Today we journey into the living heart of Teer Fradee, where the island’s first children—the Teer Fradeans—have woven their destinies with the land itself for centuries.
From the moment you set foot on this mysterious shore in GreedFall II, you can understand their influence: a tapestry of clans, each with its own story, yet bound by a shared language - the Yecht Fradí - faith, and an unbreakable bond to nature.
Ancient Roots and First Contact
Long before any “people of the sea” ever glimpsed the ocean horizon, the Teer Fradeans thrived on the island. They sculpted villages in harmony with the forest, mountain and streams—never as conquerors, but as caretakers. When the first merchants arrived, the islanders greeted them with cautious hospitality. Yet, as axes rang through sacred groves and wells ran dry beneath foreigners' greedy hands, the Teer Fradeans’ true spirit awoke.
Magic Born of the Land
In desperation, the chiefs ascended to the volcano’s rim to plead with “En on míl frichtimen”, the thousand-faced island deity. A pact was forged: magic would flow through chosen few—the on ol menawí—but at a cost. Gifted with natural magic, they draw power from sacred sites, their bodies gradually entwining with moss, leaves, and bark. Linking themselves to the land transforms them into colossal Nádaig, guardians who stride forth to protect the land. Their emergence drove the invaders from Teer Fradee, sealing both victory and sacrifice into legend.
Clans, Chiefs, and the High Monarch
Though united by language and belief, each mál (“chief”) leads a tribe with its own temperament toward the newcomers—some trade, some war, some watch and wait. In times of strife, these chiefs gather to elect a High Monarch, who serves as supreme judge, mediator, and spiritual beacon. Under their rule, the Teer Fradeans stand as one body with many faces.
Villages and Choices
From the Sísaíg Cnámeis (“Bone Blowers”) to Cengeden Anedas (“Tempest Warriors”), each tribe dwells in villages steeped in lore. From Ullan in Vígnámrí, Bladníd in Vedrhais, Dunncas in Vígyígidaw—and many more in hidden hamlets whose names echo through forest and stone. As the main character in GreedFall 2, in your lakeside home, you’ll face choices that ripple through every clan. Some see “renaigsa” as allies in trade and progress; others, like one of their wise doneigada Mev, warn that peace may be the calm before another tempest.
The Uprooted and Tomorrow’s Guardians
The Uprooted are those who were taken from Teer Fradee and enslaved by the Gacaneans. Though scattered and marked by hardship, they remain bound to the island through ancestral ties and latent magic. Many believe they will one day rise to reclaim what was taken from them.
As a Teer Fradean in GreedFall 2, every choice you make sends ripples across Teer Fradee—and far beyond its shores. Will you make choices based on your ancestors' history and past, or forge a new path for the island and its people? The fate of this world lies in your hands… and that’s just the beginning.
Next up, we’ll hoist the sails and delve into the world of the Nauts—uncovering their culture, daring exploits, and the waves of change they may bring. Stay tuned!
Greetings Dred- actually wait wrong game Today we have a new ascension, along with a few cards to go with it!
Ascension: In-Jokes
Each stack of In-Jokes gives you the 'Cursed' card, increase damage to you by an extra 100% If you're keen-eyed you might notice a new element, Curse. Each stack of Curse gives you +7 damage. (As a reminder, paper cards count for 1/2 a stack) Once you have a cursed card, other curses will start appearing in the level up screen!
New Cards: Curses
There are 3 generic curse cards that just increase your damage taken to various degrees (giving you curse stacks and effectively damage in exchange) These 3 cards also let you qualify for curse medals appearing in the level up screen.
The Cursed Gem Medal! A big pay off for stacking a ton of curses.
Cursed Bronze, Silver and Gold tier medals, they can only show up mid-run and can't be bought. In regards to Frail: if you were already at 0 Defence, negative defence will increase damage taken by a flat amount.
New Combination Card: Awesome Blow
Unlocked via getting 8 Knockbacks. Some more knockback synergy, like most other combination cards, you can't buy this either.
QOL: Healthbars
Health bars are now only shown when an enemy is actually damaged to reduce clutter. Shielded enemies now have an armour bar so you can actually track how much damage has been done to their armour!
Planets now show off their health too!
