Hello Engineers,
Thanks for playing so far. We hope you're enjoying your time in Super Loco World! We're Just dropping by to let you know you can now update the game with our first Hotfix.
Fixed an issue with Warehouse traffic lights displaying an incorrect "Signal has no action" icon when an action has been set.
Curve Trains đÂ
Vissca here again! Showcasing some more progress for the game, and woaa it's been a bit!
I have done quite a few things for the game and here's what is new
Many new elements and I revamped the currently in place mixing system for the game, a lot of this is internal stuff but my might aswell share that I did that
Hovering over elements now shows their name at the bottom rect bellow the inventory
The buttons now work!!! They're still a W.I.P but:
You can now switch between the Canvas (music and playlist management area) and the Library (collection book section) neither are functional right now BUT I'm workin on it!
Here's some new VFX for the game aswell:
For now this is all, my next goal is to get the game working for a few playtesters and then I'll start working on the revamped collection book, will try to keep y'all updated more often too!
Bai luvs <3
Hello, everyone!
We are RavenRaiders, the development team behind Yuna and the Spirit Forest. We have some incredibly exciting news to share with all of you who have been eagerly waiting!
We are thrilled to announce that Yuna and the Spirit Forest will be participating in the upcoming Steam Next Fest, starting on October 20th!
This is a huge milestone for us, and to celebrate, we will be releasing our very first playable demo exclusively for the event. This will be your first chance to step into the mystical world we've been creating, meet Yuna, and interact with the enchanting spirits.
Mark your calendars for October 20th! Don't forget to Wishlist and Follow the game so you don't miss the moment the demo goes live.
We promise to be more communicative with you all going forward. Your feedback on the demo will be invaluable to us.
Best,
The RavenRaiders
Today we're thrilled to announce our next expansion, Guild Wars 2Ž: Visions of Eternity⢠and its release date! Guild Wars 2: Visions of Eternity launches on October 28, 2025, and, like the previous two expansions, will bring with it a year of story chapters and three major content updates. You can get an overview of what to expect from our sixth expansion on the official page, and we'll be sharing tons of additional details between now and launch.
Tyria's leaders are anxious about rumors of covert Inquest voyages launched in search of Castora, an island so remote that it's long been thought to be inaccessibleâor even nonexistent. The risks involved prevent all but the most tenacious (and perhaps foolhardy) of pursuers from investigating the Inquest's plan.
Your race to discover the Inquest's plot will lead you across two new open-world regions at launch, each filled with magical energies and strange creatures. Two additional maps will open as the story continues over the course of a year. For Guild Wars 2: Visions of Eternity, we'll be releasing story chapters differently than we've done for the previous two expansions. To read about this and other insights, see our Guild Wars 2: Janthir Wilds⢠retrospective blog from last week.
Elite specializations are back! Influences from members of the Tyrian Alliance bring new ways to play each of our nine professions. In Guild Wars 2: Visions of Eternity, you'll experience new trait lines, profession mechanics, and healing, utility, and elite skills, adding many new ways to play your characters.
From August 20 to 27, we're holding an in-game preview week for you to beta test all of the elite specializations. When that preview arrives, we'll ask for your feedback to help us take each elite specialization through the polish phase and into launch. All players with a Guild Wars 2 account in good standing may participate in the preview.
We'll be back next week to kick off a series of blogs and livestreams to talk about the elite specializations in great detail. Stay tuned!
Thank you to every brave gunslinger who joined our beta rides, shared feedback, and believed in our Wild West vision. Today, Reed Renson and Ace Horizon Studios invite you to dive headfirst into Red Pistol, our full release roguelike bulletâhell adventure. Get ready to blaze new trails in a dark frontier!
RedWood: Wander misty forests haunted by vengeful spirits.
Desolation Sands: Survive blistering deserts swarming with the undead.
Whispering Pines: Navigate fogâshrouded woods teeming with spectral foes.
Crimson Mansion: Storm the vampire lordâs gothic stronghold.
