Fixed a bug that sometimes prevent to select an ability during battle (now you can select more than 8 abilities). Thanks to @Silly Clown for the report;
Fixed Dungeon Navigation with Mouse;
Improved readability of the changelog;
Fixed the size of the talker panel during Dialogue;
this version 0.5 is the first bigger update since the Early Access! It comes with a brandnew Rune Board as well as several improvements based on your feedback and bug fixes (see details below).
We hope you enjoy this update and we are looking forward for more feedback.
Thank you for the great support so far…road to 1.0 ahead!
Your Ghostwhale Games Team
What's new?
Rune Board:
The Rune Board is not stationary anymore but can be used everywhere and anytime. It’s located in your menu and includes two seperate boards, “Boost Runes” and “Effect Runes”. “Boost Runes” lets you add runes to all your character’s attributes with a limit of 180 for each category such as Offensive, Defensive and Misc. In “Effect Runes” you can add special effects and bonuses that will drop from special monsters (Elite Monster, Guardians and Bosses) or from reward chests. You have three available slots for each category (Offensive, Defensive, Misc). If you die, one spot will be cursed and cannot be used until the curse gets removed at the NPC Albert in Sigiswal.
Improvements based on player feedback
Coop - Fallen player in coop sessions can now leave the game at any time.
Controller - We implemented controller layouts for the most known Controller devices. These can be changed in the Game Settings.
Hints - Some new hints made it to the game to give player some more info on how to do certain things in Lindwyrm.
Town upgrade - The upgrade management has been improved.
Bug fixes
Combat & monster:
Bosses are now immune to stun effects when they fly off screen.
Bosses can now only be defeated once, making it more consistent with the story.
The boss fight with Feirefiz had some visual glitches. These have been corrected.
New keys to enter boss rooms. Bosses require a key depending on their elemental setting.
The poison value of monsters is now scaling correctly.
Monster power values were not updating, when the player switched between save games.
Special monster “Goldemar” now drops loot.
Some monster have been rebalanced in terms of power.
Baubas and Golem have been improved.
Skills:
An issue with the dash attack triggering more than once has been fixed.
The Auto-Dash-Attack item attribute (on unique boots) is now working as intended.
Quests:
An issue where an ice dungeon quest could not be resolved has been fixed.
Follow up quests after defeating bosses were not starting properly. This has been fixed and affected chars will receive the quest automatically after the patch.
Quest NPCs are now still displaying their quest text after a quest has been started or completed.
The “Piece by Piece” quest is now fully implemented and rewards you with a special equipment item.
Co-op:
With this update we are introducing cross play. Players from Steam and Epic can now play together!
The group window is now updating accordingly when a player has been revived.
Home teleport is now working when all other group members are in spectator mode.
General improvements of the synchronisation between host and guest players.
Dungeons:
Players now have more control over when they face Guardians. After completing every five floors, you can choose to enter a Guardian Floor. To unlock it, you'll need rune types that match the dungeon floors you've just completed. Example: If you cleared three ice, one fire and one physical floor, you'll need three ice, one fire, and one physical rune to enter the Guardian Floor.
Several minor map improvements.
Audio:
Several sound effects have been implemented and improved.
Misc:
The reward chest in Sigiswal (town) has been further improved in terms of usability and visibility of the loot.
The dash icon now has more than three indicators if the player has increased the dash skill limit with a special rune effect.
Every monster now has a picture in the death screen if it became the players nemesis.
The dialogue for lifting a rune curse is now more informative and user-friendly.
The town upgrade “increased player inventory” is now working.
Player statistics have been improved and new statistics have been added.
Textual correction for several entries in the Traveler's Log, user interface and on items.
The game performance has been further improved in all dungeons.
Known issues:
In multiplayer, guest players may occasionally experience asynchronous gameplay.
In some dungeons some objects may not be displayed properly. We are already working on fixing it.
If you encounter any issues with the game or the update, feel free to let us know through our Discord or the Steam Community! Do you have an idea on how we can make Lindwyrm even better? We look forward to your feedback!
