Monster Shop Games is extremely excited to announce that they have partnered up with indie.io to publish Pie in the Sky!
Making a game as a solo developer or small company is a huge undertaking and with the help of indie.io, Pie in the Sky will now be able to reach a much larger audience and achieve the quality of content that the audience deserves.
Stay tuned for more exciting updates on Pie in the Sky as it joins the amazing catalogue of indie.io published games!
The water bottle can be made from snow or ice Large Scrap iron can be found on islands, and has a rusty appearance Scrap glass is more visible Treasure hunt box looks more realistic Crafting time reduced by 50-70%
We are still waiting for your suggestions and feedback. In the next period I will prepare new islands and updates. Thank you all for your patience!
2) Connecting Time - 30 Minute : Win Quest(Golem war) - 50 Minute : Himmel Material Bag - 80 Minute : Glory Silver Box
3) Happy Hour event(When you stay at the server at this time, you will get rewards) - 18:30 : Event Core Pack - 19:30 : 2nd Gacha Ticket(1EA) - 20:30 : Random point bag (S)
Congratulations to our fourth winner, SilverSeraphym!
Congratulations to our third winner, Dicewolf!
Congratulations to our second winner, Sir Bittle!
Congratulations to our first winner, P_Taters!
Time is running out to join the winners circle!
How to participate:
The first five players to beat Goldenheart will get the alias of their choice put into books in the game, which will be placed in secret locations permanently. There is a short (4 questions) interview with them so that we can write a poem about their heroism for their book.
To win, you must be one of the first five people to post a screenshot of the ending cutscene. The screenshot must be posted on the Goldenheart steam community board, and the results will be judged by their timestamps.
Please also post a screenshot of your save-slot on the main menu to show us what difficulty you played on, how many health upgrades you found, and that it says 100% (in Goldenheart, 100% means you completed the story).
We're not going to make a rule about the difficulty setting, but we might factor it into your poem.
I wouldn't worry too much about being a late-comer as players are just beginning to trickle in - we'll continue to support the contest for as long as it takes.
Hey, everyone! After a couple years of progress and multiple scrapped iterations, I’m really excited to begin posting content from my game, Cardinal.
What is Cardinal?
The game, at its core, is a collection of minigames wrapped in the framework of an adventure game. You’ll get to explore multiple biomes, each with a group of hub rooms that serve as pseudo-level selection screens brought to life with a 3D pixel art style. The goal is to make each of these hubs feel like a miniature diorama - a self-contained set piece with characters and encounters that directly mirror the main gameplay (this is where the “collection of minigames” piece comes in).
Gameplay
My taste in games has definitely been molded by the first ones my dad sat me down in front of at three or four years old: A Link to the Past, Donkey Kong Country, and Super Mario World. I remember being hyperfocused on completing whatever bite-sized task was right in front of me (defeating that tricky enemy, clearing that huge gap, exploring that new area, etc.). I think it’s mainly from these experiences that I decided on the main philosophy behind Cardinal - to create a virtual playground that gives the player a huge variety of experiences, creating a sum greater than its parts.
So many great games that I’ve played can be reduced to a single fun and interesting idea or gameplay mechanic, so what would happen if I created dozens of these isolated experiences and built a world to house them?
Art
I’m also really excited about the game’s two distinct art styles; the art style for the minigames is mainly inspired by the colorful minimalist spritework and CRT screens of 80s arcade cabinets (with a dose of influence from 8-bit and 16-bit era games), while the chunky 3D pixel art of the hub rooms feels like something out of an old DS game:
I’m programming the game on my own, but I’m working with a few really talented artists to help bring these ideas to life:
Maia Drogin-Carter works on concept art and character design - she’s also a very close friend of mine and we’ve been bouncing all ideas off of each other since the start.
Tomisit0 creates all of the retro-inspired art and animations for the minigames.
Jonathan “Skoobasteve” Brown (creator of QG Studio) has been working on a lot of the hub room character and UI animations.
pratamacam is creating the 3D voxel models found in the hub rooms
Music and SFX
I have a background in music composition, so I’m especially excited that I’ll be writing the game’s entire soundtrack. I'm also creating the sound effects for the game, which is a process that's new to me and a ton of fun so far. I have some thoughts on creating a cohesive sound world for the game, but I’ll save those for a future update.
What's Next?
I’m excited to share more about Cardinal in the coming months, including looks at new minigames, concept art, music, and hub worlds. For now, if you’re interested in hearing more:
Wishlist on Steam to help support development and drive engagement. This is so appreciated!
Join our Discord for smaller, bite-sized updates and looks at new content as it’s being developed.
If you’ve read this far, thank you! At times, the game feels a long way from being finished, but getting the store page out and beginning to share progress publicly is a huge milestone that I’m really happy to reach - especially considering that three years ago, I had never written a line of code, and my experience in game development was limited to the fake Mario levels that I used to draw when I was 8.
There will be giveaways on each Twitch stream so be sure to tune in!
LIMITED-EDITION TECWC 2024 MERCH
Don't forget to grab limited-edition TECWC 2024 merch before it's gone! TECWC 2024 has an expanded merch line this year with vivid colors, sharper details, and a smoother finish on printed clothing items.
Grab your limited edition hoodies, shirts, stickers, embroidered tote bags, and mousepads while they last.
LAST WEEK'S HIGHLIGHTS - CLASSIC SCORE ATTACK FINALS
Check out these TECWC 2024 CLASSIC SCORE ATTACK FINALS tournament highlights, featuring high level plays and winning moments. Congratulations to Dog for taking first place!
Title Sponsor Digital Eclipse (Their game Tetris Forever is out now!)
Returning Sponsors Hyperkin (maker of gaming peripherals and accessories for modern and retro consoles) https://apmex.com/tetris (the leading e-retailer for Gold, Silver, and collectibles)
We watched hours and hours of footage yesterday and wanted to rebalance the last part of the game.
Gameplay/Art changes - Fixed a bug where PointCrow's audio (in the podcast) was not playing - Added more recovery into the VP areas - tweaked a "brown-wood ramp" in the first VP area that required a little too much precision - cleaned up some textures at the end of middle management - changed the jumps at the end of middle management (the concrete ones where you recruit the youtuber) area so players wouldn't get stuck between them and the wall
UI Changes - Fixed the popup dialogue scaling incorrectly for certain screen sizes - Updated Ui visuals for multiple levels - Updated Settings menu for widescreen
For the speedrunners - Updated the speedrun timer to show cumulative time saves throughout the run - Added a restart button - fixed save splits button being unpressable during end cutscenes - Tweaked some load bounds to help mitigate some loading issues when going really fast