Idle Taoist Mage Warrior - 所以呢
"Idle Land of Exile" Demo Released: A Diablo-like Idle Grinding Game
流放大陆demo商贷
Animaze by FaceRig - devops
Hello Awesome Folks!

Those of you who have been using the Next Version Beta branch this past weekend already know this: Animaze Update 1.27.12668 is out there, now officially deployed on the main branch!

Like always, the previous version will hang around for a while on the "Previous" beta branch.
If you need a reminder on how to navigate branches:
https://www.animaze.us/faq/animazedesktop/navigatebranches

Here are the highlights:
  • fixed a bug where loading a Quickscene, Mediapipe-driven hands would become skewed
  • fixed a bug where loading a Quickscene, UltraLeap-driven hands would become skewed
  • fixed a bug preventing Mediapipe advanced tracking config from being properly saved
  • fixed a bug preventing the audio engine from being properly initialized when an old device has been disconnected
Thank you for being a part of our community and supporting indie engines for Avatars and VTubing.


The Holotech Team,
Alex, Catalin and Dragos.
Star Conflict - Super Glix


Attention, pilots! The in-game store has been updated with new offers!

New pack are available at the store today:
  • CPU parts bundle at a discount of 40%
  • «Ghost» components bundle at a discount of 20%
  • «Stingray» components bundle at a discount of 40%
  • «Boremys» components bundle at a discount of 40%
  • «Metallic blue» paint kit at a discount of 50%

We will be regularly providing you with new offers, trying out different combinations of contents and prices. Stay tuned so you don’t miss out on exclusive and temporary offers that can significantly strengthen your fleet!

Sincerely,
Star Conflict team
TechnoMagic - admin
The time has come once again for the Elinor Collections! Hurry up to gather as many collections as possible to earn Elinor Symbols and spend them on useful items!

Until the end of May 18th, your goal is to assemble collections out of collections, earn Elinor Symbols, and spend them on useful items until the end of May 19th at the Elinor Store.
The final collection "Symbols" is assembled out of the golden elements of five collections and can be exchanged for 25 Elinor Symbols. To obtain these collections' golden elements, you will need to complete various in-game tasks and gather the collections: "Standards", "Tools", "Monsters", "Skills", and "Patrons".
Details on each collection are available on the infoportal.
Please note! The reward for the "Tools" collection has been changed!
You can track your current spending and obtain elements of the "Standards" collection in the quest log.
You can spend your earned Symbols at the Elinor Store on the Trading Square.
Pay attention to those items at the store:
The Geographical Atlas becomes non-transferable upon purchase.
A new feature item of the season: the inlaid multistone arBrilal for armor and weakening effect on outerwear. When using Primordial Resin, this stone boosts the Armor stat.
As a seasonal exception, normal Primordial Resin is available for Symbols at the Elinor Store, and can be exchanged for a high-quality version at the Jeweler’s Store.

By getting collections, you also participate in the ranking, which contributes to the "Race Participant" medal line. Rankings will be finalized twice: on Monday, May 12th and May 19th at 5:30 AM.

Until May 18th inclusive, the Elinor Bank will give you a gift depending on the amount of crystals purchased. The gift is a Collector’s Chest with a different number of collection elements.

For a payment of 100 to 449 crystals – you will receive an Enchanted Collector’s Chest. For 450 to 899 crystals – a Magical Chest. For every 900 crystals in a single payment – a Heroic Collector’s Chest.

We wish you the best of luck in collecting every single Elinor Collection!
Farm Together 2 - WaaghMan
In today's update we're adding a few variations to some buildings such as the quick travel post or the fuel depot, as well as fixing a bug with the recycle confirmation UI.

New Content:
  • Added new bus stop (available in the Carpenter shop) and quick travel post.
  • Added new color variations to the fuel depot.
  • New fence: Reeds

Improvements:
  • Added two new loading screen tips for petting dogs and fence selection.

