Oct 21, 2024
Rembrunir - comehelao
There's not much to say, I just added new characters and redesigned some stages, the most important thing is that now you can change the controls on the keyboard, however that may affect the default steam input settings of the game. As the last implementation I added the super option, a mode where the characters slowly increase their three bars, both life, power and super.



VRChat - Flare
Spookality 2024 has finally arrived!

Check out the world rows for Fractured Realm and our general Spookality Showcase on VRChat!

Looking for some spooky new avatars? Check out some of the jam winners and submissions in the VRChat Home World!



Don't miss out! This feature only lasts until November 4th 2024!

Read our blog post for a list of winners and more info.
Arcane Treasures: Trading Card Game - SammyB
VERSION 0.6 (October 21st 2024)

Log in to receive 10 free booster packs of Arcane Treasures: Treasures Unveiled


Changes
  • MAJOR: Chain Revealing has been removed.
  • MAJOR: The tutorial has been redesigned entirely from scratch. It now guides the player through individually core actions over the course of multiple turns, and includes some extra information about using the game's controls/interface after feedback.
  • If you felt like the previous tutorial didn't quite teach you well enough, I'd like to encourage you to try the new tutorial as well.
  • MAJOR: Treasure Cards now feature one of four stat boosts:
    ATK+: Your Characters in play get +1 Attack permanently
    DEF+: Your Characters in play get +1 Defense permanently
    CHR+: You can put 1 more Character into play permanently
    RDY+: Ready one more card at the beginning of your turn
    These stats are displayed next to player information on the top and bottom of the left screen
    You can only gain up to 3 pips in each stat (e.g. even if you have 7 ATK+ Treasure cards, you will only gain +3 Attack in this way)
  • MAJOR: Fight effects can now only be used if the Character is either the Defending or Attacking Character
  • MAJOR: Implemented functionality for recurring events. The first such event is the Ranked Challenge, where players can compete against each other to earn Ranked Points for prizes! Stay tuned for the first appearance of this event.
  • MAJOR: Added a Rewards Pass, allowing players to earn greater rewards for playing the game. The intention is to have this paid for in the in-game store, but for now it can only be earned through gameplay. A new Rewards Pass would be added each time a card set is released.
  • MAJOR: The first iteration of an in-game store has been added. It's currently very barebones while the limited development funds are directed into free-to-play elements rather than paid elements.
  • MAJOR: The first regular event, Ranked Challenge will be available to play in this version. More information about this will be available at a later date, but players will compete to earn the most Ranked Points during the time period to win prizes!
  • MAJOR: Added 10 Steam Achievements to the game. Stay tuned for more!
  • Hovering over a card will now display the card on the left of the screen. You can still click/double-click cards to preview them even bigger.
  • The intention is to work with artists in the future to allow them to create artwork for the store with a very high pay-out percentage.
  • You can now view the history of past matches from the frontend. Future iterations plan to allow viewing in-detail turn data for each match.
  • Added support for collecting in-game telemetry. This is data about games (match data & deck data) and rewards claimed. This data is used to inform game design decisions.
  • Empty Character & Leader slots now have a graphic to indicate their position on the board
  • The game board has been returned to the table. This makes the board state easier to understand. The forest level may return in the future.
  • Finished art has been implemented for Penguin Slider from Ghibleaf, Tinkerer from Cyanlafurra, and Labardor from Cyobirdy.
  • Added a refresh button to the Products menu (where you open booster packs)
  • Further audio has been added to the game (both music and general SFX)
  • Remaining mechanics for Labardor have been implemented, and the card is now playable.
  • The frontend has been redesigned to look cleaner and more finished. Expect future iterations on this still.
  • When claiming a reward through either the Rewards or Levels section, a widget pops up to confirm claiming the items and to redirect you to where you can see them
  • Players must now make actions within a certain amount of time, otherwise their turn will be forfeit.

