9:50am
New Horizons Playtest - nonynonyx
Added buld mode from map.
Increased level cap from 25 to 100.
Elemental: Reforged - wasabi_md

Let’s start with we at Stardock are in early August with this remastering/reimagining of Elemental.

  1. We have ported the underlying engine and code base to 64-bit.

  2. We have upgraded the graphics engine to DirectX 11.

  3. We have brought over the Dynasty system from War of Magic (yes, this game had full on families and dynasties and magical breeding).

  4. We have brought over the crafting system and global inventory that was in Sorcerer King.

  5. We have reexported the original textures at much higher resolutions.

  6. We have updated the shaders so the terrain will look a lot better.

Here are some in-progress examples:


Wishlists = How much we can do.

There is a lot of work ahead. And the size of the team we get is based on a simple formula: Wishlists X $10. So for instance, if we get 50,000 wishlists, we get $500,000 to work with. In the first 48 hours we got 7,000 wishlists which is pretty good. That’s $70,000 added to our budget. You can see how spreading the word on the game will be extremely helpful to us.

Now these numbers do have an expiration date. I want to write that in case in the year 2043 someone finds this post and the game has somehow, racked up wishlists made by our robot overlords. So think of it as the wishlists we accrue before release.

We’ve left a number of these slots open so that the community can contribute to this list. And we’ll add to this list over time to keep the community informed on where things stand.

Now, let’s take a look at some of the things we are already working on.

 

Graphics Improvements

The graphics of this game weren’t great in 2010. Time hasn’t improved them. When we made the original game, we were in a constant conflict on visual style vs. memory cost vs. time to figure out. We ultimately ran out of time and ended up with a visual look we didn’t love. It was, however, distinct.

We have already done the hardest part: Move the engine to 64-bit and DirectX 11.

The next hardest bit is to port our assets to FBX so that we can work with them in modern tools. Our character models were extremely low resolution. And even updating the visuals, where we could mess with the textures, is challenging if you can’t work with it in a modern app. Games have changed a great deal, but the tools used to make them have changed even more.

 

Localization

The original game was not just English only, but it was hard coded in absolutely insane ways. The actual data had the strings in them.

Has to become:

So that we can localize the text in string tables into other languages. This is a big and unsexy task but it is a prerequisite. We plan to support English, German, Russian, Chinese, French, Italian, and Spanish for starters, and to make it easy for additional languages to be added.

 

Modding

Elemental was designed for modding, but it was not good at mod management. I had a ton of mods I personally made for the game that got wiped out in a later update and it was pretty annoying. I can’t even imagine how annoying it was to others.

This time, we’re modernizing mod management along with everything else: via Steam Workshop and it will be handled in such a way that an update to the game can’t blow away mods. Or I should say, it better work that way.

So what kinds of mods would we expect?

  1. Maps (the game has a powerful map editor built in)

  2. Quests.

  3. Items.

  4. Tiles.

  5. City Improvements.

  6. Locations.

  7. Units.

  8. Campaigns.

The original design for the game envisioned players being able to share (via Impulse) “modules” with full adventures to the whole community. Not to mention letting modders create their own lore and even full redesigns.

Now, how much we can do with this depends on, again, wishlists. We will keep people up to date on where we are.

 

Your Wish is Our Command

Now, as the wishlist count grows, more features can be evaluated for inclusion. Please talk to the other gamers you know who remember these games fondly and find others who will enjoy them anew. Tell us what you’d like to see. Stay tuned!

9:50am
Home Wars: Battlefield - Insane Dreamers

Hello, soldiers!

I'm showing you the first giant spider; it won't be the only one, and spiders won't be the only ones that are oversized... It's going to be fun!

These guys are going to be tough to take down, and they'll hurt you badly if you get too close to their icky little legs.

As you can see in the images below, if you manage to do so, you'll be able to mount each creature and kill it, feeling like the "Rico" of the situation.

If you have any questions, comment below, and add "Home Wars: Battlefield" to your wishlist!

My friends, this time it's going to be fun...

THE ONLY GOOD BUG IS A DEAD BUG!

Monmusu Paradise ~Visitors~ - silumansoft

I am sorry there's a mistake of uploading the build with date checker alive,
We have updated with the correct one.

I am sorry for this blunder.

9:45am
Company of Heroes 3 - Hannah_RE

Today’s Hot Fix fixes several issues related to Localization, Cosmetics, Gameplay, and more.

These changes will likely invalidate any saved Replay files made after the launch of the 2.1.3 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.

General
  • Fixed an issue where Medics for the US Forces medical tents station and the Wehrmacht medical bunkers were not collecting casualties 

  • Fixed an issue where the "Brewed Up" US Accolade challenge would not trigger correctly 

  • Addressed several bugs and issues with Towing

Campaign
  • Fixed a soft lock on the campaign map related to the Aircraft Carrier not moving, and preventing any further actions

Localization
  • Fixed issues where credits were appearing in languages other than English 

  • Improved contextual/missing translations for the Ukrainian and Russian languages after internal and community feedback 

Cosmetics
  • Added Fallen Leaf Infantry and Team Weapon Bundle, Vehicle and Tank Bundle, and Ultimate Bundle to the store 

  • Added the Blocking Force Infantry Bundle and the Ultimate Bundle to the store 

  • Updated sorting order for several cosmetics and profile badges in the store and inventory 

Tower Networking Inc. - suppocosia
0.8.22
- Zen mode now allows achievements/unlocks for casual fun.
- qol: player-set names now persists.
- bugfix: fixed issues with vmconf not able to create more than 1 VM.
- bugfix: fixed issues with difficulty settings in tutorials.
- bugfix: fixed translated text width on tower link.
Claustrophobia - [CD] Adonisraket
Hi all,

Today I fixed a few more bugs, like a rogue AK-47 spawning when you reload your game, and a few monster spawns, bugs with objects and being able to get stuck behind some boxes.

