Alone - Llama
Salutations,

I am pleased to announce some details about the next milestone for Alone. So without further ado...

The next milestone will be called "Rune", and includes a mixture of changes which will impact both the combat, and the living part of the game. As always, it is still in active development, so things are likely to change by the time it is released. Starting with the major features

First Official Release

Alone has been through many many changes since it was first out on Early Access. It has now arrived at a point where I feel it's stable and featured enough to receive an official release.

So what will change after this release? It doesn't mean that the game is entirely and totally done, just that future updates will be more iterative and less gamebreaking than the previous ones.

Runes

Runes are an entirely new feature that will be introduced in this milestone. Runes are items that can be found as loot, and embedded into weapons and will apply powerful bonuses.

Let's start with the motivation behind runes - the idea was to shake things up a bit when it comes to weapon choice. Since all weapons are currently equally powerful against different enemies, there's no real reason to switch or try out different weapons. Once you find a weapon you like, you can use it until it breaks (or you repair it). With runes, it'll be possible to customise weapons to a certain degree, to optimise them for a specific purpose.

Runes can be obtained just like normal loot - although they are quite rare, especially the more powerful ones.



Runes come in three levels - Faded, Normal, and Mythical - and they can have one of many different effects. Some effects involve increasing the loot that you'll find, how quickly you gain experience - whilst others will occasionally grant powerful temporary bonuses to help you in combat. These bonuses are always limited to triggering when you fight enemies of a specific faction - this way, the weapon which is most suited to fighting the undead might not necessarily be the best weapon for fighting goblins - if one has a specific rune embedded into it.

Embedding runes happens at the shrine. A weapon can only have 1 rune embedded into it - and trying to embed another one will replace the previous one.



Once the rune is embedded, it'll show on the interface as part of the weapon details.



Runes can also be empowered at the shrine. Finding a Mythical rune is very rare indeed, but you can make one yourself.



Empowering a rune requires 3 runes of the same level - but not necessarily of the same type. Two of the runes will be destroyed, and the primary rune will be empowered by a level.

Trade Changes

Another major change is handling how trade works.

Starting with the motivation again. The trader is currently not as useful as they can be. Currently, each trader is specialised, and will primarily bring items of two types - but this is rather limiting. For a start, not all items are equally desirable - and certain items - weapons, armour, and tools - are only going to be useful if they are of high quality, which the trader rarely brings because of their price - preferring to bring many cheaper items instead of a few expensive ones.

This will change in the next milestone. The trader now has a fixed amount of "slots", with each slot being of a specific type (although some slots are general). As a trader gains more money, the value of each slot will increase - meaning they will bring nicer items, including tools, weapons, and armour of a quality that should be acceptable. One of the slots is always going to be for food, and another for raw materials - meaning that the trader should always bring something worth purchasing.



And the first slot is always guaranteed to be an exotic good. These are goods which can only be found from the trader. They did exist previously, but now they are going to be more accessible.

Also as part of this milestone, quite a few new exotic items have been added, including foods, drinks, as well as weapons and armour.





Also, the trade post has received two new upgrade paths - which unlock two additional slots. What do these slots bring? It's up to you...



Through the new Agreements tab - the player can choose what sort of items they want the trader to bring in these additional slots. The first unlocked slot even allows the bringing of more exotic items.

Everpunished and Forest

The Everpunished have also received some updates. Firstly, they now look a little different - making it more clear which are the more dangerous of the lot.



Similar to goblins, there are now also some more special undead at higher (or should that be lower) levels.



And similar to the goblins, they will occasionally land a critical hit on you and apply some nasty effects. At higher levels, the axe-throwers will be replaced by crossbows, and the banshee will make an appearance, who's powerful screams can leave you stunned.

The undead aren't the only ones who will receive an update in the next Milestone. The forest has been changed as well.

The forest will continue to remain the easiest area to hunt in, a good place for newer characters to earn some skill, and collect much needed resources - but for those who want to advance further - it'll get a bit more dangerous.

