猎异者(The Weird Hunter) - 965222545

1. Fixed the black screen issue in the overhauled scene.

2. Fixed the issue of frequent chain release when players fight with the Big Eye (now the Big Eye releases a chain attack every round).

3. Optimized the warrior combat scene.

4. Optimized the handle UI navigation on the skill page.

5. Optimized the hit timing of the second phase attack of the Night Wandering God.

6. Added a progress bar display for scene loading

Not Guilty! - Муравей about 273F
🌟 Hello, Judges!
🎩 Greetings, Detectives!

This is the end. The clues have formed a clear picture. The witnesses have said everything they know. It’s time to deliver the verdict.

🧤 Clue: Shovel with manure traces

Experts found Jack Hitch’s fingerprints on the handle.

🗣 Testimony: Klaus Barbon, postman

"I saw Hitch near the fence. He looked like he was up to something… foul."

⚖️ Verdict: GUILTY!

Jack Hitch is guilty. His alibi about the fair fell apart — the judge doubts it was really him. The shoeprint by the fence was size 43 — his size. The new evidence and testimony left no room for doubt.

Case Closed!

Congrats to the detectives who caught Hitch. Your analytical skills are impressive.

Don’t get too comfortable — more bizarre cases and twisted mysteries are ahead!
Glorious Golf - Penniey
- Fixed so the shot counter stays between saves
- Made it so u can't see the settings before the document is opened
- Fixed a bug where one of the toggling blocks obstacles is transparent
- Fixed so the checkpoints properly saves between loads
- Fixed a soft lock in the barn again...

If you find anything else please contact me on discord:
Penniey
Bonding, Now - Zenco
Development continues!

The Steam Summer Sale is now over. Huge thank you to everyone that purchased a copy of Bonding, Now! It was a bit of a rough time period for us right now. We've been moving across the country and it's always a big deal, always time consuming, always tiring. I think we settled in right now, but because of that progress on the next update was slow. Which doesn't mean there hasn't been any!

As mentioned in my previous update, my main focus right now is Story #3. It's a detective story, with the gameplay elements focusing on solving 'the mystery at hand'. I'm sure everyone remembers those good old detective games where the player had to gather clues, question suspects - slowly and slowly unveiling the truth. This is basically what it will be.

I try not to over-complicate the game mechanics, but I am working on a system for clues gathering and questioning suspects about them. I think complex mechanics in games like these have both pros and cons. For instance, let's say a system where you can ask any character about every glue you have gathered. It's a neat idea, giving the player the chance to feel like a real detective and figure out who to ask about what. But in reality, many players will most likely just brute-force this system, asking everyone about everything. And it might be frustrating when sometimes you really don't know what to ask a character about. So that's not ideal.

As of the actual story, let's just say I'm slightly inspired by an old noir crime movie "Laura" from 1944. But only slightly!

But what about boobies?

I know you will all like the gumshoeing of Story #3, but I'm sure there's also quite a few of you that prefer the slightly more 'erotic' nature of the stories. I am still undecided about which of my few ideas to pursue next. In the previous dev update I listed out 3 H-related story ideas and I think I like all of them equally. If you feel that one is more interesting than another, please, let me know!

I guess that's it for today. Oh, I also started chatting around the Visual Novel community on reddit - great people there! Why didn't I know of such things existing before? I guess that's the cons of living under a rock.

Have a wonderful weekend everyone.

Community Announcements - transjoingdragon

The thunder is drawing nigh.

🧧 When the Reborn version of Dragonheir: Silent Gods launches on July 17, you'll be armed with more than any hero could dream of.

𝐅𝐨𝐫𝐠𝐞𝐭 𝟏𝟏𝟗 𝐩𝐮𝐥𝐥𝐬. 𝐅𝐨𝐫𝐠𝐞𝐭 𝟐𝟐𝟗 𝐩𝐮𝐥𝐥𝐬.

𝐓𝐡𝐢𝐬 𝐢𝐬 𝟔𝟓𝟎+ 𝐟𝐫𝐞𝐞 𝐩𝐮𝐥𝐥𝐬 — 𝐬𝐞𝐫𝐯𝐞𝐝 𝐰𝐢𝐭𝐡 𝐋𝐞𝐠𝐞𝐧𝐝𝐚𝐫𝐲 𝐇𝐞𝐫𝐨𝐞𝐬 𝐚𝐧𝐝 𝐌𝐲𝐭𝐡𝐢𝐜 𝐀𝐫𝐭𝐢𝐟𝐚𝐜𝐭𝐬!

