无尽的冒险 Playtest - 水月
1.修复了部分文字不显示的BUG
2.修复了物品会突然消失的BUG
Ecosystem - Tactical_Lich
Looks like something else noticed our lively habitats, and is approaching to investigate a bit more.

Will it be a cheerful presence, or a menace of the sea?

I wonder what this might be?
Battlefield 4™ - Electronic Arts

This Community Update outlines the current status of the Class System in Battlefield Labs, featuring insights from early player experiences.

Some systems aren't yet available in Battlefield Labs, but everything discussed here is crucial for defining class identities and achieving our goal of creating the best Class System in Battlefield's history. 

We have seen the suggestions to revert to previous systems and/or closed weapons. We are keeping these in mind in our discussions as we aim to connect new and veteran players to the Battlefield experience, fostering teamwork and creating a universal understanding of our systems for the future.

We've collected extensive player feedback and data to improve the next Battlefield, particularly around classes. Some improvements happen quickly through Battlefield Labs testing, with balancing done via server-side commands. Other changes require new tools or client-side updates that take longer.

Battlefield Labs allows us to respond to feedback and balance gradually with our community. We invite you to share your thoughts in the Community Updates section on our official Battlefield Discord. This is the new frontier of community collaboration for Battlefield, and we welcome you to explore it with us.

Let’s begin!

A RECAP ON THE CLASS SYSTEM

As indicated in Part One, our current focus for classes is to have players recognize and intuitively feel the unique identity that each class brings to their squad on the Battlefield. To have the interconnected systems and fundamentals of each class shape their role, while granting the freedom to customize how to execute that role.

The Class System is defined by two main components: Customizable and Class-defining. 

The customizable components empower players to explore and push the boundaries of their roles within their chosen class, while still adhering to the class's expectations. The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity. 

Throughout this Community Update, we will use Recon as the baseline example and detail its signature elements.

Pick your Training Path
Customizable: Training

Training is designed to amplify the unique strengths of each Class, ensuring your role on the field is both impactful and strategic. Each Class offers two distinct Training Paths that you can choose from when customizing your loadouts. They provide flat-stat bonuses and benefits that enhance your performance in teamwork scenarios and objectives across various modes.

Training Paths are structured into three levels:

  • Level 0: Passive benefit available upon immediate selection of the Training Path.

  • Levels 1 and 2: Enhanced benefit aimed at improving your selected role. Only earnable through teamplay progression and score XP.

  • Level 3: Is a one-time use ability that you manually activate and either benefits yourself, your team, or your situation in the match.

    • In Recon’s case, it is the ability to call in a damageable UAV to a marked position for passive spotting. Upon activation, you will need to continue working with your team to make sufficient progress to use it again.

As you engage in teamwork or tackle mode-specific objectives, you will passively gain bonuses at each level along your chosen path. Triggering your level 3 ability resets you back to level 2 to re-earn your level 3 ability. Additionally, Training Path progression is reset at the beginning of each round.

Through Battlefield Labs, we are validating the progression rate, impact and balance of each path, allowing us to adjust their relative usefulness and power to perform the desired role.

Recon specializes in long-range shooting and covert gameplay; your Training Path is designed to enhance and encourage certain aspects of that role. If you find yourself being more up close and personal as a Recon player, you would benefit from selecting Pathfinder, which has improvements such as being undetectable by equipment except when sprinting.

Although the Training System has been live in Battlefield Labs for only two play sessions, we have already identified a range of areas that we plan to improve before launch. Role efficiency and teamwork incentives are the priorities of this system, and Battlefield Labs continues to provide us with the space and time to ensure we meet these priorities.

All roads lead to Class Identity
Class-Defining: Signature Weapon

Each Class has a Signature Weapon that is intrinsically connected to their Class Identity, with the role of each Class taken into close consideration, as covered in Part One of this series. 

While each weapon can pack a punch when used in the right combat situations and be a valuable addition to your loadout, choosing to use the proficient weapon category for each Class will provide you with tailored passive benefits for your role.

