Dungeons & Kingdoms - Camlann Games

Hey all,

With over 10,000 players during Next Fest, we wanted to thank everyone who gave Dungeons & Kingdoms a try! The feedback we received has been extremely helpful in shaping bug fixes, updates and even our Early Access roadmap.

So thank you. All feedback was welcome whether positive, negative or anywhere in between. The goal will always be to make the best game possible. That starts with the players.

We'll never be able to include everything for everyone, but we take all feedback very seriously. So please keep sending feedback and chatting with the solo dev and other folks in the Discord.

Join the Discord

We'll be announcing an Early Access release date soon. Stay tuned.

For the kingdom!

Glaivestorm - blueglassstar
Added

- Steam Deck resolution (1280x800) is now supported. Many adjustments were made to UI for smaller screens

- Second level of Ancient Armory (level 50) and new boss were added. Teleport monuments were added as a way to switch between multiple dungeon levels

- New secret safe zone with better potions/weapons

- Better tooltip for weapons/shields. Now also showing dps for transparency

- Now you can compare items with what you have equipped (shift or left trigger)

In case of rings I'm not showing all ten in comparison, just first two

- After teleporting current map is now briefly shown with it's recommended level

- Loot no longer drops in unreachable spots - BFS algorithm is used to check for valid cells

Changed

- Better high level potions: level 60+ health and mana potions now restore much more percent based health/mana

- Now playing teleport sounds when changing locations

- Small UI improvements

- Physics performance optimizations. Character AI improvements for performance

Fixed

- More consistency of \[Shockwave] between danger zone visual and actual projectile

- Issue when double clicking player is main menu multiple times in a row

- Issue where boss exclusive \[Fire Probes] skill was in player's skill tree

- Equipment/inventory layout building

- \[Blade Field] and \[Ragebait] causing some issues when monsters just died

- Loot text display issue when position for loot wasn't found

- Now showing zero reset cost if free one is available

Steel Effigy Playtest - builds
Levels
  • Material and LOD Optimizations
Loot
[[i]Developer comment: Something that has been very clear to us is that the transparency on cooldowns for our trigger items has not been good enough and we’ve noticed a lot of confusion in testing as to why certain abilities don’t seem to work sometimes. To alleviate the confusion we have some systems in the prototyping state but while we look further into those solutions we think keeping it simple and just showing on the item cards themselves should make it a lot easier to keep track of[/i]]
  • All trigger items now display their cooldowns on their card
  • Changed descriptions of several items to better reflect the functionality
  • Fuse items in Vincent’s emporium now have proper icons
Chain Lightning
[[i]Developer comment: Going through the Chain Lightning items once more we felt that there were a couple of items that practically did the same thing but the mechanics behind the items were poorly explained leading to confusion. Because of this we are introducing Chain Lightning Infusion to simplify some of the key triggers[/i]]
  • Added new effect: Chain Lightning Infusion
  • Eluding Chain buff reworked to use Chain Lighting Infusion
  • Flash Chain buff mini rework: Movement speed and the next 3 basic attacks trigger Chain lighting → 3 Stacks of Chain Lighting Infusion
  • Flash Chain cooldown decreased: 15s → 10s
  • Galvanic Chain cooldown decreased: 20s → 8s
Fire Field
  • Base damage decreased: 35% → 20% of player damage
  • Crimson Field ticks between burn stack increased: 3 → 6
  • Dominated enemies are no longer damaged or burned while inside of the Fire Field. They also gain the buff from Vulcan Field
UI
  • Updated most of our menus to better cohesion
  • Abilities will now show what button they are tied to when hovered in the tab menu
Accessibility
  • Added setting for inverting mouse Y input
Glyphica: Typing Survival - XM | Lead developer @ aliasBLACK
BUGFIXES
----------
- Fixed Poet not displaying text in Cyrillic Languages.
Oct 22
fluXis - flustix
Gameplay
  • New Events: Color Change [@menvae], Camera Move, Camera Scale, Camera Rotate.
  • Scroll Speed can no longer be changed while in gameplay. (for future scripting related reasons)

Song Select
  • Added a stagger for left side entrance animation.
  • Improved the practice range selection by adding sliders and an indicator for the current position. [@menvae]
  • Multiple keymodes can now be selected at once when filtering. [@menvae]
  • The last leaderboard entry no longer gets covered by the footer. [@menvae]
  • JudgementDisplay is now always visible regardless of HUD opacity.
  • Lane Covers can now be moved to 150% up from 100%.
  • Added support for skinable Combo Bursts.
  • Fixed the indicator for replays being gone for over 5 months.

