Collectibles! - onl1ner
Hello, players!

This update introduces a new season called "Cube", which not only brings a fresh collection but also introduces many changes to the achievement system. Here is the list of changes:

Gameplay Improvements:
  • New sticker collection (Cube).
  • Removed seasonal achievements.
  • Removed achievement evolution (temporarily).
  • Removed medals from sticker album pages.
New Features:
  • Task system.
  • New type of collectibles: Pins.

We eagerly await your feedback to help make Collectibles! even better!


Sincerely,
The VHC Team!
Oct 12, 2024
Riftcast - Shiver
WHAT'S NEW
- Completed converting and translating a few unchanged Connection, Venture, minigame, and finishing scenes, barring certain commands and events

WHAT'S FIXED
- Some scenes pointing to unused string main_select
- Username entry scene having misaligned text
- Windows(?) Steam port crashing before properly launching
- Application not being quittable from the pre-splash settings screen
Microcivilization - Ondrej Homola
Hi,

I'd like to thank everyone for their help with 0.9 beta. Today I am launching the new Map Update (along with a Daily Deal discount). This update was full of new challenges and a lot of new ideas came in so I hope you'll enjoy it.

Version 0.9 is very important in adding all the missing core game mechanisms and in some perspective it makes the game mechanics 'complete'. Not in a literal sense - there's going to be more major updates before 1.0 - but all the 'necessary' things for basic playing experience are now in place.

Sure .. a lot of things will change, but after adding Wealth Hero faction (v0.7), dynamic Research tree and AFK gameplay (v0.8) and Map management (v0.9) the game is now ready to start expanding to further levels, higher difficulties and all the fancy mid and late game features.

The map update completely reworks the old Quest system and adds a more conventional territory management in line with the 4X genre. It also reworks the wonder mechanics and adds a new civilization Perk system. If you haven't seen them yet you can check out my previous updates:

Map update

Perks

Wonders

If you would like to participate on future Betas, be sure to visit our community on discord or drop me an email on microcivilization@gmail.com

Cheers,

Ondrej

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

0.9 Changelog

0.9.4 Patch
  • While selecting starting location on Map you can no longer open main menu
  • Map in the above state should no longer become exitable via esc after Restarting a civilization round
  • This is just a 'dirty fix' to an existing deeper issue causing menu state prone to becoming corrupted. A proper Menu state fix to prevent these issues altogether is planned in future but is too invasive to do close to major update.

0.9.3 Patch
  • Destroyed Wonders should no longer show in building list
  • Siege dilemma is now mandatory (automatically opened after a few seconds) to prevent some cheesing scenarios.
  • Some game crashing corner case scenarios were resolved.

0.9.2 Patch
  • Famine dilemma now offering a slightly less 'malevolent' option when you have no food instead of a surprise attack.
  • Right-clicking a workshop should no longer toggle activation (it opens the demolish dialog only)
  • Canceling Festival via right click should now work as expected.
  • Destroy Wonder attack on Crises should no longer crash the game
  • Barbarians created from Tribal village now have correct tile assigned and can be attacked normally.(note that this does not retroactively fix bugged barbarians, only newly created ones)
  • Shield % will now be indicated in red when showing on unblockable attack to indicate the attack cannot be blocked by this shield.
  • Huns now require 20 soldiers to become vulnerable due to easier access to higher unit caps.
  • You can no longer end up starting in Sea by using a selected map tile from previous run (selected tile now resets on leaving map).
  • Can no longer gain infinite strategic resources by working around UI validation on quest buttons.
  • Workshops without workers now have a more explicit indicator icon on them to highlight missing workers.
  • Destroyed Wonders should no longer contribute their Traits to your civilization.

0.9.1 Patch
  • Building Stonehenge without having Classical era unlocked will no longer crash the game.
  • Starting Autonomy boost ascension should now correctly apply on every civilization start
  • Era bosses or Nemeses should no longer be trigger by Autoresearch during Grace period after fall.
  • Midas/Shamanism should now correctly improve their targeted skill
  • Ozymandias and Caesar should now correctly be affected by new map tiles.
  • Wheat and Cows rare technologies now affect farmlands in the same way Farmer Perk does (all these effects multiply as usual for multiplier bonuses).
  • Villages can no longer be cheesed infinitely by not collecting dilemma cards. Dillemas are now mandatory (autocollected) and villages deck no longer resets.
  • Colossus text made a bit shorter to fit building menu (overflow fixes like this are temporary measure until bulding menu gets upgraded)
  • Can no longer leave starting map before chosing a location by using menu hotkey.
  • Map rendering has been slightly optimized and some performance issues removed. FPS Should be a little better though there's still more room for improvements.