Rebalance: Piercing
Piercing is simply a generically good stat, virtually every weapon wants it, piercing is also really effective because +1 piercing can effectively double your damage output by letting you hit multiple targets. So piercing is being nerfed quite heavily, however, as compensation, any projectile that kills an enemy will pierce that enemy, this will be a large buff to guns and other long cooldown high damage weapons. This is also an indirect buff to dev bias.
Rebalance: Contradictions Ascension
Contradictions now stacks up to x3! Each stack of contradictions:
Makes enemy explosion hurt more.
Make enemy explosions bigger.
Contradictions still makes enemy explosions destroy your projectiles, but it also now prevents enemies from taking friendly fire from explosions.
Rebalance: Enemy Difficulty
Enemies were in sore need of a look at after the Wave/EXP changes. To make it feel like a wave survival game, there are about four times the amount of enemies spawning now in the beginning, though the amount of enemies you get with each new planetoid destroyed scales slower. The amount of enemies that spawn scaling on player level is also increased. Enemy HP was lacking as well, even the worst builds could handily one-shot enemies, so enemies are quite a bit tankier now, though good and high damage builds shouldn't struggle at all, and you can still reach one-shot territory.
Changes:
Healer enemies now heal twice as fast and gain max HP quicker.
Big Blob and Healer enemies now have double their starting HP.
Dealing damage to an enemy now reduces their armour by 10% of the blocked damage instead of a flat 1. This makes Antares A a lot more reasonable.
The 'tutorial' waves (that show off each enemy one by one) that happen at the start of every run now only happen if you have less than 3 levels from metaprogression and only if you are below 1st Ascension.
The start of runs begins with an extra wave spawner to increase enemy variety.
Sun no longer deals damage to itself.
Due to increased enemy spawns, honey, monster bone and coinlicker have all been reverted/nerfed to 1 hp healing.
Planetoids now clear the abyss around them a little while prevented from spawning enemies. (which happens for 5 seconds after taking damage)
Planetoids can also no longer generate new abyss while supressed.
Big and Small Blob have had their damage increased by double.
Arsenal can no longer show up twice during arsenal level.
Antares B no longer heals herself unless she's alone.
Joker face nerfed so the +4 mult only applies on attach.
Fixed a bug where Integral did not give damage against the void.
Red enemies are faster.
Homing now homes in the first 10 pierces instead of the first pierce only.
Homing now has a sharper turn the more accuracy you have.
Buffing Snakes cooldown from 8 seconds to 4 seconds.
Snakes now have a unique benefit that they can pierce shield enemies and planetoids, which usually destroy projectiles.
Planetoids no longer have 100% poison resistance, now having a visual effect (toxic atmosphere) when poisoned.
Abyss health no longer scales at all, and player damage against abyss does not scale with damage anymore. Base damage against abyss is roughly the same as before, but the only way to increase it now is with integrity or suppression, but there's also little need to actually increase damage against it.
Lightning actually hits planets now.
Tons of misc bug fixes.
Yellow slimes have a base exp drop rate of 50% now due to how many spawn compared to other enemies.
To reduce early level spam, the amount of EXP needed per level is now [Level x 2 + 3]. Previously it was [Level x 2].
Fixed a bug that cause planetoids and suns to have way more damage reduction after stage 1 than intended.
Thanks for your patience, reading and playing! See ya next time!
《Trilogy of the Moon Demo》Gameplay Event Winner Announcement🎉
Hello, this is the Skyplus Team of 《Trilogy of the Moon》.
We sincerely thank everyone who showed interest and participated in the 《Trilogy of the Moon Demo》 gameplay event that ran from April 23rd (Wed) to April 29th (Tue), 2025.
Thanks to all of you who enjoyed the game and left warm reviews, our development team has been greatly encouraged.
📌 Winner Information We have randomly selected a total of 20 people from those who met the event participation requirements, and will be awarding a game key for 《Trilogy of the Moon》(full version). The prizes will be sent individually on Friday, May 2nd, 2025, to the email addresses provided during participation.
🎁 Prize 《Trilogy of the Moon》(full version) Game Key – 20 winners in total (Please check your winner notification email for the game key.)