1. [Fix] New characters in chapter 2 have less keys once 2. [Repair] Modify the durability of new character's specialized weapon in Chapter 2 3. [Repair] Weapon Proficiency Uniformity Modification ---------- --Update ------- ------ 1. [Update] Chapter 11: Dueling Mistakes - Victory Conditions added. 2. [Updated] Setzer's new standup and avatar
---------- --Added ------- ------ 1. [New] New level Chapter 14 Mining Island Mist can mine ore. 2. [New] Warehouse avatar function, which allows you to visualize who is holding items and take them out or store them.
Just wanted to drop by with an update on how things are progressing!
First and foremost, if you haven’t already, please make sure to wishlist Parasite Black! Every wishlist makes a huge difference, and with the release coming up fast, your support is more important than ever!
Mika Update Progress We’ve gathered almost all the art assets for the Mika update, and once we wrap up some final technical improvements, we’ll be aiming to release it as soon as possible! In the meantime, we’re already shifting focus to gather artwork for the massive Steam release update. It's an incredibly exciting time for us—and hopefully for you as well—as fans of Parasite Black!
(WIP) Another chaotic scene from the second battle of Novaras.
Combat Overhaul We’ve temporarily dismantled the combat system once again (don’t worry, it’ll be back soon and better than ever!) to address lag and improve the overall feel. The goal is to make combat faster and smoother, and so far, the results have been really promising.
The new default combat experience will streamline animations, leaning towards a Darkest Dungeon-style speed and fluidity. As you can see, battles are now much faster and more dynamic. For those who prefer the classic, full-animation experience, we’ll include a toggle option, though it may still cause some lag, as before.
We’re also finalizing new skills, balancing mechanics, and tweaking other details to ensure the improved combat feels just as satisfying as it did in the last update—if not better!
More on that soon!
Additional Updates The script for the Steam release is well underway—it’s spicy, and we’re loving how it’s coming together so far! We’ve also commissioned new music tracks and other assets. Expect even more "plot" (in every sense of the word) to arrive very soon. 😉 That’s all for now. Thank you all so much for your ongoing support—you keep the team motivated and energized to keep doing what we love most!
With love, The Damned Studios Team
Mika can’t wait to try one of the new Alderian jawbreakers! (Just remember: Don’t bite off more than you can chew!)
BGS was a huge success, drawing racing fans to the stand by the numbers. Everyone wanted to try their hand at the JDM simulators. The queue was long but for the less patient players we had additional regular PCs with gamepads ready and available. To boost up the fun from the experience we prepared various quests that had to be completed in order to win prizes. The promotion went viral on the show floor, as we handed out over 5,000 commemorative participant cards and over 10,000 people visited our stand in general.
We also hosted some of the biggest names in the world of drifting at our stand, including
Apart from sharing their views on the game, they also took part in a competition. The best drifters from Friday, Saturday, and Sunday had the chance to win a 'Day Drift' with João Barion - earning the chance to learn to drift and drive on a real circuit track.
Finally, we would like to thank everyone who visited our stand at BGS 2024 and took part in our activities. Your enthusiasm and feedback are invaluable and motivate us to continue working on JDM: Japanese Drift Master.
Don't forget to add our game to your wishlist on Steam to stay up to date with future updates. We also encourage you to follow the game on Steam so you don't miss any news from the JDM world. We also invite you to join us on our Discord, where a contest is currently running to win early access to the full version of the game!
The Public Testing Environment for Update 16 is live, running throughout the weekend! We'd love to hear your feedback. So please jump in and play Elsenborn Ridge ahead of its release later this year.
Map Rotation
Warfare - Daytime/Blizzard and running throughout the weekend! We'd love to hear your feedback, so please jump in and play Elsenborn Ridge before
OffensiveUS - Morning
OffensiveGER - Night
Skirmish - Daytime/Blizzard
The team is proud to bring to you our next map built from the ground up: Elsenborn Ridge.
Elsenborn Ridge was a less-documented but integral battle nevertheless in the Ardennes ‘44 campaign of WW2. Set in the Belgian region of Büllingen, just 40 miles away from Foy, the U.S. valiantly tried to hold their position in the small village of Wirtzfeld. With territory having exchanged hands multiple times between the U.S. and German Forces, the U.S. was eventually driven out of Wirtzfeld, and onto the Elsenborn Ridge, where they dug in throughout the brutal December period of 1944, having been forced to abandon crucial ammo and fuel stores near the village.
