Evolve Stage 2 - Turtle Rock Studios
Due to the support from all over the community responding with DXDIAG's and further information to our Dev team we were able to find a solution to the Shader issue and are pushing update 2.01 live right now.

View the full notes here: http://steamcommunity.com/games/273350/announcements/detail/615122756455181964

Thank you so much for your support, and enjoy patch 2.01.

-TRS
Tech Executive Tycoon - WEB Gaming Entertainment
Hello everyone!

I am finally back after a month of moving. I was away due to a personal career opportunity. Of course as you can see, I am still working on this game and we’re still close to release. This transition was a minor delay, but now I’m all settled in after the move. In case you were concerned, this has no negative effects on the game or the continuation of WEB Gaming Entertainment. Things are no different than they were before in fact as it’s just a move from one organization to the next. This week, before we continue with the “employee type” updates, I want to give you all sort of a “Studio Update”.

As mentioned, things were on hold this past week. Everything happened fairly suddenly, but I am resuming all operations this week. So with that said, this update will be about the state of the game and how far out you can expect the game to release. To that end, my timetables haven’t changed by any significant margin.

To begin, Tech Executive Tycoon is about 85% complete. I will break down exactly where we are at this moment in time. So with great transparency here are some specifics relating to what is left to do before the game is ready for release:
  • All of the AI is in the game except for some small scale logic left to implement. (85% complete).
  • 70% of the art assets are finalized, with most already implemented into the game
  • CPU creation is in and all of the remaining product game-play is going in this month.
  • UI is 75% completely implemented.
Following this information, there will be minor administrative tasks to complete and then we’re ready to release the game. I am sharing this so that you can have a very transparent look at where I am in development. I often say that we’re close to release, but this time, I wanted to present actual data or information supporting the statement. So today, there aren’t many things that I want to show in screenshots or video, but we will resume talking about the employee specialist next week.

Just so that you all know, I will continue to post updates after release as well, so don’t look at these updates as a “countdown” of sorts, because that would be misleading. The game will release far before I stop posting any updates about the game or the studio. There will be patches, updates and new content after release.

So, now I will get back to work on the game and get us to the finish line. This week I will focus solely on getting GPU’s, Computers, Consoles and video games implemented so that you can see how that will work in the game. The greatest thing about this, is that it should be a very seamless and quick process due to the way the game is structured. Implementing the CPU included implementing the framework for adding in new product creation modules for the future. So most of what I have to do is to simply follow the blueprint and plug the other products in with minor variations due to the fact that each product is NOT identical in the way that they work in the game.

So I am eager to complete this game and get it into your hands. So, please know that I want to hit these deadlines as much as anyone. Thank you all for your support and of course, your patience! Updates will resume as usual as we ramp up toward the finish line. Crunch time is now and I am ready to meet the challenge. I’ll see you all next week!
Arctic Wolf

Will we be able to select what type of industry we want to participate in say by choosing to manufacture a laptop, mobile, desktop or desktop GPU/CPU?

WEB: You will make that selection at the beginning of the game giving you technology options to choose to start with for that product. So in a sense your selection will dictate which starting technologies you can preselect. So if you choose CPU’s, you will then have the option to preselect from early technologies related to CPU’s. If you decide to go a different direction in that same play through, you see how you will put yourself at a disadvantage. You can change however often you like, but that won’t change what technologies you already preselected at the beginning of that play through.

Arctic Wolf

Will there be options for continuing to make & sell products as we are discontinuing a product & stopping repairs for that product that has gone through to the end of its life cycle?

WEB: You can definitely continue to manufacture whichever products you like until you discontinue that product. There will be an option for you to do that. Once you take the product off of the shelves, it will be “archived” in a sense. However, once you discontinue it, you will not be able to bring it back, unless you’re creating its successor.

Arctic Wolf

Will we be able to announce release dates & cancel them if we see that we’re not meeting the standards or above for technology?

