Our mapping contest has come to its conclusion! Congratulations to FireWarpSkill for the winning map ISLAND. All these levels will be available on the second page of the campaign.
Generally, the levels included at launch were pretty easy. Hopefully this batch will add some challenge!
ISLAND
LONGSHOT
SANDWICH
SURROUNDED
UNFAIR
One requested feature was LAN-based multiplayer. This should allow for you to host multiplayer games with friends on the same local internet connection, even if your actual internet speed is shoddy.
If you run into issues with LAN connectivity, check your firewall settings. If problems persist, @ me in the discord!
Sending Aid is now massively less effective at making a country like you, especially if they're larger than you, and especially if they want to invade you. It's more effective if they are being invaded.
This mostly gets rid of the 'spam aid to avoid being invaded' strategy, and makes it much more difficult to stabilize scenarios diplomatically.
Previously some users on high-end machines had issues with uncapped framerates causing insane power-draw even in menu scenes. I've added VSYNC and framerate settings to prevent this. It should apply the best settings automatically, but the options are available to you to tweak.
Updated unity version to address security vulnerability listed here.
Fixed Own-Missile Shootdowns
Fixed some typos
Join the discord to find multiplayer opponents, discuss features, and report bugs!
Thanks for playing,
-spacemann

Hello, everyone!
Thanks to your amazing interest and encouragement for <Fatal Claw>,
our Kickstarter has wrapped up well beyond its goal.š
This achievement is entirely thanks to you.
Every single message of support gave us strength, and together, we hit something truly special.
In total, 708 backers pledged their support, helping us reach 222% of our goal.
Our journey doesnāt stop here. Weāre preparing Early Access now, and weāll keep communicating with you as we push to deliver an even more polished game.
In addition, the <Fatal Claw> demo remains available, so you can jump in and play anytime. š®
Weād love to hear your thoughts. Please share feedback on the Steam Discussion Board or our official Discord.
š\[Steam Discussion Board]Ā
Once again, thank you very much for being with <Fatal Claw>.
Added new sample project āACTION GAME MAN SAMPLEā, featuring basic sprite animation actions.
Added āOpen Attached Sceneā to the right-click menu in the scene transition window.
Added console error output when no initial scene is set during scene transition.
Changed the output of SE / BGM / VOICE buses to the Master bus.
Added new database-related methods for improved data control.
[c]get_project_database_plain_by_idx[/c], [c]get_project_database_equipment_type_by_idx[/c],
[c]get_project_database_attribute_type_by_idx[/c], [c]get_project_database_custom_type_by_idx[/c],
[c]get_project_database_sound_by_idx[/c], [c]get_project_database_variable_by_idx[/c],
[c]get_project_database_switch_by_idx[/c]
[c]update_project_database_plain_by_idx[/c], [c]update_project_database_variable_by_idx[/c],
[c]update_project_database_switch_by_idx[/c]
[c]get_project_database_plain_record_max[/c], [c]get_project_database_equipment_type_record_max[/c],
[c]get_project_database_attribute_type_record_max[/c], [c]get_project_database_custom_type_record_max[/c],
[c]get_project_database_sound_record_max[/c], [c]get_project_database_variable_record_max[/c],
[c]get_project_database_switch_record_max[/c]
Fixed missing switch/variable list when targeting parent object in SwitchVariableChange condition.
Fixed incorrect behavior when using āOffā switch condition in SwitchVariableChange.
Fixed incorrect evaluation when referencing locked switches or variables in SwitchVariableChange.
Fixed an issue where CompareSpeed condition was unavailable.
Fixed an issue where user database names were auto-translated.
Fixed RotateScene action not allowing negative values.
Changed the 0° reference of RotateScene to match the right-facing direction.
Fixed an issue where downloading sample games could generate multiple ActionGameMaker folders.
Fixed an issue where acceleration continued to accumulate even when the object wasnāt moving.
Fixed ChangeAnimationResource action not updating correctly when referencing variables from another object.
Dear players:
We have scheduled an server maintenanceĀ on 10/24Ā from 7:00-8:00 UTC.Ā The servers will go live again when maintenance is complete. Sorry for all the inconvenience and the maintenance could be postponedĀ incase of unexpected technical issues. Thank you for your understanding and support.
