Your character's inventory will be a valuable resource throughout the game to collect consumable items, equipment or money!
Each player will own their own inventory. It can only be opened by them, not by others. You will need to consider a good storage strategy since the places will be limited!
With the drag-and-drop system, there are 3 ways to use the objects:
during objects phasesâwhen objects spawn during a scene
as consumable objects
to pass them from one player to another
If you drop an object on the ground, anybody can pick it up. So, beware of those who might take your resources to achieve their own goals...
⨠Effects and alterations
Temporary effects will give a bonus or malus to your character! Depending on its origin, it will last more or less timeâmaybe your will be cursed until the end of your campaign! The alteration displays directly in your character sheet. By moving the cursor on the alteration icon, you'll find out more details about the effects.
With winter (almost) behind us, it's time to focus on the future, and as you all know, the future is SCORCHING HOT! And our "Everything Is Lava" update is here to bring that heat to your next roleplaying campaign!
This update comes with two new terrain types (Caves and Skeletal Plains), hundreds of new objects, free vertical movement, pits, a newspaper and much, much more.
Check out the trailer below for an overview:
Caves & Skeletal Plains
The biggest feature of this update is the long-awaited addition of caves! For starters, we added a dedicated cave biome, along with multiple elevation settings such as labyrinth, burrow, ridge and tunnel, as well as multiple vegetation settings such as glowing mushrooms and crystals.
But we didn't stop there! We also added cave support to all existing terrain types! You can go to the Cave Tab in the terrain menu and draw a cave area on any terrain. This will raise the terrain to max level and will allow you to carve a cave out of this area. This allows you to make a forest with a small cave on the side, for example.
A cave in the snow terrain type
Finally, as a bonus, we also added a new Skeletal Plains terrain type:
Someone took a wrong turn
Organic Rooms
Organic rooms are a new AI room type that is used by default in the Caves terrain type, but can also be used in other terrain types.
Organic rooms will not spawn any walls or floors, and will follow the shape of the terrain. They will not flatten the terrain, and will place objects against natural walls such as the walls of the cave or the edge of a ravine.
An organic dissection room in a cave
Cartomancer Chronicles - a Dungeon Alchemist Newspaper!
When we launched our Steam Workshop, we would never have guessed that so many people would start uploading incredible creations. With almost 3k maps uploaded after half a year, it gets increasingly harder for new maps to get noticed.
That's why we launched the Cartomancer Chronicles, a newspaper for Dungeon Alchemist that will put a spotlight on community creations that deserve it. Every week, we'll handpick our favourite new map of the week and let people know about it. We'll also feature the .DAM challenge in the newspaper. Finally, it'll also contain tips & tricks, announcements of any kind and other cool stuff! A new edition will be released every Monday, and you can read it right from within Dungeon Alchemist!
Be sure to press that Like Button below the map of the week to show your support for the incredible efforts of our community!
Pits
We added a new room type called pits to Dungeon Alchemist. Pits are rooms that lie below zero and that allow you to add some height differences to your maps until we add full-fledged support for rooms on multiple levels.
A small hamlet with a canal flowing through
Quality-of-life Improvements
As usual, we added several quality-of-life improvements, some eagerly awaited by a lot of our users:
You can now override the vertical position of any object by turning collisions off in the object menu and then using the vertical arrow to place the object on any height. Ultimate freedom of movement is finally at your fingertips!
You can copy & paste the configured properties of an object (for example, light color or open/closed door) by selecting it and clicking Edit > Copy Object Properties or hitting Ctrl+C. You can then paste these properties in a wide area, which will result in all objects getting the same settings. No more turning off all lights manually!
Bridges, huts and other large objects will now level the terrain and remove objects below them, making them much easier to place. You no longer have to painstakingly match the terrain height on either side of the bridge, as we'll do it automatically for you.
Some objects such as the new rails and pipes will now snap to each other, making it very easy to construct connected rail paths or sewers. Some older objects such as the modular bridge parts will do this as well!
Added functionality to easily hide the grid from the View Menu.
Added functionality to disable all nature animations from the View Menu.
A Wiki!
