Feb 25
Paper Towel Royale - Coatline
Hi everyone! I finally decided to cut this update off, mainly because I feel like these things should have been included in the initial launch. There's not a lot of new features, but there's a lot of bug fixes and various polish. I DID add a few music tracks that I have been working on, but they are by no means final. Some of them are bad, and I only added 2 + a stage introduction one that's not that great.

I am working on this game in all of my free time; the only thing holding me back is school and applying for scholarships. Just know that I would absolutely LOVE to add online matchmaking and multiplayer to this game. No promises since I have ZERO experience developing an online game.

Anyways, enough yapping. Here's an approximation of all the changes:

Features:
  • Prototype menu music
  • Prototype game music
  • Prototype stage intro music
  • Prototype store music
  • Much improved game score UI
  • Support for different tiles having different movement speeds and such
  • Wall sliding
  • Missile special now has two modes before and after releasing the special button so you can aim it.
  • Overhauled the tutorial
  • Added different bullet graphics for each bullet size (large, medium, small, shell)

Accessibility:
  • Controller connect/disconnect notifications
  • Detected controller display in the connecting screen
  • An option for ending the game early
  • Changed to where players always take the color and outline color of their team
  • Added gear keybinds indicator into lobby

Polish:
  • Added the ability to hold the "A" button on your controller to speed up the end game screen
  • Improved some of the special icon graphics
  • Going through tubes should feel better (but also a bit more broken when rotating the player)
  • Bullets no longer hit the spring
  • Tweaked the spring
  • Added names to the mouths and eyes
  • Implemented debug mode
  • Colored the account choices depending on what player number is choosing
  • Made camera stay centered in lobby
  • Animated shopkeepers a bit
  • Added names to eyes and mouths
  • Added rotation to the target spawner in tutorial
  • New splash screen
  • Player name text now slightly scales with camera size
  • Fixed where tutorial explodable wall wasn't breaking on explosion

Fixes:
  • Fixed SO many frame-rate dependent behavioral issues
  • Fixed default eyes blinking animation
  • Fixed incorrectly applying gun recoil in the y direction
  • Fixed friendly colliders bug in casual player controller
  • Fixed missile trail being slightly too big
  • Fixed where spring would get stuck in ground when using spin special on top
  • Fixed where you could get stuck on platforms with part of you hanging below them, unable to jump
  • Fixed where you can jump off of the lobby interactable
  • Hopefully fixed where your settings would seemingly randomly reset to their default struct data values
A Work of Art - JessyBug
Hello everyone! We've officially released the next installment in The Test Series!

The Test: Reality Check is now available for play!

Thank you all so much for your continued support, and we look forward to hearing from you! ♥

https://store.steampowered.com/app/3447410/The_Test_Reality_Check/
Terminus: Zombie Survivors - In-geon [Longplay Studios]
  • AI: Improved pickpocket behavior to escape more efficiently from players and zombies.
  • AI: Prevented pickpockets from fleeing through tiles occupied by the player.
  • BUG FIX: Fixed a bug where selecting survival skills later made it impossible to search furniture or corpses.
  • BUG FIX: Fixed a crash that could occur when attacking NPCs with weapons like slingshots, bows, and crossbows.
  • BUG FIX: Fixed an issue where NPC level-ups occasionally triggered player notifications.
  • BUG FIX: Fixed a bug where turns could occasionally freeze due to an issue with tile assignment during NPC spawning.
  • BUG FIX: Fixed a bug where turn progression could stop due to survivor NPCs incorrectly prioritizing nearby enemies.
  • BUG FIX: Fixed a bug where zombies killed by NPCs were incorrectly counted as player kills.
  • BUG FIX: Fixed an issue where valuables of the same type could not be provided for quests due to stacking.
  • GAMEPLAY: Adjusted related dialogue to appear only when Guilty status is applied.
  • PERF: Improved stability to prevent occasional crashes when using the inventory.

