麻雀一番街 - ohiin222

■UR Outfit Name: Swordsman's Nocturne・Fuwa Mahiru (CV: Natsuyoshi Yuko)

※'Treasure Bazaar' Event Duration: The end of maintenance on 2025/10/30 – 2025/12/8 04:59 (UTC+9) 

※Exclusive Outfits is available only when you obtain corresponding characters.

究极少女 阿尔特斯 - futureinvention

Dear Managers:

As a new game-studio, due to our lacked experience, the game UltraGirls Alters still has issues like bugs, lag, and delays that affect gaming experience since its launch. We sincerely apologize to all affected players!

Our development team is working urgently to resolve the following two issues:

  1. Potential lag, delays, and unresponsiveness when launching the game

  2. Texture rendering errors in certain scenes on specific graphics cards, and improved compatibility with more screen resolutions

We also plan to add a "2x Battle Speed" feature later, and will gradually optimize support for Steam Deck and controllers as much as possible.

Game Tip!

  • There are teleport points in some map scenes, located at the dorm elevator and the bus stop downstairs.

  • Except for early-story stages and BOSS battles, you can skip battles in regular battle stages by clicking the button at the bottom right of the Esc menu screen!

Some agents have reported issues with downloading the free DLC (HD Art Assets). After troubleshooting via Steam's backend settings, we’ve found a solution:

Right-click the game in your library, open "Properties – DLC tab," then check the box to install the DLC for a complete download. Download the base game first, then the DLC—total size is approximately 7.3GB. Once downloaded, access the folder path via "Installed Files – Browse."

The game is still in its launch discount period. Thank you sincerely for your attention and support!

If you encounter any bugs, please feel free to feedback to our team via community comments or email:

Official Email Address:https://futureinvention@163.com

20.11
Project: Num - Giant Enemy Crusader

Normal gameplay not enough for you? Well, here's something to change things up!


Main Game:
  • New Modifiers! And Lots of them.

    • No Ghost Tapping - Punishes you for hitting buttons when no notes are there

    • Dizzy - Makes the world go round 'n round (This makes maps stupid hard)

    • Fading Notes - Notes appear briefly and then disappear from sight before you have to hit them

    • Jumpy Notes - Notes approach in jumps instead of linearly.

    • Tight Timings - Halves your hit time window.

    • Mirror - Mirrors the left and right side, for left handed people mostly, has no effect on score.

  • New Expert Map! Reaching for the End, this one is hard!

  • Most settings now have tool-tips to explain their function now.

  • Improved the accuracy bar's look.

  • Added a timer bar at the bottom of the screen that shows your progress through the song.

  • No-fail now tells you how many times you would have died.

  • When rebinding, you can now see whether an input for a new bind is being awaited.

  • Removed options for maximized window and exclusive full-screen as they were causing issues, the 2 window options now are full-screen window (borderless), and windowed, which should work in all scenarios.

  • Adjusted Auto-rating, expect this to be continually fine-tuned.

  • Fixed: You can no longer drag the health bar (no, it didn't give you health)

  • Fixed: You no longer get a finish screen if you exit right after beating the level.

  • Fixed: Your keybindings are now saved properly.

  • Fixed: The window mode no longer gets reset when going into the song editor and back.


Editor:
  • Fixed: When saving a map after changing the difficulty, it now replaces the old one instead of making a second one. (Multiple difficulties per map coming some day)

Note: Semi-large updates coming every 2 weeks until the end of this year, see you all next update!

MoteMancer - CyanAvatar
MoteMancer took a very long windy road to end up in the aesthetic pipeline of today. I initially planned on the game being completely 2D, because it seemed logical for the camera perspective I was aiming for. There was a lot of promise in that direction, especially since I thought I could balance performance and aesthetics cleanly. But the best laid plans of mice and men gang aft agley.

Tilemaps and Terrain
I think I could have genuinely gotten away with using Tilemaps to solve the terrain in the game, but only if it was one plane, not 6. Keeping track of every single tile instance in the game using Unity's Tilemap system proved to be Very performance intensive, and ultimately not sustainable. I even had some really awesome early tests where I could prove non-repeating tessellation using tiles like this:

Ok, it's ugly, but I'm still proud of it mathematically

Alas the sheer quantity of tiles needed was not tenable, but it opened up a new avenue - 3D meshes for ground and all the interesting shader options that become available with that as a foundation.