We created a Wiki to collect info and know-how about Dungeon Alchemist. Our goal is to make it the go-to place for any info about Dungeon Alchemist, including lesser-known functionality and tips & tricks. Until now, most of this has been shared on our Discord, but not everyone uses Discord and we want to share this knowledge with our wider community.
Wiki's are a community effort, so we will not be building all of it on our own - we're counting on industrious fans to give us a helping hand! If you feel up for it, go ahead and expand the wiki with anything you might know about our app.
What's next?
This update came much faster than the previous one, and this was because a lot of the effort was already done behind the scenes during the development of the Winter Wonderland update. We're very happy that we can finally say that one of the most-requested features from the start (caves) is now properly supported by our app.
But what's next? We still have a bunch of stretch goals to finish. If you want to be the first to know what's coming up, join our Discord, as we'll be posting teasers there as soon as we're ready.
Until then, enjoy your caves and skeletal plains, and be sure to submit your map for the next .DAM Challenge for a chance to get featured in the Cartomancer Chronicles!
We have a lot of good stuff for you in today's March Update (R72).
SEASON CHARLIE
Season Charlie has brought, among other things: ⢠New tasks and cool rewards, including: ⢠⢠Two new weapons: the Î-7 Ghost assault rifle and the G9 Kungen pistol. ⢠⢠Spiffy outfits: Orbit's Deimos Suit and Kite's Anubis Suit. ⢠Seven new weapon modifications to craft: ⢠⢠M2 Tactical Bloodstream shotgun (2 extra ammo in the tube) ⢠⢠Black Falcon Chornobyl shotgun (effective range is increased by 10%) ⢠⢠Dragonfly Stradivari sniper rifle (weapon stability is increased by 10%) ⢠⢠Legatus Mural assault rifle (effective range is increased by 5%) ⢠⢠M5 Angry Cloud submachine gun (weapon selection speed is increased by 13%) ⢠⢠Firespray Gator submachine gun (weapon stability is increased by 10% and accuracy - by 5%) ⢠⢠Svarog Constellation revolver (weapon stability is increased by 10%). ⢠New PvE episode: Twin Stilts. ⢠New Escort map: Barracuda ⢠New 3v3 PvP mode with three maps: Subway, Ruins, and City Hall.
BALANCE CHANGES
PvE combat changes:
⢠We have been preparing some interesting changes for PvE combat mechanics to create a more engaging combat. You will see a part of these changes in the current update while the rest will follow suit later on. ⢠Melee AIs (Glassheads). To tell you the truth, we were not particularly happy with how they performed as they were way too fast and didn't contribute enough to the gameplay. Thus, we increased their health, decreased their damage, lowered the maximum speed, and extended the stagger feature. ⢠AIs' stagger. You may have noticed that when AIs received enough damage, they halted, breaking their attack for a moment. This stagger depended on the amount of received damage, therefore higher-damage weapons were much better at it than other weapons. We changed this by introducing a new stagger parameter into weapons and abilities (the only ability that has it right now is Stryx's Crystalline Grenade), thus the AIs' stagger depends on this parameter and not on the sustained damage as it was before. This change should provide more depth and meaning to the stagger mechanic. Furthermore, some enemies will be highlighted as being in the Stagger State, informing the player that the enemy is weakened and will incur additional damage. ⢠The above-mentioned stagger mechanic will also apply to the player, albeit in PvE only. When players receive a certain amount of melee or area-of-effect damage, their maximum speed will get lower and they will receive increased melee damage for a brief period of time. Don't get swarmed!
Other AI changes:
⢠The Strafers now prioritize covers when possible. ⢠The in-flight time of Minotaur's rockets (the time between their launch and impact) has increased. ⢠Mongoose's frag grenade tweak: The frag grenade had an increased radius of explosion in PvE missions (episodes and Blitz missions). Now, this increased explosion radius has been extended to Expedition.
Shotguns rebalance:
(ATTENTION: The shotgun changes are not final, thus prone to fine-tuning and rework)
The shotguns got changed differently for PvE and for PvP. ⢠In PvP, all primary shotguns (the Lupara Compatta is considered a secondary shotgun, so it is not part of this change) got their damage at midrange decreased by around 35% on average. The Lupara Compatta's damage at midrange decreased by around 30%. ⢠In PvE, all primary shotguns got a huge increase in damage at midrange. ⢠In the Shooting Range, the shotguns work as if in PvP.
