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ALTF42
연애기담 - 존재하지 않는 진실
모비드: 분노의 군주 (Morbid: The Lords of Ire)
모비드: 일곱 명의 사도 (Morbid: The Seven Acolytes)
프로젝트 코이
이별 끝에 만난다면
페이블덤 (Fabledom)
투디와 탑디 (Toodee And Topdee)
Way Nd Choice
스킬 랜덤 디펜스 (Skill Random Defense)
엔젤 리전: 3D 미녀 방치형 RPG (Angel Legion: 3D Hero Idle RPG)
버튜버 파라노이아
거울 속 이상한 세계
포켓 오아시스 (Pocket Oasis)
터보 슬로스 (Turbo Sloths)
건파이팅 (Gun Fighting)
카운터 어택 (Counter Attack)
운명대전 (Battle of Fate)
레슬퀘스트 (WrestleQuest)
헬럭시 (HELLAXY)
CAASI remade
조은혜의 야자째고 콘서트가기
로드 오브 타워 (Lord Of Tower)
아킬레우스: 알려지지 않은 전설
멀리그넌트 서바이버즈 (Malignant Survivors)
쿵푸 킥볼 (KungFu Kickball)
Dungeon Dev [던전 데브]
언스테이블 실린더 (Unstable Cylinder)
드래곤 스피어 (Dragon Spear)
스테퍼 리본
백의 소각자
백의 소각자 (시크릿 플러스)
백영웅전 (Eiyuden Chronicle: Hundred Heroes)
시스터즈 커리큘럼
상자 속의 고양이들 (Cats in Boxes)
데블위딘 삿갓 (The Devil Within: Satgat)
Yet Another Fantasy Title (YAFT)
환세취호전 플러스 (GENSEISUIKODEN PLUS)
봄을 부르는 설녀 (시크릿 플러스)
U&I 우리도 사랑일까
99 Waves
키친 크라이시스 (Kitchen Crisis)
나는 평생 그녀와 함께한다.
파르케 (PARQUET)
작은메이
17시간 전24.05.23 08:38 -00:00
310 °C
500원 쿠폰 못받음 ㅋㅋ어려운 게시글 5회는 채웠으면서왜 댓글은 안썼니 ㅠㅠㅠ
육식토끼이
15시간 전24.05.23 09:59 -00:00
아 저도 놓쳤네요ㅠㅠ
L33N4M1N
24.05.2224.05.22 17:02 -00:00
241 °C
체육대회 시즌낮 최고 기온 섭씨 28도푸른 하늘이 펼쳐진 하늘 아래서 열심히 축구를 하며 서로간의 우정을 다지고 스포츠맨십을 기르는 친구들의 모습에 그만 저는 큰 감동을 받고 말았습니다..#골키퍼_연서_멍때리지_마라#수비수_재여니_공_막아라#유채부장님의_현란한_드리블#공격수_나민이_귀엽다!#강력한_상대_태리#혜인이는_어디에
플레이 후기
명톨이
15시간 전24.05.23 10:28 -00:00
1 °C
1시간 22분 플레이
z키로 돌린다는 게 좀 신기함 세이브 포인트도 있으면서 z키로 돌리면 게임이 많이 쉬워지지 않을까 생각했는데 머리를 굴려야 해서 z키가 굉장히 필요하다는 것을 알게 된 이후로 가볍게 게임을 할 수 없었음
스토브9700
13시간 전24.05.23 12:39 -00:00
331 °C
이벤트도 참여하고혈압도 올리고일석이조네요altf4 2
결말포함
10시간 전24.05.23 15:17 -00:00
313 °C
6월 기존 출시작들도 있는데 스토브 한글화 현황을 보니 마침 좋아하는 전략, RPG 장르들이 대거 검수 완료 직전특히 올드월드는 본편만 나오려나 했는데 기존 DLC + 출시 직전의 DLC 들도 번역 준비!
6
촉촉한감자칩
2시간 전24.05.23 23:01 -00:00
저두 매우 기대중입니다!
세나리아
2시간 전24.05.23 22:49 -00:00
124 °C
드가자
촉촉한감자칩
2시간 전24.05.23 23:09 -00:00
조심히 다녀오세요~
배두나
24.05.2024.05.20 09:59 -00:00
212 °C
