Crossout - Faley016

Hello, survivors! This update brings a lot of new features, including balance changes, favourite brawls, a new armoured car with unique parts, and a brand-new brawl set in the enchanting vastness of space!

New pack “Relentless” (Deluxe edition)

Attention! The pack will be available from July 24 to August 24 inclusive!

  • Unique armoured car: “Relentless” (Deluxe edition);

  • New cabin: “Ajax”:

    • Heavy epic cabin;

    • PS: 1500;

    • Max. cabin speed: 63 km/h;

    • Tonnage: 9000 kg;

    • Mass limit: 18000 kg;

    • Energy supply: 22 pts.;

    • Durability: 490 pts.;

    • Mass: 3300 kg;

    • Perk: creates a protective field that absorbs almost all damage from fast-moving objects and energy streams for 6 sec. It has reduced resistance to blast damage and is not hidden by invisibility generators. Cooldown 12 sec. The first 2 sec. of active time, the field does not lose its durability and if it is hit by a projectile, increases the damage of all mounted weapons by 15% for 6 sec. The cabin reduces the active time of the “Aegis-Prime” modules mounted on the vehicle by 80%.

  • New hardware: spread stabilizer “Synchronizer”:

    • Epic module;

    • PS: 135;

    • Spread while moving: -20%;

    • Spread when weapon rotates: -30%;

    • Durability: 145 pts.;

    • Energy drain: 1 pt.;

    • Mass: 160 kg;

    • Perk: increases weapons turning speed as their durability decreases, up to 35% at 65% total durability loss.

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Weapons: plasma emitter “Prometheus V” (2 pcs.);

  • Hardware: “Power unit” module, “Colossus” engine, “Ammo rack” ammunition;

  • Character portrait: “Kylo”;

  • Background and logo for profile customization;

  • New horn;

  • New paint can: “Composite matrix”;

  • Paint cans;

  • Early access to a new structural part;

  • A set of structural parts;

  • 4000 in-game coins;

  • Maximum number of parts increased to 55.

Not many people know the truth about the creation of “Aegis-Prime” and the “Nova” cabin. But alas, the history is written by winners. Although Tachyon claimed all the fame, Kylo did not succumb to despair; he now knew for sure that humanity does not appreciate his genius. His obsession with science and desire to surpass the Dawn’s Children researchers motivated him. Kylo disappeared, isolated himself, and continued making his perfect vehicle. When he heard the rumours about Lloyd’s death and the emergence of Aris, he knew his time had come. Time to come back to the Valley and claim his spot as the genius.

New pack “Relentless”

Attention! The pack will be available from July 24!

  • Unique armoured car: “Relentless”;

  • New cabin: “Ajax”;

  • Weapons: plasma emitter “Prometheus V” (2 pcs.);

  • New hardware: spread stabilizer “Synchronizer”;

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Hardware: “Power unit” module, “Hot red” engine, “Ammo supply” ammunition;

  • Character portrait: “Kylo”;

  • Paint cans;

  • Early access to a new structural part;

  • A set of structural parts;

  • 1500 in-game coins;

  • Maximum number of parts increased to 50.

New pack “Relentless” (Lite edition)

Attention! The pack will be available from July 24 to August 24 inclusive!

  • Unique armoured car: “Relentless” (Lite edition);

  • New cabin: “Ajax”;

  • Weapons: plasma emitter “Synthesis” (2 pcs.);

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Paint can: “Bluish smoke”;

  • Early access to a new structural part;

  • A set of structural parts;

  • Maximum number of parts increased to 50.

“Frontier” brawl

https://youtu.be/Si4fEk2Smx8Attention! The mode will be available from July 17 to July 23 inclusive!

  • “Frontier” is the first team brawl in Crossout, which allows you to feel like a real pilot of a combat spaceship.

  • The goal is to score more points than the opposing team in the allotted time.

  • The brawl has respawns.

  • There are 3 standard ships for players to choose from:

    • Bomber — heavy starship for destruction.

    • Fighter — battle starship for offense.

    • Vulture — fast starship for surprise attacks.

  • The player fills a special “elite ship” scale when they damage or destroy enemy ships. By filling the scale, the player will automatically receive a special elite ship during the next respawn. The scale can also be filled by picking up special bonuses located in different corners of the space station.

  • During the battle, allied and enemy shuttles will appear randomly on the map. If the shuttle belongs to your team, it must be protected from enemy attacks for a certain amount of time. If the shuttle belongs to the enemy team, you will have to destroy it as soon as possible. Destroying the shuttle nets a lot of points, so don’t neglect its defense or hurry up and destroy it!

  • The battles take place on the new map “Last signal” created specifically for the mode.

  • The reward for battles of the mode is wires.

  • As always, we’re looking forward to your feedback and suggestions on the new brawl!

Rewards for the special challenges:
  • Day 1: 2 “Hatred 1” stickers.

  • Day 2: 80 Engineer badges.

  • Day 3: “Military reserve” container.

  • Day 4: “Yellow gloss” paint.

  • Day 5: 80 Engineer badges.

  • Day 6: “Humanitarian aid” container.

  • Day 7: new decor “SE-11 Balloon”.

“Get the scrap metal: Battle walkers!” brawl

Attention! The mode will be available from July 24 to July 30 inclusive!

  • The classic “Assault”, “Domination” and “Encounter” modes with battle walkers enabled.

  • Players take part in the battles of the mode using their own vehicles.

  • All movement parts except for rotors are allowed.

  • The battles follow the rulesets of the standard PvP missions, without the capsules’ collection mechanic.

  • The robotic legs in this mode are adapted to the context of classic battles that include all non-flying movement parts.

  • The reward for battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: “Military reserve” container.

  • Day 2: “Lemon smoke” paint.

