Solar Nations 2 - FlomgusEpicStyle

Hello everyone today I will explain some of the changes I have made to the 0.15 open beta on the experimental branch. While there are alot of small changes and bugfixes for the previous version the main change is to organizations.

Organization Changes

Organizations now have types, which define exactly what they are and how they work. There are currently four types, each with their own utility:

Military Alliance

The military Alliance gives bonuses to the military of its member states. It is the most basic kind of organization, and most of the starting organizations are of this kind.

Research Cooperative

Research Cooperatives give technological bonuses based on whether or not a faction member has completed a technology. This only applies to technology, and not culture.

Cultural Exchange

The Cultural exchange is effectively the same as the research cooperative, except that it only works on culture techs and does not apply to anything else.

Economic Union

The Economic Union has two main advantages: first of all, it lowers your trade barriers, making trade easier, as well as increasing income from resources. However, the most powerful thing about an economic union is that it can be Federalized.

Federalization

Federalization allows you to integrate all members of your organization, but it requires you to maximize the Cohesion of the organization in question, which is a long process. It does not give any accepted cultures, but will increase your progress towards the creation of a larger formable nation which could give you accepted cultures on that territory.

Currently, the organizations and their situations are relatively basic, but these will serve as the basis for the European Union as well as NATO in 2025, which is why I have been working on them.

Other
Cosmetic Editing

It is now possible to edit the cosmetic aspects of your country without using the scenario editor with a new button added in the country panel.

Snow • Fall - baasket
Hey, hello, and hi! It is I, flower baasket, here to tell you the latest news about Update 0.3 (or, Fragile)! Truly, the grind never stops...

I'll be posting one last update later today, and after that it's full throttle on Fragile. That should take care of most of the balancing issues and minor bugs for now.

Anyway, I'd like to share some information about what exactly this update entails, since I was pretty vague on the roadmap post. Everything on that image is still coming, but I just have a more concreate vision in mind now that I know what exactly the game needs.

And what this game needs...Is more deck-building options!
It's something that a couple of you have pointed out already, but there's not much incentive to pick up Cubes in this game. From what I could gather, it's mostly due to the fact that it's fairly easy to bloat up your deck with things you don't need, and with no way to get rid of those Cubes, you might as well not even pick them up.

It's also really difficult to make status effect builds! This is what happens when you have 100+ Cubes and 80+ Products and no way to sort through them. Truly, suffering from too much content...

There's also a couple other reasons for this, like characters already have exceptionally strong base decks, and passives that weaken non base deck Cubes. Whatever these reasons are, I would like to kick them out one by one in Fragile!

I already have a couple ideas of my own, but y'know, you can always throw in your opinions by joining the Discord! You also get sneak-peeks faster than these losers on Steam, so c'mon! It's chill in here.

But anyway, that's enough yap from me. Time to showcase what you all probably came here for in the first place.






I'll be trying to add more status effect oriented Products and Cubes in this update. I think Perfection is a pretty neat gimmick. Sentiment is already becoming my favorite build, just based on pure aesthetic.

Maybe it'll be easier to run once I finish that feature...Mwehehe...

Regardless, that's all from me this time around! New ETA for Fragile is around mid-late November! Thank you!
The Search For Paradisus - Mechanical Souls - Games Studio
The Refined Edition is Here! The Search For Paradisus has Been Transformed!

Hello everyone!

The day has finally come! It is with immense pride that we announce the release of The Search For Paradisus - Refined Edition!

This is not a small update; it is the result of long and hard work, an almost complete recreation of the game. Since the original launch almost three years ago, we have learned so much. The Search For Paradisus was our first commercial project, and although our vision was clear, our experience and resources at the time were limited.

Thanks to the fondness we have for this project, we decided to return to it and use all the knowledge we've acquired to transform it into a game that is much closer to its original idea. And now, it is finally ready for you.

What Has Changed in the Refined Edition?

The short answer is: almost everything. If you played the old version, the difference will be striking. If you are a new player, this is the most complete and polished way to experience the journey.

Here is a summary of the main changes:

  • Expanded Content: A completely new area has been added to expand the end of the game, accompanied by two new endings, totaling three different outcomes for your journey.

  • Total Graphic Overhaul: All environments have been artistically reworked and enhanced. New and old cutscenes have been remade from scratch for a much greater narrative impact.

  • Refined Gameplay: The programming and controls have been redone from the ground up. The character is now faster, more agile, and responsive, providing a much more fluid and enjoyable 3D platforming experience.

  • New Challenges: Gameplay has been improved with new mechanics, redesigned enemies, and challenges that will test your skills.

  • Modern Interface: The entire UI, main menu, and pause menu have been completely replaced with a new, clean, and intuitive design.

