Marvel Contest of Champions - Kabam Pinwheel

Greetings Summoners,
Now we know you’ve been hearing about these Statcast Relics for some time and are probably wondering about the deep deets,  so we put together a bit of a behind-the-scenes info dive to get you ready for the upcoming Statcast Relics! With that, let’s start by answering a few questions.

What happened with Battlecasts?

When we were making Battlecasts, there were a few different goals we were trying to achieve…

  • Collectible - These should be desirable objects that players are excited to get

  • Scalable - Lots of design levers, easy to expand on

  • Theorycrafting - Players have lots of options to consider 

  • Meaningful Choices - Decisions have real impacts

In practice, what we found was…

  • Too Complex (for players) - The data showed that many players weren’t making Rune selections at all. As a result, many players had an underwhelming first impression of Battlecasts, since the abilities they were designed to grant weren’t being selected by the player leading to those abilities not being enabled. 

  • Too Flexible (for development) - Adding or modifying RPG abilities for an entire class is very challenging to balance. Whenever we introduced a new Battlecast, we had to make sure it didn’t break one of the ~40 Champions it could bind to, and whenever we create a new Champion, we have to make sure they aren’t broken with any of the existing Battlecasts. In many ways, building Battlecasts actually required more playtesting than did a new Champion, and our design team simply couldn’t sustainably support them.

Ultimately, this led us to a point where we could reasonably create about 3 Battlecasts for a similar, and in many cases in excess of the amount of design, balance, and QA effort as developing new Champions and Quests.  At that sort of volume, the ROI ended up not making sense to continue to develop these, so they were put on pause.

What changed?

  • Battlerealm Brawl - This was a major inflection point for Relic sentiment in the community. When players saw how Battlecasts could clutch top-tier competitive fights, players became much more engaged with the system. 

  • Battlegrounds - As players engaged more with the new Battlegrounds game mode, and started running multiple Battlegrounds Decks, it started to become a major pain point to move your Relics between Champions in each of your Decks and across other modes in-game. Players started proactively asking for more Relics.

Some Lessons Learned

  • Strikers Good! - Players really enjoyed the combo-extending functionality of the Strikers.

  • Complexity Bad! - Our hypothesis that end-game players wanted more crunchy Champion customization options proved incorrect. Relic management was generally perceived as another maintenance chore, rather than an exciting new way to customize your Champions. 

  • Overly Cautious - Relics had the potential to blow up the game’s balance, so we were very conservative with their rollout (initially limited to certain game modes, lower rarity versions weren’t that strong, and higher rarity Relics required significant time to obtain, etc.) In hindsight, though, being so conservative undercut their release and compounded the underwhelmed player reception. 

Introducing… STATCASTS! 

After a lot of internal iteration on how to address the above issues, and what a compelling new Relic type could look like (within the limitations of the existing system), we will be introducing Statcasts to the Contest come August and beyond!
At a high level, they’ll be composed of…

  • Striker: Yes, Statcasts will STILL have the combo-extending Strikers you know and love

  • Primary Attribute: Each Statcast will have a Stat that it boosts by a large amount (e.g. Crit Damage, Special Damage, Block Proficiency, etc.)

  • Secondary Attribute: Each Statcast will have a Stat that it boosts by a smaller amount (e.g. Crit Damage, Special Damage, Block Proficiency, etc.)

  • Singular Runes: Each Rune will only have one option, no need to swap it around 

  • Active on Defense: Statcast Rune effects will be active on DEFENSE (however, Defenders will NOT be able to use Strikers) 

  • UX Improvements: We will be introducing several menuflow improvements to make it easier to manage and understand your Relics (both Battlecasts & Statcasts post August )

Each Statcast Relic statue will map to a specific combination of a Class and a Primary Attribute (e.g. Hulkling = Cosmic Armor Penetration), and each Statcast will have a number of Secondary Attribute variants (Armor Pen + Crit Rate, Armor Pen + Special Damage, Armor Pen + Energy Resist, etc.) This mix and match approach will allow us to produce lots of Statcasts and address the Relic scarcity issue that has caused Summoners so much frustration. 

What does this mean for the future of Battlecasts?

  • Never say never. We won’t say that we’ll never make another Battlecast, but for right now, we don’t have any plans to make more.

What were some of the challenges in building out Statcast Relics?

