Ark of Charon - sunsoft-*****

Ark of Charon is officially launching this Thursday on November 7 (JST)!
We're planning a major v1.0.0 update and a launch sale.
While we’ll reveal full details of the update on the day, here are a few highlights:

Update Highlights

Addition of the final stretch of the journey

The journey is finally complete, and you can now play through to the ending.
Gather new resources, face new enemies, and head toward the World Tree's nursery to bring new life to the world. What awaits you at the end of this journey…?

A new forbidden energy..?

Introducing the “World Tree Energy Extractor,” a device that allows you to harness a new form of energy. Along with this, several other related devices are also being added. These devices extract power from the World Tree sapling to fuel new weapons. However, using this device will slowly weaken the World Tree.

Evolving Tower Defense

New "wall-mounted weapons" that can be installed on indoor walls are being added.
These weapons, which can attack through walls and tiles while being shielded by buildings, will unleash a satisfying rain of arrows into the night sky.
In addition to the wall-mounted weapons, new weapons, enemies, and adjustments to game balance and enemy formations will make battles even more complex and engaging in v1.0.0.

We are so excited that Ark of Charon has reached this milestone, and we're truly grateful to everyone who has played up to this point.
Hope to see you all on Thursday!
Nov 4, 2024
Graytail - dev
Hello,

We’re MJ and SH, the creators of Graytail. Nice to meet you! 🤠

We’re a two-person development team, and we’ve been working on this game for two years. We’re planning to release it in early access in the first half of next year. For those who are eagerly awaiting the game, we’d like to occasionally share our development journey through our official Steam channel here.





Alright, let’s get started!
Here are the key updates we've worked on since the last update to our Steam page.


A bike has been added! 🛵
As the world map has expanded, we needed a fast travel option. You can unlock it after clearing Chapter 1. It allows for quick travel and you can also use a booster for a short period. Additionally, you can use kicker ramp to reach higher places!




The design for Chapter 1's field is complete! 🌊
Inspired by the Nan Madol region of Micronesia, we've created a coastal area with mangrove trees. We’ve also added shallow water areas and made shaders to make the water effects appear natural.




A sub-boss has been added in Chapter 1! 🔥
He’s a character that unleashes powerful fire-breathing attacks. The graffiti he’s left on the walls is quite intriguing!




We’re currently designing the field for Chapter 2! 🪜
Chapter 2 features a high mountainous region with cliffs scattered throughout. We’re adding devices and gimmicks to make the exploration more interesting!




You can use bombs and pickaxes! ⛏️🧨
You can use them to break lightweight blocks or attack enemies. You can also pick up bombs and throw them from a distance!




We’re creating mobs for Chapter 2! 🕷️
We’re creating enemies with distinctive gimmicks. Each one behaves differently, making the encounters enjoyable as you face them one by one!








The shop system has been completed! 🏪
The items at the shop are sold out once purchased, and they will be restocked after a certain amount of time. If you visit the shop at night, you might find different items for sale. While this shop primarily sells bombs, we plan to add other shops in the village that will offer different products in the future.




There will be hidden spaces! 🗿
There will be hidden spaces throughout the map that are not easy to find. While you won’t need to discover them to progress in the game, we’ve prepared special rewards for those who do!




You’ll need to select all of the protagonist’s dialogue! 💬
Depending on your choices, NPCs will respond differently. Some decisions will have long-lasting effects in the game!




Many other additions and improvements have also been made. You can check out the rest in the early access build! 🤠

We’ll prepare more and see you in the next development update!
Contingency Plan - Tkonk
For anyone wondering, the tagline for this update is definitely not a reference or acronym for anything ;)
For real though thank you UWIP for the video, a few of us had a Discord watch party and we enjoyed watching you guys experience our game.

Hello everyone, sorry for the long wait. If you haven't read patch notes 0.2.2 please at least read the paragraph at the bottom; it will give you some more context about the future update schedule of Contingency Plan. I meant every word, and thank you all so much for playing. It took longer than I expected to get internet at my new apartment and my first few months at work were very exciting. It thrills me that I get to do what I love as a job and have a game to develop for all you lovely people as well, but my 9-5 is working in Unity and sometimes when I come home, looking at more Unity is not necessarily the first thing I want to do. I hope you all can understand.

Now into the update! I've been hard at work making improvements to our existing ground enemies as well as finally making the ship turrets useful with enemy ships!

Enemies
  • Introducing enemy ships! There are a few different variants of these ships that will spawn in as squadrons throughout a mission and on certain mission events.
  • Ground enemies have been given a full rework and should play much better.


Gameplay
  • Added flashbang and frag grenades.
  • Added a temporary damage resistance powerup.
  • Relocated all repair panels to the tech room in the rear of the ship.
  • Rebalanced player health and damage values to force more methodical gameplay instead of blindly running in and shooting. Use your grenades!
  • The ship will take reduced damage when less than 3 players are in the lobby. (2 players -10%, 1 player -30%) This only affects ship hull damage, not shield. Also if you're playing singleplayer this may not be the best experience in the first place.
  • Sped up auto-dock sequence. This change is meant to encourage docking to structures and dropping off/picking up players to complete the objective while fighting off and fleeing from enemy ships.
  • Added a short information section to the level select menu describing the selected level before locking in your destination.
  • Reduced level select options to 3.
  • Reduced player death penalty to 10 ship hull damage.