WEB: Yes, you can set the release date, and if you miss it, there will be consequences (like what I’m experiencing these days ;). However, if it is a good product and you market it effectively, you can overcome that setback. If you completely cancel it however, you will have a far greater negative impact to your company’s reputation.

Arctic Wolf

When we cancel products or discontinue a product too early can our relationship with business partners suffer as result?

WEB: Yes, and this could have legal ramifications as well if you signed a collaboration contract with another company and bail on the product.

Arctic Wolf

Can we sell crappy products & make a load of money from customers by tricking people into buying our products & owning the industry?

WEB: Yes, and no. The first time you try to attempt this, it may work if the hype is high enough, but when the final product is far worse than what was advertised, it can have a really negative impact on the company in the long run hurting any future products you try to create and sell. Reputation is huge in this game.

Arctic Wolf

Can you make more modeling/game design for the game? You’re quite the artistic one! lol I love your desk; cabinet & break room furniture modeling videos I would be so happy if you made more plus if you made videos on the UI for the game! 😉👌😎

WEB: Thank you, and I will try. I know I’ve mentioned before that I would do it. However, with the demand I am placing on myself to get this game out ASAP, I might not be able to fit it into my schedule.

Arctic Wolf

Will we be able to select a primary & secondary industry like CPU/GPU as primary & Computers as a secondary industry just in case we fail to make money or innovative products.

WEB: Throughout the game, depending on how you manage your budgets and your company overall, you will be able to branch out into different industries. So, yes it is possible. To add to this however, there are different ways to make money other than selling products. You can sell services as well. So if you have warehouses, you can contract it out to other companies. You can also use your customer service teams to service 3rd party products. You might also use your engineers to work on contract work given by other companies. The engineer contracting I am not completely sure about yet, but it is something I am considering.

Arctic Wolf

Can you make the game playable in the year 1900 so we can work on building Vehicles like trains, planes, boats, ships, cars, trucks, trams, motorcycles & dirt bikes?

Can you also make computers & technology be discoverable in the 1960’s?

WEB: We’re only starting in 1970 (earliest). Also, there will only be technology related products in this game.

BuckleBlockGamer

Can you present your new product in like an event e.g. E3? and if you present your product if you could impress the crowd, it could build a lot of hype. Anyways, game looks beautiful. Looking forward for the release

WEB: Yes, there will be events you can go to and present your products for each industry. Of course it will cost to present at different tiers. The benefits would be hype. More on this in another update possibly.

BuckleBlockGamer

Can you make a game that is exclusive to your own console? Example: God of War is an exclusive to PS series, and if the game that you create is good it should increase profits for your console because they need to buy the console to get the game.

WEB: Yes, this is in the game. Every console will have two list of game catalogs: Exclusive and general. The Exclusive game title sales will have a direct impact on that particular console’s sales. General titles will be a battle between whichever console has the best features and support.
Tech Executive Tycoon - WEB Gaming Entertainment
Hello everyone!

I am finally back after a month of moving. I was away due to a personal career opportunity. Of course as you can see, I am still working on this game and we’re still close to release. This transition was a minor delay, but now I’m all settled in after the move. In case you were concerned, this has no negative effects on the game or the continuation of WEB Gaming Entertainment. Things are no different than they were before in fact as it’s just a move from one organization to the next. This week, before we continue with the “employee type” updates, I want to give you all sort of a “Studio Update”.

As mentioned, things were on hold this past week. Everything happened fairly suddenly, but I am resuming all operations this week. So with that said, this update will be about the state of the game and how far out you can expect the game to release. To that end, my timetables haven’t changed by any significant margin.