스타벅스 아메리카노와 치킨 & 머쉬룸 멜팅 치즈 샌드위치 입니다.스벅 깁콘 선물 받은게 있어서 썼습니다.사진의 장판은 바닥에서 찍은게 아니라 식탁에 유리 대신 깔아놓은거에요. 오해하지 마세요 !
늉뇽녕냥
24.05.2124.05.21 04:31 -00:00
아무리 봐도 바닥같은걸요 ㅋㅋㅋㅋㅋㅋㅋ
플레이 후기
버거튀김
24.05.2224.05.22 11:12 -00:00
2 °C
13시간 49분 플레이
드뎌 끝냈네요.. 엔딩이 10개라는데 맨 처음에 배드엔딩 보고 히로인 싹 노가다해서 히로인별, 진엔딩 봣어요히로인별 엔딩은 별 감흥은 없었고 나머지는 좋았어요초반에 백설과 자꾸 먹으라길래 안먹고 쭉 플레이했는데.. 이거 엔딩이랑 딱히 상관 없는거같더라고요? 걍 먹을걸그랫어요도중에 궁금한건 백설과 먹고 세이브 로드하는식으로 몇개 보기는 햇어요장점은 괜찮은 일러스트랑 음악, 좋은 스토리라고 생각하고단점은 노가다가 심하고 전투가 재미없어요단점 부분이 꽤나 크게 느껴졌고 데이트할때도 솔직히 좀 지루..밑에 리뷰보고 생각난건데 미니맵 부재도 좀 불편하긴 했어요하다보면 길이 찾아져서 큰 문제는 아니지만..그래도 스토리가 재밌어서 열심히 밀어서 끝냈네요버그가 두개정도 있는데 겜 멈춰서 끄고 다시 켜야되는구간이 두부분정도 발견되더라고요근데 저장을 어느정도 하고 다니면 크게 신경쓸건 아니긴 한듯요이제 일러북 한번 둘러보고 끄면 딱 괜찮을거같네요글고 마지막 엔딩 후에 타이틀이 바끼는데 노래 좋은듯요갠적인 평점은 7/10정도
GMkkangto
24.05.2224.05.22 08:19 -00:00
71 °C
의상 숙련도 시스템이 적용되었습니다! 마법 재봉틀에서 의상을 제작하면 개별 의상 숙련도가 증가합니다.의상 숙련도와 효과는 마법 의상 도감에서 확인할 수 있습니다. 새로운 채집물, 펌프킨 헤드가 추가되었습니다!이제 마담 아르망의 레시피 상점에서 제작법 구입 전, 필요 재료를 미리 확인할 수 있습니다. - 재료 도감에 펌프킨 헤드 정보가 추가되었습니다.- 재료&잡화 상점에서 펌프킨 헤드 판매가 가능합니다.- 리본 묶음, 프릴 레이스, 봄의 부케의 가격이 조정되었습니다.- 에피소드 8에서 피버스 광장에서 지도 사용시 현재 위치가 표시되지 않는 오류를 수정했습니다.- 장식품 설치 모드에서 장식품 설치 갯수 제한 텍스트를 삭제했습니다.- 떠돌이 상인 사바사바의 일부 등장 날짜를 수정했습니다.- 오래된 핫라인 비키니의 판매 가격을 조정했습니다.* 오류 수정이 완료 되었지만 이벤트 진행을 다시 해야 적용되는 경우가 있을 수 있습니다만 대부분 게임 진행에는 큰 문제가 없습니다.저장 데이터를 초기화 하지 않고 유지하면서 오류를 수정하고 싶을 경우 '얼리액세스 포켓'을 사용해주세요.(https://page.onstove.com/indie/global/view/10153736?boardKey=124515)* 일부 패치 및 수정 업데이트 이후, 변경된 타일로 인하여 캐릭터가 이동이 불가능한 위치에 있을 수 있습니다.해당 경우, 개발자에게 문의를 부탁드립니다.감사합니다.깡토 스튜디오
STOVE169030394534311
24.05.2124.05.21 14:11 -00:00
73 °C
고생해가면서 간신히 먹었더니...이래서는 배보다 배꼽이 더 큰 거 아닌가?
이번 주 온도 랭킹
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    49,219℃
  • 덤비면문다고
    47,776℃
  • Chim
    7,407℃
추천 게임 태그
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    116명 팔로우
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GMDomesticatedAntGames
24.05.1424.05.14 12:57 -00:00
118 °C
Gravity Circuit - Patch 1.2.0