  • Day 3: 80 Engineer badges.

  • Day 4: 2 “Stay back!” stickers.

  • Day 5: “Humanitarian aid” container.

  • Day 6: 80 Engineer badges.

  • Day 7: “Logistician’s container”.

Comment: Since adding robotic legs to the game, we have received numerous comments suggesting that they should be allowed in all modes. On the one hand, we agree, but on the other hand, we understand that in their current form, robotic legs would have an advantage over other movement parts outside special missions.

We believe that many players would be curious to see the familiar classic missions with robotic legs adapted to the conditions of the modes. This is what we propose to do, before making a joint decision on the viability of such a change.

The final state of the robotic legs we are aiming for:

  • Robotic legs should be rebalanced for “classic” PvP modes and can be used in them.

  • In order not to change the previous gaming experience, the robotic legs should remain as they were before the changes in special missions with armored aircraft.

Below is a list of changes that are true only for this brawl:

Flamingo
  • Durability reduced from 1200 to 1080 pts.

  • Maximum speed reduced from 80 to 75 km/h.

  • Turning speed reduced by 21%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Disabled turning while airborne.

Tengu
  • Durability reduced from 1070 to 963 pts.

  • Maximum speed reduced from 90 to 85 km/h.

  • Turning speed reduced by 33%.

  • Speed when moving sideways reduced by 6%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Disabled turning while airborne.

  • Dash distance reduced.

  • Dash speed reduced.

  • Dash cannot be activated while airborne.

RL-M Dino
  • Durability reduced from 1550 to 1395 pts.

  • Maximum speed reduced from 70 to 65 km/h.

  • Turning speed reduced by 28%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Changed flying mechanics: now it can be done only after a complete stop, only vertically and to a limited height.

Driver
  • Durability reduced from 2110 to 1899 pts.

  • Maximum speed reduced from 50 to 45 km/h.

  • Turning speed reduced by 33%.

  • Speed when moving sideways reduced by 30%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration when turning.

  • Disabled turning while airborne.

  • Perk power bonus reduced from 300% to 200%.

  • Perk speed bonus reduced from 100% to 80%.

The “For the Emperor!” brawl returns

Attention! The mode will be available from July 31 to August 6 inclusive!

  • “For the Emperor!” is a team PvP brawl. Players take part in the battles on preset vehicles. 

  • Destroy all enemies or capture the base to win.

  • All types of movement parts are used in the blueprints of the mode, except for rotors. You can choose the preset vehicle for the battle.

  • The reward for the battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: “Humanitarian aid” container.

  • Day 2: 2 “Dangerous element” stickers.

  • Day 3: 80 Engineer badges.

  • Day 4: 2 “Rare stabilizers”.

  • Day 5: “Military reserve” container.

  • Day 6: 80 Engineer badges.

  • Day 7: “Aircraft covering” paint.

The “Impulsiveness” brawl returns

Attention! The mode will be available from August 7 to August 13 inclusive!

  • Fight with your own armoured vehicle. You can take your armoured car or your battle walker to the battle.

  • The impulse from shooting and hits is greatly increased.

  • The mode has respawns.

  • The victory is awarded to the team that scored more points in the allotted time for shooting off parts and destroying opponents. The battle ends if one of the teams scores 4000 points.

  • The reward for the battles of the mode is plastic.

Rewards for the special challenges:
  • Day 1: “Military reserve” container.

  • Day 2: 50 Engineer badges.

  • Day 3: 2 “Tram” stickers.

  • Day 4: “Quagmire” paint.

  • Day 5: 50 Engineer badges.

  • Day 6: “Humanitarian aid” container.

  • Day 7: “Sanduck” decor.

The “Test prototypes” brawl

Attention! The mode will be available from August 14 to August 20 inclusive!

  • “Test prototypes” is a classic team battle; the main goal is to score more points than the opposing team in the allotted time.

  • Points are awarded for destroying parts and opponents.

  • The battles are fought with preset armoured cars: at the beginning of the battle, as well as after each respawn, you can choose 1 of 5 suggested blueprints.

  • The reward for battles of the mode is wires.

Rewards for the special challenges:
  • Day 1: “Humanitarian aid” container.

  • Day 2: 50 Engineer badges.

  • Day 3: 2 “Anticipation 1” stickers.

  • Day 4: “Traffic light” decor.

  • Day 5: 50 Engineer badges.

  • Day 6: “Military reserve” container.

  • Day 7: “Logistician’s container”.

The “Rippers” brawl returns

Attention! The mode will be available from August 21 to August 27 inclusive!

  • “Rippers” is a team PvP brawl with preset armoured cars equipped with the “Ripper” weapon.

  • You need to destroy all enemies or capture the base to win the battle.

  • Please pay attention that there are no respawns in the mode. Try to use your only chance to be of the most use to the whole team.

  • The armoured cars now have the “Dash” modules, which you can use to strafe left and right to dodge enemy fire.

  • The reward for battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: 2 “Creeping death” stickers.

  • Day 2: 80 Engineer badges.

  • Day 3: “Military reserve” container.

  • Day 4: 2 “Special stabilizers”.

  • Day 5: 80 Engineer badges.

  • Day 6: “Humanitarian aid” container.

  • Day 7: “Material: Rust” paint.

Clan confrontation
  • The PS bracket for the mode is now 8000–10000 PS.

Build mode

Added new feature — the Assembly assistant:

  • The Assembly assistant allows you to build the base for your future armoured car in 3 simple stages.

  • At each stage you are asked to choose a cabin, movement parts and a weapon you would like to mount on the vehicle. The assistant will then assemble a variant for you and paint it with random paint from your storage. The resulting armoured car is then available for further design: armour it with structural parts, add decorations, change the paint, etc.