Shop
  • Added the ability to purchase grabbable items (such as weapons and grenades) from the shop.
  • Prevented items from appearing twice in the same shop.
  • Gave the ship turret purchases stats to display on the purchase menu so that you may be a more informed consumer.
  • Added gambling.

QoL
  • Added settings for snap turn angle and smooth turn speed.
  • Added a visual indicator when taking damage.
  • Added an "armory" to the medbay -- it's just some shelves.
  • Reworked player inventory to be more reliable and user-friendly. Also added 3 more slots (total of 6).
  • The warp waypoint is no longer visible on the turret cameras to improve shooting visibility.
  • Created a new system to apply hand grab animations custom for an individual object.

Bugfixes
  • Fixed grabbable items in docked environments disappearing when docking to or undocking from the environment. Please report any bugs or issues you find with this new system, as well as any objects that consistently still disappear after this fix.
  • Hopefully fixed weapons sometimes not firing when you pull the trigger.
  • Improved weapon hit registration.

Known Issues
  • Grab hand animations are not properly synced across the network.
  • Grab hand animations are only applied to a few items.
  • Grab hand animations sometimes only apply when grabbing an item for the second time.
  • Ship health falling to 0 teleports you into space to watch your ship explode. It should also rotate you towards the ship, but currently does not.
  • After you lose you are placed back into the lobby map. There may be some issues with continuing to play after this point. We recommend restarting the lobby, but please report any bugs you encounter if you choose to not restart the lobby.
  • If the host disconnects from the lobby, sometimes clients will not return to lobby map. They will instead remain in gameplay map but nothing will work.
  • On game startup you may be in the floor and will need to run your headset software's recenter/recalibrate routine.



Planned
  • Movement stick deadzone settings to be added to the settings menu
  • Settings to Invert certain axes of ship controls
  • Better client experience for rover training level
  • Ship radar
  • More missions, many more missions
  • Gradually phase out our old placeholder assets for better ones (rip cube playermodel)
  • And more!

Finally, with this update comes the announcement of pushing back our stated end of end-of-early access date to the end of 2026. Let's be honest, we were never going to hit our October 2024 deadline; that's already passed now, let alone for 1.0. With this update, I have been able to gauge how much work I can do while having a career, and it's not much, so I have decided to drastically push back this date.
How will this affect you? It won't. Updates have, and always will, come when they are ready. This is a small project run by only a few people who have primary jobs we must attend to. I just want to let future players properly know what to expect. We apologize if this announcement brings some disappointment but we hope you can understand.

Thanks for playing
- Thomas & Camden
Nov 4, 2024
Zero-Sum Heart - Mari 乱堆糖果
Bug fix:
  • Fixed an issue where I built the previous version when my Unity license disconnected, causing the "trial version" watermark appearing at the bottom right of the game.
  • Fixed an issue where the log page shows the protagonist's name as "IChildhood" during a flashback.
  • Fixed a typo in Chinese localization.
You Will Die Here Tonight - jon
Fixed an issue that prevented progression to the final sequence
Nov 4, 2024
Meme Mayhem - 太仓郎朗
We’ve recently received a lot of great feedback from our community, and we’re excited to share the adjustments and updates we’re working on for the future!

  • Random Card Value Mode in challenge and custom modes.
  • More Variety in Weekly Challenges: Look forward to different rules like fixed seeds, Rebel or Debt mode for all characters, banned cards with a full perk pool, and more.
  • Perks Matched to Mob Appearance: We’re working on making mob perks more relevant to how they look.
  • Mob Reroll Options: We’re adding ways for you to reroll the mob!
  • Divine & Legendary Perks Enhancements: We’ll continue polishing these perks for a better experience.
  • Senpai’s Poo Buff Duration Improvements
  • Ninja’s Steal Time Improvements
  • Weekly Leaderboard Trophies: Show off a trophy next to your name if you make it to the leaderboard!
  • New Heroes Are Coming: Watch out for fresh faces during the Steam Autumn Sale!

Thank you all for your continued support and feedback—it truly helps us make the game better for everyone!
Light Odyssey - SSUN GAMES


Hello, everyone!

Light Odyssey will be participating in G-STAR 2024 from November 14th to 17th.

We invite you to experience the enhanced gameplay of Light Odyssey at the event, and we would greatly appreciate any feedback that could help improve the game. If you're planning to attend G-STAR 2024, be sure to stop by the Korea Creative Content Agency booth (G-3, B02) in Exhibition Hall 1, or the Indie Showcase booth (F06, B-10) in Exhibition Hall 2 at BEXCO.

We look forward to seeing you in Busan!


More about the Game


Add to Wishlist

https://store.steampowered.com/app/1902860/_/
IfSunSets - IfSunSets [Official]
Hello everyone!
We just released IfSunSets into Early Access and to celebrate that, we have some events prepared for you!