To begin, Tech Executive Tycoon is about 85% complete. I will break down exactly where we are at this moment in time. So with great transparency here are some specifics relating to what is left to do before the game is ready for release:
  • All of the AI is in the game except for some small scale logic left to implement. (85% complete).
  • 70% of the art assets are finalized, with most already implemented into the game
  • CPU creation is in and all of the remaining product game-play is going in this month.
  • UI is 75% completely implemented.
Following this information, there will be minor administrative tasks to complete and then we’re ready to release the game. I am sharing this so that you can have a very transparent look at where I am in development. I often say that we’re close to release, but this time, I wanted to present actual data or information supporting the statement. So today, there aren’t many things that I want to show in screenshots or video, but we will resume talking about the employee specialist next week.

Just so that you all know, I will continue to post updates after release as well, so don’t look at these updates as a “countdown” of sorts, because that would be misleading. The game will release far before I stop posting any updates about the game or the studio. There will be patches, updates and new content after release.

So, now I will get back to work on the game and get us to the finish line. This week I will focus solely on getting GPU’s, Computers, Consoles and video games implemented so that you can see how that will work in the game. The greatest thing about this, is that it should be a very seamless and quick process due to the way the game is structured. Implementing the CPU included implementing the framework for adding in new product creation modules for the future. So most of what I have to do is to simply follow the blueprint and plug the other products in with minor variations due to the fact that each product is NOT identical in the way that they work in the game.

So I am eager to complete this game and get it into your hands. So, please know that I want to hit these deadlines as much as anyone. Thank you all for your support and of course, your patience! Updates will resume as usual as we ramp up toward the finish line. Crunch time is now and I am ready to meet the challenge. I’ll see you all next week!
Arctic Wolf

Will we be able to select what type of industry we want to participate in say by choosing to manufacture a laptop, mobile, desktop or desktop GPU/CPU?

WEB: You will make that selection at the beginning of the game giving you technology options to choose to start with for that product. So in a sense your selection will dictate which starting technologies you can preselect. So if you choose CPU’s, you will then have the option to preselect from early technologies related to CPU’s. If you decide to go a different direction in that same play through, you see how you will put yourself at a disadvantage. You can change however often you like, but that won’t change what technologies you already preselected at the beginning of that play through.

Arctic Wolf

Will there be options for continuing to make & sell products as we are discontinuing a product & stopping repairs for that product that has gone through to the end of its life cycle?

WEB: You can definitely continue to manufacture whichever products you like until you discontinue that product. There will be an option for you to do that. Once you take the product off of the shelves, it will be “archived” in a sense. However, once you discontinue it, you will not be able to bring it back, unless you’re creating its successor.

Arctic Wolf

Will we be able to announce release dates & cancel them if we see that we’re not meeting the standards or above for technology?

WEB: Yes, you can set the release date, and if you miss it, there will be consequences (like what I’m experiencing these days ;). However, if it is a good product and you market it effectively, you can overcome that setback. If you completely cancel it however, you will have a far greater negative impact to your company’s reputation.

Arctic Wolf

When we cancel products or discontinue a product too early can our relationship with business partners suffer as result?

WEB: Yes, and this could have legal ramifications as well if you signed a collaboration contract with another company and bail on the product.

Arctic Wolf

Can we sell crappy products & make a load of money from customers by tricking people into buying our products & owning the industry?

WEB: Yes, and no. The first time you try to attempt this, it may work if the hype is high enough, but when the final product is far worse than what was advertised, it can have a really negative impact on the company in the long run hurting any future products you try to create and sell. Reputation is huge in this game.

Arctic Wolf

Can you make more modeling/game design for the game? You’re quite the artistic one! lol I love your desk; cabinet & break room furniture modeling videos I would be so happy if you made more plus if you made videos on the UI for the game! 😉👌😎

WEB: Thank you, and I will try. I know I’ve mentioned before that I would do it. However, with the demand I am placing on myself to get this game out ASAP, I might not be able to fit it into my schedule.

Arctic Wolf

Will we be able to select a primary & secondary industry like CPU/GPU as primary & Computers as a secondary industry just in case we fail to make money or innovative products.

