Solar Wave Playtest - savgusstudio
It is now possible to control the speed of the game time using the +/- buttons on the keyboard or through the interface buttons.
Deck of Haunts - philippe
Fixed Bugs
  • Fixed language setting dropdown displaying English instead of current language.
  • Fixed tutorial toggle resetting when resetting the save file.
Changes
  • Nerfed pathfinders.
  • Chinese and Dutch Localization update.
Helicopter Gunship DEX - Jimmy Arcade
This update adds the following...

1. All versions of the Lynx can now be loaded with an M134 Door Gunner on the left and right side.

2. All versions of the Gazelle can now be loaded with an M134 Door Gunner on the right hand side only.

3. Door Gunners now cost Deployment Points - 5dp for M-60 & 10dp for M134

4. M-60 and M134 will no longer try to target IFV vehicles as they are totally ineffective against them but they will engage AAA and SAM targets if they are in range in a last ditch effort to take them out - although if you're that close then you're probably dead anyway ːsteamdeadpanː

5. Door Gunners will now target the nearest infantry team member which means they should be able to engage troops in buildings more effectively.

6. M-60 and M134 now eject 7.62mm casings instead of 12.7mm casings.

7. Adjusted the Angle of Attack drag force for the Lynx as it was far too low. This means the Lynx should now "brake" correctly and lose airspeed faster.

8. Adjusted the Angle of Attack lift force for the Gazelle which was incorrect. This should make altitude control in the Gazelle easier when slowing down.
Learning Factory - GospodinNoob


v1.0.3 Changelog

Patch Highlight 1 - Controller Support (Beta)

Starting from this patch you 'technically' can play the game from start to finish using only controller! It won't be fully comfortable yet and we expect some bugs, so if you have any feedback about controller gameplay or bug reports share it with us in our Discord or right here. Thanks in advance!

Patch Highlight 2 - Portuguese-Brazilian voiceover

Learning Factory now has an official Portuguese-Brazilian voiceover made by native speaker Ramon M https://www.fiverr.com/ramongmaia?source=inbox

Gameplay
  • 4 new Legendary Cats
  • Water Tunnel unlock requirement reduced from 500 to 150
  • Water Tunnel research cost reduced from 500 to 250
  • 5 new Map Pin icons (Eneri)
  • New upgrade for Milk Drill to increase Milk production quantity
  • Zeppelins behavior slightly improved
  • More visual features for cats on transporters
  • Boutique inventory size increased
  • Box++ recipe with gold speed increased
Art
  • Hedges rerendered
  • Optic Cables art improved
  • Minor terrain improvements
UI, QoL & Texts
  • Tooltips improved
  • Warnings improved
  • Many minor UI\UX fixes
  • Copywriting for English, Russian, and Chinese is improved
  • Community Localization for German is improved (Lady_whynot, Eneri, WolbaTV)
Bug fixes & Tech
  • Game engine updated
  • Optimization
  • Minor Bug fixes (kudos to Murzilka, Lucky, mimo_prohidil, eneri81, Pashtet, Alerto, s50114, EmberShadow, S'Kleer, Алёна Счастье, Frisby, Мята, Ferri)

Also don't forget about our collection of items in Steam Points Shop made by our artist Sergey!



----------------------
How to Get More Involved

At Luden.io, we develop games while constantly listening to the feedback from our awesome players. If you feel proactive, you're very welcome to do one or more of the following:
Distant Worlds 2 - sofia.c
Welcome Back, explorers.

We're thrilled to announce that Distant Worlds 2: Atuuk and Wekkarus, the third Faction DLC for the acclaimed 4X space strategy game Distant Worlds 2 is coming on the third of April. This new DLC brings two brand new playable factions: the naive and energetic Atuuk and the mysterious Wekkarus.

The Atuuk were one of the last races to develop faster-than-light technology and make their first steps into interstellar travel before the Cataclysm hit the galaxy. They are not a particularly smart race and were only able to develop faster-than-light technology after ships from a faction they call The Long-Ago Friends crashed on the Atuuk homeworld. The Atuuk make up for their diminished intellect with a great sense of wonder, excitement at trying new things, and an overall friendliness towards other factions. Although the Atuuk aren’t particularly great at anything, their strength comes from the ability of their society to unify and focus on a particular area for a limited time. This is encapsulated in their central feature of choosing a Great Direction every few years which provides a set of objectives and bonuses for their society. The Atuuk narrative centers around their desire to find these Long-Ago Friends who gave them faster-than-light travel and to take their place in the wider galaxy to show everyone and to prove to themselves how great they are. During this journey, they face difficult and challenging truths about the galaxy and who their friends really are.