  • Assembly assistant can be launched in the Build mode by pressing the “G” key (or by pressing both left and right controller sticks at the same time).

  • Not all parts are supported by the feature at the moment, but the list of supported parts will be expanded over time.

Miscellaneous
  • The AI-raiders of both teams in PvP modes will now have the same armoured vehicles.

All machine guns (except miniguns “Miller”, “Reaper” and “Devourer”)
  • Increased projectile size.

Comment: the change should increase the percentage of hits on target, making damage output more stable.

Shotguns
Lupara, Sledgehammer, Mace
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

Thunderbolt
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

  • Damage increased by 15%.

Hammerfall
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

  • Damage increased by 7.5%.

Breaker
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

  • Damage increased by 6.7%.

Junkbow and Fafnir
  • Horizontal spread reduced by 20%.

  • Vertical spread reduced by 7%.

Nidhogg
  • Spread pattern replaced with a pattern similar to “Jormungandr’s”, and then reduced by 15%.

Jormungandr
  • Spread reduced by 15%.

Comment on shotguns: the changes are due to low demand for both branches of shotguns and are intended to increase their relevance.

Rocket launchers
Wasp
  • Energy consumption reduced from 8 to 6 pts.

  • PS reduced from 520 to 390.

  • Durability increased from 72 to 101 pts.

  • Mass increased from 90 to 126 kg.

  • Damage reduced by 12%.

Pyralid
  • Energy consumption reduced from 8 to 6 pts.

  • PS reduced from 760 to 570.

  • Durability increased from 90 to 126 pts.

  • Mass increased from 98 to 137 kg.

  • Damage reduced by 12%.

Locust
  • Energy consumption reduced from 8 to 6 pts.

  • PS reduced from 1080 to 810.

  • Durability increased from 130 to 182 pts.

  • Mass increased from 110 to 154 kg.

  • Reload time reduced from 3.5 to 3 sec.

  • Perk active time increased from 5 to 8 sec.

Comment: low popularity of rocket launchers. We decided to raise their efficiency by increasing their number on the armoured car, which is facilitated by the small size of their models. Durability changes will additionally increase their survivability. The small reduction of the “Wasp” and “Pyralid” damage has to do with the significant increase of the damage to energy drain ratio. However, a slight buff was instead needed in the case of “Locust”.

Tracks
Small track
  • Speed increased from 95 to 100 km/h.

Sleipnir
  • Speed increased from 85 to 90 km/h.

Hardened track
  • Speed increased from 80 to 85 km/h.

Armored track
  • Speed increased from 70 to 75 km/h.

Tank track
  • Speed increased from 65 to 70 km/h.

Goliath
  • Speed increased from 60 to 65 km/h.

Comment on tracks: unpopular movement part class. The changes will make the speed of tracks in combination with “Golden Eagle” about the same as it was before the speed balance changes and the change of the “Golden Eagle” perk, which previously increased tracks speed.

Fire puddles
Incinerator
  • Fire puddle’s damage to movement parts and speed of heating them up increased by 20%.

Mandrake
  • Fire puddle’s damage to movement parts and speed of heating them up increased by 25%.

Porcupine
  • Fire puddle’s damage to movement parts and speed of heating them up increased by 30%.

Comment: this additional feature should increase the efficiency of fire puddles and make driving through them more risky.

Special parts
Tempura
  • Damage increased by 21%.

  • Added 45% ram damage resistance.

  • Added 30% melee damage resistance.

Comment: low efficiency of the weapon.

Pilgrim
  • Perk now applies to any type of damage, not just energy damage.

Comment: the narrowly focused perk greatly limited the weapon choices for this cabin. As the number of available options increases, the relevance of the cabin should increase as well.

Jockey
  • Perk activation zone radius increased from 40 to 50 m.

  • Perk accumulation time reduced from 8 to 6 sec.

  • Perk cooldown increased from 6 to 7 sec.

Commentary: “Jockey” is less popular than similar cabins. The changes will increase the average damage bonus per battle.

Oculus VI
  • All enemy detection radiuses reduced from 150 to 120 m.

  • Module turning speed upon detecting an invisible enemy reduced by 35%.

Comment: with its current energy consumption value, the module has displaced its epic counterpart, “Verifier”. Since “Oculus” was previously unpopular despite having the same energy consumption as “Verifier”, we decided to change its parameters rather than increase energy consumption.

Epic parts
Tachi
  • Damage increased by 21%.

  • Added 45% ram damage resistance.

  • Added 30% melee damage resistance.

Comment: similar to “Tempura”.

Nagual
  • Damage increased by 15%.

Comment: low efficiency of the weapon in comparison with other epic analogs.

Varun
  • Damage increased by 10%.

  • Perk damage bonus reduced from 10% to 7%.

  • Projectile speed increased by 45%.

  • Perk no longer affects projectile speed.

Comment: the weapon has high efficiency, but is not popular due to its complex mechanics. The changes reduce the dependence on the perk without significantly affecting the maximum efficiency.

Astraeus
  • Damage with no charge increased by 50%.

  • Damage with full charge increased by 15%.

  • Damage bonus to overcharged shots reduced from 50% to 30%.

  • Added 20% bonus to reload speed after an overcharged shot.

Comment: low efficiency of the weapon. The changes increase the efficiency of shooting without overcharging, but at the same time increases the benefit of using the mechanic due to faster reloading. The total damage with overcharge remains the same. With these changes, we want to make the weapon’s efficiency less dependent on the overcharged shots, so that players will use both firing options.

Spike-1
  • Durability increased from 336 to 403 pts.

Comment: the crossbow had low durability to mass ratio.

ATGM Flute
  • Increased rocket maneuverability.

  • Ammunition increased from 6 to 8 pcs.

