Soulmask - gm5
Hi Chieftains

Happy Chinese New Year! Even if you don't usually celebrate it, you can experience a fun Chinese New Year in Soulmask with our "Happy New Year Update"!



Chinese New Year Celebration Update

Special Furniture: Holiday Table


Not just any table, it's the centerpiece for your Chinese New Year feast! The new "Holiday Gift Table - Spring" is now available in the building menu! It provides comfort, serves traditional Chinese dishes, and periodically refreshes with Chinese New Year gift packs from the East.


Inside you'll find everything you need for Chinese New Year, from recipes for steamed dumplings to festive Chinese New Year decorations! Also check out the signature "New Year's gesture":



Special Items: Lanterns, Chinese New Year Couplets, and Fireworks

What comes to mind when you think of Chinese New Year? Lanterns? String lights? Yummy food?

This update includes more than just ordinary decorations. Alongside festive lanterns and string lights, we’ve added customizable Chinese New Year couplets - perfect for New Year's blessings!


And of course, no Chinese New Year celebration is complete without fireworks! This timeless tradition now comes to Soulmask with the new interactive items, "Firecrackers" and "Fireworks." Just link them up and BOOM! A dazzling fireworks show will light up the sky!




New Mask Skin: Dancing Lion

As a key Chinese New Year tradition, the "Dancing Lion" headwear is a perfect fit for a mask collection. Unlock this skin at the "Mask Decor Table" and embody this ancient divine beast to banish misfortune!




We hope you enjoy this special festival treat! Also, here's a little teaser: a new sale is coming soon, so don’t miss out!

One other thing: Our Discord community is hosting a special event to celebrate the Chinese New Year! Join in here and claim the Black Lion Skin for free! Plus a chance to win the colored version!


Have a good day, This is Maggie. Until next time!
Coloring Game 4 - L. Stotch
Coloring Game: Girls 2 is being released as early as next week.
The game page has been updated with new pictures and a trailer has been added.

https://store.steampowered.com/app/3246900/Coloring_Game_Girls_2/


Let's not forget about the new DLC for CG:5.

https://store.steampowered.com/app/3357190/Coloring_Game_53/
Jan 22
Lyric Video Studio - codematium
- Remove backgrounds from videos and images with RemBg (install & enable it from settings)
- Object detection and motion tracking for videos
- Minor fixes to here and there
Unexplored 2: The Wayfarer's Legacy - jd
We’ve further expanded the training area this week. It is now very close to being finished. So close that we are starting to phase out the old tutorial. New players are now recommended to use the training area over the tutorial available from the menu.

On top of that, we also addressed some balance issues. The rate at which Haven restocks supplies has been diminished a little, and there are new gameplay difficulty settings that allow you fine-tune the available stocks even further. Knowledge points are collected a little slower, and the number of points needed to buy a rumor now depends on the distance of the site to Haven. To compensate you should be able to find more fragmented notes while traveling.

Gameplay Changes
- Adds messages to explain the auto camera and camera presets when you start a run in the tutorial.
- The sparring master directs your attention to the camera.
- Expands the combat section of the training area to include dagger throwing and camera presets.
- The training area in Haven is now the preferred way of learning the game. New players are alerted to this by a message popping up when they want to play the tutorial. Soon the old tutorial will be phased out entirely.
- Adds a warning when you try to leave the temple if you never interacted with the tutorial material.
- Trainers in Haven acknowledge when you have completed your training.
- Adds and improves tutorial messages when you are camping for the first time in the prologue.
- Haven starts with less gear and trinkets in stock. But a new gameplay option allows you to start a world with the previous amount of stocks.
- Reduces the rate at which Haven restocks its supplies. Adds a gameplay option to reduce that rate even further.
- The costs of buying leads with knowledge points varies based on the distance of the site and the distance of the region. With nearby rumors being cheaper than they were before.
- Reduces the knowledge value of commonly found books, maps, and scrolls.
- Increases the chance you can find some fragmented notes in abandoned camps.

Bug Fixes
- When you leave the training area with a tutorial item visibly equipped they stay floating about in the level.
- If you check the box not to repeat a specific gameplay warning, it doesn’t stay checked for other warnings.
Jan 22
Voids Vigil - caiys
//misc changes
- The Passive Items that are unlocked by beating a Rogue Convergence with a specific Class can now also be unlocked for beating a Survival Function.
- Choose Difficulty menu: A blue gem will now show if you've beaten that Difficulty on Nightmare Mode.
- Choose Difficulty menu: When opening the Difficulty Leaderboard menu it will now default to showing Nightmare scores if the menu currently has Nightmare Mode active.
- Choose Difficulty menu: When you select your first weapon it now shows text instructing you to choose a 2nd weapon.
- Campaign Reconnexus: Sectors can now have a Data Dumps special event (the sector starts with 1-3 Data Dump interactables).
- Skullion Sceptre weapon: Its projectiles are now randomly homing.
- Lazumi Missileer enemy: When offscreen they now follow your vertical position (so multiple waves are more of a threat).
- Lazumi Missileer enemy: Its laser now has a sound effect.

