Ailuri - vivinkstudios
Major Update for Ailuri
August 2025


Hey everyone, it has been a while.
We've been working hard on features in response to all of the feedback we received on launch. This major update includes art changes, crucial bug fixes and some QOL upgrades. These include:

- Rescue Danger Zones have been revamped, with new areas that act similar to a miniboss room and art updates. All Rescue Danger Zones, except a couple of unique rooms, have a new Door to signal to the player that an Animal needs rescuing up ahead. This also comes with enemy rebalances and platforming updates.

- Visual Updates to most levels and art. This includes level adjustments, overhauls of sprites and rebalancing of some of the collectables. Starting Checkpoints now have unique stones and mechanics overall have updated art for better optimization and higher quality appearance.

- UI updates with new animations and text fixes. This also comes with QOL changes such as the option to start from the previously saved Checkpoint, which was a major request from players. Other updates include UI Collectable counters on the Pause Menu so players can determine properly how many Collectables are missing in their collection.

- New Enemies. Our first batch of new enemies have been added to the game. You can find them in the Rescue Danger Zones.

- New Animated Cutscenes added in the boss sequences. This is the first batch of cutscenes added to the game for more story clarity. Fixes to some existing cutscenes have also been applied.

We hope you all enjoy these new features and major update. We'll keep an eye out for more bugs and will continue patching them throughout the week.
Bounty: Drag Racing - KODgames

Update 14 and patches 14.1 and 14.2 have been released

Here are all the changes:

Improved Netcode for better visuals of other players

Fixed a bug with top dragster not working correctly

Fixed missing textures in caribbean speedway

Fixed Front Wheel Drive physics and ETs for 7 second range

Fixed front wheel drives showing rear wheel heat

Tire heat will not show up on sand drag tires

Added AWD Street Sand Drag Class

Adjusted Grudge Bikes for less sensitive steering

Adjusted Grudge Bike Suspension

Adjusted Grudge Bike ET for mid/low 6 second 1/4 mile

Adjusted Pro Mod bike suspension and handling

Adjusted Pro Mod Bike ET for low 4 second 1/8 mile

Adjusted Top Fuel bike suspension

Adjusted Top Fuel bike ET for high 5 second 1/4 mile

Adjusted No Prep Tire Physics for more consistency

Added a Spray Painted Starting line to No Prep

Disabled Torque Converter for Street, Pro Stock, Mountain Motor, Sports Cars, Grudge Bikes, Pro Mod Bikes, Nitro Bike

Limited Torque Converter Minimum to prevent exploits

POLYGON - River Banks

Hey y'all, quick hotfix today for a few of the bugs from the last update. Thanks for reporting the bugs you found. Stay tuned for more!

Improvements
  • Adjusted the distance culling of Valley King of the Hill

  • Added error popup when changing teams fails

  • Added a short cooldown for changing teams

  • Removed invisible wall blocking the garage roof on Valley King of the Hill

Bug Fixes
  • Fixed a bug that caused the player to teleport through map borders

  • Fixed m24 cycling animation getting canceled by sprint

  • Fixed squad members being able to swap teams

  • Fixed players being able to swap to a team that's already full

  • Fixed friendly player markers being invisible after changing teams

  • Fixed some floating trees on Valley King of the Hill

  • Fixed glowing truck on Cargo

NIGHT STRIKER GEAR - Yokeru_mtwo
The official website for NIGHT STRIKER GEAR has been renewed.
We have added information about the game's story, rules, and introductions to the development staff.

https://m2stg.com/night-striker-gear/

The director of this title is Hiroshi Iuchi (notable works include Radiant Silvergun, IKARUGA, and GRADIUS V).
The sound composer is Yukiharu Urita, formerly of ZUNTATA.

The release date and price will be announced in the near future, please add it to your wishlist.
4:10pm
Pro Soccer Online - Brylos

- Decreased kicking/dribbling/tackling hitbox size a bit more.

- Tweaked curve calculations a bit to allow more curve at lower power.

- Fixed player spawned balls not being destroyed after a person respawns or leaves a lobby.

- Changed code for processing ranked match results to prevent losses being caused by leaving fast after a match ends.

- Added editable text to the tournament board for the Champion's Park map. This allows hosts to write the competition(tournament/league) name as well as the winning team's name on the tournament boards. This should allow for some great photo op moments and creating good memories.

- Changed main menu color scheme to be white and blue, same as UE4 color scheme.

