Season Island Playtest - terebiki
- Improved tiles
- Added new dialogue
- Reworked puzzles
- Improved the Newton boss fight
- Fixed many small bugs
Escape The Pacific - Gamers4Gamers Team
Hello Survivor!


Another year has flown by, and before we go any further, we want to express our heartfelt thanks for all the incredible support you’ve shown us. We couldn’t have made it this far without you!

As we reflect on the events of this year, we’d like to take a moment to share some highlights and also give you a sneak peek into what we have planned for the year ahead. Here's to more exciting moments together in the future!

We created EtP primarily as a passion project for ourselves, and it's been incredibly rewarding to see the wonderful community that has grown around it since its release in 2018. We're truly grateful for the ongoing support and valuable feedback we continue to receive from our community. It’s because of their enthusiasm and input that we’ve been able to reach where we are today, and we couldn’t be more thankful for them.
- Peter

While we're not focused on making a profit, we've made a promise to ourselves and to our community that we will keep the game going as long as it continues to cover its costs (Things like Steam fees, taxes, and other necessary expenses). We're committed to maintaining and growing EtP, and we’re incredibly grateful for everyone who helps make that possible!
- Radu

2024 Achievements
We’ve had an incredible year of growth and improvements, and we’re excited to share all the amazing changes that have come to EtP in 2024. Here's a look back at the highlights:

Build 0.63 - A Major Overhaul
We kicked off the year with Build 0.63, which included a huge number of engine and code updates that set the foundation for everything that came after:
  • 31,000 lines of code refactored – We took the time to clean up and optimize the game’s underlying systems for better performance and stability.
  • Hundreds of bugs fixed – We worked hard to address countless issues, making the experience smoother and more reliable.
  • Massive design overhaul – A completely new UI and Custom HUD settings, along with UI scale options, gave the game a fresh and more accessible look.
  • Hotkey and control system rework – We revamped 200 actions related to hotkeys, making the controls more intuitive and responsive.
  • Expanded gameplay mechanics – New features like Bird Trap, Companion, and Bird Cage Mechanics were added, bringing new depth to the game world.
  • Simplified Sailing UX – We improved the sailing experience by splitting the sailing and weather modes, making it easier to navigate.
  • New 3D models – We also introduced updated models for key items, like the Knife, Hammer, and Axe, giving them a fresh, detailed look.

Build 0.64 - Performance Boost and Keybinding Overhaul
In Build 0.64, we made a huge leap forward by switching to Unity 2022 LTS, which brought major improvements:
  • Performance optimizations – Unity 2022 allowed us to leverage modern hardware for much smoother gameplay, enhancing the experience for all players.
  • New Keybinding system – We introduced a fully reworked keybinding system that feels more intuitive and natural, giving players more flexibility and control over their setup.

Build 0.65 - Internal Changes and New Gameplay Features
As we close out the year, Build 0.65 brings even more exciting updates:
  • Buff and Debuff system – The new Buff and Debuff system adds exciting new gameplay dynamics, making the world feel more alive and interactive.
  • Potions and Effects – Potions now have more impact on gameplay, adding new layers of strategy.
  • Grassy Island – A long-awaited addition, the new Grassy Island with a clean water pond and small hill offers fresh exploration opportunities and expands the variety of islands in the game.


This year has been a challenging one for us, both as a team and in our personal lives. Despite the exhaustion, we’re incredibly proud of all the new features we managed to implement. Looking ahead, we’re excited and hopeful that we’ll be able to bring as much of our vision to life in the year to come. Let’s see what the future holds!

The year ahead

In the year ahead, we have some exciting and ambitious goals to improve the gameplay even further in several key areas:
  • Raft physics overhaul
    • One of our major priorities is to replace the current raft physics system with a more stable, reworked version that will provide a smoother and more reliable experience.
    • Instead of taking the easy route and coding sailing mechanics in an arcade style, we decided to implement realistic sailing physics from the start. This means the raft interacts with its environment and the waves, adding a huge level of complexity to the game engine. While this has brought some exciting realism, it has also come with challenges, and we're working hard to eliminate the "Flying Raft" bug once and for all very soon. Thank you for your patience as we continue to improve this feature!
  • Fixing long-term issues - We’re also tackling a long-standing problem – the issue of objects dropping underground – and will work hard to finally resolve it.

