Outbreak Island: Pendulum - Lomaster
Early Access Release — Thank You for Joining the Journey!

Hey everyone!

I’m excited (and a little nervous!) to announce that Outbreak Island is now live in Early Access on Steam!

https://store.steampowered.com/app/1442530/Outbreak_Island/

This project has been a passion of mine for quite some time, and it’s finally at a point where I can share it with you. The game is still a work in progress, but it’s fully playable and already has a lot of what makes the core experience special. I’ll be actively developing and improving it with your feedback and ideas in mind.

What to Expect

The Early Access version includes:

  • The first third of the island to explore.

  • First main missions that reveal the island’s story.

  • The ability to restore your father’s abandoned farm and use it as a base.

  • A few types of enemies.

  • A garage for vehicle upgrades.

  • A weapon workbench for crafting and modifications.

  • A research table to unlock new skills and crafting recipes.

  • A radio station to locate supply crates — special containers with rare loot.

  • Basic farming, woodworking, metalworking, hunting, and fishing systems.

  • Over 25 large points of interest, each with its own unique tasks.

Over the coming months, I’ll be adding more content, polishing existing features, and expanding the world. You can check out the development roadmap on the Steam page to see what’s planned next.
https://store.steampowered.com/news/app/1442530/view/533239065676352196

Feedback Welcome

Your feedback is incredibly valuable!
Whether it’s suggestions, bug reports, or just your thoughts after playing, everything helps make the game better. You can share feedback directly on the Steam Discussions, Discord, or wherever you prefer to connect. We also have official bug report form:
https://www.tinymagicians.com/outbreakisland/report/

Thank You

It means a lot that you’re here early to support this project.
Outbreak Island is something I’m building with passion, and I can’t wait to keep improving it together with this amazing community.

Thank you for playing and being part of the journey — this is just the beginning!

—Egis

Paddlenoid Playtest - blackvanderson
- Forgot the reenable sounds in previous build... 😬
Oct 29
Wattson the Bulb - Permatik

We’ve added the basic story to the game! Along with this update, several bugs related to the map and options menu have been fixed, and a basic tutorial has been added to help new players get started more smoothly.

Thank you all for your patience and feedback — it really helps us improve the experience!

Reel Life - badgenesprod
Experience! Today we’ll have a brief look at the experience system that’s being implemented as we speak. Also, an important note: we’ll be switching over to an every-other-week schedule for our Dev Logs to reflect more complex work on the way.

 

But back to the experience system. We hope this system will provide a little spice to your gameplay once implemented. There’s will be six initial categories of experience you can gain: Farming, Ranching, Fishing, Mining, Foraging, Cooking, Carpentry.

 

Slot machine experience works a little differently from bench experience, so let’s go over that first.

 

With each item won on a slot machine in one of the categories above, you’ll get 1 experience point. So, say you win 14 Red Beets (B) – that will be 14 experience points toward Farming. Say you win 12 Small Milk (B) and 6 Average Milk (B) in one spin – that’s 18 experience points toward Ranching! You see how it works?

 

Earn enough experience and you’ll go up a level – and you’ll get to choose your new gift for the slot type you’ve leveled in! There are only 10 levels of experience per slot type, though, and 30 different levels of gifts you can potentially choose, so pick carefully!

 

Here are the potential gifts you can get (independent of each slot type): 1 more spin per harvest or machine per day, a constant multiplier on normal wins (wins outside of multiplier mini-game wins), more high grade wins, more large fish size wins, and more rare wins.

 

If these gifts are confusing now, just try playing the game for a little while and they should make more sense. Essentially, you can choose to win more spins, more items per each matched win, a better grade or size of item every so often, or more rare items wins every so often.

 

Crafting Experience works a little differently. This is experience for the Cooking and Carpentry categories.

 

Every item you craft gives you badge experience to reach the next level of crafting badge, right? Well, now that badge experience is also tallied in a separate total experience. And once you get enough total experience to reach a new level, you’ll have a better chance at making multiple items per each crafting recipe.

