飛天歷險國際中文版(Dream Of Mirror Online) - jesse_hung
各位玩家您好,本週例行性停機時間為1/22(三)09:00~15:00,不便之處敬請見諒,大宇資訊感謝您的支持與配合。
NaturesAscendancy - NextHorizonGames
New Features:

The creature system has been optimized for smoother performance, now designed to work efficiently with systems containing 16GB of RAM. While the old scaling system still applies, it has been modified to prioritize 16GB setups, ensuring the game consumes fewer resources from other applications. This will result in performance improvements in other applications while running the game but not necessarily within the game itself.

Base Building System (Rudimentary):
A rudimentary base building system has been introduced, allowing players to construct and customize basic structures in-game. This is the first step in building a more expansive system in future updates. Players can now activate the Foundation Core, place living compartments, and craft new items to aid in survival and exploration. Expect more improvements and additions to this system in upcoming patches.

New Crash Site:
A new crash site has been added, filled with mysteries, hidden resources, and challenges. It serves as the perfect setting for players to test their new base building abilities and uncover further secrets of the alien world.

Bug Fixes & Improvements:

Save File Corruption Prevention:
Save file corruption that caused crashes in previous versions has been addressed. We’ve introduced new error-handling mechanisms to prevent faulty data from being saved, reducing the likelihood of crashes during save/load operations. We recommend saving and loading frequently to help mitigate any edge-case issues.

Creature System Bug Fixes:
Fixed several bugs related to creature spawning, AI behavior, and interaction with the environment. Creatures should now appear and behave more predictably during gameplay.
Book of Yog Idle RPG - qihesee
Dear Commander:
We plan to start update maintenance on 15:00, January 22 (UTC+8). The maintenance is expected to take 120 - 240 minutes.
*Please pay attention to the community and in-game rolling announcements for specific times.

After the maintenance, please update the client to the latest version before start the game.

During the maintenance, the players will be forcibly disconnected and unable to login. Please logout before the maintenance to avoid any data loss.

The following is the introduction of update contents:


【New Blackguard】
<New SP Physical Type Striker Blackguard> - Jadeform Immortal, Ruo


【New Skin】
New Jadeform Immortal, Ruo 's skin: " Emerald Poesy " for sale in the Mall


【New Limited-time Optional SP Pool】

New Limited-time SP Pool Duration: After Update ~ 2025-02-19 12:00

Rules:
1. Players can pick one of the SP Blackguards to summon from the following Blackguards: [Coltish Artillerist], [Legendary Dragon], [Foxy Archduchess], [Coffin Morrigan], [Thorny Bramble], [Centaur Minerva], [Schneemond Princess], [Shadowy Mirage], [Nirvana Ignis], [Judgement Hammer], [Lady Swan Lake], [Shamneko in Night] , [Blooming Ink Deer] or [Marine Rime].
2. The picked SP Blackguard can be freely replaced with other available SP Blackguards before being summoned, and the guaranteed number of summons will be retained.
3. After the picked SP Blackguard is summoned, it cannot be replaced with other available SP Blackguards.


【Guild Ascension Adjustment】
To celebrate the arrival of the Snake Year Spring Festival, the consumption for resetting the guild's ascension skills will be cancelled.
Duration: After Update ~ 2025-02-12


【New Limited-time Story Event】

Event:【Homeward long night】(Duration: after update ~ February. 19, 2025)

Time's wheel turns, yet we abide. Let's make a wish In this fair scene.

Welcome to participate in the Spring Festival limited-time story event [Homeward long night]. By participating in the event, you can earn currency as rewards. The currency can be used to strengthen characters in the event, and the rewards obtained during the event can be exchanged for various spoils in the [Homeward long night shop].


【Journey Story】
New stages, " Bright Etoile " and " Sweet Slumber ", have been added to Blacktide Difficulty 3. The "Handguard" dropped from these stages may have the "Tradeable" attribute, allowing it to be sold in the upcoming auction house system once implemented.


【New Function】

【Rest Time】
Welcome to enter the room and interact intimately with Kashinfuu.