𝐓𝐡𝐢𝐬 𝐢𝐬𝐧’𝐭 𝐣𝐮𝐬𝐭 𝐚 𝐩𝐚𝐭𝐜𝐡 — 𝐢𝐭’𝐬 𝐚 𝐟𝐮𝐥𝐥-𝐬𝐜𝐚𝐥𝐞 𝐭𝐫𝐚𝐧𝐬𝐟𝐨𝐫𝐦𝐚𝐭𝐢𝐨𝐧:

⚔️ Smarter systems. Sleeker UI. Bolder strategy. A darker, deeper world full of new adventures!

💥𝐍𝐨 𝐨𝐭𝐡𝐞𝐫 𝐑𝐏𝐆 𝐞𝐱𝐩𝐞𝐫𝐢𝐞𝐧𝐜𝐞 𝐠𝐢𝐯𝐞𝐬 𝐲𝐨𝐮 𝐭𝐡𝐢𝐬 𝐦𝐮𝐜𝐡 𝐩𝐨𝐰𝐞𝐫, 𝐫𝐢𝐠𝐡𝐭 𝐟𝐫𝐨𝐦 𝐭𝐡𝐞 𝐬𝐭𝐚𝐫𝐭.

🌀 And it doesn’t stop here — even more launch rewards are on the way.

🎟️ 𝐏𝐫𝐞-𝐫𝐞𝐠𝐢𝐬𝐭𝐞𝐫 𝐧𝐨𝐰 — 𝐚𝐧𝐝 𝐥𝐞𝐭 𝐃𝐢𝐯𝐢𝐧𝐞 𝐀𝐬𝐜𝐞𝐭𝐢𝐜 𝐬𝐡𝐨𝐰 𝐲𝐨𝐮 𝐰𝐡𝐚𝐭 𝐫𝐞𝐚𝐥 𝐭𝐡𝐮𝐧𝐝𝐞𝐫 𝐟𝐞𝐞𝐥𝐬 𝐥𝐢𝐤𝐞.

https://dragonheir.sgrastudio.com/act/a20250411reserve

#Dragonheir #PreRegister

The Braves - 腾蛇

Brave Ones!

We are happy to present a new issue of the Developer's Diary!

For those who crave to know what changes and innovations await the world of Singoru in the near future, we are ready to lift the veil of mystery.
In this new issue, we will tell you about one of the new heroes appearing in the Pure Soul Portal, as well as the rework of Jabir and a new summoned creature.

New Hero – Singward

Singward was a paladin from the Priory Temple in the mountains of Snowdonia — a place where cold and rain were more reliable than prayers. His goddess had no name, and that seemed to suit everyone just fine. No name — fewer arguments.

He wasn’t a fanatic. He did what he was told: punished, burned, scourged. Not out of cruelty, but out of practicality — in the 13th century, there wasn’t much of a choice. His faith was as straight as the road to the gallows: the goddess gave an order, he obeyed. Doubts were for those who lived to old age.

One day, he was ordered to eliminate a peasant who proclaimed himself “the goddess’s son.” Singward silently donned his black armor, took up his axe, and walked out the door.

And tripped. On a wet stone by the threshold.

The axe slipped. The blade tilted upward. He fell — straight onto it. No battle, no glory. Only rusted metal and a stupid end.

But death is not always the finale. Sometimes it’s just a scene change.

Singward awoke in another world. Neither light nor dark accepted him. He was devoured by the Aether — silent, ancient, as if the very air remembered him. It gave him a body — familiar, but changed. Power was no longer granted from above. It lived within him.

Now his strikes didn’t just cut — they shattered. The blood of enemies flowed endlessly, as if it no longer believed in healing. Wounds wouldn’t close, fear preceded pain. Singward became faster, sharper, and his signature move — a circular axe slash — became a dance of death. Swift, bloody, efficient.

But the most terrifying thing was his blood.

If he was wounded, it came alive. It ran along the ground, waiting. If an enemy stepped into it — the torment began. Old scars reopened, new ones appeared by themselves. And Singward — healed. As if every strike filled him, and every drop returned with interest.

— “Thank you, my lady… for this rebirth,” — he whispered.

What did he mean? New flesh? New strength? Or the old right to be cruel?

No one asked. And it was better that way.

The Cyber Paladin Who Kept His Faith!

In Singoru, where enemies outnumber fields of grain, Singward fought tirelessly. His axe shattered flesh as stubbornly as he himself — without rage, without mercy. Faith remained in him, but it no longer needed words. Only action.

But even strength born not of gods but of man has its limit. That day, the monsters didn’t come as an army — but as a storm. There were too many. Even he couldn’t withstand them.

He fell, drenched in blood, as consciousness faded. Somewhere in the darkness, he glimpsed a man with silver hair and glass over one eye. A voice echoed like a tomb. Light. Pain. Then — nothing.

He awoke in a new body.

