10:58pm
It Takes Many - Yunashi
Further increased performance of the game
Clawed - flatrockgamesstudio

Prehistorians! Hello!

It has now passed a week since we launched the Clawed demo and it has been a whirlwind. In the post, we discuss what has been learned, what comes next and how the demo is slightly misleading (cue dramatic audio)

The first and most important thing to address is all of you - the community. Your feedback has been invaluable. During this week, we have release 3 updates to the demo v0.15, v0.16, and v0.17.

Each of these updates contained changes based on Player feedback. Here are just some of the changes that were driven by all of you:
-the flashlight system was reworked to be head mounted and became far more useful

-Lighting levels we raised slightly in the global illumination system and additional in-game lights were added to dark areas to assist with navigation

-Audio levels were adjusted. Dinosaur audio was increased (we still have work to do on the Audio department, we are aware:))

-Health and Oxygen we added to the HUD, but still with our minimalist theme


-Map Items were added to the game and can be found at Information Booths in the different areas. (We will monitor feedback on this)
-Item Glow was added to help assist progression and with locating items in the world.


What we learned:
While there is still feedback, we are addressing (looking at you auto-save) we thought it would be a good time to share some of our learnings from the past week and discuss what we are planning for the road ahead.

One point that became clear is that our Minimalist approach was a little too strong. From keeping health and oxygen off the HUD, to the lack of clear indicators on items needed to progress. The strive for immersion hurt the experience a little bit. So, hopefully, without the cost of immersion, the updates we've released (particularly yesterday's update with item glow and park maps) have helped towards making goals and objectives clearer. Now, we are not done with this. We know we need to make your overall goal clearer, and we will come back to this in a bit.

Another point we need to address is Audio. Improvements to ambient audio, dinosaur cues to help identify where a predator is coming from and other sounds to help improve immersion - all of this is being worked on and is on the way.

The last main point I'll note is dino AI- You guys want better attacks, more ways to interact with the dinos and overall, some of the kinks (like brief pauses before attacking) to be cleaned up. And we are actively working on this too.

There are a lot of things we have learned from you, our community, over the past week.
It's been pretty awesome to have so many people write us with constructive feedback that really care about the game and how it turns out. And hopefully you can see that we care too, and we will act on that your feedback.

Most of this game is yet to be revealed and we are using this demo as a test ground to ensure that navigating the park is fun, interacting with the dinos is a thrill and exploration is addictive. With feedback like yours, we can do that.

Now, that brings me to some fun stuff - The future. This stuff is further down the line but is coming.

A First-Person Camera OptionOut of all requested features we heard this week, this is probably the most requested. So, we are doing it.
The goal is to have a toggle button where you can switch between first and third person during gameplay.
Now, this is going to take a little bit of time to get done as we want to do it right - and honestly, we are still working on improving the third person animations.
But if you asked for it, please know it is now in the works :)

CrouchingThis one we have already mentioned and is coming a little sooner. But yes, crouching is being added.

Quest Management and Objective Screen We won't go too in depth here as we are keeping some things still secret but yes, your goals in the park are going to be added to a quest screen next to your inventory. We'll come back to this.

Dino Interactions This one ties into some of the stuff we have not discussed yet, but just know, that there will be other ways to interacted with dinos than just shoot at them.


The demo is a little misleading and here is why: So, shaping a demo is tough. You want to give players a demo that feels full and is a good time on its own, but you also want the full game to be a surprise. One thing we want to make clearer is this: The demo is fairly linear; however, the full game is absolutely not. In fact, the mission to find the green access card is the most linear section of the game.
There is a major gameplay component we have not put in the demo - one that we are now discussing releasing into the demo in a future update, so that we can gather further feedback ahead of the game's release later in the year. We would likely release this new feature with the co-op update in coming weeks.

So, I'll leave this here for now, however, we will be providing more details on this soon. Once we make our plans and timing concrete.

There is a lot more we could go into, but that's it for today.
Thank you to everyone for all the support, all the kind emails, messages and posts, and for all the feedback - You really are making this game better and we don't want to let you guys down.

Thank you

Flatrock Games :)

Rocket Penguin - GrandPa

[Update] Beta 0.85f Patch Notes

  • [Controller] L1 and R1 buttons are now also supported for engine control.

  • [Controller] Added controller vibration. You can disable it in the settings.

  • [Controller] Controller button prompts have been added to in-game interactions.

  • [Controller] Retry Button in Expedition Mode is now accessible via controller.

  • Fixed an issue where dialogue could be skipped too quickly.

  • [Expedition Mode] Good news! The explosion radius of the parrot bomb has been slightly reduced.

