGY BANK! 🐖

Grab 3x your saved chips if you break your piggy NOW! Only 12 hours left 😱

-Your Governor of Poker 3 Team
Dungeon Defenders - ChromaticJoe
Fixes
  • Fixed Genie King Boss teleporting on Eternia Gauntlet.
  • Fixed enemies not dying in build phase on Greater Turkey Hunt.
  • Fixed Hermit's Forest Golem tower healing Old One's Crystals.
  • Fixed 'Ruthless Defender' trophy being broken in the Tavern.
Mouthwashing - Neon Freak
Hi there!

Wow, what a wild ride this week has been.

It’s incredibly hard to express how grateful we are to all of you who played Mouthwashing. Seeing your fan arts, playthroughs and discussions of our game feels even better than expected once we crossed the finish line. So here goes…

WRONG ORGAN SAYS:
“THANK YOU”

But that’s not all of course. As Mouthwashing devs, we bear the responsibility of making our game as best as we possibly can, so we’ve just launched a patch based on the feedback we received from you all throughout the week.

Here’s what you can find in it:

Additions
  • FOV setting added to LaunchOptions.dat file (FieldOfView = 100).
  • Dithering setting added to the LaunchOptions.dat file (DitheringEnabled = true).
  • You can now open the Developer menu on controller (by pressing L3 and R3 simultaneously).
  • Added Cursor Speed setting to the options menu.

Fixes
  • Fixed achievements not unlocking properly.
  • Swansea’s fight was adjusted to make hitting him more forgiving.
  • Horse monster was reworked to be less aggressive and easier to read for the player.
  • Updated English, German, Japanese, Korean, Russian and Traditional Chinese localizations.
  • Fixed timeline inconsistencies.
  • Fixed certain environmental interactions being inaccessible and/or showing the wrong dialog.
  • Re-made texture on News From Corporate model to be canon.
  • Fixed Swansea having the wrong texture in Ch21.
  • Fixed music cutting out when Curly is on fire.
  • Scrambled text in chapter intros was fixed to actually spell “Take Responsibility” properly.

And last but not least, we wanted to give a spotlight to some of the fan arts of Mouthwashing we caught on Twitter throughout the week and loved the most! We might make this into a regular thing, so if you want us to see your piece of fan work on Twitter, either tag us (@Wrong_Organ) or use the #Mouthwashing hashtag, so it’ll be easier for us to find!

Oh, and spoiler warning! You might want to finish the game first before you scroll further.



My ex-captain can’t possibly be this cute
(via inukoxx77 on Twitter)


She is everything, he’s just Daisuke
(via DragonRoIlZ on Twitter)


Dragonbreath’s efficiency as disinfectant is yet to be confirmed
(via Im_Char_Lot on Twitter)


Just two besties hanging out under eternal sunset
(via 6K016 on Twitter)


They fixed it.
(via titonerd2002 on Twitter)


Chibi Mouthwashing, bottom text
(via Guzai_mmt on Twitter)


Let’s have some fucking cake, yeah?
(via eggroooooooll on Twitter)


Mouthwashing bugs when you lift up a rock
(via parasitic_saint on Twitter)


Let’s eat. Let’s survive.
(via GlassCaskcut on Twitter)


Waiting for the inevitable ‘Jimmy did nothing wrong’ posts to drop
(via 5778Alpha on Twitter)

And that only barely scratches the surface of how much awesome art of Mouthwashing we’ve seen so far, but we can’t put all of it in here cuz otherwise this devlog would be thrice as long, so we’ll wrap up here instead.

But before we go: a lot of you were asking about the Mouthwashing OST and Trading Cards, so we can confirm that both will be coming soon!

Once again, thank you so much for your support and passion for Mouthwashing and we can’t wait to leave as much of an impact on you with our next project!

We know it hurt.
Hope it feels better now.