For some of the unsolved issues and bugs, we will fixĀ them in order of priority as soon as possible.
The Purple Fusion Experiment adds areas such as East City Wharf and Container Cold Storage.
The Cursed Desert adds areas such as Gray Mine Town and Pharaoh's Ruins.
The Evernight Land world is officially launched.
Equipment is added with entry attributes; stacking different entries allows you to gain more powerful strength.
A new series of skills, items, and martial arts techniques are added.
Process a batch of images from different periods to unify the image style.
Add background music and sound effects.
Only Phase 2 of the main storyline is unlocked (the full version includes Phase 3).
Add a large number of side quests.
Bloodlines add talent points to unlock bloodline skills.
A large number of updates and bug fixes.
Dear everyone, I'm truly sorry. I had no idea you were providing feedback hereāI only found out about this section after someone else reminded me. I have realized that the promotion and publicity issues are very serious, and I will share more updates on the game's progress and developments moving forward.
The current version is already very close to the official version I plan to release. However, there is still a lot of content I need to handle, such as resolving the inconsistent image style, completing the effects and sounds of skills, and conducting extensive testing on bloodlines, skills, equipment, and entries. Therefore, a non-deletion internal test version will be available soon.
I apologize for the poor operation and promotion of this game. In fact, I only found out about this forum section after someone else reminded me that there were feedbacks here.
I have created a topic on TapTap. All friends who love the "Infinite Flow" genre are welcome to come and communicate or provide suggestions.
This Saturday, Oct 25, in the Legacy's Allure discord server, we'll be holding two tournaments -- one at 12 PM EST and one at 5 PM EST. Join players from across the globe in a three-round Swiss tournament to learn new strategies and have your favorite kingdom challenged. Best of all, meet other players who are passionate about the world's only customizable wargame with no randomness.
To register, simply join the LA discord server, click Events in the top left (if on desktop), and indicate which tournament you're interested in. (Feel free to join both!) Pairings will be shared in the server at the start of each round. You may join your opponent in a voice channel if you wish.

Need help building a custom kingdom? No worries, just join 30 minutes prior to the tournament and one of the regulars will be glad to help.
Just want to watch other players play? No worries, you can expect many players to stream their game within discord. Moonfassa will also be streaming his games on Twitch.
Hope to see you there!
-Keith
Welcome to the experimental branch of the game's demo. Keep in mind most features here will either be changed massively or removed. Also most features are a work in progress.
Please report any bugs in the discord server

+ Added a new interactable: Smelter
+ Added ingots of each tier to go with the smelter
+ Added a skip to multi-shrines
+ Added an inspect to all interactables to see what something does in detail
+ Added a new item: Lucky Horseshoe
+ Added a new item: Jump-Mines
+ Added a new item: Golden Stop-Watch
+ Added a new item: Merchant Socks
+ Added a new item: Glass Gauntlet
+ Added a new item: Broken Clock
+ Added a new item: Happy Drone
+ Added a new item: Poison Bomb
- Item choosing menu now has a background for the items
- Critical strikes now take proc chance into consideration
- Shotgun projectiles now have a 0.35 proc coefficient
* Fixed a bug with the prompt menu highlight a button weirdly
G'day Rat Racers!
Today marks the launch of the Online mode!
While very functional, some issues still remain that will be hotfixed with the coming updates, mainly issues with certain items not properly working at high latencies. Generally the game should work fine if every player lives relatively close to each other.
In addition, while the game has a workaround for players behind a Strict NAT, it's highly recommended to have an Internet connection with a NAT type that allows P2P video games to work correctly as otherwise your internet traffic will have to go through America where the public Matchmaking server is hosted.
Speaking of which, about the matchmaking... It's entirely random. No SBMM here! Simply queue up and have fun! It is also possible to setup a private lobby that can be joined by other players using a lobby code.
All races will have a 30-second DNF timeout before racers that haven't yet crossed the finish line will be stopped dead. All online races automatically end 7 seconds after race termination.
