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The first Golden Blitz event for Monopoly Posh Pets Album has just ended, and a new Golden Blitz event is coming soon, with many players guesse it will start on March 12th. Have you prepared your gold cards for this event?

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In short, IGGM offers a variety of promotional programs to meet the needs of various players, allowing more players to enjoy more discounts and benefits than other platforms.

Act now! Don't let hesitation cost you your chance to win a rare gold sticker.
32
Development Log / Re: Dev Log #16: Targeting and Projectiles
« Last post by Vagabond on March 10, 2026, 04:38:30 am »
Dragon Breath rounds confirmed! Yippie!
33
Discussions / Conquer the Infinite Downhill: A Guide to Mastering Slope
« Last post by MatthewMills on March 10, 2026, 02:50:57 am »
Slope. It's a simple name for a game that can be incredibly addicting. A ball hurtling downhill, a constantly changing track, and the relentless pursuit of a high score – what's not to love? If you're new to this minimalist masterpiece, or just looking to improve your game, this guide will help you understand the core gameplay, offer some useful tips, and help you appreciate the subtle genius of Slope.
Introduction: The Simple Appeal of Endlessness
At its heart, Slope is an endless runner game. But unlike games with predefined levels or intricate storylines, Slope throws you straight into the action. There's no backstory, no character customization, just a green ball, a rapidly approaching landscape, and the need for quick reflexes. This simplicity is part of its charm. It's easy to pick up and play, requiring only two keys (usually the left and right arrow keys) for control. The minimalist graphics, rendered in vector lines, contribute to a clean and focused experience. No distractions, just pure, unadulterated gameplay.
Gameplay: The Dance of Reflexes and Precision
The core gameplay of Slope is remarkably straightforward. You control a green ball as it descends a randomly generated slope comprised of interconnected platforms. The objective is to navigate the ball as far as possible without falling off the edge. Sounds easy, right? Wrong.
The speed increases steadily as you progress, and the platforms themselves become more complex. You'll encounter gaps, narrow pathways, and unpredictable turns. The camera dynamically adjusts, giving you a glimpse of what's ahead, but never enough to become complacent. This requires constant vigilance and a split-second reaction time.
Controlling the ball is done with the left and right arrow keys (or A and D keys for some). These keys don’t directly propel the ball; rather, they shift its momentum, allowing you to steer it along the track. Mastering this steering is crucial. A slight tap is often all that’s needed for a minor correction, while holding the key down for too long can send you careening off the edge.
The physics are deceptively complex. The ball has weight and inertia, and understanding how it responds to different angles and speeds is key to survival. Learning to anticipate the ball's movement and adjust accordingly will significantly improve your performance. You'll quickly learn the difference between a gentle nudge and an overzealous push.
Tips for Mastering the Slope:
While the game appears simple, mastering it takes practice and a few key strategies:
•   Practice, Practice, Practice: This is perhaps the most obvious, but also the most important tip. The more you play, the better you'll become at judging distances, anticipating turns, and controlling the ball. Don’t get discouraged by early setbacks.
•   Short Bursts of Steering: Avoid holding down the arrow keys for extended periods. Instead, use short, controlled bursts of steering to make small adjustments. This will help you maintain control and prevent oversteering.
•   Anticipate the Track: Pay close attention to the track ahead. Try to anticipate upcoming turns and obstacles. The camera provides a limited view, but it’s enough to give you a general idea of what’s coming.
•   Use the Walls to Your Advantage: Sometimes, hugging the edge of a platform can help you navigate tricky turns or avoid obstacles. The walls can act as a safety net, preventing you from falling off completely.
•   Momentum is Key: Understand how your momentum affects your control. A faster speed requires more precise steering, while a slower speed gives you more time to react.
•   Take Breaks: Slope can be surprisingly intense. If you find yourself getting frustrated, take a break and come back later with a fresh perspective. Your reflexes will thank you for it.
•   Experiment with Control Schemes: Some players prefer using the arrow keys, while others find the A and D keys more comfortable. Find the control scheme that works best for you. You can dive into the thrilling world of Slope.
Conclusion: The Endless Pursuit of Perfection
Slope is more than just a simple online game; it's a test of reflexes, precision, and patience. Its minimalist design and addictive gameplay have made it a favorite among casual and hardcore gamers alike. Whether you're looking for a quick distraction or a challenging pursuit, Slope offers an endless downhill experience that will keep you coming back for more. So, fire up your browser, prepare your reflexes, and get ready to conquer the slope. The challenge awaits!

