"Anonymous Hacker Simulator" has just been released
"Anonymous Hacker Simulator" has just been released
Embark on a journey through the dark labyrinth of cyberspace and uncover the secrets of anonymous operations. Step into the shoes of a mysterious hacker who penetrates through security, deciphers codes, and manipulates systems to achieve their goals.
This captivating simulation invites you into a world where the boundaries between reality and virtuality begin to blur. Can you survive in this dangerous environment? Do your skills suffice to overcome the most advanced security measures?
Set out to conquer the network and gain fame as cybercrime masters or heroes defending against it! Let your actions be recorded in the history of the virtual world!
And that's not all! For the first 14 days, you can grab the game at a promotional price! But that's not the end of it! Soon we will reveal a bundle specially created for this occasion, where you'll be able to expand your library with more great titles! Don't hesitate any longer - immerse yourself in the dark world of "Anonymous Hacker Simulator" now and let yourself be carried away by the dangerous fun that will make your heart beat faster!
Announcement: Sector Unknown - A Sci-Fi cRPG
As one of the late developers brought on to fix some of the bugs on ACS (and a fan of the game as well, I completed it three times), I would like to take a moment and announce my next game, a cPRG titled Sector Unknown.
After creating quite a few strategy games as an indie (and mostly solo) developer, I decided, perhaps quite insanely, to create an cRPG instead. This is the genre that I find myself playing and enjoying the most, from classics such as Baldur’s Gate 2, Fallout 2, Fallout New Vegas, Knights of the Old Republic, Mass Effect, to more contemporary games such as Pillars of Eternity, Outer Worlds, Colony Ship, Trudograd, Underrail, and Encased. In short, I really, really like RPGs, and especially ones that use an isometric angle of gameplay.
Sector Unknown is sort of my love letter to both the classics and the contemporaries. I think I’m better suited for telling a story than number crunching strategy games (as evidenced by my mixture of reviews in that genre).
After three years working part-time (well almost full time) on the systems, the game is close to complete on features (movement, inventory, party management, quests, dialogue, crafting, combat, itemization, space flight, etc). I’m aiming to have a demo for the game completed in a month or so. It’s close to completion now, but I’m still not happy with the tutorial level. What I do not want is for it to be a barrier to entry like the much-maligned temple tutorial level in Fallout 2 (I almost never experienced the rest of that fantastic game due to being so turned off by the temple).
The goal for this game is to launch into Early Access. I intend to have over half of the game completed by that EA launch with full launch occurring 6-9 months after that. The idea to do an EA launch was not one taken lightly, but one thing I have found with my past launches is that just when I think a game is bug-free and ready for a seamless launch, players will find new and interesting ways to break things – leading to frantic post-launch schedule of rushing out bug-fixes and patches. I think this way is better. Launch into Early Access and take player feedback over time so that I can get everything sorted for a smooth launch after that.
The other factor is budget. Right now, I do not have the armor or model system in place for player characters and NPCs. These are assets. This will change before Early Access as I have the models done (with no armor or clothing yet), but even after that, I suspect I will need some of the additional revenue from EA launch to finish the last 2-3 planets (as mentioned I aim to have 3-4 story planets complete for EA launch, with the first one ready for the demo in the coming month or so).
I hope people will wishlist and follow this game. It’s always been a dream of mine to create a sci-fi cRPG, and there doesn’t seem to be many on the market except for Colony Ship (which I completed three times). So I hope there’s a market for something like this, a game taking inspiration from early Bioware and some of the great current game developers on the market today.
I will continue to provide updates in the next while, including game systems, story, ideas, and more. I really look forward to people's feedback and thoughts as well.
🏛️✨Our NEW game: Builders of Greece is NOW AVAILABLE! ✨🏛️
Hey fellow gamers!
We are excited to announce the release of our latest game - Builders of Greece! 🎉
Builders of Greece is an exciting blend of strategy, city-building, and resource management set in the beautiful world of ancient Greece. Step into the role of an architect who must face various challenges to develop their city, construct impressive buildings, and ensure the prosperity of its citizens.
Here are a few reasons why you should give Builders of Greece a try:
🏛️ Build your dreams: Construct your own city from the ground up, choosing from a variety of buildings and structures to create the perfect Greek metropolis.
🔨 Explore and discover: Marvel at the beautiful landscapes of ancient Greece, take advantage of fertile and resource-rich territories, and establish trade connections with other cities.
💼 Manage resources: Juggle economy, resources, and the needs of your citizens to ensure the development of your city and maintain social harmony.
🌍 Embark on a journey: Experience an engaging campaign, exploring diverse regions of Greece and facing various challenges along the way.
Builders of Greece is more than just a game; it's a journey to the fascinating world of ancient Greece, where you shape the fate of your city and its inhabitants.
"Colonize" - Conquer the New World and Build Your Colonial Empire!
Immerse yourself in the age of colonization with the new game Colonize, just debuted on the Steam platform! This exciting combination of survival game and building strategy takes you back to the 17th century, where the struggle for survival in the New World was fierce.