The map joins the battle between 16-26th December 1944 with the U.S. Forces having established their defensive networks on the Elsenborn Ridge, while the German Forces controlled the village outskirts of Wirtzfeld to the South. The map will be coming to the following game modes:
Warfare
Offensive U.S.
Offensive German
Control Skirmish
Capture Points
99th Command Centre
Beginning with U.S. territory in the North we have the 99th Command Centre. An operational centre for the 99th U.S. Division holding out on the Elsenborn Ridge. The Capture Point features a logistical tent, some defensive bunkers, as well as some WW1 trenches to help the U.S. forces dig in.
Gun Battery
The Gun Battery Capture Point features a strong defensive trench network that the U.S. forces were able to utilise to set up their AA guns in addition to their fearsome Black Dragon artillery guns. Narratively, once the U.S. forces were settled into the Elsenborn Ridge, they rained heavy artillery fire onto the German Forces down at Wirtzfeld. The visibility due to the bad weather was so poor that a lot of the shots were inaccurate.
U.S. Camp
With the U.S. forces successfully retreating to the Elsenborn Ridge, the rural environment provided little warmth or comfort, so the U.S. established one of many camps for the troops which included temporary mess halls and medical tents.
Elsenborn Ridge
The Elsenborn Ridge Capture Point serves as an observation post, and the first line of defence for the U.S. forces. It features a defensive trench network, and an abandoned farm house that the troops would use to take turns in keeping watch throughout the countryside.
Farahilde Farm
Farahilde Farm is a farmstead Capture Point that features a traditional livestock farm, with a blend of close quarters fighting within the farmstead, as well as wide open fields for vehicular and long range combat.
Road to Elsenborn Ridge
The Road to Elsenborn Ridge features a farmhouse that has been converted into a vehicle repair station for the U.S. forces. As such the once open land is now full of broken vehicles and equipment, providing a lot of opportunities for close quarters combat.
Dugout Tanks
The Dugout Tanks are a defensive position that the U.S. used as a vantage point in the Belgian countryside. Using tank turrets that were previously functional even though the rest of the chassis was broken, the U.S. were able to dig in at a particularly troublesome defensive position against the German Forces. The Capture Point features a strong defensive network, with a wide range of flanking opportunities in the wide open terrain on the flanks.
Note: The Dugout Tanks Capture Point will also be used for the Control Skirmish game mode as the active Capture Point.
Jensit Pillboxes
The Jensit Pillboxes Capture Point features a steep hill that the U.S. utilised to control the main road in and out of Jensit. The pillboxes are temporary structures made from wood and are used to provide devastating ambush opportunities by concealing themselves within the dense forestry surrounding them. It also serves as a staging area for assault forces to move down the map into the German controlled Checkpoint.
Checkpoint
The Checkpoint Capture Point is that of a German themed Checkpoint that was often featured in WW2 to control the roads in and out of regions. This particular Checkpoint was key to controlling the main road in and out of Wirtzfeld, so the German Forces put extra emphasis on protecting it by using the nearby barn and protected hillside for storage and supplies.
Erelsdell Farmhouse
Moving onto German territory, Erelsdell Farmhouse features a civilian controlled Farmstead, as one of the more relatively untouched areas by either forces, the Capture Point features a more traditional Belgian farmstead with a combination of enterable barns/buildings as well as contrasting wide open fields.
AA Battery
The AA Battery is a Capture Point that has been set up by the German Forces as a means of retaliation against the U.S. Forces on the Elsenborn Ridge. With the exchange of artillery fire through really poor weather conditions being at the narrative forefront, the Capture Point contains an Artillery-themed trench network, surrounded by a mixture of forested areas and open plains that support a variety of tactics and playstyles.
Hinterberg
Keen to push our technology forward, we used the improved VFX systems in the Hinterberg Capture Point. Hinterberg is a forested area that was originally held by the U.S. Forces. The German Forces bombarded it with artillery and burnt it down, a key skirmish that forced the U.S. back to the Elsenborn Ridge. The Capture Point features a burnt forest, minimal supplies and defences, and utilises the landscape for a more natural cover experience.