 

For example, you’re making a composter. You have the materials for one composter, but thanks to your experience level in Carpentry, you end up making two! At level 1 in Carpentry or Cooking experience you have a chance to make 2 items, at level 5 you have a chance to make 3 items, and at level 9 you have a chance to make 4 items.

 

Here’s how much experience you’ll need for each level:

Level 1

100

Level 2

171

Level 3

292

Level 4

500

Level 5

855

Level 6

1462

Level 7

2500

Level 8

4275

Level 9

7310

Level 10

12500

 

That’s it for today. Remember, we’re starting a bi-weekly posting schedule and won’t be back until 11.11. See you then!

Reinbo - dead.imagination.games
-Yokai can now only be killed with Fire or redirected attacks

-Re-added Reviving only costing 1 firefly. Losing all of them might have made it too unfun

-Hold "Attack" for Fire Attack or "Focus + Attack" for Charged Fire Attack (will be applied to all other moves later)

-Fireflies can now be spawned from enemies killed by fire except Divine Fire Attacks

-Player will no longer waste fireflies charging up for a Divide Flame Attack. Fireflies will have to be marked first.

-added i frames to Divine Fire moves

-added rainbow colors to lv2 Divine Flame (will be added to rest later)

-added sheathed Lotus Step animation

-focus attacks break through at 1 defend point instead of 0 now.

-time slow when perfect parrying

-perfect parry on projectiles will now deflect it back at the enemy

-added 1st stage Boss Tengu

-added Kappa Enemy

-enemies should not all attack at once now

-change spawning of yokai

-added miniboss walk animation

-added brute/miniboss bounced animation

-changed timing of enemy death register
The Netcode Conflict - tnc_official
Future-Roadmap

We're always working hard to add awesome new features to TNC, and we can't wait to tell you about the most exciting ones! We're thrilled to be working closely with our amazing community to create the ultimate gaming experience. Join us on Discord and become a part of the TNC family. We're hard at work on some awesome new features for TNC, and we can't wait to share them with you. Stay tuned for more details!

Resource Gathering and Building System

In the future it should be possible to collect resources with AI-Sy all over the open world. These resources are essential to build special things like

Buildings

Build bases, houses, walls, or factories for yourself or your faction to protect them from attackers and to hide your loot, vehicles, or special items.

Pilotable MEGs

Pilotable megs help you to strengthen your attack and also protect you from larger attacks.

Vehicles

Build futuristic-style cars and motorcycles to transport yourself and your team members as you explore the world of TNC.

Bigger Open World

We are on a mission to create a massive, persistent, open world with different areas. The community will play an integral role in shaping this world, and we're thrilled to see the incredible potential for beautification through self-built bases. We're planning an area with special features.

Biosphere forests and rivers

These areas will be teeming with life, offering unique opportunities to farm special resources. These areas will provide excellent hiding spots and the opportunity to build safe shelters, making exploration and survival in this vast, living world even more thrilling!

Futuritic Airbase

Another part of the open world is going to be a futuristic air platform, where a cyberpunk atmosphere is going to be created. Here, you'll have the chance to trade or buy goods, interact with NPCs, or start thrilling quests. You'll be able to obtain special resources and futuristic weapons, too!

Join Factions

In the future, there are going to be several factions for you to join! These factions will have the opportunity to explore new locations together, take control points, and build their own bases.

Dynamic weather system

We are planning to create a TNC world with a dynamic weather system. So it's important to be prepared, because the weather has an impact on your health, and with the right clothing you can explore better, especially in the desert or in the air.

The Call of Darkness - aceliteraryworks
Updated a fix for a possible Linux permission issue enabling DLC
and added more translation updates for Spanish and Japanese (should move Japanese to fully supported by the weekend hopefully!).
Attack on Toys - N7T-GAMES

  • Sound Win/Lose Reward Loop Glitch Fix

Oct 29
OLAPU - bati
Patch Notes

General:

  • Items in the inventory is now sorted based on rarity

  • Summon Size and Summon Damage Modifiers are now obtainable through gear drops

  • The in-game constellation screen now displays which variation you have equipped

  • You can now right click constellation next to your player avatar to inspect the according constellation (only in voting screens)

  • Potions and their according buffs are now displayed next to the player avatar

  • The little spiders on the cobweb of the spider constellations have been made more visible

  • Fixed a bug that would cause newly spawned bees to not update their size according to the Summon Size modifier

  • Fixed a few spelling mistakes and reworded some descriptions to be more in line with the overall game

Balancing:

  • Starshower damage is now adjusted by Summon Damage

  • Starshower puddle and impact size is now adjusted by Summon Size

  • The number of shurikens spawned by the Shuriken Constellation has been increased

  • Shurikens have a new spawn pattern, that forms a full circle

  • If shurikens are targeting the closest enemies, it now targets only the closest enemy, but some additional spread has been introduced.

