Nov 4, 2024
As We Descend - Box Dragon Kev
Demo Update 0.1.1
[v.377678]
ːsteamthisː ⇒ Community-inspired change

Greetings, this is Kev again. I've got a QOL update for you that will make speedrunning just a tad easier, along with various streamlining improvements.

A quick reminder first: we'll be taking down the demo on November 11th with the intention to bring it back sometime in the future, so you've got just about a week to play on the new patch! If you want continued access to the game, you'll have to signup for closed beta at https://steamcommunity.com:/linkfilter/?url=https://www.AsWeDescend.com. If you're in the mood for a challenge, we're holding a 100% speedrun challenge in the official As We Descend discord. Further instructions are available in the announcements channel.

https://store.steampowered.com/app/3256480/As_We_Descend_Demo

UI & HUD
  • ːsteamthisː Run Summary Screen
    • Added timestamps for every battle
    • Added indicator of battle victory/loss/skip
    • Adjusted Defeat Screen description text
  • Text speed for console loader screen sped up
  • Skip Turn/Cycle Warning popup, automatically dismisses after 12 seconds
  • Upgrade and Forget screen will now auto-select a unit if that unit is the only available option
  • ːsteamthisː Slightly moved the unit chips on the Upgrade and Forget screen to minimize overlap with the cycle meter
  • ːsteamthisː Pause Menu now has a Close button (X) and a Quit Game button, and no longer has an Unpause button
  • ːsteamthisː Improved readability of location info panel
  • Weakpoint tooltips will show up when targeting a weakpoint, rather than when specifically hovering the small red marker
  • ːsteamthisː Fixed bug where card tooltips in various places did not further show nested tooltips
Settings
  • Game startup with “Windowed” window mode no longer clamps max display resolution depending on windows render scale options
  • Keybind shortcut display can now be toggled
  • Updated look of “Confirm Settings” window
  • ːsteamthisː Confirmation window now also shows when changing FSR render resolution (including on/off)
  • ːsteamthisː Now game starts with last confirmed FSR render resolution (including on/off)
  • ːsteamthisː Added slider snapping to graphic settings sliders
  • ːsteamthisː Fixed bug where display resolution would not be reverted when selecting “revert”
  • ːsteamthisː Fixed bug with starting game display resolution mismatch on first launch
  • ːsteamthisː Fixed bug where keybind shortcuts were no longer shown
City & Events
  • Event Panel
    • After taking the last reward in an event panel when there are no other options remaining, the dialog automatically closes
    • Cost display changed for Event Choices in the event panel
    • Fixed bug where leave text had placeholder text when the leave option had additional text
  • Simplified the dialog with the Old Mentor for Mythion Heirloom
  • [NEW] Updated character art for Scavenger
  • ːsteamthisː Fixed bug where Envoy would lose stat buffs between biomes
  • ːsteamthisː Fixed bug where event choice text sometimes failed to properly evaluate parameters
  • ːsteamthisː Fixed bug with camera rotation when exiting the Collection Phase
Cards & Units
  • Changed unit chip Attack icons for Forge Smith and Lancer to utilize special standard
  • [NEW] Updated card art for various Miracle cards
  • [NEW] Updated card art for Tar Flask combat item
  • ːsteamthisː [NEW] Umbral Wisp, <1(0) Command> to apply Empowered 1. Limited Uses: 2(3)
  • ːsteamthisː Aura of Light cost changed from <1(0) Command> to <1 Command>{1(0) Favor}
  • ːsteamthisː Combat Items (Consumables) no longer have a visible Consumable keyword; instead, their charge-uses are now displayed with a different color and it shows up in the keyword
  • ːsteamthisː Fixed bug where Signal Shot, Enhanced Barriers could not be upgraded
  • ːsteamthisː Fixed bug where certain Zealot cards would cause a slow and strange animation for their attack
  • ːsteamthisː Fixed bug where Exsanguinate could target weakpoints
  • ːsteamthisː Fixed bug where Lingering Faith could show up as a boss reward
Enemies
  • Plague Soldier - Stabilizer weakpoints now properly reduce the threshold by 20% each when destroyed (stacking multiplicative, so destroying both reduces the stagger threshold to 64
  • Adjusted phrasing of tooltip for Stagger help text (on the enemy combat panel) from “50%+” to “≥50%”
  • Fixed Spore Spire eye position in burrowed animations
Save Games
  • Now saves when transitioning phases in the City, so should more consistently save before/after battle
Intro Sequence
  • ːsteamthisː Introductory sequence adjustments to improve the flow
  • ːsteamthisː Introductory wording adjustments for easier reading and better clarity
  • Fixed a bug where a certain action path in the intro sequence could lead to a permanent lack of expedition force card
Misc Bugs
  • Fixed unsupported languages being loaded on startup
  • Fixed bug where Expedition map initialized with wrong resolution/aspect ratio
  • Fixed bug where Burning/Rupture tick would appear at the wrong location for Plague Soldier and certain units
If you've got any thoughts, please leave a comment below. Eager for more? Wishlist and Follow As We Descend to make sure you get all the announcements as well as a notification when the game launches:
https://store.steampowered.com/app/1769830/As_We_Descend

