BBirthday - Visual Novel - Yun Seven

Halloween Special Episode added

Project DOOOOORS - agoo
  • By default, do not print the "Experiment Summary".

  • Fixed the bug where the localized language was not correctly selected during startup.

The Neeblarium - Ghost
✨ Highlights

The Neeblarium’s tiny societies now have feelings — and they show them.
Florin Beds develop personalities, Neeblies express mood through light and color, and your world begins to pulse with quiet emotional life. This update lays the foundation for social behavior, mood visualization, and population balance.

(Note: some UI panels and hover pop-ups are still work-in-progress — expect a few rough edges and temporary visuals while we polish the experience.)


🌿 Smarter Populations
  • Explorer balance: Wild population bursts have been tamed — explorers now emerge at a gentler, natural pace.

  • Population stability: A new runtime system caps and targets colony size for long-term balance.

  • Egg tracking: Lost or unhatched eggs now report clear reasons in the logs, helping you understand your ecosystem’s rhythms.


🌸 Florin Bed Personalities

Every Florin Bed now has its own subtle temperament and history.

  • Beds track population, family lines, and mood, updating each second.

  • Personalities emerge over time — playful, fertile, tranquil, migratory, isolated — depending on activity.

  • Each bed also gains a rank tier (0–3) based on its lifetime of births, giving long-lived colonies a quiet prestige.

  • When a bed’s personality or rank changes, you’ll see it reflected visually through color and glow.

Some beds will bustle with explorers; others will glow quietly, content and still.


💚 Neeblie Moods

Every Neeblie now has an internal mood index shaped by real conditions:

  • Nearby food and water

  • Distance from home

  • Closeness to family

  • Crowding and safety

Mood updates happen almost instantly, allowing the world’s emotional pulse to feel alive and reactive.


💫 Mood Rings — Visual Emotions for Beds
  • Each Florin Bed now glows with a color-coded halo that represents its collective mood:

    • 🟢 Green – Content and balanced

    • 🌼 Yellow – Curious or restless

    • ⚪ Gray – Dormant or lonely

    • 🧡 Orange – Crowded or strained

  • The color transitions smoothly as mood shifts, creating a gentle, breathing rhythm.

  • Hover over a bed to reveal a plaque with its name, personality, rank, population, and dominant lineage.

  • The halos now render cleanly in a single layer with soft light — no more flicker, washout, or overlap issues.


🧠 Under-the-Glass Polish
  • Halos appear immediately on new beds.

  • Hover detection works more reliably across zoom levels.

  • Egg signal spam eliminated — the world logs only what matters.


🌼 In Short

Florin Beds now feel alive — each one distinct in personality, mood, and memory.
Neeblies form families, colonies find balance, and your terrarium glows with the quiet color of emotion. 💚

Dynasty Protocol - Ellipses Studios

Greetings, Commanders!

I'm excited to announce Dynasty Protocol v0.2.1 - Fleet Command Update is now live! This update focuses on improving fleet logistics and streamlining combat mechanics based on your valuable feedback.

NEW FEATURES

Cargo Ship Recall System I've implemented a highly requested feature - the ability to recall all cargo ships to your station or outpost in emergencies. Once recalled, you can quickly reassign them to new mining operations through the Idle Cargo Ships Menu. Additionally, all ships now prioritize filling their own cargo holds when discovering resources in deep space before sending the remainder back to the station.

IMPROVEMENTS

Streamlined Combat & Capture

  • Capturing outposts is now more straightforward - you only need to destroy enemy combat ships, not their cargo vessels

  • Total Annihilation victory conditions have been adjusted for better pacing - complete fleet destruction is no longer required

Enhanced Visual Clarity

  • Updated color scheme for player ships to improve visibility against the void of space

  • Redesigned space station colors for better distinction

  • Refreshed UI elements to match the new visual identity

Quality of Life

  • Added informative tooltips for station management, Recall buttons

BUG FIXES
  • Fixed asteroid highlight display issues after loading saved games

  • Resolved space jump problems when recalling multiple ships

  • Corrected issues with repeated recall commands and space jumping

  • Improved resource data loading speed in the colony management menu

As always, I appreciate your continued support and feedback. Your input helps shape Dynasty Protocol into the best space RTS experience possible!

Stay tuned for more updates, and may your empire prosper among the stars!

