Time Walker: Dark World - CALLMEBABA
Dear adventurers! Today, we are happy to announce that, the full version 1.0 of Time Walker Dark World is coming, with a bunch of new contents!

* 2 new heroes, in total 11 heroes in Dark World now!
* Advanced heroes for all heroes.
* 20 new abilities! In total 80 heroes.
* Radom events during adventure.
* New mysterious crossover Hero!
* 1 new map, in total 6 maps.
* 5 new powerful, strange but familiar bosses.
* Ability codex is available now.
* Steam achievements available now.
And many other contents! Please check the details about 1.0 full version below.

AND! To thank the Adventurers who have been with us since the early access. We will set a 10% discount during the official launch period.


Players who have already purchased the full version can unlock the Hero 【Templar】 for free before December 14th. (Players who purchase the full version after December 14th will need to unlock this hero through DLC).

During this adventure, a strong partner, 2P Games, brings a hero Anger to join us. Anger is from Looper Tactics, a marvelous strategy rogue-like card game! What kind of sparks will the collision between the dark world and the reincarnation world produce?

https://store.steampowered.com/app/2093910/TimeLine_Walker_Dark_World/

And here are the details about what we are going to update in the full version


*New heroes Knight and Lightninger have joined us. Now we have in total 11 heroes.

【Knight】
"The coldness of spear will freeze everything"

Talent: Battle Mage
(Passive) Every time casting abilities, inflicts 1 "Martial Exercise" to self. Every time dealing normal attack, inflicts 1 "Mana Exercise" to self./n/Normal attacks deal Ice DMG
Martial Exercise: +1 ATK, +0.1 AS, +2% Ice DMG, stack up to 10 times/n/Mana Exercise: +1 ATK, -1% CD, +2% Ice DMG, stack up to 10 times

【Lightninger】
"Find the potential of thunder"


Talent: Thunder Stimulation
(Passive) Start the game with "Thunder Orb". Every 3 times dealing Thunder DMG, inflicts 1 "Stimulation" to self
Normal Attacks deal Thunder DMG
Stimulation: +0.1 AS, +5% Thunder DMG, stack up to 10 times
Exclusive Ability: Lightning Chain
(Passive) +0.2 AS,Inflicts 1 "Spark" to self
(Active) After 4 normal attacks, inflicts 1 more "Spark" to Heroes that are already in "Spark". Deals 100% ATK Thunder physical DMG to 1 nearest enemies. If the target is in "Burning", deal same DMG to enemies within 2 grids around it.
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely
Exclusive Drop: Lightning Chain
(Passive) Inflicts 1 "Spark" to self
(Active) inflicts 1 more "Spark" to Heroes that are already in "Spark"/n//n/Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely


*All heroes can be upgraded!

【Marksman】

Talent: Wind Breath
Inflicts 1 "Stable" to self per normal attack
Deal 100% ATK DMG to 3 enemies after 3 normal attacks, counted as 1 normal attack. And inflicts 1 "Bullseye" to self.
Bullseye: +2% CRIT Rate, stack up to 30 times
Stabel: +0.1 AS, +2.5% Basic Attack DMG, stack up to 20 times

【Captain】

Talent: Heated Barrel
(Passive) -90% extra AS, -30% CD
(Active) Every 6 times casting Magical Ability, inflicts "Over Heated" and "Heated Barrel" to self for 2 sec.
Deals 1 extra normal attack every 3 times casting Magical Ability
Over Heated: +80% CD
Heated Barrel: +30% Fire DMG, +100% CRIT Rate
Normal attacks deal fire range DMG and counted as 1 physical ability.

【Thunderer】

Talent: Lightning Zone
(Aura) Inflicts "Lightning Mark" to enemies within 5 grids
(Passive) Every 3 times dealing Thunder DMG, inflicts 1 "stimulation" to self, and inflicts 1 more "Spark" to Heroes that are already in "Spark"
Normal Attacks deals Thunder DMG. If the target is in "Lightning Mark", deals extra 100% ATK DMG.
Stimulation: +0.1 AS, +5% Thunder DMG, stack up to 10 times/n/Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely
Lightning Mark: -20 DEF