Thank you for your feedback! If you encounter any issues or have suggestions, please let us know through Discord, the Steam Discussions, or by email at http://contact@longplay.kr.


Best,
In-geon
Longplay Studios
Metal Thunder - Dumbbell Games
[center]Commanders,

Your continued support keeps Metal Thunder soaring!
[/center]
[center]Thank you for your dedication to the battlefield.[/center]

Quality of Life Improvements
  • Added an Invert Vertical option for camera controls.
  • AI is now more responsive to orders, with improved pathfinding quality.
  • Enhanced visibility for indicators, making them easier to spot in combat.
  • Added indicators for available updates for each weapon


Balancing Changes

  • Damage Fall-Off System Implemented – Direct hits are now more rewarding.
  • Increased Kill Rewards – XP and currency rewards for kills have been boosted by 1.33x.
  • Sortie Count Upgrade Buff – No longer consumes additional ammo for single-shot weapons (30mm, 45mm, 102mm, etc.). More upgrade options will be added later.


Weapon Damage Adjustments:
  • 105mm – Damage increased by 3x.
  • 45mm – Damage increased by 3x.
  • Hellfire Missile – Speed increased by 1.5x, Damage increased by 1.5x.
  • Maverick Missile – Speed increased by 1.5x.
  • JDAM Bomb – Speed increased by 2x.


Fixes

  • UI is now properly responsive on widescreen aspect ratios (e.g., 3440x1440).
  • Prestige progression fix – Now correctly triggers at 40 total upgrades (previously, Level 1 was not counted).


[center]Stay sharp, keep the cannons hot, and keep the skies under control.[/center]

[center]See you in the skies! ⚡[/center]
Chasing Demons - JessyBug
Hello everyone! We've officially released the next installment in The Test Series!

The Test: Reality Check is now available for play!

Thank you all so much for your continued support, and we look forward to hearing from you! ♥

https://store.steampowered.com/app/3447410/The_Test_Reality_Check/
Friend or Foe - Skylene
Hello Players!

The AI update is live with new deer models, new AI behaviors, sound effects and fixes.

The focus for this update has been to improve the way that the AI works. As mentioned in the previous devlog (#4), the system was well due for a rework and through the process I have learned a lot to help with the next step of the game.


Instead of generic spawning, the animals are now properly attached to their own nests. Destroying these will not only decrease your reputation, but also prevent the animals from roaming around.

The players that take the friendly route can expect different bonding experiences with the animals:


Rabbits now approach you on their own, allowing you to create your own bunny army. All you have to do is interact with them and they will forever be loyal.


Foxes, as skiddish as they are, will no longer ignore the player if they approach, even if the player is friendly. They will also no longer approach if you wait patiently with food.


Place down the new baits and watch from a distance. When they are ready, they will approach you on their own terms, and if you wish to befriend them you better hold something they like.


Deers now pivot around their pack leader. If the leader flees, the rest of the deers will flee. If the leader is tamed, so are the rest.

The players that take the other route can expect a visit in the night as a consequence for their behaviors.


And if you find yourself surrounded, a spear can come in handy to block the incoming attacks.

Below is the full overview of changes:

New
  • Added a new crafting category.
  • Added new foliage.
  • Added fox nests.
  • Added rabbit nests.
  • Added boar nests.
  • Added animal reactions to seeing the player.
  • Added new volume sliders.
  • Added ambient audio to occupied animal areas.
  • Added additional SFX to all animals.
  • Added a hit VFX when dealing damage to blueprints.
  • Added nighttime activity for wolves and players in the red reputation zone.
  • Added baiting.
  • Added a new tutorial for the headlamp.
  • Added a new tutorial for the spear.
  • Added a new tutorial for the baits.
  • Added an exhausted character state.
  • Added exhausted character SFX.
  • Added more bones to the map.
  • Added more cheats.
  • Added a way to pick up decorations that consist of an item by holding the interact key.
  • Added new camera shake effect for when player is sprinting while exhausted.
  • Added a way to block incoming damage with the spear by holding right-click.
  • Added a way to bait animals by dropping food on the ground. Bait can also be used for taming/bonding progression.
  • Added a deer leader.
  • Added two new deer models.
  • Added new bonding VFX.

