First and foremost, we’d like to address the server queue issues that many of you have been eagerly waiting for updates on and, at times, found frustrating. Our team has been working tirelessly to resolve this matter, and after carefully considering your feedback, we are excited to announce that later today, we will activate three new servers for the Europe, America, and Asia regions. This is a major step toward alleviating access issues and ensuring a more enjoyable experience for all our players.
In addition, we believe it’s time to provide a more comprehensive explanation regarding other issues and challenges we’ve faced since the launch. Despite working alongside a reputable cybersecurity firm, we have encountered large-scale DDoS attacks since the game’s release. These attacks have significantly impacted our systems and server performance, disrupting the experience for our players. Our primary focus has been to analyze these issues thoroughly and determine the extent to which we can stabilize and safeguard our systems. This has required extensive collaboration with our security team, which is why we refrained from making a detailed statement until now.
We are committed to a long-term improvement process.
We recognize that there is a long road ahead in addressing current issues and implementing improvements based on your feedback. While it is a source of pride for us to have such a large player base, we also acknowledge that, as a smaller game studio, there have been moments when we struggled to meet the high demand on time. For these shortcomings, we sincerely apologize to our entire community.
Our Future Steps:
Resolving server issues: The addition of three new servers will help reduce access issues. Furthermore, we are planning capacity upgrades for all servers.
Enhancing cybersecurity: Our security team, in collaboration with a cybersecurity firm, continues to implement stronger measures to counteract DDoS attacks.
Improving communication: We are committed to maintaining more frequent and transparent communication with you. We will keep you informed of any updates, issues, or progress related to resolving ongoing challenges.
Compensation gifts: Once all issues have been resolved, we will express our gratitude for your patience and support by distributing compensation gifts to our players.
We are confident that we will overcome this challenging period together. Your support and understanding continue to inspire us as we work to elevate Quinfall to the level it deserves. Thank you for your patience and for contributing to this journey with your constructive feedback.
We remain dedicated to providing you with a better gaming experience as soon as possible.
🎥 The wait is over—your first look at RoadCraft gameplay is here!
🌟 Launching May 20th, 2025 🌟
We know how much you've been waiting for this moment, and today, we’re thrilled to unveil the gameplay trailer for RoadCraft! 🎉
Just imagine stepping into a world where you’re the one turning disaster zones into thriving landscapes with cutting-edge technology and teamwork to make it happen.
Sounds like a dream, doesn’t it? ✨
In RoadCraft, you’re at the helm of a disaster recovery company specializing in restoring areas devastated by natural calamities. With advanced simulation powered by Saber Interactive’s new engine, every material, vehicle, and terrain reacts with realistic physics, making each task feel immersive and rewarding.
This first look showcases breathtaking environments brought to life with stunning visuals and realistic physics. 🌍
Whether you’re clearing debris, rebuilding roads, or restoring vital infrastructure, you’ve got everything you need to tackle challenges with creativity and precision. And with co-op gameplay for up to four players, it’s all about coming together and rebuilding as a team.
From reconnecting a concrete factory to clearing paths through sandstorm debris and repairing defective equipment, there are definitely diverse challenges awaiting you. No pressure, we know you’ll handle it ! 💪
Mark your calendars! RoadCraft launches on May 20th, 2025! 👀
The update spam is real. Only 18 days until the game gets submitted for review!
NEW:
-Unpausing now gives you 3 seconds of run up before the game fully unpauses.
CHANGES:
-Ammo bars scale better to lower resolutions, appearing shorter. -Upgrade icons have a much lower opacity. -Slight change to the way rockets look. -Unequipped guns regenerate their ammo a bit quicker.
FIXES:
-Gun spawner crash after wave 10. -Upgrade icons display correctly. -Gun names no longer get cut off in the HUD on lower resolutions.
Introducing Hardcore Mode - When starting a new save you now may select “Hardcore” as an option. Once a Wayfinder falls in battle, they cannot be used again on that save. Once all Wayfinders have fallen, that save can no longer be played.
Xbox Release
Wayfinders on Xbox can utilize the cross play lobbies just like all other platforms. Please be welcoming to the new Wayfinders pushing back the Gloom alongside you!
General Updates and Fixes
Reduced damage from some traps in Nightmare Mode (maximum 75% health damage).