Bugfixes:
  • Fixed visual bug in the recycle/flatten confirmation prompts.
Lost Rift - PCF Kane
With Lost Rift formally announced and set to launch later this year, it's a good topic to start with: what Early Access means for Lost Rift.

While Early Access is becoming increasingly common in games, the definition of what Early Access is intended to look like varies significantly across different games, platforms, and genres.

We plan to be fully transparent about what we intend to deliver with your purchase of Lost Rift on Day 1, as well as what will be added later in Early Access development.

Why Early Access?

To answer this question as simply as possible, we believe that now is the ideal time to gather community feedback on what we should focus on next. The core gameplay loop has come together well, and there is sufficient content to showcase our vision for the game.

We believe we’re creating a great game, and we think it can only be improved with your feedback. So, without further delay, below you’ll find exactly what we intend to bring to Early Access, as well as what will be coming in the future.

What Comes with Early Access?

The base game and access to all future non-DLC updates, initially up to 5 characters, and 5 PVE island instances saved on our dedicated servers, with no limit on how many of your friends’ islands you join.

We plan to deliver both a PvE island (also known as Pioneers’ Landing) where you can spend hours exploring and building your survival space, along with a high-risk, high-reward PvPvE extraction experience where rare and exotic loot can be obtained that will help you progress your quests when you return.



What We Plan to Bring Early Access on Day 1

The Lost Rift team is striving to bring you three key things on Early Access launch day:

1. A Strong Core Gameplay Loop & Body of Content

We’re applying People Can Fly’s expertise in gunplay and fusing PvE survival and PvPvE extraction into a unique, replayable, ever-evolving experience. We want to generate an experience that incites wonder and curiosity as you begin to explore Pioneers' Landing, our PvE-only island. You can explore, build, hunt, cook, and craft alongside with up to four friends, or as a solo adventurer. You can uncover new areas at your own pace, stock up on supplies, complete quests, and recruit NPC Survivors to help protect your base camp.

In juxtaposition to the relative safety of the PVE survival island, we also plan to have the first fully explorable Expedition island, a time-pressured and intense PvPvE experience filled with stronger PVE threats and, more importantly, rare loot that you can’t craft back at Pioneers' Landing. You may run into other matchmade players, where you will have to decide whether to engage or stick to the shadows and loot the scraps of bigger teams.

You’ll find a variety of enemies on Expeditions, including Outcasts (our name for the humanoid enemies), predators both big and small, prey, other real players, and more as you try to locate the wires, screwdrivers, and other special loot required to progress the initial story. If you die on an Expedition, you’ll lose everything you had with you and return to Pioneers' Landing. If you successfully extract, you’ll retain everything you found and be one step closer to accessing new areas or quests.

We want to demonstrate how we can seamlessly blend these two experiences, all while incorporating satisfying gunplay that delivers strong, moment-to-moment gameplay.

2. Stable Experience
We want to ensure that you have a stable and friction-free experience. Our team has collaborated for months to do everything possible to quickly mitigate any issues with connecting to servers and provide a stable experience, allowing you to focus on giving us gameplay feedback instead of troubleshooting.

While we can’t promise everything will be perfect, this is early access for a reason, after all. We’re becoming increasingly confident, having conducted internal company-wide tests, and will be rolling it out to a much larger scale with Steam Playtest on May 15th.

3. Transparency & Open Communication

We announced in mid-March and launched our Discord server, with most of our development team as active participants, who can be identified by their handles, which start with 'PCF_'. We aim to be transparent about our goals and what we intend to deliver during Early Access, allowing you to see more of the work in progress through quick screengrabs, GIFs, and playtest blooper videos.

Once players get their hands on the game, we will listen to your feedback. Whether you think something is too powerful, too weak, too long, or too short, we genuinely want to know about it, and we believe our team can deliver an even better game with your collaboration and contributions.

