Happy Friday, friends (although it's Saturday for a lot of you now)!
I come bearing gifts.
Michael has been hard at work finishing up Delver's Pass. If you haven't caught a stream in the past few weeks, you've missed out on a ton of awesome level design, AI, and secrets. I've been working on adding new items to the item database, doing some house decorating, and adding resources around this new zone. Official release for this zone is by October 15th.
Be sure to keep an eye out this week for a few streamers and youtubers exploring this new zone! We'll post about them on our Discord as they go live or post a video.
Before showing some more screenshots, we wanted to give you a short roadmap for what the rest of the year looks like! After the Delver's Pass update, we'll swiftly move into our Witch's Eve yearly content. Then we'll be releasing the dungeons and skill trees to some of the people that signed up to test this through our Discord (info was posted about previously). Depending on how that beta test goes, depends on the release to the public. It could be with Frostfall in December or shortly after. This means we'll have a ton of new content in the game come the new year!
But now, the moment you've been waiting for, screenshots with no context to get your imagination running!
We regret to inform everyone that due to unforeseeable delays in Valve's review process, the "Bronana Playtest" originally scheduled to begin on September 14th has been postponed. We are currently expediting backend operations and have sent urgent communications to Valve customer service to ensure we obtain the necessary approvals as quickly as possible. The specific start time will be promptly communicated in our upcoming official announcement.
To express our apologies and appreciation for your understanding and patience, we have decided to extend the registration deadline for the Playtest to the day of the test itself. Please continue to follow our announcements. We are making every effort to meet with you as soon as possible.
This is the first in a series of writeups about what, exactly, OOLO is all about.
If you grew up with video games in the 80s and 90s, chances are you ran across at least one isometric adventure game. In an age where most games were single screen 2D platformers, these games gave players a 3D world to explore from a fixed isometric camera angle.
The games had vast worlds to traverse, maps to draw, artifacts to collect, and even powerups to change how you interacted with and moved through that world. Instead of a panning camera, you could see the entirety of any one map room on the screen at once, and frequently each of these rooms became a sort of puzzle--how do I get to that door? How do I get to that potion?
It's a genre that has a dedicated fanbase, but not one that gets a tremendous amount of attention. Those games made the biggest impression on me as a young gamer, and that's why my own take on this is Riddle Master Production's first major game release!
Like several of the great isometric adventures from the 8-bit days, one of the guiding principles with OOLO was that the titular character wasn't a fighter or a powerful wizard, but more of someone who finds creative ways around his foes--or creative ways to use them to get to where he wants to go.
Also like those games there's a wide world to explore. The map stretches across over 400 rooms, filled with multiple wondrous environments. Here's just a glimpse of some of it:
As for when you can get your hands on it, the release is currently on track for early 2025. In addition, I'm preparing a free demo for you to try out that will be released this fall!
Next time we'll take a look at some of the "Quality of Life" features going into OOLO that make the genre more accessible to modern audiences.
Welcome to the 137th War Thunder Steam Screenshot Competition!
Thanks for sharing your captures with us last week, they looked fantastic! This week brought the third major update of the year- Dance of Dragons. What is your favorite part of the latest update? The three most popular and three selected by us will get 300 GE. See the winners down below!
Let’s begin the 137th edition of our competition!
Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen137. You have time until the 20th of September to submit your screenshot.
After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.
Terms:
Your screenshot must include a new vehicle included in “Dance of Dragons”, or on any of the reworked locations.
You must add the #WTscreen137 tag (title cannot have any other text in it).
Artists may only win by popular vote once per four screenshot competitions.
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Screenshots need to be compliant with the War Thunder rules.
You need to be the author of the screenshot.
Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
You can use filters and settings built into War Thunder.
You can use the replay functionality built into War Thunder.
Rewards will be delivered to the author's account within 14 working days.
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And now, time for the winners of the competition’s 136th edition – Anti-Air!
The pizzeria is now open, and the first level is available to enjoy. Each ingredient interacts uniquely, and clearing the plate is your key to victory!
This is just a snack. And don't worry, the main course is on the way. More food-themed levels are currently in development and set to be released in the next update.
New Difficulty Modes
A major gameplay difference occurs between Normal and Hard mode. In Hard mode, you’ll be controlling the "Bar" between the flippers instead of having the jump ability. This leads to a very different gameplay experience. Log in to explore all the modes! Your feedback on this is highly valued.
Level changes
Most levels have received minor updates to ensure compatibility with the new difficulty options.
Bug Fix & Technical
EOS SDK and bootstrapper have been updated to the newest version.
Steam Deck users won’t be prompted for Microsoft Visual C++ Runtime installation anymore.
Fixed an input delay bug affecting the flippers, cutting down a few milliseconds.