Level Devil - Unept


It's almost too much to take in, I know.

Not only do you get the greatest game ever created, but you can play it with your Xbox*, PS5*, PS4*, Ninty Switch*, Steam controller*, Steam Deck*, and maybe others who knows I ain't got time to test your knock-off Hello Kitty brand pink camo controller grandma gave you seven Christmases ago so maybe you should update your hardware there, buck-o.

My generosity knows no bounds.

*I hope

IdleOn - The Idle RPG - LavaFlame2
You can now login on Mobile with "Sign-In with Steam"!


The Jar will be your first stop, located in Cavern 11!


Sharpen your axe, and see how many trunks you can whittle down on the Evertree!

See for yourself what lies beyond...

... or just keep reading instead to see what lies beyond!


Rescue Bolaia the Villager from Cavern 12, and they will study the caverns innermost secrets for you!


New companions are HERE! Go visit the Doggy in World 1 Town to claim your weekly freebie now!

New Content
• UNDERGROUND OVERGROWTH -- 5 new caverns
• New villager - Bolaia the Cavern Scholar!
• 28 new schematics for Kaipu the Engineer Villager
• 4 new bonuses for Cosmo the Conjuror Villager
• 6 new bonuses for Minau the Measurement Villager
• 2 new bonuses to get from ringing the bell
• 1 new statue - it's actually found at Cavern 9. The Dragon Warrior statue is now found somewhere in the new caverns...
• 2 new stamps - both found within the new caverns

• New companions, which you CAN use your weekly freebie on!
• You can now select which Tier of Treat you want to buy, and each one comes with its own guarantee! The Guarantee for the Mythic pet is only 30, not 200!
• You can access the old pets through the "LEGACY" button in the top left of the Buy Companion window. You can still spend crystals and use your weeklie freebie there if you want.

Quality Improvements
• You can hold down on Opal Investing to give them to your villagers FAST!
• Added the "Score needed for Next Opal" display to the Dawg Den while fighting!
• Flaggy progress toward unlocking a new cog slot is always shown, so long as a flag is placed there.

Balance Changes
• Everyone with a LV 13+ explorer villager has been set to LV 12 - I did this because Villager is now harder to level up past 12. While everything in IdleOn allows for "prep", and I do not want to discourage prepping for things, refrain from prepping Explorer villager for Caverns 16-20, and 21+.
• Renewing the Bell (resetting it) now costs 25 EXP, instead of 250 EXP. EXP rate remains at 10/hr

Bug Fixes
• Reclaiming "Begginer Best Class" Star Talent from Rocklyte now works, before it was giving "Quest Kapow!"
• Standardized the height display of coins -- void and beyond were shown lower than the base coins, overlapping with the number under them making them harder to see.



But wait, before you go...


TLDR: For a limited time, buying Companion Crystals will give you a chance to win a limited-edition GLUNKO SUPREME companion!


Just look at how supreme he is!



As always, here are the 6 winners from last time who will all receive 4000 gems each!

Oh, and one last thing...
Comment your 1st idleon character's name below - 1 lucky commenter will win a GLUNKO SUPREME COMPANION!

Happy cave diving!
~ Lavaflame2
Mar 12
SourceWorld - SellFace


Hello everyone!
We've returned back after 3 months of silence and with a lot of progress and great news too.



Steam Page

We have finally managed to get the SourceWorld Steam store page up and running, it took us a lot of set up and filling up e-documents but it all paid off in the end. We've set up the basics on it and a thread in discussions where you can ask us whatever you want if you have questions for us! The steam page wouldn't have been possible without the Supporters who helped us to make this a reality and give our mod the real chance to shine among all unique mods!

https://store.steampowered.com/app/3489490/SourceWorld/

We'll be very happy if you would wishlist SourceWorld, as this greatly helps in growing up to be more noticed and seen on Steam. By the time of writing this, we have already gained 500 wishlists.

The Multiverse



In Demo Post-Mortem article it was mentioned that the whole world scanning mechanic needs to get changed in favor of something drastically different.


Map Legend: Green - Explored | Yellow - Scanned | Gray - Visible | Unreachable - Barely visible dots.

