Due to the disappointment that is No Man’s Sky, we have decided to put Death by Game Show on a 50% sale with the promise that playing our game will at least distract you from you know what.
So, if you need something with content, survival, strategy, arcade-action and a bizarro sense of humor, check out the game link below.
Disclaimer: Death by Game Show has no multiplayer.
Due to the disappointment that is No Man’s Sky, we have decided to put Death by Game Show on a 50% sale with the promise that playing our game will at least distract you from you know what.
So, if you need something with content, survival, strategy, arcade-action and a bizarro sense of humor, check out the game link below.
Disclaimer: Death by Game Show has no multiplayer.
Today we've released a rebalance patch for select DOOM multiplayer weapons. Many of these changes are based on your feedback, so be sure to let us know what you think after giving the tweaked weapons a try. There is no download for this update, simply log in and you should see the changes upon loading multiplayer.
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Here are the rebalance changes:
Rocket Launcher The last pass on this made it very spam friendly and decreased skill requirements. Based on extensive feedback, we have reduced the ammo count and also reigned in the splash and detonate damage values to place more emphasis on control and skill when using the weapon.
Heavy Assault Rifle We have increased the damage, reduced the spread increase when zoomed, and removed the additional movement penalty when using the scope. We really like how it’s feeling now, and this should make the weapon more competitive in both the hip-fire and zoom modes.
Hellshot This weapon now has an increased fire rate and does more damage when hitting enemies in the body. We have also bumped up the burn damage for the weapon mod behavior. This should bring the Hell Shot in line with the other precision weapons in the game, and a gun you’ll be wanting to equip more often.
Shotguns The last pass on adjusting the switch timings for the shotguns fixed the issue with a loadout exploit but also removed dual shotguns as a viable loadout for close-range engagements. We got a lot of feedback here, and we’ve reduced the length of the switch timings so that this loadout is viable again.
Regen We adjusted the amount of health received per tick so that players have better survivability.
Today we've released a rebalance patch for select DOOM multiplayer weapons. Many of these changes are based on your feedback, so be sure to let us know what you think after giving the tweaked weapons a try. There is no download for this update, simply log in and you should see the changes upon loading multiplayer.
--
Here are the rebalance changes:
Rocket Launcher The last pass on this made it very spam friendly and decreased skill requirements. Based on extensive feedback, we have reduced the ammo count and also reigned in the splash and detonate damage values to place more emphasis on control and skill when using the weapon.
Heavy Assault Rifle We have increased the damage, reduced the spread increase when zoomed, and removed the additional movement penalty when using the scope. We really like how it’s feeling now, and this should make the weapon more competitive in both the hip-fire and zoom modes.
Hellshot This weapon now has an increased fire rate and does more damage when hitting enemies in the body. We have also bumped up the burn damage for the weapon mod behavior. This should bring the Hell Shot in line with the other precision weapons in the game, and a gun you’ll be wanting to equip more often.
Shotguns The last pass on adjusting the switch timings for the shotguns fixed the issue with a loadout exploit but also removed dual shotguns as a viable loadout for close-range engagements. We got a lot of feedback here, and we’ve reduced the length of the switch timings so that this loadout is viable again.
Regen We adjusted the amount of health received per tick so that players have better survivability.
The Digital Gaming League has been hosting unofficial Insurgency competitive seasons for almost two years now. On August 20th and 21st at 1700 GMT/ 1 PM EST, the DGL invites new players to competitive to participate in this weekend’s Newbloods Tournament. If you are a player without a team and want to join, you can sign up here and show up early to be placed on a team. If you already have a team, register on www.thedgl.org for the tournament. All participating players should remember to be on the DGL Teamspeak channel - IP: 72.52.85.142 - 30 minutes prior to the competition. Seasons for NA and EU will launch next week. Please go to the DGL website for more info. Pick up games are hosted daily at the DGL Teamspeak channel above as well as bromance.on.vg. If you have any further questions, feel free to add admins Link or Torix for more info.
ESL continues to host monthly Insurgency Community Cups in the New Games section. You can participate in without restrictions, just find a team of five players and you’re good to go. The next Community Cup will be held on the 11th of September. Stay tuned for additional events and full season play in the future. The gamemode is 5v5 Firefight on the ESL Insurgency Theater. If you want to know more about competitive Insurgency in the ESL, follow on Steam, Facebook and Discord.
The Pacific Gaming League (PGL) hosts competitive Insurgency 5v5 Firefight seasons in the Oceania region. They are coming up to the sixth season of play, which teams are able to sign up for now at the Pacific Gaming League website here. The season is planned to go live on the 5th of September. New players are always welcome in the community, and the PGL run regular friendly pick up games (PUGs) with both new and experienced players. If you are from Down Under or a proud Kiwi, sign up and register/join a team for Season 6 of competitive Insurgency in Oceania. And come and say hello to the community via their website, Facebook group, or official PGL TeamSpeak server, by connecting to ts.pacificgl.com
The Digital Gaming League has been hosting unofficial Insurgency competitive seasons for almost two years now. On August 20th and 21st at 1700 GMT/ 1 PM EST, the DGL invites new players to competitive to participate in this weekend’s Newbloods Tournament. If you are a player without a team and want to join, you can sign up here and show up early to be placed on a team. If you already have a team, register on www.thedgl.org for the tournament. All participating players should remember to be on the DGL Teamspeak channel - IP: 72.52.85.142 - 30 minutes prior to the competition. Seasons for NA and EU will launch next week. Please go to the DGL website for more info. Pick up games are hosted daily at the DGL Teamspeak channel above as well as bromance.on.vg. If you have any further questions, feel free to add admins Link or Torix for more info.
