Tiny Town Market Simulator - SAIMON
Hi everyone! 👋

I’ve been working hard to polish the internal build of Tiny Town Market Simulator, fixing bugs and adding several visual and gameplay improvements. This update is part of a general polish phase, aiming to make everything stable and ready for the next big content updates!

Here’s what’s new in version 0.11 👇

🧰 Improvements & Fixes
  • Fixed rotation and slot alignment issues on crafting trays 🧩

  • Added signboards to the warehouse and work area to make each station easier to recognize

  • Implemented a dynamic queue system at the checkout – NPCs now line up more naturally

  • Fixed the “Take Item” logic on crafting stations to prevent duplication or stuck interactions

  • Updated the 3D model of price tags for a cleaner and more consistent look

  • Added Input/Output signs to make crafting trays easier to identify

  • Added new NPC models to increase visual variety

💬 This version mainly focuses on fixing the foundations — once the game is stable, it’ll be easier to focus on new features and bigger improvements. 🚀

Killing Dead Playtest - Navhkrin
🧩 Patch Notes

🆕 New Additions

  • 4 New Wave-End Buffs

    • Building Armor – Increases the durability of your structures.

    • Building Damage Increase Flat – Boosts the offensive power of defensive buildings.

    • Building Damage Increase Percentage – Boosts the offensive power of defensive buildings.

    • ADS Damage Multiplier – Enhances player damage while aiming down sights.

  • New Map Mechanic: Charging Rockets (Military Base)

    • Small rockets are scattered across the Military Base map.

    • They charge up when players are nearby, and fully charged rockets reward a buff trigger.

⚔️ Special Waves

Introducing 4 new special wave types that appear once every 5 waves, starting from Wave 3:

  • Fatocalypse

  • Crawling Dead

  • Marathon

  • Dead Swole

The Electorate - DukeOfCastille

Hello! Welcome back to another dev log! Today, we’re covering ideology groups, and how they impact each election in a huge way.

How Voters Vote

In a general sense, voters vote based on the issues that matter to them. Whether it's about how the economy should be run, if they think AI should be more or less regulated, or whether healthcare is a human right, voters tend to pick candidates that most closely identify with their personal positions. Furthermore, these positions are informed by their ideology.

In The Electorate, this dynamic is modeled through ideology groups, of which make an evaluation about who they want to vote for based on their position on issues, and their weighted importance of those issues.

There are eight ideology groups and 10 key issues in any given election scenario. Today, we’ll discuss the 2024 scenario as our example, but these groups and issues will differ by year and are also customizable. 

Ideology Groups

The Electorate utilizes eight ideology groups to determine vote shares to each candidate taking part in a race. In the 2024 scenario, the eight groups are:

  • Progressives

  • Social Democrats

  • Liberals

  • Moderates

  • Libertarians

  • Populists

  • Conservatives

  • Social Conservatives

Now, get ready for some technical information, because the way these groups figure out who they want to vote for requires a somewhat calculated algorithm. 

The Electorate utilizes an algorithm called a “multinomial logit spatial voting model.” It simulates voter choice by positioning ideologies and candidates on a 1-9 scale across 10 issues, with each ideology assigning importance weights to those issues. The model does some math to find the distance of a candidate’s position relative to the ideology group, checks the weighted importance of those issues, and then determines a “utility value.” The utility is then used to find the probability of an ideology group voting for a particular candidate when weighed against the other candidates in an election.

What this means is that there is an incredible amount of realism in how these ideologies select candidates. It also means that primaries are incredibly competitive, and while yes, does render some candidates as unelectable if they are too moderate for their party, it does also make them a particularly strong general election candidate if they happen to win the primary. If you pay attention to general election polls during primary season, the “moderates” of each party tend to poll very well in a one-on-one matchup with the opposing party, but tend to lag in their own party’s primaries. 

In the general election, the model is quite accurate as well. A matchup between Kamala Harris and Donald Trump in California weighed out to 59%-41%, which is only a few points off from the 58%-38% final tally in the actual election. If you add Bernie Sanders as a spoiler candidate running as an independent, Donald Trump actually wins California by a few points because Sanders wins 68% of the progressive bloc (California’s largest voter base), but splits the rest of the Democratic Party down the middle with Harris. 

