Ruarua.ru - Dakarlocat

Grow more, grow stronger, grow luckier~ In the new version of Ruarua.ru, all resource-producing cards now have a small chance to generate a same rarity “Buff Card.” Use Buff Cards to boost future production efficiency — production can finally become more powerful!

FIND ALL - VeryVery

https://store.steampowered.com/app/4160290/HIDDEN_CATS_7_Cookie_TownFor cats lovers, the sequel to the Hidden Cats 7: Cookie town us game series is coming soon. Add it to your wishlist so you don't miss the game's release!

You will have to find cleverly cats hiding in the amazing landscapes of the sweet gingerbread town and paint black - white locations with colored paints. Interesting, attention-attracting picture, cute cats and nice atmospheric music are waiting for you.

4:07am
NINDO 星影の守護者 - MORIKICHI
・Fixed an issue where the tooltip for the Resonance status effect was still showing the wording from before the rework.
・When acquiring an item on the battle result screen, a notification message will now be displayed if the slots are already full and the item cannot be acquired.
・You can now use items to restore stamina and vitality when not in combat. (During combat, you can use items by dragging them to select the target.)
Mini Worlds - Casual_Dutchman
Object Variants

The variant system allows you to either pick a specific object you want to place or let it be randomized when placing. For example: You can place a lot of trees and instead of needing to select a random one each time, the game will do that for you. Plus, you still have full control when placing a specific tree.

Improved World Gen

Whenever you create a new world, the terrain and some objects will be generated for you. The new system separates the terrain and object generation, which makes it more fun for you to pick a new world and makes it easier for me to add new generators.
Fun fact: the object placement is based on the technique from Horizon Zero Dawn's object placement.

UI Scaling

A new setting has been added, the ability to make the UI bigger or smaller. The main reason for this is Steam Deck support. To be verified, the UI cannot be too small. Another reason is for players to customize their experience: If you use a 30" 4K monitor, you probably don't want UI to be big and in your face.

Controller Support Update

More and more menus support navigation with a controller. Combined with button rebinding in the UI scaling, I hope to make the game more accessible to everyone. <3

New Key Art

To prepare for a release soon™, the key art have been update to match the current colors and style and it conveys the game better.

Updated Steam Page

If you come from the Steam page, you have already seen it but if you have not: The Steam page has gotten an update with the new key art, new descriptions and new videos in the 'about this game' section.

Community Announcements - Marten_GOP


🎃🗓️ The Haunted Hands calendar is about to end! 😱

You only have 4 days left to to complete the final days of the calendar and claim any you might've missed to earn that Black Spin BONUS REWARD! 🤑

-Your Governor of Poker 3 Team
FIND ALL 7: Japan - VeryVery

https://store.steampowered.com/app/4160020/FIND_ALL_Christmas_2026Hello, the sequel to the Find All: Christmas 2026 game series will be released soon. Add to your wishlist so that you don't miss the game's release!
You will have to explore a cozy suburb on Christmas Eve, find different items, and color the black and white picture with colored inks.

Dragon Song Tavern: Cozy & Adventurous - HARRISONWORLD

Dear Adventurers,

We have some exciting news to share! To express our gratitude for your continued support and the love you've shown toward the Festival of the Returning Tides DLC, we want more players to experience Dragon Song Tavern and immerse themselves in its captivating stories. Therefore, we’re offering a special limited-time discount just for you.

Starting November 9 at 7:00 (EST), the base game will be 30% off for 7 days - our biggest discount yet!

If you’ve been waiting for the perfect moment to begin your tavern adventure, this is the time to join us.

Discount Details

・Discount Start: November 9, 2025, 7:00 (EST)

・Discount End: November 16, 2025, 7:00 (EST)

・Duration: 7 days

・Discount : 30% off

We remain committed to providing all adventurers with the best possible experience. May you have a wonderful time in the world of Dragon Song Tavern. Happy adventuring!

The Dragon Song Tavern: Cozy & Adventurous Team

4:00am
Secrets of the Burrow: Vixoria's Quest Playtest - foxboyproductions
Hello Everyone,

This updates brings about all the improvements we made for PGW.

There have been visual and performance enhancements, and well as two news languages available from the pause menu.
Battle Match: Samurai Wars - Felix

I've been posting short development planning and sprint review notes on the community forum. So far those notes don't have many views, and may have been too brief and cryptic to make much sense to anyone but myself. It's been I while since I posted any substantial development updates, and as I'm getting questions and feature request it's time for a longer dev-log post.

