Angry Video Game Nerd I & II Deluxe - Retroware_GDW
The Angry Video Game Nerd is back in an all-new 8-bit adventure! Working alongside Mega Cat Studios--developers of Five Nights at Freddy's: Into the Pit--Retroware is proud to announce its newest AVGN title: AVGN 8-bit!
This time, it's not about fighting through someone else's shitty game, or dealing with an annoying rabbit--this time, it's about purging a corrupted monstrosity from wreaking havoc across the digital world!
Set across multiple, authentically 8-bit levels, players will encounter monsters, ghouls, robo-skeletons and more as they traverse through nonlinear environments.
With enemies and familiar bosses taking on forms from the AVGN universe, The Nerd must battle against revamped versions of his past foes!
And to top it off, Retroware has partnered with Limited Run Games to release the game in physical editions for every console—including on the Nintendo Entertainment System (NES) as a cartridge! More info on these at a later date!
So get ready to bring back the ULTIMATE NERD RAGE in AVGN 8-bit, releasing 2025 for all platforms—and the NES! Wishlist the game now!
Fixed a bug where enemies would spawn in laying down
Fixed a bug where enemies would die in other rooms after the boss was killed
Fully upgraded items in the store are now selectable, but will have a yellow glow around them. This is to allow the player to see what he gained from upgrading.
Added a death effect to the game so it's less jarring.
Fixed a bug where one room contained an unintended secret passage
Players will now pick up health potions if they use a potion while on top of the collectable potion.
You can now build your class with equipment and perks, click and drag to equip, click to un-equip.
Previously made characters will not be used anymore, but some models and codes will be used
Graphics are mainly placeholder
Mech mode put to rest for awhile
Cosmetics will come to this newly made design (no transactions (ever))
New map Added: Tranwreck
There are plans for a total rework of the menus, their UI is insatisfactory and don't reflect the current present characters
##### More updates to come, if all goes well I'll try making simple bots. I believe we have some good modules, just gotta get some more out there and their equipment icons, also new maps and gamemodes are the intention, but I gotta get better at making them, use blender more for terrain making. #####
The digital art book and digital mini-soundtrack (henceforth referred to as “this content”) included in the FINAL FANTASY VII REBIRTH Digital Deluxe Edition, the FINAL FANTASY VII REMAKE & REBIRTH Digital Deluxe Twin Pack and the FINAL FANTASY VII REBIRTH Digital Deluxe Edition Upgrade can be viewed using the Square Enix Digital Content Viewer. *The Square Enix Digital Content Viewer is a digital content viewing service provided by Square Enix. It can be used to view digital content from Square Enix products, such as digital art books and digital soundtracks.
The Square Enix Digital Content Viewer can be used on a PC web browser. It can be accessed from the URL below. https://d-viewer.square-enix.com/
It is also possible to access the viewer using the following steps.
Right click on FINAL FANTASY VII REBIRTH in your Steam library and select “Properties”.
In the “Properties” window, open “Installed files” tab and click on “Browse”.
Run the “SQEXDigitalContentViewer.bat” file found in the “OSTAndArtBook” folder.
*Logging on to the platform account that the content was purchased on is required In order to view it. *Data transmission costs incurred when using this service are to be borne by the customer.
■Languages supported by the Square Enix Digital Content Viewer ・Interface: Japanese, English, French, German, Italian, Spanish, Traditional Chinese, Simplified Chinese and Korean
■Languages supported by the digital art book and digital mini-soundtrack ・Interface: Japanese, English
We are excited to be side by side with a fun game like Duck Detective: The Secret Salami. A big thank you to the HAPPY BROCCOLI team for being so friendly and cool!
On a different note, we have another piece of news we'd like to share today. Do any of you have friends who play with the ducks on console? If so, you can officially make yourself the bearer of great news:
the DLC known as So Many Ducks is out on all consoles from today!
Hello, brave Royal Warriors! We're taking the game to the next level! With this update, we've revamped the campaign menu, headquarters, and in-game interface. Plus, we've enhanced the gameplay style, allowing you to build your own deck to fend off enemies like never before!