What we won’t have on Day 1 of Early Access

With transparency in mind, all of the below are goals we’ll be working towards over the course of Early Access, but won’t be fully realized on launch day.

We won’t have the final art & assets
Our small team of artists has been hard at work delivering a wealth of outfits, jungle biomes, weapons, building pieces, and more. That said, the game will be far from ‘art complete’ on Day 1 of Early Access.

This means that you will encounter missing textures, placeholder assets, and greybox in our game. Gameplay is king, and incomplete art should not prevent us from sharing our plans or delaying our playtests, allowing you to play and provide your feedback.

Here is one easy example of art in our game and what “Placeholder” or “Greybox” means.



The above screenshot is a great example. From a distance, you can tell what the Antenna is, and it has a rough shape. However, it lacks textures and artistic refinement to make it look like an actual building. It’s there, it’s functional for gameplay, but it's far from the quality we’re striving for in our 1.0 game launch. Many of our assets are currently in this state, and we have a priority list of improvements for 2025.

We won’t have a bug-free experience
You can have the biggest and best QA team in the world, and players will find more weird and wonderful issues on day one than the QA team finds in a year.

As a result, we’ve been working diligently to organize ourselves to streamline our reporting and bug-fixing process. We’re ready to listen, diagnose, and patch starting from day one. When you experience an issue, hit us up on Discord or the Lost Rift Steam Forums, and we’ll be sure to pick up the torch (no pun intended) and address it as soon as possible.

Wrapping Up

We’re incredibly excited to put this game in front of you, starting with our first open Playtest beginning 10 AM Eastern on May 15th, 2025. To be the first to learn how to sign up, join our Discord.

We’re looking forward to you testing our servers and providing feedback to help us build the game alongside you, rather than just behind the scenes. Thank you for reading.

- PCF_Harmonious
Lost Rift Product Owner
Runa Illustra - Xaary
Hello everyone,

In this update I mainly added quality of life features, trying to address the confusing onboarding for some of the players who tried the demo.

  • Introduced a manual where there is an explanation on what each unlocked spell does, and how to use it.
  • When drawing a new spell, the spell guide will open automatically. It also always opens at the page of your currently "equipped" spell.
  • When a new spell is unlocked, it will sparkle in the draw menu, until it's drawing is confirmed. This way, it should be easier to locate the newly unlocked spell in the list.
  • Because of the introduction of the guide, I removed some of the pop-ups that appeared throughout the demo.

I also optimized some of the game assets, as I received some complaints about it. The main culprits were some of the trees which had an excessively high amount of vertices. Hopefully this should improve the experience for those who encountered this issue.

Lastly, I fixed the glitches that sometime happened when flying with a platform. Dealing with physics always gives headaches, but with the current setup I didn't encounter the issue anymore, let me know if it's still not completely fixed.

That's all. I hope you enjoy the demo!
Fogpiercer - Lentsius
For the second update we've focused on a number of things, there are a couple new modules, tweaks and balance updates, but most importantly we've completely revamped the driver system and improved the tutorial!

The new driver system

Previously drivers had a levelling system, wherein the player collected experience points by destroying enemies, and then adding one of the driver cards into their deck when levelling up. Although not a bad system, since inception of the idea, we wanted the driver cards to feel more special, more impactful akin to an ultimate skill.

This all lead to the decision to go ahead and try something new! We've removed the experience point and leveling system, and replaced it with a much simpler one where the player gets points by dealing damage (each driver will have a different trigger), once the gauge fills up, the player is instantly given a random driver card, that has to be used during the turn. At the same time we also made the driver cards more powerful!

Before:


After:


Tutorial changes

The tutorial is another part that we wanted to take a step further, apart from fixing bugs and implementing safeguards against soft locks we also added an additional fight encounter that is really tough to beat (not impossible!):


This way you'll have more of an opportunity to test out what the numerous cards and carriages are capable of!

