Pro Football - blackyale
📢 Update v0.0.65 is live!

Thanks to your support, Pro Football keeps improving! ⚽ Here’s what’s new in this version:

🆕 New Features:
  • Our friend ZombieGrouchy is now in the credits 🎉
  • Added more info to saved games
  • Player role changes are now allowed (thanks @eboke)
  • Confirmation prompts before firing staff
  • If you don’t sign a youth talent in time, they’ll enter the market
  • Marking a player as not for sale cancels existing offers
  • Images added to team tactics entries
  • Firing the youth manager will result in losing all youth talents
  • National Cup now appears in Results 🏆
  • Stadium info visible in friendly matches
  • Sortable player list added
  • Youth promotion alert now shows remaining time (@Foni)
  • New translations: Polish and Russian 🌍
  • ⚠️ New playable leagues added via community DB: Championship, League One, League Two, Serie B, Süper Lig, Uruguayan League (stats still work in progress)

🏅 New Achievements:
  • Kings of Europe
  • Cup Specialist
  • Crowned in England
  • German Giants
  • French Dominance
  • Dutch Masters
  • Portuguese Pride
  • American Dream
  • Desert Kings
  • Albiceleste Glory
  • Uruguayan Steel
  • Brazilian Legacy
  • Turkish Triumph
  • Kings of Spain
  • Italian Domination

🛠️ Bug Fixes:
  • Record screen now shows position 1 correctly (@Foni)
  • Suspensions from friendlies no longer carry over (@Malakarvos, DarkSong)
  • Arab teams no longer appear in European Cups
  • Removed duplicate season-end notifications
  • Fixed badge issue when deleting friendlies (@Balaguer)
  • Auto training now assigns players properly (@JKrilin, @Tommy Angelo)
  • Tournaments now end before season ends (@Jairo, @Nokenny)
  • Fixed issue with teams qualifying incorrectly in European Cups (@Jairo)
  • Various translations reviewed and improved

🙏 Thanks to all our supporters! See you on the touchline! 🧠⚽
Harem of Lust: Battle Cards - Andrew

October 18–30 — it’s time to put on your mask and dive into the world of temptation.
Two alluring heroines are waiting to join your collection.

💋 Event Highlights:

  • New cards and exclusive skins

  • Unique avatars and frames

  • Special rewards available only during the event

Step into the masquerade and claim your prizes while the night is still young!

Firestone - Online Idle RPG - Holyday Studios
🌟✨ Embark on an otherworldly mining adventure in "Ethereal Miners"! ✨🌟

🏔️💎🪓 Welcome to a realm where mystical landscapes and untold riches await your discovery. Join us on a mesmerizing journey through shimmering caves as you wield enchanted pickaxes to unearth valuable treasures. 👷‍♂️⛏🗻

⛏️🌌 Gear up and venture into the depths to collect as many pickaxes as you can. Your destiny as an ethereal miner awaits – let the mining frenzy begin! 💫🌟

INIMICUS - Kara
Main Update
  • Added 4 new monsters.

  • Added over 20new skills.

  • Added over 5new items.

Other Updates
  • The amount of gold that can be converted into cash is now 999,990,000.

  • Some of the tile assets for the Kosui Roof have been updated, and an overall filter has been added.

  • Defeat detection has been disabled in ENDLESS battles.

  • The initial sudden death limit in ENDLESS battles has been changed to 6.

  • A dedicated battle gimmick has been added to ENDLESS.

  • Some enemy resistances have been added.

  • Enemy maximum MP has been reduced.

  • Fixed an issue where the enemy skill UI in the monster encyclopedia was broken.

  • Other minor bugs have been fixed.

Comments

Thank you for playing INIMICUS! Thanks to all of you, development is progressing smoothly. We are close to implementing Gigant Power. Please enjoy the significant strengthening of your characters!

Relic Arena Playtest - SUNSfan
Closed Beta 0.49b
  • Montezuma will no longer try to upgrade relics that are already maxed out

  • Montezuma tooltip fixed to make the power more clear

  • Montezuma placeholder voice lines added

  • Fixed an interaction with Ankh Amulet and illusions that Turtle didn’t have time to abuse against Vic

Stellar Destiny: The Last Survivor - DoNyS

A presence has been detected within the network.
One of the core operators – a member of the development unit – is online.