Bug fixes
  • Fixed a bug where Cursed Lantern would lock bot players into a loop
  • Fixed an issue where in some contexts, Character cards that have no faction would show up as having one (cosmetic only)
  • Fixed a bug where Goose being in play would cause attacks to fail randomly
  • Fixed a bug where bot players would have no Leader cards in their deck

Rebalances
Rebalances only happen under very specific circumstances. It is preferable to print cards in future expansions that answer issues with cards where possible.
Scroll of Premonitions
  • Now provides +2 ATK to Arcana Characters (was +1)
Labardor
  • DEF 6 -> DEF 5
  • 40 Gold cost -> 60 Gold cost
Sage
  • Due to the introduction of CHR+ allowing you to have 5 Characters in play, Sage's effect now reads "You may shuffle your hand into your deck. Then, draw a card for each Character and Leader card you have in play."
Oct 21, 2024
Polymino - Welsh, it.
  • Fixed a bug in the falling blocks logic where columns of blocks on the board would rotate
  • Added a gameplay demo which plays when the game is left idle on the main menu
EXFIL - IrOnTaXi
Thanks to everyone for the play hours and over 10,000 players who came and played Exfil over the week long event.

It was encouraging to us developers to see the breadth and depth of player types increasing to a much more world wide breadth.

As a follow up to our "screenshot contest" we have unfortunately discovered that the steam Demo page is setup in such a way that we can't see any of the screen shots posted on the demo pages content and there unfortunately is no way to remedy this. (Demo pages don't have public community pages)

We want to give everyone an extra week (deadline 10/27/2024) to repost screenshots of the in our discord pics channel. Please let us know if you have any questions.

If you need to find your own screen shots please see the attached image and use this source to find the screenshots on disk. These can then be posted in our discord.

Look forward to seeing all your images in the week to come!

Biohazard: Siberia - D4RKK1TE
Upcoming October 30th Update


  • Bug Fixes, Hints, Improved Performance.

  • More Interactions and Introduction of Collectables, Journal and Steam Leaderboards & Achievements!

  • Ambient and General polish of the Demo, Simpler Walkthrough task-wise.


Seeing all the players try out the Demo is simply amazing to see, and we truly hope you found it somewhat enjoyable... and to make sure we will roll out an Update for the Demo in 9 days, fixing everything and making it as close to the Final Game as possible.

Speaking of the Final Game, the development is going strong, and Official Full Trailer will be released in coming weeks, with new screenshots and much more! And for the game, should be released by February 2025, at latest. (we hope!)



To wrap it up...

For everyone who played, a BIG THANK YOU! And for everyone who wants to play, we hope you enjoy!

Have a great week!
Veilshift Games


Oct 21, 2024
Folklands - zegenie
Wet paint and something else
The summer is over by a long shot, the months are flying by and autumn is over us like that musky blanket in the back of your closet that you didn't know you had, never wanted, but can't seem to get rid of. It's time for another devlog - this time showcasing some of the new buildings we've cooked up vs the old ones, and a major reveal if you manage to get all the way to the end. No peeking!

Visuals
The game visuals so far have served us well. They've managed to convey our idea of a retro-inspired settlement builder, but they haven't really *nailed it down*. Throughout the summer, we've been working closely with a graphics designer to really put our own lick of paint on the way our world looks and feels. We previously talked about some of the buildings getting a fresh coat of paint, but paint can only do so much - this needed a full redesign.

Our dedicated concept artist has really gone to town, and recreated most of the buildings in the first three tiers. Focusing on that same "timeless but at the same time firmly set in the past" feeling that you got when seeing some of the old settlement builder games for the first time, the results speak for themselves. Here are a few of the concept drawings, before they have been turned into in-game buildings:



Transforming these buildings into rendered buildings in our own style is no easy feat, but luckily Simen (yes, all the brothers have names) is a skilled modeller, so have a look at how some of the new buildings turned out in-game:





The keen observer may have noticed how the colors "pop" differently in this picture vs how they looked before. That's because while we were updating the buildings, we also took some time to rework the biomes of the world a little bit, giving the flora some love and attention as well. This is ongoing work that we will continue to tweak and keep working on to make the game look even better - and we haven't really started with the visual effects yet.