MISCELLANEOUS
⢠The Task Widget now shows the remaining time until new daily tasks arrive. ⢠The Game Store tiles received a new visual. ⢠The weapon chart shows the new stagger parameter discussed in the Balance Changes above. ⢠In Expedition, the in-game ESC menu has got a new button called "I'm stuck." As you can easily guess, you may now report a spot on the map where you got stuck and couldn't get out. It will help us fix such annoying issues quicker. ⢠Players in a party get twice as much time to reconnect to the match in comparison with a solo player. ⢠Voice chat is muted if the game is minimized. ⢠Luppara Compatta, Black Falcon II, M2 Tactical SAS, and Î-9 Legatus have got their long-deserved inspection animation. ⢠Ram's Gravity Strike ability got the enemy-foe color differentiation: blue for the friendly and red for the enemy. ⢠From now on, Season Pass boosters increase your season experience points received from playing matches but don't apply to season experience points obtained from completing game tasks.
BUG FIXES
⢠Crash fixes. ⢠Fixed issue with a missing magazine reload animation for the SAG-8 Reaper sniper rifle. ⢠Fixed issue where spotting marks remained on the HUD during a play-of-the-game replay. ⢠Fixed issue with the Momentum Booster attachment for the TWD X-treme sniper rifle when it allowed shooting two bullets without reloading. ⢠Fixed issue with incorrect animation of the Lupara Siciliana secondary shotgun modification when the player stood idly. ⢠Fixed issue with missing red fog indicating hazard areas in the Sunken Lab blitz mission. ⢠Fixed issue with the Mitigator grip attachment causing a loud reload sound for the Î-9 Legatus assault rife. ⢠Fixed issue with the Drachen Racer submachine gun modification equipped with either the Gunstream Z-54 or Tridot GO rds where the screen outside the zoomed-in area went black for a second when you were hit by a sniper. ⢠Fixed issue where the throwing of the Firewave Grenade took longer than the throwing of the Wall Grenade by Strix. ⢠Fixed issue where a reload animation of the Zenith assault rifle could be missing when reloading the gun for the second time. ⢠Fixed issue where Strafers could get stuck in some covers. ⢠Fixed issue where a player could get into a non-playable area on the Death Lab and Nisida PvP maps by using Orbit's dash ability. ⢠Fixed issue where all HUD markers failed to display in 4K resolution if AMD FidelityFX Super Resolution was enabled. ⢠Fixed issue where the Double Trouble task was not displayed as a PvP-only task. ⢠Fixed issue where the use of the Selenium Ammo attachment on the G07 Springer hid its Carbon Handle grip in the Armory. ⢠Fixed issue with the missing sounds of lava boulders in Expedition. ⢠Fixed issue where players were always resurrected with a primary weapon, even if they died with a secondary. ⢠Fixed issue on the Escape PvP map where a player could fall under terrain at several spots. ⢠Fixed issue where the game client could get stuck when a player quickly switched between weapons in the Armory. ⢠Fixed issue with an incorrect description of the Black Falcon II's Titanium Pellets attachment. ⢠Fixed issue where Ram could perform a gravity strike or throw an axe while using his ultimate ability. ⢠Fixed issue where the kill counter showed an incorrect number of kills in the Armory if it was used on various weapons. ⢠Fixed issue with overlapping music if you played consecutive matches or left the game session and joined another one.
The new major update, titled âSocial Interactions'' is now live on Steam, Epic Games Store, and GOG (0.13.3). All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: social interactions and affection system, individual action logs, new animals, and various other tweaks and improvements.
Watch the video below to see the updateâs highlights and if you want to go into more detail, check beneath the video for the full patch notes:
But first, for an optimal user experience, we suggest that you:
Disable Mods if you have them
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If this occurs, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.