3D Meshes with Sprites?
Mesh based terrain had a lot of upsides, it scaled nicely, it forced me to make chunks of terrain which was going to be needed anyway, it taught me that pointy-top hexes make flat-top chunks, which was just a fun "didn't see that coming" thing, that becomes obvious after you stare at it.



It does come with a major downside though - Meshes don't sort the way sprites do. Up until that point i had relied on the simplicity of vertical and horizontal sprite sorting, and Meshes introduced this new paradigm that had to be dealt with. It was easy enough at first, but I quickly realized that I needed to blend the two together in order to get clean coastlines. so now my sprites and meshes both needed rendering orders, but spatial depth orders as well.

It's pretty complicated, since sprites form the chasm walls and chasm tops to cover up the seams, you still need to build the tilemaps as if that's what you are using, but then throw them away once you've generated the baked sets. Plus you have to have different sets of rules for what types of shapes or intersections are allowed, much more nuanced than just the usual 64 options as discussed in the first Working with Bestagons. The benefit of this is we get to use multiple variants per shape, so we can mostly give the chasms the randomness we want, but the combinatorics of tops and walls help a lot to break it up.



What About Lighting?
Lighting is really rough at the moment, in order to achieve this pipeline we need both 2D and 3D renderers active, and both of those pipelines obey their own lighting paradigms. This is why if you walk up to the coastline, you might notice that the chasm edges get much brighter than they should compared to the terrain (one is 2D and one is 3D).

Delightfully, Unity 6.3 just announced their release with two super relevant updates - you can render 3D objects as 2D, and the lighting pipeline is completely exposed to manipulate inside shaders. Usually changing software versions on a live project is scary, but between a smattering of performance improvements and the two features above, it's going to be hard to ignore.

MoteMancer already does some really significant shader manipulation through stenciling and mask passes, I'm looking forward to seeing how the new upgrade will harmonize the rendering pipeline, which in turn should improve performance and aesthetics across the board.

Back to the lab! 🌿
~CyanAvatar
Project Vesperi Playtest - Last Praetorian Interactive
  • Updated scalability settings for improved performance and fidelity from Low to Epic
  • Production quality light and reflections bake for Station and Geyser Canyon levels
  • Adjusted environment art in Living Quarters
Tree of Savior (English Ver.) - TREE OF SAVIOR

Greetings, Saviors!
We would like to announce the details of our weekly maintenance.

\[KST] 10:00 to 12:00 (October 28, 2025)

\[EST] 20:00 to 22:00 (October 27, 2025)

\[SGT] 09:00 to 11:00 (October 28, 2025)

If you are curious about the details, please visit our website!
Full info : https://treeofsavior.com/page/news/view.php?n=3467

Apoth - lootlabgames

The long-overdue “updated demo” has finally been released!

Please note that this new demo is not compatible with the previous version.

There are far too many changes to list here—so just dive in and give it a try!

Play as long as you like, and let me know what you think.

进化岛:Jinhuadao - 闲卿752
上线可进化宠物:史兔螭、兔丑鸓、蜜树耕
Community Announcements - 트리 오브 세이비어
안녕하세요, 트리 오브 세이비어입니다.


2025년 10월 28일(화) 적용되는 업데이트 내용을 안내드립니다.



[h5]【업데이트】[/h5]
  • 서버 안정화 작업

감사합니다.
What The Flip?! - DigiPen
Bug Fixes/Patch Notes

  • Fixed an issue where alt-tabbing the game at certain resolutions would cause it to crash.
  • Fixed an issue where alt-tabbing the game at certain resolutions would move the gamespace out of view.
  • Improved performance on multi-monitor setups.
  • Fixed an issue where playing the game at certain scale sizes would cause game components to render incorrectly.
  • Fixed an issue where playing the game at certain resolutions would cause game components to render incorrectly.
...

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