【Sorcerer】

Talent: Mana Master
Inflicts 1 "Mana Focus" every time casting Magical Ability.
Every 2 times casting Magical Ability, deals 100% ATK magical DMG to 1 enemies, this attack can be counted as Ice/Fire/Thunder DMG. And inflicts 1 "Mana Focus" to self
Mana Focus: +3% Magical DMG, -2% CD, stack up to 20 times

【Champion】

Talent: Madness Axe
After taking 15 DMGs, inflicts "Extreme Madness" and "Blessing I" to selfe.
Inflicts 1 "Furious Bravery" to self every 3 times taking DMG
Normal Attack deals DMG to all enemies within 1 grid.
Furious Bravery: +2 ATK, +2 DEF, +2.5% Physical Ability DMG, +10 HP per sec
Extreme Madness: +1 AS, +300 Max HP
Blessing Ⅰ: +40 HP per sec, can't stack

【Firefist】

Talent: Rage Burst
Inflicts 1 "Rage Flame" to self every 3 times dealing Fire DMG. And deals 100% ATK Fire magical DMG to 1 enemy, inflicting "Burning" and "Broken Armor".
Rage Flame: +3 DEF, +5% Fire DMG, -2% CD, +5 HP per sec, stacks up to 10 times

【Ninja】

Talent: Ghost Shadow
Turns into "Shadow Form" after 5 CRIT.
Inflicts 1 "Hidden Shadow" every 3 CRIT, for 0.2 sec.
After evasion, deals 100% ATK Ice physical DMG to all enemies.
Hidden Shadow: +100% EVA, can't stack
Shadow Form: +30 ATK, +1 AS, +20% EVA, +100% move speed, +20% normal ATK DMG, +20% physical ability DMG

【Lord】

Talent: Almighty Warrior
Inflicts "Flexibility" and "Almighty Warrior" after 10 normal attacks or 5 times casting abilities.
Normal attacks can select 2 enemies as targets, deals Ice DMG and inflicts "Frost".
Almighty Warrior: +30 ATK, +30 DEF, +1 AS, +50% Physical Ability DMG, +50% Magical Ability DMG, +50% Ice DMG, +300 Max HP, can't Stack

【New map added: Fractured Void】
*Defeat Time Guardian Under hell difficulty. And then enter this void world to challenge YOUSELF.



【New Feature: Codex】
*I asked King Leo to write a Codex about heroes’ abilities. Now you can view skill attributes outside of battle.
You can seal some abilities so they won’t show up in the battles. (requires unlocking talents)



【New Feature: Achievements】
*I added a lot of achievements, hiding some new contents and rewards there. it’s going to be funny.


【New Enemies, New Bosses】
*In the deepest part of the Fractured void, you will encounter powerful bosses with 5 different forms, the Dark King. (Only one form will be encountered in each adventure)

【New Store】
*A new level system has been added, where you can use coins to upgrade the store level. Each upgrade will provide the following improvements:
a. Increased probability of level Ⅱ skills appearing
b. Provide a Hero item
c. Provide a certain number of free refreshes

【New Events】
*You may obtain some rare treasures from the dark world; sometimes, the enemies you encounter will be so frightened by the reputation of your team that they will flee without a fight.


*New Skills! Now we have in total 80+ Skills.

【Frozenblood Veins】
(Passive) +15/30/60 DEF, +0.2/0.4/0.8 AS, +10/20/40% CRIT Rate, +20/30/50% Ice DMG

【Survive Will EX】
(Passive) +60 DEF, inflicts "Blessing Ⅲ"
(Active) Inflicts 1 "Survive Will" and "Revive".
Blessing Ⅲ: +160 HP per sec, can't stack
Survive Will: +2 DEF, +10 HP per sec

【Storm Rage EX】
(Passive) +40 ATK, +1 AS, -50% CRIT Rate. Inflicts "NorMore Attacks Ⅲ" to self
(Active) Inflitcs "Gentle Breeze Ⅲ" to self for 5 sec. If self is in "Stable", then extra inflicts "Flexbility"
Gentle Breeze Ⅲ: +1.0 AS, can't stack
NorMore Attacks Ⅲ: +100% Normal ATK DMG, can't stack
Flexibility: -20% CD, can't stack
Stable: +0.1 AS, +2.5% Normal Attack DMG, stacks up to 20 times