Cheers,
Kev Chang
Game Director at Box Dragon
Nov 4, 2024
Spellfarers - DL_David
Gameplay Updates
  • Added in a text visual for items that are bought in quantities greater then 1 per purchase
  • Nails are now purchased in bundles of 5 rather than individually
  • Added visual timers for the Midas and Shard Step buffs

Gameplay Fixes
  • Fixed an issue where players were not able to press the unlock prompt for the spell in the tutorial

Visual Fixes
  • Fix for loading particle colour being affected by enviro fog
Wrack - Carnevil

As many of you know, we closed our doors back in 2019. Speaking for myself only, I felt lost and unable to give people what it was that they wanted. However, during the 2020 pandemic, I began to have the overwhelming urge to keep going. I knew Wrack was capable of so much more than it was, and that it has so many fans out there that wanted to see it live up to its potential - and wanted more. With that sentiment in hand, I started assembling a small team, and got back to work. It was time... for a reclamation project!

That's why today we're pleased to announce that not one, but two new Wrack projects are in development!


First up: We're remaking the original Wrack! This time, it's being made in Unreal Engine which gives it better lighting, performance, etc. It will include all of the original levels and monsters and such, but it'll also include much better mechanics - laying a much better foundation for the game, and everything to come after it. We're hoping it will come consoles next year. ... but what about Steam, you ask?! Well, that beings me to the next project!


The next project is a whole new Wrack game called Wrack: Reclamation. While a lot has been done on it, we're not ready to talk about it much yet - other than that it's a straight-up FPS (no tower defense or rhythm elements or anything like that!). It's basically Wrack with a lot more guns, levels, enemies, characters, and a whole lot more! We know Kain can't wait to grab his trusty mop and get going!


We plan to release it into Steam Early Access at some point in the near future, but we'll first release a demo for it - sometime next year. Included in that demo as a bonus will be the full Wrack remake!

If you're interested in checking out the Wrack remake, as well as staying up to date on everything else that's going on, hop right on into our Discord server. In the meantime, we'll be seeing you!
Nov 4, 2024
Dungeons of Blood and Dream - lori vornoy


It's been a wild 5 months or so since the early access release. I feel like the game has got to the point where I want it to be in terms of content, so I am thinking of pressing the release button next monday (11 November). There will probably be a small update accompanying it and the addition of collectible cards to the Steam page, but don't expect big changes in 1.0.

1.0 is not the end and I will keep addressing bugs, performance and all other concerns. I am not going anywhere and will continue updating the game when required.

Thanks to everyone who supported the game so far! It's really come a long way, and it wouldn't be where it is now without everyone who played it during the early access!
Ritual Night - Donly


After 3 long years of development, Ritual Night has grown from a class project to a full-blown game on Steam!!!