Now, on to the update - weâll separate it into different segments:
Social interactions
Settlers will interact with each other when they are close to one another. The system is currently reserved for human interaction only, but we plan to expand it to animals, too. Here is how it works:
All interactions are instant and not accompanied by additional animations. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay. Settlers will turn their head towards social interaction target when in range, to acknowledge them.
Settlers can have a conversation every few hours. Some perks (like âContemplativeâ) might influence the number of conversations they have.
Settlers now get +3xp in speechcraft for every conversation.
The outcome of conversations is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.
Social interactions canât occur if one of the settlers is drafted or is sleeping.
Interactions can have several different results - they are essentially positive and negative small talks.
The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as âIll Favoredâ, âRuthlessâ, âDisfiguredâ, etc.)
Positive interaction will be buffed if settlers wear quality clothing, are drunk, or have perks for specific situations. For example: Night Owl will tend to have positive interactions at night, and Sun Seeker will have it while the sun is shining.
Some social interactions result in the changing of the religious alignment and are represented by different icons (golden oak leaf for oak brethren and purple grail for the church of restitution). By hovering on the settler's âReligious Alignmentâ bar, you can see recent interactions and how they might have influenced religious change. NOTE: This means that settlers can change their religious alignment even if there is only one religion present in your settlement.
Some settlers (like ones with the âPunch drunkâ perk) will have a high chance to have negative conversations with settlers, when drunk.
Dreams can now influence the chance of positive/negative interactions for settlers.
Rebellious settlers will insult more often.
Rebellious settlers have longer pauses between conversations
Conversation chance increases when settlers sit down/eat/play backgammon.
Sitting down to play backgammon together will increase the chance of a conversation happening and will also increase the chance of positive social interaction.
Affection
Social interactions, like small talk, pleasant conversation, and unpleasant conversation, will result in the modifying of the affection of one settler towards another.
Other actions in the game, like battling together (being close together while fighting) carrying each other to a bed, tending wounds, etc. will result in affection as well.
When the affection is high enough (+80) the settlers will become friends. If the affection goes under -80 then settlers become rivals. Friends can still have bad conversations, and rivals can have pleasant ones.
This has no immediate gameplay impact other than different mood modifiers when a friend/rival dies or is banished.
Individual Action log
We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.
All conversations between settlers will be logged. One settler will discuss something with the other, and that one will respond accordingly.
All combat hits, moves misses, and evades are logged. Different weapon types have different wording, as well as animal attack types.
Health changes, birthdays, and animals turning into domestic/pets are also added to the log.
Certain effectors (when characters eat a good meal, drink good ale, etc.) are also shown here.
Logs are inherited by the carcass of a settler/enemy/animal. After that trophies and graves also inherit this log so players can read what happened to that settler/enemy/animal after their death. Graves will show enemy types if you choose to bury them.
Settlers and enemies will say their final words before they die.
NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.
Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.
New animals
The bears and polecats are now in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being traveling sideshow attractions in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.
Polecat Polecat, gameplay-wise, is basically the wild version of the cat.
They can spawn on any map type.
Polecats are nocturnal animals that, like foxes, will sleep during the day.
They will hunt down your chicken, rabbits, and pheasants (fox logic).
You can get leather from it and build banners, armor, etc.
Can be used for vermin control when turned into a pet.
You can turn a polecat into a trophy.
Bear Bears are very strong animals that spawn very rarely on the map.
Taming and training them can take a long time.
They can be used for hauling and battle.
Their leather can be used for banners, clothing, etc.
You can turn a bear into a trophy.
Bugs and fixes
Fixed the issue that prevented some players from placing construction on locations where they could be placed.
Fixed the issue that caused room detection to not work as intended in certain scenarios.
Fixed the issue that prevented animals from returning to the caravan from harvesting, if during the return of the caravan, the game was saved & loaded.
Fixed the issue where the blueprint of all the graves did not match their size grid when using the âCopyâ function.
Fixed the issue that made settlers face the wrong side when working on a research table.
Fixed the issue that made settlers appear as floating if they were ordered to deconstruct stairs and were in the middle of them with a âSleepâ schedule in progress.
Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
Fixed the issue where settlers would sow crops on a location where they shouldnât due to the âTemperature conditions do not meetâ factor.
