赤焰号角 - cute168178
各位亲爱的朋友们:
为了让朋友们更好体验游戏,结交到更多的朋友,我们计划于2025年3月10日(周一)10:00-11:00 时部分服务器停机维护进行数据互通。进行数据互通的服务器受维护操作完成时间影响可能会有提前或者延迟开启的情况,请朋友们见谅,给朋友们带来不便敬请谅解!
合服时间:2025年3月10日(周一)10:00-11:00
合服范围:5-10、16-26、28-31
注:具体合服区域以游戏内合服数据为准,若有变化会另行通知

数据互通规则:
1、数据互通后,原来多组服务器将实现数据互通,玩家须通过原有的服务器登陆游戏;
2、数据互通后,服务器会重新统计所有排行榜,在下个统计时间之前,全部随机排序;
3、数据互通后,不会对原角色、装备、经验、元宝、等全部游戏数据产生任何影响;
4、数据互通后,清除王城争霸活动数据,合服后重新争夺;
5、数据互通后,已删除的所有角色邮件一起删除,其他的不处理;
6、数据互通后,帮派内所有角色均被删除以后,则解散并清除该帮派;
7、数据互通后,合服后合并市场里所有物品,如果人物已被清除,则该人物在市场里出售的物品一并清除。
8、角色清理操作:
1)角色等级小于250级;
2)角色实际充值金额为0(真实充值金额);
3)未登陆游戏天数大于7天。

合服活动:
活动一:霸权玉玺
活动时间:合服1-3天
活动内容:活动期间,击杀200级以上BOSS有几率掉落活动道具。

活动二:顶级收藏家
活动时间:合服1-3天
活动内容:活动期间,使用活动道具可兑换奖励。

活动三:累计充值
活动时间:开服1-3天
活动内容:活动期间累计充值即可领取奖励。

活动四:超级豪礼
活动时间:开服1-3天
活动内容:连续3日累计充值满足条件还可额外领取奖励!

活动五:限时改名
活动时间:开服1-3天
活动内容:活动期间,可购买改名卡与帮会改名卡,每个仅限购买一次!

Coryphaeus Championships - Coryphaeus Corp

The ultimate showdown where content creators battle for glory. Compete, earn crowns, and fight your way to the top!

PLAY FOR CROWNS (Best of 3 Matches)
5 crowns = 5 lives
10 crowns = playoffs
0 crowns = elimination

PRIZES
Participation: 5,000 C-COINS
Top 8: 10,000 C-COINS
Top 4: Tournament-exclusive Majestic Coryphaeus alt art
Winner: In-game trophy + immortalization with their own personal alt art

Enjoy, have fun, and may the true leader win!

All aspiring content creators, this is your stage - jump in and get started!

STALCRAFT: X - Vorex

Amidst the vast sea of text in the latest patch notes, a small yet important change has slipped in — the crafting of the Buryat has been revamped!
  • Signals in most southern locations now depend on the number of players, making them easier to find.
  • Tracker distribution has been adjusted, with a stronger focus on northern locations.
We hope these changes will spare aspiring artifact hunters from wandering the southern regions for months in search of parts for their coveted detector.
Bloobs Adventure Idle - Bloobs_Dev
Version 1.6.3.50 - The Hinterlands Bloobathon.


Updates:
Added Arrow Shafts from Lunarwood Logs (Level 100 Bowcrafting Required).
Added outitems too skill information uis.
Updated Level Up messages for Attack , Defence , Range and Magic.
Shop Information is now a panel instead off a tooltip.
Adjusted Bloobathon Dexterity Level Requirements.
Improved dungeon entrances, traversable shortcuts to say the level you require when attempting to use.
Added Hinterland's Bloobathon.
Added Toxic Bear (Level 71 BeastMastery Required).
Added Potion time and buff saving and loading.

Bug Fixes:
Fixed Right click menu in the inventory staying open when switching tabs.
Fixed Invocations reseting, bonus xp from potions.
Fixed Karinite Ore having the wrong image for the Golden Opportunity.
Corrected Forester's Fantasy naming error in Devotion Skill UI.
Fixed Combat Statistics position.
Fixed a Tilemap issue in the Ethereal Dungeon with red coloured tiles.
Fixed a issue with Mining Prestige above Prestige level 1 would close the prestige ui and cause the tooltip to stick on screen.
Fixed pathing to moths, this would break after using a shortcut.
Fixed Karinite Arrow tips having the wrong Smithing Level Requirement.
Fixed Defence XP per hour not displaying when switching combat styles.
QUESTER - TK@Thousand Games
We're creating a new Fantasy RPG by arranging and enhancing the systems of "QUESTER".

30% OFF release sale now on until March 21st

* Japanese Only (English will be supported in the future)

https://store.steampowered.com/app/3399400/Monochrome_Echoes__white/




* Japanese Only
MIGHTY 1990 - Chaosmonger Studio
Bringing Back the Aesthetic of Classic ‘80s Adventure Games
Since MIGHTY 1990 is set in the year 1990, I wanted the game to feel like something that could have actually existed at the time. That meant relying on technology from the 1980s—when adventure games were evolving from text-based interfaces to more visually rich experiences.

To capture that feeling, I embraced strict graphical limitations: a low resolution, a carefully chosen 16-color palette, and a UI design that blends text-based interaction with point-and-click elements.

