Added new water splash effects when casting bait. The size of the splash is based on the size of the bait
Overhauled how fish are assigned point values based on size. Previously, each fish has a standard point value. The fish point value was multiplied by the size of the fish. This means a sturgeon (default point value of 30) that was half the size (.5) of the standard size would be worth 30 * .5 = 15 points. Now, we use float curves to assign point values to fish. This means that for small to average-sized fish, you can expect a smaller range on the given fish’s point value; however, if a given fish is much larger than its standard size you can expect a very high point value (Up to 4x base value).
Added new quota growth scalars. Quota will now grow faster on higher difficulties
Did a balance pass on standard fish values.
FIXED: Clients with medium to high ping (~80+) would full cast when tapping the cast button.
FIXED: Clients would sometimes rubberband after catching fish
FIXED: Boulder blocking passage to lake expansion not moving upon loading a saved game
Hey everyone! Big news — Digging Dogs now has full Steam Inventory integration!
From now on every bone you earn in-game is now a real Steam item that lives in your inventory, can be traded, and even Bought and Sold on the Steam Community Market (for eligible items). This is a huge milestone, and we’re excited to finally put your growing bone collections to good use.
What’s New in This Update Steam Inventory Integration All the bones you get now appear as real items in your Steam Inventory, where you can view, trade, or sell them. This system fully syncs with your in-game inventory and updates every few seconds to make sure nothing is ever lost.
NOTICE We tried 100 different way to make bones received before this update load into steams inventory and the long and short is.... we cant. We are very sorry for this inconvenience. This Steam Inventory Integration is a from this moment on addition. HOWEVER, if you happened to get a bone of "Very Rare" quality or higher, then send us a screenshot of your In-game inventory and we will make sure to compensate and manually place one in your Steam Inventory.
Updated Drop Notifications Now when you receive new bones (from drops or exchanges), you'll see a new popup window showing exactly which bones you got.
Terminology Update: "Treats per Second" We’ve renamed the auto-clicking rate from “Bones per Second” to “Treats per Second” to avoid confusion with bone drops.
Achievement Fixes Achievements not registering? That’s now fixed — especially for bones received via the exchange system.
Other Fixes & Improvements Many minor bugs squashed across inventory, UI, and bone logic Improved Steam sync stability General polish to the inventory panel and overlay menus.
Thank you to everyone who tested and supported this update. Steam integration has been a huge technical leap, and we couldn’t have done it without the community’s patience and bug reports.
Have feedback? Join the Discord and let us know what you think. If you enjoy Digging Dogs, leaving a review helps us more than you know.
— The Digging Dogs Team
No new features, just fixes for old ones.
Added Extra Floor Cleanup on Dungeon Generate to remove Tiles Missed on the First Pass
Removed Loading Screen between Hardcore Overview, Perk Selection and Deck Selection
Fixed Crash when adding a Trim to a Weapon and using Ores instead of Bars
Hi everyone!
We're happy to bring you Episode 04 of FUNS, with a new feature: An upgraded, interactive X-Ray Vision!
If you are interested in an early peek at the current state of the game, you can do so via our website:
For all of you who decide to give it a play, we hope you'll like the update and thank you so much for your support!
Here is the teaser trailer for the new episode:
https://www.youtube.com/watch?v=4oNch4fXBJI
Episode 04 continues the main story and adds more scenes, artwork, music, sounds and more. Here is an overview of the new content:
6 New CGs
3 New Animations
Interactive X-Ray Vision system
Additional Art (1)
Replaced 3 BGs with new handmade ones
24k words
125 Additional SFX
Added Chinese translation for Episode 02
The episode took us longer than expected due to the aforementioned new feature we added: A live and interactive X-Ray Vision system!
This was a very ambitious project that required time, resources and more playtesting than usual. Ren'Py isn't quite made for it, so we had to make it work. Things got a bit stressful, but we kept going and we hope that you'll like the result. Speaking of it, here is how the new feature works:
New X-Ray Vision:
The old X-Ray view was always a static picture that could only be accessed in the status screen, but now we changed it so it can actually be animated - and you can toggle the X-Ray view on and off at any time! (Minus the occasional technical exception).
As you can imagine, this feature will be very useful for future scenes
How to:
To enable the X-Ray view: On PC you can press the X key to toggle it on and off, or click the X-Ray button on the quick bar at the bottom of the dialogue box (tapping that button is also how you access the X-Ray view on mobile).
The X-Ray panel can be moved around by clicking and holding the mouse (or by touching and dragging with your finger on mobile). Please enjoy the freedom of placing it wherever you desire!
The X-Ray feature is available in both POVs as long as you are playing with the Full Status or Limited Status mode enabled. Even when you are playing as Aiden, you can toggle the X-Ray view to get an intimate insight of Luna’s most private parts at that very moment.
We also made a change for those who play in Limited Status mode. By default, the X-Ray will be disabled in the Status menu, but now you can activate it by clicking the button right above it. We hope this will make the experience even more personalized for players.
Important: We had to make lots of changes to the code to make the X-Ray Vision work, as such your earlier saves won’t work properly. We apologize for the inconvenience. 🙏 If you don’t want to start fresh and just want to jump to the latest content, you can do so via the Episode Select feature in the Main Menu (you will be asked to pick your perspective and previous choices).
That’s it for now! We’re already at work on the next episode, so please look forward to it! (After enjoying Episode 04, of course!)