The Wekkarus are the most alien faction to inhabit the galaxy. Some among them even say they did not originate in this galaxy. Their legends speak of a timeless, ancient war that left them far diminished from what they once were. As such, they keep to themselves and live in the deepest darkest caverns of ocean planets, preserving what remains of Wekkarus society. Their story centers around rediscovering lost artifacts, outposts, and ruins to learn of their origins and the secrets of their ancient war with a dangerous enemy. The Wekkarus highlight feature is their mysterious connection with their ancient ancestors – a manifested collective memory of the Wekkarus. This ability can trigger whenever Wekkarus find themselves under heightened stress. In such times they connect with the echoes and vestiges of their ancestors for both guidance and direct support.




Each of these new factions also comes with their own special storyline and unique story locations, adding to the possible exploration events and to your knowledge of galactic lore. The Atuuk will take you on a path of discovery and revelation as the Atuuk are introduced to the wonders of starfaring and realize who their friends are, while the history of the Wekkarus will take you on a quest to find powerful ancient artifacts that will lead to earth-shattering truths about their origins and a terrifying connection to the greatest threats to the galaxy!

CONTROL UPDATE
But that’s not all, we have some other exciting news for you the Control update is coming soon.



Control Update Highlights:
  • Boskara and Zenox factions refreshed with new gameplay and improved ship and station textures
  • Queued Mission support added for Ships and Fleets to help with manual playstyles
  • Galaxy Search added to allow players to easily find any star, planet, moon, station, ship or any other item on the galactic map
  • UI improvements to help with information management:
    • Exploration now tracks pinged locations in the Special Locations section
    • Improvements to top header bar
    • Additional sort and filter options for various lists
    • Improvements to Migration and Tourism map overlays
    • Additional tooltips
  • Additional Galaxy Setup options for your starting system
  • Improvements to Upgrade Ship Designs and Design/Research Policy AI
  • Improved management of Planetary Facilities
  • Save/Load Fleet Templates
  • Improved Fleet and Ship Behavior
  • Improved Colonization behavior, especially with Outposts
  • Improved modding support for localization.




Keep an eye on our channel because there will be a lot of special streaming event with Erik Rutins, producer and co-designer of Distant Worlds 2. Get a reminder here.

WISHLIST NOW:
https://store.steampowered.com/app/3350550/Distant_Worlds_2_Factions__Atuuk_and_Wekkarus/

HoloRun - Pixfox
reduces camera movement distance
Solasta II - Myzzrym
Join us on the store page of Solasta II for the next 2 hours to ask your questions directly to our Creative Director, our Gameplay & Narrative Director, our Technical Director and or Marketing Director!

https://store.steampowered.com/app/2975950/Solasta_II/
Harrowed World: Portents In Red - Modern Gothic Vampire RPG - Alex | Harrowed World
The shadows stir, and with them, so does our vision. We recently released a closed demo for ‘Harrowed World: Portents In Red’, our modern gothic vampire RPG, to a select group of testers, and I wanted to take a moment to reflect, and share what’s next.

A Look at the Closed Demo

Good news! The feedback from the closed demo has been overwhelmingly positive. Every participant left as excited, or more so, for the full game. That’s the kind of response that keeps the (definitely human) blood pumping in our veins, drives us forward, and reassures us that we’re on the right path. Throughout this article, you’ll find a few short clips from the demo, offering you a glimpse of what’s to come.



What’s Next?

The road ahead is long, but the path is clear. While there’s still work to be done, much is already in motion behind the scenes, we’re simply not ready to pull back the curtain just yet. That said, I want to share our current priorities and the steps we’re taking to bring Harrowed World to unlife.

Key vampire NPCs are already being developed, waiting for their moment in the moonlight, alongside human pedestrians who will populate the streets. These figures will set the tone for the world, giving it the depth and presence it needs. At the same time, the dialogue system is being refined to ensure every interaction feels immersive and meaningful.

The feeding system, the dark heart of any vampire experience, is also taking shape, weaving together mechanics that will make each hunt feel both exhilarating and consequential. The task system, our unique approach to what’s traditionally called quests, is also in the works alongside the reputation and morality mechanics, ensuring that every action leaves a lasting mark on the world.

Player models and character creation are also in progress, allowing for deep customisation of your vampire’s appearance and attire. Combat and vampiric abilities are evolving alongside this, sharpening the tools you’ll wield to survive and thrive in the shadows.