  • Scale was the biggest challenge we faced. Relics were originally built to be bespoke, 1-off’s and hand crafted, both in terms of the UX (Screens and other Interactions) as well as on the back-end where we actually build the data which drives them. So it took some figuring out to find ways to adapt those bones to our new vision without just re-doing a huge feature, which took significant time and resources to build originally, with an intentionally smaller team and shorter timeline.


When can players expect to see Statcast Relics added to the contest?

  • The first batch will be released in our 52.0 build in August.


How can players get them?

  • We will run an initial Alliance Event with a mix of rarities, along with different crystal bundles for players to begin their collections.

Can I use my existing relic crystal shards?

  • Since Battlecasts have lived in the ecosystem for so long, players have wildly varying amounts of relic shards hoarded, making it impossible for us to release Statcasts into the existing pool without creating a huge imbalance in access. 

  • Because of this, Statcast Relics will be obtainable through a NEW form of Shards and will not be added to existing crystal pools.

What about my existing Relic resources???

  • Existing and future Alloys and Embers will work on both Battlecasts and Statcasts 

  • Existing and future Relics Gems (Awakening, Innate, Rank Up) will work on both Battlecasts and Statcasts

7 Star Relics?

  • Statcasts will be available at 5-7 Star rarities. 

  • Battlecasts will remain at the existing 3-6 Star rarities for now

How many Statcast Relics are we talkin’ about here?

  • Our initial batch, slated for 52.0 release, is a whopping 60 unique Statcast Relics Per Rarity! 

  • As a reminder, each Statcast Relic will have a Primary Attribute and a Secondary Attribute. There will be 2 Primary Attribute Relics per class, resulting in 12 unique statues, and each of them will have 5 possible Secondaries, getting us to that total of 60. 

  • AND… we have even MORE slated for subsequent builds, so there’s a lot to be ecSTATic about..


What are some min-maxing opportunities you can think of theoretically?

  • Most of the Attributes that the Statcast Relics can currently boost go through the diminishing returns curve, so many of the best combinations involve either buffing relatively lower stats or finding champions with strong interactions with specific stats.

  • For example, increasing the Block Proficiency of Champions like Guillotine (Deathless or otherwise), Tigra, or Mr Negative can make them much more survivable, and increasing the low base Critical Rating of someone like Kingpin or Hulkbuster can have a large impact of their damage output. Further, Lady Deathstrike gets additional Damage from increasing her Armor Rating, and Champions like Jack O’Lantern, Shuri, and Guardian all scale damaging effects with their Critical Damage Rating. What theories do you have?

Blush Blush - Sad Panda Studios

Hey Panda Peeps,

What’s better than getting yourself some Diamonds? When those Diamonds come with more Diamonds! For the next 24 hours, any Diamond Bundle you purchase will come with 25% more Diamonds than normal. How’s that for a bang for your buck?

We love you so hard,

The Pandas

11:00am
Ember's verge - FerallessGames
Greetings, bushcrafters!

This update brings some new features, improvements, and refinements based on continued development towards the full game. From environmental additions to deeper gameplay mechanics, here's what's been added and changed in this version.

Regarding the full game the flood and drought systems have been reworked. During the drought players will struggle to find food and water, so preparing this period is essential. Flood will destroy all the structures built by the player from its way. Both of these are optional and can be turned off when starting a new custom game or choosing easier difficulty.

Surviving winter brings new challenges and opportunities. A dynamic snow system blankets the landscape, gradually building up and affecting movement — but it can be cleared when needed. Lakes and rivers freeze over, allowing for ice fishing as a vital source of food. However, resources are scarcer, temperatures are harsher, and only the well-prepared will endure the long cold season.

Got feedback? Join the Discord and share it! https://discord.gg/8EH6vW94

New Features:
  • Cordage crafting update
    - Cordage crafting has been reworked to reflect the broader availability of plant-based materials in nature. A new raw material, plant fiber, is now essential for crafting cordage.
    - Plant fiber can be gathered by harvesting roots or removing plant foliage from the ground.
    - The fiber yield from roots varies depending on the harvesting method (using a knife provides better results than collecting by hand).
  • Fishing update
    - You can now catch fish using a fishing rod.
    - Ice fishing is available during winter, allowing year-round fishing opportunities.
    - New fish species have been added, with different bodies of water offering unique combinations.
    - Future updates will introduce bait options and further fishing enhancements.
  • Tree Felling Update
    - All tree types can now be chopped down.
    - Tall trees yield 3 large logs, while smaller trees provide 2.
    - Be careful! Falling trees can injure the player if you're standing underneath.
    - A falling tree may knock over nearby trees, creating a chain reaction.