Assault & Assault Rifles - Assault is the ultimate infantry fighter, responsible for leading the charge and responding to situations as and when they arise. Using an Assault Rifle with this Class will result in faster transitions from sprint to shoot and switching between Assault Rifles and other weapons.

Engineer & Sub Machine Guns - Engineers are positioned for destruction and repair at all costs, which means getting up close and dirty while on the battlefield. You’ll benefit from improved hip-fire control when using SMG’s.

Support & Light Machine Guns - Being used to heavy fire situations and being in the midst of chaos, Support are experienced with heavy gear, and as they lay down fire with Light Machine Guns they will not suffer from sprint speed penalties like other Classes would if they were to use the same weapon.

Recon & Sniper Rifles - Scope sway will be decreased, and the ability to stabilize your aim by holding your breath improves with the use of Sniper Rifles. Being highly proficient with Sniper Rifles will allow for Recon to be faster at rechambering between shots too!

Class-Defining: Signature Trait

With Signature Traits, we aim to create a set of unique bonuses that increase the efficiency of your overall role as that Class.

Assault - Enhanced Mobility. We’re currently looking at providing this class with reduced fall damage and no movement speed penalty that results from a fall. Combined with other Class-defining elements, such as Training, it aims to place emphasis on Assault being the tip of the spear class and utilizes mobility as its key strength.

Engineer - Explosive Damage Resistance. While Assault is all about leading the charge in infantry combat, the Engineer is the only Class capable of repairing and dealing significant damage to vehicles. You’re in highly explosive situations here, and we’re theming this trait around that.

We’re currently providing a reduction to damage from explosions as the Signature Trait, and we’ll be assessing within Battlefield Labs if that difference is felt between the different Classes and what the right level of balance should be for a passive resistance increase (or decrease!)

Support - Faster Revive. Support is designed to be every squad's essential choice for defense and sustained combat. Our focus for this Class was to enhance the importance of reviving, protecting, and supplying teammates, enabling them to rejoin the fight quickly.

Currently, the Signature Trait for Support allows faster reviving when stationary. We’re using the time with our community in Battlefield Labs to monitor your feedback on the Support class and the evolving expectations of Support's role, and identify the best aspects of this role to elevate further.

Recon - Aim Spotting. We currently have Recon’s Signature Trait as the ability to spot enemies while aiming down sight automatically. This is a Signature Trait that we are actively seeking feedback on within Battlefield Labs and are continually improving.

Class-Defining: Signature Gadget

Class definition is central to our future gadget lineup, ensuring each class features unique gadgets with zero overlap in usage. This approach highlights and reinforces the distinct role of each Class, offering gadgets that either enhance your own effectiveness or support your squad.

Assault - Adrenaline Injector. We’re equipping the Assault class with an Adrenaline Injector that grants resistance to flash and stun effects, enhances sprint speed, reduces explosive damage, and amplifies enemy footsteps for a brief period.

Battlefield Labs has already gathered substantial feedback on the Adrenaline Injector, which we’re already taking on board for the future to ensure it’s balanced across classes. For more details, check out the Learnings from the Labs section!

Engineer - Repair Tool. Whereas in the past, the Repair Tool has sometimes been a choice between using it or sacrificing it for something more aggressive. Going forward, the Repair Tool will always be available to you, so there really is no excuse for you not to repair your squad's vehicle, right?

Support - Supply Bag. Whenever you see a Supply Bag on the ground, you will now know that this item is capable of either healing you or providing you with a certain amount of ammo, and Support will be the class responsible for this.

We are currently working through the balance of this gadget through Battlefield Labs, and defining how much health or ammo you should receive, what the optimal range should be, and spam prevention.

Recon - Motion Sensor. Whether you're a Sniper or a Pathfinder in either a defensive or aggressive position, the motion sensor is useful for tracking enemy movement within its limited range. As a Recon, it's essential to have this tool readily available to perform at your best, making it an excellent choice for your Signature Gadget.

