KeeperRL - miki
  • Fixed a crash while launching an attack on player with mounted attackers.

Thanks to Rarasek for his help with fixing the bug.
Shootball Arena - ZocaLight
Hi everyone,

as you can see by the title Shootball Arena is going to become free in May.
I'll try to briefly explain the reason why we had to take this decision.

Our initial idea was to enter early access at a very cheap price, put in more content until the official release and so in the meantime increasing the price step by step: that's what we did at first.
But sometimes you have to deal with unconfortable numbers and after analysing some data refering to our first month in early access it turns out that something is not working at all: Shootball Arena is an hybrid game that make it complicated to define a target audience and furthermore all similar games are free on Steam ( and other stores ) with a lot more content ( they are on the market for a while now ); for this reason, even if the game is absolutely worth the price, we have no choice but to comply with the market.

Unfortunately some of you have already bought the game and while on the one hand we are really proud on the other hand we are very sorry of that: Steam policy allows you to get a refund and there is nothing we can do but apologize and thank you ( at least the price was very cheap :).

The Shootball Arena team.
The Neroe - NestorBech
Hey!

Today will be available a demo of the game, so you can try it!

The Neroe isn't yet finished, so you may experience issues, sorry if this is the case!

If you find bugs, errors or whatever, please contact me via Steam (the "Support" button in the Steam Library) or via Social Media. I will fix it as soon as possible.

You can also contact me with suggestions. I will keep them in mind.

Thank you for reading and enjoy the game!
Project Wunderwaffe - Dawid_Gameparic
FINALLY!
Sign up for our Playtest starts today!🚀

HOW TO JOIN PLAYTEST?
It is very simple. You must be logged into your Steam account. Then go to the Project Wunderwaffe Steam page, scroll a little lower and see a banner like this below and click the green button "Request Access" 👇


❓| If you have questions about Playtest, you can write them here in the commentary or in the dedicated discussion on Steam 👉LINK

Now, wait for the invitation! Playtest will start very soon, so if you want to be up to date with the latest news you can do three simple steps:
Add the game to your Steam wishlist
Follow the game on Steam
Join our Discord community


Become the game tester, and most important be part of the game! We are waiting for you! Sign up for a PLAYTEST right now! 💪 👇

https://store.steampowered.com/app/1477700/Project_Wunderwaffe/




We are going back to work, see you soon,
Project Wunderwaffe Team
May 2, 2022
Frail Faces - KupullGames

An update that adds new experimental content to the game for a smoother transition to upcoming updates.



[General]
  • Music Library which contains an audio player and the complete game soundtrack was added into "Extras" section.
  • New soundtracks for W1-A and W2-A were added
  • Slightly reworked graphic assets for W5: Loud Plains and W8: Reality Edge

[Stages]
2-A Town Subway: a short-cut to various parts of the game. You can find an entrance to it by entering 2-1 as a mask who is familiar with Wortelm's surroundings. Wortan subway is a labyrinthine place which contains threatening cobolds and some secret pathways.

[Enemies]
W8: Virtual Transporter, Virtual Siphon, Virtual Charmer
Virtuals are consequences of exposure to lacunal energy. They don't pose a physical threat but they affect actions of nearby beings which is extremely threatening for masks who are dealing with dangers of Reality Edge. They're very tough opponents, however each one of them is bound with some enemy on a stage, Virtual will instantly die if its host is killed.

W2-A: Cobolds

[Ememies Reworks]
  • Faceless Chasers now have 3 different attack and run animations

[Optimizations]
  • Enemies' movement pathfinding was optimized
  • Lightning VFX were optimized to be much less performance heavy
  • Most of game's code was refactored for future needs


Several minor updates which include additions for implemented content will be made soon. After a long break, a major update that includes new content will be released in the summer.

Plans for v0.17 (The Grand Update, approx. mid/late Summer):
  • Up to 10 new masks and heavy reworks of some old ones
  • Rework of in-game achievements/unlocks
  • New Steam achievements
  • Further polishing of mechanics which were implemented in previous updates
  • Work on all bosses
  • Update Interchasm stage
  • Implement random miniboss encounters
  • Update the tutorial stage
  • Update game's store page and its description + new trailer
Due heavy core changes, current save files may become obsolete on the next update! Some import options will be added and every effort will be made to keep the most important parts of your progress.
Sea of Craft - business
About the camera movement bug, we have searched related issues on the internet and checked a thousand times, but there still comes out that players with this issue. Finally, we searched on Steam community and we found that there are many other games met the similar issue.
From other posts, seems the situation is caused by the Windows 10 installed a device called Microsoft Virtual HID Mouse. Simply remove it can probably solve the problem.