At the start of any playthrough, there's a fixed amounts of worlds being generated into a single multiverse, looking similar to a starmap. Worlds that players visit will not be completely random, but rather playthrough consistent, meaning that if you meet your demise in one world, you can try it again after reloading last save.

Scanning was changed too. Players now have access to a Multiverse map, which shows all accessible worlds that player can scan and travel to. Upon visiting worlds, the neighbouring worlds get unlocked for scanning. For now the multiverse is limited by a number of 200 generated worlds that you can explore.



Worlds themselves now consist of stages. Formerly a player would jump into a generated environment and return back after a short while, but now there are so-called "stages" for each world player has to go through in order to finish their mission.

We consider utilising this change to get around engine limitations, slicing big worlds into smaller stages. It's also not excluded that an optional save system could be added in between stages to let players feel less risk of losing their progress and being pushed all the way back to the lab.

The Terminal's interface was reconstructed from scratch. It used to be a very simple console with few commands, but now it's changed to have a bigger gameplay role.
Updated terminal has a multiverse map menu, scan details map, portal control, stats menu which will serve as display for previously explored worlds, files will work as way to interact with pieces of information or software the player gathers over time and of course messages tab.

www.youtube.com/embed/mWTPS3LG4uU

Map Generator Updates
AI Pathfinding



Without proper pathfinding, SourceWorld's combat feels redundant when enemies barely move around. However, with some help from Nbc66 we finally managed to get working AI Pathfinding for generated environments. This solves many problems, including the ones which prevented adding companion/ally NPCs into the mod. Besides, enemies will be able to roam or chase player around and just be less dumb overall.

Minimap & Exploration



Just like many other things you've seen in the Demo version, minimap has been remade from scratch to match the new map generator. Levels now consist out of premade rooms or "tiles". Formerly, the Exploration mechanic worked in a way which forced player to walk to almost every corner possible, sometimes often having to open the minimap to see which tiny spots you've missed.

New minimap shows only the rooms that player has visited much like the former one, except that unexplored pathways are now highlighted so that any time player opens the map, they will instantly see which parts of the level they haven't checked yet.

www.youtube.com/embed/EdVwc_dnG8A

Optimisation



Since SourceWorld follows a brute approach of placing playable enviroments when a map is already loaded, we had to add some kind of optimisation to prevent the whole level from rendering at all times. We came up with a very primitive Potentially-Visible-Set algorithm for occluding non-visible areas. Not only this disables drawing of far level geometry to improve perfomance, but it also helps with making lighting not bleed through floors and walls.

Map Change Effect

We've also added a screen-melt effect when loading into a map.



District Security Riot Unit



The District Security receives an additional unit in their roster which in reality wasn't planned or accounted for but the message that The_GuardianTM has to transmit is that "It is a happy accident", thanks to a user on the Garry's Mod workshop which demanded the people that ported and made the District Security as functional NPC's there was someone that also asked for a Security Riot unit, which at first was far from happening, but later on a second thought eventually this idea wasn't too far fetched from happening, so now we have the Riot Control Unit to become a reality and soon-to-be functional in-game too! (They will basically just rise up their shields at you to protect themselves from your bullets.)



Level Design Progress

The maps are also seeing some touches too, either adding or modifying, but most importantly optimising them for computers which have issues with the district city! Aside from that there are also some WIP stuff such as a story named Tunnel Fission (Still heavily WIP as it is, still laying out ideas for it and designing it.)







Conclusion

Thanks for reading the devlog, make sure to check out the steam page. We also have a Q&A thread in its community hub where you can ask us any questions. Leave your thoughts in the comments!