【Memory Gallery】
Once "Jadeform Immortal - Ruo" or "Flicker Pierce - Kashinfuu" reachs Sanguine Lv.2, you can access the "Memory Gallery" to relive cherished memories with your favorite Black Guards, by clicking the photo frame icon in the lower-left corner of Home, or through the main interface via the Hero > Gallery. (More Black Guards will be added in the future)

【Bounties Bonus Update】
<Limit-time Bounties Bonus Event>
Duration: After Update ~ 2025-2-26 12:00
Complete event requirements of Bounties Event, obtain Ruo's Back Skin and more rewards!


【New Gears】

【New Casting Gears】
Added the following exclusive casting gear for the Blackguards. The casting formula price is Black tide Medal x50
Seraphia: Brilliant Stars


【Academy Cup S17 Season】

Season duration: February 01, 2025 ~ February 28, 2025
Participating in the Academy Cup competition, the top-ranked commanders will obtain the following rewards:
Exclusive Avatar Frame: Cloud Brocade: Ink Mist, Cloud Brocade: Wildflower, Cloud Brocade: Drift, Cloud Brocade: Wind
Exclusive Title: Immortal Gaze


【Everwinter Land】

[Everwinter Land] Season 41 and 42 is about to start. Due to the blessing of Physics, Physical type heroes will enjoy additional combat ability improvements in the battle of [Everwinter Land].


【Events】

< Spring Festival Loot Event >
During the event period, consuming FP will have chance to drop Event items: [Spring Festival Lucky Bag] and [Serpentine Jade], open to obtain modification stones, AP and other massive item reward

Event Duration: After Update ~ February 26th 12:00

< Ruo's weapon Skin Lottery Event>
Duration: After Update ~ 2025-02-25 12:00
Introduction: Consume Emblem of <Lucky Charm> in the Lottery Event, commander has a chance to obtain Ruo's weapon Skin - < Greenthorn Wyrm > and other rich prize.

< Nyanko's weapon Skin Lottery Event>
Duration: After update ~ 2025-02-25 12:00
Introduction: Consume <Emblem of Luck Essence> in the Lottery Event, commander has a chance to obtain Nyanko's weapon Skin - < Hannya Killer > and other rich prize.

< Lunar New Year's Eve Welfare Code >

You can get [Sanguine Stones X 888; Gold X 88,888] from the code

Code: HappyNY2025
Duration 01.28~02.03

<8 Days Spring Festival Sign-in>

[Year of Blessed Fortune]
Qualification Activation: 2025-01-28 ~ 2025-02-04, After activation, the sign-in event will end on 2025-02-11.

Day1: Auspicious Snake
Day2: Sanguine Stones *300
Day3: Sanguine Stones *300
Day4: Sanguine Stones *300
Day5: Sanguine Stones *300
Day6: Sanguine Stones *300
Day7: Sanguine Stones *300
Day8: Certain Wins


<Nora's Workshop>

Event Rule
Use stones in the workshop to obtain score, Get up to 6 rounds of rewards provided by Nora
Different Modification Stone will provide different amount of points
Accumulative point reward can be obtained up to 6 rounds

Expected Event Duration
2025-02-01 ~ 2025-02-28 12:00

<Sanguine Rites>

Event Rule
Duration the Event, every【Sanguine Summon】will gain point, accumulate point to obtain massive pts reward. Event reward can be claimed up to 6 rounds
This event will have server/Cross server ranking, and will provide related ranking reward(The Heart of Summon leaderboard will be replaced)

Expected Event Duration
After Update ~ 2025-02-12 12:00

< The Sakura Season I >

Event Rule
During the Event, consume FP will have chance to drop event coin「Sakura Emblem」. 「Sakura Emblem」can be used to exchange various reward on event shop

Expected Event Duration
2025-02-01 8:00 ~ 2025-02-07 12:00

<Blaze the Trail>

Event Rule
During the event period, every 1 FP commander consume will gain 1 event point, accumulate point to certain amount will gain stage reward, there will be 7 stage, up to 6 rounds
Single-server and Cross-server leaderboard will be set on this event

Expected Event Duration
2025-02-01 08:00 - 2025-02-07 12:00

<Fusion Miracle>

Event Rule
During the Event, players can obtain massive Warp Scroll, Alchemical Dust, SS blackguard and precious Coin as reward by completing a serial of modification stone fusion task