📅 Winner Announcement: Friday, May 2nd, 2025, 20:00 (KST)
🔒 Winner Privacy Protection Notice For privacy protection, email addresses will be partially masked when announcing winners. Example: skyplus@sky-plus.co.kr → skyp***@ format Please double-check the email you entered during event participation to ensure accurate prize receipt.
A couple months ago we kicked off our very first Alpha playtest, and it was a huge milestone for the team. This was an early slice of the Macabre experience – raw in places, but full of the systems and ideas we've been quietly building behind the scenes. The goal was never to show a finished product – it was to open the doors early and start shaping this together.
What we got back was incredible. Your feedback was thoughtful, honest, and energising. It confirmed a lot of what we already had planned, surfaced things we needed to improve, and helped us sharpen the experience across the board. We can’t thank you enough for jumping in, sharing your thoughts, and being part of this journey.
Here’s what we’ve been cooking since the playtest.
Macabre is Evolving
Macabre is an apex predator – but that doesn’t mean it charges in without thinking. It now assesses each encounter based on your actions, your gear, and how much of a threat you pose. If it senses danger, it may hold back, reposition, or try to outmanoeuvre you rather than attacking head-on.
In the clip below, the player is holding a Liquid Barbecue, a high-threat item. Macabre sprints past at speed, screaming to intimidate, but carefully keeps its distance. It’s not retreating – it’s looking for another angle. Keeping it in your line of sight is key to staying alive. Lose track of it, and you might not see it again until it’s too late.
This is just one example of the more complex, reactive behaviours we’re developing. The next iteration of the AI is focused on making Macabre feel more alive – less like a pattern to memorise, and more like something actively trying to outsmart you.
A Rift That Changes How You Play
We’ve expanded the world of Macabre in meaningful ways – not just to make it look better, but to change the way you play.
New map layouts, outpost configurations, and environmental variations now shift the flow of each session. You'll need to rethink your approach each time – where you move, where you hide, how you extract – because no two runs will feel the same.
On top of that, we’ve rebuilt the entire environment with more detail, improved lighting, and full support for dynamic weather and a day-to-night cycle. Rain, fog, or fading light can all affect visibility, tension, and how exposed you feel in the open.
Playing Together, Communicating Better
We’re continuing to evolve Macabre’s multiplayer experience, including work on the way players communicate and navigate the world together. Voice indicators, improved team visibility, and groundwork for non-verbal communication are all being developed.
We’ve also introduced the ability to late join matches – dropping into an active session as a spectator so you can watch your team, get a feel for the mission, and prepare to dive in properly next time.
Improved UI and Onboarding
We’ve been polishing up a lot of the early-game experience – particularly around how players understand objectives, interact with the world, and get the information they need without breaking immersion. Many of these systems were still early in the last build, and your feedback helped us fine-tune how and where players need more clarity.
We've made a range of interface and feedback improvements that will make your intentions clearer and your decisions more confident – without removing the tension of the unknown.
New Looks, New Legends
Alongside the new locations, we’ve been making big progress on art across the board. We’re currently finalising character skins, including the Hunter set and the new Fair Dinkum skin and Other Cosmetics exclusive to our amazing Patreon supporters. It’s been exciting to bring more visual personality into the game and we’re looking forward to showing even more in the next build.
Smoother, Faster, Less* Jank
We’ve made big strides in performance and stability since the last playtest. From faster navmesh generation to improved asset streaming and frame rates, the game is feeling much smoother across the board.
A major focus has been on scalability and optimisation, making sure Macabre runs well even on older hardware – so more players can jump in and have a great experience, no matter their setup.
There’s still more to do, but we’re already seeing strong gains – and your feedback has been a massive help in getting us here.
What’s Next?
We’re incredibly grateful to everyone who took part in our first Alpha – your feedback, time and support have been invaluable in helping shape where we go next.
Right now, we’re focused on implementing the next major round of features and improvements. A big part of that is evolving the Monster AI into more complex and reactive behaviours. We’re moving into new territory here, and that means a lot of internal testing, fine-tuning, and trial and error to get it feeling just right.
We’re keen to kick off the next playtest, but we also want to make sure it’s the right time. There’s no point rushing in before the features are ready – so while we’re aiming for later this month, we’ll confirm the exact date once we’re confident it’s ready to go.
