City Game Studio: Your Game Dev Adventure Begins - Binogure
Hello everyone!
What a huge week that's ending too quickly, perhaps too quickly? I would have liked to make more progress, but I had to take a day off to handle some personal matters, so I still have plenty on my plate!
Weekly Recap
The mod management system has been overhauled, at last! Now when you load a mod and start a new game, the game will automatically rate the mod. This way, you'll know if a mod is excellent and enhances your gaming experience. Or if a mod is good but might affect your gameplay experience. And the third rating, the lowest one, will warn you that this mod will likely harm your gaming experience.
On top of that, there are tooltips that will tell you what the mod changes. For instance, if it simply renames things - in which case, your gaming experience will only be better. Or if it adds new features, which may or may not improve your gameplay. Basically, the algorithm is based on standard values. The more a mod deviates from these values, the lower its rating will be. So a mod that hands out tons of fans, for example, will get a poor rating, while a mod that adds elements to game engines will receive a good rating.
And for mod creators, it's really great because once you've created your mod and the game has validated it, it automatically gives you the mod's score. Super convenient, but there are still a few things missing on this front.
What's Next
So I've made great progress on mod management, but as I was saying, for mod creators there's still something important missing. When you create a mod, it would be nice to know why it got a poor rating. At the moment, the game doesn't tell you this, but I plan to add it in the next RC. This way, you'll immediately know how to improve your mod to make it flawless. And in the long run, everyone will be happy.
Well... I didn't have time to finish this part about mods, so I couldn't work on human resources or anything else for that matter. But I'm planning to tackle this part during the coming week. And if I can give you more details, I also plan to revamp the automatic devkit sending feature, so you won't need to send them manually anymore, but with just one button click. Another minor but important change is the right panel that stays on the panel you've opened by default unless there's important information to show you.
Alright, I've still got work to do. I wish you all a fantastic, sunny weekend. Xavier aka Binogure
1. Added the ability to transfer troops by sea. 2. Added a new product. 3. Added the mechanics of transport ships. 4. Reworked the upper left panel. 5. Added interception of trade convoys. 6. Added cash maintenance for the army. 7. Added the ability to form a fleet.
With the last community update, we covered a variety of zed combat enhancements coming to Killing Floor 3. Today, we’re taking a more detailed look at the bloat, seen here in the recently enhanced level, Radar Station, which features updated lighting, texture and set dressing work.
All media shown is considered a work in progress and subject to change during the development process.
The first thing you’ll notice is the bloat's arms moving to block frontal headshots. Using this to their advantage, they move in for new mocapped melee attacks. Once close, bloats will attempt to slash the player with their claws, as well as knock them back with a devastating belly bump.
Those listening closely may also have picked up on the ongoing weapon sound iterations! Stay tuned for our next community update as we continue to share what the team has been working on, and in case you missed it:
We recently announced that we’ll be at PAX East, with more behind-the-scenes looks at KF3’s development, plus some content premieres and prizes. Hope you can join us in person, but if not, be sure to log into the live stream!
Currently, the following issues have been confirmed. We are currently investigating these issues and plan to fix them in a future update.
・Crashes during screen transitions The game crashes when switching between screens that require loading, such as "Frame Loadout" or "Config".
・The important resource "Her Ethereal Vestige" disappears Currently, there is a bug that causes the important resource "Her Ethereal Vestige" to disappear, hindering the progress of the game's story. We believe that this issue occurs as a result of progressing through the event involving the NPC "Shara."
*The issue where the "Her Ethereal Vestige" disappears can be resolved by applying the Ver1.0.2 update (released after 22:00 on April 25, 2025), so please be sure to apply the update.
If the issue has already occurred, we plan to issue a patch to allow players to obtain the key resource "Her Ethereal Vestige" again.
We apologize for any inconvenience this may cause to our players, and thank you for your patience.
New Stage Added! - Added Stage 4 to the game - Stage 4 is now accessible in practice mode.
Adjustments - Reduced the amount needed to buy alt colors to 1000 data per color. - Reduced the increment for buying credits from 1000 increase to a 500 increase. - Added a function where some bosses give off small amounts of hyper energy when reaching a certain HP threshold.
Bug Fixes - Fixed a bug where Rouge Delta wouldn't leave it's temporary speed/invul mode when using it's special weapon, keeping the color blue and increased ship speed. - Fixed alt colors not displaying properly when the ship spawns/during cutscenes. - Fixed a bug where the continue screen wouldn't show if the player ship is destroyed.
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Check out our Newest Cozy Game, Available Now!
If you enjoy, Coloring Pixels, we're certain you'll also enjoy Skystead Ranch! Our creature collector in the skies, check it out here and get ranching!
We have officially started adding more decorations to Warnament's maps, as seen in serious grand strategy games. The work is still ongoing, so you'll se a whole different game after a couple of iterations. But today - it's the clouds! See the deets and some pretty screenshots below...
Please note: Most of the new features are available in the demo, but you can gain access to unlimited games in Warnament's closed beta for as much as $0.99! It includes a multiplayer mode, a full technology tree, 3 more political institutions, a scenario editor & a standalone map editor app.
Added flags to all the scenarios where they were missing
Fixed the bug when choosing a country flag and color in the Scenario Editor
Fixed server errors
If you haven't done so already, please add Warnament to your wishlist on Steam! It is a very important metric for us, which brings the release of the game closer: