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Indie games news, direct from the developers: www.indiedb.com
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WWW.INDIEDB.COMThe 18th Attic: Fear Awaits YouSteelkrill Studio, known for their knack for immersive indie horror, has just dropped a chilling new trailer for their upcoming game The 18th Attic - and it’s already sending shivers down the spines of horror fans. Set in the haunting stillness of your own home, The 18th Attic throws players into a deeply psychological experience where uncovering the truth means confronting the unknown. Your attic holds more than dusty boxes and forgotten furniture—it’s home to memories best left untouched… and the spirits tied to them. In this first-person horror game, players will use an old-school Polaroid camera to photograph the ghostly entities haunting their attic. Each snapshot unlocks a new memory, pulling you deeper into the mystery of who (or what) lingers in the shadows. What sets The 18th Attic apart is its unique stress mechanic. The more terrified and overwhelmed you become, the more the lines between reality and hallucination blur. Visual distortions, chilling whispers, and impossible movements will test your sanity .. and your survival. But there is hope: Your loyal cat companion which will help you and be by your side.Wishlist it on STEAM: Store.steampowered.com Prepare to confront your deepest fears and test your resolve and observation skills. Can you survive the loop and uncover the truth, or will the attic claim you forever? Climb up the Attic.0 Kommentare 0 Anteile 33 AnsichtenPlease log in to like, share and comment!
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WWW.INDIEDB.COMDay of the Rising Dead: Horror UnleashedDay of the Rising Dead is an analog film-style horror game where three survivors must battle their way through a planet overrun by the undead. In 1981, Man has fallen. As the day sets, the dead shall rise! Posted by Saikyo765 on Apr 23rd, 2025 Day of the Rising Dead is an analog film-style horror game where three survivors must battle their way through a planet overrun by the undead. In 1981, Man has fallen. As the day sets, the dead shall rise!0 Kommentare 0 Anteile 28 Ansichten
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WWW.INDIEDB.COMKeep It Running: Together BetaThe game is now officially in Beta (version 0.5.x), so the Closed Beta can begin.I've been able to get a lot of implementation, testing and fixing done the past week. Even did a 4-player stress test of the game yesterday with great success. Now with the game in version 0.5.0.4 it is officially in Beta with all major features implemented.Some of these features require further polishing and expanding upon still, but I want to get more feedback on the core gameplay before I accidentally make any wrong changes. The basis has to be near perfect, so I can build all the extra stuff on a solid foundation :)Let me know if you're a content creator and want access to the beta test!Bug reports and suggestions can be made either in the game's Steam Discussions forum or on our Discord.Discussions: Steamcommunity.com Discord: Discord.gg Update Panel:For the beta test I've added a panel to the main- and pause menu's so you can see what changed in the current version. In this screenshot you can also see the first bit of the updated Guide, which (hopefully) helps players with understanding the game mechanics:The Mine: I'm also still working on the Mine, which has been completely revamped. Now it's more of a simple maze with multiple connections and exits. The actual exit is randomized with the others boarded off: And the open exit, which spawns you back into the Factory: I still need to implement the chase mechanic. The Competitor will start chasing you as soon as you leave the main area where you spawn in: I also want to add some minigame to this main area, there is a reason the Competitor stole you away from the Boss after all! Perhaps a mining minigame which allows players to get a bucket extra coal? This could be a useful way to get more coal in case you run out of the coal that is in the Factory.The Demon: The Clockwork Demon is also mostly complete, I only need to add the final bit to its mechanic where it'll chase and kill the players after having destroyed all the lights in the Factory. Here you can see him mess with the Generator, it is possible to deter him from doing this with the lanterns, just like in the first game: That's all for now! Looking forward to your feedback and thanks in advance for helping improve the game <30 Kommentare 0 Anteile 63 Ansichten
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WWW.INDIEDB.COMDeep Dark Wrath: v3.0 Expansion UpdateI've gotten the full drive to finish all my main ideas for Deep Dark Wrath, and this expansion is the last one. Posted by CraftedCircuitry on Apr 22nd, 2025 Heyyo, CraftedCircuitry here! Gonna quickly dish out some updates on Deep Dark Wrath, and its future expansion update, v3.0! v3.0? What is it? If you haven't read my devlogs before, the idea was to follow the path Monster Hunter games usually do. Base Game Release > Events > Big Expansion > Events The final Events part(like v2.0 Depth Challenger) might not happen anymore, but the Big Expansion is something I'm steadfastly building up for. It's looking real nice so far so here's some GIFs of what is to come. You'll have access to new Moves and new Ways to Attack in this Expansion. Make sure to explore them all once you get to the Expansion after the 7th Oracle Appraisal! Of course, new Enchanted Cards, new Effects, and new Powers will be achievable with the Expansion. An idea I had before was to combine Cards with similar traits(Shadow, Fireballs, etc.) and give them like a Set Bonus when you have enough. Instead, singular Cards you can get do such combination on their own. New Types of Enemies will be coming to the Expansion! Outside of the usual tankier enemies and stronger attacks, new types of attacks will become more apparent and will need you to be ready to take on what's to come! Selected for Indie Assemble A quick little intermission, Deep Dark Wrath got selected to join the Indie Assemble Sale happening this early May! Still waiting on more details on the sale but if you've been on the fence on Deep Dark Wrath, that's the time you can get it! Expansion, will there be a Price? Unlike MonHun's Bigger Expansions being a separate release or a separate DLC, this is a Free Update. So you can just download it when it releases and you'll be able to get everything in the Expansion! However, it has been busy. I was hoping to get the update done by the anniversary, 2025 May 27th, but the outside stuff has been pretty hectic. So I'll be pushing the update for June. This should give me more time to let it sit and try it out more, and see if I can polish it as much as I can. This will be the final big update for Deep Dark Wrath, so I do wanna end this with the best I can do. That's it for now, this has been CraftedCircuitry signing off for now.0 Kommentare 0 Anteile 35 Ansichten