0.9.0 Map Update
Map Tiles
  • Map is now much larger in size and Quests have been completely redesigned into Hexagonal grid.
  • Quest stages have been removed. Tile modifications are completed by just a single Quest run.
  • You can now explore and annex territory on the map using your units and improve your territory based on its biome.
  • You can build 6 different Improvements: Farmlands, Forests and Villages on lowlands biome, Quarries, Mines and Fortresses on highlands biome.
  • Tile Improvements boost each other if compatible neighbours are created. Two separate 'adjacency bonuses' are available for each Tile Improvement type.
  • First (silver) adjacency bonus is granted to Tiles surrounded by 2 compatible hex tiles (what constitutes compatible differs per improvement type).
  • Second (golden) adjacency bonus is granted to Tiles surrounded by 6 compatible hex tiles.
  • Map is generated randomly each run.
  • Mammoths, Cannibals and Barbarians are now randomly spawned 'Crises' on the map during creation and progress through levels along with your civilization.
  • Map now contains other Civilizations (after unlocking Medieval Era in ascension tree)
  • Map now contains exploitable Strategic Resources (after unlocking Classical Era in ascension tree)
  • Trade routes are no longer gained via special Strategic Resources. Instead you gain them via Tribal Villages or other Civilizations.
  • Trade routes can no longer be 'magnified' by getting more sources of the same Route. Instead they provide a large amount of resource input by default and they scale with Technology and Heroes.
  • Food trade route is always available (after researching Money).
  • Your workers are the limit of how many map tiles you can have.
  • Worker progression based on civilization has been buffed. You will now need roughly 30% population increase to gain another worker.
  • You can still utilize Villages to increase Workers but you will need to reach its maximum adjacency bonus (i.e. surround the village with 6 non-village improvements)


Dilemma Cards
  • Tribal Villages now contain a deck of limited card numbers so you can repeat their quests (number shown on map).
  • Final Dilemma card always results in the Village disappearance (but the options vary).
  • Neutral Civilizations offer their own Deck of Dilemmas, but their cards are different.
  • Neutral Civilizations do not disappear when you exhaust their Dilemma deck. Instead they reshuffle a new deck, or they change to Friendly/Hostile.
  • Civilizations may also become Allied or Hostile based on some of your Dilemma choices. You can also lead surprise attacks to speed up this process.
  • You can attack Hostile civilizations and take away their territory.
  • You can utilize Allied Civilization tiles to provide adjacency bonus to your own tiles without any worker cost.
  • All dilemmas are redesigned. Some of them offer access to Trade Routes for Wood, Stone or metal. You can now also gain plenty of Rare/Unique Heroes from dilemmas.

Units, Workshops and Wonders
  • Units over capacity (e.g. after disabling Barracks) are no longer wiped instantly, instead they start consuming Food and will only get wiped one by one when reaching starvation.
  • Unit cap can now be greatly increased by Village and Fortress map tile improvements. Overall unit cap has increased throughout the eras.
  • As a result of above, Granary and Barracks no longer grant flat Unit Cap increase.
  • Barracks now (instead if flat Fort cap) grants Percentage multiplier to ALL unit caps.
  • Granary now (instead if flat Soldier cap) grants extra Food storage space.
  • The only way to increase Heavy unit cap (besides unique heroes) is via Fortress with a maximized Adjacency bonus (i.e. surrounded by 6 non-fort improvements).
  • Aside from growing and feeding people, Stored Food is now used to pay for certain Quests on Map as well as for the Festival ability.
  • Turning Granary off can now be utilized for rapid consumption of its stored food into growth.
  • Wonders now occupy workshop slots.
  • Wonders can now consume more than one Worker when activcated. The number cost is visible on the details as well as on the toggle button.
  • Player can demolish Workshops to make space for wonders and vice versa.
  • Wonders economic effects and abilities have been redesigned.
  • Stonehenge and Pyramids now generate lotus via their charging ability.
  • Free workers given food traits from technology. Instead Free workers can be tuned by Civilization Perks (see below) to gain specific specialist role.
  • Free workers are no longer a primary source of Food. Since you can utilize free workers by expanding on map, you can now choose whether to play a 'wide' empire stretched on the map, or 'tall' empire using free workers to boost your workshop output.
  • Some workshop visual style changed and some housing types were removed (due to upcoming Class Perks)