Expected Event Duration
2025-02-08 8:00 ~ 02-14 12:00

<Altar Ceremony>

Event Rule
During the event period, finish serial task to obtain massive reward, extra reward will be provided after finish all tasks

Expected Event Duration
2025-02-08 8:00 ~ 2025-02-14 12:00

<Blacktide Frontline>

Blacktide Frontline is a limited-time trial. During the Event period, The commander has to challenge boss with 4 blackguards with self-decided difficulty

Event Rule
The boss has a specific weakness which appropriate Blackguard can take advantage of
The challenge of all difficulties cost 100 AP
The trial is limited to 180 sec. If whole team faints in battle or exceed the time, challenge fails
If kill the leader within the time limit, commander will win score and drop rewards from boss
The more bonus drops will be given at higher difficulties, massive modification stone will be awarded.
Each difficulty has its own leaderboard and will provide ranking reward(Each leaderboard will have level limit, the rule is similar to Primeval Gate Leaderboard)During this round, there will also be cross-server leaderboard
There is also score for each participation. Bonus rewards and score ranking rewards will be given based on the accumulated score, including modification stone, SS blackguard Shard and precious coin

Expected Event Duration
2025-02-08 8:00 - 2025-02-14 12:00

<Preview>
To celebrate the arrival of the Snake Year Spring Festival, the double rewards for Sanguine Stone purchasing in the Mall-Diamonds will be reset in the late January update.


【BUG Fixes and Other Optimization】
Rune and Equipment System Optimization
•Improved the visual performance of Rune plate and its modification features.
•Added "Rune Plan" which functions the same as "Equipment Plan"
•Introduced a copy feature for Rune Plan and Equipment Plan, allowing commanders to copy build from other plans into the current one.
Optimized the description of [Mould]s, added BlackGuards' names for exclusive casting weapons.


War of the Three Kingdoms - panliyan
蛇舞迎新春,神威佑福安。「神武」系列玩家共创神将·神庞统与「威」系列新武将·威孙权齐聚春节,神庞统蛇年限定、张瑾云剪纸限定、甘&糜夫人传说等高品质皮肤同步上线。





春节特惠商品限时秒杀,前所未有!

7日活跃免费领取曹休传说皮肤,福利加码!

另外除夕定时开启全服福利雨,共计三十位强力武将进入奖池,更有机会获得神马超、神张飞、谋司马懿、谋贾诩等千元武将,千万不要错过!

从1月22日开始,每天都有精彩内容,查看以下长图即可知晓~



《三国杀》将与主公共贺新春!愿主公蛇跻新程,幸福安康!
Vampire Syndicate: Gangs of MoonFall - manlymousedan
Hi everyone!

The basics of the combat system are finished and working, so I'm currently recording a video update to talk about combat in much more detail.

Highlights:

  • A first look at the system and its placeholder UI (being a placeholder, it's not pretty)
  • Large units (much larger than a normal human) will be in the game
  • A discussion of how accuracy works (there will be seperate melee and ranged accuracy, as well as melee and ranged evasion)
  • And much more!

Thank you and looking forward to your thoughts,
Party Words - Kelsam

Hey Party People!

First off, big thanks to everyone who has supported our projects!

Since Party Words is a multiplayer-only game we've decided to offer it for free to everyone to make it easier to play with your friends regardless of what platform they're using :) We've removed the ads from the mobile version so it's Free to Play for them too.

We've also made some updates to help make the game easier to understand for new (or returning) players! All the rules have been revamped, joined players see better directions on the Room screen, and everyone gets a short description of the game mode before each round.

The other big change you may notice is that now Categories is available as a standard deck so you can play your own version of Pyramid! Hopefully your friends do better than Joey ;P



Thanks for playing our games!
- Kelsam
Jan 21
Five Nights At PT's Remastered Playtest - APTStudios
-fixed bug where you could spam doors and lights to drain power
-added new warning screen
-added escape ability by pressing esc
-sound balancing
-fixed bug where derek does move back after being stopped

-apt
Hunter Moonstrike : Ai NPCs version - radinmedia

In Hunter Moonstrike, NPCs aren’t just characters—they’re survivors with rich backstories and diverse experiences. And just like the real world, not everyone speaks the same language!