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WWW.INDIEDB.COMAstrumis - Survive Together Launch!After nearly three years of solo development, I’m proud (and slightly terrified) to announce that Astrumis - Survive Together will officially launch on Steam on the 26th of May 2025! 🎮💀 Posted by Tyci on Apr 22nd, 2025 The wait is almost over. 🕰️ After nearly three years of solo development, I’m proud (and slightly terrified) to announce that Astrumis - Survive Together will officially launch on Steam on the 26th of May 2025! 🎮💀 To mark the release date, I’ve put together a brand-new trailer, offering another look at gameplay. It dives deeper into the team-based terror, the growing tension, and the unexpected twist that turns cooperation into something far more unsettling. The game has come a long way since its demo release. Below are some before-and-after comparisons—notice the improved visuals, a more polished overall look, and a cleaner, upgraded UI. Playtests are now live on Steam—just hit the “Request Access” button on the store page to join in. Try the game early with your coop partner and feel free to share your thoughts after playing. 🧑🤝🧑 Every bit of feedback helps. If you’ve been following along, thank you—it truly means the world. And if this is your first look, welcome to the darkness. 🌑 Astrumis is all about sticking together, talking things through, and relying on each other when everything starts falling apart. Wishlist the game on Steam here! For more regular updates join the Discord here!Tycjan Woronko / Tyci0 Kommentare 0 Anteile 47 Ansichten
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WWW.INDIEDB.COMBleeding Deities: Launching April 30!Our 2D action-platformer is officially launching on April 30!!. Bleeding Deities, a metroidvania inspired by ancient Mayan mythology Embark on a journey through sacred ruins, battle powerful deities, and uncover the mystery behind the Baktun Stone. Featuring fast-paced combat, platforming, and rich lore—prepare to face divine wrath and rewrite fate. Posted by DutyOver on Apr 20th, 2025 Watch the official trailer for Bleeding Deities! A 2D action-platformer inspired by Mayan mythology. Fast-paced combat, epic bosses, and ancient secrets await. Love what you see? Visit our Steam page and WHISLIST NOW!!! 🔥🎮 STEAM PAGE: Store.steampowered.com Face formidable foes in epic boss battles that test your skill and strategy, offering a rewarding challenge and progression. Gather blood of your enemies to upgrade your equipment, enhancing strength and resilience. Equip powers gained from defeated deities, use them in combat and reach previously unreachable areas Navigate a nonlinear world at your own pace, unlocking areas and secrets that shape the unfolding narrative. Solve puzzles throughout the adventure, testing your problem-solving skills and unlocking new pathways. Defeat guardians of the temples in order to obtain temple keys and invoke the deity of each tribe, followed by an intense fight. Each defeated deity will reward you with a special power that you can equip, giving you access to new combat abilities and allow you to access new areas.0 Kommentare 0 Anteile 53 Ansichten
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WWW.INDIEDB.COMWarblade: Tribute New UpdateThe 1.1 release for Warblade: Tribute, with minor updates and consistency improvements! Posted by Kralich/David on Apr 19th, 2025 Hey everyone! This is a small tidying-up update for Warblade: Tribute that adds a few extra additions. This update was planned to be larger, but was instead sequestered into a future mod - read on for more, or download here! The Next Chapter For Warblade Modding Warblade: Tribute is a mod I originally planned as a one-and-done, with some room to grow if I wanted in Warblade modding. This ended up coming to fruition with Deluxe Galablade and other mod ideas that have come about. Tribute, as a mod on its own, was trying to be a lot of things - a "definitive patch", "curiosity mod", and in part, a Warblade 1.5, merging in some Warblade 2 graphics. This is still its core identity, but I had planned to make it even more Warblade 2 focused - including replacing original aliens with Warblade 2 ones. I gave it some thought, and decided that idea was more fitting for its own mod - I'm still workshopping a name, but the plan is one which will go all-out integrating music, SFX, graphics, and more from Warblade MK II. Tribute will remain a mix-up largely trying to be a refresh of the original game, whilst this new mod will hold nothing back and replace many original elements to create this inbetween vision. No ETA on that as I've not yet started work on it, but it's in the pipe! For now - a small set of changes to Tribute. It was hard to dig even these ideas up, and so this might end up being Tribute's last proper update, but if more comes to mind then this mod will be updated once again. Without further ado, the changes! Changelog -Made secret shop icon background consistent with other items -Made the "bullet" and "speed" icons in the memory station red for consistency with other icons -Replaced rocket alien with Warblade MK2 remastered equivalent -Replaced copied borders with more variants derived from MK2 presentation videos -Modified .exe icon with Warblade MK2 ship -Updated Player 1 and Player 2 pac files. These are now being shipped as addons as opposed to being in the main files section, and can be found below: Closing Thoughts And that's all for the 1.1 update of Warblade Tribute! A few neat updates here, some of which will be repurposed for the standalone Warblade 2-themed mod coming at some point in the indeterminate future. If more comes to mind for this mod, more updates may land - for now, keep your eyes peeled for more Warblade mods!0 Kommentare 0 Anteile 54 Ansichten
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WWW.INDIEDB.COMBefore Arthur: More Features, More FunTime for an update on some of the new features I've been working on for "Before Arthur"... Posted by Lady_Ashwood on Apr 18th, 2025 More Features...More Fun Update! Hello lords and ladies, this update cycle I've been focused on adding more <hashtag>fun to the game world, this includes more player adjacency, more game "feel", more world interaction, and added features to bring the world to life and increase emmerion. As always any images or gifs should be considered a work in progress. Feasting! First we have added a way for the player to host feasts in their kingdom. Feasts in medieval times were a great way for the nobility to reward loyal subjects, increase loyalty or engage in intrigue and scheming. In this game, feasts are a great way to gather your vessels in one location, improve relations with those attending (provided the feast wasn't terrible) or carry out possible murder plots on drunken subjects! Wolf Attacks / Hunting While exploring the wilds you may now run across some hungry wolves looking for their dinner - You! The number of wolves and their spawn locations are randomized in each new game, but the population of wolves will increase overtime if two wolves of the opposite gender mate. We have also added archery and arrow firing so you can take down animals from a safe distance. I plan to add more hunting animals later such as deer and bears. Note: I still need to add a hit animation to both the player and the wolves when hit, and an animal charge if under attack. Weapon Speeds Matter I've changed how weapons "feel" based on their weight and speed ratings, so heavy weapons now attack slower than lighter ones. This isn't simply a visual thing, but also effects when a "hit" is registered. Eating Food The player can now eat food from their inventory which increases their health and lowers their hunger. I've added some very "work in progress" eating animations and sound effects and am currently working on a food cooking mechanic. Reading Books On the subject of work in progress animations, I've also added a player reading animation along with a progress bar that will tell you how much of the book is read. Writing Letters / Poems Once the player has unlocked the right technology they may purchase a writing desk for their manor. At the desk the player will be able to send personalized messages and poems to their vessels, or lords they have met during the game. The writing options and tones available will depend on the players personality traits, honor or even their current mood. Each time you send out a letter the style used can also be received differently depending on the receivers personality and mood. Technology Research I've finished adding over 40 new technologies to the game that can be researched via a tech tree (UI work in progress), these technologies can unlock new buildings, features and weapon types, or they can provide boasts to resource production. Both the player and the AI factions will research these technologies over the course of the game and falling too far behind could spell disaster for your kingdom. The amount of research points each kingdom produces can be increased by building / conquering new cities, or building scriptoriums and monasteries. Building Forts (WIP) Although the player was able to build villages before, we hadn't yet unlocked the fort building mechanic until now. Once the player researches the right tech they will be able to create castle holdings that allow the construction of fortresses. A fort will allow you to train better troops, as well as help protect your borders from attack by rival factions. Perma Death Once the health bar is empty, your character will now die properly. Upon death the game checks if you have an heir that can continue managing the kingdom, if not your game is over! Thats all for now. As always, please Wishlist - cause wishlisting is cool :)0 Kommentare 0 Anteile 49 Ansichten
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WWW.INDIEDB.COMPolly’s Gone announced for 2025!Polly’s Gone – Tactical Sheep Shooter Announced Polly’s Gone is a newly announced indie RTS-shoot’em up where a brave flock of low-poly sheep takes up arms to find their missing companion, Polly. Players will face off against waves of wolves in a mix of fast-paced action and strategic squad management. The game features two core modes:Story Mode50+ handcrafted level with one-shot sheep and escalating challenges. Survival Mode Upgrade your lone sheep and survive 10 minutes on a wolf-infested island. Polly’s Gone is being developed solo under the name Murek Games Studio, with a planned release on PC and Mac in late 2025. 🎮 Steam page: Store.steampowered.com Beware of the lambs... they no longer silence, they shoot back.0 Kommentare 0 Anteile 74 Ansichten
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WWW.INDIEDB.COMChoo Choo Survivor 2Choo Choo Engineers! Matters are getting worse and the zombie hordes are becoming more powerful and continuing to mutate. More cities have fallen and survivors are becoming fewer in number. In Choo Choo Survivor 2 it is up to you to rescue as many survivors as you can.Fortunately survivors are survivors for a reason, they never give up! So far your people have managed to bring back online two locomotives; an SD40 and an FP7, both reliable diesel electric locomotives from a previous era. They’ve taken inspiration from another Choo Choo Engineer from about a year ago who had restored a KiHa 183 and fit laser beams on it!Currently your people have managed to develop some awesome auxiliary systems;A lightning rod that calls down lightning from the sky damaging everything in a radius and even stunning zombies. Chainsaws and a chainsaw drones that continuously circle your locomotive with a chance to instantly kill any zombie struck. Flamethrowers that incinerate everything in their path and one of your people has even established contact with an ancient sleeping dragon named Boba. Even Boba is horrified at what has become of the world and is keen to help you! Shurikens and a bouncing saw blade that are truly deadly. Ancient Ninja tech at its best! And of course the classic upgradeable cow catcher, but this time your people have managed to also install a machine gun that fires forward with exploding bullets! As you gain more victories against the zombie horde your people will surely develop more impressive auxiliary systems. A terrifying new zombie was sighted recently that explodes on dying. The only solution seems to be to blast these zombies as soon as possible or drive past as fast as possible! Fortunately there seem to not be too many of them and sightings are not that common. Cabooses and carriages are not easy to access but fortunately some survivors have managed to keep these operational and use them as safe houses. Stopping to attach their carriage is a great idea and they are able to benefit your journey immensely. The zombies and monsters seem to be under some sort of control and have erected a bizarre dungeon like structure and there another ancient and horrifying creature has taken it as its home. A beholder it seems that fires a laser beam from its eye. This horrid creature has destroyed many a train and many Choo Choo Engineers have met their demise before it. Defeating this creature though will allow you to gain an auxiliary system from a past defeated train. Some survivors are doing their best to group together and stay alive and on your journey you are likely to find their home and shop! Buy an auxiliary system, resources, or hire survivors to support them and yourself. A large powerful monstrosity must be defeated at the end of each run. Where these terrifying creatures are coming from is not clear but some have noted that a container with markings “RAINCOAT” can be seen not far away from them. Select your journey wisely and proceed carefully. It’s up to you to save what is left of humanity. Note from Dev:Wishlist Choo Choo Survivor 2 on Steam and join the playtest to have your say. More content will be coming to the playtest over the coming weeks for you to experience and enjoy!Best of luckGTGD0 Kommentare 0 Anteile 87 Ansichten
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WWW.INDIEDB.COMALTERA - New Map & Other Changes!We’ve worked hard over the past months, and it’s time to share some exciting progress with you. From a brand-new map to new weapons and facilities, the world of Altera is growing and we're getting closer to the upcoming public playtest. Let’s dive into what’s new and what’s coming soon! New Weapon: Wooden Bow The wooden bow is one of the simplest weapons available early in the game. It’s silent, perfect for hunting, and can also serve as a deadly weapon against humans. Arrows are now a separate ammo type and can be either crafted or purchased from traders. Characters We’ve optimized our human characters to make them much more performance-efficient while maintaining high visual quality. New Map We’ve dedicated a significant amount of time to developing a new map, which will replace the Haven map. Like Haven, it features an island setting — but this one is much larger. While Haven was 4 square kilometers, the new map is four times bigger at 16 square kilometers! Our goal was to make exploration even more exciting and to give players a constant sense of scale. We first focused on designing and testing the layout to ensure that the vast scale feels natural and that exploration aligns with our sandbox game vision. Once we were satisfied with the flow, we moved on to foliage distribution, using procedural generation to create diverse landscape layers and sub-biomes.We’ve also replaced the old biome with a completely new one. The new island is covered with expansive pine forests, ranging from lush, mossy woods to drier, sparser areas. Overall, the new map will look stunning — towering mountains, deadly high cliffs, sprawling valleys, dense forests, and breathtaking distant views. We’ve carefully analyzed every aspect of the old map to improve immersion and make the world of Altera feel even more alive and