Now the forest will contain one of three "boss" enemies. When defeated, they will grant access to some fancy loot - but they are very dangerous - and their special abilities make them even more so.



Smaller Changes

There will be other smaller changes and improvements included, as always. One of the changes comes as a suggestion of bicZoid - having the name of the item and not just icons - and should help readability when determining which resources are needed for an upgrade or a building.



So, what do you think ? Is there anything that particularly has you excited ? Do you have any suggestions or any improvements to recommend? I would love to hear them.
Food Park Manager - Drix Dev
Hi everyone,

The demo build has been updated with changes to better reflect the final game. Also, localization has been added for the following languages:

  • Français
  • Deutsch
  • Português - Brasil
  • Español
  • 简体中文



Now here are the changes for the demo. Please note that for the best experience, you may need to start a NEW GAME.

  • Bigger park area (About 30% bigger)
  • Areas of the park (land plots) now need to be bought/unlocked.
  • Some stalls and furniture can only be unlocked via leveling the park.
  • Coffee recipe has been changed: Ice has been replaced with Vanilla, making the coffee Hot.
  • Swings can now be used and interacted with.
  • YOU CAN NOW PET THE DOGS!
  • Food and item balance changes.
  • Minor bug fixes and optimization.
  • Added localization support for multiple languages.

That's it for now. Please stay tuned for the full release of the game.

Cheers!
Age of Conquest IV - noblemaster
  • Game Auto-Deletion: multiplayer games without activity are auto-deleted (as always). There is now a notification which will be given to the player that his/her game has been auto-deleted for clarity.
  • Map Zoom: pressing the SHIFT-button will allow an extra 2x Zoom-In/Out of the map via mouse wheel (or keyboard).
  • Game Manual: updated the refund policy (consumable products).
  • Language: latest translations added - Thanks :-D
  • Maintenance: created new Windows, Mac OS and Linux binaries with latest compatibility updates. Especially, the list of Mac OS Binaries improved.
  • Maintenance: Updated libGDX to 1.13.1. Misc. bugfixes across multiple platforms. E.g. Droid keyboard now works correctly.
  • Maintenance: Updated TeaVM to 0.11.0. Misc. fixes especially to code generation.
  • Maintenance: functionality to test the catalog purchasing system (for development).
  • Maintenance: updated Droid Sign-In functionality to the new CredentialManager (old way retired in 2025).
  • Maintenance: Jetty updated to 9.4.56.v20240826 (fixes thread starvation).
  • Maintenance: improved memory management for low-memory devices.
  • Internal: dev.-environment automatically puts the 1 internal game server as LIVE.
  • Bugfix: login would not work if a space ' ' was added to the username or password. Trimming the entry before logging in players.
  • Bugfix: credentials were missing for in-app purchases (public RSA key).
  • Bugfix: Droid notification now opens the app again when clicked (broken previously).
  • Bugfix: SecurityManager doesn't work with JDK 21+.
  • Bugfix Crashes: for when we don't properly parse R2L characters.
  • Bugfix Crashes: when the display mode could not be loaded.
  • Bugfix Crashes: attempt to fix crashes due to Audio (iOS).
  • Bugfix Crashes: when "Wait" panel was still 'null' but called to be shown.
  • Bugfix Crashes: when comparing two objects and one was null (note panel).
Slime Rancher 2 - erin