- Added copy player ID button to multiplayer list & stats items + player profiles.

- Switched from Direct X 11 to Direct X 12. We're kind of testing this out to see what's better overall for performance and maybe revert it if DX11 is better. There's also commands to launch the game using DX11 if your performance ends up being worse with DX12. We'll add a post for how to use the DX11 command in our FAQ channel in the official discord.

- Played around with render settings to hopefully make the game perform more optimally.

- Fixed an issue with Champion's Park map causing worse performance when shadows are set to medium or higher.

Reel Life - badgenesprod
Updating with point-and-click forage, a new store inventory tab system, and new sleeping and save systems via the inns and tents.

Added:
  • Category tabs to residents' store inventory display

  • Forage objects to many exterior scenes, as well as cave and sewer interiors

  • Visual effects to inventory item pickups

  • Sparkle effects to gem cave interiors

  • Tents available from Tessa to sleep and save at available campfires

  • Rooms can now be rented from Joseph, Poppy and Sean to sleep and save game data

  • Some residents' stores now have a chance of both daily and weekly items showing up in their inventory

  • New Fall crops: Wine Grapes and Hops

Changed:
  • Updated residents item likes and dislikes, viewable in the Journal UI

  • Residents' stores now have a daily quantity limit available for purchase of each item, instead of an unlimited quantity

  • Additional balancing of food and drink inventory item prices

Reclamation of Xanthros - genter1993
New character Volatile Craftsman is now live!

Volatile craftsman has experimental towers that are stronger and cheaper than normal, but they explode after a duration. In addition, his upgrades are for all NEW towers for each given level! It is an alternate way to play that should drastically change how you play.

PS I think he is harder currently.

Let me know what you think!
4:08pm
Midnight at Grimmi's - Cryomancerlex
This is the last bugfix patch until the middle of September. From now on it's full steam ahead with the Halloween Update!

Changes:
- Fixed Position of Shotgun muzzle flash
- Nerfed Stormwatch Hourglass
- Added Vigil Candle
- BGM loop stutter fix
- Made Wind Elemental Particles Show
- Fixed SoulCage triggering Special Ability bar full sound every time you kill an enemy.
Avante! Atlantis - danilonunes03

!!!!! WARNING FOR FLASHING LIGHTS ON SOME GIFS !!!!!

DEMO 1.1.0 RELEASE NOTES


(NEW AND UPDATED) UNITS

There's been a huge update with units. Some got a rework, some got adjusted, and some didn't change a thing.

(NEW AND UPDATED) EVERYONE IS HERE

  • ALL 20 UNITS are now available to play, both as the player and the AI:

    • (in order)

    • SCOUT, INFANTRY, FLAME, BAZOOKA, SNIPER;

    • MEDIC, GP, HOVER, SPIDER, MISSILES;

    • MAGNET, DRILL, SHOCKER, TANK, ARTILLERY;

    • DEFENDER, RAM, INFERNO, MEGA, LASER;

(NEW AND UPDATED) UNITS

  • REWORKED UNITS:

    • Hunter SHOCKER;

    • Transport MEDIC;

    • Ballistic LASER;

  • NEW UNITS

    • MAGNET;

    • MEGA;

  • UPDATED UNITS

    • DEFENDER;

    • FLAME;

    • INFERNO;

    • ARTILLERY;

(NEW) SHOCKER

  • Damage: Medium;

  • Armor: Medium;

  • Movement Range: 6;

  • Attack Range: 1;

  • Movement Type: Threads;

  • Cost: 6000;

  • Can roll a special die that can give SHOCK STATUS EFFECT;

(NEW) MEDIC

  • Damage: None;

  • Armor: Light;

  • Movement Range: 6;

  • Attack Range: 0;

  • Movement Type: Tires;

  • Cost: 3000;

  • Can heal 15 health a selected adjacent ally per turn;

(NEW) LASER

  • Damage: Ranged;

  • Armor: High;

  • Movement Range: 3;

  • Attack Range: 5-10;

  • Movement Type: Threads;

  • Cost: 9000;

  • Can only attack in a straight line, but will do SPLASH DAMAGE to anyone between it and the target;

(NEW) MAGNET

  • Damage: None;

  • Armor: Medium;

  • Movement Range: 4;

  • Attack Range: 0;

  • Movement Type: Threads;

  • Cost: 2500;

  • Can Slow down nearby enemies;

(NEW) MEGA

  • Damage: High;