【Frost Dagger EX】
(Passive) +60 DEF, +0.8 AS, +40% CRIT Rate, +50% Ice DMG, inflicts "Darkness Power" to self
(Active) After every 4 normal attacks, inflicts 1 "Dismissed". If self is in "Ghost Form", inflicts "Smoked".
Darkness Power: +80 ATK, +30% CRIT Rate, +1.0 AS
Dismissed: -6 ATK, -2.5% CRIT Rate, -0.1 AS
Smoked: +30% EVA

【Frost Scatter EX】
(Passive) +20 ATK, +40% Magical ability DMG
(Active) Inflicts 1 "Flexibility" to self. If self is in "Mana Focus", then inflicts 1 more "Mana Focus". Then deals 110% ATK Magical DMG to all enemies. If the target is in "Frozen", +50% DMG. And inflicts "Freezing" to the nearest enemy for 1.5 sec
Flexibility: -20% CD, can't stack
Mana Focus: +3% Magical DMG, -2% CD/n/Frozen: -20% AS, -20% Move Speed
Freezing: can't move or attack, lasts 1 sec, invalid to boss

【Flame Scatter EX】
(Passive) +20 ATK, +40% Magical ability DMG
(Active) Inflicts 1 "Flexibility" to self. If self is in "Mana Focus", then inflicts 1 more "Mana Focus". Then deals 110% ATK Magical DMG to all enemies, and inflicts 1 "Burning". If the target is in "Burning", then inflicts 1 "Broken Armor"
Flexibility: -20% CD, can't stack
Mana Focus: +3% Magical DMG, -2% CD/n/Burning: deals 10 real DMG per sec, stacks infinitely/n/Broken Armor: -5 DEF, stacks infinitely

【Swift Dew EX】
(Passive) +400% Healing Effect, +600 Max Hp
(Active) After casting 5 healing, inflicts "Speed III" to all Heroes, for 30 sec, and heals 120 HP for all Heroes. If the target is inflicted "Revive", then heal 60 more HP.
Revive: +10 HP per sec
Speed Ⅲ: +0.6 AS, -6% CD, can't stack

【Pyro Slash: Sacrifice EX】
(Passive) +50 DEF, +1200 Max HP. Inflicts "Self-Sacrifice" to self.
(Active) After 4 normal attacks, deals 150% ATK physical DMG to all enemies within 4 grids for 2 times and inflicts 2 "Burning". This ability is counted as 1 normal attack.
Burning: deals 10 real DMG per sec, stacks infinitely
Self-Sacrifice: Deals 5 real DMG to self per 0.5 sec

【Fire Blood Bomb EX】
(Passive) +50 ATK, +130% Fire DMG
(Active) Deals 270% physical DMG to the target and 4 grids enemies around it, inflicting 1 "Broken Armor"
Broken Armor: -5 DEF, stacks infinitely

【Broken Punch EX】
(Passive) +50 DEF, +200% Healing Effect, +800 Max Hp
(Active) Every 3 times taking DMG, deal DMG equals to 10% of Max Hp of self, and inflicts 1 "Broken Armor"
Broken Armor: -5 DEF, stacks infinitely

【Frost Thrust EX】
(Passive) +1.6 AS, +60 DEF, +40% CRIT Rate, +50% Ice DMG
(Active) Deals 250% ATK physical DMG to 4 nearest enemies, and inflicts 1 Ice Element to self.
Ice Element: +1 DEF, +5% Ice DMG, stacks infinitely