Known issues:

  • An issue is known that causes the attack speed to lower itself when the casino is currently active

  • An issue is known that sometimes causes the player to be unable to attack

Peglin - Luke
Hey all!
We know it’s been a while since we dropped an update and we appreciate your patience while we keep working away! Unfortunately Act 4 itself isn’t quite ready yet, but we wanted to do an interim release to get a lot of the bugfixes and balance changes (and a bit of new content as well) that we’ve been making while we’ve been working on the new content.
We still don’t have a solid ETA for the big update as parts of it have grown more ambitious than originally planned, but we’re hoping it will be worth the wait :) As always, thank you for playing Peglin and for sharing all of your feedback and gameplay videos both with us and more widely, we couldn’t do it without you!
Best Regorbs,
Dylan & The Red Nexus Games Team

New Content
  • [New Uncommon Orb] Snowball - All snowballs you own get larger, deal more damage, and pierce more enemies as they hit more and more pegs.
  • [New Rare Spinventor Orb] Spin Doctorb - Flips the buffs of peg from negative to positive and positive to negative and heals you along the way.
  • [New Common Relic] Froggo Amulet - Gain 3 max health each time an orb is added to your deck.
  • [New Common Balladin Relic] Big Fish - Orbs that are larger than the standard orb size deal damage equal to the number of large orbs you own to the targeted enemy for each peg they hit.
  • [New Rare Relic] Critiqualibrium - If your orb's crit damage is greater than its base damage, 1 crit peg is added to the board, otherwise 1 crit is removed from the board.
  • [New Rare Roundrel Relic] Small Packages - Orbs that are smaller than the standard orb size Activate each peg an additional time.
  • [New Boss Relic] Focused Blast - Bombs deal 3x damage but only damage the targeted enemy.
  • [New Relic Category] Shop Only Relics - Many relics that have niche uses are now only available in shops so you aren't forced to take them in chests during runs where they aren't useful to you.
  • [New Shop Only Spinventor Relic] A Bad Slime - The first peg you slime each shot gets -20.
  • [New Shop Only Relic] Collusion Detection - Prices that scale up with each purchase remain fixed at their initial price.
  • Shops now also contain one more orb and relic for you to choose from.
  • Skipping a boss relic now gives you +50 gold.
  • Added new musical jingles in each area for when you lose and when you beat a boss.
  • Each stack of Transpherency on an enemy negates the effects of one stack of Reflect.
  • Lightning slime now causes chain reactions between lightning slimed pegs.

Balance Changes
  • Avogadro's Tree at C20 now alternate turns where it has forced targeting and not.
  • Both the Forest and Mines spiders now deal 2x damage and apply 2x the slime, but only attack when they're airborne.
  • Made the Forest cloud of moving pegs layout more player friendly by increasing the number of pegs and making them spread out a little more.
  • The triple Crystal Slimeglob fight now only allows one extra enemy to spawn from Cruciball 19.
  • The following are now seeded: Orb order, crit and refresh positions, gold positions, random bomb placement positions, boss mechanics, and damage evasion chances.
  • Grinding Monstera changed to add pegs to the board that increase your max health when activated instead of rewarding it right away.
  • Basalt Toadem now adds 1 more max health and costs 5 gold less.
  • Haglin’s Satchel now gives 100 gold instead of 50.
  • Pocket Sand now applies blind on non-melee attacks as well as melee.
  • Wand of Skulltimate Greed gold application buffed to 3x from 2.5x.
  • Swashbucklorb’s damage has been increased and it now immediately damages the targeted enemy when you collect gold instead of just adding damage to the shot.
  • Bucklorb is now large and pierces all grounded enemies but deals less damage.
  • Necorbmancer base damage increased from (5/6/7) to (5/7/9).
  • Removed "deals no damage" from Reforbisher.
  • Balleviation slime application increased from every (12/10/8) pegs hit to (10/8/6) pegs hit, and orb damage increased from 1/2 at all levels to (2/4), (3/6), (4/8).
  • Increased Orbelisk level 3 buffs to Pebbals and Bouldorbs from +1/+1 to +1/+2.