exciting.Another highlight of the new environment: massive terraces and cliffs, which are not only visually impressive but also hint at the future climbing mechanics we plan to introduce! These improvements will elevate the visual quality of the environment, while system requirements are expected to remain the same. New Starting Base We’ve created a brand-new starting base, larger than the previous one. It will serve as a starting point in the game. Starting base layout (WIP!) New Facilities We’ve designed the visual style of several new facilities and are currently working on their technical implementation. Here’s a sneak peek at some of them! Wood storage Workbench Portal Dungeons We’re also developing a new version of the portal dungeons. They now feature environments filled with unfinished buildings, adding new atmosphere and challenge to these areas. Save System The save system has been updated to use local storage instead of saving directly to the cloud. This ensures that your data is reliably saved, even in case of network issues. Don't worry — Steam Cloud support remains in place to keep your saves safe and backed up. Additionally, the save system has been expanded to include more game components. The following states are now saved: Sky and weather conditions. Built facilities and structures. Permanent containers placed on the ground. We’re getting closer and closer to the upcoming public playtest on Steam! We can't wait for you to dive into the world of Altera, explore everything we’ve been building, and share your impressions with us! Full list of changes: Reimported and optimized human characters. Optimized human hair quality on setting below Epic. Fixed visual bug with the extreme closing deformation on low and medium settings. Animation: Improved crouch state. Animation: added movement transition states. Implemented wooden bow. Enhanced weapon recoils. Updated AI cover system. Improved AI peeking animations. Fixed bug when units were spawning on top of the buildings. Replaced the old map with a new 16 square km terrain. Created the new starting base. Designed starting area of the map. Designed models for the workbench, wood storage, wood oven, and portable flame heater. Developed procedural setup for the upcoming version of portal dungeons. Updated save system to use local storage. Implemented Steam Cloud Support. Implemented and tested DLSS 4.0 Kommentare 0 Anteile 82 Ansichten
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WWW.INDIEDB.COMViscerafest Is Out Now!!!Regardless, there are some initial things to keep in mind. First! Your save data with older builds will not be compatible with the full release.This is because the game, from top to bottom, has undergone a substantial faceliftwith virtually every system, mechanic, weapon, enemy, level, etc, etc, etc...being subject to a cacophony of change.So many changes have been made, in fact, that there is no possible way we could ever dream of cataloging it all. But to give you a very, very, very... truncated rundown of the changes... Every weapon has been rebalanced and received significant visual updates along with major mechanical changes. Every enemy has been rebalanced and received significant visual updates along with several enemies receiving new attacks. Brand new enemies have been introduced into the already existing chapters. The gore system has been reworked. The tutorialization has been reworked. The pacing of enemy and weapon reveals across the campaign has been heavily altered. There's new story dialogue. Most of the levels have been completely remade. And believe me, I could keep going...None of this even touches the brand-new chapter, the updated hub space, the now functioning shop! The now existing Lorebrary and Bestiary!!! There is so much just within the realm of what technically already existed in the early access build that has been updated and changed that the game is radically better, overall much more refined, and basically... just a brand new experience. Even if your saves were compatible, you would definitely want to replay the game from it's start because in not doing so you would be missing out on so much. But then! We get to what's actually new! 12 new enemy types! (not including the new enemies introduced in chapters 1 and 2) 3 new boss fights! (Not including... actually never mind... Pretend I said nothing :3 ) 8 new levels! 30 Gameplay Modifiers and Cheat Codes you can buy using Skullies and play around with when replaying levels! The Lorebrary, where you can read up on the game's universe! The Bestiary, where you can read up on its critters! So yeah! There's a lot that's in store for you! And we really hope you enjoy the efforts of our sleepless nights. Additionally, we do, in fact, have another brand-new feature worth noting...Narcolepsy ModeDid you find Viscerafest too hard? Even on the easiest difficulty setting with the assist options turned on? Do you have no shame? Are you so coddled that you cower in the face of moderate pretend adversity? WELL THEN HAVE I GOT NEWS FOR YOU!!! We introduce to you... NARCOLEPSY MODE!!! An even easier easy difficulty setting with extra ammo pickups and enemies so pathetic it's almost merciful to put them out of their misery! Enjoy pretending that Viscerafest is, in fact, meant to be played like Doom and enjoy mindlessly blasting foes!!! Or, ya know... be a cool way to break your little kiddos into gaming or whatever, that too.Please NoteSo, those of you who have actually been following us relatively closely will know that lifeand circumstance have not treated us kindly. This release date of April 14th was unshiftable, Viscerafest needed to come out today.Now, Viscerafest is content complete, but there are several things we wanted to finish before release that we have been unable to. First... Let's talk about the elephant in the room... The OST John S. Weekley was going to compose the music for Viscerafest chapter 3, and a good chunk of that music is *almost* done. But last month's life circumstances saw Johnhaving to put his work on Viscerafest on hold, and as such, the OST for the game's final chapterwas not completed in time for this release. For chapter 3, none of the current music fits the tonewe were striving for, and as such, chapter 3 is pretty musicless, save for a few key moments.We will be striving to keep folks posted on what's going on with the OST, and we hope to add itin as soon as possible, but for the time being all we can do is wait until life calms down for John.The Hub Chapters 1 and 2 are still using their early access sub-hub variants, we wanted to update these before release, but we did not have the time. As such, whilst they function perfectlyfine, they are a little uglier than their respective chapters are now. We hope to rectify thisfairly quickly, and the updates to these will likely be coming in about 2 to 3 weeks.C2L7 - Arche Ascension Chapter 2's finale has received several updates, but its updates were not able to be completed in time for the "Full" release. The levels more than playable and honestlyprobably in better shape than it was in the early access phase, but understand theopening of the level is visually a little rough if you pay too close attention, and we'llbe cleaning her up and making her as pretty as the rest in the weeks to come.Chapter 3 - Static Story Moments There are a number of in-game story moments in chapter 3 that are... well... a little less visually interesting than we wanted them to be. There's some spice to those momentswe did not have the time to add, and this is yet another thing we will be looking to fixup in the coming weeks.The Ambient Audio Bug There is an infuriating issue we were not