So, the recommended solution step as follows:

0. Unplug all external gaming devices such as joysticks
1. Alt+Enter twice to switch the game back and forth between windowed mode and full screen
2. Change the resolution
3. Switch the input method, if your system has an input method
4. Find the Microsoft Virtual HID Mouse device and remove it
5. If none of the above methods work, please contact us and we will check with you to find out the reason of this weird problem

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Add
  1. Add a feature that returns a certain number of parts to reduce everyone's frustration when die in the open sea.

Update
  1. Killed off the boss in the open sea that suddenly kill players without warning
  2. Slightly reduced the difficulty of level 6 of Chapter 2
  3. The ball will not so easy to drop in level 7 of Chapter 2
  4. Improved water transparency
  5. Optimize the performance of the ocean waves
  6. Optimize the underwater visibility in three creative mode
  7. Optimize the poor performance of some UI
  8. Adjust the lower limit of the horizontal board in the 7 and 10 level in the second chapter

Fix
  1. Bug of steep increase in difficulty after hitting 30+ alert levels in the open sea
  2. Fix an empty pointer when resetting the open sea
Grim Realms - edym
This patch adds the following:
- Tombs and altars which can be found under ground, then deciphered and activated.
- Two new enemies: Undead giants which smashes buildings and throws large chunks of earth, and Wraiths which belong in a new class on enemies which can only be damages be silver weapons. (So far wraiths will only emerge from tombs that need to be deciphered and activated.)
- New enemy behavoir: undead giants and abominations will attack buildings, eventually destroying them.
- Physics: If fire or enemies destroy an entire level of a building, all above will collapse. Balconies are also affected by physics.
- You can now place wall banners and standards with your faction arms on.
- More options available when customzing your faction arms: many more symbols available and you can now rotate the center-"pictures", not just the center-patterns, so to speak.
- Since buildings can now be partially damaged the can also be repaired.
- A new type of damage has been added: magic damage! It can be guarded against by wearing silver armour or clothes made from silk. (Magic will be a larger part of the game later, currently only wraiths will deal magic damage against the player.)
- One new song added to the soundtrack and about 4-5 old ones remastered.

This patch changes/fixes the following:
- Many over all improvements to work related pathfinding, such as finding the closest and best position to mine and build from, not standing on balconies being dismantled, etc.
- Villages will target the closest work order when done with a task. The previous patch actually messed up the priority of finding more work after completing a task, this has been fixed and also improved.
- Many fixes to villager combat-AI. No longer will units ordered to stand guard rush head first into combat, they will check more frequently if to use ranged or melee, when fleeing they will stop fighting right away, and a few more minor fixes.
- Villagers will no longer place items inside already full containers. (Finally!)
- Sound effects from braziers will always disappear when exiting a game.
- Mining background pieces has been fixed and balanced. Previously the drop were sometimes wrong as well as the effects.
- Armour decreases has been greatly balanced.*
- Added particle effects to mining both chunks and background piecies.
- Terrain-damage heals itself over time and no longer scares animals. (They reacted is if an undead were nearby and sometimes even fled.)
- Ailments (like bleeding and poison) will always heal. Should there be any problem with this, saving and a loading the game will fix it.
- A few crashes have been removed.
- Arists table now shows the cost of all items craftable there.
- Bleeding damage to undead will stop over time instead of previously being never ending.
- Silver weapons now do 30% extra damage as a separate magic attack against undead (which is overall more powerful than the previous 50% atack increase).
- Undead attackers will always finish their attack animations even when downing their current target.
- Some overall improvement to undead-AI.

There is probably some more fixes which I have forgotten to write down, but these are at least the main ones. I wanted to add another biome as well but I felt that some of these QoL-fixes really needed to be out there as soon as possible.

I think that is it for now. Thousands of thanks for all your feedback, support and kind words! As always: this patch was rather big and made many changes to lots of fundamental code, so I stand very ready to throw in a hot-fix!
Best wishes and lots of love!!
//Mattias

*I will probably need your feedback on the new damages to armour. Previously a steel breastplate could take about 5000 direct hits from an abomination, so they were basically indestructible. Armour will still defend you greatly and make all the difference between surviving an attack or not, but if the armour blocks the damage (ergo saves your life) it should also be felt, so to speak. This change will also promt me to add a way to repair damaged gear, which I plan to make not-to-much-of-a-hassle, something like a "repair all gear"-work order.
May 2, 2022
Per Aspera - Domin0e


Welcome to Mars' Oceans!