34
Development Log / Dev Log #16: Targeting and Projectiles
« Last post by Styg on March 10, 2026, 02:14:58 am »
See nicely formatter HTML version on the website.

Hi guys,

In this dev log I want to go over the changes that I’ve made to the ranged weapon targeting system, which could also be called the projectile attack system.

This is the system that is used primarily when attacking with any sort of projectile-based weapon, such as firearms and crossbows, but also energy and chemical "projectiles."

The reason I made the changes that I’ll describe below is partly to better integrate it into the new engine, with its 3-dimensionality and destructibility. But, also, I wanted to change the way that the difficulty of using these weapons changes with range and skill. Namely, I wanted for these weapons to still retain good effectiveness at close or point-blank ranges even at low skill levels, so they could easily be used without too much investment both in the early game and as off-spec weapons further into a play-through.



This is how it all works now.

First, in order to be able to fire at any given target, there must be a penetrable path from your firing voxel to one of the voxels occupied by the target—this is called a ranged touch check. In our engine, a voxel is a relatively large cube with the edge length of one meter (so a human takes up two voxels when standing and one when crouched, for example). It’s basically a 3D "tile."

Every object in the game occupies one or more voxels. We use these for low-resolution gameplay mechanics, such as pathfinding and vision. A voxel itself consists of the core, the 6 sides, and 12 edges. These are used to better facilitate smaller or thinner objects such as doors, columns, and such... but that’s not important right now. You only need to remember that the initial range check is done using these.

https://stygiansoftware.com/videos/devlogs/infusion/16/video3.mp4

When firing a ranged projectile weapon, such as a pistol, for example, the game first calculates your attack rating. A lot of things can affect this rating, but it’s mainly determined by your effective skill level (Guns skill in this case), stance (in the case of firearms, it means what aiming device you’re using—iron sight, reflex sight, optics, etc.), and focus.

This is measured against the target’s defense rating. I’m not completely set on how this rating is going to be summed up, but for now it’s an esoteric mix of constant values, distance, momentum, and evasion. Basically, the rating grows with how far, how fast, and how evasive the target is.

These two values are then fed into a saturating (diminishing returns) function that determines the maximum degree of aim vector tilt—meaning, by how much the attacker can be off from a perfect shot. When the projectile is about to be launched, the game rolls a random value from this range and uses it to tilt the vector.

This vector is then made into a ray and traced against the bounding box of the target that the attack was aimed at. Let’s call this a primary target check. It actually consists of two checks, as it’s traced against two bounding boxes—the full and the inner bounding box.

If it intersects with the inner bounding box, which typically consists of the inner 2/3 of the full bounding box, the attack is counted as a hit. During this check, all obstacles are ignored, and we rely solely on the ranged touch check to determine if there’s a clear path to the target. When this happens, it’s called a true hit, and it means we don’t need to do any actual ray marching of the projectile through the world space.

If it does not intersect with the inner bounding box, then the projectile is traced through the actual game space, and it can hit any character or destructible or indestructible obstacle in its path.

If it ends up landing inside the full bounding box of the initial target, it will be counted as a grazing hit (which means it deals half the damage). If it lands inside a bounding box of any other target, it can be a hit or a grazing hit depending on if it also intersects with its inner bounding box.