First, a few words about my background:

I grew up in Stockholm, Sweden, and have always been interested in games and computers. Learning programming early on, I enjoyed writing small simple games that I could play myself or try out on my friends. I started working on a real game (Mission Starlight) with a friend while studing Computer Science at Stockholm University.

https://www.youtube.com/watch?v=IFB2NnKn4tw

This was in the ancient pre-internet era, so we had to send out paper-based emails (aka letters) and physical demo disks to publishers in order to get it released commersially. Although retaining my interest in game development, I've been working professionaly as a software developer and architect on many different kinds of non-game related projects. But now I'm back to games again, working full time on the Battle Match - Samurai Wars project. Being a strong believer in lifelong learning, I've also gone back being a part-time student of mathematics at the university. In addition to the fascinating beauty of mathematics, I find it very useful for game development: Linear algebra and analytic geometry for 3D graphics, calculus, numerical analysis, and statistics for battle simulations, graph theory for network programming, game theory for balancing, the list goes on.

Having played all sorts of games, I eventually developed a taste for games where there is a clear rock-scissor-paper (RSP) relationship between the pieces and where intelligence and tactical decisions matter. Where a relative simple set of rules produce a complex and rich game play. There are many abstract games in this category, chess being one of the most popular. Then there are more realistic tactical wargames such as Squad Leader, which I enjoyed playing.

These board games are based on the mechanics and the tactical aspects of abstract games, only with far more detail and realism. But the complexity of the rulesets, which you have to learn and apply my hand by throwing dices and calculating the results, makes them somewhat inaccessible to anyone but the hardcore wargamer. I wanted to dive deeper into accessible realism and turned to computer games.

There are two computer games in particular that have inspired the development of Samurai Wars. The first one is Myth: The Fallen Lords (and its sequel Myth II: Soulblighter) developed by Bungie and released 1997.

It had several innovations that set it apart from other strategy games. There is no base building or resource management. Instead you start each level with your army already assembled and ready for combat. In single player, you have to use tactical skill to fight your way through a story driven series of engagements. It has a great fantasy-based narrative and the graphics, music and sound effects really sets the mood. Visually, its landscape and buildings are made up of irregular polygons, giving a non-artificial and natural look (not common to wargames at the time), enhancing the feel of realism and suspension of disbelief. At the core there is a real-time battle simulation with hundreds of free-moving individuals, realistic physics engine, and units with understandable RSP relationships. It also had a multiplayer mode and a devoted community. Despite the smallish scale of the battles, it was doing so many things right.

Then there is the original Shogun: Total War which was released in 2000. In contrast to the Myth series, it had the right scale: thousands of individually simulated soldies on the battle field (not mere tens or hundreds). Realistic physics engine, and it modelled psychological aspects such as fatigue and morale too. Yet, commanding the units was no more difficult than playing chess.

This was it! This was the game I had been dreaming of. Winning the battles were difficult at first, but after completing the campaign a couple of times, having learned all the units, I had become an invincible tactical master. Or so I thought... So far I had only played the single player mode, and it was time to try my superior skills against other humans. My first online battle was a complete failure and a total humiliation! After a hundred or so battles I wasn't totally losing. After a thousand battles I was doing ok, or at least above average.

The eye-opener with STW was the sharp contrast between playing solo and playing against other humans. Not only the difference in tactics, and the human ability (or inability, depending on skill) of reading the battle vs the computer. And the sometimes annoying unpredictability and irrationality of human allies and opponents. Even more important are the social aspects, the community of players, the in-game chat and taunts, the clans, and the competitions. Solo play is has its place and is important too, but for any game with symmetric gameplay, multiplayer should be developed as the primary mode of playing, not as an afterthought.

As I continued to play games in the real-time tactics genre, I more and more felt that they didn't take advantage of the opportinities of online play. It was obvious to me that you could do so much better.  So I started experimenting and prototyping such a game myself. After some failed initial attempts at a Java-based game, I managed to put together a first rudimentary 2D version for iPad.

https://www.youtube.com/watch?v=AijLy7dQKs0

As a programmer, I enjoy challenging myself with difficuly technical problems. Combining the complexities of multiplayer networking, 3D graphics, and a real-time tactical battle game with semi-realistic simulation was the perfect fit. I did not have a clear goal, but I continued to research technologies and design solutions, and kept adding to the game on my spare time because it was a fun and relaxing activity.

The community has been very important to the development of the game. I'm very thankful to all the feedback that helped shape the game to what it is. But with any online community there will be troublemakers. I did not realize how important and how difficult it is to properly moderate a community. And that you need to have right tools to be able to do that.

So I learn a lot, but also made a lot of mistakes. The architecture was in some respects good and sound, but in other respects too inflexible or too complex and difficult to maintain and develop. This is a common problem in software development. On the first attempt you may produce something that solves the problem. Along the way you gain deeper and deeper insights into the problem, and eventually you realize that the solution you have is naive and doesn't account for the more subtle aspects and relations between the concepts.

The system I had developed didn't scale and eventually it simply became too expensive to host the servers. Moving to a new job with little spare time for hobby projects, it came to a point where I needed to take a step back and reconsider what to do with Samurai Wars.