Supply Cache
The Supply Cache was originally held by the U.S. Forces. As part of the hasty withdrawal to the Elsenborn Ridge, the U.S. were forced to abandon a lot of the supplies that had been stockpiled, this left the area in a mess and allowed the German Forces to swoop in and steal the remains. The Capture Point is a chaotic space, providing a couple of key buildings overlooking the cap while at ground level, large supply stockpiles provide a lot of cover for infantry focused combat.
Foxholes
During the research phase of Elsenborn Ridge, we learned that the U.S. used the terrain to their advantage quite a lot, and created Foxholes to set up traps for nearby German patrols. The Foxholes Capture Point depicts a no-man’s land area, with hilly terrain designed to provide armour with good vantage points, as well as prominent Foxholes for players to set up ambushes.
Strategies
Elsenborn Ridge is a map that caters to a myriad of playstyles and strategies; attacking from South to North, Infantry squads fighting over the Fuel Depot Capture Point will get a chance to experience that close quarters combat feeling with danger lurking around every corner while vehicles will have to provide support at a safe distance.
Moving further north, the map opens up to Hinterberg, a burnt down forest section that provides tricky terrain that requires both infantry and armoured vehicles to rely on using the natural landscape to their advantage. It’s here where the Sniper role also comes into its own, offering long distance opportunities down the rolling hills of Belgium.
Next we have the Checkpoint, a roadblock which controls a key road in and out of the region. Here players get a varied mixture of gameplay, the open fields on the approach are a haven for armoured vehicle support, while the intricate web of hillside storage provides infantry with that close quarters gameplay. The changes in elevation of the rolling hills start to make their mark on the gameplay by providing Armour squads the ability to really open up their firepower capabilities
Moving further north way out into the countryside we have Farahilde Farm, infantry squads will have to make tactical decisions when crossing the open fields to reach safety, the armour squads will have high visibility across the vicinity here to cause a lot of damage.
And finally on the Northern part of the ridge we have Gun Battery, a heavily fortified dug-out section full of trenches that allow infantry squads to hunker down while the Armour squads emerge from the treeline ready to push through to victory.
Weather System
The technical art team have been investigating the introduction of a dynamic weather system to Hell Let Loose, in particular a way to convey the weather that affected troops in Elsenborn Ridge. Historically they were subjected to freezing conditions and blizzards affecting visibility.
We needed a system that could change throughout and be as unpredictable as the weather at that time to reflect these conditions.
A set of VFX particles were created consisting of various intensities of snow. As we needed this configurable, we decided on a set of presets utilising data assets. These made it easy to drive the intensity of each level of snow.
This meant we could tune each scenario easily in isolation. Each scenario includes parameters referenced from the vfx and lighting to allow us to tune the weather intensity and atmospherics.
The VFX scenario was broken down into a set of presets;
Light snow
Medium snow
Heavy snow
Blizzard snow
The data assets were then accessed by a singular blueprint placed in the map which would blend each preset over time. all of which could be tuned in terms of frequency, probability and transition length. We added the probability of when the transition between each stage would occur in order for us to add a certain amount of randomness to it.
This introduced some challenges for how we would implement this for the online player experience of Hell Let Loose. Changeable weather conditions would need to be consistent over time for each player. The code team worked hard to support in ensuring the levels of snow to blizzard stayed synchronised and consistent throughout.
New Features
Freelook
Freelook is something the community has been requesting in the game for sometime and as frequent players ourselves, it has been somewhat of a personal mission to get freelook in the game. Running through fields always has been a risky endeavour with threats always looming. Freelook allows for a 130 degrees horizontal view angle that allows players to scan their peripherals while running, holding a position or even mounted on your MG. This helps to give players more control over their situational awareness which allows for more calculated actions.
Due to some limitations with our character system, such as first person characters not having full bodies, there are some known issues which occur, this includes some visual clipping with certain weapons and uniforms. We hope to continue looking at solutions for these issues and polishing the system.
Elsenborn Ridge Themed Front End Menu
For the release of Elsenborn Ridge, we have once again changed the Frontend scene - this time to a full colour night time scene. We wanted to be able to depict the fire and snow which are prominent features in the new map, and perhaps give a sense of the extremities faced during this element of the Battle of the Bulge.
Ability to navigate menus whilst queuing for a lobby
We’re currently working on a requested feature where if you’re waiting to join a server you’re able to freely navigate the menus until you join the server! This will hopefully help reduce frustration in some long server joining times!
