Fugue Shot Playtest - Rare Dialect
(For the full devlog, click here)

Zooming Out - Fugue Shot is Now a "Minigame Roguelike!"
The most substantial and exciting change coming to Fugue Shot in 0.3 is a large-scale zoom out on the gameplay scope - the Bumper game is now just one of multiple minigame types that you'll encounter randomly across your run.

The goal is to include around 12 distinct minigame types in the game, each with their own sense of depth, strategy, and variety.

Here are some quick descriptions of the three minigames we're currently working on - though some are in earlier stages of development, they're all playable in 0.3:

  • Bumper (Silent Giant): set up your playfield and use a set number of balls to destroy all bumpers.
  • Takeover (Corrupted Statue): cover a majority of the screen while avoiding enemies.
  • Comet (Stranded Voyager): smash through comets and avoid obstacles as you shoot to the stars.
Each subsequent update will focus on adding at least one new minigame to the mix.

As you can imagine, changing the game this much requires us to rethink a lot of aspects about how each system works with each other, so you'll notice some changes to level structure, stats, and item acquisition.

Level Structure and Tokens
Up until now, the goal of the game was simply to beat as many levels as possible before running out of lives. Now, levels are grouped into sets of three, called "Nights." We've also added a new group of currencies to work with this system:

  • Dream Tokens are the game's main currency and the reward for completing levels. The goal is to reach a defined amount of Dream Tokens by the end of each Night. If you fail to meet the requirement, it's game over. You can also earn extra Dream Tokens for completing criteria specific to each minigame type.
  • Echo Tokens reframe how lives work. If you fail a level, you can either retry it at the cost of one Echo Token, or skip it entirely, forfeiting any potentially earned Dream Tokens. Run out of Echo Tokens, and you'll be forced to skip a level if you lose, meaning you'll have to beat every level on the first try!
  • Star Tokens are earned based on your performance on a given Night, and they can be used to purchase items in the shop (more on this later).
We realize that having multiple minigame types and stats that have different effects across each type (more on this below) might be confusing for new players. Because of this, each level now begins with a summary screen where you can read the game's rules and the effect that each stat has on gameplay.

Stat System
Up until now, stats in Fugue Shot were specific, and tied to characteristics of the Bumper minigame. For those who have played earlier builds of the game, those stats were damage, speed, bounce, size, momentum, and lifetime.

We've narrowed these 6 specific stats down to 3 more conceptual stats that affect each minigame differently:

  • Flow
  • Aura
  • Will
[/b]
[/list]For each minigame type, 2 stats have a positive effect and 1 stat has a negative effect. For example, in Bumper, the Flow stat is beneficial, and increases the speed of your shots, but in Takeover, a higher Flow stat hurts the player by increasing the speed of enemy balls. The goal here, from a design standpoint, is to promote strategic builds geared towards excelling at certain minigame types.

Each run, all stats start at base level 0, and can be leveled by items to a value from -10 to +10.

The Shop
On a surface level, we enjoyed the concept of the playable shop, but with all the depth being added to the game it made more sense to transition to a more traditional shop.

As mentioned earlier, items cost Star Tokens. You can also reroll the shop for a new set of items. We're also planning the ability to purchase modifications to the upcoming set of levels in a future update, so you can increase the odds of getting levels that work well with your build.

Final Thoughts
There are quite a few smaller gameplay updates, quality of life changes, and aesthetic improvements that we're excited about as well. It's a BIG update!

It's been about 2 months since the last major update to Fugue Shot, but the goal is to get all future updates on more of a monthly release schedule. Thanks for your patience and for sticking with us, we couldn't be more excited about the direction everything is headed!

- David and Tomás
Community Announcements - 伊娃

更新時間:2025.8.7 15:00~16:00(UTC+8);
更新方式:預計停服更新約1小時
更新補償:鉆石*200

 
為了給各位指揮官帶來更好的遊戲體驗,《末日戰姬》計劃於 2025.8.7 15:00~16:00 進行停服更新維護,更新期間指揮官將無法登入服務器進行遊戲,請您及時做好遊戲安排,避免造成不必要的損失。
我們將在結束後對維護前註冊的指揮官們通過郵件發放 鉆石*200 的補償,感謝您的配合~
 
【更新內容】
1、【活動】日歷活動
2、【超凡之路】超凡之路BOSS挑戰的獎勵文本描述,新增結算後次日發放獎勵的提示
3、【合成】新增合成配方,5個較低級的遺物能量可合成為1個較高級的遺物能量

【bug修復】
1、修復【映像館劇情回放及插畫部分顯示異常】的問題
2、修復【回歸活動部分分辨率下界面按鈕顯示異常】的問題
3、修復【玩家信息中玩家名稱可以改成空】的問題
4、修復【購買深淵戰令後沒有獲得鉆石】的問題

如您在遊戲過程中遇到任何問題,請聯系客服進行反饋,我們將第一時間為您處理,感謝您的諒解!
 