Comment: unpopular weapon. The maneuverability adjustment will increase the number of successful hits and simplify controls, as well as allow damage to be dealt from closer range.

AC64 Joule
  • Damage reduced by 7%.

  • Time to overheating reduced by 20%.

  • Perk overheating slowdown reduced from 25 to 20%.

Comment: high efficiency in the 5000–10000 PS range. The weapon has an extremely high ratio of damage per battle to energy consumption.

Quantum
  • Changed the perk mechanics. Now it works as follows: If the vehicle does not receive damage for 3 sec., weapon damage gradually increases by 5% per second. Maximum bonus is 20%. The bonus reduces upon taking damage.

Comment: The “Quantum’s” perk is rarely used in battle due to its instant reset when damage is received. The updated perk not only makes the damage bonus more persistent, which increases the medium damage per battle, but also expands the list of weapons available for use by removing the dependency from energy damage. For these reasons, the maximum possible bonus from the perk has been reduced from 25% to 20%.

Kensei
  • Perk reload time reduced from 12 to 6 sec.

  • Perk duration reduced from 6 to 4 sec.

Comment: unpopular cabin. The changes will allow using the perk much more often.

Manitou
  • Perk damage bonus increased from 20% to 30%.

Comment: although the cabin was largely designed for use with revolvers, they have significantly lower efficiency with “Manitou” than with other cabins.

Howl
  • Perk activation zone radius increased from 40 to 50 m.

  • Perk charging time reduced from 8 to 6 sec.

  • Perk cooldown increased from 6 to 7 sec.

Comment: similar to “Jockey”.

Photon
  • The perk now applies to all types of damage, not just energy damage.

Comment: similar to “Pilgrim”.

Savior
  • Changed perk: increases the damage protection of the weapons mounted on the cabin (except for melee weapons) by 7% for every 1000 pts. of the armoured car’s durability. Maximum bonus is 28%.

  • Speed reduced from 62 to 55 km/h.

  • Tonnage increased from 9500 to 10500 kg.

  • Mass limit increased from 18500 to 21000 kg.

  • Power increased by 12%.

Comment: unpopular and too narrowly focused cabin. To increase its relevance, we decided to make it the gameplay predecessor to the “Machinist”.

Sabbath
  • Perk speed bonus increased from 3% to 4%.

  • Perk cooldown increased from 2 to 3 sec.

Comment: low efficiency of the wheel in comparison with the analogs.

Claw
  • Now the perk starts to reset only after energy damage is dealt, not after firing an energy weapon.

Comment: the change simplifies the use of the perk by ensuring that the reset does not start after a miss.

MR-2 Maple
  • Takeoff speed increased from 85% to 100% of the maximum speed.

  • Perk now activates at speeds higher than 65 km/h instead of 80 km/h.

Comment: low efficiency in comparison with coaxial rotors.

Impeller
  • The maximum bonus to yaw speed is now achieved when the “Impeller” is installed at a distance of 5 m from the center of mass instead of 6 m.

  • Bonus to yaw speed for coaxial rotors reduced from 50% to 40%.

Comment: the current distance requirement is too high and limits design options for full implementation of the perk. At the same time, when installed alongside the coaxial rotors, the “Impeller” shows too high efficiency, and so the yaw bonus was reduced.

Gerrida I
  • Speed increased from 65 to 70 km/h.

Comment: previously, “Gerrida’s” speed was reduced because these legs were used to build heavy but fairly fast armored cars. We decided to restore “Gerrida’s” original speed, as this issue should not arise after the speed balance changes.

Icarus IV
  • Added perk: increases the movement part’s damage protection by 30% for each enemy within a 50 m radius. Maximum bonus is achieved with 4 enemies within the active range.

Icarus VII
  • Added perk: increases the armoured car’s power by 15% for every 18% of its durability lost. The bonus doesn’t depend on the amount of such hovers, but decreases proportionally with other mounted movement parts, except for rotors.

Comment on hovers: unlike other epic movement parts, hovers previously had no perks.

Widget and Widget ST
  • Bonus to cabin power in the second mode reduced from 80 to 50%.

  • Power penalty increased from 7% to 8% (from 14% to 16% for ST).

  • Delay before switching modes increased from 0.5 to 1 second.

Comment: taking all the features of the parts’ mechanics, perks, and model into account, the movement parts turned out to be overly effective and versatile. The “Widget” significantly increases the mobility of armoured cars, has high survivability, and protects parts at the frame level. Therefore, we decided to significantly reduce the acceleration of armored cars with “Widgets”. The delay in switching modes will make frequent mode changes slightly less effective.

Daze
  • Energy consumption reduced from 6 to 5 pts.

  • PS reduced from 810 to 675.

Comment: the module’s energy consumption is not in line with its efficiency.

Power unit
  • Energy consumption reduced from 4 to 2 pts.

  • PS reduced from 540 to 270.

  • Charge time bonus reduced from 26% to 20%.

  • Projectile speed bonus reduced from 30% to 25%.

  • Range bonus reduced from 20% to 15%.

Comment: the current energy consumption of the “Power unit” limits the variety of possible modules for armoured cars with plasma emitters. A slight reduction of the bonuses partly compensates for the energy consumption change.

Legendary parts
Charon
  • Damage increased by 15% (both from projectile hits and from the perk).

  • Maximum spread reduced by 25%.

  • Spread increase when turning reduced by 29%.

Comment: low efficiency combined with excessive demands on the player’s skills and armoured car.

Athena
  • Volley size reduced from 10 to 8 rounds.

  • Damage increased by 25%.

  • Heating from a hit increased from 0.56% to 0.7%.

  • Added welding points on the corners of the base.

Comment: unpopular weapon. The changes improve the weapon's damage output while keeping the maximum damage at the same level. The additional welding points should make it easier to build armoured cars with “Athena”.