Bugfixes and Small Changes
  • Added more relic unlock hints.
  • Renamed a Russian localizer from w1tz to te1n.
  • Reduced the size of the game on your computer.
  • Finally fixed Leshy Vines sometimes not breaking when they should.
  • Fixed the Fire button sometimes not converting back from its End Shot mode.
  • Improved the performance of the Mines skating peg layout.
  • Fixed the Cruciball Indicator showing up bugged on locked orbs.
  • Fixed the positioning of locked orb tooltips.
  • Fixed Restore Purchases on iOS acting weird if you've never purchased before.
  • Fix damage numbers overflowing to make shots do no damage. If the damage gets too high it will now just start saying infinity (good luck getting there).
  • Fixed instances of the music sometimes cutting out in the battle after leaving a shop.
  • Fixed cases where an orb can get stuck bouncing against the wall forever.
  • Perfect Forger now doesn’t affect orbs added to your starting deck by cruciball levels.
  • Pegs that are out of the way and so can’t normally become crits or refreshes now can be if the rest of the board is filled.
  • Fixed instances where attacks spawn in the wrong place when Peglin has moved.
  • Fixed improper UI navigation when returning from the run summary page after viewing the details of a run.
  • Magnet effects no longer track brick pegs that have already been hit.
  • Pocket Sand fixed to not trigger if the enemy missed due to Ballusion.
  • Added a sound effect when Pocket Sand triggers.
  • Fixed Viridian Trinket causing orbs to get stuck in minigame navigation.
  • Fixed some Alien’s Rock targeting inconsistencies.
  • Leaf The Rest For Later no longer refreshes all dead brick pegs.
  • Pressing ‘B’ when inspecting your relics using a controller now makes you stop inspecting relics instead of discarding your orb.
  • Fixed Ring of Pain triggering twice when discarding Orboros.
  • Brick Slimes killed by Chanballiers are no longer able to attack the player before dying.
  • Echo damage is now applied at the end of a shot to be in line with how other bonus damage works.
  • Summoning Circle and Mirrorb now display ?/? for their damage stats instead of 0/0.
  • Fixed Mirrorb copying an Assemball not having the correct level indicator in the upcoming orbs list.
  • Fixed the Assemball pieces not being able to get the ‘Beaten on Cruciball X badge’.
  • Fixed the Mirrorb not showing some stat buffs in a few different situations.
  • Fixed a bug where getting 2 card drops for the same enemy in a fight showed the card unlock popup twice.
  • Fixed orbs upgraded by the Smithing Hammer not showing their buffs from Spinventorigionality.
  • Fixed issue with Icircle and Defresh Potion sometimes causing the Icircle to pierce all pegs for the entire shot.
  • Fixed the ‘Beaten on Cruciball X’ badge sometimes not showing up when it should.
  • Fixed dying in a shop not properly ending the run, showing run summary but allowing players to continue from the main menu.
  • Fixed the Japanese font appearing too tall in a few locations.
  • Fixed Nosforbatu missing the "self-damage increase" text in its description.
  • Fixed the OffeRing’s attack spawning point.
  • Fixed Potion Ballt not creating multiballs when you have Matryoshka Shell.
  • Stopped the game launching loading bar from being interactable.
  • Fixed not being able to clear your save data on iOS.
  • Refreshing punch and Slimy Salve’s descriptions changed to say activate instead of hit to properly describe their functionality.
  • Relics and orbs added since the seed update came out have been added to some secret seed custom relic/orb pools.
  • Stumpy and Stompy Stomps walk animation speeds tweaked to have less foot sliding.
  • Removed Herobrine.


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