To celebrate this special day, we’ve created a little animation just for you! ✨ May your Valentine’s Day be filled with love, warmth, and wonderful moments. 💕
Thank you for your support—it means the world to us! Enjoy the day and stay tuned for more updates. ❤️
To celebrate we're opening a fun little experimental event World (details below) and a themed pass. A quick reminder that Speed World #5 will be simultaneously ending as the new World begins, the final top 10 will then be snapshotted and awards announced on our Discord!
Valentine's World
Starts 6pm GMT (UK time).
Watch out denizens of EDYN!! With the love of Valentine's in the air, the Scuttlers are getting... a little animated let's say. Aggression is sky rocketing. There's only one way to survive: There's safety in numbers! Form Alliances and then buy the Scuttlers' affection.
Here's the rules:
Scuttler safeguards are removed. They will attack even if your score is lower than theirs.
The Scutters will train more units, build more frequently and send bigger attacks.
They will go for easy targets. Players not in Alliances will be obliterated.
There's no "I" in team! Only Alliances are ranked in this mode.
The only way to achieve score is to FEED THE RATS! Send resource delivery missions to any Scuttler settlement to earn 'affection points'. Be generous!
The higher % your Alliance's 'Scuttler Affection' is, the less likely the Scuttlers will raid you.
Rewards:
Everybody in the top Alliance will receive the title "Rat Lover".
Everybody in the top 5 Alliances will receive a new Valentine's flavoured appearance for the faction that they are currently playing as when the event closes on the 21st at 6pm GMT (UK time).
The Valentine's appearances will then be added to Skeev's shop and available for everyone to buy for a limited time in exchange for our premium Shard currency.
Character Creation & In-Game Edit Visual Update
We've completed a major visual facelift for the entire character creation process. Everything including faction selection, character creation, and the freedom to edit again in-game. The UI has been overhauled to be more intuitive, look much nicer, and is the first of two updates for character customisation in general.
Coming soon, we'll be expanding the character customisation library massively, and you'll be able to utilise all of your hard earned XP points to unlock more options!
Shop Preview Function
For the current event pass and any future listed items, you will be given an extra step where you can preview your character wearing the item. If your current character doesn't match the faction's item type then you will be shown a default faction member showcasing the item.
General & Fixes
Espionage missions to Scuttlers will now always succeed.
Fixed a bug causing Espionage missions to not correctly calculate the attacker's Watch Tower perk against the defender causing a slightly reduced success rate.
Removed 'sticky' mission overlay UI behaviour when visiting the War Room.
Incoming Scuttler attacks now have banners and are correctly formatted inside the "Incoming" mission list.
Optimised a delay lag spike caused by sending massive armies on missions.
Villagers now spawn around the settlement walls, also fixed some villager placement issues.
Upgraded the leaderboard UI to enable us to add different states for different event modes.
The settlement protection buffs now have tooltips and a timer.
Colony units will now appear in Espionage reports and when defending in battle. If not destroyed, colony units can be captured.
Fixed an issue causing the food resource icon to appear on all three resource buildings.
Fixed World Select button exiting player to title menu instead of closing window.
Report forwarding prompt and functionality has been updated to support user names.
Fixed direct messaging formatting issue causing the font name to be printed as a prefix.
Beginner protection should now extend to captured settlements.
Fixed Army Overlay and mission preview Units not displaying their experience and rank. We're currently working on a display issue where the experience bars are stuck maxed out.
Fixed some grisly tokens using the incorrect faction colour.
Fixed Scuttler units stacks using the wrong faction colour in the battle scenes.
Fixed: Changing to the upgrade page from the recruitment or research page, exiting and then entering would result in the wrong active page being highlighted.
Players will only be notified once per world about the political implications of attacking their own faction.
Fixed a bug causing quests to break on the first day of newly deployed Worlds.
Fixed unit health and experience bars failing to proportionately align causing units to appear to not take damage when suffering 10% or less damage. This will also resolve the experience bars appearing to be 'capped' at 100% when in reality the unit would have between 90-99%.
Fixed Kreel portraits being too bright, and Withered being too dark.
Fixed Xoloti failing to render in portraits (hotfixed).
Fixed chat breaking when using the new World Swap feature (hotfixed).
Fixed chat sync issues (hotfixed).
World 2 Tuning
Resource generation for higher level buildings has been reduced moderately. Low - mid level resource buildings not affected.
HQ primary stat (Building Speed %) has been improved to 2 per level from 1.
The End has received a decent graphical upgrade. Most of the old, low-poly bookshelves have been replaced with better-looking ones, and there's also new props and lights. The level now appears a good deal more dirty than before as well.
Added the analog horror filter
An extremely dark new filter that makes BrVR look terrifying. It'll probably be decent for filmmaking but isn't really meant for gameplay. If you can beat the game with it on though, props to you.