General Changes
  • Made adjustments to the landscape.
  • Made adjustments to the wolf nest camp.
  • Made adjustments to the entrances to the wolf nest.
  • Made adjustments to the waterfall cave.
  • Adjusted the max travel distance for the different arrow types.
  • Adjusted medkit healing over time trigger from 10 seconds to 4.
  • Removed destroy key (Default Key: Q). Melee weapons will now be used to destroy buildings.
  • The large campfire is now used as a safe-zone building.
  • The player can now always sprint, but sprinting without stamina will greatly decrease hunger, oxygen and thirst.
  • Breaking tree trunks will no longer automatically add bark to the inventory. Bark now spawns similar to the logs.
  • Hitting trees with the modern hatchet will now break more pieces of the tree than with the crafted hatchet.
  • The cart tutorial now appears when first interacting with the cart and not when walking near it for the first time.
  • Lowered the shader opacity for unfinished structures from 0.8 to 0.4.

Animal Changes
  • Foxes will now only accept bait as a peace-offering from the player before it tries to approach.
  • Foxes will flee if the player does not carry a peace-offering when it tries to approach.
  • Foxes will flee if the player gets too close, even if the player has a green-zone reputation.
  • Deers will flee if the player gets too close, even if the player has a green-zone reputation.
  • Taming the leader of a pack of deers will now make all the other deers in the area tamed as well.
  • Rabbits no longer need to be bonded with to befriend. If the player's reputation is high enough, the rabbit will approach the player on its own terms.
  • Animals now react to arrows even if not hit.
  • Boars and wolves now flee when damaged and the attacker is out of view.
  • If the player's reputation is high enough, freeing rabbits will immediately befriend them.
  • Tamed animals set to “Stay” will now wander in a radius near the first placed large campfire.
  • Hitting tamed animals with weapons will now cause all of them to run off.
  • Improved AI pathing.