Learnings from the Labs

Thousands of players began experiencing Battlefield Labs in March, and it has already resulted in thousands of feedback submissions and bug reports, allowing us to work on rapid iteration of specific gameplay elements like movement and responsiveness, whilst discussing how to improve upon areas that take longer to implement, like destruction, movement, animation and more.

Battlefield Labs is an ongoing process that has laid the foundation for us to collaborate on player-driven changes that will impact the next generation of Battlefield games. While we continue to read through feedback and assess areas to work on, it has already been instrumental in guiding us to meaningful improvements.

CLASS IDENTITY & GAMEPLAY
  • Assault - Players have emphasized Assault has a “Lone Wolf” mentality and there is desire to make the class less self reliant and instead enhance team play capabilities. Key areas for improvement include the Weapon Sling, particularly its early pre-alpha functionality, which allowed for carrying two signature weapons. The Adrenaline Injector has also received significant feedback and will undergo improvements, including the removal of the health regeneration component, with further changes to be shared at a later date.

  • Engineer - The Engineer remains in a good place, but we're exploring ways to further enhance its interaction with vehicle play. Players were able to equip dual rocket/missile launchers within earlier play sessions, and while that may have enhanced interaction between this role and destruction capabilities, it provided too much power in a single loadout and we will be limiting this so you can only choose one at a time.

  • Support - Support is frequently played due to its abilities to revive teammates, supply ammo and health, and intercept systems. We're focusing on subtle enhancements rather than significant changes with this class. Feedback indicates that there is an abundance of supply crates taking place, and this can often cause a detrimental effect on combat and create stalemate situations due to excessive healing and ammo. We are investigating adjustments, such as the crate’s duration, how much it can resupply, and more, to ensure we strike a good balance for impact to Support and other classes.

  • Recon - Play sessions and feedback have highlighted room for improvement with Recon, and we agree, more work needs to be done to enhance its role on the Battlefield. One aspect that we continue to assess feedback around is how we want to encourage specific Training Path playstyles for this Class, strengthening disinformation and sabotage aspects of their role, and need to balance spotting capabilities.

GENERAL CHANGES

While the list above is not exhaustive, we continue to enhance various aspects throughout the development process with gradual changes within Battlefield Labs and beyond, guided by player feedback. For example, earlier pre-alpha play sessions received a large response against Ballistic Armor, and this feature is no longer included in our multiplayer modes. Additionally, improvements are ongoing with movement and animation, as well as vehicle handling for ground vehicles and aircraft control.

Our content is currently in alpha development, and some features may take longer to implement than others, depending on their complexity. However, we remain committed to keeping you informed through our community channels and Battlefield Labs as we work together to build Battlefield.

—--

Get Involved

Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield. Read our FAQ if you’d like to learn more, and join the discussion on Battlefield Discord.

As a reminder, Battlefield Labs is a closed environment with limited attendance, but we’ll make sure to share updates to keep everyone informed.

Thank you for joining the discussion. We look forward to connecting again soon - see you on the battlefield!

These game details are subject to change based on community discussions, player data, and feedback from Battlefield Labs as we continue developing the next Battlefield title and beyond. We will always strive to keep our community as informed as possible.

Guild Battalion Playtest - badback.gamestudio
Some major fixes and some other visual improvements
Endless Alice - 蒔緲★Shi Miao

Sorry for the frequent updates!
We've had a lot of progress and reflections lately that we wanted to share, along with some development updates.
Don't worry—there’s nothing disappointing to announce.

💰 Summer Sale and Development Progress

Thanks to the success of the Summer Sale, we’ve had a decent boost in revenue, allowing us to reasonably expand our outsourcing team to accelerate development.
We won’t overextend—our budget and planning are under control.

We owe this to your support.
Thank you for standing by us even during Early Access.
We’ll continue to offer exclusive rewards for EA supporters.

