Felvidek - Brozef
We are excited to notify you that Felvidek can now be enjoyed in Ukrainian and German languages.

Thank you for your support and let us know what you think!

Special thanks to
Marian "Mister ERIO" Kovalchuk and his team for creating the Ukrainian translation
Vincent Schwalm for translating Felvidek into German

Hope you like them!

With regards,
Jozef&Vlado
Imaginytes - Egome Games
Hey Dreamers,

Version 0.9.0 is here with some exciting new additions, improvements, and balance updates based on your feedback. Here's what's new:

New Features
  • A new Dissolve reward option has been added to give you more flexibility in how you handle your deck.

Changes
  • The Dream map layout has been 3D-fied and various AI generated images has been removed
  • Rerolls now display properly so you can better plan your choices.
  • Rerolls are now available in the shop, giving you more control over what you find.

Fixes
  • Various performance improvements to keep things running smoothly.
  • Fixed some issues with guide animations.
  • Cleaned up some older UI elements for a more polished experience.

Balance Updates
  • Treant enemies have been nerfed to make them a little less overwhelming.
  • Overall difficulty has been slightly reduced to improve early run pacing.

Thanks as always for playing and sharing your thoughts. Your feedback continues to help shape the world of Imaginytes.

Sweet dreams,
– Egome
Dreadshot - ZenDev

Hello to everyone who follows Dreadshot! Summer is just around the corner, which means it's time to sum up the results of spring, or more precisely, what happened with the game during the spring period. A lot has happened, but let's take it one step at a time.

As usual, let's discuss which of the previously set goals were achieved this season:
  • At least 1 mid-range weapon
  • Add all missing objects to the map editor
  • Music system
  • 1-2 more enemy NPCs, in addition to WMPv1
I crossed out two of the four goals. But the catch is that they are not fully implemented, they are currently only at the concept stage. I crossed them out because coming up with a complete concept is the most difficult part of adding new content, at least for me personally.
In addition to the tasks that were set, other work was also done in the game (and outside of it):
  • Kill reload system
  • WMPv1 AI optimization
  • Dynamic camera when moving sideways
  • Updated Steam page
  • Many different sounds have been changed and added
  • Added the ability to blow up an enemy's flying projectile with a revolver shot
  • Updated UE version from 5.4.4 to 5.5.4
  • Added speed rings
  • Created models for new enemies: WMPv2 and WMBOmB (working title)
  • Completely remade the revolver and pistol
  • Reworked the animation system for weapons
  • Created a concept for a new mid-range weapon: Rail AK-72 (working title)
  • In early/mid-spring, active work was underway on TikTok to promote the game

Yes, a lot of third-party work was done. Let me tell you about the most interesting points from the list above.
Kill reload system
The reload system is designed to solve two problems: reloading itself (namely its long animations) and the use of only one weapon. The system works in such a way that if you don't have a full magazine in your weapon, and you switch to another weapon, then kill an enemy with it, the ammunition is automatically restored on all weapons. Thus, if you constantly change weapons and kill enemies with different weapons, reloading will not be a problem for you, and you will be able to increase your effectiveness in combat.


Dynamic camera when moving sideways
I won't hide it: this improvement was blatantly taken from Ultrakill. But it fits so well with the dynamics of the gameplay that I really wanted to include it. Of course, you can disable it (or enhance it) if you don't like the standard sway.

Standard sway:


Without sway:


х2 sway:


Acceleration rings added
Acceleration rings are another element of the environment that can be used to move around the map efficiently. The ring always gives momentum in the direction of the player's gaze. It doesn't matter where the player was moving before flying through the ring — they will always receive momentum in the direction of their gaze, whether it's down or up. Due to the fact that these rings knock down aim on targets, they are unlikely to be used often in combat arenas, but will rather be used in parkour segments between arenas.


Models created for new enemies: WMPv2 and WMBOmB
WMPv2
WMPv2 is a logical continuation of WMPv1. It is a very similar model with almost identical behavior. The only difference is the firing rate. While WMPv1 fires a single-shot blaster that needs to be reloaded for 5 seconds after each shot, WMPv2 fires an automatic blaster and fires a burst of bullets for several seconds before reloading. It has not been implemented in the game yet, only the model exists, but in essence, adding it will not be difficult, since its AI is very similar to WMPv1.


