Hey guys, great news! We have a community discord that surrounds ELECTION DAY!!! (And will cover past and future creations of mine) Here, your vote truly matters. Every member helps shape the future of ELECTION DAY — the progressive board game where players decide what comes next!
👥 Join a Faction to share ideas, create new concepts, and collaborate with others who want to influence the game’s evolution. Your creativity can literally become part of ELECTION DAY!
🎲 Play with MysticBot!
Use our custom bot to roll dice, earn points for your faction, and participate in fun mini-games! Each month, MysticBot helps decide a new aspect of the game — keeping things fresh, unpredictable, and community-driven.
🎁 Exclusive Giveaways!
We celebrate milestones, achievements, and even special moments in life with giveaways and unique rewards for our community.
🌟 The more people who join, the more creative and innovative our Discord becomes. Whether you’re a gamer, creator, or just love interactive communities — your ideas and votes matter here.
🔗 Join the movement. Be part of the change.
https://discord.com/invite/r94MTYkara
A 200-key giveaway/sweepstakes is happening RIGHT NOW!!! Rules and Regulations are in the #announcements chat so come on down and enter to get your free key
And the last key bit of this update is that MysticBot, the bot I have created, has been officially added to the Discord! Mystic bot not only automates how many people are in each faction, but he is the root cause of this update! Every 30 days MysticBot will post in the horror scope chat, and a leader will be presented that will change ELECTION DAY!!! For this month the leader is The Cat, and they have increased the overall price of Jewelry within the game! The MysticBot also has a function that you can roll a dice and earn points for the faction you are a part of! Until the first official vote its just for fun, but once the voting starts before every voting round the team with the most points will earn an extra vote!
Ok that's all I have for now, but I cant wait to see you guys on the next
ELECTION DAY!!!
The next FREE Monthly Jigsaw is here and your next Ultimate Piece up for grabs ːUltimatePieceːːgoldenbitːEnjoy!!!
I’m happy to announce that the first Early Access version of my game is officially out!
It feels amazing to finally share this project with everyone. This is just the beginning — I’ll be actively updating the game, listening to your feedback, and improving it step by step to make the best version possible for the full release.
If you want to stay up to date with new features, updates, and development progress, make sure to follow the journey! Your support and feedback mean everything.
Hi.
Last month was the best one for The Sword Game yet. It got worldwide attention during the Next Fest, had its' first demo event in the capital of Finland, and got named as second best Next Fest demos by Future Games Show. This is not over yet, as there's still things to improve and learn, which is why I am releasing this last feature update for the Demo. Future updates may include bug fixes that will not be as documented as this announcement. I thank you all for the love you gave to my debut game. Here's the changelog:
Low-res textures have been added to every part of levels, an effort to achieve the best look I can get for the black and white artstyle.
Some cosmetic aspects of levels adjusted for the renewed styling.
A new dithering shader has been implemented, offering a true black and white look without spills.
A new retro-styled animation system for enemies and cutscenes was added.
Introducing: Public leaderboard! Your best scores will be automatically submitted, and the best players will be visible on the top-10.
Redesigned Settings menu, now categorized.
A new camera sensitivity slider added to the settings, with a preview on the main menu.
Settings are now accessible during levels.
Level selection screen navigation bugfixes.
The second jump for the double jump feature now has a higher pitch.
The flying demons are now slashable.
The hitbox for the flying demon adjusted.
Fixed a bug where the crosshair would show red even for dead enemies if they were killed through dashing.
Fixed the issue of enemy death sounds going off at the beginning of Tutorial 3.
Hi all!
As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!
However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.
No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).
Take care,
Les
Hi all!
As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!
However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.
No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).
Take care,
Les
Hi all!
As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!
However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.
No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).
Take care,
Les
Hey everyone,
The Halloween update is here! This update adds a new sewer system under the Hyland Point. You'll need to get ahold of a sewer access key to get down there. The sewers offer a new way to navigate Hyland Point without having to worry about police and cartel members, but it isn't without it's risks...
There's a new ladder system which opens up a bit more vertical navigation - these ladders can be found in the sewers, as well as on several buildings around the map.
There's also been some work done towards optimization. Most of this work is in the form of small tweaks and reworks, but it should all add up to provide a decent (10-15%) boost framerate.
Sorry this update is a couple of days late - I was originally planning on skipping the open beta and going straight to full release. At the last minute released I should probably play it safe and publicly beta test it for at least a day.
Additions
Added sewer system.
Added climbing system.
Added ladders to various buildings.
Added sewer maintenace office property.
Added sewer access key.
Added 2x1m plastic table.
Added trash crown.
Added garbage throne.
Added water step sound.
Added 'sewer king' NPC.
Added 'sewer goblin' NPC.
Added meth LODs.
Added new 'replication queue' system to help stagger network traffic when a player joins a multiplayer game.
Added loading dock to west Gas-Mart.
Added 5 more graffiti locations.
Tweaks/Improvements
Refactored the environmental FX and post-processing system to support transitioning between different visual zones.
Changed fog color and density to be controlled by day-night timeline instead of a basic curve/gradient.
Tweaked occlusion settings for more aggressive culling.
Tweaked shadow cascades.
Tweaked various LODs.
Disabled vehicle FixedUpdate calculations when vehicle is static.
Optimized compass rendering.
Disabled a light optimization technique that wasn't actually providing any performance improvement.
Changed a lot of calculations to be on-demand instead of every frame.
Disabled additional light shadows when quality is set yo medium or below.
Changed various cooldowns to use global time (Time.timeSinceLevelLoad) instead of manual time tracking.
Removed unnecessary update loops from a number of scripts.
Replaced some MeshColliders with primitive colliders.
Cached animation string hashes on start instead of recalculating on use.
Turned off shadows for a bunch of small objects.
Tweaked graffiti surfaces to only generate texture data when required instead of when the game starts. This was causing a ~1s hitch and unnecessary memory allocation whenever loading a game.
Reorganised the structure of the main scene. This shouldn't have any visible impact but makes my job easier in the future :)
Bug fixes
Fixed police global vision events not working properly (this allows police to 'share' their knowledge of where a wanted player is.
Fixed a bug where NPCs would shoot at the player even when not visible.
Fixed some duplicate GUIDs.
Fixed police officer vision getting bugged if killed while searching for the player.
Fixed 'cuke effects' and 'energy drink effects' utility items being usable in item slot filters.
Fixed not being able to pickpocket unconscious NPCs if you have recently failed a pickpocket.
Fixed null reference error that occurred when inserting cash into a storage entity.
Remove some unnecessary Player.log spam.
I've discovered that a lot of the connection issues in multiplayer are likely due to bandwidth limits being exceeded - I've made an effort in this update to mitigate this, but there's still some more work to do. This will be my focus for the next week or two, and a patch for this will be releasing before the Shrooms update.
Thanks for reading, and happy (late) Halloween!
Tyler
Hi all!
As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!
However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.
No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).
Take care,
Les