Bugfixes:
  • Rebalanced Yolky Slime spawn rates. Happy ranching!
  • A shy hallway door in the Labyrinth will remain open once unlocked.
  • A bugged Grey Labyrinth grate will remain open once unlocked.
  • Chatting with a Gigi Projector will now progress as intended when playing with a controller.
  • The Dream Lantern’s song no longer haunts players when they leave the Conservatory.
  • Patched a corner of the Grey Labyrinth that launched players in the air and knocked them out. Run now to your heart’s content.
  • Removed an invisible collision near the entrance to the hedge maze.
  • Floor now remains solid after teleporting into the Grey Labyrinth.
  • Sections of Dreamland no longer disappear near the platform geyser.
  • Corrected waterfall coloring to be consistent across waterfalls.
  • Fixed a floating carrot patch in the Grey Labyrinth. Cotton Slimes rejoice!
  • The Angler Statue in Ember Valley now remains unlocked.
    • Players on v0.6.2 and on will no longer experience this bug.
  • Fixed a bug where the water would turn black after bopping a Shadow Slime on Xbox.
  • Ringtail Largos now turn into appropriately Largo-sized statues when the sun comes out.
  • Corrected a texture issue for Sloomber and Twin Slimes when pausing the game near corrals.
If you think you are experiencing a new bug as you play, please review our Known Issues list as we might already be working on a fix. If you don’t see your bug listed, then submit a ticket so the team can investigate.

Although we don’t have a firm date yet for the next update, we can confirm it will be released in 2025. Thank you for your patience and understanding as we continue to balance our team’s well-being and further develop the wiggly world of Slime Rancher 2.
Witchroid Vania: A Magical Girl’s Fantastical Adventures - Turkey Games
・軽微なバグの修正
-Minor bug fixes
・修复了轻微的错误。
Cloudheim - noodlecat.ashe
Hellooo cool cats,

Welcome to the next edition of What’s Noodling, our dev blog for Cloudheim! In case you missed it, we recently premiered our new combat trailer at the Future Games Show Spring Showcase. You can check out the video here:



🍀Squad Up with 4 Playable Classes
Cloudheim offers four playable classes, each bringing unique strengths to the battlefield.



  • The Spellblade weaves physical attacks together with magical abilities. Cast down a crash of lightning or lay down a healing aura to turn the tide of battle!
  • The Outlander favors big, heavy-hitting attacks, striking down foes to expose their weaknesses and wearing down enemy armor.
  • The Treasure Hunter jumps in and out of battle with their swift movements, always on the lookout for vulnerabilities to maximize their next attack.
  • The Sentinel brings both defense and utility to the field, with skills that can summon tools, buff allies, and knock around enemies to change up the playing field.
All four classes in Cloudheim allow you to experience the robust combat system in different ways. We wanted to hit a wide spread of interests and playstyles, resulting in the classes you see here.

Of course, you’re not locked into any one choice — any unlocked weapon and skill is yours to freely equip and mix around. Try switching things up: how about launching a grobb with your hammer and then blasting them with a beam?



🪩Q&A Time!
We managed to wrangle some of our team's game designers and gained some insight into what goes into designing an action game like Cloudheim. Take a look!



Why an action game?

David: I love survival-craft games and play all of them. But, most of them are set in dark worlds with a slower, more strategic approach to combat. This felt like a great opportunity to make a game in a genre I love while doing something different, and really focus on the moment-to-moment experience and how it feels to use skills in combat.

Kevin: Something we wanted to avoid was “window overload” where more of your time is spent in UI menus than really experiencing the world and its gameplay. It’s like having you and your friends show up to a party but everyone whips out their phones. The hope with Cloudheim is that we can capture the fun of exploring, looting, and crafting in a more immersive way.

What would you say makes Cloudheim’s combat unique?

Kevin: One thing we agreed very early on was to make combat the differentiating factor compared to other games in this space. With our team, we really wanted to bring more elements that are usually seen in fighting games into the project. For example, the sense of timing and flow you get from a combo in real-time — and being able to remix it as you go depending on the flow of battle. Or how addicting it is to try juggling an enemy in air as long as possible. We've spent a lot of time trying to give the player a strong sense of control over combat, and aimed to make it easy for anyone to go cook up a combo. We want each new fight to feel like you're about to create another chaotic masterpiece.

Ivan: With Cloudheim, the chaotic and physical nature of each engagement means you’re always adjusting your moves on the fly. Even if you come in with an idea of what combo you want to execute, odds are you’ll be changing it up depending on how the battle goes. Blink, and you might miss a good opportunity to juggle an airborne Grobb.