Fixed traps double-hitting players.
Fixed a crash when using the Juggernaut’s weapon ability.
Fixed an issue preventing clients from completing the Patrol: Path of Fire if the host completed it first.
Fixed the Teryssa the Silence echo failing to activate/reset upon triggering.
Fixed the Hollowlord Vendral Echo not working properly with Ultimates.
Fixed an issue with the Phoenix becoming invulnerable during the Altar of Phoenix event.
Fixed invisible fleas blocking chokepoints or finale encounters.
Fixed the Dread Legion Boss failing to move to the second arena after Phase 1 of the hunt.
Fixed Dryades weapon ability Nature's Grasp failing to pull enemies.
Fixed the revive UI disappearing after using Phoenix Oil.
Corrected the set bonus for the Mutated Instability accessory set.
Players can now perform air slam attacks after consuming Phoenix Oil.
Fixed an issue where players couldn't damage the mini-prophecy during the Gloom Tear event in the Highlands.
Fixed missing button callouts for tracking/untracking quests.
Fixed missing button callouts on the Delete Profile confirmation pop-up.
The back button in the Delete Profile pop-up now works properly.
Fixed an issue where players could get stuck on a black screen after backing out of difficulty selection.
Fixed a hitch when interacting with the Tracer Event.
Fixed a freeze during Trail of the Lingering Light and Teryssa the Silence with the Turned Tables mutator boon active.
Fixed Lora's voice occasionally changing during attacks.
Updated the following weapons to include Max Health instead of a defensive stat:
Grim Harvest
Radiant Dawn
Dryades
Venom
Maiden's Rime
Voidbinder
Last Ditch
Requiem
Platform-Specific Fixes: PlayStation 5
Fixed an issue where the game failed to load the most recent save slot when using the Back to game option in Activity.
Fixed an issue where players couldn’t quit back to the Main Menu after entering gameplay through the Tutorial Activity.
Added a proper warning message when trying to join a Nightmare game from a non-Nightmare save.
rewrote dialog text rebalanced enemy stats and hp revised enemy mass calculations revised level design rearranged UI elements adjusted HUD UI fixed savefile corrupting inventory bug added inventory auto-sort added inventory functionality hold R1 and click to sort added inventory functionality hold L1 and click to drop item added backup save folder and backup saves added auto turn around added hold Left Stick to moonwalk added heal text pop-up added heal trigger to computer checkpoints added AOE damage for super magic added added credits tried to make battles more obvious
Inside each chest, you're guaranteed to find a redeemable Black Lion Statuette, the Evon Gnashblade Lucky Envelope, and two common items. You also have a chance to find something rarer in the fifth slot, including special items, glyphs, and skins from the Red Crane Weapon Collection and the Void Corrupted Weapon Collection.
Exclusive Item: Campfire Chair
The nights are cold, but the festivities are in full swing. Warm yourself by the fire and invite up to three friends to enjoy the cozy embers as the Year of the Dragon draws to a close and the Year of the Snake begins in Tyria. The Campfire Chair is a new exclusive drop from Black Lion Chests.
What’s in Stock
Sit and relax in amazing style with our in-stock discounts! Starting January 31 and continuing for the next few days, the following chair items will be 20% off:
Vacation Lounge Chair
Dueling Elements Chair Package
Skyscale Chair
Meandering Tortoise Chair
Comfortable Reading Chair
Restful Hammock Chair
Pirate Captain's Chair
Dwayna's Throne
Returning This Week
Summon the fashionista in your heart and give a new look to your character. From today until February 4, Black Lion Chest Keys, Transmutation Charges, Total Makeover Kits, Self-Style Hair Kits, and Name Change Contracts are 20% off. Stay glamorous!
Available Now in the Gem Store!
Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
Shed the old year and slither into the next—our annual Lunar New Year celebration has finally arrived! Tyria welcomes the Year of the Snake with vibrant festivities in Divinity's Reach, where you can participate in games, enjoy the fireworks while eating tasty Canthan food, and earn new rewards. The Lunar New Year celebrations start today and will be available until February 18.