WEB: Throughout the game, depending on how you manage your budgets and your company overall, you will be able to branch out into different industries. So, yes it is possible. To add to this however, there are different ways to make money other than selling products. You can sell services as well. So if you have warehouses, you can contract it out to other companies. You can also use your customer service teams to service 3rd party products. You might also use your engineers to work on contract work given by other companies. The engineer contracting I am not completely sure about yet, but it is something I am considering.

Arctic Wolf

Can you make the game playable in the year 1900 so we can work on building Vehicles like trains, planes, boats, ships, cars, trucks, trams, motorcycles & dirt bikes?

Can you also make computers & technology be discoverable in the 1960’s?

WEB: We’re only starting in 1970 (earliest). Also, there will only be technology related products in this game.

BuckleBlockGamer

Can you present your new product in like an event e.g. E3? and if you present your product if you could impress the crowd, it could build a lot of hype. Anyways, game looks beautiful. Looking forward for the release

WEB: Yes, there will be events you can go to and present your products for each industry. Of course it will cost to present at different tiers. The benefits would be hype. More on this in another update possibly.

BuckleBlockGamer

Can you make a game that is exclusive to your own console? Example: God of War is an exclusive to PS series, and if the game that you create is good it should increase profits for your console because they need to buy the console to get the game.

WEB: Yes, this is in the game. Every console will have two list of game catalogs: Exclusive and general. The Exclusive game title sales will have a direct impact on that particular console’s sales. General titles will be a battle between whichever console has the best features and support.
Prominence Poker - rstrick


Last friday, we released the largest update in the history of Prominence Poker. It includes all kinds of tweaks, fixes, changes, and additions, and should drastically improve the game for all players. You can find comprehensive patch notes on the forums, but for more insight into what's included in the update, and for a glimpse into the future of Prominence Poker, we spoke with Lead Designer Brandon Ulm.


Earnest Cavalli, Pipeworks Community Specialist: As I’m sure players are aware, this update took a bit longer to release than we had initially planned. What happened?

Brandon Ulm, Prominence Poker Lead Designer: We wanted this update to be as good as it possibly could be, but there were difficulties in the development process like submitting the game to Microsoft and Sony. So, what we decided to do was take a little bit more time, gather a bit more feedback from the community forums, and really focus on some of the issues that have been called out by the community. We wanted those to be the first things we fixed, and we also wanted to focus on really polishing up the current features that we have.

That’s why this update has taken longer than our previous updates, but it will have been worth the wait because the update is a lot bigger, you’ll see a lot of big changes – and there are a lot of changes to come as well.

Earnest Cavalli: This update is an especially large update, with numerous additions. Can you describe the most important ways the game has changed?

Brandon Ulm: We’ll start with some of the fixes. Some of the huge issues, like ghost players and the multiple crashes that were happening, both in the front-end and during gameplay, were right up front on our list of things to fix. Additionally, there were a lot of delays in some of the gameplay animations that were causing certain parts of gameplay to pause. The drama was being snuffed out.

Earnest Cavalli Is part of that the issue players have reported with the card reveals being synced with the dealer?

Brandon Ulm: We have synced up the cards! That’s always been a part of our plans -- and we have more plans around that coming in the future – but that’s a good example: When the dealer deals the cards now, the cards appear on the HUD at the exact same time.

There were also a lot of pauses where the game was waiting for other, unimportant animations before resuming gameplay. We’ve tightened that up a bit; it’s always going to be a work in progress, but you can expect that to get better and better over time.

We’ve also decided to remove and redesign the dry cleaning system. Anyone who currently has dry cleaning will have the benefits until they expire, so you will not have wasted your chips, but in its current state the system was kinda confusing and, we felt, really lackluster. We feel we can do better, so expect big changes to come to that system in the relatively near future. We’re hoping it will be something that is a lot more fun, and makes a lot more sense.