Compiler
  • Reloading time after a plunging shot now reduces by 65%.

Comment: currently, the extra shot from the perk is rarely used by players, as direct fire is often much more advantageous and easier. Now the plunging shot will be practically “free” in terms of time, which should give additional motivation to use it during long-range firefights.

Toadfish
  • Durability increased from 422 to 506 pts.

Comment: similar to “Spike-1”.

Thyrsus I
  • Damage increased by 55%.

  • Reloading time increased from 1.5 to 3 sec.

  • Added welding points to the corners of the base.

Comment: unpopular weapon. The changes reduce the rate of fire and will increase the value of each hit, making the weapon more comfortable to use, as well as slowing down the consumption of perk charges. Additional welding points should improve the designing of armoured cars equipped with the “Thyrsus”.

Jupiter
  • Ball lightning damage radius reduced from 12 to 10 m.

Comment: the weapon is too easy to use, and the projectile flying past the enemy is more effective than a direct hit.

Commit
  • Damage reduced by 20%.

  • Bonus damage to structural parts increased from 85% to 130%.

  • Projectiles hitting environmental objects no longer have a physical model.

Comment: high efficiency. The changes significantly reduce the overall damage of the weapon, but leave damage to structural parts the same. This should bring the weapon’s gameplay closer to its original design. When hitting environmental objects, the projectile now behaves the same as other crossbows, i.e. it is purely a visual element. The physical projectile mechanic did not work well with “Commit” and was more of a hindrance than a help, so we decided to remove it.

Cohort
  • Tonnage increased from 9200 to 10400 kg.

  • Mass limit increased from 24000 to 25500 kg.

Comment: low efficiency. Now, along with the “Mainframe”, the cabin will have the highest mass limit.

Beholder

Mode 1: 

  • active time increased from 5 to 8 sec.

  • reloading time reduced from 23 to 16 sec.

Mode 2: 

  • Invisibility is now removed with a delay not only after taking damage, but also after firing.

Comment: low efficiency of the perk in comparison with other legendary cabins.

Nox
  • Passive increase of the weapons’ penetration ability increased from 25% to 35%.

  • Activatable bonus to weapons’ penetration ability increased from 40% to 45%.

  • Passive projectile damage loss rate for “Scorpions” reduced from 25% to 15%.

  • Activatable bonus to passive projectile damage loss rate for “Scorpions” reduced from 40% to 35%.

Comment: high efficiency of the cabin’s perk when used with the “Scorpion”, but not high enough when used with other weapons.

Mainframe
  • Power bonus now activates when 15% durability is lost instead of 700 pts., and is 25% instead of 40%.

  • Damage bonus now activates when 35% durability is lost instead of 1900 pts., and is 10% instead of 15%.

  • Damage protection bonus now activates when 65% durability is lost instead of 3500 pts., and is 20% instead of 30%.

Comment: high efficiency and versatility of the perk, thanks to which the cabin has replaced other legendary heavy cabins. Changing absolute durability units to relative ones will allow the cabin to have approximately equal efficiency across a wide range of PS.

Changes marked by the ♥ icon are largely or fully inspired by your feedback, suggestions and comments.

  • ♥ Improved the appearance and functionality of the “Market” tab:

    • Added filters for “available only” offers and for the types of parts in the selected category (e.g., light, medium, or heavy cabins only).

    • All items are now displayed within a single window: range construction items can be shown/hidden using the corresponding filter.

    • Added a “Favorites” tab, where you can add items that you would like to keep track of without having to search for them every time.

    • Added scroll to the list of items.

    • Added autocomplete options to the search field.

    • For technical reasons, the trade history now only shows transactions made in the last year.

    • Added quick market and badge exchange shortcuts to various game windows to make buying missing parts more convenient.

  • ♥ Improved the “Exhibition” search:

    • You can now select parts that should not appear in the search results.

    • You can now select the number of parts that should appear in the search results.

    • Added a filter to show battle walkers only.

  • Now, if you are missing any parts for a saved blueprint, you can purchase them using the special “Buy missing parts” button in the lower right corner of the “Blueprints” tab.

  • Updated the interface of receiving gifts and pack purchase confirmation.

  • ♥ Added alternative preset button binds for controllers in build mode that were used earlier. For technical reasons, players on consoles with the “Orbital camera” option selected for build mode may find that it has changed to “Free camera.” You can revert to the “Orbital camera” option in the settings.

  • ♥ Added buttons to the blueprint parts list window that allow you to remove all stickers and/or paints from the blueprint at once.

  • Improved the sounds of vehicles exploding: recorded and added new sounds, improved the old ones. Changed the frequency response and dynamics.

  • ♥ Improved Wade’s voiceover:

    • Disabling the voiceover in the settings now also disables Wade’s voiceover. The option can be found in “Menu” — “Settings” — “Audio” — “Advanced” — “Enable voiceover”.

    • Increased the interval between Wade’s lines in test-drive. Honking at Wade is not affected.

  • Implemented the BattlEye anti-cheat system.

  • Fixed a bug that caused paint to not be displayed on the “Myriad” movement part when viewing it through the paint parameters.

  • Fixed a bug that caused “Myriad”, unlike other mechanical legs, to significantly exceed their maximum speed when using boosters.

  • Fixed a bug that caused armoured cars with one or two “Myriad” to have significantly higher turning speed and acceleration compared to armoured cars with three or more.

  • Fixed a bug that caused an incorrect collision model for the “Nox” cabin.

  • Fixed a bug that caused the absence of a forbidden zone at the border of the “Orbital station” map.

  • Fixed a bug that caused glowing in the hangar.

  • Fixed a bug that caused AI armoured aircraft to be added to the “Battle for uranium” when players left the battle.