- Nuovo sistema di animazione dinamico - Nuovo sistema di combo e moveset - Aggiunti nuovi incantesimi - Ripristinato sistema status malevoli - Aggiunta barra HP ai nemici - Fix comportamento incantesimi caricati - Nuovo look per la schermata di selezione grimori - Aggiunti danni AOE (fuoco e nube velenosa) - Aggiunti oggetti fisici interagibili - I nemici si girano verso la direzione del danno ricevuto - Fix chiusura finestra Talk - Fix loop infinito nella schermata gameover, adesso si va K.O. e si viene trasportati al camper - Fix transizioni da e verso la mappa - I goblin diventano ostili solo se vengono attaccati - Ridotto mondo di gioco per avere solo i livelli in fase di test e non quelli ancora da iniziare - Espansa mappa iniziale ed aggiunto tutorial - Aggiunto qualcosa sopra la luna di gs_moonlit_station... - Bugfix generali
This is actually a huge update, but you probably won't notice it. There's this thing I estimated to finish in 5 days, but it took 3 weeks instead. There is not much exciting about it, but it had to be done for years.
I know most players didn't read my bug reporting instruction and don't know why those mysterious white lines appear in their towns, so I'll explain a bit. The game fundamentally relies on pathfinding: every action takes place on a specific location. So before anything can be done some citizen must take a walk from wherever he/she is (which can be at home, on the previous job site, on the way to the bench or whatever) to that specific point. It may sound simple but in Ostriv it isn't. Since the player is not forced to "build dirt roads" connecting everything, anything can be built anywhere and anyone can be anywhere at that moment. And that includes cases like this:
There is no right way to walk to that platform and obviously the pathfinding system fails in this case, which it indicates by displaying a white line from the start to the end of the path we were trying to find. Citizens were either teleported or became stuck in place when this happened.
I added these lines as a temporary debug tool to see all possible path blocking cases, but the final solution was delayed for so long they've become a meme in the community. But 2025 is the year we're getting rid of them once and for all.
I needed to cover all possible situations and prevent the player from blocking entrances. So I tested different solutions but the only one covering all cases was to calculate the path from the spawn node on the edge of the map to every entrance of every building (some have more than one, like rowhouses or benches). It was also required to simulate all buildings currently being constructed as finished ones, so when they finish they won't block anything and won't be blocked themselves. So now each time when you place a building, the game will briefly enter verification mode for that building and than switch to construction or a fail state.
In this case you will need to choose another location for this building. If you click on a failed building you can see which are the entrances it is blocking:
And then there are trees, which normally don't even have navigational nodes unless someone is trying to chop them down. Previously the foresters could go for a tree which is blocked in-between buildings or fences. Now the game should handle such cases with dignity. You won't be able to manually mark a tree for chopping if it's inaccessible:
Also when routinely chopping down nearby trees, the foresters will skip those with no path to them:
The same should apply to thatchery workers who are looking for nearby reeds.
Ok, now you may say you have seen those lines when the path is clearly not blocked. Yes, there were some actual pathfinding bugs which are now (hopefully) fixed in this update, but also the navigation mesh is not exactly in sync with the visuals. This is done to stop your people from skipping through the buildings corners or walking trough very thin cracks between buildings. Now with the new verification process all the cases related to this should be covered as well.
I'm not disabling the white lines just yet, so we can find any stray edge cases I may have missed, so please send reports if you see any. Also if you have blocked buildings in your previous saves, you may need to unblock them (demolish the blocking buildings) before you can build anything. Further blocking should then be prevented by the new system.
Now to the stuff you really care about. Due to my previously mentioned miscalculation, Alpha 6 is now unfortunately delaying into around mid or late February. As a consolation, take a peek at this nice new building coming in Alpha 6, which is probably not a bakery:
Meanwhile the full list of stuff in the current update:
Added/changed:
Added a complex system to prevent navigational issues
Increased font size in population/economy pop-ups
Added some tips in vacant taverns and barber surgeries
Increased font size in building placement tooltips
Edited some help pages
Added a help page for shoemaker's workshop
Tailors and Shoemakers will now use threads as a raw material
Slightly optimized node graph rebuild after demolishing buildings
Added a tip to prioritize clay pit construction in the game start
Increased maximum logs per forestry from 18 to 20
Starting camp storage now has 10 fishing nets
Fixed:
Crash related to carpentry
White lines around forestry in recent updates
Hay spoilage on dryers during winter didn't record in stats
Windmill didn't have construction graph in properties
Some boat orders being stuck
A weird crash in a very weird case
"Family out of water" notifications could be too dramatic sometimes
Fishing nets appeared from nowhere
A random crash when loading the game after using some overlays