■ 客服聯系方式:
夏爾微信:isysy9999
敏兒QQ:2082242724
伊娃Discord:mrzj520
23:20
Farm Renovator - dziamdzia
Attention, attention! Devlogs from Farm Renovator are back!😄

It’s true — we’ve been quiet for a while.

But now we’re back, and we’re not going anywhere! 😄

In today’s devlog, we’d like to give you a quick preview of the task system we're working on for the game.

To kick things off, here are a few gifs showing the renovation of a long-forgotten footbridge — tied to a story that may seem funny at first glance, but ends up being rather tragic. We won’t spoil the details just yet… let’s keep the mystery alive, haha.

As every farmer knows, facing the forces of nature is part of the job.

This time, our farm escaped unharmed — but the storm did cause trouble for one of our visitors.

Time to jump in and lend a hand!

Stay tuned — we’ve got a lot more devlogs planned, and they’ll be coming your way more often than before!

That's all in this devlog.

Don't forget to visit our discord and until next time! 😄

Soulmask - kirov
Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from August 7, at 7:00 AM UTC, with an expected downtime 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.

Optimized animal interaction distance.

Fixed an issue where ropeway could be built on treetops.

Fixed an issue where ropeway supports were incorrectly destroyed if built beyond the height limit.

Fixed the issue causing fogfrogs to move erratically after being hit by Terrorizing Lunge.

Building restrictions have been adjusted for the areas above the Northern Wasteland Ancient Ruins Dungeon and the Giant Crater Holy Ruins.

Fixed material classification error of construction hammer at the Uncrafting Table.

Fixed an issue where characters would get stuck in an abnormal slow-motion state.

Fixed the issue of missing recipes in the crafting table list.

Fixed an issue where Quality Assessment could not be used under abnormal status.

23:19
Astral Hunter: Homebound Playtest - 明天
0.747
Comienza un huevo - T-ING

Family, long time no see! Due to not updating for a long time, some people in the comments said that I ran away, but in fact, I also ran away. Every morning, I would run for a few minutes to exercise properly and then continue to focus on making large version updates.

Regarding this update, there is quite a lot of content, and there are also many exotic beasts updated, as well as many new gameplay elements. This will lead to an increase in bugs, and fixing them will also take a lot of time.

How is the current progress? At present, the main gameplay has been basically completed, but there are still gaps in the skills of exotic beasts, the main storyline, and a bunch of bugs.

Why not update in batches? Batch updates will take more time in packaging, and the resulting content will be updated less.

Also, many people in the comment section say that it's difficult to hit monsters with the operation. In fact, you can first use the V key to pursue close range and then release the skill, which will increase the hit rate.

I am here, always there...

钓鱼牌 - jianbinggaming
Fishing Card Ver0.06 Patch Notes

Release Date: August 6, 2024 Game Version: Ver0.05 → Ver0.06

📋 Update Summary & Design Philosophy

This update includes a large number of balance adjustments, focusing on optimizing the synergy mechanics of key races like Fish-man, Mutant, and Turtle, while also adding 1 new Demon Fish and 1 new Function Card. We have adjusted 34 Fish Cards, 7 Entries, and 7 Relics to improve the game's balance and strategic depth. (In short: the old numerical model couldn't keep up with the increasing rent requirements, so we've adjusted the growth rate of some Fish Cards to be exponential.)

  1. Fish-man Race Rework: The adjustments to the Fishman King and Fishman Queen aim to establish a clearer synergistic mechanism, making the Fish-man build more layered.

  2. Mutation System Optimization: By adjusting the effects of mutation-related Fish Cards, we've made the construction strategies for the mutation system more diverse.

  3. Turtle Race Balancing: We've strengthened the internal synergies of the Turtle race while adjusting some overly strong individual effects.

  4. Entry System Refinements: Adjustments to several Entries are intended to reduce extreme situations and create a smoother gameplay experience.

