4:15pm
Project X: Light Years - Project X
minor fix
Blood Typers - outerbrainstudios
Good day, Typers!

Over the coming weeks we have exciting updates to share with you. To begin with:

You can now play the beta phase of Blood Typers' HORDE MODE!

Horde Mode

A new mode where you and up to three allies must survive five increasingly dangerous waves of enemies on twisted versions of existing levels.

Quick Action

Puzzle less, fight more. A Horde Mode session tops out around 15 minutes. If you can survive that long.

Battle for Blood

Collect BLOOD, an in-game currency earned by typing through enemies. Break as many words as you can, build up your BLOOD, and use it to buy gear and unlock other parts of the level.

Two Featured Levels - More to Come!

Currently, the first two levels feature Horde Mode (Corpus Studios and Supper of the Dead). We would love your feedback on these initial levels while we flesh out the remaining ones and develop Horde Mode further – alongside other fixes and improvements to the overall experience.

Please let us know what you think in the comments, on the Discussion boards, and in the Official Discord.

Type well,

The Outer Brain Team

The Unforeseen Resurrection - Otome Isekai RPG - Inuneko Nanita

🏆Playtest & WIN🏆 Steam Digital Gift Card

$110 AUD prize pool

Hi ^-^ I'm doing a feedback contest as thanks for your time in playtesting the alpha prototype!

Playtesters will have a chance to win the following:

Main prize:

4 x $15 AUD (Steam Digital Gift Cards)

Bonus prize:

1 x $40 AUD (Steam Digital Gift Cards)

1 x $10 AUD (Steam Digital Gift Cards)

More details are in my website ^-^ 

https://inunekonanita.com/

Stars Reach - sean.weeden
  • Frame rate improvement! We found a netcode issue and it was a biggie. You should see significant FPS improvements when you get into the game. This is probably not the only issue we need to resolve, but it’s a good fix. Enjoy!

  • A very large overhaul of the PQRV stats on all tools. In general, the things you’ll notice most will be big improvements in the behaviors of tool and weapon batteries. In short, you can use them a lot more now before the batteries give out. But additionally:

    • The Chronophaser works again to melt stuff…however…Quality controls the max heat of the beam. So you’ll need a high-quality Chronophaser to melt really tough stuff like diamonds. However, even a low-grade Chrono will melt dirt.

    • Higher Quality Healix tools will heal better.

    • Higher Quality Companion Orbs will do more damage.

    • Higher Quality Omniblaster will also do more damage.

    • Gravity Gun doesn’t get increased damage because it already had increased knockback (via Potential).

    • The base Terraformer was bumped up in Excavation power slightly so that you can use the base version and dig through Dirt more effectively (which helps with those MacGuffin missions!).

    • Terraformer can also enhance Hopper size (with Potential). This does stack with the skill node unlocks from Mineralogy.

  • You can now merge your inventory stacks (as long as each stack has two units or more in it)! If you have stacks of smaller than two units, then you can either wait until they have more in them and can be merged, or just delete them. To merge stacks:

    • Drag and drop a stack onto another stack.

    • The process is lossy. You will end up with fewer units of material than the sum of both stacks.

    • The stats of the end-product stack will be an average of the two stacks. We add up the stats of all resources involved and then divide by the number of resources. So if you only have two units in one stack and you have 57 in the other, the end result stacks are going to be very similar to the stack of 57.

    • You’ll get a dialog giving you a preview of the final stack and you can decide whether to do it or not thereafter.

  • Creatures that use cold projectiles no longer generate heat when those projectiles hit the terrain.

  • The Fire Suppressor in the first-time user experience hallway is now more effective and it’s easier to freeze the molten floor.

  • We’ve increased the batch sizes of many recipes (blocks, building tiles, alloys, ores, and more) so that you don’t have to sit there and hit the Craft! button so many times in a row.

  • Many meteor storms have been modified so they deposit different types of metal into the world to supplement the fact that you’ve mostly mined the worlds out right now. This may not be a permanent change.

  • The announcement text at the top, center of the screen now refreshes much more rapidly so it doesn’t get caught in such long update queues.