Patch Notes v0.2.1

New Features
  • Implemented the Recall Cargo Ship feature for stations and outposts

    • All cargo ships can be recalled to the station in case of emergency (then it is possible to auto-reassign them to miners from the Idle Cargo Ships Menu)

    • Ships fill their own cargo hold first when they find resources in deep space, then send any remaining resources to the station

Improvements
  • Capturing outpost conditions made easier - no longer requires destroying cargo ships to capture an outpost; only combat ships need to be destroyed

  • Defeating enemy conditions in Total Annihilation mode has been changed to make it easier - not all ships have to be destroyed

  • Improved player ship color scheme for better visibility and contrast against the backdrop of space

  • Enhanced space station visual design to stand out more clearly in the starfield

  • Updated related UI elements according to the new color scheme of player ships

  • Implemented additional information tooltips for station management, Recall buttons

Bug Fixes
  • Fixed the issue with displaying asteroid highlights after loading a saved game

  • Fixed the issue with space jumping while recalling multiple ships

  • Fixed the issue with space jumping when recalling ships multiple times

  • Fixed the slow resource data loading issue for the colony management menu

Diecast - Sofa

Hello!

Today brings some small improvements to localization support. More detailed (and accurate) translations are on the way once I've fully converted the system in-game.

Patch Notes:

Gameplay

  • Dice (including abilities) are now fully translated for all currently supported languages.

  • Scoring Hands are now fully translated for all currently supported languages.

General

  • Build version has been renamed to a "year, month, day" instead of a "month, day, year" format to make it less confusing (and less regional).

That's all for now! Next up are Pins and any other yet-untranslated text. Look for that in the coming week (and then new content!!!)

TANK DEFEATER - bitman

TANK DEFEATER, which began development in October of last year, will be released on November 28th!

The game was exhibited at several indie game events during development,

and we have absorbed feedback from trial players.

"The controls are unique and a bit surprising, but once you complete a mission you quickly get used to it. This game really lets you experience the fun of sniping."

"The sense of exhilaration when you snipe and kill an enemy is incredible!"

The development team is currently polishing the game content and making final adjustments.

Look forward to an exciting tank action experience!

Device Doctor Simulator 2024 - JustWatch™
🛠️ Level-Based Equipment & Decoration System
  • Advanced tools and decorations now unlock based on player level.

  • Starter tools remain free and pre-owned.

  • Higher levels now unlock new tools and upgrades.

  • Higher equipment level = faster action speed.


💰 Bank / Loan System Update
  • If the player has an active loan, 20% of every earned payment is now auto-deducted.

  • The deduction is applied instantly whenever money is earned.

  • Once the loan is fully paid, the deduction stops automatically.


🔧 Other Fixes
  • Fixed an issue where the rear camera on the Sonsong N3 device could not be removed.

Rhythm Quest - ddrkirby

Another bonus level, huzzah! I'm really excited to show this one off since I'm a big fan of how the track came out -- lots of energy, and fills in a niche that isn't quite covered by any of the existing tracks. As I continue to churn out bonus tracks here and there, I've been thinking more about trying to inject some more variety in the type of songs that I add to Rhythm Quest. I've already added some drum and bass music, classical songs, and even a track inspired by synthwave sounds, but I could probably have some fun exploring other genres, too. Stay tuned for the upcoming Gregoriant chant level? Haha, just kidding...

Here's the video of "Clematis", with its normal mode chart. The song is quite fast at 180BPM, and the chart is pretty dense and challenging!

Charting Notes

At this point I have pretty established patterns for how I like to chart my songs in Rhythm Quest. As I noted above, this song is quite difficult, reaching well above 300 effective inputs per minute at some points. You can tell from the obstacle counts that I tend to chart harder songs primarily with air jumps, flight paths, and flying enemies...

One notable aspect of the chart design is that this is one of the rare occasions where I actually drafted up the entire music track first and then charted it afterwards. For the main levels in worlds 1-6 it was important that I sequence the music according to the specific gameplay mechanics that I wanted to highlight, but for these bonus tracks (especially the more difficult ones) it's more okay for me to just let myself run free with my melodic and rhythmic content and worry about the charting afterwards. That's especially true for songs at a higher tempo as at that speed I generally don't compose using syncopated rhythms that would be difficult to chart anyways.

There were some segments where there was a lot of emphasis on offbeats and I had to spend some time reworking them until I came up with something that felt "intuitive" to read. I have some general rules of thumb that I try to follow as I'm charting, but this is the kind of thing that's tough to really check without just doing some trial and error to see if a section flows well or not.