【Thunder Slash EX】
(Passive) +40 ATK,inflicts 1 "Spark" to self
(Active) Deals 230% ATK Thunder physical DMG, inflicts 1 "Burning" and "Broken Armor", inflicts 1 more "Spark" to Heroes that are already in "Spark"
Broken Armor: -5 DEF, stacks infinitely
Burning: deals 10 real DMG per sec, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Broken Shot EX】
(Passive) +40 ATK,inflicts 1 "Spark" to self
(Active) Shoot 3 arrows, dealing 250% ATK Thunder physical DMG and inflicts 1 "Broken Armor". If the target is in "Broken Armor", inflicts 1 "Burning", and inflicts 1 more "Spark" to Heroes that are already in "Spark"
Broken Armor: -5 DEF, stacks infinitely
Burning: deals 10 real DMG per sec, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Thunder Blast EX】
(Passive) Inflicts 1 "Spark" to self
(Active) Inflicts 1 more "Spark" to Heroes that are already in "Spark". Shoot a lightning ball after casting 3 magical abilities, dealing 360% ATK Thunder magical DMG and inflicts 1 "Burning". If the target is already in "Burning", deal same DMG to the enemies around 2 grids.
Burning: deals 10 real DMG per sec, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Lightning Spiral EX】
(Passive) +600 Max Hp, inflicts 1 "Spark" to self
(Active) Deals 200% ATK to enemies of 2 grids aroun self, and inflicts 1 "Burning". Inflicts 1 more "Spark" to Heroes that are already in "Spark"
Burning: deals 10 real DMG per sec, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Ball Lightning EX】
(Passive) Inflicts 1 "Spark" to self
(Active) Inflicts 1 more "Spark" to Heroes that are already in "Spark". Shoot a lightning ball, dealing 240% ATK Thunder magical DMG and inflicts 1 "Burning". If the target is in "Burning", then inflicts 1 "Broken Armor".
Burning: deals 10 real DMG per sec, stacks infinitely
Broken Armor: -5 DEF, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Thunder Shoot EX】
(Passive) +25 ATK, inflicts 1 "Spark" to self
(Active) Inflicts 1 more "Spark" to Heroes that are already in "Spark". Shoot an arrow after 3 normal attacks, dealing 250% ATK Thunder physical DMG to the target and 3 grids enemies around it and inflicting 1 "Burning".
Burning: deals 10 real DMG per sec, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Lightning Bomb EX】
(Passive) +80% Fire DMG, +80% Thunder DMG. Inflicts 1 "Spark" to self
(Active) Inflicts 1 more "Spark" to Heroes that are already in "Spark". Deals 270% ATK Thunder physical DMG to 4 grids enemies around the target and inflicts 1 "Broken Armor".
Broken Armor: -5 DEF, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Lightning Slash EX】
(Passive) Inflicts 1 "Spark" to self
(Active) Inflicts 1 more "Spark" to Heroes that are already in "Spark". After 4 normal attacks, deals 150% ATK Thunder physical DMG to enemies within 4 grids for 2 times and inflicts 2 "Burning". This ability is counted as 1 normal attack.
Burning: deals 10 real DMG per sec, stacks infinitely
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Lightning Explosion EX】
(Passive) +80% Fire DMG, +80% Thunder DMG, +600 Max HP, inflicts 1 "Spark" to self
(Active) Deals 350% Thunder Magica DMG to enemies of 3 grids around self, and inflicts 1 "Burning". If self is in "Rage Flame", inflics 1 more.
Rage Flame: +3 DEF, +5% Fire DMG, -2% CD, +5 HP per sec, stacks up to 10 times
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely

【Lightning Fire EX】
(Passive) +0.8 AS, +25ATK, inflicts 1 "Spark" to self
(Active) After 3 normal attacks, inflicts 1 more "Spark" to Heroes that are already in "Spark", dealing 350% ATK Thunder physical DMG to 3 nearest enemies and 2 grids enemies around them, and inflicting 1 "Burning"
Spark: +1 ATK, +2% Fire DMG, +2% Thunder DMG, stacks infinitely
Burning: deals 10 real DMG per sec, stacks infinitely



Developer Heartfun and publisher LeyoGames once again thank everyone for your support and love for Time Walker: Dark World. Without your opinions and suggestions, there would be no Dark World as it is today!
If you encounter any problems, you can always give us feedback in Discord, and we will follow up as soon as possible.

DISCORD













The Great Ace Attorney Chronicles - capcomjapan_marketing
Apollo Justice: Ace Attorney Trilogy launches January 25, 2024 on Steam! The game is available for pre-purchase starting today!


Join the Wright Anything Agency in courtroom battles and engaging investigations and bring about a legal revolution!
https://store.steampowered.com/app/2187220/456/
Phoenix Wright: Ace Attorney Trilogy - capcomjapan_marketing
Apollo Justice: Ace Attorney Trilogy launches January 25, 2024 on Steam! The game is available for pre-purchase starting today!


Join the Wright Anything Agency in courtroom battles and engaging investigations and bring about a legal revolution!
https://store.steampowered.com/app/2187220/456/
Apollo Justice: Ace Attorney Trilogy - capcomjapan_marketing
Apollo Justice: Ace Attorney Trilogy launches January 25, 2024 on Steam! The game is available for pre-purchase starting today!