We also noticed that a lot of people seem to be confused by the current Affiliation system and its rewards. We’re working on a fix for that. But we also felt that for those people who understood how it works, the Affiliation system wasn’t very rewarding. It’s kind of like a chore, and once you get done with your chore, you don’t get a payoff at the end. So, we’ve reorganized all of the Affiliation rewards. Now, players can expect that when they join an Affiliation, they will receive the Affiliation’s outfit (which we consider the best item available from Affiliations), as well as an additional chip reward. And as always, players will receive both the male and female versions of those outfits for free.

On a similar note, we noticed that the Underground mode experience is really hard. We don’t think that should be so hard right out of the gate. Players are just starting and they have to play through a six-player table? That’s really hard, and it takes a long time! So, we’ve made some adjustments, and now the Underground mode will scale in difficulty based on your current rank.

It will be really, really easy when you’re a Tourist, and when you rank up it will get a little harder. When you start gaining ranks in an Affiliation it will get harder and harder for that Affiliation’s Henchmen and Boss battle. For instance, if you’re Rank 3 in the Clubs Affiliation, it’s going to be a really hard experience, but if you switch over to the Hearts Affiliation, where you’re only Rank 1, it’s going to be much less difficult. Also, the rewards scale with the difficulty, so you can expect more Reputation and chip rewards from playing at higher Ranks.

Finally, we’ve changed the way Prominence Poker loads. Previously, we were loading everything in a level then dropping players into a table. As players have seen, this caused long loading times. Instead, we’re now just loading the environments initially, then loading the background avatars and the life in the background later. This should get players into the game much faster, but you may notice some weird spawning of avatars in the background. Don’t be alarmed, that’s for everyone’s benefit and should drastically reduce load times.

Earnest Cavalli: And that won’t have any impact on gameplay because it’s just background aesthetics?

Brandon Ulm: Yeah. Players may notice some framerate loss when the avatars are being loaded, but that’s something we’ll be continually tweaking to smooth out.

Earnest Cavalli: How do you feel the Early Access test has gone so far, and can you share some examples of what we’ve learned?

Brandon Ulm: I feel that it’s going well. I’m grateful for the community, all of their support, and all of the work and effort they’re putting into reporting issues and telling friends about the game, and being good community members to one another. It’s been a pretty positive environment at the tables. It’s really appreciated.

Earnest Cavalli: It has! We’ve got the nicest players.

Brandon Ulm: Yeah, I think that’s something every game strives for: a positive and welcoming community.

I think we’ve gotten exactly what we wanted from the Early Access test. We wanted to put the game out there for our players, see how they respond to it, see the things they like and dislike, and change our plans to accommodate our players. So far, on all counts, I think it’s been very successful.

Earnest Cavalli: Final question: Obviously you can’t guarantee anything just yet, but can you give us a brief overview of what sorts of plans are in the works for the future of Prominence Poker?

Brandon Ulm: Players can expect to see two additional Affiliations, as well as more Ranks for all of the Affiliations. They can also expect to see a lot of tuning and tweaking with the Affiliation systems in general until we get it right and we get it fun. That system is what makes Prominence Poker different from other poker games, so it’s important that we get it right.

Expect a lot of tweaks -- and we’d love to hear as much feedback as we can about what players want to do. What kind of gametypes and situations do players want to be in that makes them feel as if they’re representing their Affiliation while feeling like they’re competing against the others?

We also have additional game modes coming soon, like Ranked Play (which we’re very excited about). That’s going to start out with a variation of an Elo rating system aimed toward multiple players. It’s going to be really interesting to see how people like it, and how everything shakes out.
Prominence Poker - rstrick


Last friday, we released the largest update in the history of Prominence Poker. It includes all kinds of tweaks, fixes, changes, and additions, and should drastically improve the game for all players. You can find comprehensive patch notes on the forums, but for more insight into what's included in the update, and for a glimpse into the future of Prominence Poker, we spoke with Lead Designer Brandon Ulm.


Earnest Cavalli, Pipeworks Community Specialist: As I’m sure players are aware, this update took a bit longer to release than we had initially planned. What happened?