Added the boat to level -2
The boat has made an appearance in level -2 where you can now navigate the flooded pool area with it. It's pretty difficult to do so though, you'll need to do a lot of pushing against walls and have a good knowledge of operating the boat.
City Game Studio: Your Game Dev Adventure Begins - Binogure
Hey everyone! A huge work week has just passed, and I don't have much to tell you except that v1.22 will be by far the most stable version of City Game Studio with fixes that will make the game even more stable!
Week Recap
Thanks for the welcome you gave to the last devlog, it was very pleasant to read your feedback. Even if the studio copy/paste feature is great, some people always want more, and I completely understand why! Besides that, the latest changes greatly improve the competitors view. In fact, you'll now be able to see their game catalog directly through the competitors panel. It's super convenient, you can see the publication date, when they were removed from the market, and their score. That's already pretty good!
Well, to do this I had to work on pagination. And so, I reviewed all panels that have pagination because there were two bugs. The first one allowed viewing pages without any information to show. In the best case, it displayed nothing, but in some cases it crashed the game. This bug is now behind me and the game is better for it.
Another change this time concerns the game's log management. I completely rewrote it. The old version was slowing down your machine because it consumed a lot of I/O, while the new one will use more RAM. Don't worry, it's not even 1 MB being consumed, but in terms of performance, this will clearly impact you, not to mention stability. Using RAM returns fewer errors than using a hard drive. I should have done this earlier, but I only thought about it later...
What's Next
I plan to work on tooltips, to prevent them from making your life miserable when you want to disable them. After that, I'll work on online games to ensure the game displays the correct data.
If I have time, I'll add a filter for the published games history, so you can filter your games from those that come from competitors you've bought.
Well, this devlog is slightly shorter than the previous one, that's because I spent a lot of time debugging to understand where a crash was coming from, and why my fix wasn't working. Now that it's fixed, well, I'm pretty satisfied, and I can finally add even more features to City Game Studio.
Good Day, everyone. Nunu isn't here today so I'm taking charge. Critical updates have been made, so I will get straight to the point.
It has come to our attention that some of the game features weren't properly introduced. Perhaps you noticed while Nimbus is cleaning uh... her house, if she "backstabbed" the bots she would do much more damage. In case you didn't, now you know.
The other feature we... *cough* forgot... to introduce was, the shortcuts for spesific eye colors. While fighting for your life, it's hard to change the eye color using the mouse wheel. Now you can see which number indicates which eye color on the top left of the screen and straight up pick them without looking for it on the Color Ring.
Ah, before moving on... some visual effects are added to highlight important interactables such as levers and books so that you can track them easily.
Yeah we get it, white eye is the suuuupeeeriooor. But that's boring as- uh... now the ENTIRE skill set has been reworked. Feel free to try more combinations with other eye colors in any Illusion Battle instead of just picking the old, strongest white eye skill and energy recharge on loop, yikes.
As for our next update.... *stares at the page blankly for a while* really? If that battle was THAT hard, Maybe you shouldn't have challenged me. *sigh* whatever, I guess The Imaginations can't be shackled. Keeping that in mind, maybe I can go a little bit easier on you. I have made the Void Eyes open a little bit slower so you can get more chances~
Lastly, for the people who doesnt want to watch the same hit animation over and over again in Illusion fights, they are now fast-forwardable. Just hold any button after picking your actions.
Overall, these are the updates:
Backstab Double Damage tutorial has been added.
Numbered Eye Color Indicators have been added on the Color Ring.
Important interactables are now highlighted.
ALL of the attacks used in the Illusion Battles have been reworked and their descriptions are simplified.
The Void Eye Attacks on Kazuya Imagination Battle has became slower.
The attack animations in Illusion Battles can be fast-forwarded.
Next time, be more prepared for my battle, will you~ ~Kazuya
We have added an abandoned mine in one of the asteroids. Not all mining operations last. Sometimes an ore body is fully mined out, and it is necessary to abandon the mine. The usefulness of such a mine is questionable, perhaps it can be used to build out a colony, store stuff, or such. A goal with this game is to be a relatively realistic representation of what it would be like to be a miner in the Asteroid Belt in the future. We therefore added an abandoned mine to the game.
Starry Starry Skies:
The star map has been improved and is now a realtistic representation of what the stars look like in the Asteroid Belt. Do you have a favourite constellation? Look up, you should be able to find it..
Storage bay:
The base can now be upgraded to have a storage bay. Mined and refined ore can be quite consuming of storage space. With this upgrade there will be plenty of space to store stuff.
Spaceship indicator:
We noticed in the stats that many players did not purchase a starship until later in the gameplay. We put a symbol next to the starship upgrade in the management UI as a hint that this is an important upgrade.