David: There’s a system in the game called Mana Burn, where you can keep casting skills even on cooldown, but at a cost. Do it too often, and you enter a state that has your movement greatly reduced, and any next attack can K.O. you. Stronger spells naturally fill up the bar faster, so there’s an added layer of decision-making that comes with this kind of risk-and-reward mechanic.



Are there any challenges in making this kind of game that people might not realize?

David: Starting out, we weren’t even sure if it was possible to make this game. Having fluid, combo-driven combat in a peer-to-peer multiplayer environment was certainly a big undertaking.

Ivan: The playable characters in this game are very powerful. Monsters can easily be tossed and juggled around. When trying to design enemies that can still feel threatening despite this, some choices might be at odds with our combat values. It’s a worthwhile challenge to find that balance!

Any gameplay tips for players?

David: There’s a lot of room to leverage the animation cancelling in our game. Try mixing different attacks together, such as throwing a thunder spear in the middle of a weapon combo — if you press fast enough, you’ll still be able to complete the attack chain.



There you have it! We hope players have as much fun with our combat system as our team has had in developing it.

🌠Community Spotlight
Can you guess which of the four classes is the most popular so far? We polled across our communities and the winner is…

🥁Drumroll, please… 🥁

…the Spellblade!

Here is a breakdown of the results:


🔨Up Next: Crafting!

Running around the world and conquering dungeons is fun, but eventually you gotta bring all that loot to your base. We’ve covered the action part of our action-craft game… you already know what’s coming up!

Our next trailer will dive into the mechanics of blacksmithing, shopkeeping, alchemy, and more.

As a teaser, here’s an NPC mid-contemplation. Which potion do you think they’ll buy?


Stay tuned!

Attack on Inirea - Seam Entertainment
Attack on Inirea is an arcade-style shooter where you take control of powerful weapons to defend the peaceful village of Inirea from hordes of monsters.

Dragon Saga - A Little Thing Called Love





Maintenance Notes

Patch Version 0.11.91, Client Version: 10.7.0.12

Server Maintenance
2025-04-03, 11:00 Server Time

Nostalgia Grind Event
The event runs until April 10, 11:00 Server Time.
For more details have a look at the Patch Notes from March 28.

Unofficial Discord: DragonSaga Inn - Patch Notes March 28, 2025

Not a Member of the Unofficial Dragon Saga Discord? Join the DragonSaga Inn




Fresh Start Event – Extended
until further notice

Because of the big success of this Event we decided to extend it until further notice!

If you ever wanted to start over with a new character now is the time. If you want to bring new friends to enjoy playing the game from Level 1 to 85 now is the time as well.

Participate in our Fresh Start Event and play gain milestone rewards while levelling up.

How to participate?
Create a new character (or use a Level 1-10 Character you already created), go to NPC Don Morgan or NPC Alvinat Odellia and take his Event Quest. Doing so will activate the Fresh Start for that character.

Important:


- this Quest (Name: A Fresh Start) is only available to Characters Level 1-10 .

- accepting this Quest will give that character a running EXP 2.0 Buff for 7 Days (168 hours) of the character being online in the game. Please note that if you manually delete that buff it will be gone and there is no way to get it again. So keep the buff runningif you want the extra EXP Boost.



Milestone Reward Event Quests are given every time you complete a Happy Jobchange quest with the participating character and the final milestone reward will be given after completing The Tree of Life quest.

You are allowed to participate with multiple characters on the same account.