  • A small memory leak was fixed.

  • Companion Orbs now (correctly) require the skill nodes to be unlocked before you can use its Special attacks.

  • Pulse mining is dead. Oh…and did you know that you can just hold down “Q” when emptying your Hopper? Because you can! (You don’t need to pound the “Q” key.)

  • The Terraformer and Harvester recipes have been changed substantially. This is the first step in a big overhaul of crafted items. You now make these items by first creating interim objects, like Power Chambers, Nano-Compression Matrices, etc. The final recipe requires numbers of those interim objects. This creates a gentler path toward creating upgrades to those essential tools and it paves the way for a future feature where we take the player through a series of tasks to teach them about PQRV, how to craft, as well as how to mine, hunt and harvest. Artwork for the interim objects is placeholder and will be updated soon. If you’re interested in doing a faux test of this, then do the following:

    • Make a new character

    • Do missions and get Klaatu until you can have a Harvester *and* a Terraformer.

    • Then look at the Terraformer or Harvester recipes and start working to make the new components you need for those recipes.

    • By the time you make all those components, you should have enough Crafting XP to unlock both Toolmaker and either Terraformer or Harvester, whichever you prefer to upgrade.

    • Enjoy!

    • Tips:

      • Get wood from thickets (harvest)

      • Get reactive gas from emberbloom torch, blushing bonnet, hexavine spires skunk cabbage, or fight gashog or velocirabbit

      • Get inert gas from brimmed bonnet, lilac dandy, luminweave tendril, witch’s ringlet or hunt ballhog or skyshark

      • Get hide and bone from deer, rabbits, prowlers or owldeer

KNOWN ISSUES
  • When other players have their weapons equipped, we have an animation twitching issue that is new, but we're going ahead with the test and we'll fix it in the next update. It is a visual oddity only and shouldn't affect your gameplay (other than aesthetically).

MapleStory - Miso

Spend a night in the town of Sages! The Night Troupe is bringing a festival of dreams and illusions to Mu Lung. Plus, get ready to dive into the new Legion Champion system, where teamwork makes the dream work, and join the Champion Raid to hunt in new territories on Draco Isle. Not only that, Champion Burning is back to help you get ahead of the game! We’ll also be merging NA Interactive Worlds to create a more vibrant and connected experience for you to enjoy.

The Night Troupe is making their way to Mu Lung, where you can be a full-fledged Festival Designer and turn this festival into a colorful and unforgettable experience! Decorate the festival grounds with Festival Decorating and Designer Rank to unlock special skills and progression perks. You can also earn rewards and progress faster with the Night Troupe Sage Ticket or receive buffs by lighting the Lanterns Bright with Wishes!

The Imperial Knight, Sir Hamselot, is here to support you and your journey to be a Legion Champion! You can assign up to 3 Champions to your Legion Champion team and work your way up the Champion Ranks to give your Champion Insignia extra buffs!

Gather your Legion Champion team because a new territory has arrived, Draco Isle! Join the Champion Raid and complete missions to get through 6 stages of battles against the local dragons. During your battles, your Bond Meter with your Legion Champion team will fill as you fight for a Final Damage increase, making that last blow super effective! 

 We’re back with another round of Champion Burning where you can earn EXP across 3 characters within the same world. The Champion Double Up will run in both the main worlds and Challenger Worlds at the SAME time! Keep grinding and you can earn Double Up Coins and rack up various items within the Double Up Coin Shop

Our NA Interactive Worlds are about to get even more lively with the Interactive World Merge taking place August 27th! Prepare to meet new friends as Aurora and Elysium are merging into Scania. You can also take advantage of all the special benefits with our World Merge Event! For more details about the World Merge, click HERE.