  5. Relic Effect Standardization: We've unified the trigger timings of some Relics to improve the consistency of the game experience.

📊 Summary of Changes

Statistics for this update:

  • 🐠 Fish Cards: 34 changes (including 1 new card)

  • 🎴 Function Cards: 1 new card (Indulgence)

  • 🏷️ Entries: 7 adjustments (for balance optimization)

  • 🏺 Relics: 7 adjustments (to standardize trigger timings)

Functional Adjustments
  • Increased the cost of refreshing the shop. The price to refresh the shop now doubles with each refresh within the same turn.

🐠 Fish Card Adjustments

New Fish Card

Sacrificial Little Fish

  • Race: Demon Fish · Spirit Fish

  • Rarity: Common

  • Cost: 1

  • Strength: 1

  • Value: 8

  • Effect: When Devoured, you gain 1 Mana Crystal.

🔄 Fish Card Effect Adjustments

Yellowtail Perch

  • New Effect: When Consumed, gain 10 gold.

Striped Cod

  • New Effect: When Consumed, gain 1 Mana Crystal.

Teacup Pufferfish

  • Effect Change: From "When Played, give a random fish in the fish pond +2/+30" to "For every 10 Mana Crystals spent, draw a card."

Teapot Beakfish

  • Effect Change: Removed "When Played, randomly add 1 rarity 2 Fish Fry to the fish pond."

  • New Entries: Greedy; Growth

Fisher's Favor

  • Effect Change: From "Your fishing rod rewards are doubled; your float length is doubled" to "Whenever you gain interest, gain 1 Fish Cost."

Dawn Flying Fish

  • New Effect: When Played, gain one free Refresh.

Morning Star Goldfish

  • Effect Change: From "Greedy" to "At the start of every turn, gain 1 free Refresh."

Dawn Jellyfish

  • Effect Change: From "For each fish in the fish pond, this fish's Value +5" to "Whenever you buy a card, Color-changing Fish in your fish pond gain +5 Value."

Morning Sun Perch

  • Rarity: Rare → Epic

  • Cost: 2 → 4

  • Strength: 3 → 5

  • Value: 70 → 90

  • Effect Change: From "When Sold, gain interest once" to "Whenever the Shop is Refreshed, this fish's Value +15."

Day and Night Priest Fish

  • Rarity: Epic → Legendary

  • Cost: 4 → 7

  • Strength: 6 → 9

  • Value: 70 → 100

  • Effect Change: From "Whenever the shop is refreshed, this fish's Value +10" to "Whenever you Refresh the Shop, gain gold equal to 5 times your Shop Level."

Seasonal Prophet Fish

  • Effect Change: From "When Sold, Upgrade your Shop Level (up to level 7)" to "At the End of Turn, for each time you Refreshed this turn, this fish's Value increases by 10%."

Beginner Mutant Fish

  • Effect Change: From "When Sold, add a 'Rainbow Mutant' Fish Fry to your hand" to "For each unique Entry in the fish pond, this Fish Card's Value +5."

Spreader

  • Name: "Multi-fin Progenitor" → "Spreader"

  • Rarity: Common → Epic

  • Cost: 1 → 4

  • Strength: 1 → 4

  • Value: 10 → 40

  • Effect Change: Original effect removed.

  • New Entries: Contagion; Unstable Gene

Multi-fin Evolution

  • Rarity: Rare → Epic

  • Cost: 2 → 4

  • Strength: 3 → 5

  • Value: 30 → 50

  • Effect Change: Changed to "When Sold, add two 'Genetic Mutation' cards to your hand."

Eternal Embryo

  • Effect Change: From "This card is not affected by mutation; For each unique Entry in the fish pond, this Fish Card's Value +10" to "At the End of Turn, randomly cause three other Mutant Fish in your fish pond to mutate."

Mutant Spreader

  • New Effect: At the End of Turn, add a random Entry to all other Mutant Fish in your fish pond.

Mutant Mother

  • Effect Change: From "At the End of Turn, cause other Mutant Fish in your fish pond to mutate" to "This card is not affected by mutation; For each Entry this fish has, the Value provided by its 'Growth' Entry is doubled."

Hardshell Turtle

  • New Effect: At the End of Turn, give other Turtle Fish in your fish bucket +20 Value.

Five-Elements Turtle

  • Effect Change: From "When you sell a Turtle Fish, gain its Value" to "At the End of Turn, this fish's Value increases by 10% of the total Value of other Turtle Fish in your fish pond."

