Buriedbornes - Dungeon RPG - ohNussy[Jp]
Improvements
  • Adjusted the conditions for the message prompting escape to appear

Adjustments
  • Adjusted so that permanent Petrify is also removed when reviving after a game over.

Fix
  • Fixed some error cases.

Kalling Kingdom - Scott Lee

Hello, world! The game is not dead, neither are we, and work is still in progress. It has been challenging to keep things going because of life circumstances, hours, funding, this economy... all kinds of things. But no excuses: the dedication continues and we think you deserve an update on what we're up to.

New Game Engine

For those who haven't heard, we have been at work on porting Kalling Kingdom and its last publicly known version, v0.41, from the Unity game engine into our new custom engine, which we call the Aperture Game Engine. There is no pretending that the new engine is anything particularly special - the intention is not to compete directly with anyone out there with engines... but it is meant to enable us to do very specific things we would like to do with 2D games - Kalling Kingdom inluded. With Kalling Kingdom in particular, the new engine serves the purpose of carrying us out of dependence on Unity for their engine, or anyone else, and granting us real independence.

So, part of the reason it has been so long since our last update, in addition to the things I allude to in the intro at the beginning, is that we haven't just been moving the game code into the new engine: we've had to *build the new engine itself too*. And that's been time consuming, hard, and occupies the precious few hours I personally get to invest in the game alongside a day job.

When the Unity runtime fee debacle happened some time ago, it severed trust with many developers who were actively building their business or their studios around that engine. That break in trust, it seems, has lasted all these months later even as Unity had walked its steps back from that initial direction. The intention behind-the-curtain, so to speak, has been revealed. We do not feel it's the right engine for any of our games, and unfortunately that meant starting on a highly ambitious project to get the game out of Unity for good.

The new engine is written in the Rust programming language, which is one of those latest-and-greatest tech trends from the past few years. We're not using it because it's trendy, though, we're using it because it is super fast, like C or C++ code. That said, we have to convert the game's original C# scripts over to Rust, and that has proved a not insignificant practice at times.

We are happy to report that the work to complete the port is coming along well and will soon be nearing completion. We will be running a series of stability tests with the initial port of the game, which is a very similar version of the game to v0.41 with some very minor changes. The minor changes are temporary - it was important to make a stable port as a starting point before we attempt to do a major, dramatic upheaval of the game where we improve its features.

Just as stated in the prior update: we are fully committed to finishing this game and giving it the care it deserves.

4K Sprites, Improved 2D Rendering, New UI Elements, and Other Small Tweaks

There are some improvements we have already mentioned coming. It is hard to convey it in screenshots too but every sprite in the game rendered in the new engine is done so in a way that is entirely uncompressed and true to the exact pixel-perfect intent behind the imagery. Unity did some strange things with its sprite rendering and since Unity is gone: the weirdness and lack of smoothness is gone too. Curved edges will now appear pefectly smooth and rendered crisply in a way they were not before.

The current version of the game does not support 4K resolution, of course, and so the artwork has been re-exported from the original 3D models and project files for 2560x1440 resolution.

We didn't think we would make *any* updates for the game outside of the port at first but the UI code, as it was translated into the new engine, needed a major update. It made sense in the instance of the Available People and Unemployed People panels to give those significant updates. Related to that, we'll also be updating the click-and-drag interface of assigning people to businesses in the game, and thereby fixing a couple bugs that exist in v0.41 in the process.

For the "small tweaks" bit that we're throwing in, there are many tiny details that many of you may not even notice, such as faster loading times. For people on older machines, the game pre-loads everything you need before getting to the main menu, so there's no waiting around, not even for half a second, to start the game once you've already got everything started up - it's an instant switch into the city view (which I call "the canvas" since we don't have a moving camera for the town).

Lowering Minimum System Requirements

Recent testing on the new build of the game reveals that we will be able to lower the original system requirements of the game, and we are using some new techniques to test the game at lower specs, including actual old machines and virtual machines. We won't quite match the optimizations of the games that inspired this one from the late 1990s but one some dimensions we are going to come close: 2GB of RAM will likely go down to 512MB of RAM, DirectX will no longer be a requirement on Windows, and the executable for the game will likely be significantly smaller than the one you would run from the Unity engine (and maybe, just maybe, this would result in comparably less space per game asset on the hard drive, but we'll see!). By the way, DirectX is this Microsoft thing that has been around forever and is used for graphics on Windows - doesn't matter much that you won't need it other than maybe eliminating any occasional weirdness that would ever result from that (now we'll have different weirdness, maybe?).

The important thing to know, though, is that the game in the new engine runs more efficiently than it did in Unity, and that's obvious from early testing. That, and we have finally had a bit more time to look at the system specifications more thoroughly than we did back in 2019 when we first released the game (too bad, this needed more time in the oven).

New Features Coming Later

If you're interested in the other updates we have planned, none of our intentions there have changed - we've described a lot of it in previous posts if you're curious and I encourage you to go read those. In short, we'll be improving everything after we finish this port to the new engine. The market system will get individual items that can be traded between towns, businesses will produce items of their own that plug in to that trade system, the people in your town will have their own stats that you can view and attempt to change or improve... and a whole lot more.

When Is This Happening?

As soon as we can! We are working on putting in consistent hours each week - it is never as many as I'd like but it is at least ensuring that consistent headway keeps getting made. I'm excited to reveal more, including when you can download and install the new build, as soon as it's ready. For the major new features we have coming down the road, expect to see a brand new trailer, some new artwork, and a much more obvious major announcement. For the initial port, stay tuned - it'll be somewhat quietly dropped here alongside a brief notification.

I haven't expected any of you to stick around but to anyone who has played our game at all: thank you so much.