Fixes
  • Fixed a bug where the bows had more inaccurate firing directions than normal.
  • Fixed a bug where the arrow UI would move when hovering one of the icons.
  • Fixed a bug where arrow type could not be changed if the bow was not already loaded with an arrow.
  • Fixed a bug where shooting an arrow would automatically choose the simple arrow instead of the type selected.
  • Fixed an issue where dropping items with the hotkey would sometimes leave the item underneath the landscape.
  • Fixed a bug where decorative objects like lanterns and fur could not be placed on staircases.
  • Fixed a bug where save thumbnails would save the thumbnail to multiple slots when pressing pause game.
  • Fixed a bug where the vegetable crops had disappeared.
  • Fixed a landscape shader bug.
  • Fixed a bug where tutorial tips would not show in alphabetic order in the main menu.
  • Fixed a bug where players could earn a good reputation once in the red zone.
  • Fixed a bug where the start inventory tip would not disappear by pressing TAB/I (default inventory buttons).
  • Fixed a bug where animals would push the player when roaming nearby.
  • Fixed a bug where if the player was falling before entering Godmode, the player would be instantly killed when entering player-mode again.
  • Fixed a bug where the player could not hold items after attacking while entering swimming mode.
  • Fixed a bug where weather would not save.
  • Fixed a bug where hovering over the animal beds would display wrong building requirements.
  • Fixed a bug where it would randomly become daylight in the middle of the night.
  • Fixed a bug where the rain effect didn’t show.
  • Fixed a bug where it would start raining with a clear sky.
  • Fixed a bug where the change arrow UI would appear when not holding the bow and pressing R.
  • Fixed a bug where players could not collect certain items from the small campfire due to collision.
  • Fixed a bug where corn could stack to 30 and burnt corn could only stack to 20.
  • Fixed a bug where some stats would save when killed.
  • Fixed a bug where setting sliders in the settings menu to their default value would not display the reset button as disabled.
  • Fixed a bug where vines would collide with the cart.
  • Fixed a bug where bark would collide with the cart.
  • Fixed a bug where there would be no water SFX when walking in shallow water in some rivers.
  • Fixed a bug where the inventory tip would appear even if the inventory was open.
  • Fixed a bug where there were no breakable locks on the cages beneath the treehouses.
  • Fixed a bug where a warning to “place wood” into the campfire would appear even if the campfire was lit.
  • Fixed a bug where when teleporting to certain locations with the cheat window, the player would get stuck in the ground or fall under the map.
  • Fixed a bug where rabbit traps would be invisible, but the traps would still make sound of a trapped animal.
  • Fixed a bug where weather was not affected by the volume slider.
  • Fixed a bug where the interact UI would stay visible while sleeping.
  • Fixed a bug where bed blankets would have player and cart collision.
  • Fixed a bug where rabbits would be stuck in the floor when in rabbit traps.
  • Fixed a bug where using medkits would give players more health than the player’s max health.
  • Fixed a bug where tamed animals would push the player around.
  • Fixed a bug where follow stop radius for tamed animals set to follow would be ignored.
  • Fixed a bug where if a player moved their mouse during the intro, the start rotation of the camera when the intro was over would change too.
  • Fixed a bug where the stick and hand animation when lighting a campfire did not line up.
  • Fixed a bug where the logs would spawn with the wrong rotation when a tree was cut.
  • Fixed a bug where crafting items would make the mouse disappear.
  • Fixed a bug where destroying buildings with Q would not properly remove the building and in turn not let the player build in that area again.
  • Fixed a bug where dropping items with the key G, would not clear the player's hands which resulted in infinite spawning.
  • Fixed a bug where dropping items with the key G, would not always display the item on the floor as it would if the item was right-clicked and dropped via the inventory UI.
  • Fixed a bug where cages with blood would not spawn in with blood after reloading the game for the first time.
  • Fixed a bug where tamed animals would use the beds even if it was occupied.
  • Fixed a bug where when using the settings sliders it would change the slider placement if the number had more than two decimals.
  • Fixed a bug where the player would sometimes not be allowed to craft more than one count of an item without relogging.
  • Fixed a bug where both the inventory and crafting buttons would be highlighted when opening the inventory after having interacted with a chest.
  • Fixed a bug where some tamed animals would load in frozen.
  • Fixed a bug where blood VFX would appear when hitting a rabbit trap after freeing the trapped animal.
  • Fixed a bug where animals would freeze when hit by a player weapon.
Legacy: Steel & Sorcery - garrett
Hello everyone! We're back with another patch filled with fixes and improvements, and this one is a culmination of more than a weeks work by the team. It addresses some of the biggest concerns by the community, mainly with class balance (in particular Warrior and Rogue), Stash size being too burdensome, and as well as returning the loot to Mor'thog which we temporarily disabled while we adjusted the experience.

We're working on more updates and adjustments for a Mini Patch that we will be doing in a few weeks, which will give players the ability to delete characters, properly display cooldowns to toolbelt items (such as Poison Dagger, Warhorn or Prayer Cards), more improvements to the Mor'thog boss experience and more.

Thanks for all of your feedback and we appreciate your patience.