This will appear in the top right corner of the enlist screen once you attempt to join a server
Work In Progress
These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on Steam, we encourage everyone to take part to be able to share feedback.
Known Issues
For today’s session, there is a list of unfinished items/bugs that we’re aware of, including:
[EBR] Certain walls & snowbanks have misaligned collision.
The Wool Greatcoat Winter Uniform has broken cloth physics.
The Wool Greatcoat Winter Uniform fabric is changing shape when the user comes close to the player wearing it.
The German commander body disappears in the Barracks when zoomed in and wearing the 6th Panzer uniform.
The US Engineer when wearing the 16.0 Corps head displays with large black gaps over the face in the barracks.
Machine gunners don’t sit central in the presentation window in the barracks when zoomed in.
The US medic has 2 instances of the Refreshed Winter Uniform.
Exiting Practice Range using Leave Server option will return the player to the deprecated War Room/Basic Training.
[EBR] Pre-Placed German Luchs light tank fails to spawn at German HQ #01 on all US Offensive variants.
[Freelook] Certain pieces of equipment can be used while aiming them with Freelook.
[Freelook] Anti-tank weapons can be aimed with Freelook.
[Freelook] Freelook remains active when entering ADS with weapons which apply a screen overlay.
[Freelook] The user can “aim down sights” while actually looking away from their rifle with freelook.
Please note that Elsenborn is in its final polishing phase, it means you may see:
Minor collision issues.
Texture issues.
Minor asset misalignment issues.
Performance issues.
Visual effects throughout Elsenborn Ridge are still work in progress.
Streaming & Recording PTE Sessions
You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs and other issues.
Feedback Questions
Once you have completed a game and are ready to provide feedback, please use the forms below!
How to Take Part
Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!
Once you’re in and have selected a server, you’ll be able to test out the new game mode!
Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any XP and your progress will not be carried over to the live game.
Hello, sorry it's been so long without any updates. Due to personal issues, we have been unable to manage or work on At The Party for some time, for this we'd like to sincerely apologise.
We would like you to know that Reread Games Ltd is shutting down and At The Party will no longer be sold/managed on Steam. Our current end of life plan is to publish the source code and build instructions to a public read only GitLab repository, when ready it should show up listed on this page. This should enable anyone still interested to run the game on their own private server. This should be ready in the next few weeks.
With thanks to everyone who played At The Party, we're so happy for every person who enjoyed our game, goodbye.
Karpas energy has profoundly altered the ecosystem of the Horace Islands, leading to significant mutations in the DNA of plants and animals and resulting in an extraordinary level of biodiversity. Despite this diversity, all creatures share a common trait: increased aggression. This led us to imagine plants that could merge fantasy aesthetics with dangerous elements, reflecting the natural course of evolution. What kind of flora could embody beauty and peril, fitting seamlessly into this evolving, fantastical world?
Imagine giant flowers and vines that have evolved by merging with the form of a mantis. These plants could feature intricate designs and vibrant colours that entice the eye while hiding their predatory nature. These plants could have elongated, spiky petals that resemble a mantis’s limbs, creating an enchanting yet intimidating appearance.
Additionally, envision flying spore plants capable of generating various types of energy spheres that launch at their prey, immobilising them with stunning energy blasts. These spore plants might have translucent wings that shimmer in the light, allowing them to float gracefully through the air as they hunt. Together, these flora would embody the duality of beauty and danger, ideally suited to the mystical and treacherous environment of the Horace Islands.
Fungi, playing the role of decomposers in the ecosystem, have also experienced significant mutations due to Karpas energy. These evolved fungi exhibit a slow, almost deliberate movement that starkly contrasts with their swift and lethal strikes when hunting.
There are even more fantastical concepts and astonishing creatures to explore. When designing the bosses, we focused on creating a blend of immense power and engaging gameplay mechanics.
Wolf King: This formidable creature features strong front limbs that allow for devastating melee attacks, while its bites are relatively weak in comparison. The Wolf King excels in powerful ramming attacks, using its size and strength to charge at opponents, creating chaos on the battlefield.
If you haven't yet, don't forget to wishlist the game so you don't miss any news and updates, and join the official ESDigital social media accounts if you'd like to chat with us and your fellow fans.
We are looking forward to seeing you in Jacha City!