Demon's Soulbound - ragtorstone

The free version is available now (install the demo to get it -- it has the same content as the full release, but with a pixel aesthetic).

Demon's Soulbound is a gay / bara point'n click adventure for adult audiences. If you like to get on your knees for other men (or orcs, monsters and dragons), this game is for you.

Go and serve your Demon Master, little human!

AQUARIUMS - bdr.animations

Hideous - Igor Meler

Well the demo was updated for the last time and final!

It is almost as the full release and no more updates will be implemented!

Early Access will be avaible in mid Novmber this year=)

anyway take a look and have fun there!

BTW now when you aim at enemies the crosshair becomes red so you know you are locked on=)

Proxima B - Tangerine47

It's out now!!!!

Let us know what needs to be fixed, and what you'd want added!

Didn't do a whole bunch of bug testing like I should've... so there may be a lot. Just tell us on discord or through this email: contactus@zap-coders.com

Thanks : )

(I was told I don't use this image enough, so here it is again!)


The Electorate - DukeOfCastille

Hello, Candidates!

I’m Matt. Now that we’re officially listed on Steam, it is my absolute pleasure to introduce you to The Electorate, a new election simulator that’s launching in the very near future. This will be the first of a weekly dev log, where I’ll be giving you an inside look at the gameplay, systems, and design behind the many features included in the game. Today’s dev log is about introducing you to me, the game, and the mission.

Without further ado, let’s get into it.

What is The Electorate?

The word “electorate” means “a body of people entitled to vote.” What that means for us is that the game is ultimately about the voters themselves, not the candidates. To me, when we take the focus off of candidates and instead build a game to tell a rich story about how voters interact and vote for candidates, you wind up with an election simulator that simply feels more weighty, realistic, and fun.

In a nutshell, The Electorate is seeking to become the ultimate election game. While at launch, only the US presidential election will be included, the long-term plan, which will be revealed in a more in-depth roadmap at a later date, will include elections from other countries and model their unique systems. I want the game to appeal to a global audience. It’s an ambitious goal, but one that I’m striving for each day, and with your help, we can possibly get there.

Why the United States First?

Well, to start, I’m an American.

I’ve been obsessed with presidential elections since I was a kid and have created statistical models that have correctly predicted the last three out of four presidential elections. In 2024, for example, my model for the popular vote was off by 0.1% for Vice President Harris and 0.6% for President Trump. I was dead-on accurate for the final electoral college tally, correctly predicting all seven swing states and their margins. 

I’ve always wanted to make an election simulator, and after this past election ended and my model proved to be as accurate as it was, the validation helped me decide to take the leap and finally develop a game. It also helps that the United States has an incredibly unique electoral system (for better or worse) that happens to create an incredible gameplay loop around the electoral college. 

The electoral college makes developing a game like this much easier than, say, the UK elections, where there’s multiple parties all competing for hundreds of small seats scattered across the country (with an exceptionally high concentration centered in the London metropolitan area). No, instead, the US has just two candidates with a realistic shot at winning, and very clear battle lines drawn. At any given moment, you’re really only competing to win a handful of states, and those states happen to be fiercely competitive, where only a few thousand votes can make the difference between winning it all or going home a loser. Sometimes while working on this project, I’ve wondered if America’s Founding Fathers actually created the system for video games with how perfectly binary and competitive it is. 

With that in mind, the US presidential election was the natural starting place for me. However, the next step is to create nationwide Congressional elections, state elections for Senate seats, and gubernatorial races, as well as mayoral elections like New York City, and then expand to international elections.

Core Gameplay Features

The core gameplay is fairly simple, but don’t let that distract you from the layers of detail and depth underneath. 

In The Electorate, you play as a presidential candidate. You play as either a Republican or Democrat (third-parties are coming soon) and run a full campaign from start to finish. You’ll spawn with the US map in front of you, showing all 50 states. You can select states and see your polling average, the demographics of the state, what the top issues are, and more. You can then zoom in to a state, and as you get closer, a county map will reveal itself. Here, you can interact with all 3,000+ counties in the US. Each have their own polls, issues, and demographics, all accurately tied to the latest US Census data in combination with recent voting trends.

The majority of your campaigning will happen on the county level. You’ll hold rallies, give speeches on important issues, attend fundraisers, build field offices, manage volunteers, and more. Rolling up to the national level, you’ll be able to run advertisements, prepare for debates, earn endorsements, manage campaign staff, meet with the media, and more. Occasionally, random events will occur, and they can be a boon or bust to your campaign.