Wrong Organ & CR Channel








Looking for Imago Playtest - Adolio Games
Hey! I'm glad to finally share with you a new version full of improvements :)

Here is the list of the notable changes brought by this version:

🔥 Hot
  • Grounds: Fine tuned many levels with the introduction of ground polygon shapes!
  • Rendering: Added camera space post effects (displacement effect & rendering quality)
  • Rendering: Added screen space post effects (brightness adjustment & rendering quality)
  • Rendering: Improved management of particles that cover the entire screen
  • Main Menu: Integrated the new pines forest illustration
  • Options Screen: Revamped the options screen with sections
  • Options Screen: Added game slots selection & management
  • Optimization: Improved performance on high resolution computers by introducing the rendering quality option
🏃‍♂️ Gameplay & controls
  • Player: Added early jump canceling when player is upside down while riding entity or pressing down at jump initialization
  • Parallax Decoration: Added hover player alpha property to better handle alpha transitions when the player is behind a decoration
  • One Side Platform: Generalized the pass through allowance & logic to allow steep one way platforms
🧩 Puzzle levels
  • Puzzle Levels: Improved pretty much all levels
  • Puzzle Levels: Replaced all back ground tiles by ground polygons
  • Puzzle Levels: Adjusted all parallax decorations with proper hover player alpha
  • Hint Plant: Fixed missing icon in the mushroom introduction level
🎛️ Game engine
  • Levels Controller: Improved context recovery after a level loading failure
  • Ground Generation: Added ground edge tiles caching mechanism
  • Tiled Level: Fixed reactivation of the spatial deactivator after level reset
🎨 Rendering / graphics
  • Rendering: Added camera space post effects (displacement effect & rendering quality)
  • Rendering: Added screen space post effects (brightness adjustment & rendering quality)
  • Imago Orb: Added attraction aura (surrounding displacement effect)
  • Imago Portal: Added light refraction effect (through displacement effect)
  • Dandelion Pappus: Improved visuals by adding a front skin
  • Trunk Pipe: Improved visuals
  • Seeds: Improved coffee bean visuals
  • Screens: Added blur effect on background game to ease screen reading
  • Rendering: Enabled asynchronous texture upload (on Windows only)
  • Resources: Ignored Stage 3D resource limits to fix resource allocation issues with high textures scale
  • Full Screen Particles: Add smooth capacity reduction to prevent particles to sometimes instantly disappear
  • Spring Meadow Environment: Moved pollen particles in front parallax
  • Particles Parallax Layers: Improved particles initial population at level startup
  • Pollen Parallax Layer: Improved a bit emission surface to anticipate default camera movement direction
🎚️ User interface
  • Options Screen: Improved the screen with sections
  • UI: Unified all texts styles
  • UI Navigation: Improved navigation management
  • UI: Added small text button without background style for very discrete buttons
  • UI: Added icons to all message box buttons
  • UI: Improved button icon size management & improve native resolution management
  • UI Theme: Improved few aspects of the theme in native resolution
  • Gamepad Controls Popup: Added icon to the configure button
  • Advanced Button: Improved juggler management
  • Lockable Item Button: Improved unlocking state change to allow faster interaction with the unlocked item (mostly for the World Selection Screen)
  • Lockable Item Button: Improved unlocking conditions
  • UI Navigation Manager: Improved slider value change logic
🔨 Level editor
  • Level Editor: Added ground polygons edition tools
  • Level Editor: Improved resources limit / entity wrapper creation error handling
  • Level Editor: Improved run & publishing validations
  • Level Editor: Added map cloning capability
  • Level Editor: Improved update of surrounding entities when updating / deleting an entity
  • Level Editor: Fixed save buttons state when coming back from a run with unsaved changes
  • Level Editor: Fixed user maps folder initial setup
  • Entity Tool Panel: Re-organized entities order & availability
🗃️ Data
  • Game Slots: Added game slots selection & management from the Options Screen
  • Game Slots: Improved robustness of game slot completion ratio computation
  • Run Service: Fixed crash by limiting the number of concurrent uploads of pending runs
🗣️ Texts & translations
  • Credits: Improved end game quote & animations
  • Credits: Updated credits list

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I hope you will enjoy it :P

Best,
Aurélien
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