Something ancient and forbidden is coming to Jadame! Join us as we reveal the secret 6th faction and unleash otherworldly powers in Olden Era! Built around unavoidable damage and ability control, Schism is finally here to unveil its mysteries!
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Fish were acting up
Hello everyone! Today I have a couple of updates for the world of Risk of Rain, starting with..
The entire Risk of Rain franchise on Steam is on sale right now! With the third DLC on the horizon for Risk of Rain 2 there has never been a better time to grab a bargain and get caught up if you haven't gotten round to some of the past installments.
There’s nothing gamers love more than the announcement of an announcement! I know you’re all patiently waiting for the 3rd Dev Diary, if you tune into Gearbox’s stage show at Pax West on 29th Aug at 1pm PT we’ll be letting you know when the next Dev Diary will be dropping which will show off the first new Survivor and will finally reveal the release date of the 3rd Risk of Rain 2 DLC: Alloyed Collective. You’ll be able to catch the show over on the Gearbox Twitch channel!
https://www.twitch.tv/gearboxofficial
And wishlist Alloyed Collective today! Right now!
https://store.steampowered.com/app/2781620/Risk_of_Rain_2_Alloyed_Collective/
Hello everyone! Dark Hours has been in Early Access since October 24, 2024. Since then, we’ve already released 5 major updates – the latest one, Cruise Into Madness, went live just yesterday!
Today, we’re thrilled to share some big news with you: we’re planning to launch version 1.0 of Dark Hours this Fall 2025!
For the occasion, we’ve prepared a brand-new announcement trailer highlighting the PvP mode planned for v1.0.
We hope you’ll enjoy it! Feel free to let us know what you think!
We don’t have a specific release date to share just yet, but as soon as we do, you’ll be the first to know.
We hope you’ll enjoy it and that you’re just as excited as we are!
See you soon!
Raven
🔔 Stay updated:
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Or contact us at https://contact@darkhours-thegame.com
Fixes
The Game now does not crash anymore when old saves exist (The Game was stuck in "Loading Level Data")
Builder Ghosts do no longer fly into infinity after reaching the finish
Warning / Known Issue
All saves that were made before 3.9.2 will be lost. I am sorry for the inconvenience, but I had to make a bigger change to the save format. In the full release of the game, saves will be migrated
How it’s going :
It’s 2025; Rogue Factor’s CEO Yves Bordeleau is at Gamescom in Germany to promote the upcoming release of Hell is Us.
How it started :
It was 2013; Rogue Factor’s CEO Yves Bordeleau was at Gamescom in Germany, carrying under his arm a prototype of a tactical strategy video game set in the Warhammer universe.
Leveraging his vast network of friends in the industry, Yves Bordeleau managed to secure a meeting with senior executives at Games Workshop to show them a proof of concept of what would become Mordheim: City of the Damned
The first Rogue Factor offices
This demo was developed by a small group of enthusiastic developers who were fans of the iconic tabletop game.
The catch?
They didn’t yet have the rights to the license!
Bold and risky, but that’s how Rogues roll, right?
As you’ve probably guessed, the reason we’re telling you this story is because he pulled it off.
The Games Workshop executives were impressed and agreed to let this small team of passionate Quebecers develop an official Warhammer video game—from their modest offices in the working-class neighborhood of Hochelaga in Montreal.
And that’s how Rogue Factor was born. Rogue not just in name, but in spirit.
Team Mordheim!
Mordheim: City of the Damned was developed by a team of around 20 devs.
Later, the team grew to around 30 developers during the development of Necromunda: Underhive Wars, a second game under the Warhammer license.
In 2018, Yves Bordeleau and his band of rogues caught the attention of French publisher Nacon, who acquired the studio in a deal that comprised sister studios Cyanide and Big Bad Wolf as well.
Rogue Factor's offices during the developement of Necromunda
A year later, Jonathan Jacques-Belletête—known for being the Executive Art Director of the Deus Ex titles at Eidos Montreal, and fresh off his work as Art director on Marvel’s Guardians of the Galaxy—joined Rogue Factor.
The rebellious spirit of Yves Bordeleau and the unique creative vision of Jonathan Jacques-Belletête came together to redefine Rogue Factor.
Jonathan Jacques-Belletête (left) and Yves Bordeleau (right)
How does Rogue Factor position itself in the ever-changing landscape of the video game industry? They had this idea of making Rogue Factor a « boutique studio » : Making games differently—somewhere between a AAA studio and a small indie team—with a core of veterans eager to stand out in an increasingly formulaic industry.
A new motto emerged as their creative driving philosophy : Design distinctions create desire.
Hell is Us is the embodiment of all that.
A project that could have easily gone off the rails, as most of its development took place during the COVID-19 pandemic. But through resilience, leadership, creative talent and technical know-how, the team adapted—without compromising on quality and without compromising on working conditions.
In 2024, the team moved to brand new offices in the Mile-End neighborhood, known as the artistic heart of Montreal and home to its world-renowned bagels! Rogue Factor is now neighbor to many video game studios, from AAAs to indies.
