Letalis - Meltorefas

What's New?
  • Letalis TEAM UI update with improved options for reading descriptions and navigating through equipment - including the option to filter by weapon type. We still have some details to polish, like swapping Letalis, but we didn’t want to delay this any longer.
    There is a slot reserved for the next update, where you’ll be able to equip Letalis with an item for additional bonus effects.
  • Houses are now open to explore on Eastern Island. It isn’t much, but both locations hint at new features yet to come.
  • Fangstorm should no longer present any issues when joining the party.
  • We’ve started working on improving the dialogue system to include multiple languages.
  • Minor fixes based on community feedback have been implemented.
Known Issues
  • Windowed Mode Issue: Switching to Windowed mode causes the game to change the camera zoom.
  • Steam Deck Issue: Sidebar isn’t fully visible on the Steam Deck
  • Highland Ship Bug: Displays incorrect travel animations
  • Directional Bug: Player occasionally faces the wrong direction after entering a location
  • Transition Bug: When switching scenes, the player flashes one time in the dark during the transition
  • Transition Screen Issue: Screens turn white instead of black during transitions
  • Boulder Relocation: Boulders visibly move when exiting a location
  • Caps Malfunction: Limits for game time, crowns, and items are not working properly
  • Achievements and Medals: Some are still missing in the game, including the new Stonehead one (sorry)
Чумби Playtest - SASHA JEAN GREY
Обновление 54
Feb 8
Device Doctor Simulator 2024 - JustWatch™
🆕 What's New:

  • Bug Reporting System Added: You can now report any issues directly from the in-game menu. This will help us identify and fix bugs more efficiently, ensuring a smoother experience for everyone. 🛠️
Cosmic Construct - SoaringMoon
Now ends the 13th development week for Cosmic Construct. As usual, a callout to the bluesky account where I post more regular updates on development. If you are reading this and haven't wishlisted the game on steam, you should.

In these weekly devlog posts, I cover the development goals set at the end of the previous week. Then reflect on what work was actually done.

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Prepare for the demo release. (priority task)

This week was a big step forward for getting the game out for a larger audience. It might even be the reason you are reading this post now. The steam demo has so far been a great success, and is in more than 500 user's libraries after being available for only 36 hours.

To get ready for the demo, more rounds of testing and bug fixes for new crafting recipes needed to happen. I played through the demo twice to see if there were any issues with both a slow, and optimized run of the gameplay. Also, I adjusted the way the rain looks. It's a small change, but it's a bit brighter.



I added some additional keybind prompts for menus. As during Demo Day, and from a guy I talked to on linkedin, I found out that players don't know how to close menus. (Despite the escape button being assigned to back out of any open menu.)



I added some tabs to the startup screen, as well as a disclaimer showing that the game is in a pre-alpha state. This also tells the player where the save file location is.



Also added was an image showing demo information, as well as an AI ethics disclosure statement.



Add art for additional cloak ranks.

Complete the art and UI for the Tailor structure.

This was a bulk of the work done this week. I actually forgot I had done that this week until I read this. The demo work has made this feel like it was so long ago. I did 3 cloak ranks patterns for every player / pawn animation in the game. It took more than an entire work day to get working, but the result is better than I expected.

To get make this operable, I had to design a UI for the Tailoring menu. I repurposed the pawn manager code, and used it to assign 3 colors to the cloaks. The game has been developed from the beginning to allow each color layer of any agent sprite to be changed. So the black you see in pawns is actually a white texture I have been coloring black programmatically.



To trigger this UI, there is a structure called a Tailor, which will be operated by a pawn. If the pawn is within it (garrisoned), the shop will be open, and the player will be able to customize themselves and the settlement's pawns with the above menu.

Currently, this is the most art intense building sprite, which is more detailed than the rest, due to its size and 3D depth. This style of will be used for every other "city building", in the game. The buildings should form "blocks" when placed adjacent to one another, with a space between them, to create the appearance of city streets. There will be additional decor objects to link building objects together to create alleyways and the like.



Add the cloak rank logic and equipment UI for the pawn manager.

Add the "Gift Cloak" interaction, which requires the equipment system to be completed.

Complete garrisoning logic for pawns. (maybe)

I did not get to adding the cloak rank logic to the game, or set up the pawn equipment UI in the pawn manager. This involves changing a whole bunch of inventory management code to create a new maximum inventory limit based on cloak rank. I have to write some code to get this all controlled by a single cloak rank variable.

The gift cloak interaction needs to have more time taken to it specifically. I want to create a gift giving animation specifically for this purpose, which bumps it up from a "just program it" thing to and actual game development art step. So I didn't do this either. I likely won't until it's required for progression.

Garrisoning logic is coming along, as I have enough buildings to test garrisoning. However, almost every spawn state and job needs to be changed to include the new logic. Which means altering and testing every part of the pawn AI again. That needs it's own development time set aside.

Needless to say, I put too much into this week with the demo getting released. I'll do this stuff later.

---

As for what happened that was unplanned...

Art and Player Scale Changes

This was a side alteration to the game scale and changes how the game feels. In this screenshot, I changed the player back to its old scale. You can see there is actually quite a bit of size difference.