Tao-seeking Turtle

  • Rarity: Rare → Legendary

  • Cost: 2 → 7

  • Strength: 3 → 8

  • Value: 30 → 80

  • Effect Change: From "At the End of Turn, give your other Turtle Fish +20 Value" to "Every time you play a Turtle Fish Card, permanently give all your Turtle Fish +5 Value (wherever they are)."

Color-changing Turtle

  • Rarity: Common → Epic

  • Cost: 1 → 4

  • Strength: 1 → 4

  • Value: 50 → 80

  • Effect Change: From "When Sold, all Fish Cards in your shop gain +10 Value" to "When Sold, Upgrade your Shop Level (up to level 7)."

Devouring Whale

  • Effect Change: Devour effect trigger condition changed from "When Captured" to "When Played".

Abyss Ticket Seller

  • Rarity: Common → Legendary

  • Cost: 1 → 7

  • Strength: 1 → 7

  • Value: 10 → 70

  • Effect Change: From "For every 5 Shop Refreshes, Devour" to "For every 10 Shop Refreshes, Devour."

Fishman War Drummer

  • Effect Change: From "For every 4 Fish-men in the pond, +1 Capture Strength (max +2)" to "When Sold, randomly put two basic Fishman Fry into the fish pond."

Fishman Chieftain

  • Effect Change: From "Your other Fishmen gain +1/+10" to "Your other Fishmen have +10 Value."

Fishman King

  • Cost: 6 → 7

  • Effect Change: From "Your other Fishmen gain +2/+20, and Fishman cards in your hand cost -1 Mana Crystal (minimum 1)" to "At the End of Turn, this fish's Value increases by 'X', where X is the square of the number of Fishmen in your fish pond."

Fishman Queen

  • Cost: 5 → 6

  • Effect Change: From "For every 4 Fish-men in the pond, gain 1 Capture Count" to "At the End of Turn, for each Fishman King in your fish pond, add 2 'Fishman Cub' Fish Fry to the fish pond."

Fishman Chef

  • Effect Change: From "For every 2 Devour effects triggered, randomly add 1 Fishman Fry to the pond" to "For every 5 fish Devoured, randomly add 1 basic Demon Fish Fry to the fish pond."

Fishman Mage

  • Race: "Fish-man" → "Fish-man · Spirit Fish"

  • Effect Change: From "For each max Mana Crystal you have, this card's Value +10" to "For every 5 Function Cards you play, add 1 'Fishman Cub' Fish Fry to the fish pond."

Mana Catalyst

  • Effect Change: From "For every 2 Function Cards you play, gain a Mana Crystal" to "For every 3 Function Cards you play, gain a Mana Crystal."

Swim-energy Crystal

  • Effect Change: From "When Sold, gain two max Mana Crystals" to "Whenever you play a Function Card, this fish's Value increases. The increase is: 10 + the amount gained from this effect last time."

Energy Thief

  • Effect Change: From "Once per turn, when you play a Function Card, this fish stores one Mana Crystal; When Sold, gain all stored Mana Crystals" to "Whenever you play a Function Card, put a copy of it into your discard pile, that copy gains the 'Consume' Entry."

🎴 Function Card Adjustments

New Function Card

Indulgence

  • Rarity: Epic

  • Cost: 4

  • Effect: Consume; Consume a Function Card, gain 2 Mana Crystals.

🏷️ Entry Adjustments

Non-renewable

  • Effect Change: From "When this Entry is gained, this fish's Value is doubled; When Captured, sell it directly" to "When Captured, sell this fish directly and gain double its Value in gold."

Mutation

  • Effect Change: From "When Captured, transform this card into a random Fish Fry with +1 rarity" to "When Captured, transform this card into a random Fish Fry with +1 rarity and reduce its cost by 1."

Isolation

  • Effect Change: From "If this is the only type of fish in the pond, its Value is tripled" to "When Captured, this Fish Card's Mana Crystal cost is permanently reduced by 1."

Devour

  • Effect Change: From "When Triggered, randomly devour a fish in the pond, its Value is increased by the devoured fish's Value" to "When Triggered, randomly devour the fish with the lowest Value in the fish pond; its Value is increased by the devoured fish's Value."

Bait

  • Effect Change: From "When Captured or Devoured, add a random Fish Fry with +1 rarity to the fish pond" to "When Captured or Devoured, add a random Fish Fry of the same rarity to the fish pond."