CuckTales 🐓 - cucktalesgame
https://store.steampowered.com/app/3585000/BullTales

Now available for Wishlist on Steam!
Echoes of the Architects - GFX47
  • Added colors in the stats
  • Added distance from closest ally/enemy/resource target filters
  • Added more ally/enemy presence conditions
  • Added target filter and condition parameters
  • Added target filters invert option
  • Added the Side filter category to the Approach and Self-Destruct action
  • Improved the auto-definition of the action when changing a utility module
  • Increased the armor and build duration of the Heavy Tank unit platform module
  • Increased the build cost mutiplier of all the advanced unit classes
  • Increased the build cost of the Basic brain module
  • Increased the build cost of the Heavy Tank unit platform module
  • Increased the build cost of the Low Memory and Slow brain modules
  • Increased the build cost of the Rhover unit platform module
  • Increased the build duration mutiplier of the Pair and Giant unit classes
  • Increased the build duration of the Saw, Mortar and Railgun attack modules
  • Increased the build duration of the advanced brain modules
  • Increased the build duration of the advanced unit collector modules
  • Increased the cost of the Dropship unit platform module
  • Increased the damage and reduced the approach distance of the Mortar and Railgun attack modules
  • Inverted the default camera key bindings for zoom in/out and move up/down
  • Made the "Approach and Self-Destruct" action and the ally/enemy filters work with resources and positions
  • Railgun now ignores target shields
  • Reduced the build cost and duration and increased the range of the Machine Gun attack module
  • Reduced the build cost and increased the armor of the Dropship unit platform module
  • Reduced the build duration of the Hovercraft unit platform module
  • Reduced the collection speed and capacity of the unit platform modules with several utility slots
  • Reduced the collection speed and increased the build cost of the Payload collector module
  • Reduced the cost of the Spitter and Factory base construction modules
  • Reduced the damage dealt by the Blaster and Saw attack modules
  • Reduced the move speed of the bigger unit classes
  • Reduced the storage capacity of the Excavator base storage module
  • Removed filters from the Store action
  • Restored the Constructor module type filter
  • The Hack tactic now only inverts the ally/enemy team on targeted units (not on bases anymore) and area damage from hacked attackers don't impact allies anymore (still impact enemies)
  • Tweaked the Colossal Heart, Desolated Artefact and Forgotten Deterrence maps
  • Tweaked the Rhover model
  • Tweaked the drones position on base spawn spots
  • Tweaked the unit editor UI
  • Updated translations
  • Fixed combination of filters from the same category
  • Fixed some modules randomly not appearing in the unit thumbnails
  • Fixed the unit thumbnails showing shadows coming from the main menu scene
  • Fixed the "Attacked" target filter
  • Fixed the Approach and Self-Destruct action string missing the target selector
  • Fixed the brain frequency stat delta scale
  • Fixed the storage conditions
Mar 12
Fusion - Vad0013
1. Fixed a bug that caused the opening event of a new element to not be triggered if it was purchased from characters in the Vice organization.
2. Correction of the Russian localization has been carried out.
3. The position of the buttons on the desktop has been changed, now they are arranged in the order of their appearance.
4. The first request for game statistics on Steam and VK Play now occurs during the initialization of the achievement system, rather than when receiving achievements directly.
5. When you click on the bowler hat (the button to remove simple items from the desktop), a warning now appears.
6. Improved item search. Now the element with the words in the name starting with the entered search word is shown more priority than the element with it in the middle. Also, elements with fewer letters in the name have a higher priority.
Global Shipping Simulator - czainox
🔧 Fixes & Improvements
Fixed overlapping text issues
Various texts have been repositioned to prevent them from overlapping.
Tutorial interface improvement
The black box is now smaller for better readability.
Increased starting money
You will now start with a higher amount to make the beginning of the game easier.
Diagonal movement is now possible
You can now move freely in all directions.
Larger destination icons with blinking effect
Icons are now bigger and blink to better indicate important points.

🌍 Translations & Save System
Fixed tutorial text translations
Fixed graphical options text translations
Settings are now properly saved
Your settings will no longer reset when starting a new game.

🏗️ Construction Menu Improvement
Now displays the image and name of the selected object
You can now clearly see which object is currently selected in the menu.


Enjoy the game! 🎮
Airport X-Ray Simulator - Rainbow Lab
- Fixed an issue that prevented the dogs overhead stat display to show unless you were very close.
- Re-added 'Alt + Scroll' as a way to zoom using the advanced x-ray zoom upgrade for keyboard and mouse input. (Not currently re-bindable).
- Added a visual detection message for when your dog finds something to help those hearing impaired.
Potion in Motion - Shaboi
Join the adventure, contribute ideas, get access to playtest versions, all and more on the discord which you can join here: https://discord.gg/kHG6VSKEnh
Escape Condition - sbroome
  • Integrating new sound system for weapons
...