This is the first official release candidate! With this change, the game will have all the features and content that is planned for the release of the game. Additional cards, levels, artifacts and enemies will be added as updates to the game. There will also be balance changes and bug fixes.
+7 New Cards (Full Game Only)
- Fixed Map Movement speed incorrectly set to 0 in some cases
- Fixed toggling from draw deck to discard deck showing not hiding/showing cards correctly
- Healing shop did not remove a card correctly in one offer.
- Remove the Play max 6 Towers/Spells/Traps level modifiers. It's simply not fun not being able to play cards.
- Changed Help Citizens quest. You now have to play 3 help citizen cards instead of 5. They cost 90 Mana instead of 70.
- Artifact shops now tell you that you can only buy 1 artifact
新感覚エンタメ麻雀ゲーム『雀エボライブ』 が、 本日ついに Steam で配信開始 しました!
Steam版では、スマートフォンなどでプレイしているデータと連携してのプレイが可能です。
https://store.steampowered.com/app/3697720/
Steam版の配信開始と同時に、全プラットフォームでの大型アップデートを実施しました。
新機能「レンタルドール」や新ハプニングの追加で、よりエンタメ麻雀を気軽に楽しみやすくなりました。これから『雀エボライブ』をプレイする方も、すでにゲームを楽しんでいる方も、PCの大きな画面で迫力のプレイをお楽しみください。
エンタメモードなど、スキルありの対局で
「そのドールを所持していなくても一時的にそのスキルを編成して対局ができる」
機能として「レンタルドール」機能を実装いたしました。
所持していないドールのスキルも一時的に 編成可能!
チュートリアルや「初心者チャレンジ」でレンタルドールを入手
チームに編成して対局すると、レンタル回数を1回消費
様々なスキルを試しながら、自分だけの戦略を楽しもう!
全プレイヤーが挑戦できる新コンテンツ、「初心者チャレンジ」 が登場!
エンタメモードをプレイ
レンタルドールを使って対局
ランクを上げてチャレンジ達成!
など、いくつかあるチャレンジをすべてクリアすると、 ★5ドールと交換できる 「★5ドール交換券」 を獲得することができます!
さらに、対局を盛り上げる新ハプニングが登場!
リスキーバトル:上がった際の点数が2倍になる。立直棒や罰符、本場点数などは対象外
鳴かずのターン:鳴きが禁止になる
やくやくフィーバー:選ばれた3種の役の翻数が増加する
エンタメモードでランダムに発生する他、フレンドマッチなどで一部のハプニングを選んでプレイすることも可能です。
In this video, we’ll walk through the process of creating your very first level with default hotkeys. We’ll cover the core techniques step-by-step, just enough to give you a strong foundation before we dive deeper in future videos. By the end, you’ll have built a simple, functional level complete with enemies, a key, a door, and an exit.
Think you've got what it takes to make a great level? Join our competition (THERE'S PRIZES!)
{LINK REMOVED}
As the Steam Next Fest draws to a close, the first public demo test of Mandate Order will officially end at 10:00 AM on October 21st.
With this letter, we extend our most sincere gratitude to every player who has ever stepped into this city.
We are aware that the current demo version of Mandate Order is still rough and imperfect, falling short of what you envision. However, during this short yet precious test period, we have received countless pieces of experience feedback, bug reports, and system suggestions—behind every criticism, every "progress block," and every creative idea lies your dedication and anticipation for this game.
We have organized and cherished every bit of this goodwill, keeping it firmly in mind. Here, we want to sincerely say "thank you" to every player who participated in the test or followed Mandate Order.
Though the test has ended, our joint "city-building" journey with you has only just begun.
● We have read and recorded every piece of feedback you provided. We have also set up a dedicated team to sort through each item and carry out optimizations. Moving forward, we will align with the game’s core direction and development plan to formulate the most suitable solutions, focusing on polishing gameplay and fixing issues—so that when we meet again, the game will be closer to your expectations.
● We have summarized the known issues of the current version as follows:
=================================================
● Logistics & Transportation System: Issues including non-functional logistics stations, chaotic transportation logic, and unclear interfaces;
● Technical Performance & Crashes: Frame rate drops when population increases, inability to select buildings, and compatibility issues with some graphics cards;
● Construction & Production Logic: Issues such as buildings not producing despite having materials, broken resource chains, and insufficient warehouse capacity;
● UI/UX & Guidance Experience: Lack of new player guidance, chaotic interface layout, and unsmooth operations;
● Gameplay & Content Depth: Weak sense of late-game goals, incomplete combat system, and missing features;
● Art & Sound Atmosphere: Model clipping, terrain adaptation problems, and monotonous ambient sounds.
=================================================
This farewell is not an end, but the start of a better reunion.The end of the demo does not mean the end of our connection with you.