Our AI-powered NPCs can communicate in multiple languages, reflecting their unique origins and past lives. Whether you're exploring the dangerous jungle or seeking allies for your survival, their linguistic skills might surprise you.

🗣️ Here’s what to expect:
  • All NPCs speak English, but some are fluent in other languages like German, Russian, Persian, Arabic, Italian, Spanish, French, and more!
  • Conversations aren’t just scripted—they adapt based on who you are and how you interact.
  • Some survivors may open up more if you speak their native tongue. 🌟
  • Imagine: You meet a wary traveler in the jungle. Will they respond differently in German? Can a shared language build trust and uncover their secrets?

🔥 Add Hunter Moonstrike to your Steam Wishlist today and prepare to experience a survival game like no other this January 2025!
Innkeep - Beer Drinking Burke


Greetings everybody! It’s January, and we’ve been back to work on Innkeep for a couple of weeks already. In fact, a few core gameplay systems have recently firmed up through further prototyping, and I thought it would be nice to share some details about them.

In Innkeep, the fantasy of being an innkeeper has a few different components. Yes, you’re serving food and drink, cooking, putting more wood on the fire, bustling about. But it’s also a game about listening in on conversations, and about talking to people, trying to set them at ease so that you can wheedle more information out of them. That’s something I’ve been firm on from very early on. What I wasn’t entirely sure of for quite some time was just how conversations and charming could be implemented. I definitely had a general direction I wanted to go in. But it needed to meet several requirements…

Paused, Time Sensitive, and Unfolding

First, as I wrote in this old article on how dialogue might work in Innkeep, I wanted RPG style paused dialogue, where you can take your time to read fairly lengthy strings of text. This is because Innkeep is a game about living in a particular world, encountering the other people who live within it. The guests are unique characters with their own particular backgrounds and stories to share.

Another core element of the Innkeep gameplay loop is that your time is limited. Limited time means that you must be selective about who you eavesdrop on, who you spy on, who you talk to, etc. The basic idea informing this limitation is called “content as reward”. Your experience of the game might be quite different to somebody else’s, depending on how you develop your character, what conversation choices you make, etc. So, while the conversation system needs to pause for player comfort, it still needs to be time sensitive in some manner.

On top of this, we also want conversation options to be uncovered gradually, rather than available all at once. As the player spies on their guests, eavesdrops on their conversations, or smooth-talks them, they can discover entirely new topics to talk to them about. Sometimes these topics might even be secrets that a guest is actively hiding from the player!

In summary, we needed a system that allowed for paused dialogue, yet was time sensitive, and would allow for the gradual unfolding of new discoveries and conversation topics.



Enter, Storylets

A starting point that we have stuck with is the master’s book, a UI element in the form of a journal, where we may access information about our guests. But this was only part of the puzzle. Something else needed was a way to organize conversation options, and present them in a manner that allowed for maximum narrative freedom, while still also providing a sense of ‘mechanics’ for the player to get to grips with, encouraging intentional play. The answer was ultimately a version of something outlined in Emily Short’s blog, particularly her writing on a concept she refers to as “Storylets”.

Storylets are an amount of content (like a paragraph of text, or a few lines of dialogue), which are accessible on the basis of certain prerequisites, and have certain results. These prerequisites are expressed as states, like “Stranger”, “Comfortable”, or “Likes Cats”. Thus, they are “qualitative” states. Importantly, the player is generally made aware of what those states are, and often of what states might be needed in order to do something.

For example, imagine a character who has committed a terrible crime (content), but they aren’t comfortable speaking about it while sober (thus the prerequisite here is “drunk”). If we serve the guest some strong spirits, making them “drunk”, we now have access to the storylet content by speaking with them about it. After hearing that content, we have the result, which is that we now know this crime (which can now even become a prerequisite for some other storylet!)

A key aspect of storylets is that what is visible / accessible to the player can be pruned on the basis of prerequisites being met. For example, in Sunless Sea, a certain location like London might contain hundreds of possible storylets. However, the player can only see those that are very important, or actually have their prerequisites already met. This is referred to as “narrative deck building.”