Trade Master

  • Effect Change: From "When Sold, the next fish sold this turn gains an extra 25% gold" to "When Sold, gain interest once."

Magic Affinity

  • Effect Change: From "When Played and When Sold, the next Function Card you use this turn costs -2 Fish Cost" to "When Played and When Sold, gain 2 Fish Cost."

🏺 Relic Adjustments

Sunbathing

  • Effect Change: From "For each Color-changing Fish in your pond, your interest increases by 2%" to "For each Basic Fish in your pond, your interest increases by 2%."

Soul Fish Net

  • Effect Change: From "At the start of each Period, add a random Fish Fry with the 'Non-renewable' Entry to the fish bucket" to "At the start of each turn, add a random Fish Fry with the 'Non-renewable' Entry to the fish bucket."

Symbiotic Stone

  • Effect Change: From "At the end of every 2 turns, add the 'Symbiosis' Entry to a random fish in the pond" to "At the End of Turn, add the 'Symbiosis' Entry to a random fish in the pond."

Sacrifice

  • Effect Change: From "At the start of each turn, randomly remove a fish from the pond. If you have no fish, add a random legendary Fish Fry to the pond" to "At the start of each turn, randomly sell 5 fish from the pond. If you have no fish in your pond at this time, add a random legendary Fish Fry to the pond. This Relic is disabled after the effect is Triggered."

Turtle Shell Extract

  • Effect Change: From "For every turn a Turtle Fish stays in the fish bucket, its Value +5%" to "At the End of Turn, the Value of Turtle Fish in the pond increases by 5%."

Danger Attractor

  • Effect Change: From "At the start of each turn, 20% chance to add a Demon Fish to the pond, but its Strength +2" to "At the start of each turn, randomly cause 3 of your Demon Fish in the pond to Trigger their devour effect once."

Honey Essence

  • Effect Change: From "At the start of the Period, give a random fish in your pond the 'Golden Armor' Entry" to "At the start of each turn, a random fish in your pond gains 5 random Entries."

Finally, thank you to all the players for your support of "Fishing Card"! We will release a playable demo version as soon as possible. If you have any feedback or complaints, feel free to join our QQ group 1054858461 to roast us directly.

Back in the Swamp - CryoSwamp

I’m thrilled to announce that "Back in the Swamp" has been chosen to participate in Debut Festival 2025!
Thanks for your support—more updates soon!

下道珍走倶楽部 - FireAlpacaSE Official
New Features

Full support for keyboard and gamepads has been implemented. Note: DualShock controllers rely on Steam’s XInput compatibility feature.


Improvements

Improved stability when using the T300RS racing wheel.


Changes
  • GHUB is no longer required for steering wheel controllers. The input-related SDK has been replaced to remove this dependency.

  • UI display has been updated to reflect official gamepad support.


Bug Fixes

Reduced frequent frame drops when playing with kei cars. This part of the game has been slightly optimized.

Operation Night Strikers - yamada_takushi

Operation Night Strikers is now available on Steam!

The base game includes arcade versions of Operation Wolf, Operation Thunderbolt, Night Striker, and Space Gun.
By purchasing the DLC "Operation Night Strikers CS Pack", you can also play the home console versions of each title.
Both the base game and DLC are 10% off until August 21!

Also available is the "Operation Night Strikers BOOK"—a digital version (PDF) of the booklet included with the Japanese limited-edition console release.
The "TAITO SOUND BULLET" soundtrack, which was also part of the limited-edition bundle, will be released digitally on Steam soon—stay tuned!


We’ve also launched special bundles with titles from other publishers:

  • GRADIUS ORIGINS and Night Strikers M2STG Bundle:
    Includes Operation Night Strikers and GRADIUS ORIGINS.

  • Darius-Night Striker Inter-Gray Bundle:
    Includes DARIUSBURST Chronicle Saviours and its Night Striker DLC.

  • Operation Wolf Striker:
    Includes Operation Wolf Returns: First Mission and the Operation Night Strikers CS Pack.

All three bundles are now available, and if you already own any included titles, you can still enjoy additional discounts when completing the bundle.


https://store.steampowered.com/bundle/57457/GRADIUS_ORIGINS_and_Night_Strikers_M2STG_Bundle/https://store.steampowered.com/bundle/57392/DariusNight_Striker_InterGray_Bundle/Operation Wolf Striker

Special Page
\[[url="https://www.taito.co.jp/opstrikers"]Operation Night Strikers Official Site (Japanese)[/url]]

...

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