Before him stood that man — his name was Nicolas. A scientist. He had found Singward nearly dead and rebuilt him — bone by bone, thought by thought. The ordinary body was gone. In its place — armor. Cold, intricate, alien. Without it, Singward died. Inside it — he lived.

At first, the body wouldn’t obey. Metal wasn’t skin. Movements were jerky. The axe — as if held by new hands. But in time, he learned not just to use the armor — but to be it.

Singward didn’t become someone else. He simply stopped being limited. His soul remained unchanged — faithful, straight as a blade. And his faith, having passed through two deaths, grew stronger.

He was ready for battle once more. The shell had changed — but not the essence. He was still the same paladin. Only now — alive against all odds.

Hero Rework – Jabir

Jabir was once hailed as the greatest master of living flame — until Roxy appeared. A young demoness, gifted with fiery power without a single day of training. Her natural talent surpassed all of Jabir’s achievements, earned through years of dedication — and it was an unbearable humiliation.

In search of a new weapon, he turned to ancient legends of a powerful artifact granting dominion over fire. His journey led him through dense forests, icy mountains, and even a gloomy graveyard, where he met the Headless Thomas.

Finally, in the desert lands that had swallowed many a brave soul, Jabir discovered an ancient temple. After many battles with its guardians, he found an unusual lamp. When he wiped away the dust, a blazing spirit appeared, scorching his eyebrows.

The spirit called itself Ifrit, and offered not three wishes — but something greater: the ability to summon its power in battle. But to fully unlock Ifrit’s might, Jabir had to find a special way to manifest himself in combat. Now he had a chance to prove that mastery earned through hardship could surpass any natural gift.

New Minion – Ifrit

In ancient scrolls, secret manuscripts, and tales passed by word of mouth, he is known by many names. Spirit of Fire, Lord of Flame, the True Djinn — all these titles are his, but only one name does he accept as true — Ifrit.

In lands scorched by relentless sun, where sands guard millennia-old secrets, legends of him are told. Some say he is the keeper of deepest desires, capable of granting the impossible. Others, trembling with fear, whisper that he is the harbinger of the world’s end, a spirit who will one day raise flames so great they will consume the world — to create a new, perfect one.

Ifrit is a child of primordial fire, a being whose very essence is flame. In battle, he is like the sun incarnate descending to earth. His attacks are not mere strikes, but torrents of pure flame, incinerating anyone who dares to stand in his path. Yet this is but a fraction of his power.

When Ifrit returns to his true form, when his strength peaks, he becomes the element of fire itself. His very presence is a storm of flame, able to reduce entire armies to ash. Any who draw near will face the full wrath of his fury — for to oppose him is to challenge the heart of fire itself.

In his eyes, eternity flickers. In his breath, the whisper of ancient times. He is the embodiment of power, wisdom, and wrath — a spirit whose name strikes fear even into the bravest. Ifrit, Lord of Flame, keeper of secrets and destroyer of worlds — the ancient Djinn whose name echoes across existence.

Star Coins

Important news for all Brave Ones!

We are almost finished with a complete rebalancing of the in-game market. A major change is coming your way very soon!

Star Coins — a reward for the bravest!

For now, they can be earned by defeating bosses in Hardcore Mode — prove your valor and claim what you deserve! But this is only the beginning: in the future, Star Coins will become part of another unique mode... details coming soon!

Very soon it will be time to show your strength! Prove you are worthy of these rare rewards. Let the stars bear witness to your feats!

That's all for now! Stay tuned — there's much more exciting news ahead! In the meantime, share your thoughts and expectations in the comments. Onward, Brave Ones!

Police Stories 2 - doser
Hello, Officers.

Starting today, we're launching a devlog series for Police Stories 2. Our goal isn't just to share the development progress, but also to give you a glimpse into our inner workings — what inspires us, which systems we’re reworking, and how each one is shaped by our core principle: decisions have consequences.


First — a quick look back at the original.

Police Stories was a game about tactical clarity and the chaos of the moment. Every room was a puzzle. Every move — a risk. But we wanted more:

  • More consequences beyond the raids

  • Deeper character development

  • Greater variety in tactical approaches

  • And finally, more ethics and gray areas — the kind rarely explored in games about cops


So, how does the game work now?

The gameplay is now structured around three key phases:

1. Preparation

Choose your officers, gear, and equipment. Conduct the briefing. Figure out what you know, what you don’t, and what you're worried about.

This is where the compromises begin: Who do you send on the mission? What gear do you take? Who's already burned out? Who hasn’t slept in three days?

2. Mission Execution

Tactical action: clearing rooms, rescuing hostages, arresting suspects. Everything you love: doors, flashbangs, shouts of “Get down!”, and stress.