Until Next Time
Thank you again to all our backers for your incredible support. If you have any questions, feel free to contact us via Discord or through Kickstarter messaging.
With over 5000 members and counting, our Discord server is the best place to connect with fellow backers, get the latest news, and share your thoughts on the game. You can also access the exclusive Alpha Rift, where we post development previews and discuss ideas with fellow Alpha Playtesters.
Patch 1.12 introduces a new way to clean your character without soap or clean water — by using the cheapest public pool in Foxtown (added to the Red Engine Salvage location). But beware: your character’s health may suffer for it.
Patch 1.12 also includes minor improvements to several icons and graphics, and adds a small side quest. There are no changes to the main story.
Sorry we've been a bit radio silent lately, we're happy to announce that the next Major Content Update is coming out Mid-May, we're just working hard on some Quality of Life and Bugfixes ready for the release.
Here's an overview of what you can expect to play soon:
QUEST - INQUISITION OF BAST
The Inquisition storyline continues this update with Good Tombkeeping. One hour after A Road Paved with Good Intent (or passing time at a campfire), Tefahra will have another task for you; halt the Anubites from pillaging a Tomb in the inhospitable Behid-Heq, dispatch a dangerous boss, then prove your faith and commitment to Bast with a Trial of Pain, Temptation or Prayer.
This quest comes with a new Dungeon, sex scenes, or an optional mini-game.
QUEST - CULT OF ANUBIS
The Cult of Anubis receives their first major quest in UE5 this update, with Amansi's brother Amhak missing whilst searching for Ritual Vessels. Players can help return him to the Anubite outpost and solve the tomb's puzzle to receive new hidden treasure and begin earning the trust of the Jackal Cultists.
Players will speak with Amansi in the ruins near Ikenni Villa to get started.
New Sex Scenes - Tefahra & The Temple of Jhedet
Tefera's trial is a two-stage DSS2 scene including a tease and Strap-On and is the most complex scenes we've ever done. Available for Females & Males, Tefahra will push you to the limit in order to prove your fortitude and initiate you into Bast's Inquisition.
The temple of Jhedet also has new scenes in the upcoming update, with new Anal & Pussy options available for for all non-formless players.
COSMETICS/SYSTEM UPDATE
Unlockable Genitals and skins are returning to Sabu in this update, bringing with it two new Large genital options, the Drake Member and - for female-form players - the first large size Strap-On, the Inquisitor's Rod.
Find the new genitals sealed within the latest return to the game: Ritual Vessels are again scattered around the world and deep within Dungeons. In subsequent updates these will be how you will find both new and existing genital skins and cosmetic options.
The new Drake Member is currently available in three skins.
EQUIPMENT - SHIELDS & BOWS
Masses of new shields are now available around the world. From corroded relics to ornate bronze, to Anubite, Inquisition, and even the Gilded Fold; there are now 17 new shield options with which players can equip themselves to face the dangers of the dunes.
Bows in CI have been placeholder until now; we've finally overhauled them and made them more readily available around the world. The Light Hunting Bow is now the default, which is a little faster than before and with higher crit chance. If you're lucky you'll find the Anubite Warbow which is heavier on the draw and does significantly higher damage.
Quality of Life
CAMERA
We were getting unhappy with the limited camera options in game and we felt it needed an overhaul, the new camera now lets you zoom in or out whenever you'd like, swap shoulder and we'll be adding more options for it in the future, we hope you like the change!
PLAYER EXPERIENCE - NEW GAME OPTIONS
We've added two major improvements to the New Game experience, Masculine Formless and the ability to skip the intro.
PLAYER EXPERIENCE - SAVE SLOTS
We've been listening intently to player feedback and suggestions, and a substantial number of you have been asking for more saves and better organization. To this end, this update we've added three major features:
Save Slots
Unlimited Saves
Manual Saves
In the menus you can now select your current save slot, each slot has unlimited saves and holds auto-saves, quick saves and manual saves. Hopefully this lets you keep track and not lose any progress and honestly we're sorry it took us this long!
There's also a new 'Save & Quit' option on the menu that if you can save, it will also save before closing.