This new art style coupled with the updated color palette really brings the whole game a lot closer to what we imagined starting out. Trying to really bring back that feeling of the old settlement builders - with a unified art style - while we still stay true to what the world and vibe of Folklands can bring to the table.

Having proper concept art for the buildings makes them more unified, but also allows us to add subtle hints of the game's lore. Later on, when we do the same work and refinements in the wildlife area, our vision of Folklands and its amazingly rich world will be even closer.

Not just paint
Those who follow us on social media, might have picked up on something even more remarkable than a lick of paint or some new buildings, namely our new mascot



While our artist and designer brother (yes, Simen) has been busy updating the artwork, and our play testing brother (Sebastian) has focussed hard on how to implement what we learned from the demo and the feedback you keep giving us, we have also been "secretly" porting the entire game to Godot throughout the summer.

The challenges of developing games are not new to us, but sometimes you need to revisit your previous technical decisions and challenge them. Once we got past the content of the demo - which is basically a tech demo / vertical slice of what we want the game to be - it became obvious that we needed to find a better solution for several of the technical limitations imposed by our choice of engine.

Porting to Godot was a big task, but with a great community and support, the game is now running in Godot with almost all of the functionality ported over. The choice of switching to Godot has given us a significant performance boost already without even starting to optimize anything. It has fixed some really hard to overcome limitations in our previous engine and will give players on lower end machines better performance and graphical options. In addition to this, it also lets us experiment with more animations, multiple monitor support, edge scrolling, UI scaling, directional sound - to mention a few of the initial benefits.

Our next devlog will have lots more details on the the porting and what developing in Godot brings to Folklands, but in the meantime have another look at the cutest mascot ever.

SurrounDead - PlaySurroundead
Hey everyone,
This is just an update on what is happening with the inventory remake/rework.

Stats & weapon malfunction chance


So to begin with a controversial feature; weapon malfunctioning is coming to the game but what does this actually mean?
  1. As you shoot your weapon, the chance of malfunctioning slowly increases
  2. This can be remedied by using a weapon cleaning kit on the weapon
  3. On hard and above it is activated by default but you can disable it in the difficulty settings and change how fast the malfunctioning chance increases with a multiplier
  4. This is all still WIP
Next, as seen in the screenshot you can see how "good" your weapon is via the stats/progress bars. This system also carries over to melee weapons, helmets and body armor at this moment in time.

Experimental testing
Stuff is starting to look better for the remade inventory but it still needs some extra stuff and many new items (There is only like 15 at the moment).
With that what I will say that at this moment it is not long until I start open experimental testing for everyone to try and see how it expands as I add and change more stuff via community feedback.

Next to do with all this
At the moment I am currently sorting out the mass list of weapons in game, sorting out their stats, if they should be in the game, etc. For example the M4 (The larger version of the M4CQB) is being removed and replaced by the M4 FDE.
Also, adding features like disabling backpack in backpack is still needed and once this is done I will be looking at the community requested features on the the Google Forms link I posted a few weeks back. The changes I add will be shown in the experimental build when it is released.

More info on all this will be said at the end of this week also.

Zurvivor
Harbinger - Dobrx
  • Fixed issue where crashing at a certain point during the intro would crash the game
  • Reduced Vram usage
  • Misc bug fixes
Cosmorists - Stellar Roots
The next update is in the works, and this is another crash-fixing update, as well as another minor change :)

Miscellaneous
  • When the player is lost with a bronze compass, text will now pop up displaying "Lost? Use your Bronze Compass".
Crash fixes
  • Fixed rare crash where a bat moving towards the player can crash the game.
  • Fixed crash where the game can't start with saves from newer versions.
...