Combat & Crises
  • Shield ability from Fort units now has only a X% chance to block an attack which increases with technological upgrade of the Fort unit.
  • Multiple fort instances apply to any single attack. E.g. having two 50% forts triggered will effectively create a 75% chance to block the next attack. Thus you can reach near 100% values by using large enough amount of forts.
  • A Fort which fails its roll to block (and thus fails to deflect the Crisis attack) is kept and can roll again on further attacks.
  • Fort block chance is now boosted by Barracks ability. Similar to +200% damage It works statistically as if the fort was triggered three times (thus a 50% fort becomes 87.5%).
  • Similar block improvement effect as Barracks can be granted by Heroes (in smaller percentage). The resulting block chance is now visible in Hero Inventory screen as well as on the Crisis bar during combat.
  • Some Crises have been nerfed as a result of above, since it is now more costly to defend against crises attacks all the time.
  • Three Unique Crises have been created. They spawn randomly on the map and can yield Rare or Unique Heroes as their drop.
  • Cannibals crisis has been added to the game.
  • Stun duration is now automatically scaled based on Damage of the unit dealing Stun.
  • Stun has now become more available for Heavy units and more rare for light/militia units.
  • Drought is now more punishing for your food production (to give more spotlight to the new Granary storage capacity feature).
  • New Barricade ability was added available from Classical era. Barricade uses Autonomy to create a Shield effect similar to what Fort units do. It has a progressive cost similar to Enlist with each Barricade used (each ability use increasing block chance but not increasing the number of blocks).
  • Passive Hero block chances (from various Law abilities) should now be visible on Crisis during combat and are combined with any % Shield ability to create an resulting % chance to block.

Heroes
  • Primary Resource traits for Wood, Stone or Metal are now boosting all three Resources at once to lower the need for hero swapping.
  • More Rare/Unique heroes are now granted from Tribal Village quests
  • You can now have three separate equips and switch between the active one.
  • Heroes can now be filtered by text search
  • Hero Screen was slightly adjusted to accomodate new buttons and make more space for longer hero and damage descriptions.

Perks
  • At the beginning of all runs (after unlocking Classical era ascension), you can choose your starting location on the map.
  • Additionally you may pick one Positive civilization Perk. Perks can modify behaviour of Tiles, Free Workers and other features otherwise unachievable by any other means.
  • You can also choose any number of Negative Perks. Each Negative perk gives you a significant handicap for the next run, but allows you to pick another Positive Perk along it.
  • Perks are unlocked via Ascension tree (via the central Era unlock nodes)
The Shaman's Ark - Amortiz Games
Dear friends! I'm happy to announce that the free demo of Shaman's Ark is now available on Steam! It will be available until the end of the Next fest (Oct 14 - Oct 21). Therefore, I invite you to explore the lands of the Ark! In the demo version you will find:
  • 5 large story locations
  • 2 initial bosses of the game
  • several useful acquaintances with the inhabitants of the Ark
Welcome to the Ark!
Department of Collections - Dan
Updates
  • Added features that remind/inform new players that tasks are key to progression
  • Added a TV/status screen when you sit in chair to see who is ready and how loaded players are.
  • Monster overall audio louder and more present
  • AI spawning rates adjusted by a fair bit. Should be better overall experience wise
  • Refreshed spook system. Removed bad spooks, fixed some, added new ones
  • All batteries restore power at end of day, not just one
  • Sub power station now displays % changes to battery life which is easier to understand
  • Removed the tutorial. Was just not representative of our game.
  • Overall HUD message visual improvement. Color and styling based on messages
  • Upgrades sent notifications to everyone on notification HUD
  • Made explosive mine more expensive. Allowing it to blow up gate in zone 2 now.

Bug Fixes
  • Fixed revive not always working
  • Minor interaction bugs and updated prompts on certain devices (the center help text)
  • Fixed things 'floating' in bookshelves because they got stuck
  • Fixed minor seed/hallway issue on zone 2
  • Fixed weird issue of scanning a keycard (as last task) on zone 2 and getting forced into zone 3 (which doesn't load/work/exist)
Summer For You - AniCore


https://store.steampowered.com/app/3148070/Summer_For_You_Demo

Hey there, gamers! 🔥🔥🔥🔥 I have some fiery news 🔥🔥🔥🔥
The demo's Steam release is close! And not just a demo, but a new build 0.3, with new content and other changes 💪 This build will participate in the Demo Festival on Steam from the 14th of October, so I would be very grateful if you launch the game both today and on the 14th-15th to support my project 🙏

All available content in the Steam version:
  • Prologue + cutscenes
  • 3 routes: Misha, Naomi and Samantha
  • Choices and concequences
  • 3 beautiful H-scenes
  • 3 minigames (quiz, 2048 and a rhythm game)
  • Erotic cards
  • Messenger mechanic
  • Open world with a handful of locations
  • Localizations: English, Simplified Chinese, French, German, LatAm Spanish, Brazillian Portuguese, Italian, Russian, Turkish
You can leave feedback on the demo version here: LINK