  • Armor: High;

  • Movement Range: 4;

  • Attack Range: 1;

  • Movement Type: Threads;

  • Cost: 8000;

  • Deals damage to target and 3 tiles behind it with SPLASH DAMAGE:

(UPDATED) DEFENDER

  • Defender now gives SHIELD STATUS EFFECT to nearby allies;

(UPDATED) FLAME

  • Flame now rolls a BURN DIE, with a chance of giving BURN STATUS EFFECT;

(UPDATED) INFERNO

  • Inferno now rolls a BURN DIE, with a chance of giving BURN STATUS EFFECT;

  • Inferno now can deal BURN STATUS EFFECT to units behind the target;

    • "Splash Damage" but only for BURN;

(UPDATE) ARTILLERY

  • Artillery now deals SPLASH DAMAGE in a plus shape;

(UNITS) FUTURE
  • There are ideas to rework 2 extra units to match some new status effects;


(NEW) SPLASH DAMAGE

  • Some units now deal splash damage;

    • ARTILLERY, MEGA and LASER;

  • SPLASH DAMAGE area is shown as a yellowish/orangeish area around the main target;

  • SPLASH DAMAGE will deal damage to all units inside the SPLASH DAMAGE area (similar to Armstrong Special);

    • Be aware not to damage your own units;

  • SPLASH DAMAGE is based on total damage given to the main target.

    • Target: 100% of the damage (as usual);

    • Infantry Armor Units: 50% of the damage;

    • Low Armor Units: 33% of the damage;

    • Medium Armor Units: 25% of the damage;

    • High Armor Units: 20% of the damage;

(SPLASH DAMAGE) VISUALS

  • During battle, units that deal SPLASH DAMAGE will spawn debris when attacking the target;


(UPDATED AND NEW) BATTLE

(NEW) BATTLE SPEED UP

  • Battles can be speed up by press and holding LMB, Spacebar or A (on Gamepad) after throwing the dice;

    • On vs Computer, the speed up can happens immediately after you throw the dice, you don't need to wait for the AI;

    • On PvP battles, both player need to hold the button for it to speed up after they throw the dice;

    • You could also release the button to return to normal speed;

(UPDATED) D20 VISUAL

  • Our D20 Die got a updated visual;

  • Adjusted the + and - signs to be on top, so now they numbers are slightly bigger, making it easier to see on small screens (ex: laptops);

    • This is a much needed update that I've always hear when showcasing the game on events;

  • Dice has been slightly scaled up;

  • Removed the +- signs from 0s, since it didn't make sense;

(NEW) D6 BURN DIE

  • Burn Die: 33% chance (D6 2 faces out of 6) of giving BURN STATUS EFFECT to target!

  • Burn Die is automatically played when attacking with FLAME or INFERNO units;

(NEW) D6 SHOCK DIE

  • Shock Die: 15% (1/6) chance of giving SHOCK STATUS EFFECT to target!

  • Shock Die is automatically played when attacking with SHOCKER unit;

(BATTLE) MINOR UPDATES
  • Overall visual quality improved;

  • Burn and Shock dice have cool VFX;

  • Update Throw Bar visuals;

  • Fixed Lighting on the Dice Box;

  • Fixed Commander Cards to have some extra details;

(BATTLE) FUTURE
  • There are plans for a couple extra DICE (that combo with new STATUS EFFECTS)

  • Future Settings plans:

    • Skip Throw Dice: Automatically throws dice and just show animations;

    • Skip Battle if Insta-Kill: Automatically skip battle/dice/animations if it's gonna be a insta-kill;

    • Fully Skip Battles: Fully Skips dice throw and battle animations. Will only update units health in the board and never show camera transitions to the battle arenas;


(NEW) STATUS EFFECTS

Well, we had status effects before (Amara's Special Slow down), but now they are a full fledged system!

(UPDATED) SLOW DOWN

  • Status: SLOW DOWN

    • Any units with SLOW DOWN will have it's movement range reduced by 2!

    • Units with SLOW DOWN have a blue arrow pointing down on them;

    • Minimum movement range will be 1 (so units like Sniper (Movement Range 2) won't be fully rooted);

    • MAGNETs cannot receive SLOW DOWN, not even by Amara's Special;

    • SLOW DOWN can be given to enemies through:

      • Amara's Special (lasts 1 turn);

      • If you are adjacent to a enemy MAGNET.