More to Come
We've not shown all, there's also a sneek peek at the Drake, new Map Areas, new torch, vendors, Spells, Arrows, UI changes and more! We'll reveal all and the changelog in our full Major Update post in a couple of weeks, so please look out for that, we can't wait for you all to play the latest update!
Welcome to the first of our PowerWash Simulator 2 DevLogs! For this one we’ll be taking a look at the story. We spoke to FuturLab Writer, Mark, to give us a little insight into some of the lore and storytelling.
If you haven’t caught it already, you can see him featured in our video that was shown during the Galaxies Show case a couple of weeks ago here ⬇️
When we asked Mark a little about the story, he was surprised, and delighted at how well received it was from PowerWash Simulator players.
If you're interested in the story of PowerWash Simulator but haven't played it yet, this may be spoiler territory, so be warned!
“Its biggest weakness – that it wasn’t needed at all, made no requirements of the player and made no difference to the core gaming experience whatsoever - turned out to be its biggest strength. It meant that we could go a bit wild with it. By the end of the career mode there was a synergy between the two, with the narrative helping to inform the latter levels. It’s unlikely the game would’ve finished with the cleaning of a UFO and Atlantis without a story to justify it, although the latter was always the intended endpoint.”
Mark goes on to explain, “For PowerWash Simulator 2, we’ve taken the same approach. The primary consideration when choosing jobs is always game mechanics – would these be interesting and satisfying washing experiences? Then we got started with a story and let it leak in and inform some of the levels.”
Mark continues, “PowerWash Simulator 2 is a sequel, set a few years down the line, so we tried to imagine what might have happened in the interim. One of the design team, Sam, had an amazing idea relating to the Ancient Statue from the first game which, once completely clean, fired a blue laser beam out of its forehead, across the desert and into the nearby volcano, Mount Rushless.
Whilst it served our story’s purposes by warding off an imminent eruption, Sam asked, what if this laser just kept firing, for some reason unknown to science, day and night, like there was no off switch? The locals living under the beam would be fuming at the constant light pollution, whilst the authorities would want to keep it running to draw in tourists from all over the globe. We loved the idea, and the Ancient Statue became the Muckingham Merman, Caldera County a hotspot for the paranormal, and we went from there.”
“We reasoned that even with such weirdness going down, everything would eventually go back to a new normal, with most people going about their lives as before, allowing us to keep it (mostly) grounded, just everyday people with questionable motivations getting into sticky situations.
The Powerwasher has been busy in the interim, too. Obviously it was great to be involved in preventing an apocalyptic volcanic eruption by washing down the Sea Temple of an ancient civilization, but saving the world doesn't always pay the bills. So they've continued to get their head down to save up for a swanky new Home Base, which they've just moved into as the new game commences. Despite Harper's best deal wrangling at the auctions, the Powerwasher was right on the limit of their budget and has had to sell most of their equipment to afford it. But with their reputation and powerwashing prowess, it's only going to be a matter of time before the purchasing of serious upgrades begins again."
“To help out with delivering the story this time around, the Home Base will feature a map and pinboard, which will collect newspaper snippets related to the lore as you progress through the Career. This will fill in some gaps and help players stay invested in the story in a frictionless way."
Check out the WIP Caldera County map, put together by Senior UI Artist, Paul ⬇️
"It’s been a real joy and privilege to write for PowerWash Simulator 2, and we hope the lore hungry among you enjoy where we’ve gone with it. Hopefully it answers some of your questions, springs a few surprises and entertains you along the wash.”
We hope you’ve enjoyed taking a little look into how the PowerWash Simulator story is shaped, and we can’t wait for you to see where we go from PowerWash Simulator to PowerWash Simulator 2
Is there something you’d like to see us take a deeper dive into in future, or something we’ve looked at that you’d like to know more about? Drop it in the comments to let us know!
Next time we’ll be taking a sneak peek into one of the new PowerWash Simulator 2 levels, so keep an eye out for when that drops. Here is a little teaser for you! Any ideas what it could be? 👀
If you didn't see on our socials, we also shared the new key art for PowerWash Simulator 2! We think FuturLab Concept Artist, Anthony & Marketing Artist, Cristina did an amazing job making it look super clean ✨