Sunny Sunday Schedule

Date (UTC)

Perks

August 31, 2025

2 stars for successful 10-Star Force enhancements and lower

  • Reach up to 12-Star! Excludes Superior Equipment

  • 250% Monster Park Clear EXP

  • Excludes Monster Park Extreme

  • 5x EXP for Pollo, Fritto, and Especia Bounty Hunting

  • 5x EXP Inferno Wolf Exit EXP

September 7, 2025

Shining Star Force Time

  • 30% off Star Force enhancements

  • 100% success on 5, 10, and 15-Star Force Enhancements

September 14, 2025

Rune Appearance Cooldown and Cooldown Reduction (from 15 min to 10 min)

  • +100% Rune EXP buff effect (3x normal EXP)

  • Combo Kill EXP + 300%

  • 50% off Spell Trace enhancements

September 21, 2025

250% Monster Park Clear EXP

  • Excludes Monster Park Extreme

  • 5x EXP for Pollo, Fritto, and Especia Bounty Hunting

  • 5x EXP Inferno Wolf Exit EXP

  • 50% off Ability resets

September 28, 2025

30% off Star Force enhancements

  • \[HEXA Matrix] When main stats are Lv. 5+, main stats' Enhancement change increased 20%

October 5, 2025

250% Monster Park Clear EXP

  • Excludes Monster Park Extreme

  • 5x EXP for Pollo, Fritto, and Especia Bounty Hunting

  • 5x EXP Inferno Wolf Exit EXP

October 12, 2025

Combo Kill EXP + 300%

  • +100% Rune EXP buff effect (3x normal EXP)

  • Rune Appearance Cooldown and Cooldown Reduction (from 15 min to 10 min)

  • 2x chance for new Monster Collection monsters

  • Mysterious Monsterbloom (x3): Untradable, 7-day duration. Claim once per account.

    • Cannot be claimed in Challenger World (Zero Characters must complete Story Quest Act 2).


 

sheepChat - nebel

✨ sheepChat v1.9.169 is live for everyone! ✨

A huge thank-you to everyone who joined the beta and helped us test ❤️ Your feedback made this release possible! Now v1.9.169 is officially rolling out to the main channel and ready for all users.

Here’s what’s new:

🔧 Twitch chatter display fixed

🚀 Raid support added to the widget

Update today and let us know what you think — we love hearing from you!

SCP: 5K - Goomes
Update 0.17 is now available to download and play! Welcome to the Discover Program.

https://store.steampowered.com/app/872670/SCP_5K/

The Discover Program introduces our brand new rework of the Wave Survival gamemode, complete with 10 unique chambers, new SCPs to fight and interact with, a multitude of new systems and mechanics to improve the game underneath the hood, and much more.

If you wish to learn more about the work that went into this update, we also recently released an extensive devblog that dives deeper into the various features and other content that has been introduced into SCP: 5K with this update.

⚠ If you run into any issues such as crashing, bizarre textures, and so on, please make sure to delete your Pandemic AppData folder. You can easily access this file by typing %localappdata% into any Windows File Explorer address bar, and then finding the Pandemic folder and deleting it (a new one will be generated when you launch the game again). We also recommend verifying your game files through Steam after updating to make sure you have no corrupted game files. ⚠

You can find the full in-depth patch notes below:

0.17 PATCH NOTES

NOTABLE KNOWN ISSUES
  • Area 12 P1 Intro Cells: Players may experience shading issues on the walls

  • Area 12 P1 Garage: Resonators may attack the player immediately instead of eating a corpse

  • Area 12 P1 Garage: Players may respawn in the reception area too early, forcing them to wait for other players to complete the section

  • Area 12 P2: Players may experience level streaming issues if killed by the SCP-7528

  • Area 12 P3 Dorms: Player can get stuck in the shutter at the beginning of the chapter

  • Area 12 P3 Dorms: SCP-1262 "Cores" may not respond visually to being shot on clients

  • Zombies: Zombies killed outside of loaded area for clients results in frozen standstills

  • D-Class: Enemy D-Class may focus on the wall in some areas instead of looking around at points of interest

  • Ghosts of the South Gate: Players may experience cutscenes not moving

  • Outpost Axiom PVP: Players may not see any weapons after changing team

  • Outpost Axiom PVP: Host may freeze when returning to main menu

  • Cosmetics: Cosmetics may fail to load when joining a dedicated server

  • Resonators: Resonators may occasionally appear invisible for clients on dedicated servers

  • The room-based audio system may be inaccurate outside of the Testing Chambers game mode. Improvements will be made in every future update.