We finally made it! On behalf of the entire Outfox Team, we want to present everyone who has supported us along the way a heartfelt THANK YOU!

Ritual Night wouldn't be possible if it weren't for everyone who's in this discord at this moment.

And of course a special thank you to the development team, play testers and everyone whos contributed to the game!

We are looking to have some sessions where you can play with the developers throughout the week of launch, so join our Discord to participate.




Lies & Allies Bundle

With our release we'd also like to highlight our exciting collaboration with the folks over at Other Ocean to release the Lies and Allies Bundle!



Grab the Ritual Night & Project Winter bundle today to save on both games!

- Dev Donly
Ad Fundum - Disa
Hey dieselminers!

It's been a while since the last update for Ad Fundum was released and I'm still working on the New Game+ update. So, I wanted to share some details about update 1.2.0 with you.

What will this update include?

New Game+
What could be better than starting a new game, saving all your upgrades, items, and most importantly, the profits? Starting over again! In 1.2.0 update, you will be able to start New Game+, then – New Game++, New Game+++ and so on. The game will adapt to your mech with each new playthrough. Yes, just like in Dark Souls!



Infinite upgrades
Of course, it wouldn't make sense to have endless restarts without anything to spend your hard-earned money on. After starting a New Game+, you'll unlock infinite upgrades for your mech. Progress has no limits!



New special upgrades
And what is the point of starting a new game if there is nothing new to discover? That's why in New Game+, you will be able to find 8 new special upgrades. Some of them have insane effects!



Finally, there are small improvements, such as:
  1. Ability to use extra fuel tanks shortly after running out of fuel;
  2. New sounds for the treasure detector and for taking damage when your health is low;
  3. New visual effects to indicate when the mech is overheating or overcooling;
  4. One-life mode for those looking for an even more challenging experience;
  5. Option to turn off all story dialogue for those who know the story of the game already.
And many other minor improvements and fixes to make the game better!

When will the update be released?

Everything is ready, but there's still a lot of balancing and testing to do. It should take me 7-14 days to finish everything, but as you may know from my previous messages, I'm quite bad at predicting release dates :)
So I can only say the update will be released soon, but time is relative.


P.S. I would also like to apologize for the delay in releasing the update. Some issues in my life have distracted me from working on the game and, since I am a solo developer, progress has been halted for over a month. However, I am devoting as much time as possible to improving the game.
Comet Force - Radiant Sloth
Hello everyone!

It has been a month since last devlog and I am happy to release a new major Playtest update! This will probably be the last Playtest build, as Comet Force is almost ready to switch to an official Demo! But let's talk about the main changes!

Anomaly's modifiers

There was one last important mechanic I needed to add: enemy modifiers. After each boss defeated, as you trigger the next wave, you are prompted to choose a modifier among three. These give various effects to enemies and increase the difficulty of the run. But you get to choose how the threat evolves! I find this mechanic interesting as it introduces more strategy and diversity. The modifiers you pick will likely impact what you then decide to build, recruit and upgrade. You will need to adapt your plans to counter the modifiers and remain strong enough to face the waves.


Pick how the threat evolves!

Many new enemies

I finally settled on 26 waves for the duration of a run, among which 5 are boss fights. I think this is a good number as this should translate to play sessions between 40 minutes and 1 hour.

I added new enemies to have a total of 10 in this Playtest build, along with 2 new bosses for waves 21 and 26 that were not available previously. I am very happy of these enemies as they introduce new attack and move patterns. Some shoot bullets with a slight homing effects or a wavy motion. Others have a dash or can remain weak and confused for a brief moment after a powerful attack.


New enemies!

Furthermore, I got rid of the old enemy visuals and created brand new 3D models. I hope you will like them as much as I do! I also improved some sound effects, added more polish, and composed brief cutscenes for boss spawn and death. It all feels much more alive!


The new boss for wave 21, shooting dangerous spikes

Other changes

New enemies and modifiers are a big change, but this update does not stop here! It also includes many tweaks to the UI and HUD, a short tutorial to explain the basics, an option to disable the meta-progression, a new music track, and a new menu with journal entries!