What's new in 0.3:
  1. Samantha's route (the MILF pastry chef)
  2. 3 levels of undress on Samantha's model
  3. H-scene with Samantha
  4. Quest journal
  5. Erotic cards
  6. Messenger fixes
  7. Emotions are now voiced
  8. Various bug fixes
  9. New localization: French


ANOTHER IMPORTANT PIECE OF NEWS: I've decided to delay the release until December 2024 bc I still need time for development. I wanted to release the game as fast as I could, but in the process of making it I realized that I want to make something more than "a simple game" - I want to make "a cool game" that you'll like and remember 💘 I hope you understand my wish - I will not let you down!



Wishlist my game and play the demo! I will be very grateful, and you will help to make the game more popular this way ✨

https://store.steampowered.com/app/3148070/Summer_For_You_Demo




[Neolithic]To the End - orochi2k

English
############Content##############
[Faith]New Religion Group: Eastern Religions
[Faith]Buddhism, Taoism, Hinduism, Shinto, Sikhism, Korean Muism, Confucianism, Conork & Menork, and Kong are now categorized as Eastern Religions.
[Wiki]Updated the faith, center of belief page, and added the Religion Group category.
[Faith]New Faith Tenet: Nahum 1:3 (It has the most complex Game Mechanism for a faith tenet so far.)
[Wiki]You can find how exactly the "Nahum 1:3" works on the faith, tenet wiki page.
############Steam###############
It should be very obvious, but now I am making it even more clearer on the Steam store page's content warning sector that the game contains Pro-Ukraine and Pro-Israel content.
简体中文
##########Content################
【信仰】新宗教组:东方宗教
【信仰】佛教、道教、印度教、神道教、锡克教、韩国巫教、儒教、孔哥和孟哥,以及恐子现被归类为东方宗教。
【维基】更新了宗教的信仰核心页面,加入了宗教组的分类。
【信仰】新信仰信条:那鸿书1:3 (拥有目前为止最复杂的信仰机制)
【维基】你可以在维基的信条页面上找到【那鸿书1:3 】的完整机制。
############Steam###############
虽然应该已经很明显了,但是,我现在在Steam页面的内容警告区域再次明确写明一下,游戏包含支持乌克兰和支持以色列内容。

Latest news from Ukraine/乌克兰小剧场
https://controlc.com/4851d096
{LINK REMOVED}
The Neighbor - Escape Room - Ewok_tusmuertos
Hello!

Minor patch here.

  • Changed some clues (microwave, etc) in order to be more clear
  • Corrected auto save, now will work once all puzzles have been solved.

Thanks!
The Emperor and State - Liac
The Emperor and State has now been updated to version 0.360. 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 a bug where officials could be duplicated, leading to an error.
  • Fixed a bug where eunuchs would not give reminders when health was low on the strategic map.
  • Fixed a bug where, after replacing a concubine's portrait, the corresponding file name for the new portrait was not displayed in the mod upload tool.
  • Fixed a bug where a prince's stats would continue to increase even if his abilities exceeded the emperor's during teaching sessions.

Improving

  • Removed the auto-save feature during the tutorial.
  • Improved the population growth algorithm for bandits and prevented bandits from appearing in the capital.
  • Custom naming now checks for duplicates and provides a reminder.
  • The system will avoid duplicate names when automatically generating them.
  • Other minor optimizations and bug fixes.
  • Fixed and improved some text.

New Contents

  • Added a feature for custom naming of newborn princes and princesses.
FUEL & FURY - jobject
Fuel & Fury: Launching October 28th for Scream Fest! 🎃🔥

We’re thrilled to announce that Fuel & Fury will officially launch on October 28th as part of Steam’s Scream Fest!

Prepare to drive, dash, and survive in a post-apocalyptic world overrun by zombies and terrifying bosses. With procedurally generated levels, every playthrough offers fresh challenges. Face off against powerful enemies like Big Benny and navigate the dangers of a radioactive wasteland!

Game Features:
Roguelike Gameplay: No two playthroughs are ever the same.
Epic Boss Battles: Test your skills against unique bosses with challenging abilities.
Atmospheric Apocalypse Setting: Immerse yourself in a gritty world where survival is everything.

Add Fuel & Fury to your wishlist to be ready for the launch, and stay tuned for more updates. We can't wait to bring you this action-packed adventure!


Wishlist Fuel & Fury on Steam!

...