With this update, the Rattus Velocitas Matchmaking Server should also now be available in the Tools section of Steam.
For hosting your own, there are two methods:
Self-hosting on your existing PC.
This option is simple; install the Matchmaking server, then launch it before launching the game. Currently it's very barebones UI-wise; a future update will address this. The player count limit is currently 4098; This restriction currently doesn't apply to the public matchmaking server and will be removed entirely in a future update to the Tools version.
Hosting on an external Server.This one's going to require opting into the dedicated_server beta and, depending on your Server's architecture, installing via SteamCMD. If you've installed dedicated servers for other games on Steam before, the command to install the Matchmaking Server is very similar.
You'll also need to open Port 19777 on your Router if you want to make the server reachable to people outside of your LAN. On a VPS, you'll also likely need to add a firewall rule to allow traffic via Port 19777 to reach your server. For more details, please consult the game's manual, present in the data folder of the game.
As always, here are the patch notes. :D
Online mode has been officially released! For the first time you can now race other players across the internet without having them in the same room!
It is now possible to have CPU racer difficulty adjust to your performance ratio! If this is what you desire then head to the Player Profile and switch on the new "Performance based CPU difficulty" setting!
Thrown Bombs' initial velocity now take your current top speed into account. NOTE: Replays recorded with the previous patch will still play back correctly as they have a workaround applied to use the old Bomb throwing codepath.
The game finally has menu sounds! These are a work in progress and may be adjusted in a future patch.
Replaced the old item capsule model with the Cheese Rocket. Item capsules are now to be known as Cheese Rockets! This change will not affect replays as the underlying hitboxes are otherwise identical. Cheese Rocket payloads that haven't been dropped on the track by an opponent now spin slowly in place.
Reworked controller rumble:
Boosts now briefly vibrate the controller, with the vibration being stronger and slightly longer the more boosts are stacked.
Throwing Bombs and Missiles will briefly vibrate the controller.
Eating Cheese now has it's own haptic effects. Cheese Boost rumble is unaffected and identical to the previous patch.
All other haptic effects are identical to the previous patch.
Changed how "FINISH!" is displayed at the end of a race:
Now "FINISH!" is displayed in the player's viewport that finished the race in splitscreen, with the global "FINISH!" notification now displaying "RACE FINISHED" when all players cross the finish line. (Excluding CPUs)
Replays now display "FINISH!" in a player's POV when they cross the finish line, with "REPLAY FINISHED" replacing the old "FINISH!" notification when the replay playback ends.
Optimised CPU performance of draughting.
Fixed a bug where Keyboard input prompts that were supposed to be displayed in upper case were not.
Fixed a bug where a multi-coloured border sometimes appeared around Steam Avatars in some menus.
Fixed several cases of Selection Highlights on Buttons flashing in incorrect places.
The Game Manual has been fully updated with the new features introduced in this patch and earlier.
Removed the (broken) D3D12 launch configuration to avoid confusing new players.
Known issues:
Sometimes thrown bombs in online races will either "miss" on your screen but explode on other clients, or "explode" but miss on other clients. This doesn't affect dropped Bombs.
Rarely, Missiles will target the wrong player across clients in online races.
Coconuts on Beach may occasionally desync at higher average latencies.
Replays recorded from online races incorrectly play back items currently. An overhaul to the Replay File Format will be addressing this in a future update.
Mobile networks may disconnect mid-race if the physical device providing internet switches between Mobile Network Towers. For this reason, Mobile Networks are not officially supported for online play, but they should otherwise work.
Using "Reduce Latency" on Windows with D3D11 can reduce performance significantly. This is a Unity limitation that can't be worked around. A powerful CPU will still allow enabling this setting if your computer cannot run the Vulkan Backend without crashing.
Missiles occasionally emit a glitch trail when fired shortly after another missile despawned. This is entirely cosmetic and doesn't affect Missile operation.
Menu select sounds don't currently play in the Replay List box.
Missile Exhaust smoke sometimes has visible gaps when the Missile is at it's top speed.
PS4, PS5 and Xbox gamepads on Linux may display unusual names for button prompts instead of their correct names.
CPU-bound performance in Volcanic may be lower than other race environments.