Minor Updates & Fixes:
  • To complement the reduced movement during strong winds, immersive wind sound effects have been added.
  • A new visual meter displays gained experience more clearly.
  • Moss can now be found growing on bedrock surfaces if lucky. Keep an eye out for large, static rocks with visible moss as clues.
  • The firemaking interface now clearly shows what’s required. Whether you need tinder, a firestarter, or both.
  • Minor UI improvements
  • Minor bug fixes

Thank you for your support, and happy surviving!

- Feralless games
Bot & Tic - Lhydrosa
\\
Patch Notes 0.3.5\
\

\\🆕 New Content\\
• Added a full \tutorial\ to help new players understand the game mechanics.
• Added \subtitles and translations\ for the following languages: \French, Spanish, German, Italian\.
• Added new decorative \props\ across multiple environments.

\\🛠️ Major System Updates\\
• \Complete overhaul of the grab system\: smoother interaction, better precision and feedback.
• \Partial rework of the interaction UI\: clearer prompts, improved design for better user experience.
• \Post-process system reworked\ entirely: lighting tone, effects and visual clarity improved.

\\🔧 Optimizations & Visual Improvements\\
• \Performance optimizations\ in several areas (lighting, interaction code, mesh culling).
• \Improved shadows\ and ambient lighting across all main levels.
• \Light setup optimized\ to reduce visual noise and improve contrast.

\\🧩 Gameplay Tweaks\\
• Minor changes in \Trial 1\ to improve clarity and flow.
• Added \language selector\ to the settings menu.

\Thanks again for playing Bot & Tic! This update brings us closer to a polished full version!\

Ships At Sea - yase
Patch Release – Public Test Update v0.8.2 Refined Further!

Ahoy Sailors!

We’re back with a second patch for Update v0.8.2, continuing to chart a course toward smoother seas. This follow-up focuses on crash fixes and key bug resolutions based on your feedback from the Public Test. Thank you for sailing with us and helping us improve the experience—your reports make all the difference!

Changelog

Features
  • Added the ability to intercept boat towing – the previous player will now be automatically detached

  • Added a smoke effect to the lighthouse light bulb when it is broken

Improvements
  • Improved lighthouse gameplay: Connected circuit breakers to the lighthouse system (lens and lights), with accurate status reflected on the main power switchboard

  • Improved whale observation mission

  • Improved further object highlighting logic

  • Improved fish physics to better stay on the conveyor belt in rough seas

Bug Fixes – Gameplay
  • Fixed an issue where fish would not follow the hook during the hooking animation on the Tier 2 fishing boat

  • Fixed an issue where gutted fish could be sent back into the production line, making them unrecoverable

  • Fixed issue where players could only refuel once per session

  • Fixed issue with fish markers not displaying for the client

  • Fixed issue where fish stored in the blue box after sorting were only visible to the host after loading a save

  • Fixed issue where fish on the Tier 3 fishing ship's table was only visible to the host, while the client saw them underneath the table

  • Fixed issue where client still sees interaction prompts after moving fish to the production line

  • Fixed issue with inconsistent storage box lever behavior between host and client on the fish production line

  • Fixed issue with boat distress icon being towed along with the vessel

Bug Fixes – Systems & UI
  • Fixed an issue where switchboard indicators on boats did not work on clients

  • Fixed an issue where the red indicator lights on the main power switchboard appeared broken for the client

  • Fixed issue where certain buttons on wheelhouse instruments were not functioning

  • Resolved issue where Tier 1 sonar could not be turned on

  • Resolved issue where sonar brightness could not be adjusted

  • Resolved issue where autopilot brightness could not be adjusted by the client

  • Resolved issue where radar range button could not be adjusted from the client

  • Resolved issue where autopilot buttons (NAV, SET, STBY) could not be interacted with

  • Fixed issue where weather settings (e.g., pressing rain or sunny button) did not work

  • Fixed issue where mission markers did not display correctly for global missions

  • Fixed issue where Game Settings displayed x16 time speed instead of x8 after loading a save

  • Fixed an issue where a toast message occasionally appeared with icons but no text

  • Fixed an issue where switching company while in the shipyard would teleport the boat out of it