Join the Wright Anything Agency in courtroom battles and engaging investigations and bring about a legal revolution!
https://store.steampowered.com/app/2187220/456/
Blagmoz - rog
This update brings some minor bug fixes and updates to the progress log.
  • Fixed a crash on the progress log screen
  • Worm now has a name
  • Local game pause menu displays the correct options
  • Fixed a bug with the drill that would sometimes cause it to not be dropped on clientside after a dash
  • Progress log now has descriptions for every item
  • Adjusted some character sprites
Warhaven - NEXON
Hello, soldiers!

Greetings from the Warhaven dev team!

Pre-Season 2 will begin on 12/13 PST!
We're sure many of you are curious about the changes that are coming to Warhaven!
So we want to take this time to introduce some of things you can look forward to when Pre-Season 2 begins.
Check out the new soldier, mode, battlefield, and other changes included in this dev log!

New Soldier: Claw



Story
"Better me than some kid."
This veteran soldier still has pride in his fighting prowess, but he deeply regrets pushing his deceased daughter onto the battlefield.
Claw dreams of ending the war and welcoming the age of Warhaven before he dies.
He believes that Warhaven holds his only hope of atoning for his failures as a father and seeing his daughter again.

Skill Highlights
"Even I don't know what the battlefield has in store for me next."
Claw has a degree of randomness to the activation of his skills.
He must adjust the way he fights based on which buff he gets from his skill usage.
The level of control and adaptability Claw demands gives him a unique and thrilling skillset.

"You shoulda seen how I moved back in the day."
Claw can launch midair attacks by comboing his skills. (Despite appearances, we promise he can't fly.)
After he gets a specific buff from his 'Soldier's Fortune' skill, he can unleash a devastating Aerial Slash to activate his midair combo attacks.
While his midair attacks are active, he can combo into his Blitz attack, a kick, dash, and other tactical maneuvers.



Although Claw can adapt to a wide number of battlefield situations, he is also a character whose gameplay comes with a high level of difficulty.
We look forward to seeing how you use Claw's unpredictable nature to leave your mark on the battlefield!
(Detailed explanations for all of Claw's skills will be included in future patch notes.)


New Mode

1. 12 vs 12 Deathmatch
We have a new 12 vs 12 deathmatch game mode for players who want to test their skill in larger battles.
The larger scale 12 vs 12 deathmatch mode will be added in the 12/13 update, so check it out!




Added Relics and Improvements

New Relic: Barricade

A new relic called the 'Barricade' has been added.


(This may feel a little familiar to the veteran players out there.)

The Barricade is a relic that can impede enemy movement.Summoning it costs 1 Relic Stone, and it will become active immediately upon summoning.
Installed Barricades have their own durability and can be destroyed by enemy attacks.
They can be freely summoned onto the battlefield like Squad Scarecrows, so place them in strategic locations to force enemies to fight at a disadvantage!

Relic Improvements

We are in the process of simplifying how the Recall Gem relic is used and improving its functionality.
In addition, we plan to add a max duration for autonomous Relics such as scarecrows and barricades.
By doing so, we plan to address issues caused by mistakenly-placed relics and adjust the impacts certain relics have if they aren't destroyed.
Lastly, the locations of Designated Relics will now be marked on the minimap so you can see each battlefield's relics at a glance!


Combat System

Basic Attack Cancelling System Added
Pre-Season 2 will allow players to cancel out of basic attacks.
Now players can block during a basic attack to cancel an attack that's in progress.
This system only applies to Blade, Spike, Warhammer, Guardian, Hush, and Claw.

Superior Block Changes
Upon making a Superior Block, the attacker will now be staggered for a long time, guaranteeing a counterattack window.
Make a basic attack immediately after a successful Superior Block to attack faster than normal.
However, this doesn't apply to mouse wheel down attacks, such as vertical attacks.
This system only applies to Blade, Spike, Warhammer, Guardian, Hush, and Claw. (added 11/30 PST)

Perk Changes
Certain character perks will be changed or replaced with brand new perks in order to balance the game.
For example, Smoke's rarely used Agile Dash and Enhanced HP perks will be removed and an Enhanced Smoke Blast perk will be added.

Other soldiers and Immortals will also have adjustment and improvement patches.
Further details about the combat and balance changes will be listed in future patch notes.