🏗️ Expand your settler empire - build, grow, and manage your settlement to survive in unknown lands.
⚔️ Explore and endure - face various challenges such as resource scarcity, diseases, and attacks from native tribes.
🌱 Cultivate your colony - cultivate the land, raise animals, and provide your inhabitants with essential resources.
📜 Write your own history - every decision you make will shape the fate of your colony.
🎮 Check it out now! We encourage everyone to try out Colonize and experience the thrilling colonial adventure!
After getting the DLC, you can play the missions in the Skirmish Mode section on the menu.
I thought I had sent this news post out last week, but saw it unpublished still. Embarrassed. Anyhow, hope you enjoy the DLC!
Depending on where CreativeForge is at with the game, I am hoping to dive back in and do some more updates in the next month or so. Will keep you posted.
Thanks!
Game Update - Sitting Ducks, Medal Status, And More
Another smaller update - changes can be seen below. Thanks for continued feedback.
Medals - You can now see the status of your medals during each mission from the objectives drop-down. This will show you how many ships you have destroyed, your mission time, and how many losses you have incurred against the requirements.
Sitting Ducks - The bug has been fixed where your ship is towed during the night. The time now skips properly to morning after the second video.
Plane speed on deck increased slightly.
Brooklyn Type I and Type II ships now named properly.
Fixed bug with resupply order duration.
Combat Box Gold card now promotes properly to next levels.
Fixed bug with enemy defenses having exactly 0 HP not being valid targets.
Portrait selection in character creation has a duplicate entry or bug causing one of the portraits to need 2 clicks to change - this has been fixed.
More to come. Will keep everyone posted.
Thanks!
Game Update - Pause Button, Bug Fixes, And More
Next round of changes can be seen below. Thanks for continued feedback.
Tactical Pause Button - it bothered me while playing through the game that I couldn't pause the tactical screen in order to issue commands and just think about what I wanted to do. It was a bit of a challenge with the current code and I had to dust off the ol' Photoshop, but I managed to add a pause button to the tactical screen. You will be able to issue office orders, plan missions, task crew mates and more while the game is paused. Note that pause is not available on the tutorial.
Air Strike - added a button on the air strike screen to clear all cards and reset the mission. This is conjunction with the last update where previously cancelled air strikes would preserve the chosen cards.
Fixed bug where camera would start sometimes beneath the carrier during mission start
Fixed some incorrect text on the tutorial.
Added quick save message for other languages after hitting F5 (used to not have any indication that a game was saved).
Plan is to continue to push out smaller updates like this one.
Thanks!
Game Update - Sandbox Movement Bug Fixed (And More)
The sandbox movement bug has been fixed, plus managed to add a few more fixes and changes as well.
Here is a list of all that has now been fixed or added with this update:
Fixed game-breaking bug where ship would not move in sandbox mode.
Added panel showing which planes are on deck (fighter, dive, torpedo) - this can be found at the bottom-right part of the UI. I found myself getting annoyed having to count which kind of planes I had on deck at any give time, so figured this would be a good change.
Fixed waypoint bug on tactical screen that sometimes crashed save games or froze ship. The waypoints are now reset if this happens.
Added ability to save combat cards when cancelling airstrike. It used to be if you planned an airstrike only to find yourself out of range for pickup, you would cancel it and have to re-do all the cards again. That drove me crazy. This fixes that.
Fixed pixelated medal sprites.
Add quick save notification. I like to know when hitting f5 that the game is actually saving. Note this has not been localized yet. Coming soon.
Fixed save indexing bug.
Order of saves now shown starting from newest to oldest.
More to come.
Now that I know my way a bit more around the project, I will be posted smaller and more incremental changes as listed in my forum thread. Pause button for the tactical map is slated for the next update, along with a few others.
Hope you enjoy! I'm going to do another sandbox run myself.
Sandbox Movement Bug Fixed (And More)
The sandbox movement bug has been fixed, plus managed to add a few more fixes and changes as well.
Here is a list of all that has now been fixed or added with this update:
Fixed game-breaking bug where ship would not move in sandbox mode.
Added panel showing which planes are on deck (fighter, dive, torpedo) - this can be found at the bottom-right part of the UI. I found myself getting annoyed having to count which kind of planes I had on deck at any give time, so figured this would be a good change.
Fixed waypoint bug on tactical screen that sometimes crashed save games or froze ship. The waypoints are now reset if this happens.
Added ability to save combat cards when cancelling airstrike. It used to be if you planned an airstrike only to find yourself out of range for pickup, you would cancel it and have to re-do all the cards again. That drove me crazy. This fixes that.
Fixed pixelated medal sprites.
Add quick save notification. I like to know when hitting f5 that the game is actually saving. Note this has not been localized yet. Coming soon.
Fixed save indexing bug.
Order of saves now shown starting from newest to oldest.
More to come.
Now that I know my way a bit more around the project, I will be posted smaller and more incremental changes as listed in my forum thread. Pause button for the tactical map is slated for the next update, along with a few others.
Hope you enjoy! I'm going to do another sandbox run myself.