Meanwhile, your opponent will be actively running their campaign, so it’ll be critical for you to plan your strategy accordingly and invest in the right people and resources. Finally, once you end your last turn, a dramatic Election Night simulation will begin with states releasing their results at staggered times in the same way you see on TV!

What Comes Next

In the coming weeks, we’ll be diving into each gameplay system, starting with our voting system next week. Expect these dev logs to drop at 10 AM EST every Tuesday going forward. (Tuesday’s are election days in the US, which is why I’ve picked it).

I’ll also be sharing a roadmap for planned features the closer we get to release. In the meantime, feel free to join our freshly created Discord server to discuss the game, give your thoughts and feedback on features, and help shape The Electorate into the greatest election simulator of all time!

Discord Server: https://discord.gg/Ne8NsQfvQD

Dagger Directive - ArcaneAlpacaDev

Hi Everyone!

We’ll keep this month's update a bit shorter as we’re busy finishing up the first content update. 

MicroProse Podcast

First up, we’re on the first episode of the new MicroProse Podcast!  You can listen to it in a few different places and hear a bit more about the development and future of the game:

Spotify:

https://open.spotify.com/episode/69HJD5dCzs3Lo2o8KYWPui?si=cKNk1mpkQRyAag2DFtujeQ

 

YouTube:

https://youtu.be/0Emdb3RrMbM

Facebook:

https://www.facebook.com/profile.php?id=61579827980851



Upcoming Weapons and Equipment

Next, here’s another preview of a few things you’ll see, we’ll have a much larger overview of all the content when it releases.

AKS-74U - a compact variant of the AK-74

Colt M635 - a 9mm variant of the CAR-15

M68 - a fragmentation grenade with an impact fuse

Upcoming AI improvements

Finally some AI updates.  We’ve been adding to their possible weapons, tuning sight distances, reaction times, and of course fixing bugs.  One of the bigger changes coming in the next update is that they will be able to use flashlights. The flashlights will affect their vision at night. We’ll go into more detail about all of the changes in the patch notes when it releases. 

Check back soon for the content release!

Thanks!

- Dan

Souls End Playtest - Ruu
Balance Changes
✦ Golem
Health 63000 -> 56000

✦ Petra
Health 69000 -> 62000

✦ Arbiter
Damage 200 -> 180

✦ Rusty Ring
Base Max Health Reduction -25% -> -30%
Base Crit DMG 275% -> 225%
Base Cost 11 -> 14
Remove Health Upgrade Crit DMG 400% -> 300%

✦ Fools Clover
Base Cost 2 -> 3

✦ Sundial
Rarity Uncommon -> Rare

✦ Mimic Slime
Cost 8 -> 9

✦ Amber Fossil
Cost 7 -> 8

✦ Troll Shield
Cost 5 -> 4

✦ Rotten Meat
Cost 9 -> 8
Base Attack Speed Debuff -15% -> -10%

✦ Soul Jar
Base Health 25 -> 75
Improved Health Upgrade 100 -> 150
Implosive Soul Upgrade 50 -> 100

✦ Valkyrie
Healer Upgrade Every 2 -> 3 seconds
Healer Upgrade Heal 20 -> 15

✦ Ascendant
Health 500 -> 350
Base Attack Speed 0.45 -> 0.33 attacks per second
Base Crit Chance 5% -> 0%
Arc warp no longer applies on the first hit unit, before Arc Warp would apply its first chain onto the unit that was hit basically causing an attack to land twice on the initial hit unit.

✦ Scholars
Cost 27 -> 26

Bug Fixes
✦ Fixed locked icons being flipped.
✦ Fixed uncapped frames selection not updating when reopening settings.
✦ Fixed UI not properly scaling to various resolutions. (There are probably some weird issues like the camera not properly adjusting to certain aspect ratios with events, so please let me know if you find any issues.)

Other Changes
✦ DOT (Poison and On Fire) stacks no longer refresh all stack durations on reapplication instead each stack now has an individual duration.

DOT builds were warping how I balanced bosses as they could reach very high stack numbers relatively quickly and keep those stacks up easily as well. This change will nerf DOT pretty heavily but should put it in line with other builds, it'll also make the "last longer" relics a whole lot more useful.
The previous health buffs made to the act 2 bosses have been reduced slightly to compensate for this change. Let me know how the DOT changes feel and if you see any bugs.

✦ Changed Carver and Dragon's Breath particle explosions to be less dense.