Fixed the issue that prevented constructions from placement with the first click, if players were using the âRelocateâ or âInstallâ feature.
Fixed the issue where the order âUntil you haveâ on the Sewing Station did not work as intended if the produced item was Rush Matting.
Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
Fixed the issue where raiders would run around aimlessly during an incursion.
Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
Fixed the issue where settlers wouldnât repair damaged structures while a merchant is near them.
Quality of life improvements
The capacity of some pile stacks related to Raw Food has been increased from 25 to 50.
Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
Taming and training process of certain animals has been rebalanced.
We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.
Known issues
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
That would be all for the official update notes. New patches and improvements will be deployed accordingly. In the meantime, feel free to post your experience regarding the new update on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.
We are getting closer and closer to Easter but before that, it is time to celebrate Saint Patrick's Day! Go and hunt the Leprechaun, collect tokens, and turn them in for some nice rewards. Talking about rewards, now is the perfect time for our seasonal characters to go hunt for some tasty shiny items! You can find a list of the first batch of items down below.
You were able to check out the balance and QoL changes on testing 2 weeks ago, now it's time to implement them in the game. We still did some changes based on your feedback on some of the items, so go and have a look.
The changes are very long and you will be able to find out about all of them on our Blog.
The face of warfare in New Eden continues to evolve as long-held alliances between empires have fractured, and the heat has just been turned up again. Empire and capsuleer research efforts into Triglavian technology have provided an opportunity to build brand-new interstellar shipcasters, allowing for the long-distance transport of ships across star systems directly into the warzone. This development alone has plunged the empires into fierce competition and conflict.
Additionally, Direct Enlistment now affords capsuleers the choice of entering Factional Warfare (FW) without leaving their player corporation or alliance. The new Shadow War event has also begun and your continued participation in the narrative arc unfolding in New Eden will directly influence who gets their hands on coveted interstellar shipcaster technology first! Also, corp and alliance emblems on all remaining EVE ships have been released, so you can fly your colors no matter what you take to battle.
FACTIONAL FREEDOM - DIRECT ENLISTMENT
Freedom is the right of all warriors, and the new Direct Enlistment feature allows you to participate in FW activities without having to leave your current player corporation or alliance! Within the feature, Personal Enlistment allows you to enroll via this new pathway, enabling FW participation without leaving a currently unaligned player corp. You can still join FW via the currently existing pathway (joining a militia corp), and this comes under Group Enlistment.
It is possible that within any player corp there may be members siding with any of the four main empires, but for those who want to avoid diplomatic incidents, corp directors can select which of the four they will permit their members to personally enlist with.
CASTING THE FIRST SHIP â SHADOW WAR EVENT
Following the Empire Frontiers event last year, the big 4 of New Eden find themselves at different stages of advancement in the race to take advantage of Triglavian technology, and that race continues now with your support! Stellar transmuter and transport relay technology can now be used to create interstellar shipcasters, with success in this endeavor granting an empire the ability to project ships from their HQ system directly into Factional Warfare conflict hotspots!
Research Data Node, Waylaid Courier, and Besieged Laboratory sites present opportunities to hack, fight, and salvage for secret research fragments that can be used to manufacture completed datacores that can then be delivered back to your empire for rewards and progress points.
Each of the sites are aimed at different classes of ship, with Research Data Nodes allowing entry for Tech I and navy frigates, Waylaid Courier sites allowing up to Tech I and navy destroyers plus Tech II frigates, and Besieged Laboratories allowing entry for ships up to battlecruiser and navy battlecruiser classes plus Tech II cruisers. Be wary, though, as all of the sites contain hostile NPCs to defend against. In addition, those who are out to steal the best loot from under your nose will be putting themselves in harmâs way, as these sites will give suspect flags to anyone entering them. This will allow other players to engage them (and you) in combat without fear of CONCORD intervention in highsec!
To support the Caldari cause, you can steal stellar transmuter tech from the Amarr and/or Minmatar by targeting sites in the Factional Warfare (FW) warzone systems controlled by the Amarr and Minmatar, as well as within the highsec systems in the Kisana, Ryra, Tiat, and Ani constellations. To lend your weight to either the Amarr or Minmatar cause, you must steal transport relay tech from the Caldari by targeting sites in the Aokinen and Minnen constellations as well as Caldari-controlled FW space.