The servers will be going down for approximately an hour between 10am to 11am pacific standard time on Thursday, February 27th to apply this Update

General
  • Royal War Chest:Fixed an issue where swapping the Royal War Chest Stash Container with another Stash Container would cause items to go into Overflow when it shouldn't.
  • Players who accidentally deleted their Founders Pack chests will find a new copy in their mailbox.
  • Numerous Crash Fixes.
  • Fixed a Memory Leak related to ability targeting.
Classes
Priest
Abilities
  • Divine Mirror: Reduced cost to 30 energy, down from 35.
  • Guided Star: Reduced cost to 35 energy, down from 40.
  • Heaven's Ward: Reduced detonation time to 2 seconds, down from 3.
  • Heaven's Wrath: Increased travel speed by 30%.
Weapons
  • Sword and Buckler:
    • Evade attack now has action cancel and combo windows, combos into the final normal attack.
    • Sprint attack now staggers.
Items
  • Glowing Sanctum Staff: Energy granted reduced to 5 per hit, down from 10.
Rogue
Abilities
  • Evade:
    • Short evade cost increased to 25 stamina.
    • Long evade cost reduced to 10 stamina.
  • Phantom Dagger:
    • Cooldown after teleporting increased to 12 seconds.
    • Projectile speed reduced by 10% to 27 meters/second.
    • Total projectile travel distance reduced to 22 meters, down from 30.
    • Energy cost increased to 50, up from 40.
    • Duration of the tag reduced to 10 seconds, down from 15.
    • Max teleport distance reduced to 30 meters, down from 40.
    • Reduced block damage to 1, down from 2.
    • Root duration reduced to 4 seconds, down from 5 seconds
  • Grapple:
    • Increased energy cost to 50.
    • Reduced range to 12.5 meters.
    • Reduced adrenaline granted on hit to 30.
    • Fixed an issue where grapple did not pull the rogue to blocking targets.
    • Adrenaline is not granted when hitting a blocking target.
  • Visage: Added an 8-second cooldown after teleporting to the shadow clone.
  • Shroud: Duration of invisibility reduced to 1 second, down from 2.
  • Phantom Veil:
    • Duration of invisibility reduced to 1 second, down from 2.5.
    • Energy cost increased to 60, up from 50.
  • Creep: Fixed an issue allowing creep to be used indefinitely after double tapping quickly.
Weapons
  • Daggers:
    • Reduced backstab damage by 5% at the second and third charge levels.
    • Fixed an issue where Cheap Shot was doing 20 points of Resilience damage instead of 30.
Items
  • Poison Dart:
    • Damage on impact changed to use ability power and reduced by 95%.
    • Total poison buildup from 1 dart reduced to 750, down from 1000.
    • Total travel distance reduced to 30 meters, down from 200.
    • Projectile speed reduced to 30 meters/second, down from 90.
    • Added an 8-second cooldown.
    • Developer Note: The cooldown will not display in the UI properly until a future fix next month.
  • Smoke Bomb:
    • Added a 30-second cooldown.
    • Duration of invisibility when leaving the cloud reduced to 2 seconds, down from 3.
    • Developer Note: The cooldown will not display in the UI properly until a future fix next month.
  • Paralyzing Dart:
    • Added a 60-second cooldown.
    • Developer Note: The cooldown will not display in the UI properly until a future fix next month.
Hunter
Abilities
  • Evade: Cost reduced to 30 stamina, down from 35.
  • Explosive Seed: No longer deals a Knockdown, but instead a Large Stagger.
  • Shock Beetle:
    • Attempted fix for an issue that caused the Beetle to have blocking collision.
    • Beetle health increased to 100, up from 2.
Weapons
  • Medium Bow:
    • Base damage of all Medium Bows increased by 7.5%.
    • Fixed an issue where the tap shot damage was much higher than intended.
Items
  • Frost Arrow: Fixed an issue causing the frostbite buildup effect to last indefinitely if more than 2 targets were in the area.
Warrior
Abilities
  • Enrage:
    • Fixed an issue where Enrage was providing immunity to Stuns and Incapacitates.
  • Deathball:
    • Reduced base damage of all Deathballs by 6%.
    • Reduced damage of Evade attack by 20%.
    • Increased number of recovery frames on the evade attack by 5.