  • Low-end machines may encounter performance issues with some of the new audio features. Report issues you encounter to us so we can improve the experience in future updates.

CONTENT
  • Added SCP-914: An anomaly that can be used to upgrade your weapons in the Testing Chambers in exchange for credits

    • Credits are gained by completing testing chambers and challenges

  • Added SCP-1114-D: The the D-Crash Dummies

    • A new enemy that approaches slowly while firing

    • Behavior changes when disarmed

    • Armed enemies can be given randomized loadouts

    • Accuracy system overhauled for finer balance control

  • Added items that can only be obtained when getting a faulty output from SCP-914

    • Added pen melee weapon

    • Added rubber duck throwable

    • Added rock throwable

    • Added Bepis can throwable

    • Added baby SCP-3199 throwable

  • Added various melee weapons that can be obtained in the Testing Chambers

  • Added a variant of ammo/med containers that cost credits

  • Added a separate personal scoring system for the Testing Chambers

    • Players can earn personal scores by getting kills, using SCP-914, spending credits on supplies, completing chambers, and shooting targets

  • Added Arly-12 and other test proctors who guide players through the Testing Chambers experience with more than 20 minutes of new and unique dialogue

  • Added a TV to the Testing Chambers waiting room that players can use to watch a guide on the game mode. Players can interact with a playing TV to focus on the screen.

  • Added Testing Chamber screens: For your testing convenience, screens around the Testing Chamber screens have been outfitted with data valuable for testing, including enemy count, wave count, and wave timers

  • Added a new gameplay-adaptive soundtrack to the Testing Chambers, comprising 30 to 60 minutes of new music

  • Updated translations

  • Added M590 Shockwave

GAMEPLAY
  • Commands: /tp improvements

  • Commands: /Unban now properly removes unbanned IDs

  • Added random spawns for the Sewer Canal PVP map

  • Improved ultrawide monitor support during gameplay

VISUALS
  • SG553: Texture Improvements

  • SW500: Texture Improvements

  • Swept Floor Rubble: a mesh used for set dressing the edges of floors received an improved mesh and textures

  • UIU: Updated First Person gloves texture

  • Silo assets: Silo assets used in outpost axiom and now in testing chambers have been updated to be more performant and now use trim sheet method

  • Added Testing Chamber Gun Skins

  • Reduced distortion on muzzle flash for improved ADS visibility

  • Added banking and acceleration warping to zombies

  • Added new SCP-098 model

  • Reduced damage camera shake on small damage amounts

AUDIO
  • Improved audio balancing across the whole game

  • Added new adaptive music system using enemy weights and targeting information

  • Added Room-based audio occlusion system (currently enabled in Testing Chambers, Antarctica, Classic Wave Survival, Sewer Canals PVP and Area 12 Chapter 1)

  • Added convolutional reverb with per-source routing (work-in-progress)

  • Added toggleable binaural audio setting

  • Added misophonia accessibility setting (work-in-progress)

  • Added audio output device setting

  • Added physics-based sound effects for some objects

  • Added fire extinguisher sound effects

  • Added additional human foley sound effects

  • Added electrocution damage sound effects

  • Added suffocation damage sound effects

  • Added more UI sound effects (objectives, cosmetics, etc.)

  • Overhauled all SCP-7566 (Door Squid) sound effects

  • Overhauled firearm distant shot sound effects

  • Overhauled firearm shot reflection sound effects

  • Overhauled firearm dryfire sound effects

  • Overhauled human water footstep sound effects

  • Improved SCP-098 footstep sound effects

  • Added event culling based on distance

  • Added per-event pausing while event is virtual

  • Various in-game voice chat fixes

  • Various sound attachment and positioning fixes

  • Various other sound fixes

UI
  • Added credit count to the HUD for the testing chamber gamemode

  • Added ammo count to the magazine in the HUD

  • Improved server browser

  • Added Elevator Navigational Icon

FIXES & OPTIMIZATIONS
  • Area12: Improved AI Navigation from the Pit into the Reception area

  • Area12: Fixed AI running into a fire hazard in the Pit, killing themselves before they could reach the players