The HUD got improved!


Journal entries are a thing now!

What is Next?

As I mentioned at the beginning of the post, Comet Force is almost ready to have an official Demo replace the Playtest. Please don't hesitate to share your feedback so that I can refine the current build and make sure the Demo build is as fun and enjoyable as possible!

My goal, aside from reviewing your feedback, is to update the Steam page and prepare for the Demo release. I need to improve the description, take new screenshots, edit a new trailer, reach out to content creators, etc. Still a lot of work to do, but this is a huge step forward!

As always thanks for your support! I look forward to reading your thoughts in the comments, and see you next time!

-Radiant Sloth

Full Changelog - Playtest v0.5

Added
  • Added Anomaly's modifiers (one pick after each boss, for a total of 4 during a run)
  • Added option to disable meta-progression and play with all the content from the get-go
  • Now playing a new music track during boss fights: United We Fight
  • Added 6 new regular enemies and 2 new bosses
  • Added a short tutorial to explain the basics at the first run
  • All enemies and bosses have new and better 3D models
  • Added a journal with stats, achievements, and entries to unlock
  • Modified audio options to have separate sliders for UI and gameplay sound effects
  • Added short cutscenes at bosses' spawn and death
Changed
  • Runs are now 26 waves long (including 5 bosses)
  • Improved the attack patterns of the 3 already existing bosses
  • Improved some sound effects for enemy shooting and waves
  • Many improvements and polish to the UI and HUD (panel backgrounds, buttons, input icons, etc)
  • Improved the visuals and sound effects of mines
  • Mines now take more time to explode the longer they travel
  • Tweaked the space backgrounds colors for further waves
Nov 4, 2024
Comet Force Playtest - Radiant Sloth
Added

  • Added Anomaly's modifiers (one pick after each boss, for a total of 4 during a run)
  • Added option to disable meta-progression and play with all the content from the get-go
  • Now playing a new music track during boss fights: United We Fight
  • Added 6 new regular enemies and 2 new bosses
  • Added a short tutorial to explain the basics at the first run
  • All enemies and bosses have new and better 3D models
  • Added a journal with stats, achievements, and entries to unlock
  • Modified audio options to have separate sliders for UI and gameplay sound effects
  • Added short cutscenes at bosses' spawn and death
Changed

  • Runs are now 26 waves long (including 5 bosses)
  • Improved the attack patterns of the 3 already existing bosses
  • Improved some sound effects for enemy shooting and waves
  • Many improvements and polish to the UI and HUD (panel backgrounds, buttons, input icons, etc)
  • Improved the visuals and sound effects of mines
  • Mines now take more time to explode the longer they travel
  • Tweaked the space backgrounds colors for further waves
CRETE Playtest - Demian
  • Mutations polishing, both icons and gameplay effects to fit better their updated descriptions.
  • Necrosis mobility now produces an AOE on the dash and is less dangerous as friendly fire.
  • Cinematics can be only played if all the players are in the same spot, avoiding bugs related with inputs being lost.
  • Launchers now call the rest of the players and can be only activated when everyone is in the Launcher.
  • Potential fixes in difficulty 2 Biome (to be tested).
  • Plants pick up animations speed up.
  • Plants pick up duplicated animation fixed.
  • Tweaks in the speed and range of Dash/Dodge.
  • SFX and Gameplay effects tweak in Dash/Dodge + Agility Core mutation.
  • The Matrix won't give birth to the titan once the boss fight starts.
  • The door of the temples will close once the fight starts.
  • Shooting now is blocked when the player is dodging.
Nov 4, 2024
Nazar - eraydinc
Experience the world's first fusion of FMV genre and 2D platforming in this revolutionary sci-fi adventure. Explore Cappadocia's mystic realm where fortune-telling meets quantum physics. Join Nazar, unlock psychic powers, and race to prevent a dark future in this genre-defying journey!
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