5:50pm
Plant Nursery Simulator - Robot Assembly
Fixes bug where stockers weren't returning boxes to storage racks after restocking shelves, holding multiple boxes and causing stock to be lost.
5:44pm
Tidal Nexus Online Playtest - ☣Deathklaat☣
Hotfix for memory leaks
We Need Space - Jared
Bug fixes. Thank you for playing!
Torque Drift 2 - GMG- Jayden
Hey everyone!

The winners for this months Livery competition are......!

1st Place
Ƥαȵ†ḩℯᶉα ✭ MintMate8

2nd Place
Faithless wolf Odoru Kaze

3rd Place - 3 way tie!
Slava_kosoy Non Stop

N0TT135Z Post

Winnings

We'll drop all of your winnings in your accounts soon, If you haven't received your winnings a day after this post please feel free to reach out to GMG-J on Discord.

1st place - Drift Games Bundle + 10,000 ToFu + 1 Steam Key for a friend
2nd place - Drift Games Bundle + 7,500 ToFu
3rd place - 7,500 ToFu

TD2 NEWS

We're working hard on our next update, which should hopefully be releasing soon so stay tuned for any announcements on that in the near future!

Due to the team being fully focused on this next update we will be putting a pause on the next competition until the update has released, please feel free to keep uploading your awesome liveries though!

See you all very soon!
- TM Team

Vietnam War - thoriumgamelab
Supply system:

* Both factions now have stats for supply % in province and nationwide (see Tab screen).

* The supply situation will affect troop spawns, vehicle respawn rates, artillery downtime between salvos, etc.

* V.C. supplies can be reduced by destroying bicycle troops (porters), trucks, various vehicles, boats, big supply crates etc..

* U.S. supplies can be reduced by destroying trucks, chinooks, various vehicles, ATC boats, oil drums, big supply crates, etc.

* Every day at noon, provincial supplies are replenished to a degree set by amount of nationwide supplies available. Half of V.C. replenished supplies are directly affected by the average loyalty of villages in the province.

* Porter squad has been added. When they complete a supply run to another base, it adds extra supplies to that province.

* New stats for destroyed supplies and achievements for 100 destroyed supplies.



Artillery, recoilless rifles and bug fixes:

* New M40 Recoilless Rifles on tripods have been added to U.S. and V.C. bases (Viet Cong stole some).

* M50 Ontos, M67 Recoilless Rifle (handheld one) and M274 Mule now fires more powerful recoilless rifle shells.

* New spawned V.C. base type: light artillery base (with recoilless rifles).

* U.S. squads should now be more proactive on the tactical level, and all squads should now reevaluate situation after being in combat or near player.

* Player commanding squads on map has been updated.

* In start menu, an issue where V.C. corps icon would blink from the start but you would start as N.V.A. unless clicking it, is now fixed.

* Machine guns on vehicles should now hopefully stop firing when vehicle is destroyed (incl. M113 and M48A3).

* Saving as V.C. player had issue that is now fixed (hopefully no more exist). Same fix will probably fix issues with some squads duplicating when loading game.

* A type of V.C. Guard tower which had wrong faction set on one of the scripts has now been fixed.

* Some guard towers updated in attempt to fix issue with troops stuck in the air over destroyed towers (more is needed).

* Some issues with special cigarette effect should now be fixed, and when using one, it will display how many left instead of just “-1”.

* Player can provide target coordinates for artillery when near them by looking at terrain and pressing “Q”.

* Artillery fired by player now has higher accuracy (less spread).

* Some U.S. M102 artillery can now use direct fire if not in an enclosed position and target is close enough. Also some more direct firing M102 have been placed.

* Player should now be able to use binoculars to request artillery support by pressing “Q”, if he is under 50m from radioman.

* Artillery should now be prevented from firing if crew exist but have recently died, or if all crew members are too far away.

* Replacement artillery soldiers will now be assigned to artillery units sometime after original crew has died.

* Destroyed artillery can now be repaired by player using wrench (placed in artillery emplacements) or welding tool, and they can be repaired automatically eventually.

* Artillery strikes requested by player should now be more accurate on the marker set on terrain.

* M107 (heavy) artillery strike changed so it should now be available in more areas, and bugs hopefully fixed now.

* More code added to prevent risk of game crashing when player operates artillery while it is destroyed.

* Missing field hospital added to Quang Ngai AB, and some bases updated with various structures and weapons and some terrains have been modified.

* Issue with overheating weapons not cooling down has been fixed (Mk18, 50cal).

* Artillery now has 20% longer ammo resupply breaks.

* Destroying some civilian vehicles now wont give XP and will instead give warcrimes+.

* Thuong Thoi SF camp on Cambodian border will now load properly.

* Some V.C. and ARVN bases that weren’t fully setup are now correctly set with region and province numbers, thus preventing bugs (incl. tab page when near them).

* Big centipede collider resize code fixed.

* Spawns at bases prevented when player of opposing faction is < 65m.

* Flag icons on villages in North Vietnam, no longer should have issues with either no icon, or them flipping to south,



Thank you beta testers!
Lunera - en_games_
*Added details to the village and its adjacent area
*Text outline has been added to game text font
*Highscore list removed, will maybe be added again at a later time
FATAL FURY: City of the Wolves - SNKMK

DLC Character "Ken" Available Now! 👊🔥

🔻Check out the character trailer
(Voice Actor: David Matranga)
https://youtu.be/6byynkBnQOM

Patch notes Ver1.3.1

https://www.snk-corp.co.jp/us/games/fatalfury-cotw/patchnotes/v1.3.1

5:30pm
漂流、のち、座礁 - ebiitsu318
Adjustments
The settings screen can now be closed with the **ESC** key.

Bug Fixes
Fixed an issue where pressing the **ESC** key on the settings screen would display the pause menu.
...

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