able to address prior to release where sometimes when you hit a transitional point for a levels ambient audiothe ambient audio just... does not play. Again, we'll be working to fix this asap.Enemies Having a Seizure Another issue that cropped up like... 2-3 weeks ago? Enemies now hate slopes and weighted surfaces now for some reason, and traversing them causes the enemiesto vibrate with intense rage. Functionally, this doesn't have much impact gameplay,but it looks dumb and I hate it. In addition sometimes enemies might... just... kind of...wobble in place, jittering their walking animations, again.... both of these issues arethings we will be aiming to address as soon as possible.Flying enemy pathfinding There are a couple of doorways in the game where flying enemies just make... bafflingly daft navigational decisions. Yeah... we'll be working on that.Some U.I. Jank We wanted to give some of the menu's a bit more love before release but... yeah... you know the drill. A couple of the U.I. elements are a bit ugly, which... I mean... wasalso the case in early access but we wanted to fix that before the game came out.Needless to say, we will be fixing now that the game is out.And Probably MoreThere are no doubt many more issues I have not cataloged above, and if you come acrossplease report them in the Steam forums, or... far more preferably, our discord server,which you can join here.Link: Discord.ggI will likely be making another post within the next few days, updating everyone on the situation,and walk out our post-launch goals in a bit more detail, but for now! Thank you so much foryour support; we really hope you enjoy our game! And as always...May the Lord bless you, keep you, and make his face to shine upon you.God Bless you, and have a wonderful day!From,Noah Dickinson0 Kommentare 0 Anteile 120 Ansichten
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WWW.INDIEDB.COMDustgrave's Update 0.6After a couple of months of hard work, we released a new major update for Dustgrave! This update features new content, new mechanics, dozens of fixes, and many quality-of-life improvements, including a lot of changes made based on your precious feedback! Major Changes Added Dynamic Quest Events on the Map. While travelling you will now find dynamic locations popping up, with many of them offering short quests. We will keep working on this feature in the next weeks by adding new variants and events. While in combat, Action Points spent on movement will give a certain amount of Movement Points that can be used freely, meaning that a character with 15 Movement can first engage an enemy spending 1 AP and crossing 7 tiles, kill the enemy, and then move another 8 tiles at no cost. All characters now have some free movement at the start of their turn. When starting a new turn, all characters will have 50% of their Movement available for free, without spending Actions Points. We made this change to improve the game's balance and make Melee builds more effective, so that enemies can be engaged without spending APs. Statuses like Slow and Speed are now more impactful, since movement is not longer exclusively tied to APs. Added Minimaps in Levels and on the World Map. Many people asked for this, to better navigate the world or the many levels, and we've been able to finally implement both features! Completely reworked the Equipment and Inventory UIs, creating a New unified UI for Inventory and Equipment, making changing equipment and comparing items much easier and faster. Reworked Knockout and Assassinate mechanics! Now you can sneak around and try to stun or kill NPCs without entering in combat. There is a success probability based on the difference between the party's and the target's level. It is now possible to travel to the map anywhere in levels, a change many people asked for! This functionality is blocked when there are alerted NPCs, or when the player is committing heinous crimes, but in general it should drastically reduce the time spent walking around. Removed the Durability mechanic that had become obsolete. Now that we have a better control over loot, balancing, and power scaling, having broken items is no longer necessary to prevent players from acquiring overpowered loot. Changes and Improvements High-tier weapons now require a minimum level to be equipped. Added a new UI piece in combat to show more data when hovering allies and enemies. Added several new dialogue lines to improve NPCs reactivity to world events. Exploding Infested enemies now have a much more reasonable amount of Health Points. Improved NPCs reactions to crimes, theft and murder in particular, to avoid stupid or gamebreaking behaviors. Prisoners will no longer scream at you for looting their captors' bodies, and everyone in settlements will react to criminal activities more consistently. Changed the Exit Menu button in the UI to occupy less space and fit near the new Minimaps. Changed the marker used for the party on the map with a new icon. Improved the looks and clarity of several UIs. Added an option to auto-skip to another character when the current one has movement left but no Action Points. Added an option to auto-end the turn when no character in the party can do any action except for moving. Reworked several UI pieces, tooltips in particular, to be easier to read. Added a pop-up appearing when the player tries to quicksave, but saving is not possible. Added an hotkey to quickly dismantle items. Quick Save and Quick Load hotkeys can now be customized. Unified the Attributes and Talents Panel. Improved barks performances to reduce stuttering in larger settlements. NPCs will now get a temporary modifiers to relationships when you do good or bad things to them, to simulate their change in disposition according to your actions. After kicking out the player for trespassing, NPCs will now reset their trespassing-related patience, instead of being immediately triggered when seeing a new trespassing incident. Added a new dialogue option that can be used to ask if the NPC has a rumor to share. It can be used to learn more about major events in the world, many of which could be connected to quests the player can take. This option will be further expanded in the future. Changed how NPCs get alerted when a combat start, so that distant enemies are no longer alerted. Added new UI sounds to existing UI pieces or where they were missing. Greatly smoothed character movement and slightly improved pathfinding. Added a cool sound for upgrading items. Bugfixes Fixed some null references appearing on the World Map that could potentially destabilize the game and lead to strange behaviors. Push, Pull, and Flanked will no longer be listed as active Status Effects on affected characters. Fixed an issue with pathfinding in Baitay leading to framerate drops. Fixed several issues related to fights not starting as they should, especially when fighting with parties met on the World Map. Fixed an issue with Ranged NPCs that would lead to extremely long delays during their turn. Fixed some furniture pieces being in the middle of rooms. Fixed an issue with some Major Quests not spawning due to the lack of proper dynamic locations they needed to initialize. Fixed an issue with some Quests not closing properly due to data inconsistencies. The blacksmith in Villa Mari is now a trader, as intended. Fixed an issue with floating texts in combat showing status effects multiple times. Fixed a blocking issue which prevented loading the world map properly. Knocked Out characters will no longer prevent fights from ending. Roofs will now stay hidden more reliably while exploring. Prevented several edge cases in which dialogues won't activate, leading