We promise: Though the test has concluded, our bond with you will remain unbroken. We will continue to share updates on project progress and development dynamics with you. We also welcome you to keep communicating with us in the comment section or community groups—every voice of yours will still be heard, recorded, and taken seriously.
l Contact Us:
● Join
○ Discord: https://discord.gg/t88EkgJS
to communicate directly with the development team
○ Overseas Email: https://mo_oversea@digisky.com
○ A Promise for the Future: Add Mandate Order to your wishlist and wait for the next flare of war to ignite.
This farewell is not far—we’ll meet again soon, we will surely bring a more complete and polished Mandate Order to reunite with you!
\[Mandate Order Development Team]
\[October 20, 2025]
Battlefield Portal is a massive sandbox where creators and players can push Battlefield to the limit. Now in its second iteration, Portal is available to all Battlefield 6 owners alongside the full Multiplayer experience and single-player Campaign.
Unlike Multiplayer and Campaign, Portal Community Experiences are created by fellow Battlefield community members like you. In other words, it's our tools with your - and the community’s - rules.
If you are ready to create your own Portal experience, then we suggest advancing to the Portal Builder guide here. Otherwise, if you need inspiration, or you rather play community creations first before creating your own, here’s how to get started:
The easiest way to jump into a Battlefield 6 Portal Community Experiences is to look for the Community Category of the Main Menu, or by directly searching for the experience in the Community Experience Library on our website here.
You can find the Community Category by booting up Battlefield 6 and entering its main menu, where you can also access Multiplayer and the Single Player Campaign. Scroll down or select the Community tab on the Main Menu to see a selection of Community Experiences; think of these as Portal’s “modes,” which can either be modified versions of traditional Multiplayer modes, such as Conquest and Domination, or completely unique ways to play Battlefield 6.
What you see on this initial Portal screen are “Featured Community Experiences,” player-made creations curated by Battlefield developers based on the Experience’s exceptional creativity. If you want to search for more, then you can use the “Search” button to go through the in-game Community Experience Library.
There are multiple ways to sort through the Community Experience Library, including by “Most Popular” or “Featured,” and you can also filter experiences by the following parameters:
Tags: A collection of pre-defined words that automatically get applied to Community Experiences based on their settings.
Maps & Modes: Allows you to see Community Experiences that are on an exact mode, such as Multiplayer offerings like Breakthrough or Custom modes, or a defined map or maps, such as Operation Firestorm and Siege of Cairo
Search by Word: Find Community Experiences with a name of description containing the word you specify.
Experience Code: Most helpful when you know the exact Community Experience you want to play. This string of characters is directly associated with one Community Experience; type that in here to find only that experience.
If your search comes up empty, then that Community Experience hasn’t been created… Yet. That’s where you can come in to create it on your own, provided it can be made using Battlefield 6’s tools and follow our Community Guidelines!
Another way to search for a Community Experience is by using the Server Browser; when in the “Search Experiences” menu, tab over to “Servers” to see this screen:
You can use the sort and filter features to get the exact lobby you want to play in. Sorting works for properties like player count, map or ping (connection quality from your PC or console), while Filtering allows for specificity on host region, max players, tags and more.
Portal Community Experiences can also be hosted with no special network nor developer skills required.
After selecting a Community Experience, select “Host” to reach another screen with several simple options; scroll down to see the following in order. First is the Server Name and Description; make sure these are as accurate as possible within the designated word count, as this will drive players to your server. Next are optional Welcome and Periodic Messages, which will appear when a player joins your server and periodically during the match respectively.
The most complicated hosting steps are inputting a password and choosing to host a persistent server. A password is recommended if you want to play a Community Experience with friends only. Otherwise, anyone who searches for your hosted experience can join. As for persistent servers, this option allows players to still search for - and play - on your Community Experience server even if you are offline.
Playing Portal grants XP and Progression opportunities just like any Multiplayer mode. However, not all Portal Community Experiences grant the exact same amount of XP as Multiplayer.
When selecting a Portal Community Experience, it will either be labelled as “Verified” or “Custom” depending on what its creator chose when creating the experience.
If a Verified Portal Community Experience is chosen, then anyone who plays this experience will earn the following XP and progress at exactly the same amounts as they would in a normal Multiplayer match:
Career XP - Match Completion and Win Bonus
Hardware XP
Mission and Assignments Progress
However, if Custom Portal Community Experience is chosen, then anyone who plays it will not receive the standard Career XP, Hardware XP and Mission and Assignment Progress rates. Instead, players will receive a Career XP Match Completion award that is higher than a similar award from finishing a Multiplayer match. Custom Portal Community Experiences are clearly labelled as having “Modified XP” to avoid confusion.
The ultimate all-out war is here - rally the squad and join the fight today.
I realise you’re all busy people, so let’s cut straight to the chase; I have unequivocally missed the planned launch date, and have moved it 6 months out, to May 6th, 2026.
Now that the bandaid’s ripped off, let’s dig into the how and why, and what this means.
If we correctly recall the quote - “A game is only late until it ships, but it’s bad forever” (by Elleon Guon), and apply this, you’ve got your answer. Not that Phoenix is BAD right now, but getting things ready for launch is proving a lot harder and taking a lot longer than I’d initially thought.