//bug fixes
- Choose Difficulty menu: Pressing the Down key when the hovering over the Nightmare Mode icon would cause a crash.
- Status Screen: if you closed the Status Screen whilst viewing the Config screen then the Config screen would remain active.
- Campaign Reconnexus - Map Screen: The sector's Special info could sometimes show the wrong event.
- Campaign Reconnexus: Sectors that start with a special event could spawn interactables in walls (eg Spawn Beacons).
- Errant Knight class: He could be offered Elementless weapons that had an element.
- Barricade Shield passive item: The shield wasn't destroying some explosive enemies (eg Boboom, Plump Nukem).
- Five Finger Function passive item: The Shops weren't always showing the Steal icon correctly.
- Gyronoious enemy: Its balls could spawn onscreen.
Mudborne: Frog Management Sim - ellraiser
Hey friends!

Excited to say that the playtest for Mudborne is launching now on Steam! You can request access over on the the store page here, just scroll down a bit to the "Join the Mudborne Playtest" section and click the big button!
https://store.steampowered.com/app/2355150/Mudborne/
The playtest will unlock starting this weekend <3



This will be a playtest of the full game, limited to the first 3 regions - Spawning Pools, Central Junction, and Kindergarten. If you've played the demo this will still be quite different, as the demo has it's own map.

If you can't wait to play Mudborne this is the time to get a froggy fix!

Why Playtest?
The goal of the playtest is mainly just to see how people find it, both APICO players and new players alike, and check you're all having fun. I have no expectations for anyone who wants to try it out, however there is a feedback form linked in-game that I'd appreciate you filling in when you're done! Any bug reports are also appreciated <3



The playtest is limited to 3 areas and only contains 1/3 of all frogs, mushrooms, and bugs of the full game. I'd say there's maybe 10 hours of content-ish but I genuinely have no clue!

If you want to chat with other players, you can use the new shiny channel "mudborne-playtest" channel in the discord to discuss the playtest and help avoid other players getting spoilers.



It's worth noting that playtest saves will NOT be able to be used in the full game, as like the demo they also have their own map.

When Playtest?
I'll be granting access to anyone waiting in the queue starting this weekend! If you're a streamer or content creator it's okay to make streams/videos, just make sure it's clear to your viewers this is part of the playtest not the final release

If you're still holding out for release to play everything then 1. I applaud your resolve and 2. you won't have to wait too much longer...

Snacktorio - ellraiser
Hey friends!

Excited to say that the playtest for Mudborne is launching now on Steam! You can request access over on the the store page here, just scroll down a bit to the "Join the Mudborne Playtest" section and click the big button!
https://store.steampowered.com/app/2355150/Mudborne/
The playtest will unlock starting this weekend <3



This will be a playtest of the full game, limited to the first 3 regions - Spawning Pools, Central Junction, and Kindergarten. If you've played the demo this will still be quite different, as the demo has it's own map.

If you can't wait to play Mudborne this is the time to get a froggy fix!

Why Playtest?
The goal of the playtest is mainly just to see how people find it, both APICO players and new players alike, and check you're all having fun. I have no expectations for anyone who wants to try it out, however there is a feedback form linked in-game that I'd appreciate you filling in when you're done! Any bug reports are also appreciated <3



The playtest is limited to 3 areas and only contains 1/3 of all frogs, mushrooms, and bugs of the full game. I'd say there's maybe 10 hours of content-ish but I genuinely have no clue!

If you want to chat with other players, you can use the new shiny channel "mudborne-playtest" channel in the discord to discuss the playtest and help avoid other players getting spoilers.



It's worth noting that playtest saves will NOT be able to be used in the full game, as like the demo they also have their own map.

When Playtest?
I'll be granting access to anyone waiting in the queue starting this weekend! If you're a streamer or content creator it's okay to make streams/videos, just make sure it's clear to your viewers this is part of the playtest not the final release

If you're still holding out for release to play everything then 1. I applaud your resolve and 2. you won't have to wait too much longer...

Rift Breach - ellraiser
Hey friends!

Excited to say that the playtest for Mudborne is launching now on Steam! You can request access over on the the store page here, just scroll down a bit to the "Join the Mudborne Playtest" section and click the big button!
https://store.steampowered.com/app/2355150/Mudborne/
The playtest will unlock starting this weekend <3



This will be a playtest of the full game, limited to the first 3 regions - Spawning Pools, Central Junction, and Kindergarten. If you've played the demo this will still be quite different, as the demo has it's own map.

If you can't wait to play Mudborne this is the time to get a froggy fix!