This festival is accessible to players of any level. Even if you're brand new to the game, you can easily take part in our Lunar New Year activities and earn new cosmetic unlocks, utility items, and more! Check your in-game mail for an Invitation to Lunar New Year and double-click the item to teleport instantly to Divinity's Reach. The Wizard's Vault also has special objectives directing you toward Lunar New Year activities so you can earn more astral acclaim and collect your rewards!
For the full details of today's update, check out the release notes on our official forums.
Rewards
The Year of the Snake has many new rewards for you to sink your fangs into! The annual meta-achievement will reward players with their choice of weapon from the new Lantern weapon collection, which radiates festive brilliance, and the Snaketail Breeches—scale-adorned leg armor featuring a sinuous tail design. This new tail is perfect for channeling your inner serpent, especially when paired with last year's Dragon Descendant's Helm for a truly slithery transformation. Check the Achievements tab in your Hero panel and navigate to the Daily Lunar New Year and Festivals sections for more information.
If you're looking to add a touch of flair to all your combat encounters in the Year of the Snake, we have new weapon rewards this year! Open lucky envelopes for a chance to find the brand-new Jade Serpent Spear, Jade Serpent Dagger, and Jade Serpent Rifle! These new weapons are also available for purchase for gold and essences of luck from the kodan vendor Sparking Stone in Divinity's Reach.
There are also two new snake-themed back items that can be obtained by opening Lucky Envelopes. Take a chance to collect the elegant Lucky Snake Lantern or the striking Lucky Great Snake Lantern.
Speaking of lucky envelopes—don't forget to open your lucky envelopes! They affect your account's magic find attribute, allowing you to increase your magic find for chances at better rewards when opening them. Lucky envelopes can contain additional essences of luck, valuable trophies that you can sell to vendors for coin, and a chance at the special rewards listed above. This can help your search for those special snake-themed rewards you have your eye on!
There are also a few new homestead and guild decorations available so you can deck your halls with snake statues and lanterns. Finally, there is a new Mini Snake that can also be acquired from the Lunar New Year vendors.
Where to Go and What to Do
The Crown Pavilion in Divinity's Reach is your hub for Lunar New Year festivities. Check your in-game mail for an Invitation to Lunar New Year and double-click the item to teleport instantly to Divinity's Reach.
Celestial Challenge
Speak to the Celestial Challenge Attendant at the Crown Pavilion in Divinity's Reach to begin the Celestial Challenge, a series of activities that will require you to take down enemies, race through checkpoints, perform feats of jumping mastery, and more. The more activities you successfully complete during the event, the greater your rewards at the end.
Dragon Ball Arena
Speak to Finola at the Crown Pavilion in Divinity's Reach to enter the Dragon Ball Arena. This dodgeball-like PvP game mode is a race to the finish, where the first team of five players to reach five hundred points claims ultimate victory. Collect power-ups throughout the arena to gain access to new skills, zip around the arena with zip pads and jump pads, and master the art of the Dragon Sphere.
Mount Racing
Race around Divinity's Reach! You don't need to have any mounts unlocked to take part in this race—a nearby rental service is available to rent a raptor for just 10 silver.
Firecracker Lighting
Speak to the firecracker-lighting NPC at the Crown Pavilion in Divinity's Reach to start this seasonal adventure. Use your mastery of the world to quickly navigate through the streets of Divinity's Reach and light all the firecrackers! Gliding, mounts—anything goes! Just don't use any waypoints, or your progress will be reset.
Today, we are thrilled to share some behind-the-scenes insights into our journey as we bring our beloved board game to life in the digital world.
Board games and video games share a love for strategy, creativity, and fun, but they’re fundamentally different beasts. While a board game thrives on tactile pieces, face-to-face interactions, and the simplicity of pen and paper, a video game must translate those elements into something intuitive, immersive, and dynamic for players sitting in front of a screen.
From reimagining mechanics for a digital interface to preserving the “feel” of the original while embracing the opportunities technology offers, every decision we’ve made has been about balancing faithfulness to the source material with the potential to enhance the experience in new and exciting ways; a necessity which clearly emerged in our previous work with Lorenzo il Magnifico. We’ll explore some of these key challenges and share how we’ve tackled them—from redesigning complex systems to ensuring that every player, whether new or familiar with the board game, can enjoy what we’ve created.
So, put on a cozy blanket and join us on this multi-part journey!