Experience procedural map generationâno two runs feel the same.
Soul King: Conjurer of malevolent spirits
Iron Heart: A living tank in medieval armor
Blazing Crown: Pyromancer ruling fire and flame
Varius Valentine: The vampire mastermind behind the undead plague
Each boss wields a red crystalâyour key to ending the dark curse.
Ride into action for only US$âŻ7.99âyour best shot at conquering the Dark West at a bargain.
https://store.steampowered.com/app/3213790/Red_Pistol/
Wishlist & Follow on Steam to help fellow gunslingers discover Red Pistol
Leave a Review after your first few runs to share your hardâearned grit
Join Our Discord for developer Q&As, build swaps, and community challenges
Follow @AceHStudio on Twitter for behindâtheâscenes art, devlogs, and giveaways
See you at high noon, gunslingerâyour next showdown awaits!
We're excited to share the progress we've made in June and update you on our Alpha Roadmap.
Closed Alpha Release
We're excited to announce that the Gilded Destiny Closed Alpha has been released! The Closed Alpha is now available to all of our supporters who backed us on Kickstarter!
How to Access the Closed Alpha
Everyone who backed us on Kickstarter should head over to the previous update we shared about accessing the Closed Alpha for further instructions. You will be able to access a link to agree to the non-disclosure agreement and then claim your key!
Incorporating Your Feedback
With the release of the Closed Alpha, our development team is actively incorporating feedback from players into the development process. That being said, incorporating feedback requires an active and devoted player base to continuously play, enjoy, and test Gilded Destiny. We are incredibly thankful to our backers who supported our vision early on and for the commitment to making Gilded Destiny as gilded as possible. Already, we have received a large amount of feedback, suggestions, comments, bug reports, and a bit of praise on the Closed Alpha.
Roadmap and Milestones
With the Alpha now released, our Alpha Roadmap posts have come to an end. It's been great sharing this journey with you, but not to fret, we'll now be providing development updates in our regular Dev Diaries! If you haven't seen them, check out our most recent one: People, Progessions, and Power.
Join the Community
You can also reach out to us on Discord for anything else. Join the Gilded Destiny Discord Server
A Note to Non-Backers
First and foremost, to the valued members of our community who are not backers, we want to thank you for your continued patience as we develop and refine Gilded Destiny to a level that will be playable and enjoyable at release.
Now with that excitement over, let's have a look at what we've accomplished in June and early July:
Economy & Trade
Continuing the work on balancing the economy
A major update to Trade has taken place and is being tested
As part of the work on the economy, the design for Trade has undergone some revisions and is now behaving in a more stable fashion. The new system has been implemented and is currently being tested. This also comes with a new UI that is currently in the refinement and polish stage.
Trade UI redesign has been completed.
A major update to resource distribution and the overall UX for interacting with resource deposits is currently being implemented. This has also required significant changes to the map, which are now largely complete.
Population & Society
Continued work on Pop distribution. We reviewed and corrected Culture and Religions across Europe. Refined some Professions data.
New Literacy Rate and education system have been implemented and are currently being tested
Started work on an official Glossary for terms and translation purposes.
Terrain & Map
Continued editing terrain: West, South, and Central Africa West Africa has been completed. South and Central Africa will be completed by the end of July.
Continued development of Map Mode Filter feature. Ongoing. It will be completed by the end of July.
Military & AI
Finished military initialization for major powers and medium European nations.
Military initialization is ongoing. While initial work on military initialization is making progress, implementation will require coordination across multiple systems.
Redesigned AI behavior for Army Recruitment. It will be completed by the end of July.
UI & Features
Roughly half of the new UI for political parties and voting is done.
The new (our first official) loading screen is ready.
Art & Assets
Adding the 3rd batch of historical leader heads to the game.
New historical portraits have been added into the game. However, implementation is still ongoing as outfits are being added and portraits still need to be attached to Leader profiles.
6 (out of 8) 3D buildings should be done. Artwork has been completed. However, as mentioned previously, implementation is currently on hold pending other development factors.