Something that I ended up changing my mind on while doing the charting for this song was the charting of flight paths with flying enemies in the middle of them. I have an especially common pattern where I use a one-beat flight path with a flying enemy on the offbeat since it's an intuitive and satisfying "grouping" of inputs to parse.

Previously I actually favored keeping these flight patterns horizontally flat, so that everything is in one line, but I've backtracked on that decision and I think I'm instead going to lean toward adding ramped height changes to these flight paths, as the vertical position of the enemy can then help you parse out where in the beat it's placed in relation to the beginning and end. This was already something you could distinguish based on the fact that the enemy was a red one instead of a green one, but I think the additional visual clarity can potentially be good here.

Music Design

As I mentioned earlier, I've been trying to think about greater diversity in the (bonus) tracks I create for Rhythm Quest. To that end, I've been referencing some other rhythm game tracks to give me ideas of what kinds of sounds I could be exploring. For Clematis, the intro section is pretty heavily inspired by Sota Fujimori - Phlox, even going so far as to use the same chords (the flower-related name of the track is a nod to this inspiration). I also used a faster tempo, as I feel like most of the existing Rhythm Quest tunes are more in the realm of 120BPM.

https://rhythmquestgame.com/devlog/81-intro.mp3

Like the song I was inspired by, I wanted the drums in this section to be sparse, but feature some quick hi-hat and percussion fills for rhythmic interest. Since there's not a ton of density going on in the soundscape, I dialed up the reverb to add extra "spaciousness" to the sound:

https://rhythmquestgame.com/devlog/81-introdrums.mp3

Going into the chorus drop, there's a chorded "supersaw" synth which opens up using a lowpass filter, and then the main bassline filters in using a highpass filter. It's a pretty tried-and-true technique of holding back the low frequencies until the downbeat, at which point you can open everything up and kick into a full sound.

https://rhythmquestgame.com/devlog/81-introbuild.mp3

The chorus is really full and energetic...I really like this song, haha. Here's that whole section -- note the changeups in the drum rhythm that coordinate with the lead melody, as well as the "mini drop" / beat freeze (is there a name for this?) halfway through where everything cuts out except for a big impact sound. Toward the very end I use a phaser effect for some added spice in the transition out of the chorus.

https://rhythmquestgame.com/devlog/81-chorus.mp3

The snare sound here and the drums in general are more full when compared to the intro. As noted before, there are some rhythmic changeups dictated by the melody, and I also layer in some of my favorite triangle-wave based tom drums, though they're a bit understated because there is so much else that needs to be heard in this section.

https://rhythmquestgame.com/devlog/81-chorusdrums.mp3

The main "meat" of the sound here is provided by the thick supersaw chord synth, and then a thick bassline layer that plays mostly with the same rhythm. (There's also an extra mid-bass pulse wave layer thrown in for good measure to fill things out) The sidechain "pumping" against the kick drum is pretty aggressive here...it sounds almost overdone out of context, but when you listen to it with all of the other sounds going on, it's not so bad and helps give room for everything else to breathe and balance.

https://rhythmquestgame.com/devlog/81-choruschords.mp3

The delicious icing on top here is the sparkly echoed arp sounds that fill out the soundspace. There's a few different layers going on here, including a dialed-back version of the riff from the beginning of the song, but the main element here is the bell-like sound (a patch based on FM synthesis) that washes over everything with a nice sparkly reverb (courtesy of Valhalla Supermassive).

https://rhythmquestgame.com/devlog/81-chorusarps.mp3

I still need to chart out the easy and hard versions of this chart (maybe I'll dial back the normal one a bit depending on how those turn out), but for now I'm happy to have another cool song added into the game. I'm almost nearing the point where I'll have just as many bonus tracks as normal ones, but I have no real gripes about that! In some aspects, you could consider the "main" levels to be the "extended tutorial" that guides you through all of the mechanics in the game as well as how to parse different canonical charting patterns, which will then equip you to tackle all of these bonus songs...

Unnamed Space Idle - Sylv
  • Slightly buffed T3 fighter bay splash damage options

  • Fixed Galaxy 8 bug that resulted in artifacts being lost and ending with 0.5 too few to finish galaxy

  • Fixed galaxy apply selected upgrade button to disable after hitting reset unapplied upgrades

Duck and the Land of Flightless Birds Playtest - kentreese64
- Fixed Crash in the Tree Chambers
- Fixed Save Files Crashing the Game on load
- Fixed some issues in the Village (WIP)
...

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