to minor or major issues in quests. Prevented a few edge cases in which rescued prisoners could turn hostile. After being caught trespassing, the party is now kicked out of the building once again. Improved AI responsiveness in combat to avoid some scenarios in which it could take a few seconds for some enemies to act. Allies and Enemies will now more reliably enter in combat when close enough. Fixed several cases in which crime-related records weren't applied as intended. Fixed the party's marker on the map not rotating as intended. Status VFXs now are properly removed when a fight ends. Crime-related dialogues are now more reliable and contextual, since a bug preventing specific branches to appear was removed. The Join Faction quest now has proper name and description in the Journal. Fixed an AI issues that made ranged NPCs take a long time to decide what to do in combat. Fixed an AI issue that prevented NPCs from properly moving around the settlement after witnessing a crime and alerting other people. Fixed several typos and grammar issues. Non-alerted NPCs will no longer have a red indicator under their feet. Fixed an issue related to flanking that sometimes blocked movement for playable characters. Fixed several location spawn positions that were spawning levels below the ground on the World Map. Fixed an issue with Faction relationships not being properly shown in dialogues. Fixed some containers that would spawn invisible, preventing proper looting. Or donations. But you never even thought about donating stuff to NPCs. Why would you do that? This world gave you nothing for free, and you deserve everything you earned, bought, or stolen. It is now possible to attack people that are sitting or sleeping. Fixed some visual issues on tutorials. Fixed missing icons for destroyed settlements. Saves are now less likely to be blocked by events. Shields are no longer categorized as weapons while using inventory filters. Fixed markers rotation on the minimap having a wrong offset. The bug reporting tool now has a proper pop-up indicating that files are being processed and sent. Maps inside locations are now clearer and no longer show buildings' furniture. Thanks for your support!0 Kommentare 0 Anteile 122 Ansichten
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WWW.INDIEDB.COMTHE DESCENT VR DemoNew demo is live! Experience high-quality PCVR horror. Dare to descend?0 Kommentare 0 Anteile 155 Ansichten
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WWW.INDIEDB.COMUpdated Trailer for Shadey's QuestExcited to share a bunch of new stuff, featuring all-new trailer! Posted by CoolShade on Apr 16th, 2025 Hi there. I have been hard at work, bringing new art and gameplay into Shadey's Quest. Really excited to share it with you in the new trailer: Shadey's Quest is an autobattler roguelike featuring character building, where you help a cute monster called Shadey on his journey to defeat the fearsome King of Shadows. In this game you have to guide Shadey through the hand-drawn fantasy world, help him out in combat (Shadey fights on his own, but sometimes you will have to target him at the most dangerous foes), feed him to raise his stats and gather potent equipment for him to make him even stronger. Trailer is not the only thing I have updated. You can check out the game (and add it yo your wishlist) here!0 Kommentare 0 Anteile 135 Ansichten
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WWW.INDIEDB.COMDueler's Providence update4/14/2025 Changelog: Brute, Quickstep, Underground Level. Posted by providence_dev on Apr 13th, 2025 -A third underground level for the new brute enemy -A brute enemy that swings a massive greatsword with ease. With a slow but unstoppable combo, players must sneak in attacks in between his swings. Beware of the backswing! -Quickstep!! Press Q or E to trigger quickstep, which is a high stamina move that unconditionally evades an attack if timed properly. Players can use it as a desperate last act in the end of a fight, or use it sparingly to scout out unfamiliar enemy movesets. -Tutorials with better UI and the updated character models, set in a "dreamspace". A special tutorial for fighting dual wielding enemies -Checkpointing now live. Given the long level 2, we added generous checkpoints in the level. We reblanced player and enemy stats to be more challenging to compensate. Checkpoints are meant to be forgiving, but players must master game mechanics to progress. -CutScene Guidance! We added opening cutscenes to each level to guide the player through the levels.0 Kommentare 0 Anteile 145 Ansichten
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WWW.INDIEDB.COMStygian: Outer Gods | Early AccessGreetings ladies, gentlemen, and any eldritch entities watching us from the void! Posted by FulqrumPublishing on Apr 14th, 2025 The skies have darkened, and an eerie silence blankets the land. Something stirs beneath the surface — ancient, unknowable, and beckoning. As the veil between worlds grows thin, brave souls are now called to step into the unknown. Stygian: Outer Gods emerges from the void and enters Early Access, offering a glimpse into the madness that awaits. The story doesn't end, it has only just begun. We are glad that we safely made it up to this part, which is largely thanks to you, our beloved community. Your participation in the Open Beta and your feedback were invaluable and we can't thank you enough for it. We would love to invite every single one of you to the Stygian: Outer Gods Discord where you can not only chat with other players, but also submit your videos, share your fan-art and, of course, report any bugs or issues you might encounter.Throughout the Early Access period, we aim to add plenty of new content, such as additional locations, characters and quests, weapons, abilities, enemy types, and boss encounters. Besides that, we are planning to record more English voiceovers, and to expand localization to include French, German, Spanish, Brazilian Portuguese, Russian, and Simplified Chinese subtitles at full launch. If the development goes well, we might add the localizations even sooner, but let's not get ahead of ourselves.We will be monitoring the Steam forums regularly, so don't hesitate to share your thoughts here as well!Stygian: Outer Gods also has a launch discount, that means you're able to get it with 10% off, but only if you make the purchase within the first week since today's Early Access launch.If you want to support the game even more, there is no better way than writing a positive review, as it helps other players to see not only the game itself, but also opinions of other people.Once again, thousands of thanks to every single one of you!Now, let the madness begin and let's dive into the Stygian: Outer Gods worlds together!0 Kommentare 0 Anteile 135 Ansichten
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WWW.INDIEDB.COMSheva is now outwhat if classic fighting games were turn-based? Sheva. Posted by Benelisha on Apr 8th, 2025 Development started with this idea: what if classic fighting games were turn-based? That question led us down a bit of a rabbit hole but over several months the concept evolved into Sheva Sheva is a card-based fighting game where both players act simultaneously in strategic 1v1 battles. Predict your opponent, adapt your deck, and master the chakras as you refine your skills with every run. We just launched the Steam page and trailer, and while there’s still a lot to do, this feels like a big step for us as a tiny two-person team. If you’re into roguelites or card-driven dueling systems, we’d love for you to check it out. And if you want to try it early, we have some Steam keys available—feel free to reach out. Steam: Sheva on Steam0 Kommentare 0 Anteile 156 Ansichten