One of the community members, Wombat, made this comment, which really resonated with me - “The 10 year anniversary date is meaningful, but not important. “
Part of my issue with the current state of the build is that I'm not confident in the balance of the game, nor the polish. It's stable, ofc - FCE always was!
When I was working on the various FCE patches, I would play the game end-to-end, multiplayer, for an entire month. Every time. Those of you who’ve played the game a lot will realise that’s a vast time commitment; completing the CryoPlasm fight in under a hundred hours is quite the challenge, and that means 25 hours a week for an entire month to achieve.
I've been so busy constantly running back and forth, patching and fixing and swearing at lighting and fighting Unity breaking stuff that I simply haven't had a moment to try that. I've gotten to Chapter 6 a few times, but then have had to wind back to support issues the Patreons have brought up.
I haven't managed to (visually) change the TD gameplay, let alone meaningful changes to make them target any outdoor facility. I haven't redone the surface resin gameplay to allow low-tier fluid handling. The oft-desired ability to smelt on-site isn't there yet. I haven't finished the rework of the old research system to make it thematically correct for the 'you owe the company' gameplay. It's not done.
I think the TL;DR is that I'm not confident of the quality of the game at this point - I want to be able to be proud of the first release, to point at it and go 'yup, it's great! There will be more to come!' I suspect things are mostly great; I don't think it's broken or bad. It's a million times better than the first FCE release, it's a thousand times better than the first Survival release of FCE, and it's at least 500 times better than Patch 25.
Let's not forget, this is how the Survival of FCE was when we shipped it!
One of the biggest changes I've not even started to look at is the concept of having an 'armoury' of robots; there's a few visuals there for now hidden away in the base (and ARTHER is your faithful starter robot) but ones to increase your storage, return items, provide defence, provide solar energy, provide battery storage (etc) - really powerful, but you need to pick what you need for your current task and it's one-per-player when playing multiplayer (So only one ARTHER, SOL-A, SARAH, etc etc.) Which is gonna be awesome.
So yeah - it’s still coming along nicely (and to be perfectly honest, progress has been superb recently!), it’s still coming out. I promise I'm not about to pull a Duke Nukem Forever. The extra time should let me a lot more confident, because Early Access is still an unforgiving nightmare, and I need to do a kick-ass trailer still.
But here’s what I want it to look like all the time.
https://cdn.discordapp.com/attachments/1292128707271594015/1428348766666227772/image.png?ex=68f37e73&is=68f22cf3&hm=ae7b46ded727bd5262d5832ffed0d12f86b30fe0fede1a3eab4b5467ff0ffadc&[/url]And here’s what it looks like sometimes[/p][p align="start"][/p][p][img src="{STEAM_CLAN_IMAGE}/5373901/1c29db2e9fa9f4912a21569dbebba050189b6aba.png"][/img][/p][p][/p][p align="start"]Made the right choice? Completely disagree? As ever, you can get ahold of me on twitter, BlueSky, Facebook, or, ideally. Discord:[/p][p align="start"][/p][p][url="https://discord.gg/wB2UWXa"]https://discord.gg/wB2UWXa[/url][/p][p align="start"][/p][p align="start"]Thanks once again to all the Patreons. You’re the only reason we are where we are![/pAnd here’s what it looks like sometimes
Made the right choice? Completely disagree? As ever, you can get ahold of me on twitter, BlueSky, Facebook, or, ideally. Discord:
Thanks once again to all the Patreons. You’re the only reason we are where we are!
Are you tired of running away?
Now you can not only 'run' but also 'hide' from the creatures.
Spectral Scream's Creature AI is being completely renewed.
The ones that chased you now see, hear, and judge.
You won't be detected simply for being close anymore!
Creatures now recognize the player's 'line of sight' and 'exposure level'.
Brush past them slightly and they'll be 'suspicious', face them head-on and 'immediate pursuit' follows.
Sneak behind them quietly... they might not notice. (Really.)
The creatures that overreacted to every sound have finally covered their ears a bit.
Now they only react to loud or repetitive sounds.
They react with a delay to door opening/closing sounds or light footsteps.
Now hiding is also a strategy.
Behind pillars, inside cabinets, behind doors... anywhere can be your hiding spot.
New horror where survival is possible without combat, experience it yourself.
Spectral Scream's new update is coming soon.
This time, not just 'fear' but 'nerve-wracking tension' might overwhelm you.
Experience the upcoming evolution of stealth-based horror for yourself.
"The goal of this update was to move away from simple 'run-away horror'
and create 'observing and hiding horror'."
– Spectral Scream Development Team
Bug Fixes
Fixed an issue where consecutive charge attacks on a single unit caused the turn to freeze.
Resolved unit overlap issues caused by collision during charge attacks.
Fixed the problem where charge attacks stopped triggering after several turns.
Fixed the mouse cursor visibility issue caused by the controller manager.