Hero's Adventure: Road to Passion - Hydra'sGranny
Hello, everyone. We have updated a version to fix several issues in the game:added simplified Chinese language, optimized and adjusted Thai text, and fixed some issues that affect the gaming experience, such as "erroneous NPC remaining in place" in some cases.
If you encounter any problems or inadequate translation during the game, feel free to join our official Discord channels to report them. We’ll do our best to address any feedback and release fixes as soon as possible. Thank you for your understanding and support!

V1.2.0207b72 PATCHNOTE

【Optimizations】
  1. Improved the display of the Brotherhood bond interface: Once a bond combination is activated, the bond information can continue to be displayed in other save files.;
  2. Improved Thai text.
【Fixes】
  1. Fixed an issue where NPC might remain after the Martial Arts Tournament in Daliang City ended.;
  2. Fixed incorrect tutorial text in Traditional Chinese;
  3. Fixed a language display error in the expansion pack interface for the Vietnamese language;
  4. Fixed various text errors;
If you have any thoughts or suggestions for the game, jump into our official Discord and let us know. We’re always here to help and hear you out!
Feb 9
ダンジョン人狼 - dev_steam
・一部不具合の修正を行いました。
Feb 9
Desert Angels Playtest - DM
This is a fairly large change from the last time there was a 'default' playtest build, and that's because we're releasing for Steam NextFest soon and a bunch of changes have happened in the meantime! Some highlights:

  • An entirely revamped map with more assets and different paths
  • Dynamic music
  • Updates to the cutscenes and skip logic
  • Lots of performance improvements
  • Adding portrait expressions for all the characters
  • Various UI changes, especially for added accessibility on controller.

Please let me know if you see any issues! The map is 'set' for the demo now and won't go through any major changes, but if anything is broken, we still have time to fix them.
Feb 9
Tough Love Arena - M. Paul Weeks
You can find the full changelog at https://about.toughlovearena.com/log#0.113.2

  • Menus: Autohide mouse cursor + the P button immediately, show both on mouse movement
  • Lobbies: Fixed bug where P2 could not navigate the modding menu with their controller
  • Cabinet Mode: Merged p1/p2 coin pool into shared coin pool
  • Cabinet Mode: Added options for making SFX/Music quieter during Attract
  • Cabinet Mode: Increased idle timeout 60 > 180 seconds when NOT on freeplay
  • Modding: Fixed bug where RCing while a projectile was spawning sub-projectiles would create duplicates
A Week in the Life of Asocial Giraffe Playtest - Quail Button
- Added giraffe look around animation
- Fix audio bugs during dialogues
- Fix UI animation issues
畜神 - 彩笔
For the corrupt forest, the snow and ice! City, Datang, Purgatory Town, and Watchtower have added treasure chest rewards.
Dazzling cheems can now equip a shield, and Xuan Cheems adds a new passive: ", Dazzling Dog!" "There is a 5% chance to increase the number of actions per turn.
Enhanced Equipment: Baguette RPG-15 Agility→-14 Agility, Critical Strike Chance +10%→+12%
Li Situ: "Woo Woo Woo Ah Ah" gains the Mark status → gains the Actions +1 status. "Surrender with Eli Lilly" Reduces Enemy Defense & Magical Defense→ Reduces Enemy Attack & Magical Attack, and marks yourself.
There Will Be Ink - Brofie
Hello there, Billies!

There Will Be Ink has been updated with a new text system, performance improvements, and various fixes.

I've been away from the project for a while, as I had to take some time off to focus on another project (twins, yikes!), but I've recently been dipping my toe back into There Will Be Ink. When I first set out to make TWBI, I was a pretty terrible programmer, and it was meant to be a very small "practice" project. Now, I'm a very slightly less terrible programmer, and with its ever-expanding scope the game has become quite complex and cumbersome to manage. There are a lot of things I would do differently if I were making the game from scratch today, but that is neither here nor there, nor anywhere! I do love this silly old game, and I've put a lot of work recently into totally redoing how the game handles text. Everything in the game was previously hardcoded, which makes localization nearly impossible. There are still a few quirks to work out, but I've reworked the game to support localization. I don't have any official announcements in that field and only something minor planned, so don't get your hopes up, but also, stay tuned! There are likely some new bugs in the game relating to these text conversions, which I'll be watching out for, but please drop a note here if you noticed anything peculiar.

I've also put some work into optimizing performance and fixing some bugs. You may acquire some Steam achievements next time you fire up the game, as some were saving locally but not syncing with Steam.

Free time is limited these days, but I have a lot of ideas yet for TWBI. I have no roadmaps or timelines, but keep an eye out here for further updates. Cheerio!

New/Changed
  • Redid text system, to support multiple languages
  • Various performance improvements
  • Revised some game text
  • Updated main text font
  • Slightly increased chance of Heroes bleeding out instead of instantly dying

Fixes
  • Fixed some Steam achievements not being acquired/sync'd (should now sync when loading game)
  • Fixed crates continuing to move if game paused when in mid-air
  • Fixed some stat tracking with custom unit names
  • Fixed "Sea Unworthy" (sink a ship) Achievement not triggering when sinking a ship with a grenade/RPG

p.s. If you're into historical strategy games (and aren't busy playing Civ7!), an Old World DLC I'm lead designer on is coming out next month.
https://store.steampowered.com/app/3406150/Old_World__Wrath_of_Gods/
Combat Arms: Reloaded - GM_CA_08

Rangers!

CHECK MAINTENANCE SCHEDULE HERE:
> https://vfun-lounge.valofe.com/page/ca_reloaded/all/22581
Zombie Killer - monudelhi1995
In the modern gaming landscape, the integration of advanced AI technology has revolutionized the way players interact with virtual worlds. One such innovative concept is the development of a zombie-killing game where AI serves as a powerful ally to players. This game leverages cutting-edge AI capabilities to enhance gameplay, making it more immersive, strategic, and dynamic.

Game Overview
The game, tentatively titled "Zombie Killer," places players in a post-apocalyptic world overrun by zombies. The primary objective is to survive and eliminate hordes of undead enemies. Unlike traditional zombie games, this title introduces an AI companion that actively assists the player in combat, strategy, and exploration.

Key Features
AI Companion:

Combat Assistance: The AI companion can identify and target zombies, providing real-time support in battles. It can use weapons, set traps, and even call for reinforcements.
Strategic Planning: The AI analyzes the environment and enemy patterns, offering optimal routes and tactics to maximize survival chances.
Resource Management: The AI helps in managing inventory, suggesting which items to use or discard based on the current situation.
Adaptive Gameplay:

The AI adapts to the player's playstyle, learning from past actions and improving its assistance over time. This ensures a personalized and evolving experience.
The game environment dynamically adjusts based on player progress, introducing new challenges and scenarios that keep the gameplay fresh and engaging.
Feb 9
Blade Mistress - Sarah
PvP Release to main Branch.

Come join us this valentines day event with some PvP, Unique Give Aways and more.
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