The current offices of Rogue Factor in the Mile-End neighbordhood in Montreal
Today, the studio has 60 employees, with a team of 50 who developed Hell is Us.
Aside from Nacon’s tremendous support in marketing, localization, and a bit of QA, everything on Hell is Us was done in-house. The English and French voice casts are mostly Quebec-based and were recorded in Rogue Factor’s own sound booths. The music was also composed internally. Even the motion capture sessions were all done in Rogue Factor’s studio.
Rogue Factor in 2025
Hell is Us is a game developed over five years by a human-sized team, driven by a unique creative vision.
We can’t wait to see you play it.
Hey prospectors,
We're now officially a month out from Wildgate’s launch—and it’s been a hell of a ride.
Since Day 1, we've been actively listening to your feedback as well as paying close attention to the health of the game. While we've already implemented some small updates to address key bug fixes and balance changes based on your input and other insights, our work is just getting started.
We’re going to cover a lot in this inaugural dev update, so buckle up!
If you’re busy or just browsing, here are the highlights...
Regional prices adjusted and 34% off Steam sale now live
Versus AI updates: Now grants XP, two difficulty settings coming soon
Mid-season patch planned for early Sept—weekly credit quest, balance changes, and more
More anomalies with better variety are on the way
Free trial in the works (!!!)
Player rewards: 1200 credits for Month 1 purchasers + exclusive title for early adopters
All seasonal Adventure rewards can now be unlocked via gameplay (no more premium track!)
Season 01 and custom lobbies are still on target for later this year
Future seasons, new areas of the Reach, and competitive play are on deck for development
Still reading? Great!
Below we’ll dig more deeply into the team’s priorities over the next two months, breaking down what’s effective as of today as well as what’s on deck for the next 30 to 60 days. (PS - This is just a snapshot of our work. Our plans can and will evolve as we learn more about what’s best for Wildgate together.)
🎉 STEAM SALE THIS WEEK
One thing we’ve heard a lot over the past month is that many of you really want to play Wildgate—or, more often, that you really want to play Wildgate with your friends and family. We know not everyone can afford $30 USD right now, so diving into the Reach hasn’t always been easy.
We want to make that decision easier, and we’d love for you all to expand your crews. Something that we can do immediately to help out here is put Wildgate on sale on our largest platform. So, starting today, the game is 34% off on Steam—bringing it below $20 USD through August 28.
To answer the question that some of you are probably asking: We don’t have plans right now to make Wildgate free-to-play. Instead, our current goal / approach is to make the game feel worth its upfront cost for as many players as possible through ongoing updates and content drops. That said, we’ll be doing more sales in the future and, as a team, we’re going to be continually evaluating our price point across all platforms and regions (and will remain open to making further changes as needed to keep the game healthy).
🏷️ REGIONAL PRICE ADJUSTMENTS
Wildgate launched at a price that was too high in certain regions, and we heard the frustration loud and clear. As of this update, prices have been adjusted in most affected countries—including Brazil, Ukraine, Russia, South Africa, as well as several countries in Latin America, MENA, and the Commonwealth of Independent States, and more. We hope that this makes the cost of Wildgate more accessible to more players around the world.
☄️ VERSUS AI NOW GRANTS XP
AI mode has been one of the most requested areas for improvement, and we agree it needs to offer more. This mode is something we’re going to continue to work on over the next few months, but as of today’s hotfix you can now earn XP by playing it. It’s a baby step, but one we can take immediately!
🎁 NO MORE PREMIUM SEASONAL ADVENTURE TRACK
While this particular change will be relevant later this year, it’s still important to bring up now.
We’ve talked about this internally for a while, and feedback from players made our decision here crystal clear. Beginning with Season 01, all content included in our seasonal Adventures will be available to everyone at no additional cost. This means no more premium track! You’ll be able to unlock related rewards simply by playing, including both gameplay content (e.g. new prospectors, ships, weapons, and equipment, depending on the season) and a robust suite of cosmetics.
(Reminder: Although new Adventures will be added each season, they will not be time-gated. This means that no matter when you may start playing Wildgate, all previous seasonal Adventure content will be available to you to progress through or complete at your discretion.)
✨ A TOKEN OF THANKS
If you’ve been with us since launch, thank you for being part of Wildgate’s first steps. As a small gesture of our team’s gratitude, we’ll be adding 1200 credits to your account over the next couple of days. (This one-time grant will be shared with any player who purchased Wildgate before August 21.)
🤖 LEARN vs AI + PLAY vs AI
As part of our ongoing commitment to improve "Versus AI" in Wildgate, we’re going to be splitting our current mode into two different difficulties: Learn vs AI (easy) and Play vs AI (hard). This should allow you to use Versus AI in a way that can better match your goals—whether that’s building familiarity with the Reach or running a more relaxed co-op session with friends.
💰 WEEKLY CREDIT QUESTS
We’ve seen a lot of feedback around Wildgate’s in-game shop, and we’re taking that to heart. As we’re working out what our longer term plans are for this feature, there’s one specific pain point we want to try to address with a shorter-term solution—that shop content can feel inaccessible to players who don’t have a lot of extra income.