Brandon Ulm, Prominence Poker Lead Designer: We wanted this update to be as good as it possibly could be, but there were difficulties in the development process like submitting the game to Microsoft and Sony. So, what we decided to do was take a little bit more time, gather a bit more feedback from the community forums, and really focus on some of the issues that have been called out by the community. We wanted those to be the first things we fixed, and we also wanted to focus on really polishing up the current features that we have.

That’s why this update has taken longer than our previous updates, but it will have been worth the wait because the update is a lot bigger, you’ll see a lot of big changes – and there are a lot of changes to come as well.

Earnest Cavalli: This update is an especially large update, with numerous additions. Can you describe the most important ways the game has changed?

Brandon Ulm: We’ll start with some of the fixes. Some of the huge issues, like ghost players and the multiple crashes that were happening, both in the front-end and during gameplay, were right up front on our list of things to fix. Additionally, there were a lot of delays in some of the gameplay animations that were causing certain parts of gameplay to pause. The drama was being snuffed out.

Earnest Cavalli Is part of that the issue players have reported with the card reveals being synced with the dealer?

Brandon Ulm: We have synced up the cards! That’s always been a part of our plans -- and we have more plans around that coming in the future – but that’s a good example: When the dealer deals the cards now, the cards appear on the HUD at the exact same time.

There were also a lot of pauses where the game was waiting for other, unimportant animations before resuming gameplay. We’ve tightened that up a bit; it’s always going to be a work in progress, but you can expect that to get better and better over time.

We’ve also decided to remove and redesign the dry cleaning system. Anyone who currently has dry cleaning will have the benefits until they expire, so you will not have wasted your chips, but in its current state the system was kinda confusing and, we felt, really lackluster. We feel we can do better, so expect big changes to come to that system in the relatively near future. We’re hoping it will be something that is a lot more fun, and makes a lot more sense.

We also noticed that a lot of people seem to be confused by the current Affiliation system and its rewards. We’re working on a fix for that. But we also felt that for those people who understood how it works, the Affiliation system wasn’t very rewarding. It’s kind of like a chore, and once you get done with your chore, you don’t get a payoff at the end. So, we’ve reorganized all of the Affiliation rewards. Now, players can expect that when they join an Affiliation, they will receive the Affiliation’s outfit (which we consider the best item available from Affiliations), as well as an additional chip reward. And as always, players will receive both the male and female versions of those outfits for free.

On a similar note, we noticed that the Underground mode experience is really hard. We don’t think that should be so hard right out of the gate. Players are just starting and they have to play through a six-player table? That’s really hard, and it takes a long time! So, we’ve made some adjustments, and now the Underground mode will scale in difficulty based on your current rank.

It will be really, really easy when you’re a Tourist, and when you rank up it will get a little harder. When you start gaining ranks in an Affiliation it will get harder and harder for that Affiliation’s Henchmen and Boss battle. For instance, if you’re Rank 3 in the Clubs Affiliation, it’s going to be a really hard experience, but if you switch over to the Hearts Affiliation, where you’re only Rank 1, it’s going to be much less difficult. Also, the rewards scale with the difficulty, so you can expect more Reputation and chip rewards from playing at higher Ranks.

Finally, we’ve changed the way Prominence Poker loads. Previously, we were loading everything in a level then dropping players into a table. As players have seen, this caused long loading times. Instead, we’re now just loading the environments initially, then loading the background avatars and the life in the background later. This should get players into the game much faster, but you may notice some weird spawning of avatars in the background. Don’t be alarmed, that’s for everyone’s benefit and should drastically reduce load times.

Earnest Cavalli: And that won’t have any impact on gameplay because it’s just background aesthetics?

Brandon Ulm: Yeah. Players may notice some framerate loss when the avatars are being loaded, but that’s something we’ll be continually tweaking to smooth out.

Earnest Cavalli: How do you feel the Early Access test has gone so far, and can you share some examples of what we’ve learned?