  • [Battle Mode] Fixed an issue where controllers could be swapped.

  • [Battle Mode] Players who had their ring taken will not block others' paths for a while.

  • [Battle Mode] Fixed an issue with incorrect acceleration values in the game settings.

⭐Finally, thank you all for participating in SteamNextFest! If you have any feedback, please feel free to share it on our Steam forum or Discord.

LostMagic - qowwodd
Astrologers have declared a week of astrologers! 🔮

Bosses can have split personalities. There is a 50% chance that there will be two copies of the boss in the dungeon! 🧠
This week, twice as many of any item (except boxes) for the same price in the Potions and Elixirs category of the Premium Store.

🗓️ Start: June 22, 2025
🗓️ End: June 29, 2025
10:46pm
Minion Masters - bd_mgodskesen

Balance Changes

Scrat Horde
  • Amount spawned increased from 8 to 10.

Resonating Construct
  • Mana freeze reduced from 3 to 2.

Harbinger
  • Range increased from 12 to 14.

Xiao Long
  • Now has Growthburst Shroom.

Battle Shi-Hou
  • Range to get his bonus attack speed increased from 5 to 6.

Priestess
  • Movement speed increased from 2 to 4.

Siege Imperator Ruby
  • Range increased from 6 to 8.

Prime Sergeant Raddick
  • Now has Mythic.

King Puff Perk: Mimic Magic
  • Can now copy buffs even if they have any buffs on them.

Daggerfall
  • Master damage reduced from 50 to 25

Chain Lightning 
  • Master damage reduced from 100 to 50

Buff: Mana Surge
  • Attack speed bonus reduced from 33% to 25%

Shroomer
  • Damage reduced from 50 to 40

Ting Teng Tung
  • Health lost required to lose first monkey is now 50%

  • Health lost required to lose second monkey is now 75% 

Net Blaster
  • Attack rate buffed from 5 to 4.5

Jadespark Watchers
  • Now has Growthburst Shroom (2)

Ravager
  • Damage reduced from 10 to 8

  • Attack rate buffed from 0.3 to 0.2

Protocol 45.54.55-1N
  • Damage reduced from 60 to 40

  • Arc Slash cooldown reduced from 8 to 4 seconds

  • Arc Slash damage reduced from 150 to 80

Spire Stag
  • Damage reduced from 35 to 30

Bladestar
  • Wildcards reduced from 3 to 1

Blind Date
  • Wildcards reduced from 3 to 1

Crystal Construct
  • Wildcards reduced from 3 to 1

Warrior
  • Wildcards reduced from 3 to 1

Arcane Ring
  • Wildcards reduced to from 2 to 1

Bug Fixes
  • Tooltip for Tronveir's Wind Stone now displays the correct damage value.

  • A'zogs ability now has a range indicator.

The Hundred Youkai Master - Aki

🔔 【アップデート内容 / Patch Notes / 更新内容】 🔔


■ 不具合修正 / Bug Fixes / 修复问题

「禍契ノ祭壇」使用時に所持妖怪が出現した際、妖力解放が進まない不具合を修正しました。
Fixed a bug where Empowerment did not progress when obtaining an owned yokai from the "Cursed Pact Altar".
修复了“祸契之祭坛”出现已有妖怪时,妖力解放未正确进行的问题。


■ UI 改善 / UI Improvements / UI改进

「禍契ノ祭壇」使用時に、その妖怪が【新参者】か【妖力解放】かを表示するよう変更
Now shows whether the yokai is "Newcomer" or "Empowerment" when using the "Cursed Pact Altar".
现在使用“祸契之祭坛”时,会显示妖怪是“新获得”还是“妖力解放”状态。

パーティ編成画面に「並び替え機能」を実装
獣・霊・怪別の編成画面を追加
「パーティ解散」コマンドを追加
ステータス詳細表示の改善
パーティ編成中、キャンセルボタンでメンバーを個別解除可能に
Mキー(XboxならMenuボタン)で編成画面を即座に閉じる機能を追加

戦闘中、敵の名前・行動名の下線色で【有効属性】が視覚的に分かるようになりました。
In battle, effective attributes are now indicated by the underline color of enemy names and actions.
战斗中,敌方名字与行动名称的下划线颜色会显示有效属性。

Added new party editing features: sorting, type filtering, disband command, detailed status view, individual member cancel, quick close (M key / Menu button), and visual indicator for effective attributes in battle.
队伍编辑界面优化:排序、类型筛选、解散、详细信息、单独取消、快捷关闭(M键/Menu键),以及战斗中有效属性的可视化提示。