Changelog

Alright! Let's take a look at the list of things that have been added/changed/fixed in the demo!

Added
  • New modules
    • Piston Overdrive
    • reduce movement cost by 1AP every 4th train move in fight
    • Scrap King
    • tier 5
    • grant 1AP every 3 exhausted cards
    • Diamong Diamond Hands
    • tier 6
    • do not discard hand at the end of the turn. -1AP. cannot exceed maximum hand size
    • Extra valve
    • draw an extra card for 5 discarded cards
    • Vents
    • gain 1AP for every 10th enemy intent
    • Lookout
    • add 1 shield to the locomotive for every 15th enemy move
    • New module illustrations, updated some of the old ones!
    • Stranger
    • Random card gets randomized AP when drawing hand
    • Shielded Wheels
    • carriages take no damage from ramming if shielded
  • New stats that contribute to making spikes, each adds 1 spike at the end of the run
  • Redesigned the UI for end of run stats
    • Cliff throws
    • Cliff collisions
    • Ram kills
    • Env. hazard Kills
  • initial stop !
    • gives a random selection of 3 bonuses
    • happens right after pressing the start button
    • counts as a "station mode" since the train is stationary, meaning you can sell / upgrade right there
    • subject to change
  • New driver system
    • Fill gauge for every point of damage that happens in the game
    • When full, get a driver card in your hand.
    • If unused it disappears
    • Driver cards are 0AP
    • Driver screen UI
  • deck button at the end of run screen
  • "Extra overdrive card" boost card
  • when the next overdrive triggers, you get an extra driver card
    • can be stacked
  • label that mentions number of turns left for applied effects
    • i.e. burn will last 1 more turn
  • Attack order button and panel
  • When launching the game, you'll now be presented with running the game either with Vulkan (default) or D3D12
    • use the latter if you're experiencing crashes and let us know!
  • warning message when the player doesn't have enough spikes to unlock a module or a card
  • driver card activation SFX
  • new fight encounter in tutorial

Changed
  • start run bottom tab buttons are now hidden in tutorial as not to confuse new players
    primary button sound effect
  • "Grant" to "Gain" rewording
  • Improved audio for random encounters
  • Pause menu "Restart" button now specifically mentions that it restarts the run, to avoid run/encounter confusion
  • bigger ranges for all of Monica's cards
  • redesigned driver screen to align with the new driver system (Overdrive)
  • changed XP boost card to give +2 extra overdrive points next time the gauge ticks
  • "Bandit Intel" module is changed to "Intel", gives +1 overdrive point every time the gauge ticks
    • effectively making overdrive gauge progress twice as fast
  • improved mouse hover area for the overdrive gauge
  • auto-accept loading screen by default
  • train steam blow-off sounds in stations got tweaked
  • Illustration for "Overdrive points" card
  • Improved illustration of Extra valve
  • pimped the visuals of in-game console
  • removed "Driver cards" panel from the end of run screen
  • deck is reset at the end of the fight instead of before the next one
  • Shield siphon -> can be used on any unit. The unit doesn't need to have any shield
  • makes it possible to steal shield from one carriage to another
  • Overdrive boost card now gives 10 extra points instead of 2
    • can be stacked
  • Improved the deckview pop up
  • Effects
    • changed the logic of effects
    • they all last 1 turn by default now
    • their on unit effects are applied after attacking
    • effect lifetime is reduced at the end of enemy turn (and removed when it reaches 0)
  • "Save slots" are now separated from the main play button.
  • Default FPS limit is 144 instead of uncapped (Vsync is ON by default)
  • module and card previews are now larger in the first screen
  • Lookout illustration has been changed
    • The previous one will become a new module
  • new Carriages are free in tutorial runs

