Pie in the Sky - MorkSmith
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!
Island Paradise - Marius
Hello happy people of Island Paradise.
Here's a summary of what's new in this version 0.6.0

For a limited time Christmas event is available,
You can find decorations,snowball,gifts,small tree, all over Simon's island

Special item
- Christmas Happiness

Christmas event placeable items:
- Christmas Crafting Bench
- Snow Man
- Christmas Tree

Christmas event items:
- Small Tree
- Gold Star
- Snowball
- Gifts
- Christmas Decoration

New frozen island is available
Travel with sailboat is now possible on James Island.

Expedition placeable items:
- Expedition Crafting Bench
- Ice Crafting Bench
- Expedition
- Expedition Upgrade
- Igloo

Expedition items:
- Sailboat
- Ice
- Snow
- Fabric
- Thread

William island is unlocked to explore new area
You can find river, castle and snow

Placeable items:
- Placeable Candle
- Spinning Wheel

Items:
- Medium Backpack
- Cotton
- Wax
- Wood Wheel

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!
Night Stones - AdvanceNine
Hey everyone,

This release improves loading performance to reduce visual stutters when exploring. I hope you enjoy smooth experience :)

Ryan
Rakion Chaos Force - 박경수
Hello Rakioners,

There will be special events for the weekend.
Here is detail.

Weekend Events

1. 80% Discount
- 12/6~12/8 00:00~23:59

2. 12/6~12/8

1) 300% EXP&Gold
- 12/6~12/8 16:00~20:00 (4 hours)

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)

4) Super mode
- 12/6~12/8 00:00~23:59

3. Limited shop
Escape From Sandhill - KuzeyKirklar
Fixed Bugs:

  • Issue with unclickable settings menu.
  • Gameplay issues caused by graphics settings.
  • Translation errors.
  • Unreadable/Blank characters in Chinese.
  • Cursor disappearing after resuming the game from pause in inspection mode.
  • Papers disappearing after the first inspection.
  • Problems on ladder depending on FPS/TPS mode.
  • Warning message for players exiting without saving.
  • Papers in the school section causing players to get stuck in the main office.
Arcane Ascent - Word Games
CHANGES


  • Fixed bugs related to the Summoner Mage.

    Temporarily removed the Summoner Mage card “The Lovers”.

    Improved the Summoner Mage dialog UI.

    Temporarily removed the “Clear Game Data” button.
Goldenheart - Millenniapede Audio Video Club
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.


Join our Discord to chat or report bugs.
Cardinal - david.m.karbo
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.

More soon!

David
Rare Dialect
Tetris® Effect: Connected - aileenrobot


TOURNAMENT FINALS BROADCAST

TRI-EFFECT-A tournament grand finals are streaming on Dec. 7, 5:00 PM PT / 8:00 PM ET on Twitch!

Don't miss the exciting conclusion of TECWC 2024 as the world's best Tetris Effect: Connected players face off in a live showdown!

📺 English: https://twitch.tv/ClassicTetris
🇯🇵 Japanese: https://twitch.tv/EnhanceExperience

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.

https://www.tetriseffect.game/tournaments/#merch


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!

Watch the entire CLASSIC SCORE ATTACK finale here : https://www.youtube.com/live/MkrGE2oxSsw

Top 4 Results:
1st Place: Dog
2nd Place: Sodium
3rd Place: PixelAndy, Nedlo

===

THANKS TO OUR SPONSORS

Presenting Sponsor
The Tetris Company

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)

Product Sponsors
Red Bull
Powerbears (makers of the Tetris gummies)
Get To Work - Isto-Stephen
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



...