      • Cannot be stacked;

    • SLOW DOWN can be removed if:

      • MAGNET unit is destroyed;

      • You move away from the MAGNET area;

      • (If Amara Special) After the turn ends;

(NEW) BURN

  • Status: BURN

    • BURNED units will receive 2 damage per tile walked;

      • Staying in place will not deal damage;

    • Lasts 2 turns;

    • Units with BURN will have a small fire attached to them;

    • It's not stackable, but it can be reset if applied again;

    • FLAMEs and INFERNOs cannot receive BURN;

    • BURN is given by FLAME or INFERNO during battle with the BURN DIE;

      • BURN and INFERNOS cannot roll a BURN DIE when they are defending;

    • BURN is removed automatically after 2 turns;

(NEW) SHIELD

  • Status: SHIELD

    • Units with SHIELD have +10 Defense;

    • Units with SHIELD have the shimmering effect on them;

    • SHIELD is given automatically to any ally units adjacent to the DEFENDER unit;

      • Units in a plus shape, up to 4 units (above, below, left and right);

      • Cannot be stacked;

    • DEFENDERs cannot receive SHIELD;

    • SHIELD can only be removed if:

      • DEFENDER unit giving SHIELD dies;

      • If you or the DEFENDER move away from each other;

(NEW) SHOCK

  • Status: SHOCK

    • SHOCKED units won't be able to move, attack or counter-attack (last 1 turn);

    • It's not stackable;

    • SHOCKED units will become grayed out and have a small electricity sprite on them;

    • SHOCKERs cannot receive SHOCK;

    • SHOCK is given by SHOCKER unit during battle with the SHOCK DIE;

      • SHOCKERs cannot roll a SHOCK DIE when they are defending;

    • SHOCK is removed automatically after 1 turn;

(STATUS EFFECTS) EXTRAS

Besides seeing what STATUS EFFECT your unit has on the board, you can also check the Unit Info Card;

(in order: SHOCK, SLOW, SHIELD, BURN)

For fun here is what a unit with all STATUS EFFECTS looks like (although very rare, it could happen!)

(very chaotic, I know)

(STATUS EFFECTS) FUTURE
  • There are plans for a couple extra STATUS EFFECTS;


(UPDATED AND NEW) ALL STRATEGISTS REVEALED

Meet our full cast! For the demo, only the 3 already in will be playable in custom matches. But Story Mode (Prologue) you will be able to play with almost all of them!

(in order)

  • Thaddeus Armstrong, from the Garnet Eagles;

    • General of the Army;

  • Reiko Hayashi, from the Jade Foxes;

    • CEO and Fashionista;

  • Amara Khumalo, from the Sapphire Lions;

    • Rocket Scientist;

  • Ingrid Falk, from the Obsidian Ravens;

    • Prodigy Detective;

  • Vihaan Sharma, from the Amethyst Tiger;

    • Chess GrandMaster;

  • Omar Wahid, from the Spinal Cobras;

    • Retired Kingpin;

  • Agnes Holloway, from the Opal Sharks;

    • Historian and Archeologist;

  • Kaique Ribeiro, from the Ruby Jaguars;

    • Hacker;

There are still 7 extra characters in development that will have huge parts on Story Mode! As a tease, here's the next character that is in development! Go check all the profiles in the Gallery to know more about them. All profiles were updated.


(UPDATED AND NEW) MAPS

All the maps have been reworked or updated to fit better the goal of showcasing all units.

There a 5 pre-deployed maps, showcasing all the mechanics and units an 5 Construction maps for you to play around and use what you learned.

(NEW) MAPS PROGRESSION

  • For people first time playing the game, all maps are locked, except Boot Camp;

  • Maps will unlock as you win the previous;

    • example: Win Boot Camp to unlock the next: Avante Wars, etc...

  • After beating the 5th Pre-Deployed Map (Direct Line), the rest of the maps will unlock

    • Meaning that you learned all the things the game has to offer!