Event Quests:

A Fresh Start
Requirements:
Character Level 1 to 10
Reward:Groundhog Hat, Groundhog Balloon, EXP Buff 2.0x for 168 hours character online time

A Fresh Start – 1st Milestone
Requirements:
Happy Jobchange Lv. 20 completed, A Fresh Start completed
Reward:A box containing [Event] Anukus Wings, [Event] [Best] Farrell Set (from City Hall Sewers Expert), [Event] [Best] Aqua Set (from Temple of Water Expert), 30x Edward's Bronze Coin and an IM Box containing 3x [Event] Insurance Scroll, 2x [Event] Reinforced Insurance Scroll, 1x [Event] Soulcraft Randomizer, 6x EXP Double-Up Potion (10 min.), 2x Easter Egg
- The Box can be opened from Level 30 -




A Fresh Start – 2nd Milestone
Requirements:
Happy Jobchange Lv. 40 completed, A Fresh Start- 1st Milestone completed
Reward:A box containing Aram's Belt of Perseverence, Aram's of Wisdom, 30x Edward's Silver Coin, a Gear Item Box containing [Event] [Best] Mutisha's Set (from Kundara Dungeon Expert), [Event] [Best] Hydron Templar Set (from Red Fox Delta Expert), [Event] [Best] Lava Accessory Set (from Magma Dungeon Expert) and an IM Box containing 5x [Event] Insurance Scroll, 4x [Event] Reinforced Insurance Scroll, 2x [Event] Soulcraft Randomizer, 9x EXP Double-Up Potion (10 min.), 3x Easter Egg
- The Box can be opened from Level 50 -





A Fresh Start – 3rd Milestone
Requirements:
Happy Jobchange Lv. 60 completed, A Fresh Start- 2nd Milestone completed
Reward:A box containing Kryos Accessory Set, Deckhard's Helmet, Harkon's Glove of Chaos (all 4 variants), Paris Wings (Blue), 30x Edward's Gold Coin, and an IM Box containing 7x [Event] Insurance Scroll, 6x [Event] Reinforced Insurance Scroll, 3x [Event] Soulcraft Randomizer, 12x EXP Double-Up Potion (10 min.), 4x Easter Egg, Dragon Saga Community Balloon 2.0
- The Box can be opened from Level 70 -

A Fresh Start – You did it!
Requirements:
The Tree of Life completed, A Fresh Start- 3rd Milestone completed
Reward:A box containing Concordia Solar Earring, Impure [Hero] 5th Hero Bracelet, 40x Chaos Energy Dust, 50x Every Element Bless and an IM Box containing 10x [Event] Insurance Scroll, 7x [Event] Reinforced Insurance Scroll, 4x [Event] Soulcraft Randomizer, 5x Easter Egg, 5x Essence Purifier, 2x Purifier Can, [Event] Unity 2.0 Accessory Set
- The Box can be opened with Level 85 -




The Items from the Boxes cannot be sold!



Item Mall

Weekend Feature (available from April 4, 0:00 through April 6, 23:59 Server Time)
25x W-Coin (1850 IM Points) – 74 IM Points per item instead of 80 IM Points
50x W-Coin (3500 IM Points) – 70 IM Points per item instead of 80 IM Points

Easter Cherry Blossom Featured Items (until May 2, 11:00 Server Time)
Easter Cherry Blossom Weapon Box – 80 IM - Special Options can be created!
Bunbun Backpack Box – 80 IM - Special Options can be created!



MixBoard
Asian Easter Bunny [Artifact] (added until May 2, 11:00 Server Time)




Apr 3
Wanderstop - andrew
  • Fixed a softlock caused by Gerald getting stuck as he walked into the clearing.
  • Fixed a softlock caused by NPCs handing Alta a new item when she had no place to drop her held item.
  • Fixed a softlock caused by a black screen during Zenith's trippy video.
  • Fixed a bench camera in Chapter 3.
  • Fixed several audio issues.
Wizdom Academy - Kipwak Studio


The wait is almost over! In just 14 days, Wizdom Academy will open its doors in Early Access on Steam.

Get ready to build your dream school of magic, train young apprentices, and manage your academy to make it the most prestigious magical institution.

Wishlist Wizdom Academy now and get Ready – April 17 is just around the corner

https://store.steampowered.com/app/2668000/Wizdom_Academy/

SOCIALS : DISCORD | TWITTER | FACEBOOK | INSTAGRAM | TIKTOK

Stay tuned, Headmasters – the best is yet to come! 🧙‍♂️

- Kipwak Studio Team
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