Some of the Strengths of Storylets

After exploring the system and how it works, we quickly realized that it would be a great fit for Innkeep. There are a number of benefits.

  • Conversations can feel natural, and grounded, and unique. Instead of approaching a character, looking at your list of charms, and trying option 5, you are presented with a number of choices that are influenced by what you have already learned, what your skills are, the state of the guest, your own state as the player, etc.

  • Storylets use content effectively. Although on the one hand we want to write a reasonable amount of (concise) content for each guest, this system avoids a situation where a large number of possible dialogue options need to be written, simply because a player might ask a guest about X.

  • Storylets are suitable for sleuthing gameplay. For example, with the earlier example of the guest who committed a terrible crime, it might be that we learn we can get him to speak while drunk if we first speak with a friend at the same table. Multiple ways of learning such facts can be provided, acting as breadcrumbs for the player.



  • Storylets can let the player develop their character, and be expressive. After all, we can track values not only for guests, but for the player. This includes ‘skills’ in the sense of ‘being versed in a certain conversation topic’, ‘having a dirty mind’, etc.
  • Storylets can support intentional play. Tool-tips can be used to show what conditions have been met, leading to a dialogue option being unlocked. Showing some of the mechanics in this way helps the player engage with the system proactively.
  • Storylets let us craft little qualitative narrative questlines / narrative arcs for every guest. Rather than guests merely having some explicit “trust” score that we want to get high enough, we can imagine also having different possible emotional states we might want to push a guest towards, in order to reveal their secrets.
  • Storylets allow for dynamic eavesdropping. For example, our conversation with a guest might make them feel sad. This state opens up the possibility that a special conversation may take place at that table, where someone might tell them a joke to cheer them up (which we can then eavesdrop on).
  • Storylets can account for guest comfort, without a numerical value. Guests can check to see if they are warm, well fed, and have enough to drink, and can be given appropriate values, such as “comfortable”.



(We’ve also been working on a new font. It’s still a work in progress, but coming along quite nicely!)

In Summary

Alongside the above listed benefits, a storylet approach fits with the way that time is used in game to prioritize player action. As engaging with each storylet advances time, the player is motivated to discover high quality storylets if possible.

For Sunless Sea, the ship-based travel to different locations is the connective tissue for these little story elements. For Innkeep, we have the passing of time in a single location, where there are multiple possible modes for acquiring new game states (clues from spying, or eavesdropping, or conversations). The situation continues to change in a way that is dynamic and interactive, but also from a systems perspective in a way that is relatively simple.

We’ve already got this new system up and running in Innkeep, and it’s feeling like a great fit. Going forward, we will gradually iterate on the different related systems (such as how tooltips are displayed, etc.), while writing out content and integrating it with the 3rd party narrative software that we have hooked up to GameMaker.

Very much looking forward to sharing more about it over the course of this year. Maybe even in the form of a dev diary video. 🙂

Best,

– Daniel

[[url=https://bsky.app/profile/innkeep.bsky.social]Follow me on Bluesky[/url]] [[url=https://discord.gg/q5nyWXRmqU]Join the Discord Channel[/url]]


(On the road to the Weary Pilgrim. Five of the six gods of Cirrhul. )
Magicraft - BONE8
Magicraft Developer Log 10

Dear great magicians, hello~
When the official version was released, we announced we would continue developing it. On the one hand, we will produce the content and ideas that have been determined, and on the other hand, we will organize and discuss the feedback we collected, and optimize and update the content.
So in this developer log, we will focus on introducing the new content and optimization we have made in 1.1 version, please see the introduction~

Development of new content
After 1.0 version, we still haven't stopped developing spells, relics, and other content.
During this period, we have developed 7 new spells, 6 relics, and 6 new wands. After the official launch of version 1.1, hope that the great magicians can experience more~

New monsters
There are 9 new monsters in 1.1 version that will meet the great magicians.
First, here is the new elite monster in Chapter 5: Worm Nest Overlord.



But before encountering the Worm Nest Overlord, you need to pass the test of the "followers" of it~



In addition to the above 5 monsters, we also found a new species, the Skeleton, in Chapter 2 - Eternal Fortress.