Brandon Ulm: I feel that it’s going well. I’m grateful for the community, all of their support, and all of the work and effort they’re putting into reporting issues and telling friends about the game, and being good community members to one another. It’s been a pretty positive environment at the tables. It’s really appreciated.

Earnest Cavalli: It has! We’ve got the nicest players.

Brandon Ulm: Yeah, I think that’s something every game strives for: a positive and welcoming community.

I think we’ve gotten exactly what we wanted from the Early Access test. We wanted to put the game out there for our players, see how they respond to it, see the things they like and dislike, and change our plans to accommodate our players. So far, on all counts, I think it’s been very successful.

Earnest Cavalli: Final question: Obviously you can’t guarantee anything just yet, but can you give us a brief overview of what sorts of plans are in the works for the future of Prominence Poker?

Brandon Ulm: Players can expect to see two additional Affiliations, as well as more Ranks for all of the Affiliations. They can also expect to see a lot of tuning and tweaking with the Affiliation systems in general until we get it right and we get it fun. That system is what makes Prominence Poker different from other poker games, so it’s important that we get it right.

Expect a lot of tweaks -- and we’d love to hear as much feedback as we can about what players want to do. What kind of gametypes and situations do players want to be in that makes them feel as if they’re representing their Affiliation while feeling like they’re competing against the others?

We also have additional game modes coming soon, like Ranked Play (which we’re very excited about). That’s going to start out with a variation of an Elo rating system aimed toward multiple players. It’s going to be really interesting to see how people like it, and how everything shakes out.
Rocket League® - Happy Pi Day!


Our dev friends at Team17 dropped some very exciting news today about Worms W.M.D. All-Stars and Rocket League: The Octane Battle-Car!

Earlier this year, we announced the Worms W.M.D. Grenade Antenna, Topper and Flag for customization in the Garage. Today, we’re happy to reveal that our iconic Battle-Car and Ball are headed to Worms W.M.D for those that pre-order!

Check out this GIF to see Octane in action:



Players who pre-order before Worms W.M.D’s August 23rd launch, will receive the Rocket League items and Worms W.M.D. All-Stars content. In addition to us, these other games are also making a Worms appearance:

  • “Classic” Worms
  • Broforce
  • The Escapists
  • Goat Simulator
  • Orcs Must Die! Unchained
  • PAYDAY 2
  • Saints Row IV
  • Unturned
  • Yooka-Laylee
  • Rare All-Stars (Xbox One-only)
  • Team Fortress 2 (PC-only)

You can check out the full All-Stars team in the pre-order trailer below:

https://www.youtube.com/watch?v=1InXWY4EkQY

The Worms W.M.D All-Stars Edition will be available to all gamers who pre-order Worms W.M.D ahead of its August 23rd launch via Steam.
Rocket League® - Kyle_Psyonix


Our dev friends at Team17 dropped some very exciting news today about Worms W.M.D. All-Stars and Rocket League: The Octane Battle-Car!

Earlier this year, we announced the Worms W.M.D. Grenade Antenna, Topper and Flag for customization in the Garage. Today, we’re happy to reveal that our iconic Battle-Car and Ball are headed to Worms W.M.D for those that pre-order!

Check out this GIF to see Octane in action:



Players who pre-order before Worms W.M.D’s August 23rd launch, will receive the Rocket League items and Worms W.M.D. All-Stars content. In addition to us, these other games are also making a Worms appearance:

  • “Classic” Worms
  • Broforce
  • The Escapists
  • Goat Simulator
  • Orcs Must Die! Unchained
  • PAYDAY 2
  • Saints Row IV
  • Unturned
  • Yooka-Laylee
  • Rare All-Stars (Xbox One-only)
  • Team Fortress 2 (PC-only)

You can check out the full All-Stars team in the pre-order trailer below:

https://www.youtube.com/watch?v=1InXWY4EkQY

The Worms W.M.D All-Stars Edition will be available to all gamers who pre-order Worms W.M.D ahead of its August 23rd launch via Steam.
Community Announcements - CM Lumos
Attention, Operatives!