We’re committed to adding even more depth and excitement to the game with new features:
  • Illness and Cure mechanics - This will bring a new layer of challenge, as players will need to manage health in more complex ways.
  • Sanity mechanic - Get ready for a little extra thrill with the introduction of the Sanity mechanic, which could add a touch of scariness to your adventure.
  • New plant - We’re planning to introduce a new plant with a variety of universal uses, opening up new possibilities for crafting and survival.
  • Expansion of the Buff/Debuff system - The recently introduced Buff/Debuff system will receive a significant expansion, providing more strategic options and gameplay variety.

We have some truly exciting features planned that have the potential to elevate the game to a whole new level. We’re committed to working hard to bring as much of this vision to life as possible.

Thank you!

We’re incredibly grateful for the ongoing support of our community, and we hope you’ll continue to share your ideas, suggestions, and positive energy with us. Together, we can make the game even better. Some of the ideas we’ve already received have been incredibly inspiring, and we’re excited to see them make their way into the game in the future!

Next update
Our next build will be released in March 2025.

Final thoughts
As we continue to grow and improve, we kindly ask that everyone stays respectful, positive, and supportive. We’re all working together to make the game the best it can be, and a friendly, constructive atmosphere helps us move forward. Thank you for your understanding and for being a part of this incredible journey with us!

It’s going to be an exciting year, and we can’t wait to share all of these updates with you!

We wish you a Merry Christmas and a happy New Year!
- Gamers4Gamers Team.
How We Die - Doublsb
Hello,
We’re sharing the details of today’s update.

Game Pack UI/UX Improvements
- Based on survey results, the Game Pack UX has been improved.
- The number of game packs has been reduced to three categories: Classic, Chaos, and Precision.
    - Classic: "Effort." Contains tools and traits requiring buildup to progress.- Chaos: "Luck." Includes tools and traits with unpredictable results influenced by luck.- Precision: "Skill." Features tools and traits that emphasize dice modification and strategic planning, minimizing randomness.

Custom Game Pack Functionality Added
- In addition to the three predefined packs, a new feature allows players to customize their own game packs.
- A custom pack must include a minimum of 60 tools and 30 traits.


New "Prophecy" Themed Tools Added (10)
New "Prophecy" tools, requiring players to declare a sum and use the tool only if the declared sum matches, have been added to the Precision pack.

- Fumble: All dice rolls on the next turn result in the lowest value.
- Super Critical: All dice rolls on the next turn result in the highest value.
- Cassandra: The next attack by this character deals 200% damage.
- Helenus: The next damage this character takes is reduced by 50%.
- Sibyl: This character fully recovers HP.
- Herb: This character recovers HP equal to their dice bonus. The dice bonus is then reset to 0.
- Balamun: Deals 10 damage.
- Calchas: Deals 8 damage to all enemies.
- Pomona: Adds 5 armor to a target character.
- Nostradamus: Deals 15 damage and grants a die with values (1/1/2/2/3/3).


Balance Adjustment
- Combo Suppression Subsystem: Damage is now reset at the start of each round.

Feedback indicated that using diverse deck concepts against the final boss was challenging. One issue identified was the excessive impact of the combo suppression subsystem. Damage now resets at the beginning of each round to better support buildup strategies.


Next Patch Preview
While we had planned to introduce unique boss patterns for each game pack, testing revealed this approach still hindered the creation of diverse deck concepts. Instead, we aim to develop a system that collects data on player strategies during a game and adjusts boss patterns accordingly. Look forward to the next update on December 25.