New Spells
To ensure that the great magicians are fresh about the new content, this introduction still selects some representative spells
Spell ①: Summoning
Yes, we have made a new summoning spell after the Giant Troll. According to the news from our hero, he realized this spell was based on the skills of the new elite monsters in the Ancient Throne.
Spell ②: Unique
We have added some unique spells in the 1.0 version, hoping that everyone can use these spells to develop more interesting builds. Through the subsequent situation of everyone's clearance, we noticed that these unique spells are indeed helpfuland provide more ideas for everyone. So in the update of 1.1 version, there are also new unique spells waiting for the great magicians' wonderful ideas.
At the same time, we'd like to explain again how to obtain this type of unique spell:
Unlock the Carrion Eater through research at Lien. After unlocking it, you will have a chance to encounter a group of Carrion Eater in Chapter 3. Throw away an useless spell next to the Abyss. After Carrion Eater collects it, a random unique spell will be returned.



Spells ③: Passive Spells
We have also added the Boundary Stone spells in 1.0 version, hoping that you can expand moe charging builds by freely changing the back slot. However, we found that players seemed to be limited by the lack of charging efficiency. As such, there will be a new spell in this update that can solve this problem.




We hope that the birth of these relics in 1.1 version can help everyone build their builds faster when challenging higher level of difficulty. Therefore, their effects are all related to the increase in benefits (which means they will be rarer). But don't worry, the harder they are to obtain, the greater the benefits.



In addition, we also made two new relic functions based on the suggestions from players.
Function ①: Series relic effect
To make relics more interactive, we have unified the classification of all relics. There are currently 5 series of relics and several other scattered relics. After this update, players will get extra benefits if they collect any series of relics in the same round.



Function ②: Hide/display the single relic
In the previous version, only Hunter's Talisman and Close Observations can be turned off, but we have also received suggestions for other relics to be turned off at will. Therefore, we tried to implement this function in this update. Once 1.1 version is launched, you will be able to close or display the single relic by clicking the icon of the list of relics on the right.





New set
During the development of the game, we realized that, no matter how new spells or relics are added, different builds are derived only through different spells. So, can we design some new content to promote the birth of a new build whose core is not dependent on spells? After continuous design rejection, this set was finally born.



【Optimize the game experience】
After the 1.0 version, we once again collected and sorted out everyone's suggestions. After many discussions, we determined the production of the following content. These optimizations can be experienced in 1.1 version~



New research function: Damage statistics
At first, we received feedback that they wanted to check the damage caused by each spell in the final summary. However, after discussion, we decided to apply this function directly to the entire round. After the 1.1 version update, you will be able to unlock this function through research and check your current spell damage and total damage at any time during the game.

New research function: summon remover
Regarding the summons, we also received some high-volume feedback. For example, when there are too many summons, the game will be stuck and you cannot enter the next room, and even you cannot find the drops. Therefore, we made a summon remover. When you encounter the above troubles, you can remove them with one click.

New research function: recycler
Through observation, we found that although the number of spell bans has increased, some great magicians still find it difficult to successfully achieve the build they envisioned during the adventure, especially since we are constantly developing new spells. Therefore, we have specially created a recycling function in this update. When the great magicians reach the fourth chapter, you can convert the spells, relics, and potions that you don’t need into gold coins through the recycling device to help everyone better complete builds.

New function of the training ground: Relic selection
The addition of relics selection in the training ground is also one of the most popular functions since the game was launched. We have specially developed it this time. In the future, you can better develop and study your builds in the training ground~




【Subsequent plans】
We will continue to develop new content and functions continue to enhance the optimization of the game, and strive for the smoothness of the barrage of Magic Craft, which can be better and better.
In more than one year of companionship with the great magicians, I believe that everyone can also feel our concern and attention to player suggestions. We will try our best to meet everyone's new expectations for the game within our capabilities. Therefore, we hope that all great magicians can experience 1.1 version more after it is launched, and give us more suggestions and feedback.
After the development of the content is completed, we will enter the planning and development of new content such as endless mode. Hope greay magicians can give us more time.

Well, this is the end of developer log! If you have any suggestions, you can put them in the comment section, or you can go to our official Discord community!
We are waiting for your joining~
Discord: https://discord.com/invite/magicraft-1029926808516309093
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