In Blue Mars, you will be able to harness the power of water!
New ways to interact with the Oceans of Mars await. You turned the Planet green before, let's go for blue!
Got a game running already? No problem! Blue Mars is fully compatible with older savegames, so you can enable the new content without having to start a fresh game!

https://store.steampowered.com/app/1966430/Per_Aspera_Blue_Mars/


Features


You will now be able to access water-based research sites and resource veins. Gathering more resources never has been easier! Build an Offshore Drilling Platform and top off your Storage! Of course, you'll need a little help to get the Resources to build the Platforms to the middle of the Ocean but AMI has the perfect helper.



Meet the Drone's cousing, the Barge!
This bad boy can navigate the Oceans of Mars like no one else! We are you you will make fast friends with them. We are also adding Ports and Shipyards to the game. They are used to connect your land- and ocean-networks and build more barges respectively.

Hypertubes? I hardly knew ye! Barges open up new ways for you to transport previously dormant resources around to where they are needed most.


Accompanying the Release of Blue Mars is a Patch for the base version of Per Aspera with some general Game Improvements and additional polishing for the Multiplayer Mode. You can find more Information here:
https://store.steampowered.com/news/app/803050/view/3211639524387096756


We here at Tlön Industries and Raw Fury hope you will enjoy Blue Mars!
May 2, 2022
Still be a Human - Удовольствие enjoyer
Innovations:
Interruptible abilities (Q on the Warrior with an upgrade) are now toggleable, now they do not need to be held down for their effect;
The effect of the "Grain of Chaos" artifact has been changed, now instead of the instant appearance of homing projectiles, stacks of chaos appear on the enemy, after his death he will create as many seeds as there were stacks on him;
Changed interface when selecting artifacts;
Added efficiency display for Mage abilities;
Added links to the Discord server and the game page on Steam in the main menu;

Bug fixes:
Fixed a LOT of bugs;
SeaDogs Of Nassau - pirategame
Hello, Sea dogs! Welcome to the weekly Seadogs of Nassau Devlog.

In our previous Devlog, we talked about what ports are and how they work in Seadogs of Nassau. But what good would ports be if there weren’t any ships in the first place? So, today we are going to tell you everything that you need to know about ships in Seadogs of Nassau and exactly how you can get an edge over your enemies using them!



Ships in Seadogs of Nassau and How they work?

Just like any other Pirate game, ships are an essential part of Seadogs of Nassau. You will see a ton of different ships sailing along the Caribbean performing various tasks such as trading, attacking enemy ships or ports, providing resources to friendly ports, and so on.

Each of these ships is categorized by a “ship type” which basically defines the characteristics of a ship including what it carries, how it behaves in combat, and what faction it might belong to. Furthermore, each ship also has a limit as to how much cargo it can hold at its full capacity, besides the number of crew members that it can carry along with the number of canons that it can use for battle.

There are many factors that can affect the performance of a ship. For instance, the movement speed of a ship highly depends on the ship type (Sloop, Galleon, Man-of-War) and also the wind speed. You can slow down any ship by damaging its sail but be careful the enemies can do the same to your ship as well.

Your crew also plays a MAJOR role in determining the efficiency of your ship depending on their “Crew Rank”, starting from E all the way up to S. A crew with higher rank can help you move your ship faster, repair damages inflicted in and out of combat without falling back to the port, and get you useful information about the enemy ships.



How to Get a Ship?

The player already owns a ship at the start of the game, which is given the “Flagship” status. But as the game progresses, players can own more by capturing other ships from the enemy, purchasing them from a shipwright or receiving as a gift in a guild. Once the player gets a second ship (or more), the flagship status can be easily assigned to any one of the ships in your fleet.

There are sets of rules in Seadogs of Nassau that determines what type of ship can be owned and by what nation. However, the player is free to capture and own any type of ship that they want from any nation, if they manage to do so.

That brings us to the end of this Devlog! Hope you enjoyed it and if you have any questions or comments, do let us know and we would love to address them in future Devlogs.

Follow us on Twitter for more information.

Alpha application sign ups: https://seadogsofnassau.com/
Twitter: @SeaDogsOfNassau
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