Event 1: Find a Bug

Find a bug in IfSunSets and get the chance to win!
Rewards: 7x 50,000 KRW (~35USD) Won Steam Wallet Gift Card!
How to Participate:
1. Play IfSunSets
2. Find Bugs in the Game and report them with a Screenshot*, which show the bug and your Email.
3. Report them here: {LINK REMOVED}
Event Time: 11/5 - 11/18
Winners will receive an Email on November 20th
* Only Bug Reports with Screenshots of the reported issue are considered in this Event!

Event 2: Screenshot Event

Play IfSunSets, upload a Screenshot, get the chance to win a price!
Post a Screenshot or a Video of your IfSunSets gameplay to the IfSunSets Steam Community
Rewards: 5x 50,000 KRW (~35 USD) Steam Gift Wallet Card
Event Period: 11/5 ~ 11/18
Winners will receive a Friend Request on Steam on November 21th and as soon as the Friend request is accepted, we will send the prize 5~7 business day later

Event 3: X Repost Event

Rewards:
5x 50,000 KRW Steam Wallet Gift Card
20x IfSunSets Steam Key
20x Love Delivery Steam Key*
* Love Delivery is a dating sim, you can learn more about here: https://store.steampowered.com/app/1817940/Love_Delivery/
How to Participate:
1. Follow us on X
https://x.com/IFSUNSETSgame

2. Repost the following post
https://x.com/IFSUNSETSgame/status/1853618935540875689

That's it!
Event Period: 11/5 ~ 11/18
Winners will receive a DM on X on November 19th

We hope you will enjoy the Events we prepared and we hope, that you will enjoy playing IfSunSets!
Once more, we want to say thank you to all our supporters over the last few years!
Dungeons & Kingdoms - dakdeveloper
Beta Release Notes 0.403



(0.403)
  • Fix read/write on model for 20057 Large Merchant Ship
  • Fix shader problem on 20218 Windmill and 20234 Lumbermill that caused model clipping under water surface
  • Add “ship” and “docks” tags to ship props: 20057, 20058, 20059, 20060
  • Fix placement collision rules to properly snap to water surface for ship props: 20057, 20058, 20059, 20060
  • No longer forces showing cursor when you begin build piece placement (from hotbar or other)
  • Fix build piece 7000 WoodLogRoofA_MiddleDoubleSideChimney6x5x3 not being placeable (renderers were disabled)
  • Add tool for build piece tag replacement
  • Change build piece tags
  • “seige” to “siege”, affects build pieces 20054, 20055
  • “small sone block” to “small stone block”, affects build pieces 3103, 3106
  • Fix minor typos in UI
  • Fix character name input during new game creation, limited to 40 characters, Name-based characters only, and nameplate now autosizes
  • Build piece popup now shows tags as a list up to 3 lines, adjust other text fields to fit
  • Build piece popup now shows the pieceID first in parentheses instead of on a separate line after the description
  • Fix stone wall and floor build pieces that were missing a resource definition for flat shaped stone (5009)
  • Add error handling around build plan resource tracking
  • Bypass resource tracking for Creative Mode when working with Build Plans
  • Fix error when setting camera default position when loading from save game
  • Add new settings to hide certain build pieces from Creative mode, eg. Storage containers meant for Sandbox mode only
  • Fix ability to delete build pieces 1535, 1536 Fortification Gates
  • Fix build manager to allow detecting interactable build pieces for delete
  • Fix doors and gates not opening/closing on player interaction
  • Fix blueprint UI not clearing blueprint temp object when clicking cancel button
(0.4.01)
  • Fix issue with audio breaking when starting adventures
  • No resolve cost in Creative mode
  • Add ability to lock down build into Creative Mode only
  • Fix errors for horses that had health component but was missing other controllers
  • Fix snow feature for Creative mode
  • Fix time, weather, and quality drop downs in builder UI
  • Disable special save manager flag for build pieces
  • Update build pieces tools to control more global flag setting for things like require snapping, default rotation etc
  • Set all build pieces to allow placement anywhere, and allow an alternate rotation
  • Set default footstep audio fallback
  • Fix 53 build pieces having the same default rotation as alternate rotation
  • Remove broken water feature on build piece 30512 Castle Stone Pool
  • Unity license changes and upgrades in progress, build shows Unity splash for now

Sir Fallen - Neverknow247
Patch Notes

===

Minor Changes
- Slightly slowed speed of pumpkins on Halloween Part 1
- Added more arrows to Halloween Parts 1-4
- Slightly modified dialogue in Halloween Levels to be more specific
- Changed location of Zombies in Halloween part 4
- Fixed bug that kept repeating unlock messages
- Moved spike in tower of Halloween Part 1 making level slightly easier
- Added Checkpoint in Halloween Part 1
- Added Sign and Teleport location for Halloween Town if Halloween Town is unlocked
- Fixed Halloween Part 4 Invisible and glitched walls as well as added spikes to useless walls
- Fixed popup messages for bones 8 and 9

===
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