We are excited to announce that First Assault will be FREE beginning Thursday, July 14 and running through Thursday, July 21, on Steam and the Nexon Global Platform!

As we prepare First Assault for its upcoming Open Beta, we need to stress test the servers and systems, and want to invite all of you to a special free access period to help us. Now is your chance to become a member of Section 9, the elite force of cybernetically enhanced operatives who connect through cyberspace to protect society and fight terrorists on the bleak streets of a futuristic Japan.

Additionally, this is your last chance to buy the Early Access packs, which will be retired tomorrow, July 13, at 2PM PDT. These limited-edition packs include an exclusive Motoko operative skin and weapon skins that are only available to players who join the Early Access phase through their purchase.

PURCHASE EARLY ACCESS PACKS HERE: http://store.steampowered.com/app/369200/

Recruit Early Access Pack
Price: $1.74
Content: Early Access exclusive MP-V5A weapon skin

Specialist Early Access Pack
Price: $4.49
Content: 1 Operative License
Early Access exclusive MP-V5A, M4A1, and L118A-S1b weapon skins
100,000 GP coupon for Early Access and a second 100,000 GP coupon for Open Beta

Elite Early Access Pack
Price: $29.99
Content: 2 Operative Licenses
Early Access exclusive MP-V5A, M4A1, and L118A-S1b weapon skins
Early Access exclusive Motoko character skin
500,000 GP coupon for Early Access and a second 500,000 GP coupon for Open Beta

*Early Access Packs can be stacked.

FREE ACCESS DATES
STARTS: July 14th 12PM PDT/ 3PM EDT/ 9PM CEST
ENDS: July 21st 1PM PDT/ 4PM EDT/ 10PM CEST
Heroes of Issachar - Blue Mana Entertainment
Hi everyone - quick update just to let you know I'm still hammering away. Also, Duckie Dash launches this Thursday, so if you're interested in a fun little jaunt down 30 rivers of fun, I'd love it if you checked it out and told some friends!

Duckie Dash on Steam

As for HOI, things continue to go well. A larger level designed for exploration and (eventually) sandbox-y building of a town/city has taken shape, a small quest is in place there along with some NPC's to talk to. I also threw in there a small dungeon to raid.

Right now I'm working on the pre-action part of the game - the setup for the game as a whole. Introduction to a few major characters, explanation as to just what the heck is going on, and instructions on the nuances of combat. I'm doing my best to make it as concise as possible, but it's necessarily a little wordy since it is the setup for the entire game, both for gameplay and the narrative.

July 31 is still my target for the next major update, and I'll be running another Pre-Early Access sale through my website for a limited number of copies.

If you have questions, ideas, or just want to chat - hit me up here or on the message boards!

Michael
Heroes of Issachar - Blue Mana Entertainment
Hi everyone - quick update just to let you know I'm still hammering away. Also, Duckie Dash launches this Thursday, so if you're interested in a fun little jaunt down 30 rivers of fun, I'd love it if you checked it out and told some friends!

Duckie Dash on Steam

As for HOI, things continue to go well. A larger level designed for exploration and (eventually) sandbox-y building of a town/city has taken shape, a small quest is in place there along with some NPC's to talk to. I also threw in there a small dungeon to raid.

Right now I'm working on the pre-action part of the game - the setup for the game as a whole. Introduction to a few major characters, explanation as to just what the heck is going on, and instructions on the nuances of combat. I'm doing my best to make it as concise as possible, but it's necessarily a little wordy since it is the setup for the entire game, both for gameplay and the narrative.

July 31 is still my target for the next major update, and I'll be running another Pre-Early Access sale through my website for a limited number of copies.

If you have questions, ideas, or just want to chat - hit me up here or on the message boards!

Michael
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