They are not observing. They are playing.
Testing systems, shaping the world, leaving traces across Crythar’s surface.

If you sense anomalies, strange activity, or patterns that defy logic –
You are not alone.

The Overseer is watching – and so are we.
(Signal distortion... connection remains unstable.)

Peanut Butter Jelly Wars Playtest - akahmann93
------------------------------------------------------------------
PATCH NOTES - VERSION 0.0.0.109
------------------------------------------------------------------

Bumbler
- HP is lowered to 10
- Attack power is lowered to 5

Salt Cannon
- HP is lowered to 40

Minor Updates to the menu and select menu
Archmage Rises - LordYabo

I’m currently working on the spell casting in the World for Resource finding. There isn’t anything thrilling to announce about that, it’s just work to get it working.

While we wait for that, I want to share the Core Loop completion and refinement work I’ve done so there is ample time to discuss it together. This is the culmination of all the forum posts, discord discussion, design docs, and years of experience: written as succinctly as I can in one place describing the whole game.

I’ve never done this before.

What is Archmage Rises? The three spheres of Self, Magecraft, and Realm answers it.

(Note: I’ve renamed Craft to Magecraft so people don’t think 1/3 of the game is crafting)

Today we dive into Self. Some of it will be familiar, some of it new. Remember, the core of gameloop design is managing resources, trade offs, and creating interesting choices.

Self

The most basic level of being a human in a fantasy world. The smell and the sweat of actually being there. Taking basic care of yourself. This is the ‘life’ part of the life simulator I’m striving for.

Health

Health measures your present condition, showing how alive or near death you are. If it hits zero, you are dead. End of life, end of game.

Sinks
  • Combat, traps are the primary ways health is spent.

  • Minor ways are negative outcomes from Events or conversation choices

Rules
  • Max HP is driven by Vitality stat: Each Vitality point is 5 HP

    • Vitality can be influenced by many factors: status effects, physical training, rituals, enchantments, and artifacts such as Darion's Amulet (+20 Vitality).

  • Health is very serious. There aren’t health potions to pop or healing magic like you may see in other games. It is very LOTR: time, medicine, and healing skill are used to recover HP.

  • Damage taken when HP below a threshold risks injury (Push your Luck).

  • Injuries require Medical attention - can heal or become worse if untreated. They are a reason to return to town/tower and seek out medical attention. If an injury worsens, it adds to the roleplaying and uniqueness of a life. (Opportunity to Push your Luck, or play it safe)

  • Makes Town Healers valuable.

Actions
Rest

Restores a small amount of health each day. I’ll cover the Rest action further under Fatigue

Healing

Cost: Time – variable based on how much health needed to recovery, or nature of the injury. Gold can be spent to accelerate it

Requires: Bed, Medicine skill - ground as default bed. Can’t be done alone, requires someone else: a road companion (Relationship), or at Healer Hut (Gold), or room in Tower (worker with healing skill)

Results: Big HP recovery, High chance of curing Injury

Fatigue

A measurement of your energy level, stamina, how tired you are. Provides cost to balance choices.

Current implementation: represented by Stamina stat in a big yellow globe. You make choices (casting spells, harvesting resources, etc.) and it spent stamina down to zero. For much of the game’s development spell casting in combat used Stamina, creating a vital link between what you do outside combat matters inside combat. This was severed when we moved to the Ara system in the last combat revision.

New implementation: A level of Fatigue from Fresh → Fine → Weary → Tired → Exhausted.

I want sleep to be a part of the player’s ‘life’ cycle, but not so realistic and onerous as needing to sleep every night, or as harsh as Stardew Valley. The fatigue system allows the player to choose when and how they sleep. You can’t go forever without sleep, but you have flexibility/choice on when it makes most sense.

Sinks
  • Many actions now have a chance of increasing fatigue. Casting spells in world, any strenuous actions like running in combat, resource harvesting, or movement through terrain types like swamps or hills, and event choices

Rules
  • Actions have a % chance of moving up the fatigue scale, not a set spend of one action

    • Wellbeing affects this %, meaning if you are miserable you are more likely to get fatigued, and if you are feeling great you are less likely

  • Fatigue is a highly connected resource to many actions, I can’t list them all here. The individual actions identify if they potentially increase fatigue.