Thank you!
Dec 22, 2024
Manic Archers - Ancient Most High
  • Quite some graphics and effects were replaced with better animations and images
  • One gameplay change: Players can now again have minus points. This prevents players with 0 points to suicide and get full health with that.
  • Other than that just minor changes and fixes
Dec 22, 2024
呆呆大冒险 - 科多兽
错误修复:
修复了当铁砧公主特技低于25时,火球术依然会消耗25点特技的错误。
修复了孟菲斯托斯战甲不会免疫少女飘摇的杀意和硬化藤蔓之杖的负面效果的错误。

地图与事件:
在刀剑神域事件中,物理疗法失败时现在全体队友会失去100点生命,原为50点。
在街角魔族事件中,归还图腾现在将获得75金,原为50金。现在藏起图腾被蜜柑发现的几率降低了33.3%。
在希望之花事件中,放弃团长现在额外获得幸运之羽。

角色与灵珠:
呆呆:
初始物防提高了3点,物防提高了10%。
闪电强袭的法力消耗由33点上调至35点。
巨化术(Roguelike)现在消耗55点法力,原为消耗60点法力。

萌萌:
暴风雪现在对所有敌人造成法攻*2.3的水属性伤害,原为对所有敌人造成法攻*2.2的水属性伤害。
圣光迸射(Roguelike)现在造成真实伤害,原为法术伤害。

小咸鱼:
初始法力提高了5点。
蝰蛇钉刺现在在12级时习得,原为13级。
瞄准射击现在在15级时习得,原为16级。
快速射击现在对1个敌人造成物攻*3.6的物理伤害,原为对1个敌人造成物攻*3.5的物理伤害。
金灵珠的中门对狙效果现在使小咸鱼每回合产生10点特技,原为每回合产生5点特技。
奇美拉射击(Roguelike)现在消耗40点法力,每支箭对随机敌人造成物攻*2+法攻*4的水属性伤害,释放后使自身永久获得物攻、法攻+1。原为消耗80点法力,每支箭对随机敌人造成物攻*2+法攻*8的水属性伤害,释放后使自身永久获得物攻、法攻+2。
过载模式(Roguelike)现在消耗75点法力,原为消耗80点法力。

铁砧公主:
初始法防提高了2点,法防提高了10%。
火球术现在对1个敌人造成法攻*3的火属性伤害,原为对1个敌人造成法攻*3.3的火属性伤害。
反击风暴现在对所有敌人造成法攻*2.3的木属性伤害,原为对所有敌人造成法攻*2.4的木属性伤害。