✦ Changed Pair Juice event.

✦ UI has changed in various places to accommodate scaling issues.

✦ Added more resolutions based on current system.

✦ Spell cooldown indicator is now moves with a slight delay as a side effect of some changes I made for scaling, lmk if it's odd or satisfying.
SMITE 2 - Hinduman

  • Fixed Neith Ult targeter appearing stuck overhead on targets

  • Fixed bots filling casual queues

  • Addressed Jing Wei Ult vfx lingering and triggering in Aladdin’s lamp

  • Fixed Ancile not going on cooldown if a passive ability triggers the effect (Jorm stacks burst bonus damage

  • Fixed Jorm and Izanami short descriptions

  • Fixed Jorm minimap icon showing temp angry face

  • Fixed Mordred Ult from being able to knockup Jorm

  • Fixed Khepri Ult not tweening Jorm since he is hard displacement immune

  • Fixed Daybreak Gavel providing a 64s buff instead of 8s

hoptix - hoptixgame

After hoptix launched, we realized there was just one more thing that felt like it needed to be in the game... and got right to work! We're expanding our second least controversial feature (right after a certain gravity-changing camera-spinning gimmick), target breaking tests! There's lots to explore in the main path, but what target-terrorizing game is complete without a side-mode full of more traditional, small-scale bonus trials?

hoptix: Tower of Targets features 10 brand new EX-stages, featuring a variety of different level design approaches that wouldn't have fit the core game: some are more difficult, some are more linear, and some are just a little wackier. These are also playable in Free Ride mode, for those who'd prefer to just get their paws on a handful of new sandboxes!

To unlock the new stages, you'll need to find and complete Moondust Conservatory Track 2, so keep an eye out in Track 1 if you haven't nabbed the unlock CD!

Also: as a reward for completing each of the new stages in Classic or Time Trial mode, you'll unlock 4 new dye styles inspired by certain late game areas!

And speaking of spinning camera gimmicks: we've added a new "Reduced Camera Motion" setting in the options menu to attempt to address the problems some of our players have had with a certain later game level. While disabling the camera effect entirely would have rendered the level very difficult to play, we're hoping the new visual transition is a little easier on the eyes for those who are sensitive to this type of motion.

Rounding out the changes, hoptix: Tower of Targets comes with a handful of fixes for rare physics edge-cases (as well as a few pesky UI or sprite layering bugs...), so the game should feel more solid than ever!

As always, thanks for playing hoptix!

AI2U-With You ‘Til The End - dracaena.bot

Hi hi senpais!

We've been getting positive reactions to the generative AI responses since our latest update. We have Gemini AI to thank for spicing things up!

This update rolled out quickly with our latest patch, but we understand it's important to communicate such updates sooner. Our team will make sure to be more upfront about future changes (don't worry, Estelle threatened us to play nice).

Please keep your feedback, observations, and bug reports coming! Nothing helps us improve like your passion to experiment and break all the things.


What’s New

We’ve integrated Gemini AI as the new main model! Our AI companions will now intelligently switch between Gemini and ChatGPT during conversations to deliver the most natural and engaging responses.

https://alterstaff.itch.io/ai2u players can still use API keys to switch back to OpenAI as the default if you prefer.

Did anything change behind the scenes?

AI2U's Terms of Service and Privacy Policy haven't changed with this introduction. In short: Your data is safe and Gemini/Google are not using any data for training—learn more about their policies here.

Pricing & Model Sustainability

AI2U’s current price will stay the same for now. It may increase as we add new level content, and it will go up at full release. We'll ensure to communicate any anticipated changes to players ahead of time.

As we did with removing the in-game token requirement and switching to a one-time payment on itch.io back in 2024, rest assured that our team is always scheming the next best thing to keep AI2U running for its dedicated senpais.


Fun Fact

AI2U's CN Region version has been using Gemini since its launch on June 18th. After many months of our global community requesting more generative AI options, we're happy to report that Gemini is proving sustainable for our development plan.

WHAT OTHER JUICY SECRETS HAVE YOU BEEN HIDING FROM US

Our CN Region Version’s Chinese voice and two of our latest localized builds (German and Russian voice) have been using a different voice model of sorts, also since day 1 of their launch. We'll let you guess what it is before we announce its introduction to AI2U’s global version!!


Thanks for adventuring with us during this Early Access journey! We know you're eager for more new gameplay features (When and What is Level 4??), so stay tuned!

...

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