1. Season 3 Level 7 - 35th collectible item was fixed and is now rendering correclty 2. I disabled instanced stereo for non-VR launch ( it's only supposed to affect the VR launch, but for some reason some people couldn't launch the game because of it) 3. Season 3 Level 12 - Fixed the shadow inside tunnels, now you can see the road it's not all black 4. Season 3 Level 13 - Fixed the red portal and make the bright lights less blinding 5. Season 2 Level 14 - Fixed the issue where the music was stopping
This year I will be attending Nordic Game Jam 2025 In Denmark!
If any of you are interested in meeting me and talking about how great Sheeple is or pointing out a fatal flaw you see in it, then please come see me! I will also be walking with the newest version of Sheeple so stay tuned for that! Sheeple might be showcasing on NGJ but that will strongly depend on how they are with space, In well worst case I will just conquer a random table for us, muahaha!
New Screen Shot of Sheeple made by Beta tester "Mist" :
From today (until March 31) The Whims of the Gods is attending City Builder & Colony Sim Fest 2025 on Steam - an event that presents the best, selected games in the city building and life simulator genres. This is a chance to discover new gems and revisit titles that you can buy or add to your wishlist on Steam. And we would ask you to take advantage of this opportunity to do the same! But simultaneously...
… we are happy to announce the start of the third open playtest of The Whims of the Gods! Join the gameplay and immerse yourself in a challenging world. Alone or together with another player, build and protect an ancient city, and manage resources to ensure survival. Try your hand at co-op city builder - join forces and expand your city!
We are pleased to present our game to a wider audience for the third time! If you feel like playing and sharing your opinion, we would be delighted. You can leave your feedback here or/and fill out a short survey after gameplay - every comment is valuable!
We encourage you to join our Discord community, where you can share your impressions of the game. Every opinion, even the smallest one, is important to us, and our team will be happy to answer your questions and suggestions. However, if you prefer a different form of contact, you can also share your thoughts via Steam discussions (visible only for the game owners!). We will be happy to hear your opinion there!
This will help us make The Whims of the Gods even better! And don't forget to add the game to your wishlist on Steam in the meantime ;)
So...
3... 2... 1...
The third public playtests of The Whims of the Gods are starting right now! 🎉
From today (until March 31) The Whims of the Gods is attending City Builder & Colony Sim Fest 2025 on Steam - an event that presents the best, selected games in the city building and life simulator genres. This is a chance to discover new gems and revisit titles that you can buy or add to your wishlist on Steam. And we would ask you to take advantage of this opportunity to do the same! But simultaneously...
… we are happy to announce the start of the third open playtest of The Whims of the Gods! Join the gameplay and immerse yourself in a challenging world. Alone or together with another player, build and protect an ancient city, and manage resources to ensure survival. Try your hand at co-op city builder - join forces and expand your city!
We are pleased to present our game to a wider audience for the third time! If you feel like playing and sharing your opinion, we would be delighted. You can leave your feedback here or/and fill out a short survey after gameplay - every comment is valuable!
We encourage you to join our Discord community, where you can share your impressions of the game. Every opinion, even the smallest one, is important to us, and our team will be happy to answer your questions and suggestions. However, if you prefer a different form of contact, you can also share your thoughts via Steam discussions (visible only for the game owners!). We will be happy to hear your opinion there!
This will help us make The Whims of the Gods even better! And don't forget to add the game to your wishlist on Steam in the meantime ;)
So...
3... 2... 1...
The third public playtests of The Whims of the Gods are starting right now! 🎉
B-17 Flying Fortress : The Mighty 8th Redux - ben.bastian
Features
Editable Serial number for Bomber commander and Squadron Commander Aircraft
Steam SDK integration
Steam Achievements
Bug Fixes
Fix for crash when saving a game with no name
Fix for pause key press not unpausing game
Fix for quit dialog not working with pause
Fix for crash on load game
Fix for navigator pingpong between lost and not lost
Fix for crewman remaining after bail out
Fix for crash when game over
42-31367 Chow-Hound
By early August of 1944 the allies were pushing south of the beach head in Normandy. The allied plan relied on heavy bombers to soften the German lines. These missions were often considered 'Milk-Runs' by the crews, as they were usually unchallenged by German fighters. For the mission of August 8, 1944 the 91st would send three squadrons of B-17s to hit German positions that were confronting the Canadian First Army south of Caen.
B17 42-31367 Chow-Hound had completed forty-eight missions with three crews. During this last mission disaster struck. The Chow-Hound was cut in half by a direct flak hit. The Chow-Hound was lost with all hands.
Due to the efforts of a French organisation ANSA, the location of the crash site was provided to the US department of defence in 2001, which performed an excavation of the site in 2004, recovering and repatriating the remains of three crew members who had been MIA for 60 years. A military funeral with full honors was held at Arlington Cemetery in 2006.
Destroyers won't fire their guns if they are below 30% hull points. Previously they would be dead in the water when in cripple state from a single torpedo. Now they will fight a bit more if hit only by one. Using their guns.
Bug Fixes:
Fixed: torpedoes collided with free cam
Fixed: submarine won't dive in reverse
Until next time, thanks for feedback, keep up the patrols and let us know if you encounter anything weird out there.
The wait is finally over! Schedule I is now available on Steam!
Thank you to everyone for showing interest in the game. Schedule I is a solo project I started over three years ago, and I never imagined the response would be this massive. It's truly rewarding to see so many people playing and enjoying the game.
I'm really proud of Schedule I already, but I promise that there's a whole lot more coming. You can expect significant monthly updates for the next few years. You can view the roadmap here. I'll run monthly polls to see what the player base would like to see next. Stay tuned!
This is an simple yet exciting update covering a few key aspects.
In previous builds, the player would use the radio tower to advance missions when playing on Easy and use their bed when playing on Medium. Now - all difficulty modes use the bed for advancing missions and the radio tower now serves as a way to dispense bonus missions. Bonus missions from the tower will be played in sequence but are only available after finishing a main mission. Only one bonus mission can be activated per main mission complete. (Currently only one as stated below, but more on the way as we speak!)
Bonus mission "interludes" are similar to main missions in terms of combat, but have their own story and are checkpoint based within the mission without the ability to quicksave or save at any time like during a main mission.
Bonus mission "interludes" can't be saved during, but can be exited if the player wishes to rather play them again at a later stage. Once they have been completed then they cannot be replayed from the tower until starting a new game.
This build contains 1 new bonus mission that can be played at any time between missions through the radio tower in-between the first 4 missions of the game. This is the first of a series of bonus missions featuring General Gideon (Not to be confused with General Van Jaarsveld) and discovering the character in depth, as well as joining him on various antics.
The new mission takes full advantage of our new character system with expressive dialogue and interaction, with the characters facial expressions changing to react to the players actions.
Enemies can now only be looted once their death animation is complete, this prevents it from being far too easy to loot enemies before they've even hit the ground, considering the games generous interaction distance.
Fixed an issue that would sometimes cause shell casing ejections to be rendered through other objects.
Some minor audio balancing and weapon audio improvements on certain weapons.
Improved a few models and textures, and a few indoor lighting scenarios.
Fixed a bug that affecting the save game button in the main menu, but not the quick save or checkpoints.
Some minor ragdoll improvements.
Small performance optimizations.
A few small bug fixes.
Thanks as always to all, and a huge welcome to all the new players that have joined lately!