WM_BOmB
WM_BOmB is an amusing case, by the way. During one of my sick days, while running a high fever, I had a dream about this head on legs with dynamite in its teeth, and I realized that it would actually make an excellent enemy. It will encourage the player to move around more and stand still less, because if the player stays in one place, WM_BOmB will run up and explode.
WM_BOmB will also have various other uses. For example, it can be kicked with your foot, and it will fly in the direction of the camera's gaze and explode at the point where it stops (whether it's an enemy or a wall). Or you can just shoot it, and it will explode immediately with one shot.


Completely remade revolver and pistol
Pistol.
Yes, two weapons have been completely remade. Let's start with the pistol.
The pistol used to be a very ordinary gun with no special features. It wasn't bad, but it was too boring, and most players would probably replace the pistol with any other weapon. But now it's not just one pistol, but two.

The point is that one pistol can automatically target a pre-selected enemy. The player, after targeting the enemy, can press the right mouse button, and the left pistol's crosshair will automatically target the selected enemy, and each shot will deal damage to that enemy, regardless of the player's crosshair. This way, the player can either increase the speed of killing one enemy by reducing the number of potential misses, or shoot at two enemies at once.

Revolver.
The revolver is not yet ready for the game, but some of the mechanics for it have already been created. The point is that previously, the revolver simply fired its entire magazine in a row as an alternative shot. I decided that this was rather boring and not very effective. So I replaced the alternative shot with throwing dynamite. By pressing the right mouse button while using the revolver, the player can throw dynamite. It flies with roughly the same physics as a coin in Ultrakill. The dynamite explodes passively one second after bouncing off the surface. Dynamite will also explode immediately if it is hit by a rocket or an enemy shot, and the explosion will be amplified. Dynamite can also be kicked with your foot, in which case it will fly forward, just like the aforementioned WM_BOmB, and explode immediately upon hitting the surface. In general, dynamite is quite functional, and in the future it will be interesting to combine it with almost any other weapon.
The revolver itself has been redesigned.



Concept created for a new mid-range weapon: Rail AK-72
This assault rifle took too long to create. I understood that everyone loves assault rifles in games: they are versatile and practical. But I needed to make an assault rifle that wouldn't overshadow all other weapons, but would harmonize with the entire arsenal. I'm not sure if I succeeded, but I tried my best, and I will change it in the future if necessary.
In short, I find the mechanics of the machine gun quite interesting. The idea is that when you fire the machine gun, you fill your enemies with potential energy. The more energy they have, the more damage they will take from an alternate shot. An alternate shot is a shot from the rail that consumes half of the machine gun's energy, but deals more damage the more potential charge there is on the enemy.
The two barrels at the bottom are the main barrels, from which the main barrel will fire. They will fire alternately. The design is engineered with “anti-recoil” in mind, so the barrels will slide nicely into the machine gun when firing. By the way, I don't care at all that this will have no effect in real life; I do everything with an emphasis on style, not realism.



What's next?
Next up is the summer period. During the summer, we need to work even harder and focus on polishing what we've added so far, as well as finishing up any unfinished aspects. So, the tasks are:
  • Music system
  • Full implementation of the rail AK-72
  • Full implementation of the new revolver
  • Full implementation of WMPv2
  • Full implementation of WM_BOmB
  • Redesign/rework of the shotgun, BBHML, and katana for the new animation system

The goals are quite modest and, in my opinion, more than achievable. I need to focus on them and strive to create all the conditions necessary to start designing gameplay levels and, along with them, publish an open gameplay test of the game for everyone interested in order to gather more feedback. And so you don't miss it, add the game to your wish list!

Speaking of wish lists... The game is on the wish list of 6,644 people (+1,190).

Thank you all for reading, see you at the end of summer!
DigSite: Archeology in Egypt - Skunk
Spanish and Polish translation, NPC is giving hint where you can sleep, players were missing water barrel so moved it near oasis, click on UI to expand/collapse quest list, dig sand effect.

Download on itch.io: https://ovo6.itch.io/digsite
In Gehenna Fantasy Heroine Edition - wha2 ultra~
v0.1.0
Born event - expires 8th June 00:00 UTC
Limited time story
Limited time Rank II member - Rui

Fixed using EXP Booster II, EXP Booster III
Fixed results not showing bonus members
Fixed android exit shop

Originally the plan was to release content during a six month period, however based on feedback, it seems the quality isn't as I thought it was. As well I also had plans to change some core mechanics, so rather than regular updates, i think it would be better to focus on reworking the game.