Fixed
  • correct loading of Module id 20, this hadn't been an issue till today, but the bug was there, FIXED!
  • correct picking of modules for random encounters
  • Golden Circuits no longer has an incorrect counter label
  • deck view UI no longer has a moving return button for the module screen
  • game crashing when an env hazard destroys an enemy with active intent while the game is on the fastest animation speed
  • "carragies to buy" animation speed now also responds to animation speed setting
  • improved code handling validity of carriage level meshes
  • rewards panels no longer block mouse events when disappearing
  • driver screen and the deck screen no longer allow the contextual information panel to pop up
  • floating card info panel no longer jumps up and down randomly when looking for its own position
  • driver cards no longer stay on hand when "diamond hands" module is active
  • invisible station stop lights no longer make constant ticking sounds
  • driver cards contain the "Driver card" effect even before they're added to the hand
  • Repair button
    • uses the correct word for currency
    • updates instantly when the amount of scraps changes
  • Better handling of max hand size for "Diamond hands"
  • Card information panel will always close when a card / module were bought in the shop
  • Cards with a single effect did not show it, they do now!
  • bottom screen player message correctly recalculates its center point
  • units flash white again when damaged or upgraded
  • all discarded cards go away from the hand (data wise) hopefully fixing shadow cards!
  • discarded cards correctly registered by Extra Valve
  • driver cards are always destroyed at the end of the turn
  • only driver cards are driver cards now
  • price of card removal is now properly calculated not only shown
  • driver cards are removed when deck is reset
  • time tracking is stopped the moment the run is finished
    • pause screen no longer keep on tracking the time after a run's been ended
  • most fullscreen UI Pop Ups no longer allow focusing grid elements with the mouse
  • card details panel now properly disappears after buying a card
  • overdrive instant boost cards can appear regardless of player XP (legacy driver system)
  • card details panel correctly disappears after removing a card (edge case)
  • shield siphon no longer unlocks free endless shielding on the available cells
  • Shop UI can no longer be abused. It is cleared up once the train leaves a chop shop encounter
  • AP sprite on cards no longer casts shadows
  • Attack order no longer hidden behind other elements
  • God mode (take no damage), is now correctly applied and saved when going in and out of tutorial
  • Destabilized shows its visual again
  • Extra Valve (fingers crossed)

That's it for this update! It's live now so have fun trying out the new stuff and let us know how it went!
Cheers!
AI-VJ - Intuition_Technology
Several well-known DJs have already started using AI VJ, and have posted remix music videos made with it on-line. We'd like to show-case:






(The top video by DJ Thief also used some other editing software)

These are all thanks to System 6, events organisers based in Brisbane, Australia. You can find them on Facebook, and on Youtube. We'd also like to thank them for the great feedback they've provided on AI VJ in our Discord so far!

Our latest and upcoming visuals are ever improving, and we are looking forward to seeing what they, and you, can do with them!

Please upload videos of your events and/or remixes to our steam community. Here's a tutorial made by Steam on how to do this.

In the meantime we've mostly been working on new visuals lately, though more updates to the app are in the works as well, and coming soon!
4:55am
MALEDICTOR - perochialjoe


E1M5 is nearly finished (only enemy and weapon placements remain), more tracks for the soundtrack are done, the third arcade game is finished, the lighting has been tweaked, and more!

  • E1M5 lighting optimization
  • Water material fix
  • Player light improvement
  • Possessed enemies
  • Possessed enemy spawner
  • UI touch up
  • Enemy count bug fixed
  • Grenade throw odds changed
  • Difficulty options added
  • Nav mesh tweaks
  • E1M5 skybox added
  • E1M5 visual additions
  • Difficulty menu descriptions
  • E1M5 ambient sounds
  • More sprites
  • E1M5 enemies + traps
  • E1M5 sound blockers
  • E1M5 pickups
  • Russian translations
  • German translations
  • Spanish translations
  • Performance increases (game-wide)
  • E1M5 performance increase
  • E1M5 soundtrack
  • E1M6 started
  • Drone enemy added
  • Gib performance
...

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