Keyboard Soldier - Rogis

Enemy balancing :

1. Made waves more difficult from the start. Some of you said the starting point was too easy. It now scales way more the further you go.

2. Enemies are faster. Spawn rate increased.

3. Reduced the amount of rubbish enemies to a maximum of 3 per wave.

4. Increases chances of ore difficult words to appear by 10%

Mud shop item balancing:

1. Increase the starting slow from 7%*level to 8%*level

Shop appearance balancing:

1. Increased the starting change from 27% to 33% + any level up increases.

2. If a shop did not appear for 4 days it will appear no matter the chance.

Achievements update:

1.Updated the top 1 leaderboard achievement to be top 100.

Frostory - Team OOPArts

Hello!

Today, we'd like to introduce our game's pathfinding system.

Our first system was a simple tile‑grid approach.
With the A* algorithm, it explores the terrain in eight directions: north, south, east, west, and the four diagonals.


In the early game the terrain was simple, but in the new levels ropes and humans appear.
So we thought AI should also be able to make use of ropes.

To make pathfinding efficient, we needed to incorporate these features into the system.
We decided to build a navigation mesh to store such points.

Navigation Mesh

Here is the navigation mesh we completed after lots of coding.
For debugging, additional detailed information is shown in the editor.


Ropes are mapped as shown above.
We calculate positions where you can jump onto a rope to connect the terrain.


Based on this, we run pathfinding.
Each path contains information about different movement modes such as walking, jumping, and riding a rope, depending on the node type.
The navigator, described below, makes use of this information.

Navigator

If the navigation mesh is the terrain data, the navigator is the module that follows the path based on that information.
We implemented various sub‑modules to ensure correct path following.


Path Simplification Module

A path that simply connects nodes can be inefficient or look awkward.
To address this, we keep the movement within node bounds while straightening the path as much as possible.


This runs in real time.

Wall Collision Avoidance Module

If the AI unexpectedly touches a wall, simply moving along the planned path causes it to rub against the wall, which looks unnatural.

To prevent this, when the AI touches a wall we slightly turn its movement direction to keep motion natural.

Fall Prevention Module

Because our game uses a physics‑based movement system, the AI might accidentally run off a cliff.

To prevent this, the AI computes dangerous movement angle ranges within its current node that could lead to a fall.

Obstacle Handling Module

This module detects and gets past dynamic obstacles that block the path.

For these local searches we reuse the grid‑based pathfinding we previously built.

If it’s a small obstacle, we pick it up and move it aside.

Wrapping Up

Finally, here’s the AI chasing while using a rope.

Thanks for reading!

Cats & Cups - Troypc

Hello Baristas!

We have a new patch for you live, which fixes the old achievements not syncing into Steam's backend. If you had this issue, you can reopen the game to sync your achievements on Steam.

Thank you for being patient <3

Nov 2
Dungeon Settlers Playtest - Blacktea
  • fixed '!' showing for non-ally structures (EX : stone wall, long grass... etc)

Stars of the Valkyrie - Alictron

Hey Folks

Sorry the "Demo" version of the Stars of the Valkyrie had an incorrect installation directory in the latest update.

My Bad

Should be fixed

Rappelz - Julia


What surprises did this Friday bring us?

Right now and until November 5, you can get double the charm on White, Black, and Sand Dragon cloaks!

Yep, chances of you getting a +20 Sand Dragon Cloak have just doubled!

That's not all! The chance of success when upgrading the Lava Cloak is also increased by 2 times!

Hurry up, stock up on dark cubes and lava feathers and start sharpening!
Music Game - BNnnen

- Hid all AI content (due to some very kind feedback) behind a "Show AI Songs" toggle

- Added more non-AI music

- Tweaked UI more

Infinite Game Cartridge Collection - jsprod

Super Jump Dude is added to the collection!

Click with the mouse to jump and try to land on the crates.

Every first level of each world is already unlocked!

Get 40% overall completion to get achievement!

Rappelz - Julia
The following changes have been made to the game:

▪ The rating for cloak enchantment has been activated.

We wish you a pleasant game!
Badass Brigade Playtest - Marauder Squad
v0.1.3
- Controller support is here!
- Added a few gameplay options:
- Enable/disable One-Button-Grab. By default, grabbing enemies and grabbing objects are two different inputs. When enabled, this moves both actions to the same button, but grabbing objects then requires a modifier key to use (Up)
- Enable/disable Keep Facing (Controller). When disabled, the player will face the direction they are moving when not using the right stick to aim.
- Controller aim distance. Adjusts the range for the targeting reticule when using a controller.
- Some keys have changed bindings and the keybinds menu has been adjusted.
- Changed the settings menu when accessed from the main menu to be the same as the in-game version.
- Scanning now locks on to your target
- When scanning, enemies now have priority over everything else
- Patched up some walls that didn't have collision in missions 1 and 2
- Fully charging the charge punch is now faster.
- Fixed blocking shields (like the various Kel'raver shields) being scannable and causing a crash when successfully scanned.
- Fixed throwing an enemy and touching spikes/falling into a pit causing the player to lose their weapon
- Fixed unexpected behavior when the player body falls into a pit/spikes when in spirit mode.
- Added a text box in the tutorial for grabbing large enemies.
- Added a text box in the tutorial that mentions double jump refresh when grappling.
- Added the VR Playground, a small area for getting used to the controls.
- An entrance to the VR Playground is now at the end of the tutorial.
- M1: Level geometry changes to make the lockwheel puzzle more obvious
- M2: Cleared out some objects near the first Red-bomb + crystal to make the bomb more obvious
- M2: Added a red line from the first red crystal to the door
- M2: Fixed an issue at the giant elevator that caused the player to be unable to return through the red section.
- M3: Changed the layout of the first vanishing platform section
- M3: Raised the wall at the end to prevent jumping out of bounds
- Other minor fixes.
...