Heritage - A Dragon's Tale - caleb.cox05081993
Hey all! Small and quick one today!

  • Fixed a bug where the Death and Credits music wouldn't unlock for the music-player Ewing in villages
  • Removed some old test code that was accidentally left in the previous patch/update
  • Re-tooled the autoscroll camera so now to get crushed by the "ceiling" you have to go ~16pixels off the top of the screen while the camera is moving down
  • Players can now go off the bottom of the autoscroll camera without dying (unless they fall into a pit off the bottom of the screen of course)
  • Fixed a visual bug where in the preference menu, choosing "Play as NO Body", the "skip all cutscenes" checkbox would get ticked instead (the player still toggled between Flame and NO Body, the cutscenes were unaffected)
  • Made the Steggyn enemies die instantly on death; they got overlooked in the previous patch
  • Disabled cutscenes while playing as NO Body (this is always off while as NO Body, regardless of preferences set). This was done at the request of the owner of NO Body.

You can confirm you get this patch by the version in the window's title saying "v1.1.2.1511", and the titlescreen should say this as well.

Thanks as always for your support and hope you all have fun!
Nov 5, 2024
Vector Bias Playtest - wiseandevilgames
* Remove some unused plugins
* Changed save file tags for play testing
* Small UI changes
* Small tweaks for enemy damage (Scout, Interceptor, Gunship)
Boring Movies - Fishagon LLC
Today is the day! Boring Movies is now live on Steam and can be played by anyone in the world.

Along with the excitement there has been a major change to lobbies.



  • Lobby hosts can now set how many rounds will be played.
  • Can now pick from Movie or Series (requires host owns the Boring Television DLC)
  • Filter Modes have been added; both Decade or Genres

I'm super excited for this change and would like to thank AROAH for the filter suggestion from the Steam Next Fest demo.

As well there was a number of minor bug fixes and some UI adjustments; the biggest being that you can now use Enter to submit movie search and guesses.

Thanks everyone for playing in the playtest, demo, and going forward!

NOTE: None of the DLC (Avatars & Boring Television) are currently available. They are currently going through Steam review and will be available shortly along with a Supporter Bundle to get them all at a discount.
Outbreak: Shades of Horror Chromatic Split - CMM1215
Outbreak 10th Anniversary Celebration Stream!
Nov 5, 2024
Ruins of Dawnseeker - Platomenti
Enjoy the game! Hope you like it
The Phantom Fellows - 8BitAirwaves
-Added a lot of new hints to Day 5 (thanks MysteryCapybara)

-Additional small enhancements and conveniences that don't sound very fun spelled out but I assure myself was worth it. YOU'LL SEE, YOU'LL MAYBE SEE

I really just wanted to get these hints to everyone because with them, Day 5 is pretty air-tight as far as help when you need it.

Thank you for playing The Phantom Fellows!
Nov 5, 2024
The Grey Dream - Season 1 - Kagan
Kelly embracing her primal strength in the moonlit night.



The Greys
Nov 5, 2024
Z.O.N.A: Origin - AGamingTeam
Changes and Improvements:

  • Adjusted grip for the Desert Eagle. Previously, it was slightly angled upwards; now, the alignment is more precise.
  • Adjusted grip for the Glock 19zo. Previously, it was also slightly angled upwards; now, the alignment is more accurate.
  • Redesigned the two-handed grip for the Glock 19zo. It’s now the same as the Desert Eagle.
  • Fixed an issue with reloading the Glock 19zo. Although the ammunition was compatible, the code lacked a tag confirming reloading ability. Thanks to WayOfNature for pointing this out.
  • Improved the workbench: previously, it was possible to accidentally grab the foregrip and displace the weapon from the slot. This wasn't critical but looked unpolished.
  • Fixed ammo display in certain magazines. This didn't affect gameplay, but visually it was incorrect when the ammo count decreased from top to bottom while firing.
Octohill Ski Tycoon - deuxb


So, the first announcement is here. I'm working on some exciting stuff right now, but you all would probably rather hear about the game state, its closeness to completion and the release plans so that's what I'm going to write about.