So, unlike in Underrail 1, where only things like bursts or shotgun attacks could cause collateral damage, in Infusion, any projectile you launch can potentially end up hitting a different target or an obstacle.

It is sort of a hybrid system that allows for true hits that do not account for other obstacles and characters if you aim precisely, but in all other cases forces you to adjust for other targets and obstacles.

I found this system to be superior to true physical simulation when it comes to our engine because the player does not have the fine-grained positioning capabilities for either the character or the source of the projectile (the weapon). We do not want to constantly be ending up in silly situations due to some part of the level geometry unexpectedly fully blocking attack paths.

https://stygiansoftware.com/videos/devlogs/infusion/16/video2.mp4

Now, because we no longer roll a hit chance during the attack but instead tilt the attack vector, this has a couple of (intended) consequences.

First, the targets that are small and/or far away become naturally harder to hit because for any given vector tilt angle, the gap between the traced ray and the target point increases with the target’s distance; and the smaller the target is, the more likely this is to result in a miss.

So, while you might not need that much Guns skill to hit a burrower when up close, hitting a spawn at 10+ range without significant investment in the said skill could only be the result of a lucky shot.

Secondly, it works seamlessly for any kind of thing that needs to interact with the projectile, be it another character, an obstacle (destructible or otherwise), a cosmetic particle, a cloud of flammable gas, a rip in the spacetime continuum, or whatever else we come up with in the future. As long as it can be detected during the ray marching, we can interact with it.

Finally, we can easily use this system for weapons that fire multiple projectiles, such as shotguns, where each pellet becomes a separate projectile.

https://stygiansoftware.com/videos/devlogs/infusion/16/video1.mp4

One downside of the system is that it becomes effectively impossible to calculate exact hit chances for a given attack beforehand. For this reason, as some of you have noticed, I have switched to descriptive difficulty indicators (Easy, Moderate, Hard, etc.).

* * * * * * *
So far I’ve only discussed how the projectile system is used with standard weapon attacks, but it can and will also be used for other things, such as grenade shrapnel, psionic particles, and such. It can be used anywhere where there’s a physical projectile that needs to be traced through the game space while not being affected by gravity or air drag.

* * * * * * *
There are cases where gravity and air drag are significant factors—with thrown weapons, for example, such as throwing knives, grenades, and even simple rocks. For these, I have developed a different system, which I will showcase in a future dev log.

* * * * * * *
Likewise, there’s more to be said about actual damage models of different creatures and how they affect hit chances and damage amounts. This topic deserves a dev log of its own.

* * * * * * *
Obstacles, destructible or otherwise, are also a fitting dev log subject. We actually have quite precise collision mechanisms when it comes to the environment, owing to the fact that we generate low-poly meshes for our pre-rendered assets to be used for shadow maps.

* * * * * * *
Anyway, that’s all for now.

Keep in mind, all these mechanics are subject to further adjustments pending testing, but so far I find this system quite intuitive and fun.

It’s back to the trenches for me now. I hope you found this dev log interesting. Be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers!

35
General / 9mm cheaper than 8.6?
« Last post by haze1103 on March 09, 2026, 04:24:14 pm »
I'm currently playing a heavy guns build, so I try to think about the cost of using my weapons. One thing that I assumed intuitively is that 9mm bullets would be more expensive than 8.6mm, so I would do things like use the Brno when I didn't need firepower. From reading the wiki, this assumption is accurate: 8.6mm has a value of 20, and 9mm has a value of 26.

But to my surprise, 9mm is actually cheaper than documented on the wiki in-game, its value is actually 18, between 7.62's 14 and 8.6's 20. All the other calibers match the value I see on the wiki.