However, as you might recall from a previous dev log, turnout is the actual mechanism for winning an election, and that’s no different here. While each ideology may have their voting preferences, that doesn’t mean they’ll actually show up to vote. Candidates must spend the rest of the election turning out voters, regardless of their ideology or party. Donald Trump only receives 0.02% of progressive voters at the start of the 2024 scenario, but with turnout, he may well receive 1% of their votes (although his efforts would be better spent elsewhere). 

Turnout also makes it possible to differentiate between independents and the major/minor parties. It would be very unlikely that Bernie Sanders, as an independent, would siphon off enough votes from Harris to deliver California to Trump. Therefore, independent candidates receive a major turnout disadvantage at the beginning of the game while the major parties start at a higher threshold. However, if you want to mix it up, you can easily adjust this setting prior to an election, making independents as competitive as you want. I’m still exploring ways to make independents more competitive organically, but as you might know, the nature of America’s two-party system makes this difficult. A random event might do the trick, though.

One major point before we wrap up. Voters vote for candidates, not parties. The game is programmed around candidates “owning” their votes. This allows for cross-party voting, but most importantly, an abundance of candidates! At the moment, you can play an election with up to 10 candidates, with an aim for more at some point.

Status Update

To close, I figured I’d give you some insight into what I’m working on this week. 

Development is steady-going. Obviously, it takes time to get a lot of this stuff right and make sure it’s balanced and fun. A lot of the work lately has gone into refining and improving the campaign activities system by implementing more player choice and offering more control over how you run your campaign. Advertising, in particular, has been a pain to get right. It would be easy to just add a small modifier to turnout after running an ad and calling it a day, but that isn’t fun.

I’ve also been working on optimization improvements. Originally, start times were quite extensive since I was loading data in a less optimal way. As the game’s scope has increased, I decided to tackle these issues now instead of later, and as a result, have reduced loading times significantly and improved memory usage to be more efficient. It pays to make these fixes now instead of rushing to get them done later, but it inevitably slows down development on gameplay features, so please bear with me on that.

Pretty soon, I’m making some sizable changes to the campaign map. You’ll be able to see the names of key cities listed on the map, and candidate icons will be visible so that you know where your candidate is located, as well as your opponents. I’ll also be implementing map modes so that you can see population sizes, party registration, and ideologies.

That’s all for today! As always feel free to join the Discord server to discuss the game, give suggestions, and help make the ultimate election simulator!

If you’re excited about the game, be sure to add it to your wishlist and hit the follow button.

Thanks for tuning in!

Guild Wars 2 - ArenaNetJoie



Vigilant Physician's Mask Skin

Dress up as a symbol of death from ancient times. The old practitioners of the medical arts carried the dead across waters infested by Zhaitan's undead stench. It is said the beaks on these intricate masks smell of a lovely fragrance, a stark contrast to their ill-fated presence. The Vigilant Physician's Mask Skin is available for 400 gems.

What's in Stock

On Friday, October 24, we're restocking our shelves with amazing goodies! Many incredible, unique weapon skins will be 20% off until November 7. Commander, make sure to check out some of our best: the Stoneshard Scepter Skin, Bone Dragon Staff Skin, Synergetics Energized Shield Skin, Devil-Rending Dagger Skin, Voidflame Assassin Dagger Skin, Gilded Stratus Longbow Skin, and Etched Porcelain Greatsword Skin.

Returning This Week

This week's discounts are ready for you! Grab them before they're gone. From today until October 28, Bank Tab Expansions and all permanent lounge passes are available at a 20% discount.




Available Now in the Gem Store!

Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
Slice Overdrive - ManChickenTurtle

Phew it's been a minute! Back again with some juicy updates to the game - let's dive right in!

Replays \[Alpha Edition]
  • Your "Best Run" replay is now saved automatically so now you can watch how amazing you are over and over again

  • \[Known Issue] Pausing and unpausing replay will break it entirely (Exit Level to fix)

  • \[Known Issue] Playing your replay after editing a level will break replays (as they're expecting the previous edits)

  • Future update: View everyone's replays on the level leaderboard so I don't have to build out full validation

Level Editor and Limits Update
  • Hazard and enemy limits have been increased (50 Sawblades, 500 Spikes, 50 Bouncepads, 50 Enemy Resistors) so totally don't abuse it k

  • Made the editor and buttons look prettier, but that's like, my opinion man

  • You can now use keyboard to navigate in Level Details modal

Main Menu and Level Loading
  • Levels now only load what they need to and not the ENTIRE LEVEL code with each item in menus (I know, it's wild - I swear I had code in to stop it but it ignored it, fun times)

  • Loading overall is faster with tighter animations on leaderboard because I like to go fast

  • Level Complete screen now shows the Exit/Restart/Best Run/Play Again buttons on both tabs

General Fixes
  • Pause.... ...now works all the time in the level editor

  • The mouse will now stop hiding and centering itself when using keyboards

  • Other things that I may have forgotten when trying to make the game better

Until we meet again...