We’ve also been reflecting on players who bought the "expensive version" of the game before its permanent price drop.
While we originally intended to offer extra rewards to these early buyers, many of you have expressed that you’d rather see all players treated equally—regardless of whether they were EA players or paid full price at launch.
This is an admirable stance, and while we understand the desire to avoid FOMO, we still worry whether we’ve done our moral duty if we don’t offer something to those who paid more.

If Steam allowed easy partial refunds based on price differences, we would have done it without hesitation.
But since that’s not feasible, we chose to offer in-game rewards (like virtual items) instead.
We’d love to hear your thoughts and feedback on this approach. Thank you all once again.

🐰 Upcoming Costumes

The next costume theme will be Bunny Girls!
We plan to release some lighter summer outfits before autumn, and one of them will be available as a free reward.

👙 On Lea’s Swimsuit

Lea’s swimsuit is currently going through its final adjustments.
Before and after submitting the page for review, we asked Steam staff several times about specific details—whether the original version was allowed, whether this revised one was acceptable—but received no reply.
https://store.steampowered.com/app/3818470/EndlessAlice_Lea_Swimsuit/?curator_clanid=43535171 Eventually, the page was approved without any response.

To be safe, we asked again if we could get a definitive confirmation.
Their reply: if we’re uncertain, we probably shouldn’t use it.

We consulted with some veteran H-game developers, and they told us that Valve doesn’t really have a consistent standard—so it’s better to be conservative.
We’re trying to find a balance. You can see the current version in the image attached.
We believe it’s safe and should not cause any issues.

We don’t blame the platform.
We understand it could be pressure from payment processors.
We suspect these services don’t provide clear review guidelines, which causes this kind of ambiguity.
Hopefully, developers will have more creative freedom in the future.

🎀 On Shimiao’s Twin-Tail Hairstyle

This hairstyle is priced higher than usual.
As we've mentioned, our game doesn’t use a paper-doll system.
That means the default hairstyle and the twin-tails have very different bone structures, which required us to rework many animations.

In other words, it took almost twice as much time to produce.
So we set a higher price point that’s still reasonable and optional for those who want to support us.
We also plan to add extra perks to this hairstyle to increase its value.
However, we can’t promise what those will be just yet—please consider this before purchasing!
https://store.steampowered.com/app/2779970/Endless_Alice_Shimiao_Swimsuit_Twin_ponytail_version/Formulate another question based on the above description.

Why We Don't Use a Paper-Doll System?

So why don’t we implement a paper-doll system where you can mix and match tops, bottoms, and accessories?

Because if we did, creating one character could take 3 to 10 times longer than it does now.
While I personally love creating wacky fashion combos, it’s just not realistic for us at this stage.
But who knows—maybe one day we’ll challenge ourselves to do it!

🦊 On Koraku’s Delay and Launch Timing

https://youtu.be/g9Pi1Di-9GI

Koraku is possibly the hardest character we’ve had to design so far.

Our game has a fast pace, but Koraku—being designed around a heavy greatsword—was originally slower and more deliberate.
This didn’t feel good, so we iterated multiple times.

Meanwhile, the engineer working on her was frequently pulled off to fix other bugs, came back to tweak her, then left again—it was back and forth for weeks, making it hard to pin down a final release date. We’d love your ideas on how to improve her!

Please keep these in mind when offering suggestions:
  • Our game places a strong emphasis on three-dimensional depth in its gameplay.

    Many traditional action games—even some that don’t include jumping and only use dashing—may not be suitable as direct references for our design.

  • Our characters have separated upper/lower body systems—players can move while attacking, and we want to keep it that way.
    We did try disabling attack movement for her, but with the game’s fast pace, it felt terrible and players just got hit constantly.

If we ignore the "fun" factor for a second—Koraku is technically almost complete.
We just need to fix a few bugs, adjust some VFX, and finish the missing sound effects.

We don’t have an in-house sound designer, so we’re waiting for our outsourced partner’s schedule.
That’s why Koraku keeps getting delayed—her gameplay mechanics are tough to tune, and we’ve had resource issues along the way.

We really hope she can release before the end of July.
Sorry again for the long wait!