Hello everyone on STOVE! This is Domesticated Ant Games, Gravity Circuit's developer talking. We have released a pretty big content patch that updates the game to version 1.2.0, which contains the following:


WHAT'S NEW?!
Version 1.2.0 introduces new Game Modifiers, that allow you to spice up the game, and provide additional challenge! When starting a new save (or New Game+), after choosing which difficulty mode you want to play on, you can choose up to five modifiers to enable. These modifiers were made based on some player suggestions or feedback.


The modifiers are as follows:

  • MASTER LEVELS: Remixes the game's levels to provide more challenge for those who have mastered the game's movement.
  • RUDE ENEMIES: Changes up enemy and boss behavior to make them all, well, ruder. If this is picked in tandem with Hard Mode, bosses have more health.
  • DOUBLE HAZARDS: Makes the game's hazards (spikes, lava, crushing) deal double damage. Ouch.
  • SINGLE CREDIT: Levels need to be beaten in a single go from start, and no restarting from checkpoints via the Pause Menu. Death sends you to the Guardian Corps HQ (or beginning of level if you haven't reached that far yet). It cannot be enabled with Iron Circuit.
  • IRON CIRCUIT: No saves until the game has been cleared, and no restarting from checkpoints via the Pause Menu. Death sends you to the title screen. It cannot be enabled with Single Credit.
  • FLIP WORLD: Walk on... Ceilings? Who's the joker that asked for this? (Note: doesn't necessarily flip everything) 

Game Modifiers become available upon completing the game on any difficulty, or by inputting the following code on File Select screen: LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, UP, DOWN, BURST!
A legend has it that if you beat the game with any of these modifiers enabled (or when "Everyone is There"), you might even see something a little extra? Only one way to find out! Just make sure Speedrun Mode is disabled!

Of course, this is not all. Below is a list of other things that have been added, tweaked or fixed!


QUALITY OF LIFE ADDITIONS

  • Added a checkpoint menu in the mission select screen. This allows you to warp to a checkpoint in a previously cleared level, as well as toggle any in-level cutscenes to play again (like boss confrontation dialogues). Mission rewards and certain challenges are disabled if this feature is used.
  • Added an extra toggle in the game's settings, which determines if speedrun mode is enabled by default or not when starting a new save file. If the setting is set to "default", speedrun mode is enabled by default when accessing the file select screen. Otherwise, it's off. However, even if the setting is set to "off" or "default", you can manually toggle speedrun mode on/off on the file select screen, like you have been able to do up to this point. The intention is to remove any confusion caused by some players wanting to have the on-screen timer on during normal play (which determined if the speedrun mode was toggled on/off when launching the game).
  • Added an additional setting for enabling an aiming arrow that appears around Kai, which can help with aiming the hookshot during platforming sections or similar. There are three different settings for its behavior. The aiming arrow is disabled by default.
  • Added a toggle for adjusting double tap tolerance.
  • Mission Complete screen now shows the target values for max rank in relevant categories in square brackets (clear time, enemies defeated, damage taken). Rescues, if available for the level, are displayed with the icons as usual.