敌人与敌群:
小幽灵:
还魂香的掉率提高了100%。

纯爱战神(Roguelike):
纯爱之弓的掉率提高了50%。
经验奖励由100点下调至80点。

牛头人(Roguelike):
牛头人战斧的掉率提高了300%。
经验奖励由200点下调至150点。

二次元岩熔熔(Roguelike):
现在掉落名剑·司马,原为掉落王者之铠。

笨蛋伊蕾娜(Roguelike):
速度由30点下调至20点。
瓦解射线的伤害提高了10%。
魔法剑连击的伤害降低了33.3%。

自闭伊蕾娜(Roguelike):
瓦解射线的伤害提高了10%。
魔法剑连击的伤害降低了33.3%。

贪财伊蕾娜(Roguelike):
瓦解射线的伤害提高了10%。
魔法剑连击的伤害降低了33.3%。

学者伊蕾娜(Roguelike):
瓦解射线的伤害提高了10%。
魔法剑连击的伤害降低了33.3%。

二次元刺客(Roguelike):
弑君的掉率提高了900%。

二次元带熊(Roguelike):
现在掉落五灵玉佩,原为千年灵芝。

屠谕者(Roguelike):
溟痕造成的精神损伤提高了6.7%。
吞噬的伤害提高了11.1%,现在拥有150%吸血,原为拥有75%吸血。

二次元祝融(Roguelike):
现在掉落比兹城区之剑,原为《玲落彼岸樱》。
现在掉落辟火珠,古怪的面具改为由事件掉落。

二次元白虎(Roguelike):
现在掉落《闪电强袭》,古怪的面具改为由事件掉落。

二次元獭老师(Roguelike):
现在掉落魔术靴,古怪的面具改为由事件掉落。

二次元咸鱼之王(Roguelike):
释放普攻的几率提高了100%。
现在掉落火箭靴,原为行军靴。

刺杀兵(Roguelike):
现在有10%几率掉落波波沙冲锋枪。

艾伦野鸽儿(Roguelike):
西部牛仔帽、黯灭披风和火枪鞋的掉率降低了20%。

二次元“造物者”(Roguelike):
现在掉落失乐园,原为禁忌乐章。
现在不再掉落梅肯斯姆。

二次元歪小豆(Roguelike):
现在掉落狂蔓花粉袋+1,原为失乐园。
现在掉落清醒的梦境,原为小熊宝宝。

二次元大螺丝(Roguelike):
现在掉落百炼之盔+1,原为原为阳炎战甲。

二次元羲和(Roguelike):
现在掉落阳炎战甲,原为掉落明月战袍。
现在掉落露娜附魔靴+1,原为掉落毛毛肉。

物品与装备:
少女飘摇的杀意(Roguelike)现在使普攻有12%几率使目标被诅咒,在1回合内失去12%生命。原为使普攻有10%几率使目标被诅咒,在1回合内失去10%生命。
迷你现实撕裂者(Roguelike)现在使物攻+66,原为使物攻+49。
兵团勾爪(Roguelike)现在使速度+45%,原为使速度+60%。
Age of Reforging:The Freelands - Muffin XXL
Age of Reforging: The Freelands v 1.5 Major Update:

Thank you for your continued support and patience, Reforgers! This pleasant Christmas week, Age of Reforging welcomes its biggest (earth-shattering) update ever! Due to the huge content in this update, the following update announcement cannot showcase the full picture of the game. For more content, please explore the game yourself! In addition, after much deliberation, we have also moved the core gameplay of AOR closer to the sandbox genre (such as Battle Brothers, Kenshi, etc.). We believe that this is more fit in line with the core gameplay and will bring a better gaming experience. Currently, since the super-large update has just been released, and because our studio is limited in manpower, we have not been able to conduct sufficient testing. You may still encounter some issues in the game. Please give us some time and patience, and we will fix the issues you have reported as quickly as possible. You can directly send us your feedback via the social media contact information on the main menu of the game(best put feedbacks in Discord). In the mean while, we will be fully committed to updating Age of Reforging more frequently. Thank you![/b
  • Due to the fact that this update has made too many changes to the game itself, the save files of previous versions are no longer usable. Players will need to start the game again. We apologize for any inconvenience caused and will do our best to avoid the same problem in the future. Thank you for your understanding
Core gameplay changes:
The game has changed from a CRPG-like game to one that is more like a sandbox RPG and squad management (e.g. Battle Brother, Kenshi, and Wartales). The original main storyline has been changed to a side story, and players are now not guided by a main storyline. At the same time, the pressure on the characters to survive in the Freelands has increased dramatically, and the difficulty has also increased substantially. Please try hard to find a way out of this cruel world, Reforgers!

Here is an overview of the game updates

New Content:
  • Dashte Desert & Starfall Canyon :
    In the south of the world, two new world regions have been added: the Dashte Desert and the Starfall Canyon. Each of these regions has a main wilderness scenario that provides 5-10 hours of gameplay, with a wealth of side quests, powerful enemies and bosses, and interesting dungeons. In addition, the Deadwind Desert region has many new places to explore: a large town, Saltywoods, a village, two arenas, a bandit camp and several dungeons.

    Dashte Desert:


    Saltywoods:


  • Guild Forces:
    Three new interesting guild forces have been added: the White Steed Order, the Wild Mage and the Green Leaves. You can find the headquarters of these guild force, try to join them, complete their unique quest lines and get rich and unique rewards!


  • New Story Companions:
    Three new story companions have been added, who will join your party after you complete some of the quest lines of the White Steed Order, the Wild Mage Guild, or the Green Leaves Guild.