Why Playtest?
The goal of the playtest is mainly just to see how people find it, both APICO players and new players alike, and check you're all having fun. I have no expectations for anyone who wants to try it out, however there is a feedback form linked in-game that I'd appreciate you filling in when you're done! Any bug reports are also appreciated <3



The playtest is limited to 3 areas and only contains 1/3 of all frogs, mushrooms, and bugs of the full game. I'd say there's maybe 10 hours of content-ish but I genuinely have no clue!

If you want to chat with other players, you can use the new shiny channel "mudborne-playtest" channel in the discord to discuss the playtest and help avoid other players getting spoilers.



It's worth noting that playtest saves will NOT be able to be used in the full game, as like the demo they also have their own map.

When Playtest?
I'll be granting access to anyone waiting in the queue starting this weekend! If you're a streamer or content creator it's okay to make streams/videos, just make sure it's clear to your viewers this is part of the playtest not the final release

If you're still holding out for release to play everything then 1. I applaud your resolve and 2. you won't have to wait too much longer...

APICO - ellraiser
Hey friends!

Excited to say that the playtest for Mudborne is launching now on Steam! You can request access over on the the store page here, just scroll down a bit to the "Join the Mudborne Playtest" section and click the big button!
https://store.steampowered.com/app/2355150/Mudborne/
The playtest will unlock starting this weekend <3



This will be a playtest of the full game, limited to the first 3 regions - Spawning Pools, Central Junction, and Kindergarten. If you've played the demo this will still be quite different, as the demo has it's own map.

If you can't wait to play Mudborne this is the time to get a froggy fix!

Why Playtest?
The goal of the playtest is mainly just to see how people find it, both APICO players and new players alike, and check you're all having fun. I have no expectations for anyone who wants to try it out, however there is a feedback form linked in-game that I'd appreciate you filling in when you're done! Any bug reports are also appreciated <3



The playtest is limited to 3 areas and only contains 1/3 of all frogs, mushrooms, and bugs of the full game. I'd say there's maybe 10 hours of content-ish but I genuinely have no clue!

If you want to chat with other players, you can use the new shiny channel "mudborne-playtest" channel in the discord to discuss the playtest and help avoid other players getting spoilers.



It's worth noting that playtest saves will NOT be able to be used in the full game, as like the demo they also have their own map.

When Playtest?
I'll be granting access to anyone waiting in the queue starting this weekend! If you're a streamer or content creator it's okay to make streams/videos, just make sure it's clear to your viewers this is part of the playtest not the final release

If you're still holding out for release to play everything then 1. I applaud your resolve and 2. you won't have to wait too much longer...

EvilPunk - Digivega Studios
Welcome back to EvilPunk development diary!

With realese of 1.4.1 and 1.4.2 updates in previous weeks, we added the close range weapon to the game, which will add innovation to our gameplay, and we fixed many issues and made improvements, including the stutter problem. We also gave a small preview of the Rogue-like mode developments in a Dev Diary #03.

With a few weeks left until the release of our Rogue-like mode, we want to talk about what we have done so far.

Procedural Level Generation

We wanted to make the Roguelike experience different from the current Campaign mode. To do this, we switched to a Procedural Level Generation system instead of pre-made maps, so players would feel different every time they played.

Based on the examples you will see in the pictures, this system will present you with different environmental models and position these environmental models in different ways every time you progress on the map. The objects you can interact with outside and inside these environmental models and enemy spawn locations will also be completely random.

Of course, we will not only use Procedural Level Generation to generate maps where you will fight randomly. It will also be used for special areas that will be included in the Rogue-like mode. We can’t give much information about these special areas at the moment, but you will be able to experience the game mode when it is released!

Rogue-like Mode

As we mentioned before, we gave a small preview of the Roguelike mode developments in Dev Diary #03. We want to offer a completely new experience to those playing Roguelike mode.

For this reason, we started our work with the question of how we can make the campaign and roguelike mode different. We couldn't expect players to feel different just by adding new abilities to the game. Even if we added new abilities, doing the same things on the same maps just a little differently wouldn't offer any experience or improvements. As we mentioned in our previous topic, we switched to Procedural Level Generation for this reason. In addition, we plan to improve our existing enemies and add new enemy variety.

So what are these abilities we just mentioned? As you progress through the maps and complete events on the maps in the roguelike mode, rewards await you at the end of the map. These end-of-map rewards can be random items in the game, money, or skill cards that will add innovation to your gameplay.

You can get these ability cards at certain map ends, as in the example image, or from special areas we mentioned earlier!

We plan to add more variety to your gameplay experience not only with skill cards but also with the Skill Tree and different difficulty modes!

We plan to release it in the 2nd week of February and we invite you to experience this new Rogue-like mode with us!

That’s all for today. See you on the next dev diary!
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