Editor
  • Zoom now affects the design tab too.
  • Right sidebars can now be compacted to fit more stuff.
  • Selections can now be moved using the arrow keys.
  • Number inputs can now be dragged (on their name) to change their value.
  • Right-clicking on the time info now pastes the current time from the clipboard.

Skinning
  • Added "non-tint" layers for tintable textures.
  • Long Note heads are now skinnable separately. (HitObject/LongNoteStart) [@orwenn22]

User Interface
  • User tooltips now show more activities than "online" and "offline".
  • File select now shows result counts and "streams" entries if there are too many items.
  • Updated the main menu enter animation.

Other
  • Removed the version number from the window title and make it display the current song when playing.
  • Skipping login now properly puts the game in offline mode.
Arrow Survival: 15 Seconds - lowpixelbyte
It's official! Arrow Survival: 15 Seconds is now released!

We have several ideas for updates and new games similar to Arrow Survival, such as implementing co-op gameplay, a survival mode, and more.

We'll update as needed and are already working on new projects!

Thank you, and may everyone who enjoys the arcade genre have fun!

Solar System Simulator - wpconsy

  • Added customizable asteroid belt which can be added to any star

  • Added customizable magnetospheres. Stars produce stellar winds that deform magnetospheres.

  • Added customizable temperature textures

  • Added comet C/2024 G3,

  • Added interstellar comet 3I/ATLAS

  • Added binary bodies option in the orbit helper

  • The orbit helper now also shows the orbital period of the selected object

  • Added basic tutorial in the Help menu

  • Collision now don't make craters by default. If you want collision craters, you can switch the setting on in the Physics menu.

  • You can now add objects using spherical coordinates (Right Ascension, Declination and Distance from selected origin). Spherical coordinates for any body can be found on Wikipedia among others. With this option you can add objects in their scientifically correct locations. To use it, press the sphere icon after clicking the "Add new body" button.

  • Performance improvements

  • Switched from Euler to Leapfrog integration for the n-body calculations. It should result in more stable orbits.

  • The simulation now runs much more smoothly when you select the "accurate orbits" option in the physics settings; when you select that option moons in tight orbits won't get flung out anymore

  • Removed the cloud save/load option as it caused too many bugs

  • Unity security fix

  • Fixed CJK glyph style bugs

Oct 22
Dark Hunting Ground - Bing X
Fixed the DPS display format error when DPS exceeds 1P
Desert Race Adventures - Val_BSS


Start your engines! This is not a drill! We are beyond excited to announce that Desert Race Adventures will be coming out on Steam on November 18! 🏁

Mark your calendars, and if you (for some reason) haven't wishlisted us yet - there's still time, we won't judge.

In the meantime, huge thanks to everyone who's played our demo during (and before) Next Fest!

Follow us on socials, so you don't miss any other news, and see ya at the races!

The Outlast Trials - RedBarrelsCM
Greetings Reagents,

Our team has worked on a patch the following fixes:

  • Fixed voice chat widget overlap when spectating cameras.,

  • Fixed FAILED Stamp being displayed for Imposters in result screen.,

  • Fixed tutorial text being displayed when Imposters are unleashed at the end of a trial.,

  • Fixed time left before sale ends.,

  • Fixed Imposter NPCs having odd navigation patterns when the player is in a hidespot.,

  • Fixed Twitch Account Linking button focus on consoles.

  • Fixed invasion rewards not always being granted to Imposters.,

  • Moved Blackmarket sale info to the bottom right to avoid overlap with PSN store box.,

  • Fixed being allowed to spam quick slashes on gamepad.,

  • Fixed video appearing on top of the clues making them hard to read in the new Fun Park MK-Challenge Beguile the Children.,

  • Reduced amount of revive syringes that spawn through the Invasion Experimental Therapy.,

  • Gaining a Reagent level will now grant Event Tokens.

If you experience any in-game issues feel free to join our Official 18+ Outlast Discord Server and create a ticket to speak directly with our support team.

Remember you can also fill out our surveys for General Feedback on The Outlast Trials or submit a survey her for feedback on the new Invasion Experimental Therapy.

Thank you to everyone for taking the time to reach out to us with your issues and feedback, your input and we look forward to getting better together!

Catch you all in the Sleep Room very soon,

- Team RB

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