Take care. 💜
Azienda
🎉We have decided to self-publish Ages of Cataria! 🎉
We are committed to frequently updating the game to achieve our vision. With your continued support and feedback, we will achieve our vision of a story-generation town sim.
Below, you will find a post early access launch roadmap outlining upcoming features and extended story content. While developing Ages of Cataria, we will update the game, collect feedback, and incorporate suggestions from the community.
Expect updates on all our social media platforms featuring Ages of Cataria-related content, as well as weekly Twitch streams. We want to be completely transparent about what you can expect when you get to play the game in September, so be sure to tune in.
Tell your friends, family, and your local insects, it’s time to get hype and set sail for Cataria.
X: https://x.com/AgesofCataria
Tiktok: https://www.tiktok.com/@agesofcataria
Twitch: https://www.twitch.tv/agesofcataria
It seems more and more like October will be Gobtober, and I can only imagine we'll be launching sometime soon after the October Steam Next Fest! Most of the Roguelite functionality is now operational, some of which is already implemented into the current closed beta demo of the game. We have a good chunk of "Draw 3 Pick 1" upgrades, whether they come from Keepsakes, Goblin Unit Upgrades, or Initiative Enchantments. Large carriages containing this precious loot will mosey their way through the waves of enemies, and taking them out will secure you some good ol' fashion randomized progression!
We also have a new way of managing the economy. You can still mine and gather resources on the map, which is strongly encouraged since it will also free up more room to place your goblin units, but we now also have new UI to help manage the economy and growth of your goblin den!
You'll need Food to buy more Workers, and then assign those Workers to gather more Resources passively at the end of each round!
You'll need Wood to unlock more buildings which are important for purchasing Building Upgrades. And you'll also need Wood to build more scaffolding on the battlefield, which is used for more space to place more goblins to defend your den!
You'll need Gold to purchase more goblin combat units!
You'll need Gemstones as the currency used to purchase the Building Upgrades after you've used the Wood to build those buildings in the first place! You can also use Gemstones to upgrade the attributes of your individual goblins, which can make a HUGE difference on the battlefield!
And you'll need Dice for Meta-Progression Upgrades. Though, Dice are gathered from defeating enemies, and are not gathered via the new Economy update. So no worries there!
Defeating the enemy in the long run will require more than simply choosing the right combat units and placing them in great strategic order. It will take a sharp mind to manage the economy with the long-term in mind. Having all of your Goblins spam Gold farming might make for an easy victory on the first level, but if you neglect your progression upgrades which require other resources, you likely will fail to defeat the enemy in the future if the rest of your economy is not up to snuff!
Make sure you don't forget to hire and allocate your Workers before starting the first wave of enemies! (I forget to do this all the time, still. I should probably physically stop people from beginning the first wave until they've hired and allocated some workers... another patch for another day =])
Check out this inventory UI I made. This is where all of your Upgrades will be! I'm really just wanted to show off the new UI because I am personally very excited to have some new UI, lol. BEHOLD!!!
I buffed the Cleric's AoE heal so that it covers a bit more space. Really only affects people who are placing them criss-cross applesauce on the grid instead of strictly keeping everything uniform on a 2x2 tile basis.
This means that pyramid formations are now strong as heck compared to before, so definitely give it a shot and try building your battlefield formations in new ways each run! Fail fast, have fun, onward!
So, October (Gobtober ftw) is what it's looking like, folks. For better or worse, I'm locking in and choosing that as the time for these goblins to shine. It'll be Spooky Season, there's a Steam Next Fest which I'll be participating in with this game, and I also just prefer to keep things moving along, if I can. Many game developers fall into habits of scope-creep and seem to trap themselves in an ongoing loop of development, and although I know any game can become better with more time and love poured into it, I prefer to roll things out sooner rather than later.
We live in amazing times where we can push out a new update on a whim while drinking our morning coffee. We are no longer doomed to only release a game only once. There used to be a fear of pushing out a game too quickly, because you had to actually print it out onto a disk, package it, and ship it out to the world via trucks. But those days are long gone, so don't be shy, folks! Push those updates to your hearts content, and if you ever release something that you end up feeling is lacking, you can simply just keep on polishing it! Thanks for coming to my TED Talk!
The almighty wishlist is a powerful metric and function in the world of Steam. These goblins have amassed a pretty solid amount of them in not very much time, but we're only just getting started. The big efforts to spread these goblins across the land will begin shortly, and with any luck, they just might have a decent conversion rate to sales so that the next game on the horizon will see the light of day, lol.
Regardless of if this game flops or not, I will be updating it with more levels, enemies, upgrades, party leaders, etc. as time goes on. I created this game with the main purpose in mind to create a game that I'd want to play which does not already exist. This is also the reason that I decided to make it a Roguelite, as I have a habit of spamming the same thing over and over again. So having the replayability of a Roguelite will definitely help me play this game many times over until I feel satisfied enough to roll into the next endeavor of taking this cute goblin world and turning it into a farm-sim! (Another update for another day, again, lol)
If this game seems interesting to you, please consider giving it a wishlist! The demo, and eventually the full game, will be out before you know it!
-baba
Bundle Link:
https://store.steampowered.com/bundle/53787/Run_Gun_Reload/If you're not familiar with Deadlink, it's a genre staple in which you pilot a high-powered combat shell and get sent on covert missions to dismantle mega-corporations in a cyberpunk universe. It's guaranteed to have your heart pounding with its intense gunplay, strategic roguelite upgrades, and exhilarating soundtrack.
We'll keep making bundles, so let us know if there's someone else we should partner with!
Cheers,
Metric Empire