Demo

I have far-reaching ideas, but the game is already playable and fun. The current plan is therefore to have a free demo released ASAP, to show the world what the game is about, and also to gather some feedback from all of you.
The demo will have all the promised main game features, except that it will be limited to one single small map. It will also miss some late-game content which is not mentioned on the store page yet, such as hotels or helicopters; the content for the demo is already complete (except two mechanics which are under development, there's a hint in the screenshot above).

Public playtest

Even demos should be properly tested and groomed before release. Internal stages of that are already in progress, but there will also be a public playtest in a few weeks. Register now by clicking the big green "Request Access" button on top of the store page!

Other updates

There's no full release date yet. For that, I first have to draw a line and decide which features will be a part of it, and which can be added in the later updates. Your feedback from playtests and demo will be an important part of these decisions.

Short summary

  • Public playtest in a few weeks, register now!
  • Free demo when the playtest feedback is processed and acted on
  • More details will be coming later
Nov 5, 2024
Xuhivan's Autonomous Cube - Harth Tuwist
Hey Hey!

Long has it been. This time I took a bit of a different approach, and packed lots and lots of content into this update. It contains 4 new units, 2 new events, and 25 (TWENTY-FIVE (if I have not miscounted, I am not good at that stuff)) new relics!

Take it as a christmas present that came early (I am very sorry for reminding you that it is only 51 days untill christmas). For example, there now are more sophisticated inside material for cubes! So there is no longer plain white gleaming at you:



Other small and not so small changes and bugfixes include (demo and full game):
  • Fixed mouse position for the visual rotation of a cube or relic not beeing polled every tick (massive difference in perceived responsibility)
  • Bump collision FX on the ground now lingers way longer (to make it clearer when a collision occured)
  • Made the bumping collision FX more consistent with 2x2 units: Now always plays the FX on the tiles that were actually part of a collision and on no others
  • Fixed a bug with wrong relic placement on non-16:9 screen ratios, and 3rd column of units not beeing visible on 4:3 screens
  • Made The GroundHelpTip Makrer Marker on the cube more visible and linger longer
  • Added a sound to fire on ground hitting a unit
  • Fixed DisarmFX beeing broken for unplaced units
  • Fixed a rare bug where the facing direction of 2x2 units would be sometimes rotated twice when rotating a cube face
  • Fixed the new cube added in the last update trying to spawn in demo, and sometimes spawning over bosses
  • Fixed that cube sometimes spawning phoenixes out of bounds (was visual only)
  • Fixed Orb of Love mentioning some guy called Ramnik (who is that???)
  • Guardian of Love is now replaced by Guardian of Light on Very Easy in events instead of just beeing blocked from the spawn list
  • Jade Soldiers of the first boss fight no longer spawn in the tutorial (to avoid very often showing 2 help tips there)
  • The spinning wheel event now places random cursed relics (see below) instead of always Hand of Brass (stays Hand of Brass in Demo)

Now, to the new content:

Rainbow Sentinel
Before units move, apply Disarm to all units on the cube side the sentinel is standing on. Does not seek or attack. Four Rainbow Sentinel fuse into one Rainbow Sergeant.

Rainbow Sergeant
Hovering. Before units move, apply Immortal to all units on the cube that are disarmed (Works immediately on disarm triggered by Rainbow Sentinel). Does not seek or attack. May float over water.

Orb of Light
Before units move, apply Immortal to all units on the cube that are disarmed. (Note: This is applied before unit effects, so it will take an additional turn to apply when units trigger a disarm)

Liquid Love
Disarms all units on the targeted cube side. One Charge.

These units and relics are connected: Since immortal units do not have to be defeated, these in combination provide another way to clear a cube besides brute force. It's just a tad more complicated. (Don't worry: This stuff is unlocked later, so as to not overstrain the last brain cells you have left after reading this).


Drunk Demon of Sand
Demon. Immortal. Aquatic. Turns on obstacle collision. Starts with the status Sand of Time, which cannot be removed. Does not seek or attack.