To address this, we’re adding a weekly quest that awards 200 credits on completion.This is ultimately an experiment; our current plan is to have these quests run through the start of Season 01. We want to make sure that we’re able to maintain a healthy in-game economy, so there’s a balance we need to be able to strike here. While we’re finding out what that is (and building out those longer term plans, as noted), we’re happy to give more players the opportunity to access more types of cosmetics.
🌌 MORE REACH ANOMALIES
We’ll be keeping the Reach fresh with a steady flow of new anomalies in the weeks ahead. These anomalies (which currently include but aren’t limited to new objects, hazards, ship loot, POIs, and more) will continue to come online as part of our bi-weekly updates, which drop every other Thursday. Once added, anomalies will remain part of the game's randomization pool.
Based on your feedback, we’ll also be adding MORE anomalies to our bi-weekly updates, as well as adding new types of anomalies to increase the impact these drops can have on your in-game experience. Some bi-weekly updates may have just one anomaly, and others may even have three!
⚖️ ONGOING BALANCE CHANGES
We’ll be sure to take advantage of our mid-season patch to continue to balance, tune, and refine our prospectors, weapons, equipment, loot, and more based on your feedback.
🛰️ FREE TRIAL
Not everyone is ready to commit to a game before trying it. To help new players see what Wildgate offers, we’re working on a free trial set to arrive within the next 1-2 months. It will give anyone the chance to explore the world, play matches, and decide if it’s their kind of game. Wildgate is such a unique experience, and we’re excited for more people to discover and hopefully, love it!
♻️ LOADOUT CHANGES IN LUCKY DOCKS
This one is pretty straightforward. You’ve asked to be able to change your loadout in the Lucky Docks, so we’re making that happen. This change won’t be able to make our first mid-season patch, so we’ll be adding it to another TBD patch set to land before Season 01.
DID YOU KNOW: When you’re hanging out in the Lucky Docks, that’s actually when the Reach is being procedurally generated for your match!
🏅 INFAMY LEADERBOARDS
We know many of you are curious how you stack up against other players. So, we’re building out official Infamy leaderboards so that you can check your ranking at any time. These boards will start as web-based and, if you like them / find them useful, we’ll explore adding them directly into the game client.
🚀 EARLY SUPPORTER TITLE
We want to recognize players who stepped in early and showed the willingness to join us from the start. Anyone who purchases Wildgate before October 21, will earn an exclusive title—marking you as one of the first through the gate. While Wildgate will keep moving forward, our OG gatecrashers will always be remembered as the ones who helped us pave the way for space criminals everywhere.
As a team of developers, we chose to do something a little ambitious with Wildgate and we know the road ahead will be tough. There’s a lot of competition out there vying for your time, money, and attention, and we have a lot of catching up to do to remain in the ring.
This first month has shown us a lot about where and how Wildgate needs to grow. The updates we’ve laid out here are about adding more to do, making the game easier to jump into with friends, and giving players like you good reasons to stick around. And this is just the beginning, too; while we primarily shared our focus for the next 30-60 days, we’re in this for the long-haul. We’re going to keep building and improving the game, so that each time you return to the Reach, there’s something new and exciting to discover.
And there you go…our first dev update!
We’re certain some of the things we’ve shared with you today will change, but what won’t change is our team’s commitment to giving Wildgate—and this community—our full hearts. We look forward to sharing more dev updates in the near future (as well as adding more cool things to our roadmap), and we promise to keep the comms line open.
As always, thanks for crewing up with us. We’ll see you in the Reach.
-- The Moonshot Dev Team
I accidentally left a thing I used for playtesting for myself - a knife above the ceramic studio, that, if interacted with, makes it into the 6th day instead of the 1st, which was not supposed to be possible. The 6th day is not at all ready for the public, so if you did interact with the knife, everything after that was not supposed to be experienced. I'm very sorry for this mistake, and I hope the results weren't too devastating and awkward. I'm deeply ashamed.
I have also fixed so that the tutorial now works as it should.
Hi everyone,
So this is it: Knightica is OUT NOW on all platforms, with a 20% discount here on Steam and an extra discount for owners of one of Goblinz Publishing’s hits, Hero's Hour!
https://store.steampowered.com/bundle/58406/Heros_Hour__Knightica/We’re also offering a 10% discount for the Backpack Battles + Knightica bundle and the Gladiator Guild Manager + Knightica bundle!
It’s all about big deals out there, so make sure to check the Knightica Steam page for more information!
The journey has been awesome so far, and we’d like to thank once again all our Playtesters, reviewers, and wishlisters. Thanks to your heartwarming feedback on the demo, we’ve been able to offer you the most polished version of Knightica, and we just can’t wait for you to dive in and share your feedback on the full version!
If you're attending Gamescom, come day hi and celebrate with us! We're located in the Indie Arena Booth zone until Sunday and we would be thrilled to celebrate with you in real life!
Welll, enough talking. Play the full version of Knightica NOW! 💟