  • Area12: Improved some enemies not being killed after the rocks fall in Reception/Pit transition

  • Area12: Improved navigation in the Pit area of Area12

  • Wave Survival(Classic): Fixed some doors being permanently broken if shot by players before the wave they were set to unlock

  • Wave Survival(Classic): Fixed blocker volumes that could be stood on, as well as that they were incorrectly blocking grenades

  • Area12: Fixed Resonators sometimes not spawning during the pit fight sequence

  • Area12: Removed some unintended Infector spawns in Logistics

  • Area12: Fixed some walls that were incorrectly positioned generally in the Area-12 campaign mode

  • Area12: Fixed some enemies in Plumbing that would spawn in the floor or ceiling incorrectly 

  • Area12: Fixed some infectors that could spawn in the ceiling in Maintenance 

  • Area12: Fixed some small visual gaps in walls in some areas

  • Area12: Fixed double doors being able to be permanently broken near the Pit area

  • Area12: Fixed some ammo that could be grabbed through a wall in the Shipping area

  • Area12: Removed some potential spawn areas in Water Treatment

  • Area12: Fixed some fire hazards not doing damage when touched

  • Area12: Fixed some floating assets generally such as health, ammo, and other small props

  • Area12: Fixed Infectors being able to path up rubble thus being able to reach players who were outside of the pit area in the garage

  • Area12: Fixed some spitters not dying correctly when their parent flower dies

  • Area12: Fixed some exploitable areas in the Pit fight

  • Area12: Fixed exploit where players could unlock the office checkpoint early

  • Area12: Fixed resonators attacking players during the descent to hell section instead of attacking the guards as intended when the player does not shoot the resonators

  • Area12: Fixed players sometimes spawning without a weapon in the Prison area

  • Area12: Fixed an angled corner pillar asset that had incorrect collisions, mostly used in the Theater area

  • Area12: Fixed several blocking volumes in Logistics Parking that were incorrectly blocking grenades being thrown through them

  • Area12: Added fire damage to several fires in Area 12 that were missing them

  • Area12: Improved AI Navigation in certain cramped areas

  • Antarctica: Fixed several level-skip exploits

  • Antarctica: Fixed collision of some shelves in Hospital that could allow the player to get stuck when moved against

  • Test Level: Fixed 610 Sentries spawning incorrectly in some instances

  • Axiom PVP: Fixed some shutters/doors that did not block players as intended

  • Axiom: Optimized player pathing so that you do not get stuck on some ramps on in the level

  • Axiom: Fixed exploit where player could vault over electric fences

  • Axiom: Fixed a potential soft-lock that could happen regarding the Disable Electric Fence button

  • Axiom: Reduced spawns that were very close to the player spawn

  • AI Soldiers: Removed AI camera lag and arm animations to steady their aim

  • AI Soldiers: Investigation logic better prioritizes recent and dangerous stimuli

  • AI Navigation: Collision size for all enemies now better matches navigation size

  • AI Navigation: Adjusted crowd avoidance settings for all enemies to reduce blocking each other

  • AI Navigation: Disabled path replanning during crowd avoidance to prevent infinite replan loop

  • AI Navigation: Zombies no longer stop and replan pathing while attacking door

  • AI Navigation: Zombies no longer stop and replan pathing while dropping off ledges

  • AI Navigation: AI more reliably attack doors they are navigating through

  • AI Navigation: AI don't attempt to path through closed doors they cannot attack

  • AI Navigation: AI reliably stop attacking broken doors

  • AI Navigation: Resonators in parking garage no longer take flight or teleport (it is a known issue, however, that Resonators in parking garage can occasionally get stuck traversing obstacles)

  • AI Spawning: Fixed issue that could cause AI to spawn without a body

  • AI Spawning: Added additional trigger conditions for spawn animations

  • AI Spawning: AI spawn directions created for 610 now support other enemies

  • Fixed Resonators and SCP-098 headshots not counting towards your score

  • Fixed swapping between two scopes on a weapon preventing you from seeing through the main one

  • UI: Fixed softlock when spamming apply settings in the video settings

  • UI: Fixed mouse issues in the pre/post game menu

  • UI: Fixed issue with objective UI progression visually resetting on completion

  • UI: Fixed issue of weapon data displaying incorrectly when using a weapon that is incompatible

  • Input: Fixed issue with controllers opening the in-game menu when crouching

  • Crash: Fixed a crash associated with the Firemode animation trying to play or stop playing with invalid data.