  • Fixed a bug that caused perks that accumulate by dealing damage to accumulate when firing at vehicle wreckages.

  • Fixed bugs that caused some environmental objects to be located in the air at the “Naukograd” map.

  • Fixed a bug that allowed players to fly outside the “Rock City” map.

  • Fixed a bug that caused incorrect calculations involving maximum range of projectiles.

  • Fixed a bug that caused the collision model for a rock at the “Founders Canyon” map to disappear.

  • Fixed a bug that changed the sounds of hits on parts from the “Trigger” and “Destructor” weapons.

  • Fixed a bug that caused the challenges tab to partially obscure the list of players on the map screen during battle.

  • Fixed a bug that caused a welding point on the “Battle walker shoulder right” part to disappear.

  • Fixed a bug that caused projectiles to incorrectly attach to the “Gerrida I” mechanical legs.

  • Fixed a bug that caused the effect of destroying the “Miller” minigun to disappear.

  • Fixed a bug that caused tabs to switch sequentially when repeatedly pressing the left button on the controller’s directional pad.

  • Fixed a bug that caused the production of epic faction banners to ignore the player’s workbench coupons.

  • Improved a number of in-game texts and icons.

Vanquish Evil - arcadevictory
- Spawn adjustment (moved The Cursed One boss placement near the gate entrance)

- Music bug fixed (more than 1 instrumental playing)

Thanks for playing! Enjoy these latest updates, lots more content within a month.

GnarlyTree Games
12:12am
Home - Frog

CLICK HERE to continue your adventure in AWAY FROM HOME!

12:12am
Terrierble Logic - Formidolosus
Version 1.0.1
Requested feature added
  • Animation frequency can now be changed. You can turn it off altogether but that will make the dogs sad. (Press "A" on your keyboard to make them move if you need to)
Echo: Defy Death - 3Hills

We’re already at the halfway point until the start of the playtest and we’re really cooking here in the studio.

To update you on what’s going on on our end:

  • We were cleaning up and fixing the first build you will playtest (this will be 90% of our work until the playtest) 

  • We made the Boss stronger (because we love you)

  • Did some visual tweaking on our shaders for echolocation 

  • Adopted a cat entirely by accident (it won’t leave our office)

The playtest is starting soon and in about a week and a half we managed to recruit 67 playtesters! We would love to get that number to about a 100 at least since then we can have a legitimate playtesting squad that can help us get the most accurate results.

So if you haven't signed up yet and if you have other friends that would love to join in on this mission and playtest the game with you, feel free to invite them and help us form this playtesting squad of highly trained assassins!

Join the Playtest!

Gather all the assassins and let’s brace ourselves for some blind combat!

The Ditty of Carmeana - Tampered Evidence
Found about three dozen spelling errors.

This change also includes a small addition I made to add a little bit more breadth to the world.
Landiscape - GreenTea

Play Landiscape NOW for 25% off! Be the first to play Landiscape, don't miss your chance to be an OG.

The Front - Brimstone1181

Dear Players:

We plan to conduct maintenance for the 1.4.3 version update between 7:00 AM and 8:00 AM UTC on July 18, 2025. If the maintenance cannot be completed within the scheduled time, the server opening time will be postponed accordingly. We apologize for any inconvenience this may cause and appreciate your understanding and support.

For some issues that have been reported but not yet resolved, we will prioritize and address them as soon as possible.

Optimizations

Standard Mode

1.     Increased the defense level of certain modular vehicle components

2.     Adjusted the aiming mode of the vehicle

3.     Optimized the display of track marks for vehicle

4.     Adjusted the positions of certain outpost supply crates and NPCs

5.     Adjusted the locations of certain outposts in the world. Black Sun Obelisk in region E3 has been moved to region I4, and the abandoned mine in region G3 has been removed

6.     Adjusted the resource distribution in certain areas of the map

7.     Increased resource yield at certain gathering points

8.     Removed physics effects from vehicles in Dedicated Server

Bug Fixes

Standard Mode

1.         Fixed incorrect NPC level issues

2.         Fixed issues with missing translations

3.         Fixed an issue where the spiders summoned by the boss in the Black Sun Obelisk could not be attacked

4.         Fixed an issue where vehicles did not appear in the 3D printer

5.         Fixed an issue where characters would get stuck in vehicle models when exiting

6.         Fixed an issue where wild animals would not respawn in Private Server mode

 

Adventure Mode

1.         Fixed an issue where the boss at the Abandoned Airport did not respawn

2.         Fixed an issue where collecting copper ore in the quest ‘Integration’ could not be completed

The Great Villainess: Strategy of Lily - STREAM
The Great Strategy Guide (Act 1)
Act 1 Overview

Act I's objective is to capture three enemy generals. This guide breaks the Act down into three key steps, each focused on capturing one target.

➤ Step 1: Advance along the eastern route and capture the first enemy general, Uisce.

➤ Step 2: Move north from Uisce’s base, then circle west to capture the second general, Nicol.

➤ Step 3: Head north from Nicol’s position. While holding off powerful enemy forces, capture the final general, Geena.

The Great Strategy Step 1: From Battle Start to Uisce's Encounter
\[ Basic Strategy ]

In Step 1, we will go through the game’s core tactics. The key is to reach the enemy general while maintaining your supply lines, either by stalling or avoiding powerful enemies along the way.

The main objective here is to capture Uisce. While there is a more direct route, it’s guarded by a powerful enemy unit. Taking a detour will be the safer approach.

① Take the Detour Route to the Right

➤ Avoid heading directly south, the path is blocked by a powerful enemy unit, so taking the longer route around would be safer.

➤ Keep Scarlet and Lily together as a team.

After moving one tile to the top right, enemy forces stationed at the outpost (mountain road) will begin advancing toward the base you just left.

On the following turn, return to Dahmlin (your previous position) and take it back.