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WWW.INDIEDB.COMCosmic Fear Demo Is Out Now!Dear Lovecraftian horror enthusiasts, I am thrilled to announce the release of Cosmic Fear DEMO during this Lovecraftian Days Steam Event!Check it out and share your feedback - I’d love to hear your initial thoughts! Cosmic Fear is a story-driven first person horror adventure connected to the previous games The Land of Pain and The Alien Cube, which you can grab on sale right now. The game blends atmospheric exploration, Lovecraftian horror, and stunning visuals to create an immersive experience. Dive into a world filled with a unique sense of dread and fear, navigating dangerous environments where every shadow holds a potential terror. You play as an investigator of paranormal events and ancient mysteries. You've been delving into strange phenomena happening in different parts of the world, uncovering intriguing connections. Now, recent events in the nearby forests have captured your attention. You feel that these occurrences might be part of a larger, more sinister puzzle. As you turn your gaze to the stars, you can't help but wonder: what secrets lie hidden in the unfathomable depths of the cosmos, waiting to be uncovered?Dive into a story filled with mystery and terror, drawn from the darkest corners of Lovecraft's mind.Ready to face the unknown? More news about Cosmic Fear are coming soon! Make sure to add the game to your WISHLIST and follow it here on Steam to always stay up to date! While you get ready to step through the gates of insanity, follow me on social media for the latest updates, and subscribe to the newsletter to join the beta testing program.0 Kommentare 0 Anteile 118 Ansichten
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WWW.INDIEDB.COMBlack One: Blood Brothers - Update 1.53It’s time to dive deep into what’s waiting for you in Black One Blood Brothers Early Access Update 1.53. This update isn’t just cosmetic—it brings powerful improvements to gameplay and immersion, many of which come directly from your feedback. So keep it coming. Posted by HeliosStudio on Apr 15th, 2025 Greetings, Operators.It’s time to dive deep into what’s waiting for you in Black One Blood Brothers Early Access Update 1.53. This update isn’t just cosmetic—it brings powerful improvements to gameplay and immersion, many of which come directly from your feedback. So keep it coming.German Language SupportFor the very first time, the game is fully available in German. This marks the beginning of Helios’s global localization plan, with more languages to be added in version 1.0 at the end of Early Access.Tactical Depth, ReinforcedYou asked—Helios delivered.You can now synchronize shots on multiple targets in real-time. Simply mark your enemies, and they’ll be automatically assigned to the nearest Operator with a clear line of sight. All that’s left is to give the signalThis system allows for faster, more fluid decision-making without opening the TacMap, enhancing your squad’s tactical efficiency and your immersion.Combat Improvements Across the BoardThe Aim Down Sight (ADS) system has been reworked for a smoother, more responsive experience.Visual issues with certain sights? Fixed.The recoil system has been overhauled for more realistic handling.And thanks to a new automatic leaning system, your Operator now adapts dynamically to cover—no extra input needed. Peek smarter, move smoother.New Cosmetics & GearDress your squad for the mission:New weapons, camos, accessories, and equipment inspired by Eastern European military forces are now available.These additions add new depth to your squad customization, giving you even more ways to make your Operators your own.The full patch notes are available below.As always, your feedback is mission-critical—drop your thoughts in the comments.Stay sharp.—Kane, out.PATCHNOTEFEATURED- Addition: Synchronized shot- Addition: German Localization- Addition: Eastern Forces Firearms and accessories- Addition: Eastern Forces gear and clothing- Overhaul: ADS system- Overhaul: Shooting Animation and Recoil System- Overhaul: First-person weapon arm animations- Overhaul: Automatic leaning system- Overhaul: Weapon Skin- Overhaul: Sound design for each suppressed gunshot in semi-auto mode- Overhaul: Face camouflage face paint- Overhaul: All Ghillie Suits have every available camouflage pattern- Addition: 7 new camouflages for all gear and clothingWEAPONS AND ACCESSORIES CONTENT - EASTERN FORCES- Addition: Firearm - Assault Rifle - AS-Val- Addition: Firearm - Assault Rifle - AC 107- Addition: Firearm - Handgun - MV-443- Addition: Firearm - Sniper Rifle - AVD Dragon- Addition: Firearm - Submachine gun - MIC-10- Addition: Barrel - AS-Val - Assault I- Addition: Barrel - AS-Val - Assault II- Addition: Barrel - AS-Val - Assault III- Addition: Barrel - AS-Val - Assault IV- Addition: Stock - AS-Val - Regular- Addition: Stock - AS-Val - Assault- Addition: Stock - AS-Val - Recon- Addition: Magazine - AS-Val - 20 rounds- Addition: Magazine - AS-Val - 30 rounds I- Addition: Magazine - AS-Val - 30 rounds II- Addition: Magazine - AS-Val - 30 rounds III- Addition: Magazine - AS-Val - 30 rounds IV- Addition: Magazine - AS-Val - 100 rounds- Addition: Cover - AS-Val - Regular- Addition: Cover - AS-Val - Assault- Addition: Cover - AS-Val - Ops- Addition: Cover - ArK 47 - Assault- Addition: Handguard - AS-Val - Assault I- Addition: Handguard - AS-Val - Assault II- Addition: Handguard - AS-Val - Assault III- Addition: Handguard - AS-Val - Assault IV- Addition: Magazine - ArK 47 + AC 107 - 30 rounds- Addition: Magazine - ArK 47 + AC 107 - 30 rounds II- Addition: Suppressor - ArK 47 + AC 107 - Assault- Addition: Cover Rail - ArK 47 + AC 107- Addition: Sight - Reflector - OKV7- Addition: Sight - Reflector - OKV7 II- Addition: Sight - Reflector - OV-A8- Addition: Sight - Reflector - Cobra Gen 4- Addition: Sight - Magnifier - EasternINVENTORY AND CLOTHING CONTENT - EASTERN FORCES- Addition: Helmet - Balistic- Addition: Helmet - Balistic II- Addition: Helmet - Beret- Addition: Face - Gas Mask I- Addition: Face - Gas Mask II- Addition: Face - Balaclava I- Addition: Face - Balaclava II- Addition: Face - Balaclava III- Addition: Face - Balaclava IV- Addition: Face - Balaclava V- Addition: Glasses - Balistic- Addition: Tactical Groin - Protector I- Addition: Tactical Groin - Protector II- Addition: Tactical Groin - Protector III- Addition: Headphones - Operator I- Addition: Headphones - Operator II- Addition: Pants - Tactical I- Addition: Pants - Tactical II- Addition: Shirt - Jacket I- Addition: Shirt - Jacket II- Addition: Shirt - Jacket III- Addition: Shirt - Tank Top- Addition: Shoes - Tactical- Addition: Shoulders - Protector- Addition: Vest - Operator I- Addition: Vest - Operator II- Addition: Vest - Rebel I- Addition: Gear Vest - Operator I- Addition: Gear Vest - Operator II- Addition: Gear Vest - Operator III- Addition: Gear Vest - Operator IV- Addition: Gear Vest - Operator V- Addition: Gear Vest - Operator VI- Addition: Gear Vest - Operator VII- Addition: Gear Vest - Operator VIII- Addition: Gear Vest - Operator IX- Addition: Gear Vest - Operator X- Addition: Gear Vest - Operator XI- Addition: Gear Vest - Operator XII- Addition: Gear Vest - Rebel I- Addition: Gear Vest - Rebel II- Addition: Gear Vest - Rebel III- Addition: Gear Vest - Rebel IV- Addition: Gear Vest - Rebel V- Addition: Gear Vest - Rebel VI- Addition: Gear Vest - Rebel VII- Addition: Gear Vest - Rebel VIII- Addition: Gear Vest - Rebel IX- Addition: Gear Vest - Rebel X- Addition: Balistic Shield II- Addition: Grenade Frag III- Addition: Grenade Frag IVGENERAL CONTENT- Addition: Tutorial of synchronized shot- Addition: New operator voice lines related to synchronized shooting- Addition: Firearm Preset - AS-Val - Assault- Addition: Firearm Preset - AS-Val - Assault II- Addition: Firearm Preset - AC 107 - Assault- Addition: Firearm Preset - AC 107 - Assault II- Addition: Firearm Preset - MIC-10 - Close Combat- Addition: Firearm Preset - PP-2025 - Assault- Addition: Firearm Preset - MV-443 - AssaultCAMPAIGN- Change: Mission 19 of the official campaign now takes place on the "New World Stronghold" map- Addition: Allied faction can be selected in the campaign editor for a "WAR" mission- Addition: Dynamic briefing texts in procedural campaignGAMEPLAY- Addition: New stance change animations (Standing/Prone) with an equipped firearm- Addition: New armed operator animation in the main menu's photo mode- Addition: New graphics option that reduces texture resolution based on distance from the camera- Improvement: Overall feel of firearms when shooting- Improvement: More efficient corpse removal- Improvement: Weapon animation when aiming with NVGs and a laser- Improvement: Structure of the wooden walkways on the "Jin-Shu Temple" map- Improvement: End transition of climbing animations- Improvement: End transition of stance change animations- Improvement: Reduced countdown time for defusing a bomb and rescuing an agent- Improvement: The flashlight beam originates precisely from the light source, whether it's IR or not- Improvement: The size of the reticle within the scope adjusts based on the zoom power- Improvement: Right arm position for a handgun with a ballistic shield- Improvement: Reduced sound suppression effectiveness of suppressed shotguns- Improvement: Fragmentation grenades have a larger explosion radius and are much more effective in combat- Improvement: Greater gravity impact during a fall- Improvement: Weapon position maintained during a jump or fall- Improvement: The brightness of the reticle inside a scope adjusts based on day and night conditions- Improvement: First-person view posture when the operator is lying down- Improvement: Camera movement based on the movement speed of an operator in first-person view- Improvement: Sprint movement speed- Improvement: Damage of the assault rifle "SOG Sawer MCX"- Fix: Weapon positioning with NVGs and a laser was not maintained when the player was leaning- Fix: Aiming with NVGs without a laser was not properly configured- Fix: A handgun could not be blocked by the environment when using a ballistic shield- Fix: Foliage positioning error in certain areas of the "Jin-Shu Temple" map- Fix: Loading a weapon preset did not load the camouflage from the save- Fix: Collision error on house terraces in the "Al-Jan Province" map preventing proper traversal- Fix: Enemies were not using the cover on the house terraces in the "Al-Jan Province" map- Fix: The laser position was not properly aligned with the aiming cursor in third-person view- Fix: Several scripts errorsAI- Improvement: Enemy movement speed to take cover based on the environment- Improvement: Enemy is much more effective at throwing grenades and dealing heavy damage- Fix: The enemy might not prone properly during combat- Fix: Characters could teleport or try to position themselves under buildings on the "Al-Jan Province" map- Fix: Order to interact with a radio caused a movement error- Fix: Adding a delay to a currently executed order was not used- Fix: Some errors preventing an enemy from throwing grenadesRENDERING- Overhaul: Textures of the "N249 SAW" machine gun- Addition: Dynamic water droplets on screen- Addition: Indication of firearm penetration power in the weapon customization menu- Addition: Simulation of ghillie camouflage movement on firearms- Overhaul: Thumbnails for all missions in the official campaign- Addition: Distant textures on the "Lost Island" map- Addition: Sound propagation of unsuppressed gunfire- Addition: UAV control icons in the HUD- Addition: Daytime ambient volumetric fog in clear weather- Improvement: Overall rendering of night vision (brightness, contrast, and post-process)- Improvement: Sprint animation with an equipped firearm in TP view- Improvement: Rendering inside a magnifier with a holographic sight- Improvement: Textures of firearm camouflage- Improvement: Added reverb in certain areas for all firearm sounds- Improvement: Texture rendering size of rocks based on camera distance across multiple maps- Improvement: First-person weapon rendering with NVGs activated- Improvement: Rendering of house walls and floors on the "Al-Jan Province" map- Improvement: Rendering of distant textures on the "The Compound" map- Improvement: Adjustment of "Metallic" and "Roughness" parameters for weapon and attachment materials- Improvement: Harmonization of skin color for arms, body, and head- Improvement: Optimization of the quality and draw distance of lightning shadows- Improvement: The UAV HUD is now invisible when using "Quick Orders" mode- Fix: Loading a clothing preset caused incorrect weapon positioning- Fix: Enemies might not have the correct hair and beards- Fix: Weather sound error triggering before the mission started on the "Eden Mall" map- Fix: Spawn of awards could be delayed depending on the category selected in the awards menu- Fix: A suppressor for assault rifles had the wrong material assigned- Fix: Camouflage size error on a thermal scope0 Kommentare 0 Anteile 137 Ansichten
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WWW.INDIEDB.COMA Kingdom Together - First Public TestHi everyone! After nearly a year of solo development, I’m excited (and nervous 😅) to finally share the first public test build of A Kingdom Together — a persistent multiplayer strategy game where every building, unit and economy is shaped by real players. This is a huge milestone for the project, and I’d love to have fellow strategy heads to give it a spin and let me know what you think! Posted by Phenomis on Apr 15th, 2025 First Public Test Build Is Live! Hi everyone! After nearly a year of solo development, I’m excited to finally share the first public test build of A Kingdom Together (name change yes I know, more info on this coming soon) — a persistent multiplayer strategy game where every building, unit, and economy is shaped by real players. This is a huge milestone for the project, and I’d love to have fellow strategy and indie game fans give it a spin and let me know what you think! What Is A Kingdom Together? A Kingdom Together is an MMO-RTS where players are grouped into four kingdoms, collaborating (and competing) to build sprawling cities, craft unique units, and conquer regions of a dynamic map. At its core, the game blends: RTS-style building placement Custom unit design Resource production and crafting Player-owned economy and trading Quests, skills, and persistent world progression Every building you see is placed by a player. Every unit you encounter belongs to a real person. The world grows because of you. What's in the First Test Build? This first build is early, but it includes the key systems for testing: Building & Unit Production Infantry, archers, cavalry & siege units Inventory & item management Basic quest system (7 quests to introduce the mechanics) Live in-game chat system Initial region control and map structure You can place buildings, manage inventories, craft units, and explore how early gameplay feels. Try the Build Thanks to everyone who’s been following the project. If this kind of player-driven RTS world excites you, come take a look. Even 10 minutes of feedback helps massively.0 Kommentare 0 Anteile 160 Ansichten
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