But now it’s bigger and more varied. We’ll get into the details in future devlogs.

3. Consequences

The mission’s done, but there are still interrogations, reports, injuries, gear budgets, salaries, and pensions to deal with...

Every action comes back like a boomerang. And you’ll have to answer for it — to the governor, your team, and yourself.


Core Themes & Mechanics
🎭 The Dichotomy of System vs. Human

You serve the system — but you're still human. Not everyone will make it to sunrise. But it's you who decides whose turn never comes.

🏛️ Precinct Management

The second half of the game is about running the precinct. Interacting with departments, allocating the budget, keeping personnel in working condition, purchasing equipment, upgrading the precinct, choosing missions, and preparing for them.

Please don’t fire Cole — he’s got a mortgage and he’s actually great.

🧬 Characters & Their Development Every officer is not just a character, but a person with a story. Some were in the military, some struggled with addiction. Some have kids and loans, others carry a dark past. Their mental state affects everything: from combat performance to the likelihood of snapping under pressure.


What do we have so far?

Right now, we’ve got:

  • The core of mission gameplay — the player, enemies, and your partner.

  • The foundation of human interaction — arrests, shootouts, and partner commands.

  • The base AI — it can already fight back and shoots just as well as before!

  • The police precinct — with its core functionality in place.

  • Large, small, and themed levels — where we test all gameplay variations.

  • Plenty of game interactivity — the world gets more alive each week. The number of interactive and decorative elements keeps growing steadily.


🗣️ For now — we want to hear from you

Police Stories 2 is a story we're writing together. Your ideas, thoughts, critiques, and memes — all of it fuels our motivation and makes the game better. Share, suggest, debate.

We’ll be back soon. And in the meantime — don’t lose your badge.

悠久之树 - 迦美奈

◇活动时间◇

7月16日 维护后 - 7月30日 10:00

◇活动说明◇

「极境修炼场16期」即将开启,本期关卡强敌的属性将变为无属性,请探求者大人做好挑战准备~挑战本次活动,可为Ⅲ阶职业「苍雷」「噤默送葬人」「刃舞者」「颂歌」解锁专精等级,大幅提升主角属性,并强化共鸣术的效果!

通关极境修炼场,还可获得比平常关卡更多的职业经验!

此外,在活动商店中可兑换极致的证明、紫花票据、星光余音、星导之愿、星绚之愿、追忆之证等稀有道具。

※更多详情请参阅游戏内活动面板。

World of Warships - Unrug_WG
Update 14.6 Arrives With New American Destroyers in Tow!


A refreshing splash of new World of Warships content is here to add a touch of cool to the blazing summer heat! Read the Update 14.6 changelog via the link below to learn all about:

  • Early Access to a gunslinging new branch of smokey American destroyers.
  • Leaderboard events to give experimental ships and Operations with Flagships a proper send-off as they leave the game.
  • Graphical updates to facilitate smoother edges, crisper motion, and visual stability.
  • Introduction of a content rarity system to make rare and exclusive items easily identifiable.
  • Season 24 of Ranked Battles.
  • And more!

EU NA ASIA

Say "Farewell" to the Experimental Ships With a Lucrative Leaderboard!


During the first week of Update 14.6, you can join a leaderboard event dedicated to Tier X cruiser Varese from the second group of experimental ships. Compete against other players to achieve the highest total damage in a single Random Battle. If you rank in the top 25, you'll earn famous destroyer USS Johnston, with the following 75 places granting large sums of Coal.

Everyone who fights at least one Random Battle at the helm of Varese and deals damage will not only be considered as participants of the leaderboard, but they will also receive the guaranteed participation reward: 40,000 Elite Commander XP.

More info:
EU

New Ranked Battles Season


A new Ranked Battles season is already in session! Gear up now and remember—the road to the cusp of Gold League is paved with sweet, sweet Steel!

  • Bronze League: 6v6; Tier VII–VIII ships
  • Silver League: 6v6; Tier IX–X ships; no submarines allowed
  • Gold League: 6v6; Tier X ships; no aircraft carriers allowed

Unbreakable Line Respawns in Update 14.6!


Unbreakable Line, a battle type that lets you quickly return to the battle if your ship is sunk, is still available in Update 14.6! The rules remain mostly the same as in the previous iteration. The main change is that this time, you can sail Tier IX and X cruisers, battleships, and destroyers into the action.

Take the 14.6 Survey!

Enjoying the new features introduced by Update 14.6? Let us know what you think via the survey link below!

Take Survey
东隅荡寇志·朝鲜战争 - ChaosJ
全部战斗场景制作完毕,持续更新中。
即日起取消商店界面关于“暂勿购买当前版本”的提示信息,抢先体验版进入发行状态。
...

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