  • Crash: Fixed a crash where the analytics system would attempt to add analytics events before the world was valid.

  • Crash: Fixed a crash where the Gore textures would attempt to update themselves using invalid data.

  • Fixed crash in SAIDirection due to stale pointers

  • Fixed AI reload task not unbinding from finish reload, causing task to occasionally never end

  • Fixed gore decals only applying in positive direction

  • Fixed voice chat buffer filling up during virtualization, causing players to say everything all at once upon returning

  • Crash: Fixed crash in NumberObjective on starting antarctica from checkpoint

  • Crash: Fixed a crash at the end of Ghosts of the South Gate

  • Fixed players occasionally spawning in random places after starting Area 12 P3 too quickly

  • Fixed missing physics assets on stribog and SG553, causing weapons to float in-air after death

  • Fixed headshots for guards and players not registering in stats

  • Fixed jitter in SCP610 animation

  • Fixed aiming at your own head if sprinting during first equip

  • Crash: Fixed SCP-3199 keeping raw (potentially dangling) refs to other 3199 instances

  • Fixed most occurrences of players getting stuck in geometry while vaulting

  • Crash: Fixed an occasional crash in 3199 charge

  • Fixed SCP-610 projectiles playing sound after hit

  • Fixed characters being able to slide through walls while insignificant

  • Fixed floating barrel attachments on 553 SBR

  • Fixed a softlock when player dies in the elevator in Area 12 Dorms

  • Fixed not being able to melee zombies after "fake death"

  • Fixed not being able to get off the top of a ladder due to overlaps

  • Fixed spawn enemy command not working the first time

  • Fixed characters going black after melee

  • Fixed floating magazines on item pickups

  • Fixed shootable glass hit positions being incorrect

  • Fixed dedicated server map name not updating until a player leaves or joins

  • Fixed server player count being out of sync from leaving players

  • Fixed team select showing second team even if in campaign gamemode

  • Fixed servers not restarting after being empty

  • Fixed a bug where players with high ping would not receive loadout UI after the cutscene in antarctica

  • Fixed guards looking at walls when not moving

  • increased maximum network bandwidth of the game from 32kbps to 48kbps

  • Made AI arms animation force disabled on server, improving performance and shot reliability

  • Fixed push model networking being disabled, improving networking performance for servers

  • Lowered voice sample rate 44.1k > 28k, reducing network and performance usage

  • Crash: Fix crash related to objectives deactivating

  • Objectives: Fix player-presence based objectives timer not synced with clients

  • Infectors: Fixes for dead ones standing up on clients

  • Added absolute location optimization to FPS characters for clients

  • Moved Animation IK traces for FPSCharacter to be async

  • Fixed cloth sheen being applied to blood on characters

  • Fixed muzzle flash not updating First/Third person attachment

  • Added optimizations to first person meshes

Good luck!

-Affray Interactive Development Team

Discord

Youtube

SCP: 5K X

Affray Interactive X

Affray Interactive Bluesky

4:00pm
Project X: Light Years - Project X
small tweak
Stars Reach Playtest - sean.weeden
  • Frame rate improvement! We found a netcode issue and it was a biggie. You should see significant FPS improvements when you get into the game. This is probably not the only issue we need to resolve, but it’s a good fix. Enjoy!

  • A very large overhaul of the PQRV stats on all tools. In general, the things you’ll notice most will be big improvements in the behaviors of tool and weapon batteries. In short, you can use them a lot more now before the batteries give out. But additionally:

    • The Chronophaser works again to melt stuff…however…Quality controls the max heat of the beam. So you’ll need a high-quality Chronophaser to melt really tough stuff like diamonds. However, even a low-grade Chrono will melt dirt.

    • Higher Quality Healix tools will heal better.

    • Higher Quality Companion Orbs will do more damage.