This will trigger an event where you’re “surrounded and unable to move,” after which you’ll gain access to the Stream Airship.

② Move the Stream Airship to the Arrow

Follow the tutorial instructions to move the Stream Airship. There’s a position where you can stall two bases at once (since the airship’s stall effect can target multiple bases simultaneously, this is a great chance to practice).

③ Battles Along the Way

In small battles before the boss fight, Scarlet’s army generally has the upper hand.

Though, preserving HP is crucial, so rather than always using the Delegate combat, commanding battles yourself for better outcomes is recommended.

➤ Scarlet’s AOE skill “Crimson Wave” is excellent for wiping out enemies.

➤ Use Lily’s “Opening Call” to boost the defense of allies who are likely to be attacked.

When a base has 2 or more durability (★), you can't advance until you reduce all stars. One ★ is reduced per turn, so capturing a 2★ base takes two turns.

④ Switch to Capture Stream

Once you’ve captured the base in front of Uisce’s, switch the Stream Airship to Capture Stream and advance your units.

During this time, you won’t be able to stall enemies, so it’s possible that enemy forces will infiltrate your bases like Dahmlin. But don’t worry, as long as you capture Uisce, you’ll win the map.

Since Capture Stream consumes no energy, keep it active as you move in to capture Uisce.

⑤ The Battle Against Uisce

Uisce is a powerful infantry, which has an advantage over Scarlet who is a cavalry unit.

➤ Use Lily’s “Opening Call” to boost Scarlet’s defense, and focus on dealing damage using “Crimson Wave,” which doesn’t trigger counterattacks.

➤ It’s fine if you can’t defeat him in one battle, recover HP via supply lines and use Scarlet’s “Crimson Among Men” skill to sustain.

Once Uisce’s HP turns red and “Capture!” appears under the name, use Lily’s skill “On the Stage” to capture her.

⑥ Using Uisce as an Ally

Uisce is a high-crit character with a powerful EX skill that deals major damage to single targets.

➤ EX Skill: "Fox Hunting"

・A powerful 1.8x single-target damage.

・Deals a guaranteed extra 200 damage. A reliable damage source.

➤ “Updated Observations”

・Increases the attack power of allied units.

➤ “Hometown Hero”

・While limited to Elysia, it speeds up base occupation by 1.

➤ “Guerrilla Warfare”

・On turn 3, boosts crit damage for allied infantry and artillery.

・Can create synergy with ally units.

The Great Strategy Step 2: Capturing Nicol
\[ Basic Strategy ]

Step 2 features Nicol as the enemy general. With Uisce joining your army, you’ll now be able to advance with 3 units.

Hold the frontline with Uisce while Scarlet and Lily flank from the side to cut off enemy supply lines.

① Move Uisce Near Nicol’s Base

After capturing Uisce, turns continue. If Scarlet and Lily already acted during his capture, only Uisce can move.

Send Uisce near Nicol’s base.

Nicol won’t initiate combat against Uisce, so have Uisce hold the line while Scarlet and Lily advance along a detour.

② Flank With Scarlet and Lily to Sever Supply Lines

While Uisce holds the frontline, move Scarlet and Lily along the marked path to cut off enemy supplies.

You can rush straight to the next base or capture bases along the way and increase their durability (★). 

Some small enemy units will target Uisce, so you could use this to farm experience and level up.

③ A.C.E.

Arriving at the Elysia Customs Gate triggers an event. A powerful enemy unit called "A.C.E." spawns at Geena’s base.

A.C.E. patrols a specific route and won’t advance toward Nicol’s position, so ignore it for now.

④ Head South and Capture Nicol

While heading south, stall weaker enemies coming from the north and advance to Nicol’s base.

Nicol is a strong infantry commander, so she has an edge over Scarlet. Use “Opening Call” to strengthen Scarlet’s defenses.

Nicol will use skills to reduce your party’s defense and mobility at the start of battle. If you’re fighting a group, Scarlet’s “Crimson Wave” is great for damaging them all at once.

Meanwhile, have Lily who has advantage against infantry, focus on steadily chipping away Nicol’s HP.

Even if you can’t win in one go, two to three battles should push Nicol’s HP into the red.

⑤ Capture Nicol Using the Stream Airship

When Nicol is weakened, move the Stream Airship over her base and switch to Capture Stream to capture her.

In some cases, you may capture her while defending a base.

But this is only possile if Capture Stream is active on that tile.

Even if you capture Nicol, she will only join you as a unit AFTER you capture Geena. Time you attacks and try to acquire both characters.

The Great Strategy Step: Capturing Geena
\[ Basic Strategy ]

The key in the Geena fight is avoiding A.C.E.

Understand its movement pattern and use Stalling Stream wisely to gain the upper hand.

Here’s the general route after the Nicol fight. If enemies have occupied other bases, you could reclaim them before heading to Geena, if you want.

① Stall A.C.E. and Move Toward Geena’s Base

A.C.E. patrols four bases in a clockwise loop and only attacks if the player's unit is in its way.

Take the northern, U-shaped route to Geena’s position.

If you can stall A.C.E. at Position ① on the map below, you can easily attack Geena's base.

Tips: Do I need to fight A.C.E.?

A.C.E. offers boss-level EXP, but they are extremely strong.

Early in the game, your forces are too weak to reliably defeat it, so it’s not necessary to fight them.

② The Battle Against Geena

Geena is an artillery unit who buffs enemy defense and debuffs the player's attack. Her passive also reduces cavalry attack and mobility on turn 1—bad news for Scarlet.

She is backed by three escort units and is difficult to capture in one battle.

Use Scarlet’s “Crimson Wave” in the first two turns to eliminate small fry, then target Geena on turn 3.

Support her with other allies for best results.