    • Fixed an issue where resilience was reduced by 40% while a Deathball is equipped.
    • Flying Doom (Weapon Special):
      • Replaced Stun effect with Knockback.
      • Reduced cost to 30 rage (down from 40).
      • Reduced damage by 50%.
    • Block
      • Reduced the total block amount to 4, down from 5.
  • Iron Grip:
    • Fixed an issue where the fully charged version would travel the same distance as the tapped version.
  • Rampage:
    • Reduced movement translation by 20%.
    • Reduced damage by 10%.
    • Increased cost to 50 rage, up from 40.
  • Battle Frenzy:
    • Reduced Enrage duration to 2 seconds, down from 2.5.
Weapons
  • Spears:
    • Damage reduced by 20%.
    • Added an 8-second cooldown.
      • Developer Note: The cooldown will not display in the UI properly until a future fix next month.
  • Warhorn:
    • Added a 30-second cooldown.
      • Developer Note: The cooldown will not display in the UI properly until a future fix next month.
Items
  • Skullcrusher Deathball:
    • Reduced crit chance to 25%, down from 30%.
  • Brigandine’s Chest:
    • Changed Rage generated from 20 per hit to 2% of damage dealt.
  • Bullrush Horns:
    • Rage on hit now applied to both Heroic Leap and Charge.
  • Executioner's Chestplate:
    • Now stacks to a maximum of 5
Items and Loot
  • The Giant Skull can now be found more often.
  • The Treasure Rooms loot has been improved
  • Mor'Thog's loot has been re-enabled.
World and World Experience
  • Navigation and leashing behavior improvements have been made to many creatures.
  • Updated the Lair of Mor'Thog's portal to now be a door that closes after the encounter is started.
    • Developer Note: In a future patch, we will be doing more changes to the room, encounter and loot to be a better player experience.
  • Updated the lighting and shadows in Dungeons.
  • Fixed a blocking volume preventing players from entering the Artisan Hill mine
  • Blocked off a path that allowed players to leave the map behind the graveyard
  • Fixed some player collision problems in the woodland huts area.
Combat and AI
  • Monsters will now attempt to attack when players are just outside their attack range.
  • Fixed the ogre in the Goblin Camp being unable to walk up the ramp to attack players.
Vendors
  • Fixed an issue where bartering with the Goblin would grant exp to the Tailor
UI and Inventory
  • Updated the base Stash Tab Count to 4.
    • Developer Note: We felt that the default stash capacity was too low, and have made an adjustment by increasing it by 1. Players can craft or find a Stash Container to upgrade it. We will continue to monitor the Stash capacity and make more adjustments as needed. Stash capacity should feel meaningful but not a burden.
  • Fixed an issue where players could autorun while downed or dead.
  • Fixed an issue where the Ossuary could fail to reset if a player logs in between 11am and 12pm on tuesdays
  • Fixed an issue where the Ossuary showed an incorrect time remaining until reset.
  • Fixed an issue where players were able to clip two items into each other in the inventory
  • Fixed an issue where players could manipulate undiscovered items
  • Fixed Mydas potion being able to create multiple golden critters from one actor when spamming interact.
Sound
  • Added sound cues for when an ability fails to activate due to being on cooldown.
The Test: Hypothesis Rising - JessyBug
Hello everyone! We've officially released the next installment in The Test Series!

The Test: Reality Check is now available for play!

Thank you all so much for your continued support, and we look forward to hearing from you! ♥

https://store.steampowered.com/app/3447410/The_Test_Reality_Check/
The Test: Hypothesis Rising - JessyBug
Hello everyone! We've officially released the next installment in The Test Series!

The Test: Reality Check is now available for play!

Thank you all so much for your continued support, and we look forward to hearing from you! ♥

https://store.steampowered.com/app/3447410/The_Test_Reality_Check/
Feb 25
Ukrainian Shield: Iraq - [ZOAZ]-渦巻き🌀
Work on light, shadows, similar, correction of certain mistakes, small changes in the interface
...