  • New Scenario:
    A new main-quest-related field scenario has been added to the Orcian Wilderness area, where some interesting quests and NPCs await you to explore.

  • Player's Properties:
    Properties(houses) have been added in Brea, Stables, and Green Town for players to purchase. Once purchased, players can enjoy the functions of taverns and warehouses in their own homes without restrictions.

  • Taverns everywhere:
    We have created a tavern for each of the giant cities on the world map (Golden Harbor, Silverrun, Lone Star City, and Saltywoods ). Players can now enter these tavern scenes, take a break in this temporary haven, feel the warmth of the locals, and occasionally catch a glimpse of these large cities.


  • Travel System:
    Added the ability to travel by horse-drawn carriage to all towns on the world map. You can now travel quickly between neighboring towns by horse-drawn carriage. But be careful, it's still not a foolproof journey, and be prepared for the risk of being robbed by bandits and attacked by monsters. Protect your carriage and driver, or you'll be back to the exhausting journey on foot.


  • NPCs and Gears:
    Added a large number of legendary equipment and special NPCs to the game.

  • New Origin:
    Added a ronin Origin.

  • New Loading Screens:
    Added three new loading screens.


Improvements:
  • Prologue Mission Remade:
    Remade the prologue and refugee mission content to make them more clearly guided.

  • Combat system & Skills Fully Level Up:
    The game's combat system has been rebalanced and optimized to a great extent, dozens of skills have been redesigned, and the special/visual effects of more than a hundred skills have been improved. Due to the huge changes, please forgive us for not being able to go into detail. You can experience these earth-shaking changes for yourself during gameplay.

  • New Dynamic Physics effects:
    New technology has been used to create dynamic physics effects for all the hair and equipment in the game. Movable fabrics now look more fluid, natural, and vivid.

  • UI improves:
    The game's highlight system has been reimplemented using new technology, and the highlight strokes of all interactive objects now look cleaner and more concise.

  • Frame Rates :
    A technical improvement to the terrain has significantly increased the frame rate in many scenes.

  • NPC Loading optimization:
    The character loading logic has been optimized. The loading speed of NPC characters has been improved after entering a scene. You should no longer see characters who are naked when they are first spawned (unless that is how they are designed).

  • Scenarios optimizations:
    Large Scenarios of the game have been optimized centrally, and the frame rate of townscapes such as Brea town and Struip town has now been increased by at least 50%.

  • Blood Visual effects:
    The blood splatter effect in the game has been remade, and we are very happy with the new effect, which we think is more beautiful and natural.


  • Loading Speed improves:
    We have optimized the loading logic for encounter battles on the world map. Now the time spent going back and forth between the world map and the encounter battle scene is greatly reduced.

Bug fixes:
More than 100 side quest bugs have been fixed. Because side quests are designed with more options and freedom, there have been a lot of bugs in the past. Now, based on player feedback and our own testing, we have fixed hundreds of bugs. Since the number is too large and difficult to count, we will give a general introduction here.

A large number of system and UI issues that were already present in the game have been fixed. For example:
  • Fixed the issue where the sound effect would temporarily disappear after a battle.
  • Fixed the issue where the game settings could not be modified on certain language versions of the computer system.
  • Fixed the issue where the game save file would increase abnormally.
  • A large number of other fixes that are too numerous to list.

Another game from our studio, Blackthorn Arena: Reforged, also received a major update and a discount during the Christmas week. If you like Age of Reforging, then you will definitely have fun with Blackthorn Arena!
Imperium - Orb
- Fixed some UI bugs
- Improvements and fixes for tutorial.
ROVA - DeveloperTom1
V0.2.1 Minor Patch Release

Hey all - Tom here!

This is just a quick patch to iron out a few issues with the latest update.

Massive thanks to everyone that made us aware!

Changes listed below:



Changelog

Photography:
[+] Camera angle now correctly resets on Y axis when entering photo mode

Audio:
[+] Ground audio effects no longer play whilst paused

Language Fix:
[+] Removed Localization.

Note: Localization is a work in progress.
Unfortunately, our Localization systems were set to force languages to your PC's region. I've disabled this until it is ready.