Music:
We have added more music tracks. We plan to add more music in future updates too.
Fixes and improvements:
We found and fixed issues. The list is as follows:
The startup screen has been improved
We switched to webm for important video clips
Fixed game over resetting
Early Access:
The purpose of Early Access on Steam is to enable game developers, like us, to sell the game while it is being developed and to gather input/feedback from users. We would appreciate it, and it would help us, if users perhaps could give us input/feedback in the Community Hub on Steam... The feedback could be anything you like. Perhaps things you would like to see added, see less of, etc.. Perhaps also respond to other peoples posts to voice opinions, support them, etc.
Stay tuned. More improvements are coming. We hope to see you in the Asteroid Belt!
WAHOO!!! A brand new shiny chunk of content!! Act 2 takes its first big step forward with some huge plot revelations, some tender conversations, and a complex, strategical free-for-all board game. But what is the gang fighting for?? Do they stand to win the key to victory... or to lose one of their fellow passengers forever?
The interludes are much more fleshed out and fancy this time around, so be sure to check them all out!! Thanks for playing!!
New mode for the next Third Rule Game
With extensive sprites and animations and sfx to show the moves being made!!
New Chat dialogue mode
Unique Animal Crossing style voice blips for all characters!!
Shake animation for IMPACTFUL chat messages
Audio
5 new sfx
Hail (ambience track) (1 variant)
Transitive Thought (5 variants)
I Know Your Name (2 variants)
False Conductor (3 variants)
Dead Anthem (2 variants)
Pre-boarding (2 variants)
Items
Added particle effect when flowers grow a stage
Added watering flowers particle effect
Three new flowers for da Garden!
Added 15 badge items! More information on the classes of the characters, what they’re best at, and which archetype they fall under!!
New Badges item category
Colored text for inventory item descriptions (used for badges)
Story-based item drops at key moments (used for badges)
Extanded the Inventory height a bit for more vertical juice
Art
7 sprites for the debut of a very often-mentioned side character
Pet + ??? textbox sprite (Pet + ???) (9 variants)
New violet/blue glow background
Aeronaut textbox sprite
The Slope <–> Daemort textbox sprite
Dark Cabin background edit
Dining Cabin background edit
Train Station background edit
Cupboard background edit
Class Archetypes textbox image
Chef edit
Healer edit
Imp edit
2 Pet edits
4 Derebella edits
Seer edit
Ficcie + Pet combo edit
Deadghost + Pet combo edit
Three new CGs (two by Jason Dowers, one by Suki! Epic art guys!!)
Polish
Enabled Scene Select from anywhere in the game, even during a new scene
Added the ability to view the update messages for all previous updates! You can find them in the Scene Select
Added 5 new animations for character sprites: Fall, Land, Rise, Twitch, and Rocketship
Shortened Veil labyrinth minigame (when you move the ball through the maze) by about 30% so it doesn’t destroy the pacing of the scene quite as badly
Slightly lowered Veil timer to compensate for the shorter map lengths
Added fullscreen mode in settings
Secrets
Added Japanese font and license :3
Added a secret to the main menu
Added two special secret codes you can type in on the main menu
Added a rare 1% chance secret during the fishing minigame (also can be enabled permanently with a main-menu secret keyphrase) (+click particles)
Enabled secret cheat code menu we’ve been using for dev
Bugs/Cleanup
Fixed typos, missing colors on character names, missing Deadghost X’s, and tons of tiny malignments from A2S1: The Ball Scene and other scenes too!
Fixed missing pixel on sad Pet sprite
Removed font size option :( It was causing things like textbox sprites to be misaligned for some players!!
Fixed a plothole in Scene 4 (Tank mentions the axe trap, but during the trial everyone says he never mentioned it)
Prevented earsplitting chaos noise when starting a game after flooding the main menu with badges
Fixed Counter/Concur trial sfx being set to Music volume
Fixed music player issue where the first stage of Godstepper was assigned to stage 2 as well
What a fruitful winter! Our friends at Horny Capybara Studio have just released their latest project, Hentai Stories! It has both hentai and stories - what's not to like?
Want to enjoy some juicy animations - they got you covered. Wanna stretch out your other hand and play some match-3 - say no more! With its unique blend of captivating story, top-notch visuals, and great gameplay, Hentai Stories is a must-play. Show our friends some love and check out Hentai Stories on Steam!
Our very own Ronin is particularly excited about the release of Hentai Stories. Not only because she's a big fun of match-3 games, but also because she's getting a new skin inspired by Angela - character, created by the Horny Capybara team for their project. That's right - the Overlewd skin family welcomes a new member! Head over to the Overlewd menu and redeem the code RONINANGEL and claim Ronin and your new favourite skin! This code is valid until March 20th 2025 00:00.