There was a period of collecting my thoughts and ideas. The available technology stack today is considerable more mature. Many of the crazy ideas I've had, that were difficult or impossible back then, have now become easy to implement. I now had a clear picture of how to reassemble and rewrite the code base. Encouraged by players who contacted me about relaunching the game, and having secured financing, I eventually decided to embark on a new and ambitious project: Battle Match.

Battle Match is the name of a project and a platform consisting of (1) a battle simulation engine and (2) an online match service.

The battle engine is designed to be a general physics-like simulator. The unit types, such as yari ashigaru or katana samurai, are defined in what is called a "module" (mod), separate from the engine itself. Samurai Wars is the first such module, reimplementing the units and rules from the good old game we all know. There will be several other such official modules covering various time periods. And there will be tools for creating your own mods and maps.

The match service, like the battle engine, is designed in a general and agnostic fashion. All the rules for how matches are set up and resolved are defined in what's called a "scenario". The Samurai Wars scenario will provide the familiar lobby with last-man-standing matches. However, anyone with a little web programming knowledge will be able to write custom scenarios and victory conditions. It will be possible to do competitions, ladders, campaigns, etc, as well as single player scenarios with AI opponents.

It's important that the project is financially successful to support the development and operation of the servers. So while the battle simulation will remain free to play in sandbox mode, the match service will require the purchase of a Battle Match pass.

Discord will be used for the in-game chat, and will be seemlessly integrated with the game. This way I dont need to reinvent the wheel regarding community functionality, and it nicely solves the moderation aspect.

Planning software development is hard. I'm getting better at it, but things still often take twice the time you expect. Anyway, moving forward, the general plan is as follows:

  • The basic feature set of battle engine has been in development for almost two years and is now getting in shape. There are many little details in need of attention, and this will be an ongoing activity during the Early Access period.

  • Early Access will start once the online match service is up and running with functionally equivalent to the old version of Samurai Wars. This will be the focus for the coming sprints. Maybe not done before the end of this year, but definitely early next year. The EA will simultaneously be released on Steam, App Store, and Play Store. 

  • During Early Access, I'll work on the map and mod tools, and the module and scenario support. It will stay in EA until this functionality is complete, too early to say when, but current estimate would be end of 2026.

  • Development of new features for the battle engine, like new weapon systems, new terrain features, improved algorithms, etc., will be an ongoing activity, both during and after early access. I have no plan for when to do what, but will select appropriate features to implement at the start of each new development sprint.

  • As mentioned, there will be other official modules in addition to Samurai Wars. This will be towards the end of EA, and the preliminary plan is something WWII.

This short summary is an overview explanation of what this project is. Maybe it raises more questions than it answers, I don't know. In time, further down the road, I hope things will start making sense.

/felix

Ranch Farm and Store Simulator - Bewolba Studios

Hello, Ranchers 😀🧑🏻‍🌾🐮

We’ve just released a new update to make your farming experience more organized, efficient, and flexible. Here are some of the key points we heard from you:

  • Players shared that managing waste and compost materials could become overwhelming as storage filled up quickly.

  • Some players also requested clearer indicators for when livestock are ready to be milked or sheared.

  • Others mentioned that it would be helpful to reposition buildings during construction to correct placement mistakes.

Based on your feedback, we’ve added several improvements to make your farm easier to manage and more enjoyable to run. 🌿

1. Compost Bin Added

You can now have Compost Bins to store large quantities of Crop Residue or Livestock Waste. There are two types: Plant Compost Bin for Crop Residue and Manure Compost Bin for Livestock Waste. Each can be purchased in different sizes depending on your farm needs.

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2. Employee Compost Bin Handling

Your maintenance employees can now handle compost tasks automatically.

They will move waste from baskets into Compost Bins and transport compost materials to the Composter Machine when needed, keeping your farm cleaner and more efficient.

[carousel autoadvance="true"][/carousel]
3. Milking & Shearing Indicators

A new UI indicator now appears when your Cows, Sheep, or Goats are ready for milking or shearing. This small but helpful feature allows you to manage livestock more effectively without constant checking.

[carousel autoadvance="true"][/carousel]
4. Move Building During Construction

You can now reposition a building while it is still under construction. If something is placed incorrectly, you can easily move it before the build is completed.

Thank you for playing and supporting the game. Your feedback continues to shape every improvement we make. We hope these updates bring more flexibility, smoother workflows, and a more enjoyable experience to your farm.

As always, if you enjoy the game we’d be grateful if you leaving a review, and don’t hesitate to leave your thoughts or suggestions in the Discussions section. 😀

Happy playing! 😀🐄🐓

https://store.steampowered.com/app/3706960/Ranch_Farm_and_Store_Simulator/

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