Dec 22, 2024
Second Room - luma.engineer.07
New content added
We have added a new content, the game like 8banLike(In Japan, works inspired by "8番出口" are classified in this way).
This is a game where you have to escape from an endless number of rooms by progressing to the correct room!

The previous games are included as legacy versions.
You can continue playing by clicking on the ‘Legacy version’ button in the bottom left corner of the menu screen.

Achievements
Achievements have been added in line with the addition of new content.

Below the Stone - Over9000nukes
A happy holidays to all our depth dwellers! 20% off BELOW THE STONE!!!



This is our last big update of the year, with many new layer 2 additions.





We got plenty for you to dig into, from new enemies to fight, sub-biomes being implemented, new biome hazards such as falling shale rocks and slippery ice, as well as new unique layer 2 structures to explore!

This update was spent adding more content that players have been asking for with layer 2, and there is much more coming your way with our following updates we have planned.





In January, we hope to have a public road map to show what we're planning for our 1.0 release of Below the Stone. We want to make 2025 the big year of Below the Stone! Please join our Discord for more news on this as time goes on.

Alpha 0.8 - Layer 2 Upgrade Update

[New Features]
* Introduced "sub biomes" where a single biome will have other smaller biomes that can generate within it. For this update, the Ice Biome is now a sub-biome of the Arctic biome.
* Added many new static decor objects to many Layer 2 biomes
* Added "ice slick" entity to ice biome. Stepping on it gives you a cartoonish speed boost.
* Added Ice Slime
* Added Ice Bat
* Added Rock Golem
* Added Tiny Little Rat
* Added Goblin (just a basic goblin)
* Added Kamikrazy Goblin (he loves his comically large dynamite)
* Added Baby Radiation Scorpion
* Added stamina regen potion
* Added ore glow potion
* Added "biome welcome ui" that appears when you enter a new biome for the first time. Now you know what they are called!
* Added falling shale hazard to shale biome
* Added the ability to buy back certain items that you lost from your previous death (at goblin trader). This currently does not persist across game sessions.
* Added many new goblin structures to Layer 2 to replace the existing kobold structures on Layer 2.
* Added Stabilizing Crystal item (found in geode biome)
* Added Ectoplasm Crystal item (found in haunted biome)
* Added Ripe Lava Leaf (drops from lava ferns)
* Added Fire Troll Fur (drops from fire troll)
* Added sound that plays when an item drop hits the ground

[Improvements]
* Refactored and Updated character movement (both player and other creatures) to be more realistic. Objects now have proper surface friction when on the ground, and don't when in the air. Due to this, objects now also move slower in water.
* Ice is now slippery
* Fixes+Changes to how knockback is calculated
* Updated radiation crystals to play a low hum when you stand close to them, but they also deal small damage. Highly recommend checking them out.
* Nerfed bone's (skeletons) melee damage from 20 to 15, and ranged damage from 15 to 13. Also slightly buffed the basic goblin enemy, since it is meant to be mostly a Layer 2 creature. This is to help make general combat on Layer 1 more forgiving for new players, we hope.
* Various minor adjustments to the spawn rates of static entities on Layer 2.
* Changed ordering of biomes on Layer 2.
* Various updates to existing Layer 2 static entities
* Lava fern now spawns sparsely in shale biome
* Various improvements to sound
* "Escape Pod Summon" sound now plays positionally in the game's space. So it's generally quieter, and you can hear if the escape zone is to your left or right.
* Very tiny changes to bat ai. They may be less likely to make small flight paths now.
* Small change to Haunted Skull ai to give an opportunity to the player to hit them twice before orbiting again.
[Fixes]
* Fixed tooltips for applied effects
* Fixed some visual issues with some particle effects
* Fixed a bug where players could dash through gate entities in structures, this also means that creatures can't see you through gates as well.
* Fixed unnoticeable error messages that would happen when the player opened the sound settings menu.
* Fixed Haunted Skull journal description being a copy/paste from the small slime.
...