Finally, to bring the Gallente up to speed, you will need to steal both types of technology from all the sites mentioned above. If those loyal to the Gallente manage to acquire any of the above tech, capsuleers aligned with the other empires can expect Gallente sites to eventually spawn in the Intaki system, as well as within the Kiartanne constellation, and within Gallente-controlled FW space.
Once your empire has obtained both the stellar transmuter and transport relay tech by any means necessary, the next step will be to construct the interstellar shipcaster. This will involve the harvesting of materials from Pochven and moons, carrying out industry jobs, and then delivering the output to your empire.
Participating capsuleers who serve their chosen empire well can also get personal progression rewards throughout the Shadow War event, linked to points gained for achieving various empire objectives. These rewards include new combat boosters tailored to specific empire ship characteristics, and 11 fresh ship SKINs for each empire, including the all-new Penumbral Shadows SKINs as well as Versus Redforce and Blueforce SKINs available on some hulls for the first time.
WAR PAINT â EMBLEMS ON ALL SHIPS
With Direct Enlistment giving you the ability to stay in your current corporation or alliance and still fight on behalf of your chosen empire in FW, the arrival of corp and alliance emblems on all remaining EVE ships means the chance to display your allegiance no matter what you fly!
Player corp and alliance emblems on all battleships, carriers, supercarriers, titans, and all remaining dreadnoughts, battlecruisers, and freighters are now available in Paragon Stores! Get busy completing mission objectives at your nearest Paragon Fulfilment Center and collect those EverMarks, because you can now spend them on corp and alliance emblems for any ship you desire.
BECOME IMMORTALIZED â 20th ANNIVERSARY MOSAIC
At a time when history is being made in empire space and capsuleers are making their mark in FW, you still have time to get your character on EVEâs incredible 20th anniversary mosaic and become part of the fabric of New Eden! To get on the mosaic, just log into EVE Online and complete a daily challenge on three occasions between now and 22 March. These challenges will alternate between the Skilling Spree, Mining Blitz, and Skillers in the Abyss.
In addition, there is a sale on select character apparel in EVE Onlineâs in-game New Eden Store, so if you want to look your best for the mosaic, nowâs the time to grab some fresh threads to display on your character avatar!
Those of you that successfully complete the challenges and qualify for the mosaic will receive an email confirmation within a few days, but if you do not regularly receive emails from EVE Online, you will need to subscribe to the email list to see it. If you wish to be added to the email list, please file a support ticket stating the name and corresponding email address of the character you would like emails to be sent to.
As the face of war and established empire alliances in New Eden change, the pirate factions are also making moves in the shadows and focusing on other priorities. As mentioned in the recent news item on changes to EVEâs established calendar, some of the events you have come to expect at certain times of year will be replaced by factional campaigns such as the Shadow War. As a result, the Guristas have shifted their focus onto other pressing matters instead of The Hunt this year, so keep your eyes open for whatâs coming soon!
To all the followers of the Darkness, you can now download the free demo of Aetenra Noctis from the Steam page:
https://store.steampowered.com/app/1517970/Aeterna_Noctis/ Players who try out the demo of our Metroidvania will be able to enjoy a preview of the upcoming âPit of the Damnedâ DLC and the chance to play one of the timed trials, a series of challenging puzzles and platform sections in a brand new area. Let's remember that this mechanic has an interesting multiplayer function where players can compete against each other to get the best score and stand out on the leaderboard.
As the creators of the Aeterna Universe, we want to reward its most loyal players with a very special gift. Those users who have Aeterna Noctis in their Steam library and have downloaded and played the Summum Aeterna demo will receive an exclusive skin for their King of Darkness in Summum Aeterna.
In case you already own the game in your Steam library, please check our Discord Server and go to #announcements to see how to download the demos!
We remind you that "Pit of the Damned" is the next DLC for Aeterna Noctis, it will be free and will arrive between April and June on all platforms.
Download the demo of Aeterna Noctis now and discover the news that its next DLC will bring!