MOTORSLICE - Regular Studio

MotorSlice is one of the top 50 most played demo at the October Steam Next Fest! As a tiny indie, this is WILD.

Unbelievable! Thank you so much for everyone who made made this possible! UNLIMITED POWER

But with so many people playing with P, some weird bugs also appear, so I'm releasing a small patch, mostly bug fixes:

  • A bug making the CONTINUE button enabled when there’s no save created, making you start the game on a blank level. I was only aware of this 2 days ago, and I apologize anyone who got this problem. Really frustrating.

  • A bug preventing the combat arena wall to deactivate

  • Added lock-on on the boss

  • Jump distance is now by how long you hold the jump and by speed

  • You don't loose speed when motorslicing

  • Reduced some camera movements when you disable camera bob

  • Fix some minor bugs

  • Tweaks on the the gameplay magnetism

The demo will stay here, so don't worry. Also I don't plan on keep updating the demo from now on, and just focus on finishing the game! While I don't have a release window yet, the game is almost done!

STAY WITH ME

9:17am
Lyric Video Studio - codematium
- Updated internal video encoding. You can now choose different compressions
for smaller video size
- VEO 3.1 support + new example project
- Redo can now recover deleted items, that undo might have done
- Add the advanced version of halloween video as tutorial
- Fix manipulation of very small items: now you can move them
without extending them first
- Due to OneDrive etc syncing, settings and other data localition has changed
resulting in settings reset (does not apply to 3rd party services keys)
- Fix potential hang when starting to render
- Limit concurrency of video caching when opening archieved project
GTFO - [10C] spiken
"Pretty lame" says our Communications Director Robin Björkell about companies thinking people care about their anniversaries but at the same, a full decade is something to celebrate.

- Personally, I think it’s pretty lame of corporations to believe anyone would be interested in them having their anniversary, however long they’ve been alive. But we started looking back and found some fun pictures and stories, so we decided to make it publicly available. There are some interesting stories there that have never been told before, says Robin Björkell.

>> Check out the 10 Year Anniversary site

And that's not all. We are knee-deep into our 100-hour Streamathon for charity, and recently, we invited PC Gamer to the studio to talk about Den of Wolves.



We also want to give back to our community, without your support and ongoing engagement nothing of this would be possible, by launching a big giveaway with 10 Steamdeck OLED in the prize pool. Come back every day for ten days to get more opportunities to participate.

>> Check out the giveaway

Wishlist Den of Wolves
https://store.steampowered.com/app/1818140/Den_of_Wolves/
[Neolithic]To the End - orochi2k


English
##########Content################
[Tileset]The Duin's Lab tileset has been expanded.
[Duin's Underground Lab]Another part of this location is now accessible.
[Duin's Underground Lab]Added a hiding room. (The Torture Chamber)
简体中文
##########Content################
【图块】杜因的实验室图块扩展。
【杜因的地下实验室】该区域的更多部分开放。
【杜因的地下实验室】加入了一个隐藏房间。(酷刑室)


Latest news from Ukraine/乌克兰小剧场
https://controlc.com/41863931
{LINK REMOVED}
Cairns Playtest - dont eat pagpag

this is the first “downstreamed from main game” patch, and I’ll only list changes that the dungeon demo content would see.

Fixes & Improvements
  • fixed mobs not stopping chase even when the target should be lost

  • deferred instantiation of decorative objects across frames

  • “origin forest” map is larger, has more trees, and thus takes longer to generate (not really an improvement for now)

  • fixed passive mobs not being passive — turns out a previous smarter bt implementation was overwriting the passive bt

  • gamepad interact prompt now properly shows on all intended objects

  • implemented gamepad dialog ui interaction — you can now use d-pad to choose dialog branches and go through dialogs using gamepad (except when a text input shows up mid-dialog)

  • fixed dialog camera jittering issue

  • disabled spell casting during dialog

  • managed layering between pause menu and dialog ui

  • hud ui now takes a modified set of css (uss) rules when gamepad is active, as an experimental feature to test input-device-specific ui

...

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