Cavalry 3D unit is complete.
Artwork for 7 new Leader backgrounds has been completed.
Targets for the End of July
Finish editing the terrain for South and Central Africa
Update to the new Trade UI
New balancing draft for the economy, which will be tested and refined in the coming months.
Merge Pop religion, culture, and profession refinements
Begin work on refining Pop distributions for North America
Continue working on the official Glossary
Complete Music Player UI
Complete Flag Editor UI
Complete Political Parties UI
Continue creating Leader PortraitsâHistorical Leaders and Generic Portraits
Complete artwork for about 28 Leader outfits
Update AI behaviors for Army Recruitment and Mobilization
Complete Map Mode Filter system
We will share our plan for August at the beginning of the month, and as our goals evolve and milestones are reached, we will continue to keep you informed.
Join the Gilded Destiny Discord Server and our subreddit, r/GildedDestiny
You can also follow us on the following socials: Twitter, YouTube, and Facebook.
As always, thank you for your support and for reading!
May your day be a gilded one!
We know youâre just as excited as we are to get your hands on the next playtest build of Escape Acadmey 2: Back 2 School, so weâre bringing you an update with some of your most-asked questions, and a few peeks at whatâs been going on at the Academy!
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Weâre SO excited to start playtests (and on a personal note, community manager to community - I am very excited to watch you all playtest the next build!) Thatâs why with much excitement, Iâm here to tell you:
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Keep your eyes peeled in our Discord, where youâll be able to claim a spot for playtesting, and over there weâll have more information on what you can expect out of the playtesting process.
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While you canât playtest right now, there are a few other things you can do to satisfy your curiosity:
Check out our socials! Weâre constantly looking for new content to post, and with playtests starting back up, youâll be able to expect some sneak peeks, funny bugs, and more!
Join the Discord. Thereâs plenty of fun to be had, and you can say hi to your beloved Coin Crew devs directlyđ
Check out our other posts! Weâre always looking for stuff to post, but if thereâs something youâre wanting to see, itâs possible weâve already posted it. And if we havenâtâŚ.
Ask questions! Weâre just as excited to make this game as you are to play it, and hype keeps everyone motivated.
Our art team has been cooking up some really sick concepts for some other campuses at The Academy - after all, itâs more than just a school. Itâs a thriving campus!
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Hereâs some work-in-progress concept art for the upcoming Science Campus youâll be able to attend at Escape Academy. đWhat you see first are the grayboxed versions, followed by some paintover đ¨ sketches showing off how we plan to truly give these grayboxed environments life!đ
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We hope you enjoy this early look into the design process as much as we enjoy making it!
â ď¸WIP! Expect this area to evolve and change in future iterationsđđ
What do YOU want out of Escape Academy 2? What are your wildest puzzle fantasies, or your weirdest escape-themed dreams? Is having the ability to pick up the Purfessor a requirement for your enjoyment? Or maybe you REALLY want Gillian to be a bit more yappy?đ¤
Whatever your asks are, we want our game to be a love letter to escape room games, fun puzzles, and purpose-built for our community to bash their heads into. Let us know what youâd like to see, and weâll let you know what we think! The best way to reach us is always through Discord, but feel free to drop your thoughts anywhere you see us lurking around on the internetâŚâŹď¸
With love,
Coin Crew Games đđ
Check it out in game, or in our Spotify Playlist.
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Killswitch Engage - Aftermath - Bass, Lead, Chord Chart
Lou de la Falaise - Laisse courir - Bass, Lead, Piano, Chord Chart
Jonah Kagen - God Needs The Devil - Bass, Lead, Chord Chart
Jonah Kagen - The Reaper - Bass, Lead, Chord Chart
Jonah Kagen - The Roads - Bass, Lead, Chord Chart
Jonah Kagen - broken - Bass, Lead, Chord Chart
Karley Scott Collins - Quit You - Bass, Lead, Chord Chart
Karley Scott Collins - Cowboy Sh!t - Bass, Lead, Chord Chart