■ バランス調整 / Balance Adjustments / 平衡性调整

★★4、5、6、7、★★★1 を実装
Added new rarity grades ★★4–7, ★★★1
新增★★4~7、★★★1稀有度妖怪

敵の新アクション「バリアチェンジ」を追加
Added new enemy action: "Barrier Change"
新增敌方技能“护障切换”

一部敵アクションの名称を変更
Updated names of certain enemy actions
调整部分敌方技能名称

魂縛のドロップ確率を高難易度でアップ調整
Increased drop rates of Soul Bindings on higher difficulties
提高高难度下魂缚掉落率


■ システム改善 / System Improvements / 系统改进

セーブ/ロード時の挙動を改善
Improved behavior when saving and loading
优化存档/读档表现

※ セーブ/ロードシステムを改修したため、既存データは新バージョンで再保存することで正しい表記となります。
Please resave your existing save files after this update.
本次更新后,请重新保存已有存档以正常显示。


■ その他 / Miscellaneous / 其他

軽微な不具合修正
Minor bug fixes
修复其他轻微问题

今回のアップデートで改善された点、気に入っていただけたらぜひレビューで教えてください!

皆さまのレビューが、開発の励みになるだけでなく、次のアップデート方針の参考になります!

If you enjoyed the improvements in this update, we’d love to hear your thoughts in a review!

Your feedback not only encourages us as developers, but also helps shape future updates.

如果您喜欢这次更新中的改进内容,欢迎在评论中分享您的想法!

您的反馈不仅是我们继续开发的动力,也将作为未来更新的重要参考。

Project Cybertronic - Spyjack

Recent gameplay tests have resulted in the following improvements:

Improvements:

  • Player crosshair design improved.

  • General game volume settings in the main and in-game menus.

  • Big Ship's second exterior camera can now be individually adjusted using keybindings to the bottom right corner of the screen.

Fixes (currently in testing):

  • Character footstep volume reduced.

  • Laser gun shots netcode fix.

  • Player spawn points no longer visible.

  • Background bug when another player joins has been fixed.

LostMagic - qowwodd

Major changes in gameplay - solo and group dungeon modes. 🏰

The update introduced a number of important changes: updated start, reworked tutorial, expanded dungeon system, introduction of Solo mode, mod update, library, bestiary and much more!

⚔️ Crypt is now solo!

  • Solo mode is now available in the Crypt. Kill bosses - and choose buffs within the current copy.

  • A separate dungeon window has been added, with all the necessary information and functionality.

  • Group mode will become available later and will be a more difficult version with better rewards.

  • Similar modes are planned for other dungeons.

👹 New Crypt boss

Following the wishes of the players, a new boss has appeared in the Crypt, and Silence will return later and will become optional.

New starting abilities and talents

All starting abilities, as well as the first two tiers of talents, have been reworked for each Path.

The changes are aimed at improving balance and increasing dynamism at the initial levels.

🛠️ Mod Update

Listening to players’ feedback, we have revised the methods of obtaining mods:

  • York now has a free daily quest that can be completed to earn a box of common mods.

  • Mimicry and unusual mods are now less likely to appear in boxes in favor of rare and epic ones.

  • Mods now make equipment personal. Later it will be possible to exchange unnecessary mods for more valuable ones.

📚 Library and Bestiary

Now all collection notes can be read in the library, and the bestiary will open information about monsters: their abilities, drops and features.

🚀 Expanded Start

We have reworked the training design, training quests and updated the rewards in the initial tasks to make the start smoother and more intense.

📝 Minor Changes

  • A daily chest icon has appeared on the main screen.

  • A simple mod box can now drop from the daily chest.

  • Minor adjustments to English translation, improved clarity and consistency across starting locations, talents, and abilities.

  • Transition times between locations have been reduced in places where they were 30 seconds.

  • Increased the opening time of pop-up windows.

  • Healing by 0 is no longer displayed in combat.

  • A settings button has been added to the group list with a choice of loot distribution and the ability to leave the group.

  • Medallion of the Warrior of Light now has a number of characteristics and does not require a magic shard to use.

  • Buffs from Crypt bosses can now be removed.

  • Nigel's ability now deals 50% rage damage instead of 70%.

  • Lookatlogs now deal less damage. And many other changes.

Stay tuned for more content coming! 🚧

10:41pm
Maze Lovers Memorial - Pipe!
A little over the top with this one, thanks to all the input given by the community at the expo here in Santiago.

New Things:
  • Graphics quality settings available
  • Added fences for player guidance
  • Optimization and bug fixes
10:39pm
PSI Masquerade Deadly Wonderland Playtest - mururunsoft.net
・Fixed a bug where boss battles could occur on lower layers.
・Adjusted opportunities to obtain Worth.
...

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