Has this changed recently? I verified on multiple saves, this is always true. I can't find any documentation that this has been changed recently, but I might have missed it.
36
General / Re: Reasons to raise a lowered base ability
« Last post by haze1103 on March 09, 2026, 03:45:06 pm »
You should have another dump stat that you don't care about. If you're so stretched that you need to raise a dump stat to complete your build, your character is probably trying to do too much
37
Bugs / Shell Shock Doesn't Work With Dreadnought Rockets
« Last post by Int0rCess0r on March 09, 2026, 05:35:34 am »
The debuff doesn't apply to enemies caught in a dreadnought rocket blast.
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Suggestions / Crafting parts stack.
« Last post by Hawk on March 08, 2026, 12:00:26 am »
Hello

There are various crafting weapon parts that should be stackable, like "iron sight" for grenade launchers and minigun motors of the same type.
There is also "psi circuit extension" which doesn't stack. These items have no quality levels, so logically it could be stack.
I already pointed to this few years ago, when I first played UnderRail, but sadly some of the crafting parts still missing the stack possibility.
Please fix it, I guess it shouldn't be too difficult for you guys. You are doing great things already)) Please keep delight us!
39
Ever wanted to be a rockstar who died young from a drug overdose? Or perhaps a benevolent queen who revolutionized her country? Maybe even just a happy, well-adjusted accountant with a loving family? With Bitlife, you can experience all these lives (and many, many more) from the convenience of your phone. This life simulator puts you in the driver's seat, making choices from birth to death that dictate your character's destiny.

So, how do you actually play BitLife? It's deceptively simple. Each year of your character's life is represented by a single tap of the “Age” button. After each "year," a summary of events unfolds – your health, your relationships, your finances, and anything significant that happened. The core gameplay loop revolves around managing your character's various stats: happiness, health, smarts, and looks.

You'll start with your birth, inheriting your parents, location, and possibly some initial stats or quirks. From there, your options are numerous. Go to school, interact with family and friends, get a job, pursue hobbies, find love, start a family, travel the world, commit crimes… the possibilities are virtually endless.

The beauty of BitLife lies in its emergent storytelling. You might start with noble intentions, aiming to be a doctor, only to accidentally fall in with the wrong crowd and end up as a notorious criminal. Or perhaps you'll diligently study, get straight A's, and then blow all your savings on a lottery ticket. The randomness and unpredictable nature of the game are what make it so compelling.

Tips for Living Your Best (or Worst) BitLife:

Don't Neglect Your Stats: Keep an eye on your health, happiness, smarts, and looks. Regularly exercising, reading books, and socializing can significantly improve your life outcomes.
Experiment with Different Careers: From brain surgeon to stripper, BitLife offers a wide range of career paths. Each job has its own requirements and potential benefits (and drawbacks). Don't be afraid to try them all!
Relationships Matter: Nurturing your relationships with family, friends, and romantic partners can bring immense joy (and sometimes drama) to your BitLife. Regularly interacting with them can prevent resentment and ensure a happy social life.
Embrace the Chaos: Sometimes, the most fun comes from embracing the unexpected. Don't be afraid to make wild choices and see where they lead.
Explore the Activities Menu: This is where the magic happens. From gambling to meditation, the activities menu offers countless ways to influence your character's life and stats.
Consider Visiting Bitlife: To further enhance your Bitlife experience, explore online resources.

Ultimately, BitLife is a game about freedom and experimentation. There's no "right" way to play. You can strive for success, embrace chaos, or simply see how long you can survive in a particular role. It’s a fantastic time-killer that provides endless hours of entertainment through its simple, yet addictive gameplay. So, go forth and live a thousand lives! You might just surprise yourself with the kind of person you become, even in a virtual world.
40
General / Is Smart Module extremely high skill scaling intended?
« Last post by LikeAShadow406 on March 06, 2026, 11:45:43 am »
I noticed that Smart Modules seem to have extremely high skill scaling compared to other items? For reference, a q144 Smart Module needs 177 Electronics to use which is a higher skill requirement than my q164 Electroshock Generator which needs 174 while my q148 Circular Wave Amplifier has 158 requirement, I'm curious, is that intended?
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