GAMEPLAY CHANGES/TWEAKS

  • Made it possible to cancel to divekick (down+attack while mid-air) from air jab (attack while mid-air).
  • Made it possible to gain sprint speed if the run button is held down, or "inverse" run button behavior is in use, when exiting quick warp portals in cyberspace (Warehouse Area).
  • Similar to above, certain aerial Armor Paint abilities are refreshed when exiting a quick warp portal.
  • If Loadout Swap button is assigned to the same button as Accept or Cancel, the Accept and Cancel buttons override the Loadout Swap button on the pause screen (ex: when exiting out of the pause menu with Cancel, the game won't do double input by closing the pause menu, and also swapping loadouts).
  • Fixed an issue where pressing attack after a wall jump might lock you out, and prevent you from moving back towards the wall. The game was simply treating like you were still in wall jumping state, and as such was applying some forces onto you.
  • Fixed an issue where crumbling blocks (Ore Mines) may sometimes block the hookshot from going through them when they've been crumbled.
  • Retracting metal spike blocks (final level) have had their hittable boxes increased in size, making them easier to clear out.
  • Fixed an issue where Kai did not gain sprint speed if he jumps out of a crouch while the run button is held, by releasing the down button roughly on the same frame as the jump input is detected.


BURST TECHNIQUES

  • Burst Spark's hitbox has been increased to hit a larger area. Does damage ticks slightly faster, duration slightly shorter. Essentially you're stuck in place for a shorter duration (overall duration reduced by ~25 frames, or ~0.42 seconds).
  • Support Platform has been buffed. Creates three platforms to cover a wider area, the platforms take a few frames longer to start falling, side platforms do slightly less damage than the main one. You can still perform the original version by holding the Burst button during the startup.
  • Cycle Kick can now be cancelled with a jump or hookshot at any point. Can gain sprint speed out of it if run button is held down.


ARMOR PAINTS


  • Hot-headed Red Armor Paint's Float Beam now does its damage ticks faster. How it affects boss invulnerability times has been adjusted.
  • Heavy Orange Armor Paint now grants a slight damage boost for hookshot on top of its other effects.
  • Scheming Pink Armor Paint can now be set to activate by pressing and holding jump while holding up, or double tapping jump while holding up. The setting can be found in the controls menu. Shop description changes to match the selected setting.
  • Fixed an issue where the "powered up" state of certain Burst Techniques (Heavenly Piledrive, Surface Render, Catch Interrupt) were not handled correctly if they whiffed, or Kai got struck by hazards, when using the ability of a certain Armor Paint. A similar fix was applied for Powered Walker's Self-Destruct ability (Ore Mines).


ENEMIES

  • Contact damage has been removed from Flip Panel Turret enemies (City Center).
  • Crystal Floater enemies' contact damage has been removed (Cyberspace).
  • Fixed an edge-case game crash involving the Battie enemies. It was unlikely to happen, but there was some potential for it.
  • Fixed an issue where the Virus Zombie and Turret Zombie enemies had their usual behavior code running when they were grabbed by the player (normally, any normal behavior is paused on grabbed objects). This led to some weird interactions at times.


BOSSES

  • Trace's (Patch Circuit) Burst Technique can now hit her own minions. This is so to prevent situations where her minions might cause undodgeable damage.
  • Fixed an issue with Ray (Optic Circuit), where after a certain action he always jumped towards the wrong direction from what was intended.
  • Fixed an issue where Crash (Break Circuit), in rare circumstances, might wind up defeating themselves due to some of the larger falling blocks.
  • Fixed a minor visual error where certain bosses' mugshots in their lifebars got mirrored on the horizontal axis during their Burst Technique activations.
  • Fixed Crash's (Break Circuit) mugshot to have a "weak flinch" animation during his boss fight. He can now properly feel pain.

And a few [SPOILER] worthy changes...

  • [SPOILER] Fixed a phantom hitbox from one of the later game bosses, where they grabbed an object off of the floor, and threw it. During this throwing animation, the boss would have a hitbox beneath them for one frame, that could hit the player if the boss jumped before the throw.
  • [SPOILER] During the Final Battle, if you have gotten to a certain phase, the transition to the next happens much faster. This behavior happens by default on Speedrun Mode. If you hold down the run button before the transition were to occur, the transition plays normally without any skips.
  • [SPOILER] During the Final Battle, if you have gotten to a certain phase, on subsequent attempts the game will drop a little health before the transition described above occurs. You know you'll be receiving the health drop if your opponent is a different color from before. This behavior only occurs if you are playing on Easy or Normal Mode. Hard Mode won't see this extra drop. The intention of this change is to make the Final Battle little easier for first time players, by giving them a little token of encouragement on subsequent attempts at the final portions of the game, while retaining the challenge of clearing the encounter in one go the same as before.