So most likely there will not be any updates until a full rework, maybe a year or so. This would be a reset on all progress, so up to you if you still want to continue. Game will still be playable, though maybe pvp server will be shut down

Keyboard Maestro Voyage - Keyboard Maestro P
**Update Details:**

1. New Song Added
 ぐるぐるパンチ(guru guru punch) / usu


2. Minor Bug Fixes
 Several bugs have been fixed.

---
Music: 48
Part: 183
---

We continue to strive to provide a comfortable gaming experience. If you have any questions, please feel free to contact us. Thank you for playing "Keyboard Maestro Voyage".

---

(Translation by ChatGPT)
May 31
This rain will never end - noir adventure detective - MA
  • Achievements fix
  • Some fixes regarding the dialogs and giving items to characters
Idle Cultivation - Linmios
Hello fellow Cultivators. Here comes a small patch.
I have heard that some experience items disappearing and dying while AFK.
I'm investigating the problems. Let me know if you discover any details.

New
  • Quit game now requires confirmation

  • Protection pills now exit combat upon usage instead of just healing

Changes

  • Fixed a bug where it would sometimes exit combat when checking cultivation status in offline

  • Fixed two achievements (immortal tribulation and immortal major cultivation)

  • Pills and Talismans sell price buffed.

  • After selling all of an item, now selects spirit stones.

  • Yin and Yang items should now have correct required cultivation.

  • Cultivation Panel, required cultivation until breakthrough should now not display negative values.

  • Cleansing your yang or yin alignment should now update correctly.

  • T10 Yin and Yang cultivation manuals now have correct active cultivation.

  • An immortal enemy now have correct element.

  • The buyback list should now have a max limit of 10 recently sold items, to prevent screen overflow.
汉武大帝传-经典策略战棋 - 烛香
https://store.steampowered.com/app/3762850/DLC/

https://store.steampowered.com/app/3762860/DLC/


适用于虞姬及其转职道具的专属飒装

根据其高级转职道具配套设计


套装详情


飒·樱之舞:        攻击+30%         奋战5人                    混乱攻击

飒·枫之情 :       大十字攻击        大没羽箭攻击范围        爆炸

飒·兰之韵 :       二次行动            穿越移动                 一夫当关20%


套裝效果:自身生命+200,法力+100,自身全能力加成22%,+1移動,友軍及我軍其他單位

能力加成3%。


额外赠送顶级消耗品:仙丸1组





适用于月氏女王及其转职道具的专属飒装

根据其高级转职道具配套设计


套装详情:


飒· 百炼铁骨扇              生命上限+25%,十字攻击范围,随机状态攻击

飒· 无畏之盾                 策略减伤50%,远程减伤50%,每回合恢复状态

飒· 狼图腾                     移动+3,穿越移动,九宫格内敌军全能力降低10%


套装效果:自身生命+200,法力+100,自身全能力加成22%,+1移动,友军及我军其他单位

能力加成3%。


额外赠送顶级消耗品:仙丸1组

Macabre Playtest - Weforge
New Build Live: 7a8631a541

🛠 Fixes
  • Fixed Crawler kill animations, sound effects, and visual effects not playing correctly.
  • Fixed a bug where players could get stuck near a drop-down area in the map.
  • Resolved issues with fog and film grain not appearing properly on lower graphics settings.
  • Fixed overlapping level spawns and floating objects in the environment.
  • Disabled the AI debugger and loading screen delay in the editor.
  • Fixed a bug where players wouldn’t die from long falls or would get stuck in ragdoll.

🔧 Changes
  • Improved terrain placement and object scattering in Snowgum Retreat to reduce clipping and visual bugs.
  • Various optimisation improvements to reduce hitching.
  • Increased push-back force when shoving other players.
  • Made quick adjustments to the audio mix while we continue the full overhaul.
  • Increased VOIP range and added clearer radio bleeps to improve team comms.
  • Re-enabled controller support.
  • Polished UI elements for better clarity, including a VOIP indicator in Settings to help with setup.

🚀 Features
  • Custom Cairn messages are now live — have fun finding yours.
  • New ragdoll system: characters now crumple on impact and die from big falls.
  • Crawler can now detect players vertically (above or below it).
  • First pass of new Crawler kill sounds is in.
  • “PourOneOut” interaction has been reintroduced to the bottle (middle mouse button) — bottoms up.

⚠ Known Issues
  • If you're using open mic, you’ll need to tap the mic button after loading into a new lobby or map to re-enable it.
...