Misc Updates

Statistics System Added


After the update, players will be able to see their combat record at a glance.
Their win rate, KDA, preferred characters, relic usage, playtime per character, kills per life, resurrections per life, etc. will now be visible.
We hope players will have an easier time analyzing their playstyles using this new system.
* Only game data collected after the update will be reflected in the statistics system.

Item Storage Added
Item storage will be added so that you can keep track of your consumables more easily.
View any owned consumable tickets, boosts, emblems, etc. in item storage.


Update Cycle and Development Updates

To ensure a more varied player experience, we are preparing more content than what was previously shown in the road map shared in a previous dev log.
There will be 3 total content updates for Pre-Season 2.
The Claw update in December, the Hangar update in January, and a new soldier for players to enjoy in February!

January // 12 vs 12 Reclamation: The Hangar
We are preparing a new 12 vs 12 Reclamation game mode for the upcoming January update.
With increased participants compared to other Reclamation modes, we are also adding a more detailed ruleset.
The largest departure from the existing Reclamation is the addition of 2 transportable Divine Stones, one for each team, similar to Capture the Flag games. (CTF)
We hope you will enjoy the mode's thrilling combat and look forward to seeing the creative strategies you devise!

The 12 vs 12 Reclamation mode will be played in the Hangar, a new battlefield that will be added in January.



LORE

"Never thought I'd see this place again." - Claw


The Hangar is the staging ground for the dragons which provide transportation and aerial support to battlefields across the globe.
As the hub of the global supply line, the Hangar is often the target of sabotage or infiltration to prevent soldiers from getting support in the field.
The Hangar also holds Divine Stones that are used to feed the dragons, which stay airborne over great distances with the power of magic.
Enemy raids are frequently launched to steal those Divine Stones, so Hanger security is a high priority of whichever army controls the area.

We look forward to watching the intense fights for control over the Divine Stones!

February // New Character: ?


We asked our players to cast their votes on a concept for a new soldier.
We thought that the cat-eared combatant might win the vote, but interestingly the axe-wielding mountain-sized warrior got first place.
The dev team is currently in the process of creating a cool new axe warrior from the land of Kutu (The Roof of the World).
He's designed to have a fierce fighting spirit, so we hope you'll enjoy the impact he'll have on the battlefield!️


We will continue producing dev logs before updates are released so that players can preview content.
The information in this announcement is subject to change as patches are applied, and we will update the announcement for more information. (11/30 PST added)

This concludes the Pre-Season 2 Preview.
We're excited to see how players use the newly added systems to create breathtaking game moments.
There will also be a winter event, bug fixes, convenience improvements, and additional content outside the content mentioned in this log, so we hope you look forward to the upcoming updates!

We will always work hard to deliver a great Warhaven experience for our players.
Thank you for reading! We'll see you again for the Pre-Season 2 update!

Thank you!

The Warhaven Dev Team



Evil's Den: Forsaken Dungeon - Tiritto
Hey crusaders,

Tiritto here, your freshly appointed Game Designer and Community Manager for “Evil's Den: Forsaken Dungeon”, and I welcome you to our first Dev Log! First off, massive shoutout to each one of you reading this in the first place. Whether you already own the game or you’re someone new stumbling into the den. Your interest and support mean the world to us.

Now, let's dive into the real talk.

What’s the current state of the game?

Okay, no sugar-coating – the game's current state is a mess, and I'm not here to pretend otherwise. It was pulled off Steam for a reason, and that reason is staring us in the face. The game needs some serious fixing. Combat is boring, locations are monotonous, mechanics are uninteresting and graphic design resembles an asset flip. At this point, all our negative reviews are more than deserved.

But Why?

So, why the hiccup? What happened? Life happened. Budgets got tighter than skinny jeans, and the team had to shuffle priorities, effectively putting Evil’s Den on hiatus. Let's be real, we can't work on a game if we all go broke. It was a necessary move.

Why the silence?

I wasn't yet involved in this particular project at the time, and looking back, I think the team should've been more open and honest about the situation. I understand why they didn't, especially given that none of them had any experience with communities before.

There's a prevailing fear that admitting errors could erode player confidence in the product, prompting developers to choose silence as an alternative. Paradoxically, the reality is quite different; players often interpret the silent disappearance of developers as a sign of true untrustworthiness.

That's precisely why they brought me into the fold — to bring transparency, open communication, and a fresh perspective to the team. Moving forward, you can expect a more straightforward and open dialogue about the project's progress. As part of this commitment, I intend to provide bi-weekly dev logs to keep our community in the loop about our development efforts.