  • High fatigue (Tired, Exhausted) affects things (again, not an exhaustive list): starting Ara and Ara recovery in combat, ability to cast outside of combat, event options, relationship options, wellbeing, spell study and experiments.

  • We currently have the option to overexert – I don’t think I’ll need that anymore.

  • Makes Inns, Tower beds, valuable.

Actions
Rest

Cost: Time, gold, food, drink

Requires: Bed - ground is a default bed

Results

  • Criteria: Bed provides X rest attempts to move up the fatigue system. Sleeping on the ground is one chance. Sleeping in a gorgeously decorated room in a feather bed might be 5 attempts. This isn’t the Sims, but the quality of bed is an important differentiator.

  • It is possible to have great or terrible night sleeps – modified by Wellbeing

  • Increase: X Fatigue levels, Health, Wellbeing

  • Health

    • Always a small HP recovery

    • Chance injury improves

    • Chance injury worsens

  • Food & Drink Bonus

    • I would like the player to have a reason to enjoy good food and drink as they live their life, but I don’t want to force it. So I decided to make it a bonus to resting – going to bed full and sated is a great way to sleep at the end of a day. I didn’t want to put food and drink into the Rest UI, I like all the Inn food and drink options being clear and separate. Hence food and drink provide a resting buff.

    • Food or drink eaten in last 4hr increase Rest Result: one additional roll each, or a % improvement to rest rolls.

Wellbeing

Wellbeing measures your emotional and mental state, reflecting how happy, calm, or distressed your character feels. This isn’t Darkest Dungeon, yet wellbeing matters.

It is a constantly decaying resource that drives behavior, decision-making, and narrative tone by rewarding care, comfort, and balance while punishing neglect and hardship.

Sinks
  • Slow decay over time

  • Some choices will have a ‘misery’ aspect to them that affect wellbeing. Washing dishes or mucking stables at the inn may get you gold, but is miserable work.

  • Monsters: Skeletons are terrifying, so combat with them will lower wellbeing

Rules
  • Having high wellbeing leads to bonuses in actions like casting, luck rolls, and conversation. Likewise there are penalties for low wellbeing

  • Every X days the player should do something ‘fun’. Play chess, go for a seaside stroll, alcohol.

  • Doing a fun action with a companion has the benefit of more wellbeing gain and relationship gain

  • Creates a need a variety of actions can fulfill, creating value in more of the nooks & crannies of the game

Actions
Enjoyable Act

This is a template of many actions in game. The game is flexibly designed to accommodate many types of actions. An Event may provide an Enjoyable Act option if you meet certain criteria. Completing a quest is invigorating, as is making a donation to the poor, so you get a boost to wellbeing.

Cost: Time, gold, item

Requires: Nothing

Results

  • Wellbeing goes up

 

That’s it for this week, next week I’ll continue with the second sphere: Magecraft!

12:44
Cut The Birch - Malastin
Beta 3.1

New:
  • V-sync toggle in options

  • Beating bosses now gives bonuses to stats higher the tier then more bonus you will get

Changes:
  • Changed monster cap from 100 to 500 at once

  • Increased monster spawn rate by x3 (now game spawns 3 enemies at once)

  • Damage reduction is now affected by enhancer

  • Max resources upgrade now increase cap by 3 instead of 1

  • Default cap for resources changed from 20 to 60

  • All bosses are much stronger

  • All stats on items now will get 10% stronger per 5 levels expect ancient magic, movement speed, critical chance

Fix:
  • Didn't find bugs xd?

Other:
  • Improved game opti (if you find weird collision bug report them)

Project Vesperi Playtest - Last Praetorian Interactive
- Fixed a bug where the loading screen was completing at 80% instead of 100%
- Fixed a bug where Chapter 3 objectives header wasn't set up properly
- Fixed a bug where inputs for scan and pause were occassionally unresponsive
- Fixed resolution scale setting in the graphics menu
- Fixed menu navigation buttons
- Disabed a developer hotkey that overwrites save files
- Added Endings menu functionality, specific endings setup still work-in-progress
...

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