    • Higher Quality Omniblaster will also do more damage.

    • Gravity Gun doesn’t get increased damage because it already had increased knockback (via Potential).

    • The base Terraformer was bumped up in Excavation power slightly so that you can use the base version and dig through Dirt more effectively (which helps with those MacGuffin missions!).

    • Terraformer can also enhance Hopper size (with Potential). This does stack with the skill node unlocks from Mineralogy.

  • You can now merge your inventory stacks (as long as each stack has two units or more in it)! If you have stacks of smaller than two units, then you can either wait until they have more in them and can be merged, or just delete them.
    To merge stacks:

    • Drag and drop a stack onto another stack.

    • The process is lossy. You will end up with fewer units of material than the sum of both stacks.

    • The stats of the end-product stack will be an average of the two stacks. We add up the stats of all resources involved and then divide by the number of resources. So if you only have two units in one stack and you have 57 in the other, the end result stacks are going to be very similar to the stack of 57.

    • You’ll get a dialog giving you a preview of the final stack and you can decide whether to do it or not thereafter.

  • Creatures that use cold projectiles no longer generate heat when those projectiles hit the terrain.

  • The Fire Suppressor in the first-time user experience hallway is now more effective and it’s easier to freeze the molten floor.

  • We’ve increased the batch sizes of many recipes (blocks, building tiles, alloys, ores, and more) so that you don’t have to sit there and hit the Craft! button so many times in a row.

  • Many meteor storms have been modified so they deposit different types of metal into the world to supplement the fact that you’ve mostly mined the worlds out right now. This may not be a permanent change.

  • The announcement text at the top, center of the screen now refreshes much more rapidly so it doesn’t get caught in such long update queues.

  • A small memory leak was fixed.

  • Companion Orbs now (correctly) require the skill nodes to be unlocked before you can use its Special attacks.

  • Pulse mining is dead. Oh…and did you know that you can just hold down “Q” when emptying your Hopper? Because you can! (You don’t need to pound the “Q” key.)

  • The Terraformer and Harvester recipes have been changed substantially. This is the first step in a big overhaul of crafted items. You now make these items by first creating interim objects, like Power Chambers, Nano-Compression Matrices, etc. The final recipe requires numbers of those interim objects. This creates a gentler path toward creating upgrades to those essential tools and it paves the way for a future feature where we take the player through a series of tasks to teach them about PQRV, how to craft, as well as how to mine, hunt and harvest. Artwork for the interim objects is placeholder and will be updated soon. If you’re interested in doing a faux test of this, then do the following:

    • Make a new character

    • Do missions and get Klaatu until you can have a Harvester *and* a Terraformer.

    • Then look at the Terraformer or Harvester recipes and start working to make the new components you need for those recipes.

    • By the time you make all those components, you should have enough Crafting XP to unlock both Toolmaker and either Terraformer or Harvester, whichever you prefer to upgrade.

    • Enjoy!

    • Tips:

      • Get wood from thickets (harvest)

      • Get reactive gas from emberbloom torch, blushing bonnet, hexavine spires skunk cabbage, or fight gashog or velocirabbit

      • Get inert gas from brimmed bonnet, lilac dandy, luminweave tendril, witch’s ringlet or hunt ballhog or skyshark

      • Get hide and bone from deer, rabbits, prowlers or owldeer

KNOWN ISSUES
  • When other players have their weapons equipped, we have an animation twitching issue that is new, but we're going ahead with the test and we'll fix it in the next update. It is a visual oddity only and shouldn't affect your gameplay (other than aesthetically).

Winter Burrow - Lunaloo

We're so excited to share that Winter Burrow has been nominated for 2 awards at Gamescom!! 🤩

If you want to vote for us to win, you can do so here!
https://t.co/YWox46TVrm

There are many incredible games nominated, so be sure to vote for your favs! 💖 The winners will be announced live on August 22nd at 3pm CEST.

Also if you're at Gamescom this week, be sure to swing by our booth at the Indie Arena Booth (Hall 10.2, N1 Section 3) and say hi! We'd love to show you our new demo!


- have a mice day! 🐭

...

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