1. Squeezing everything into a small screen
One of the first challenges we faced was translating the sprawling board game layout into the limited space of a screen. In a board game, the table is your canvas — there’s room for large boards, detailed player areas, and all the physical components that bring the game to life. In a video game, however, the screen is finite, and every pixel matters.
Our primary goal was to maintain clarity and functionality while staying true to the visual and thematic elements that make the board game special. This meant rethinking how information is presented. Instead of a single sprawling board, we explored breaking it down into interactive sections, allowing players to focus on specific parts of the game without feeling overwhelmed. These parts were: the map, the personal game board, the opponents boards, and the action boards, which were redesigned and recombined in different arrangements to find which one best suited the available space.
We started working on the horizontally tightest aspect ratio we decided to support, which is 3:2, as it’s default for many productivity-focused devices, such as Microsoft’s Surface series and certain laptops and tablets. Other resolutions would then have the content to be more spaced or stretched, to increase readability and reduce the “clumsiness”— something close to a responsive UI, where elements scale well across different devices, whether you’re playing on a widescreen monitor or a smaller laptop screen.
It was immediately clear that not all information could have made it to the final cut, but we wanted to ensure the player’s experience remained smooth and intuitive nevertheless, especially for the first-time user experience. This meant implementing tooltips, hover effects, popovers and easy navigation to let players interact with the game interface without getting lost or frustrated.
In short, squeezing a big board into a small screen was like solving a puzzle. A big, complex puzzle that likes to gnaw at your fingers.
If you made it this far, thank you! We’re excited to keep sharing our progress and can’t wait for you to see how it all comes together. And if you have any questions, feedback, or just want to share your excitement, let us know in the comments!
Hello Voyagers! Michael / Spacenorth here with exciting updates from our first dev stream about creating UI in Voyagers.
Fresh Off the Ship
We've just wrapped up testing a build packed with changes directly inspired by your Demo feedback. If you played in that Discord playtest, we’d love your even deeper feedback here (Google Forms Survey).
For those who love the details, you can find the full Patch Notes here, but let's dive into the highlights!
Combat Gets an Overhaul
The combat system has received some much-needed attention:
New motion warping system makes targeting and hitting enemies more intuitive
No more sliding past your targets
Better enemy behaviors
More predictable enemy aggro and leashing
Goodbye instant night spawns in a zone around you.
We’ve seen too many players die to unjust enemy respawns at sunset!
Intermittent Fasting
We've completely reworked the hunger system to solve some major pain points and bring it closer to what players have been expecting:
Made a balance pass so there’s less frequent eating required - build and AFK without constant snacking
Hunger no longer deals direct damage to you
Instead, you can get hungry in multiple states, which reduces your max stamina, health, and oxygen in increasing amounts
Cooked food provides healing over time
Looking Good, Feeling Good
New particles, adding clothing/hair physics, and the character creator is easier to find.
Character creation comes at the start of creating or joining a new server instead of being hidden in a menu
Longer clothing now has proper physics and long hair is back!
New visual effects everywhere:
Sea foam in shallow waters
Wind trails and dust
Underwater bubbles
Improved character animations
Major Quality of Life Improvements
Keybinding v1:
We heard tons of great feedback on this and built our first version of customizable controls, making the game much more playable for non-QWERTY controls
We're eager for your feedback on this!
Multiplayer Responsiveness:
If you are a non-host player, gathering and inventory interactions will feel a lot more responsive now!
Crafting Overhaul:
Removed fuel requirement to streamline the experience
Added crafting queues to stack up multiple batches when you’ve got lots to craft
Did a visual redesign of crafting and refining menus!
Keep the Feedback Flowing!
These updates (and many more) all came from valuable, insightful player feedback we got during the Steam Demo launch. Thank you for all the survey responses, FeatureUpvote threads, Discord messages, and Steam discussions that have helped us jump on just a few ways that we can make Voyagers better.
If you're interested in playtesting, be sure to sign up through our Firstlook here: {LINK REMOVED}https://bit.ly/VoNPlaytest
And there’s more changes right around the corner! We're planning to update the public Steam Demo build in a couple weeks with even more improvements and will be eager to hear fresh feedback from all y’all then. Stay tuned!