  • If you want to skip that, since some people are already familiar with it:

    • You can unlock all maps in the main menu with a special code done in the keyboard;

    • The code will be on our discord! :)

Pre-Deployed Maps

(UPDATED) BOOT CAMP

  • Lesson: The basics, Movement, Capture, battles;

  • Units: SCOUT, INFANTRY, BAZOOKA, TANK, GP;

(UPDATED) AVANTE WARS

  • Lesson: Ranged, Status Effects and Splash Damage;

  • Units: FLAME, SNIPER, MISSILES, ARTILLERY, DEFENDER, SCOUT;

(NEW) HEAVY TRAFFIC

  • Lesson: Special Movement Units Mechanics;

  • Units: MAGNET, DRILL, RAM, SPIDER, HOVER, SCOUT;

(NEW) DESERT CLINIC

  • Lesson: Healing, Shock, Extra Burn, and Mega Splash Damage;

  • Units: MEDIC, SHOCKER, INFERNO, MEGA, INFANTRY, SCOUT;

(NEW) DIRECT LINE

  • Lesson: Laser Unit (Advanced Range) and combining everything you learned;

  • Units: LASER, TANK, SCOUT, FLAME, SPIDER;

Deploy/Construction Maps

(NO CHANGE) LITTLE BRIDGES

(UPDATED) CAMP FEVER

(NEW) THE GREAT DIVIDE

(UPDATED) ECONOMY CLASS

(NEW) ISLAND MANAGEMENT

(NEW) BIGGER MAPS HAVE ZOOM

  • Bigger maps can be played with zoom or without it

    • Just press F or LT to toggle between zoom or whole board view;


GENERAL MINOR UPDATES

  • MAPS

    • Removed some bridges from Economy Class, otherwise Drills would be useless;

  • SPECIALS

    • Reiko's Special (Monopoly) got a rework: Now it captures all NEUTRAL Camps;

      • If used correctly can be devastating;

  • UNITS

    • Bazooka Movement range 3 2;

    • Hover walk on water cost 3 2;

  • UI

    • After the flashing warning, you can skip the intro by pressing LMB, ESC, SpaceBar or A (Gamepad)

    • Buying Units UI got a rework;

      • Now with more information about the units

    • New Units, Tiles and Status Effects Cheat Sheets on Pause menu;

    • New Map selection menu;

    • Are you still reading the post? props to you.

    • Comment which strategist/commander you think it's gonna win and conquer Atlantis!

    • so I'll know people are reading this!

    • The white outline on most cards (unit info, terrain info, money info, etc...) have been changed to dark-gray;

    • There is a new prompt if playing Online if a controller is disconnected. This helps if your friend disconnects in their turn and you need to go back to the main menu.


KNOWN ISSUES & BUGS
  • There is still a bug happening sometimes that the menu will disappear. This one should be fixed in the next update;

  • Settings Menu cannot be navigates with Controller. This will only be fixed after it get a rework;

  • Rare occasion of the unit not being in the same place internally as it is visually. If that happens and you have it recorded, please let me know!

  • Bigger maps camera movement can sometimes move a bit too further away. It won't break the game nor anything, but it's something I pretend to fix;

  • There is still plans to make a shared controller option, for both Steam Deck and Same Keyboard/Controller users. Sorry for the inconvenience;


ROADMAP

This updates marks a huge step in the development of the game. So much has come together in this 1.3y of development. Thanks so much to everyone involved and to everyone that supported the project so far.

This update is the penultimate huge update for the demo.

Here is our currently timeline

  • 1.1.0 Launch (Now)

  • (Small Update) 1.1.5 (October/November) - Finalizing reworking some small mechanics;

    • Expect some small updates on gameplay;

  • 1.2.0 and Final Major Update for the Demo (December/January)

    • Story Mode (Prologue) will be playable;

  • Other updates after 1.2.0 will be minor things, bugs, UI, localization fixes, etc..;

    • After the demo is done, I plan to expand the localization to add some extra languages.

    • Still TBD

Hope you are excited as I am with the game!
Remember you can always leave a FEEDBACK!
I read everything and always consider what you guys are saying there.

Also there is a CREATE YOUR MAP submission going on while we don't have the map creator feature! Feel free to submit a map and I'll consider adding to the game!


tl;dr: All units available, reworked some units, New Status Effects, New Dice, Updated Maps and Updated Gallery, go play and let me know what you think.


Thanks again for all the support and love, it is what keeps me going!

Here's a couple photos of recent events I went to showcase the game!
(Brasilia Game Festival in Brasilia/Brazil and Jogatorio Festival in São Paulo/Brazil)

We are also going to Santos Games Power UP event in Santos/Brazil

[carousel][/carousel]

Thanks again,
and Avante!

Danilo (creator of Avante! Atlantis)

Azoth Playtest - caleb
Made a significant improvement in the logic in how curses are created and distributed to help balance out the difficulty!
...

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