  • Deepened Story: The narrative has been revised and updated to be even more cohesive, mysterious, and immersive within the Dark Fantasy universe.

Your search RE-begins!

Whether you are a veteran returning to discover the new secrets or a new explorer ready to seek Paradisus for the first time, there is no better time to dive into this world.

We poured all of our "Sanity" into this update and we can't wait to hear what you think. Please, leave your comments, feedback, and share your best moments here in the community or on the forums.

Thank you for all the support during this journey. The true search for Paradisus begins now.

Sincerely,

The Search For Paradisus Team

Dream Abyss: Survivors - Studio215
  • Gameplay Stabilization Work

Oct 17
Xplorite Playtest - indietwogames
- Updated Door Animations, better and smoother transitions
- Added Map Zoom, added a way of recenter the map position, added sounds for the markers interaction
- Reworked Shop screen
- Updated interactable item required feedback
- Enhanced the room transition to avoid cases where the player could fall to oblivion
Rezarus - devofrez

VFX Graph GPU-driven particle systems can easily render 10 to 100 times more particles than CPUs (with the caveat that collisions are not as easily handled). Rezarus begins adding VFX support by adding VFX graph particle driven under the Ultra graphics settings for the following arenas: Attic (acid rain), Braulin (snow), Compact (rain), and Singularity (floating ash). These will continue to be improved visually and optimized for performance with time. Thus, on one of the spectrum we've been trying to optimize the game for mobile devices with the Y2K/Low presets, but we're also trying to make the game much more visually appealing to those who have systems capable of running it with the Ultra preset.

だる絡み背後霊 - AlleyInn
v1.1.0 Update Details

・Fixed images in the supporter content.
・Adjusted the spawn position of the Fake Ryuji in the Graveyard stage.

Added a new feature: “Overwhelming Easy Mode.”
(Available from “New Game” or “Load Game” on the title screen.)

The effects of “Overwhelming Easy Mode” are as follows:
・The chase speed of the Giant Evil Spirit has been reduced.
・The movement speed of the Fake Ryuji has been reduced.
・The movement speed of the Evil Spirit appearing in the final stage has been reduced.
・The maximum number of ofuda (talismans) has been increased to 999.
Lionhearts - Credenzio

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

This week, the team made more major strides on the development of Lionhearts.

The programming team expanded core gameplay systems, introducing assist kill tracking and an outfit switching system.

Outfits, weapons, and parries are now tied to the Favor Tree, adding meaningful progression to player development.

Also, work continued on bow combat, with arrows now firing accurately toward the crosshair and dealing proper damage.

A new skill manager was also implemented to handle unlocking, equipping, and using active and passive skills.

Additionally, player count tracking for match starts was fixed to ensure smoother multiplayer sessions.

The animation team completed four of the five directional spear attack animations and began work on spear blocking.

Meanwhile, the 3D art team finalized the Page outfit and began modeling the Squire outfit, pushing the visual fidelity and variety of Colosseum's growing armory.

If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know!

Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards!

Please join us on our Discord server where you can ask questions and participate in our growing community!

Be sure to wishlist the game on our Steam Page, too!

Ages of Cataria - Third Pie Studios
PATCH 2

We hear you! The tutorial was clunky, so we redid it. Whether you're a previous player or new to the game, the whole experience should feel much smoother!

What's new in this update?

  • Task list - to help guide the starting experience

  • Berry bushes - to collect food earlier on

  • Herbalist Building - to auto collect berries

  • Spirit tree stages added, as villagers pass the spirit tree will grow

  • Input fixes

  • Loads of bugfixes

We are hard at work on the next update and gearing up for Early Access.

Please keep sending in your feedback and sharing the game with your friends.


-With love,
The Third Pie Team

DEVOUR - CosmicChatter
Calling all Kai fans!

After the success of our previous campaign, we've partnered with Makeship again to bring you a chance to own a limited edition Kai plushie! The campaign goes live on Monday, so get ready by bookmarking the page now: https://www.makeship.com/products/kai-plushie

Kai is crafted beautifully from high quality, long lasting materials. He's wearing the classic blood-red, velvety cult robe (complete with hood and belt) as well as sandals, and is sporting his trademark laid back expression and hair-free noggin.









The Kai plushie campaign launches on Monday 20th October, at 10am PT. It ends on November 10th (this may be extended by a week). These are limited edition, which means that when the campaign is over, you'll no longer be able to order one.

Please note: we need to receive a minimum of 200 orders for the campaign to be successful. If we don't reach this, don't worry, you'll be refunded in full!

Order here from Monday: https://www.makeship.com/products/kai-plushie

X: @DEVOUR_GAME
Discord: https://discord.gg/q4tTa2Z
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