LEVEL ADJUSTMENTS

  • Adjusted the clear time goal for the main eight levels from 5min45s to flat 6 minutes for max rank.
  • The final level in the game has had its target clear time increased from 6 minutes to 7 minutes for max rank.
  • Adjusted the enemies killed goal count from 45 to 40 for the first two of final levels.
  • Adjusted certain enemy positions in a couple of levels to make them a bit less messy or rude.
    In the Steelworks level, adjusted geometry to remove a single tile gap that was possible to squeeze into with Support Platform Burst Technique.
  • The final level of the game has had its level layouts slightly touched on the blue floor.
  • Am I hearing things in Cyberspace (Warehouse Area)?

Note: When playing levels with the Master Levels modifier (or Easy Mode), target clear times are increased by one minute. Playing with Rude Enemies modifier adds another extra minute. This is to account for the more difficult platforming, and giving players more leeway during boss fights if playing with self-imposed minimalist challenge in mind.

GENERAL BUG FIXES

  • Fixed Medley's (Wave Circuit, City Center) concert billboard's despawn and respawn radiuses, so it doesn't disappear if you weave back-and-forth between the screens.
  • Fixed a minor edge-case oversight in Warehouse Area, where in a certain portion of the level, you weren't able to drop from a ledge-grab-jab with the 'up' button, like you are supposed to. Had to press 'down', like you generally have to in all other instances.
  • Fixed a little oversight where during Bit's (Shift Circuit) Burst Technique, if you position yourself in certain ways, one or two of the screen slashes may not render because they're deemed "off-screen" based on their starting positions.
  • Fixed a scenario where if Kai is using a certain Armor Paint to carry an object, and Kai then picks an end-of-level item, releasing the hookshot button to throw the object may softlock the game entirely.
  • Fixed an issue where if Hardware Barrier Burst Technique was active at the same time as Emergency Accumulator Booster Chip, taking a hit would trigger both at once.
  • Changed the order in which certain damage calculations are applied, to fix an issue with Underflow Guard (Booster Chip). Underflow Guard is supposed to prevent you from going below 1 health if you had 2 or more, but if Function Overload (Burst Technique) is active, the damage becomes fatal anyway (because Function Overload multiplied the incoming damage after Underflow Guard's reduction by 1.2, and rounded up, meaning at low enough health any damage would bypass Underflow Guard).
  • Fixed an oversight where if player took damage from hazards (spikes, lava, crushing), this was not reflected in the damage number reported on the Mission Complete screen.
  • Fixed an oversight where when Kai grabs a stunned (gray blinking) enemy he is standing next to, the enemy may become overkilled (red blinking) from the grab action itself. This means that upon throwing the grabbed enemy it would not do any damage to other objects, due to overkilled enemies becoming intangible.

LOCALIZATION

  • Fixed one minor color tag issue in some dialogue in Japanese localization.
  • Fixed some missing text strings in Chinese (traditional) localization.
  • Fixed some text overflow issues in a text box in Chinese localizations.


MISC

  • Applied a fix that should prevent any flickering issues while streaming the game through Discord.
    Wrote additional code to better ensure that, if in the event that the file that locally tracks player's challenges progress (ie. "Pat's Challenges") has through whatever means become corrupted, the game treats that as though starting from scratch. This prevents the game from crashing during startup.
  • Made the game crash screen a little more readable with a darker blue background, as well as deploying an additional support Pat for your comfort (PC versions only).
  • Improved the code efficiency of various objects (ex: gray breakable crates, explosive barrels, goop dispensers, and several others). These changes help with general performance on lower-end hardware.

...And maybe some few smaller things. This has been a big patch (bigger than we anticipated), so might have forgotten to list a thing or two!

As always, if you run into issues, just let us know.

Happy gaming!


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이누파라
24.05.1424.05.14 12:59 -00:00