Use Uisce’s “Updated Observations” to boost Scarlet’s power further.

When Geena’s HP is red, move the Stream Airship and capture her.

Out of Stream Airship Energy?

If the battle against Geena drags on and you can no longer stall A.C.E., time your moves and circle back clockwise.

Make sure to always stall A.C.E. at Position ① only.

Breaking Gates - ylungames

Hello adventurer reader!

It's been a while since we last talked, but I'm still here, going strong and steadily developing. Today, I’m excited to announce a new update coming to Early Access! Actually, this is a preview of Update 1.2, which we’re planning to launch at the end of the year. Since we’re still in Early Access, it makes more sense to release new features gradually and gather feedback from players before the final version.

So feel free to jump in and enjoy! Before we dive into the news, I want to extend a massive thank you to each one of you. The journey of Breaking Gates is driven by the passion and dedication of our community. It's inspiring to see you all playing, creating content, and streaming! This support has been fundamental in guiding the development. And of course, a special thanks to Nuntius, our publisher, who made this comeback and update possible.

Alright, let’s not take up too much of your time — let’s check out the changes!

https://store.steampowered.com/app/1248550/Breaking_Gates/

A New Perspective! New Character Illustrations!


Our amazing illustrator Pedro Vieira brought the idea of modernizing the characters' visuals to give the game a more commercial and updated look. Since we’re bringing the game to more platforms and reaching a wider audience, it made sense to me. So in addition to new illustrations and promotional art, he also redesigned all the dialogue images, giving the game a much more professional feel. Here's a preview of our protagonist:

Character Art – Hako

Character Art for Dialogue Scenes

New Gallery Menu

You can now view all these new illustrations in the registry menu under the character information section.

The New Adventure Log!

We now have an Adventure Log menu! A place with background info on characters and details about enemies. As you play, new entries will appear in the log. Our plan is to expand the Adventure Log with item information, universe trivia, and much more — turning it into a sort of in-game guide. Of course, I’m not sure if everything will be possible, but this is a solid start! Even if it doesn’t affect gameplay directly, I think it’s fun to have this kind of writing. Oh, and we’ve tied some new achievements to it too, for those who take a peek.

A Visual Polish!

One of the changes in version 1.2 was the remastering of all textures to better fit larger screens. While Breaking Gates has a charming style, we hadn’t anticipated the need for this adjustment. Nowadays, modern consoles support much higher resolutions, and our little game didn’t scale well, looking blurry on big screens. Here’s how the game looked on a 4K display:

Before


It was clear that it wasn’t working — the character looked huge, the UI was oversized. The game was originally made for small screens and mobile devices (I can’t deny my roots… it was what I could do at the time on my tiny Samsung A10 with 2GB of RAM!).

After


After some research, we found out that for a game to look good on large screens, it needs to have around one million pixels — and ours had less than seven hundred thousand. So we took a step back before adding new content and worked on remastering all textures for better clarity. There's still work to do, and some menus are still being adjusted. Not all textures adapted well, so we had to remake and even create new ones. Many original assets were lost over time. With future updates, we’ll keep improving things. But now, the UI is cleaner, and the proportions feel more natural on modern screens.

Combat Improvements

I've always loved 2D combat games — I have so many in mind I can't even name them all! I used to have this design philosophy: “If you can do it to the enemy, the enemy can do it to you!” It led to some hilarious — and frustrating — moments.

Just like you could beat enemies into the corner, they could do the same to you — even kicking you while you were knocked down! That, my friends… is life! Anyway, despite criticism, I still consider that part of the game’s essence.

That said, we toned it down a bit. We’ve added a new enemy damage control system that tries to “save” you when possible. It works smartly, monitoring your HP and gradually scaling down enemy damage. This idea is borrowed from a fighting game mechanic! Of course, it won’t save you every time — some enemies have nasty moves that bypass the system… These creatures are ruthless and seem to have a mind of their own!

Dodge Dash with Invincibility!

One thing that was missing — and has now been added — is a brief moment of invincibility during dashes. You can now truly dodge enemy attacks. I made it subtle — not too easy or too hard — but it might save you in the right moment.

Combo Counter

The combo counter is back! It now boosts your Super Energy — the higher your combo, the more energy you gain!

New Items

Forge Shop

- Added "Royal Zumbidora Sword" to Helga’s Forge Shop – Summons bees that chase and sting nearby enemies.

Added "Wind Sword" to Helga’s Forge Shop – Creates a powerful gust of wind that launches enemies into the air.

New Helmet "Forest Ruler" in Helga’s Forge Shop – Recovers a percentage of your health when falling into an abyss.

New Helmet "Gale Helm" in Helga’s Forge Shop – If equipped with the Wind Sword, boosts its ability with bonus damage.

Potion Shop

- New Barrier Potions added to Juan’s Potion Shop.

New SP Recovery Potions added to Juan’s Potion Shop.

New Drop Items

- New Helmet "Stylish Glasses" – Increases skill cooldown recovery percentage.

New Sword "Panpaku Blade" – Temporarily transforms you into one of the enemies.

New Accessory "Warrior Master's Book" – Increases gained experience.

Fixes and Other Adjustments
Interface

Added attribute descriptions in the Status Menu

Increased inventory space

Fixed crash when opening pause menu

Modified some terms and labels for better clarity

Environment

Removed abyss pits in the water section of Allira Forest

Added support platforms in some Allira Forest areas

Added activation crystals to the Ancestral Gates (Still improving this!)

Collision improvements and adjustments

Fixed items and crystals sticking to ceilings!

Removed some enemies from certain map areas to improve level flow

Combat

Improved hitboxes on several attacks

"Celestial Charge" ability now keeps the player airborne

Fixed bug where enemies became invincible

More collision improvements

To be continued...

...

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