⚔️ Next Characters

Melee characters are a core feature we want to showcase.
But they require so much more polish—skills, animations, and gameplay must all work together.

If a skill isn’t fun, we often have to remake the entire animation, whereas ranged characters can reuse basic actions like aiming or throwing and focus more on projectile logic.

After Koraku, we plan to release around two new ranged characters.
During this time, we’ll also study ways to reduce the production cost of melee characters, so we can hopefully make more of them in the future—they’re just so cool and expressive!

Endless Alice - 蒔緲★Shi Miao

Please note that this announcement will only be displayed when the client’s language setting is configured to Traditional Chinese.

We apologize for taking up space with this notice. Since Steam currently does not support region-restricted announcements, you are seeing this message despite it being intended for a specific region.

PROHIBEAST - Bastien Chambat

Description

Experienced mafia henchman, he obeys without question, but knows how to smell when things go wrong. With his handgun always within range and an unusual sense of smell, he spots his targets before even seeing them. Avoid underestimating it, because it will not give you a second chance to hide.

Classification
  • Species : Anthropomorphic Wolf

  • Affiliation : Mafia

  • Rank : Henchmen

  • Status : Hostile

Sensory Abilities
  • Sight: 🔵 Active

    → Detects any visible presence or threat within medium range.

  • Smell: 🟢 Developped

    Can detect presence by smells, even through obstacles.

  • Hearing: 🔵 Active

    → Can perceive sounds only if they reach it directly.

魔女:终末旅途 Playtest - Unknown_User
大幅压缩包体大小
添加了待机动画
Neon Abyss 2 - Lans

Agents, hello! We are the development team of Veewo Games’ Neon Abyss 2.

After a long wait, Neon Abyss 2 officially launched its Early Access (EA) debut yesterday. First and foremost, we want to express our heartfelt gratitude to all the players who have supported Veewo Games and the Neon Abyss series over the years. Thank you for your love for this franchise and for your unwavering support.

Since the EA release, the game has received a flood of feedback from both new and veteran players. These include positive reviews about the new systems and content in Neon Abyss 2, excitement for future EA updates, and a significant amount of constructive criticism regarding the game’s shortcomings. Regardless of praise or critique, all feedback will greatly aid us in refining Neon Abyss 2 ahead of its 1.0 official release. Here, we’d like to address some of the most-discussed concerns in the community and clarify our plans for adjustments moving forward.

Criticism 1: Poor Co-op Experience, Unbalanced Resource Competition

We’ve received extensive feedback about co-op play. Since multiplayer is one of Neon Abyss 2’s major new features, optimizing this experience is a top priority.

Current Solutions:

- We’re introducing resource storage devices (currently only in the "Black Dog" layer, with more to be added across randomized layers in upcoming updates). These will allow players to exchange resources in-game, reducing conflicts over shared builds (BD resources) that currently lead to imbalanced damage output.

- We’re exploring item ownership/sharing mechanics to protect and distribute items fairly in co-op. However, this is a complex system and may take time to implement.

Additional optimizations will follow as we monitor post-update performance. We ask for your patience as we work on these improvements.

Criticism 2: Visual Clutter (Effects, Hatchmons) in Co-op

Visual noise during co-op—such as teammate effects and Hakibao companions—is a known challenge. The art team is testing further fixes: lowering effect opacity, toning down Hatchmon visuals, and reducing scene saturation.

Criticism 3: Subpar Controller Support and Performance Stuttering

We’ve prioritized controller optimization in Neon Abyss 2, adding numerous customization options. Check the settings menu to tweak your experience—and share any suggestions directly with us!

For stuttering issues: A bug causing intermittent freezes was identified and hotfixed shortly after launch. Smooth performance remains a long-term focus, and we’ll continue monitoring and optimizing over future updates.

The above addresses key community concerns. We’ll keep listening to your feedback (via official channels like Discord) and strive to make Neon Abyss 2 a worthy successor for all players.

Once again, thank you for your support and honesty.

Veewo Games

The Village - Delloway
Bugs fixed
...

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