This was done because I started to realize all of the buildings were being drawn at an inappropriate scale to the agents. It was correct to the tile size, but the tile size was too small relative to the player. My options were.

  • To redraw all of the dwelling assets, which would take considerable time.
  • Alter the scale of the game grid, which would mess with the uniform stroke width the game uses, and cause blur.
  • Make the player and pawns the height of the dwelling doors.

I took the easiest of the 3 approaches, and honestly, without showing you the difference explicitly. I really didn't notice how much of a change was made.

Because of this scaling issue, I also redrew two of the most problem assets that were not matched up to the side of the rest of the structures. The Tipi was almost half the side, it is now, with a doorway barely the size of the character's arm. Then the outhouse, which at scale was about 4 meters high. These have been redrawn, and now match the relative size of the rest of the game's structures. (At least well enough for be to be happy with.

tl;dr - With some suspension of disbelief, it now looks like the characters a can actually use the structures that surround them.



---

I know this was a long one, but we got through it together. For the next week here is what I have going on.

+ Totem ranks 6-10 (priority task)

+ AI for Structure Garrisoning

+ The Structure Garrisoning Itself

+ Tech tree and recipe additions for new building tiers.

+ Playtesting of new game content. (which will take many hours)

That is all I have for this week. Thank you for reading.
Dynasthir - Mireneye:Wishl Dynasthir NOW!


Update on our Streaming Schedule!
We are doing dev streams currently every Sunday at 19:00 GMT+1

Come work together, hang out and chill!
twitch.tv/MireneyeTV

Much love! <3

-TwinlakeMinstrels
Mythos, Book One - Nine of Swords
You've seen the page. You've looked at the screenshots. You may have even taken a sip of a nearby beverage. But the burning question still remains...

What is Mythos?

The easiest starting point for understanding what Mythos is would be a simple definition: Mythos is a "modern fantasy" setting that reflects a world similar to our own. However, in the world of Mythos, the standard fantasy tropes don't necessarily reflect what you've always been led to believe.

Vampires can be out during the day, and are probably not interested in your blood. Demons may be helpful, angels may be deceptive, and mages may use shotguns instead of staves.

Werewolves? Werewolves don't exist.

Unlike most "modern fantasy" out there, Mythos is a comedy. While this whole thing starts with a murder mystery, the tone is not one of oppressive darkness or creeping horror. The "murder comedy" feeling takes cues from classic films like "Clue" or "Murder by Death". The overall setting could be described as "The Hitchhiker's Guide to the Dresden Files".

Why is this "Book One"?

This game here is your primer to the larger world. By itself, it's the story of a murder being solved by someone who is only just learning about all the weird magical stuff in the world, but the solving of this murder is the catalyst to much, much larger events. Book One takes place in a world that could be our own, but the paradigm will have shifted considerably by the time it's all over.

But there's adult content?

if you want there to be!

Okay, that was a cheeky answer, let me try that again.

Mythos has sex scenes. Explicit sex scenes. However, none of them are integral to the overall story. If you want to reject every character's romantic advances, you can do so and still enjoy the world to the fullest. If you want to pursue romances, but not see the intimate naked times that come with it, there's a toggle to make it all "safe for work" (though I can't be held responsible if you get in trouble for playing Mythos at work).

Sex isn't the focus of Mythos, but it's the sticky icing on the lore cake I've baked for you.

So who are you, then?

I'm the single person behind the making of Mythos. I'm the author, graphic designer, music-maker (except for one song that I licensed), coder, and now the promoter, I guess!

Officially, I'm "Nine of Swords", but you can call me "Nine". I do all this myself, with the support of my wife Morgana and advice from a bunch of other adult indie game devs that seem to like me for some reason.

When can I play this game?

Very soon! I'm writing this little intro up so you all can see that Mythos is really a thing that's happening. My beta testers are going over the final build as we speak, and I'm going to put up a demo version in the near future so that you can see what you're getting in to.

And there will be more games?

I have plans to basically keep doing Mythos content until I die. I have many stories planned in the setting, as well as ideas for novels (which this whole thing started out as) and even a tabletop RPG. It all basically depends on the interest of the players.

Feel free to post questions, comments, ideas, or recipes in the community hub and I'll be lurking around there with answers or at least stupid responses.

Until then, keep the legends alive!
- Nine
Bit Heroes Quest - Adrian
A new Guild versus Guild event begins at server-reset time on February 13th!
Work side-by-side with your guildmates to break the competition's heart and bring back this romantic reward!

Running Through Backrooms - Gabriel
- Added Level 404 : A broken space where reality corrupts, filled with distorted walls, floating textures, and endless visual errors.


FOUNTAINS - cheg
FOUNTAINS Patch Notes - Release 1.4.0 (Feb 8th, 2025)

Hey again, FOUNTAINS players! This patch, the game finally supports achievements!
Please note that patch notes can contain spoilers, read at your own risk.

Features:
- 36 new achievements! Some related to in-game progress, some additional challenges

Tweaks:
- Tweaks to Japanese translation

Fixes:
- Fixed a stuck spot in Tide Fields
- Fixed an issue where you could be invincible for 40 seconds after defeating a boss
- Fixed an issue where Elias could become frozen in place
Feb 8
Drunk Builder Simulator - Viper
fixes
...