Sink And Score - Şikeci Muharrem

Now, at the start of each level, our card hand is reset and we build a new deck specifically for that level. This allows us to try different strategies for each level and make decisions based on our available resources.

● Cards are no longer purchased with money.

● There was a difference in the price of money between stronger and weaker cards in the store. Since they can no longer be purchased with money, cards will take up different amounts of space.

● Cards are selected specifically for the episode and do not carry over to the next episode.

Thanks to this system, players will now be able to play by focusing on their current level rather than trying to predict the future.

Updates to the Economy and Monetary System

● Missile upgrades, energy upgrades, and increased maximum card counts can still be purchased with money.

● Every successful hit, every ship sunk and combos made now brings extra rewards.

Droned - Stonegauge

Hello, gamers!

I’m beyond thrilled to share that Droned has officially launched into Early Access on Steam! This is a massive milestone for me at Stonegauge Studios, and I can’t wait to see you take control of your drones and dive into the action. Your feedback will be the fuel that drives this game forward, so let’s make it epic together!

Why Early Access?

I’m building Droned as a solo developer with a vision to create a game that evolves with its community. Early Access lets me collaborate with you to refine mechanics, squash bugs, and add features that match your playstyle. The core game is ready to roll, but with your input, we can take it to the next level.

What’s Coming Next?

I’ve got big plans for Droned, and here’s what’s on the horizon:

  • Bug Fixes: My goal is a smooth experience, so I’ll be tackling any pesky bugs as quickly as possible (fingers crossed there aren’t too many XD).

  • Expanded Customization: More utility and codex mods to let you fine-tune your drone, promoting deeper strategy and personalized playstyles.

  • Community-Driven Features: Your ideas will shape the game! From new mods to game modes, I’m open to suggestions via Steam forums and Discord.

Join the Fight

I’m pumped to see new names lighting up the leaderboards and joining the conversation on Discord. Jump into Droned today, share your feedback, and help steer the game’s future. Wishlist or grab it now and connect with me and other players.

Thank you for supporting Droned. Let’s build a drone-battling masterpiece together!

Happy gaming,
Stonegauge Studios

Noobs Are Coming - Overboy

This is a pretty big update packed with many improvements

NEW CONTENT:

  • NEW ATTACK: Goldenator: a long range, piercing sniper that can spawn golden souls on hit (this way Dexterity build now also have a

  • New Achievement: Win a run with Polyfocus on Difficulty 5: unlocks Goldenator (note: new achievements aren’t retroactively unlocked by design, this way players who already D5 all characters in early version can still enjoy unlocking content as it’s added in the game, especially since the balancing differs between version)

NEW OPTIONS & SETTINGS MENU REWORK:

  • Options Menu Rework

  • New Co-op Option: Shared XP

  • New Co-op Option: Shared Chest

  • 3 New Accessibility Sliders for adjusting Enemy HP/Damage/Speed

  • New Audio Option: Mute if app is in background

ENHANCEMENTS:

  • UI Enhancement: Added a subtle arrow at the beginning of each effect for playable character tooltips, as a single playable character can have many different effects

  • Steamdeck: the Tooltip in the Startup menu now have bigger font size (so it’s easier to read Playable Character effects)

  • Improved the rendering of Noob Text Bubbles

  • Improved SFX when player is hit

  • Improved SFX for Chest Pickup

  • In Singleplayer: you can now play with any gamepad connected to your computer (before it was only the first gamepad, now it automatically detects the gamepad you’re using)

  • Steamdeck/Linux: the gamepad support now works great in all configuration (Steam Deck on its Dock Station, to play on TV, external controller support etc…)

  • Linux: now uses the same build as Windows for perfect feature parity (Twitch Streamer Mode is now also available on Linux)

  • Dash Attack: Rework, you now dash in your current movement direction

  • Watercan and Liquidator Attacks: now always prioritize targeting plant sprouts that can be grown even if there is enemies at closer range

  • Pickaxe: now always prioritize targeting ores

  • Enhancement: if you buy all items in shop AND you already had a free reroll, the free reroll provided because you bought everything doesn’t consume your other free reroll anymore

  • Endless Mode: the max limit of 8 times the same item is now increasing little by little to 9, 10, 11 etc…as you progress through the waves

  • Endless Mode: some enemy attack and ability didn’t scale with endless difficulity (Damage/Speed)

  • Highroller Character: it is now clear in the description that buying an item reroll only the 3 other items in the shop

  • Tweaked the text size of tooltips in different context

BALANCING :

  • Chained Ball: at purple tier, you now have 2 chained ball instead of 1

  • Death Shield: Damage 20/40/60/90 => 20/30/40/60

  • Shotgun: Damage 3/6/9/9 => 5/7/8/9

  • Shotgun: Bullet Count 3 => 3/4/5/6

  • Shotgun: Range 100 => 110, also shotgun now has 1 wall bounce by default

  • Crossbow: Base Bullet Count: 1 => 2/2/3/4

  • Crossbow: Amount Scaling => ¼ => ⅛ 

  • Crossbow: Damage 10/13/16/20 => 9/12/15/18 

  • Tons of other minor balancing (example: enemy damage, how some formula work)

BUGFIXES

  • Bugfix: Steamdeck/Linux: the gamepad support now works great in all configuration (Steam Deck on its Dock Station, to play on TV, external controller support etc…)

  • Bugfix: \[Mom + Mimime + Pickaxe]: after each wave, the number of ore that spawned was increasing by 1 per pickaxe (unwanted exponential behavior)

  • Bugfix: if 2+ Rocks were available in the shop at the same time, buying one could create an issue with the price of the other ones

...

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