In this devlog, I’ll go over why I chose this style, the changes I made to the resolution and fonts, and how these tweaks help balance authenticity with modern usability.

The Art Style: Why 16 Colors?
Back in the 1980s, many PC adventure games ran on hardware that had severely limited color output. While some games used EGA graphics with 16-color palettes, a huge number of people were playing on monochrome displays—which could be:

  • Black and white → The most basic early monitors.
  • Green phosphor screens → Common on early IBM PCs, giving everything a glowing green look.
  • Amber displays → Similar to green phosphor but with a warm orange hue.
While MIGHTY 1990 isn’t literally black and white, I wanted to capture the essence of those monochromatic screens—a simple, limited palette that still allows for depth and atmosphere.



Instead of using a full EGA palette, MIGHTY 1990 features a custom monochromatic 16-color scheme. This ensures the game feels nostalgic while still having enough contrast and detail to be visually interesting.

The end result? A distinct visual identity that blends monochrome aesthetics with just enough color variety to maintain clarity and charm.

Resolution Tweaks: From 426x240 to 480x270
Initially, I set MIGHTY 1990’s resolution to 426x240 to preserve the 240-pixel height seen in older games. However, I quickly ran into a problem—it didn’t scale well on modern displays.

Most players today use 16:9 screens, and 426x240 didn’t upscale cleanly to standard resolutions like 1920x1080 or 3840x2160. So, I adjusted the resolution to:

  • 480x270 → A resolution that scales perfectly at 2x, 3x, or 4x on modern screens.
  • Keeps the pixel-perfect look while ensuring the game remains crisp and readable at any size.
  • Doesn’t feel out of place for a game set in 1990—some computers were already running at resolutions beyond 320x200 by that time.

Font Changes: Readability, Authenticity & Localization
Another area where I made some changes is the game’s font system.

At first, I was using a different pixel font, but it had some major issues:

  • It didn’t scale well at the new resolution.
  • Certain characters looked off due to spacing and pixel distortion.
  • Most importantly, it didn’t support localization—some special characters were missing for German, French, Spanish, and Italian.
To fix this, I chose two new fonts that work better:

  1. A primary font for dialogue and standard text → Pixel-perfect readability at 480x270.
  2. A secondary font for titles, verbs, and bold interactions → Emphasizes key gameplay elements while keeping the classic feel.
The result is a UI that still looks era-appropriate, but now it’s clearer, properly scalable, and supports full localization.

Here’s a before-and-after showing how the font update improves both readability and authenticity.







Balancing Nostalgia with Playability
The goal of these changes isn’t to modernize the game too much, but rather to stay true to late ‘80s aesthetics while making sure MIGHTY 1990 is playable and readable on today’s hardware.

  • The resolution tweak ensures the game scales properly without distorting the pixel art.
  • The font update makes dialogue and UI elements easier to read and localize.
  • The 16-color palette keeps the game’s visual identity faithful to the late ‘80s adventure era.
I think these adjustments make the game better without sacrificing its retro soul, but I’d love to hear your thoughts.

Your Thoughts
What do you think of these graphical choices?
Do you like strict 16-color palettes, or do you prefer modern pixel art with more freedom?
Did you ever play adventure games on a green phosphor or amber monitor? What was that like?
What’s your favorite retro visual style, and why?
Let me know your thoughts, and if you haven’t already, wishlist MIGHTY 1990 on Steam to stay updated!
Agent Dunoz - VIWESA games


Mission Update: More Opportunities for Big Rewards! 🚀💰

We've expanded the selection of missions—now there are even more to choose from! New high-reward contracts have been added, offering greater challenges and bigger payouts. Get ready to test your skills and enjoy an even more thrilling experience!

Adventure awaits! 🔥✨
Perimbó - Derefepo
We are happy to announce that Perimbó will be released on the 14th of march 2025
Unreal Table Ball Playtest - Robin Painter
Additions
The start of the localization system.
While right now the ONLY language other then English, is just the US dialect of English (So English AU and English US are the only two languages), but if it works, you'll be able to notice the word "Colour" will drop it's 'u' for the Americanised translation. (I actually have zero idea if this even works, I believe it to work, so please let me know if changing the language setting, changes anything.)

I intend to offer the original set of languages from Table Ball (English, French, German, Spanish and Swedish), plus a few other languages.
You can feel free to help translate the game through Crowdin

I do apologise that there aren't any other changes to the game, I've been focused on a few other projects and some personal stuff so haven't been able to dedicate time to Unreal Table Ball.

What's next for Unreal Table Ball?
Further enhancements to the VR Mode Beta - I've made live the beta branch, and will be quickly distributing a new build to that, that SHOULD contain a very VERY early version... (As in barely anything works yet, controlling the game is through physical buttons you have to stand on, and I have NO idea if you can even do anything in the VR mode as my headset isn't working... Gonna get it replaced...)

The 3D Game Mode

Adding the customization system to the main menu

Start of the saving system
Zombie Hunter, Inc. - cubrman
In February our main focus was on improving our last build. Andrii and Egor finished moving our cutscenes to Timeline, now we will be able to create them faster. Andrii also worked on optimizing and fixing our inventory system, while Egor created idle animations for zombies, improved Rooftops level and created missing wind animation for a few models.


Finally the Katchur brothers created a bunch of awesome new models.



Next month we are moving on to working on our new level - The Sewers, so stay tuned!

...