The main storyline is mapped out, with only finer details left to refine. As development continues, plans will shift, and new ideas will undoubtedly emerge. But by keeping our focus sharp and breaking things into manageable steps, we are steadily shaping the game we envisioned.



How Many Developers Are There?
Right now, the development team consists of myself and one other developer. This may expand in the future as the project grows.

We also work closely with a composer, though they are not officially part of the core development team.

Remember, this is an indie game, not a AAA production. We’re a small team, but we’re dedicated to bringing this vision to life, but at some point, we intend to expand the development team to help carry the weight of this ambitious project.



When Will ‘Harrowed World: Portents In Red’ Release?

We won’t set a release date until we have a realistic idea of when the game will be complete. To do otherwise would be to write fate in blood, only to see it washed away, and that is not our way.

We will be open and honest. If things take longer than expected, we’ll tell you. If plans shift, we’ll explain why. Transparency matters, and we won’t make empty promises.



What About Kickstarter?
A Kickstarter campaign has always been an option, but recent shifts may have made it more of a necessity than a possibility.

We have no solid plans yet, but I’m researching both successful and failed campaigns to ensure that, if we go down this route, we do it right. If we take this step, it will be with clear goals, a solid foundation, and a commitment to delivering.



Stay in the Know
Like what you’re reading? This article was first shared with our newsletter subscribers.

Subscribe for free to get exclusive early access to updates, exclusive sneak peeks, and behind-the-scenes insights into development.

The shadows are deepening, and the pieces are falling into place. The night is still young, and there’s much more to come.

– Alex Burton
Owner of Pennyvale Media.
Creator of Harrowed World.
Project Lead and Writer on Portents In Red.
Reignbreaker - Fizbin Ian
BEHIND-THE-SCENES ARTIST STREAM TOMORROW!
Before we get into it: two of our artists will be on the stream tomorrow, Feb 26, at 15:00 CET to show how they designed the unique medievalpunk world of Reignbreaker. Follow us on Twitch to and tune in for an in-depth look at how game art is created!

KITBASHING A MEDIEVALPUNK WORLD

The world of Reignbreaker was conceptualized as a dark fantasy reflection of our own. As we were trying to grapple with the continued rise of right wing authoritarian governments across the world, we imagined what it would be like if a medieval monarch had somehow acquired a means to cement their absolute authority. And what would the resistance look like? This resulted in a mash-up aesthetic that we eventually called “medievalpunk” – blending elements from typical medieval fantasy with sci-fi technology, alongside a rebellion that sports a more modern & anachronistic punk style.

Our design was also inspired by kitbashing – a term from modelmaking that means taking model parts from different kits and “bashing” them together to make original creations. We thought would be a perfect fit for our brand of high-tech feudalism (and also because a lot of people in our studio are miniature wargame nerds). We imagined the blacksmiths and engineers of this world would take medieval objects and "bash" them with sci fi technologies to create new machines and animated guardians. You can see this in your main weapon – a medieval lance slapped with a bunch of high-tech bells and whistles – or our enemy designs, which incorporate objects like church bells, statues, and medieval weaponry:



BETWEEN 2D AND 3D
For the environments of Reignbreaker we landed on a “2.5D” art style, combining 2D and 3D objects for a style that fuses the best of both worlds, and utilizes the wide-ranging specialties of our art team. The end product marries the handcrafted look of a 2D game with the functionality of 3D environments and objects. By going into the game engine and move the camera to different angles, you can see how each environment is a mix of flat objects and three-dimensional objects:



WEAPON SPOTLIGHT: SHOTGUN
Everyone knows what a shotgun does. But what happens when you strap one to a medievalpunk Javelin? Well, we imagined you’d get a powerful close-range weapon that’s as deadly as it is satisfying. Like all Javelin types, it can be deployed in three ways:

The Strike is a point-blank blast to the face to any enemies in your way, which can be chained together into a sick three-part combo:


The Throw gets lodged in an enemy’s face and blasts anything behind it:


And the Slam creates a short-lived but intense turret:


The demo for Reignbreaker is available throughout Steam Next Fest, so check it out while you can, and if you’ve already played, please leave a review – it helps us reach many more players! Remember to follow us on Twitch to catch our next devstream, and we’ll be back again with another blog next week.

xoxo
Studio Fizbin
Feb 25
The Night of the Rabbit - Droggl
  • Fixed hide and seek minigame with controller
  • Fixed last dewdrop not correctly saved
  • Fixed blocker after raven appears in portal labyrinth
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