This update introduces the concept of demon units. There may only be one demon (of any type) placed on a cube side, so if you get to many, you will automatically lose the cube. Additionally, each demon has a special (negative) effect: In the case of the Drunk Demon of Sand this means that each rotation that affects her cost you an additional turn on the clock!
You get demons by special events, and not by the regular unit events (don't tempt me!). For example by the event seen in the background:
It let's you either turn back the time by 3, or by 10, but gives you a Drunk Demon of Sand in the latter case!


Starship's Wheel
For every four (own or enemy) units drowned, turn the time back by one.

Captain's Wheel
Cursed. For every six (own or enemy) units drowned, turn the time forward by two.

Cursed Anchor
Cursed. Drowned units no longer respawn.

Pirate's Skull
If your clock exceeds 33 rotations (two thirds of maximum rotations), get a random potion every time you win a cube.

As there are demon units, there are cursed relics: You do not really want them, but sometimes there is just no way around! They are given to you in various events, for example, the spinning wheel event now places them sometimes instead of always a Hand of Brass.


Demon Prince
Demon. Massive. Immortal. Attacks the four tiles in front of him. For each demon besides this one, he attacks two more rows of four in front of him.

Did I just say that you do not really want demons? Well, that's not always true, the Demon Prince is a regular unit, and it gets stronger with all demons you have! But be careful: The placing constraint still holds

Burial Urn
Whenver you gain a cursed relic, turn the clock back by 3.

This is also to give an exception to the rule that curse relics are supposed to be bad (I hope you like how I design games?)

Undo Potion
Unplace all your units on the current cube, and place them again.


Heroine's Effigy
Your units no longer fuse when you own the required amount of a unit type.

Contrary to what you might think, this relic is actually good for you: Most upgrades are indeed better than the base unit, but since it often takes you three or more of the base unit to fuse, this is still a net positive.

Trinket Box
Adds one Treasure Chest to the enemies randomly spawned on each cube.

Treasure Chest(unit)
Immortal. Aquatic. Inert. Does not attack. When first attacked, turn the clock back by 1.

Staff of the Seraphim
Your units no longer fuse when you own the required amount of a unit type.


Ink and Quill
On pickup, gain three random potions. Every rotation rotates the cube twice (180°).

Old Emblem
Turn the clock back by 20. Every rotation rotates the cube twice (180°).

Tree Seal
Turn the clock back by 20. Cube faces can only be rotated clockwise.

These three relics are heavy stuff, for those of you who feel their brain has not been tortured enough. They sit at the very end of the unlock list, completely transforming how the game works.


The other new event, this telescope thing there, lets you choose between the following things:
(Left): Pick one of your units to permanently apply Pure to it. (Middle): Add an Ancient Knowledge to your relics. (Right): Upgrade one of your units.
Right or Left Click to choose.

Ancient Knowledge
At the start of each cube, apply the status Immortal to all units of type ???. (Unit type varies per run)


You already know the Phoenix! Yet, the two relics are new, and give you yet another way to win: By improving how good fire is! (And since the phoenix is one of the units that sets stuff on fire, maybe you get why they are grouped with it)

Eastern Fire
Fire may now also spread onto water.

Detective's Pipe
Fire kills hit units instantly instead of damaging them.


Now, lets get to some other relics that are always unlocked:

Leather Hat
Every time you win a cube in one rotation, get a random potion.

Helm of Quarhodron
If you use a potion, gain a new one of the same type. Two charges.


Beckoning Bell
Cursed. Adds two ??? to the enemies randomly spawned on each cube. (Unit type varies per run)

Demon Mask
Cursed. Whenever you use a potion, turn the clock forward by 1.

Cast Satan
Cursed. On pickup, turn the clock forward by 5.

These are the three basic curse relics. Hand of Brass is now unlocked later (as it felt rather complicated).


Bent Spoon
Every third of your unbound units does not get removed on death.

Liquid Fire
If the targeted unit has an upgrade, upgrade it for this cube, if not, make it take one Fire Damage and inflame the ground the unit is standing on. Target must be standing on cube. One Charge.

Reorder Elixir
Unplace all enemy units on the current cube, and place them again. (Unlocked actually pretty late lol)




This is it for now, hope you even read to the end, lol? Up to next adventures, I'll try to keep up the pace! I will probably return to updates sized a bit smaller and more frequently though for the foreseeable future.

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