And what now?

We're currently working on an update to align with the game's return to Steam. Yet, I'd like to set the stage from the beginning — don't expect significant gameplay changes with this upcoming update. To understand why, let me delve into the purpose behind this particular update.

Early on in development, we made some rookie mistakes deeply embedded in our game code. The initial intention was to streamline the development process by leveraging 3rd party plugins for implementing game mechanics that we wanted in our game, so we wouldn’t have to “reinvent the wheel”. As the project expanded, compatibility issues, dependency conflicts, and unsupported features in these third-party plugins became persistent challenges. What was meant to expedite our progress became a substantial hindrance, leading us to a crucial realization — we had to acknowledge the mistake and address it head-on. The only solution? Tear it all apart and implement it properly from scratch.

Enter the “empty” update. While it won't bring immediate fixes to the game, it signifies a pivotal moment in our development journey. We're discarding one of our most difficult obstacles, paving the way to achieve our ultimate goal — fixing the game and crafting an experience that's genuinely enjoyable to play.

So, nothing changes?

Short answer, yes. Long answer, not exactly. Although the upcoming update won't usher in noticeable gameplay changes, our commitment to development will reignite, and there'll be no more neglect of our community, no matter how small it might be.

As a testament to this shift, upon the game's return to Steam, which will happen before the end of this year, we'll unveil a short-term roadmap spanning the next few months. This not only gives you something to anticipate, but also provides a tangible accountability measure for us. If we ever falter in regaining your trust, it'll be plain for all to see this time around.

Furthermore, we're intensifying our engagement across community platforms like Steam Forums and our Discord Server. There, you can freely share your ideas, report bugs, or simply connect with our developers. As a community manager, I'm committed to addressing every question or concern you may have and responding to it personally. However, if your messages are in a language other than English or Polish, I may need to utilize translation tools. In such instances, I appreciate your patience with me.

What comes next?

Let's get real; the path forward isn't a leisurely stroll. It's an adventurous ride with bumps along the way. But here's the lowdown – we're committed for the long haul, and we'd love to have you join us on this expedition.

We are fully aware of our past mistakes and have proactively initiated steps to rectify each issue systematically. We aim to transform the product into an enjoyable and satisfying experience for all, ensuring that your investment, both in terms of money and time, is worthwhile.

The upcoming update marks the beginning of an extensive restoration process, commencing with a complete rewrite of the code governing our character controller (not to be confused with a game controller device). It's not merely a work in progress; it's already completed as of now. This overhaul is pivotal, setting the stage for upcoming improvements in combat flow and gameplay dynamics, which will be our next focus and fundamentally change and improve how the game feels, for the better.

This isn't your typical devlog. Consider this your exclusive pass to become a part of our journey. Buckle up because we're preparing to steer this ship in a new direction. Connect with us on our Discord, drop by our Steam forums. Let's have a conversation, let's brainstorm, and together, let's mold “Evil's Den” into the game we all yearn for.

I'm here, you're here — let's make magic happen.

See you in the Den,
— Tiritto
Ring of Elysium - petchen
Adventurers,

According to our previous announcement, Ring of Elysium will be sunsetting its services on December 1 at 0:00 PST. After this date, players will no longer be able to login and user data will be deleted.

Since Ring of Elysium first launched on September 19, 2018, we have strived to bring innovative and exciting battle royale experiences to our players, from Mt. Dione to Europa Island, from From Dusk Till Dawn to Ashen Eye, and from gliders to tactical abilities. Your passion and feedback has motivated us every step of the way.

Thank you for playing Ring of Elysium. We are sincerely grateful for the amazing community we built together, and it has been our honor to have you with us on this 5-year journey. While it is time for us to say goodbye for now, we believe we will reunite again soon in our upcoming projects. As the saying goes, "What's past is prologue."

-The ROE Team
Into the Dead: Our Darkest Days - Harriet_PikPokCM
In the sixth and final of our development diary series, Senior Narrative Designer Mike Boyes and Senior Product Manager Juliann Lum chat about the story and world of the game, and what's ahead for 2024.



If you have any burning questions about the world, let us know....

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Harriet
Community Manager

Dungeon Stalkers - action_steam
Playtest Day 3 Developer Stream #1
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