  • Fixed issue where selling a ship with crew assigned prevented the player from reassigning, firing, or removing the crew

  • Removed blocking overlaps that prevented interaction with the wiper button on Tier 2 service boats

  • Fixed issue with camera angle when sitting in the chair on Nordland—player could not reach the throttle

  • Fixed issue where dual water cannon did not work on the Tier 3 service ship

  • Fixed issue where the lighthouse beacon was not working for the client when nearby

Crash Fixes
  • Fixed a crash when activating/deactivating a boat with a switchboard multiple times

  • Fixed a crash related to corrupted save data

  • Fixed crash for the host when client disconnected mid-session

  • Fixed a crash when trying to change settings in-game

Fair Winds and Happy Sailing!

  • Team Misc Games

Ever War - ∫ u v' dx = u v - ∫ u' v dx
  • Redesigned help menu.

  • Added tooltips for unit states and actions.

  • Bug fixes

Follow and Wishlist!

Rivals of Aether II - SBS
  • Bug fix: Poppy will now be invisible when the attached player is invisible.

  • Bug fix: Mint palette added.

  • Bug fix: Charging a Neutral Special immediately after hitting with Forward Special will no longer prevent the cloud from despawning.

  • Bug fix: Down Special's shock bomb hitting an opponent will no longer prevent Absa from hitting players on the same frame.

  • Bug fix: Touching the ground while charging Down Special will now cancel your double jump acceleration.

10:52am
The Spiral Playtest - Splagoon
  • Added new midboss
  • Added new enemy
  • Updates to knight midboss
    • Reduced sword attack range, damage, and stagger
    • Greatly reduced shockwave attack's stagger damage
    • When the knight gets staggered while blocking, they will take full damage from the attack that staggered them
  • Re-rendered many enemy/NPC sprites
  • Updates to spiderlings
    • Spiderlings are now white instead of black
    • Spiderlings now correctly get staggered
    • Fixed spiderlings running in circles
The Rangers In The South - DPA. Capitan Salchicha de Pollo
The Way of the Monk - Expansion Update!
🌊 New Water Biome!

Dive into a brand new biome!

  • Face new aquatic enemies

  • Discover fresh ambient music

  • Challenge the powerful new biome Boss

🥋 New Class: The Monk

Master the art of close combat and agility.

  • Unique Monk abilities

  • New playstyle focused on mobility and fists

👊 New Weapon Type: Fists

Punch your enemies into submission!

  • Fast-paced melee combat

  • Perfect synergy with the Monk class

⚖️ Global Difficulty Rework

We’ve overhauled the entire game balance!

  • Difficulty curves adjusted for the new biome

  • Enemy AI and stats fine‑tuned

  • Full weapon rebalance across all rarities

⬆️ New Level Cap: 25
  • Gain more power

  • Unlock higher‑level skills and builds

💎 New Altar Upgrade System

The Altar has a new location (North of the Village) and a brand‑new purpose!

  • Upgrade your existing equipment using Divine Coins

  • Rarity progression: Normal → Magic → Rare → Epic → Legendary → Divine

  • Divine items can ONLY be obtained by upgrading a Legendary item

✨ New Starting Items
  • Start your runs with fists and gold

  • Experiment with new builds right from the beginning

🎮 Steam Deck Optimization

We’ve worked on performance and UI tweaks to ensure a smoother experience on Steam Deck!

  • Improved controls for handheld play

  • UI scaling and readability adjustments

  • Better performance on Deck hardware

Join the fight. Become the Monk. Face the Waters.
Medieval Battlefields - kspes

Time for another update :)

Due to popular demand, we've added several translations to Medieval Battlefields:

  • Croatian

  • Spanish

  • Italian

  • Dutch

  • Polish

  • Portuguese

  • Swedish

A new build is now available on Steam.

This is the first in a broad effort to translate our games to more languages, and to make sure all our games have a Croatian translation!

We're from Croatia, so it's a matter of pride to have our language represented ;)

PS: If you notice any bad translations while playing the game, please write in the discussion forum. Since we're not native speakers of most of these languages, we can't confirm ourselves if everything is perfect, but will gladly update the game with any translation corrections if reported!

Also, if anyone would like to translate the game to another language, feel free to reach out, we can send you files for translations and if you succeed, we'll include your name in the credits (like we did with the French translation recently).

Enjoy!

...

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