ESL continues to host monthly Insurgency Community Cups in the New Games section. You can participate in without restrictions, just find a team of five players and you’re good to go. The next Community Cup will be held on the 11th of September. Stay tuned for additional events and full season play in the future. The gamemode is 5v5 Firefight on the ESL Insurgency Theater. If you want to know more about competitive Insurgency in the ESL, follow on Steam, Facebook and Discord.
The Pacific Gaming League (PGL) hosts competitive Insurgency 5v5 Firefight seasons in the Oceania region. They are coming up to the sixth season of play, which teams are able to sign up for now at the Pacific Gaming League website here. The season is planned to go live on the 5th of September. New players are always welcome in the community, and the PGL run regular friendly pick up games (PUGs) with both new and experienced players. If you are from Down Under or a proud Kiwi, sign up and register/join a team for Season 6 of competitive Insurgency in Oceania. And come and say hello to the community via their website, Facebook group, or official PGL TeamSpeak server, by connecting to ts.pacificgl.com
These are the main changes in the update: *changed camera settings for VR to get things comfortable for as many people as possible. -In the higher distance camera settings the camera is not angled anymore -In the row where one can choose what the camera follows/tracks, next to my player and ball, one can now choose "no one" so one can play it without automatic camera movement in VR -when one chose the cam should follow the player or the ball, the camera follows the target slower now to reduce motion judder feeling *added team China *players have different heads in team selection *showing confetti effect when match won *one can access cam settings from the in game pause menu now. *progressed adaptive NPC AI (that one is an ongoing effort)
If you have automatic updates enabled the update should install by itself (or at least once you restart the Steam Client)
As usual i have a few bigger additions in the works but the feedback on the camera options changes for VR in the beta channel was positive so i wanted all to get access to them quickly. I hope you like it =)
These are the main changes in the update: *changed camera settings for VR to get things comfortable for as many people as possible. -In the higher distance camera settings the camera is not angled anymore -In the row where one can choose what the camera follows/tracks, next to my player and ball, one can now choose "no one" so one can play it without automatic camera movement in VR -when one chose the cam should follow the player or the ball, the camera follows the target slower now to reduce motion judder feeling *added team China *players have different heads in team selection *showing confetti effect when match won *one can access cam settings from the in game pause menu now. *progressed adaptive NPC AI (that one is an ongoing effort)
If you have automatic updates enabled the update should install by itself (or at least once you restart the Steam Client)
As usual i have a few bigger additions in the works but the feedback on the camera options changes for VR in the beta channel was positive so i wanted all to get access to them quickly. I hope you like it =)
We started today updating to Unreal Engine version 4.12 so we will go silent so we don't disturb that process. OK, that's not entirely true, we're silent on game updates while this is being done. We'll still be posting stuff all over the internet with you and yes, we know melee has bugs making it unbalanced but 4.12 is for the greater good of mankind.
The next big patch will therefore contain all the work we've done from Wednesday the 10th and Unreal Engine 4.12. That means if this goes well, we're seeing a patch next week, for the sake of argument on Thursday 25th, and if not as early as Tuesday 30th. We have to warn you though, engine updates, even between minor versions, is a very big operation. We still need to do it get all the latest features, performance improvements, optimizations and general bugfixes. You can read all about it in the link above and fair warning, it's long.
In the meantime, to let you peek into the insanity of my mind, here is my todo list below. We are working on updating our material to more clearly reflect where we are and what is left, what's in at launch and send that out in updated infographic, State of the Crusade newsletter, Steam store page and so on. As you can see, there is a reason for me not being allowed to fix bugs, do programming or art.
Luckily I'm surrounded by incredibly talented people who love to make you all happy and as always, thank you for all the support allowing the Eternal Crusade to materialize.
We thank you for all the feedback and reviews and would very much like to coerce ... bribe ... encourage you to update your reviews on the progress lately as they are vitally important for us. Each positive review is pizza and drinks on our tables at night and a Uni-khorne is born while we upgrade to Unreal Engine 4.12.
We started today updating to Unreal Engine version 4.12 so we will go silent so we don't disturb that process. OK, that's not entirely true, we're silent on game updates while this is being done. We'll still be posting stuff all over the internet with you and yes, we know melee has bugs making it unbalanced but 4.12 is for the greater good of mankind.
The next big patch will therefore contain all the work we've done from Wednesday the 10th and Unreal Engine 4.12. That means if this goes well, we're seeing a patch next week, for the sake of argument on Thursday 25th, and if not as early as Tuesday 30th. We have to warn you though, engine updates, even between minor versions, is a very big operation. We still need to do it get all the latest features, performance improvements, optimizations and general bugfixes. You can read all about it in the link above and fair warning, it's long.
In the meantime, to let you peek into the insanity of my mind, here is my todo list below. We are working on updating our material to more clearly reflect where we are and what is left, what's in at launch and send that out in updated infographic, State of the Crusade newsletter, Steam store page and so on. As you can see, there is a reason for me not being allowed to fix bugs, do programming or art.
Luckily I'm surrounded by incredibly talented people who love to make you all happy and as always, thank you for all the support allowing the Eternal Crusade to materialize.
We thank you for all the feedback and reviews and would very much like to coerce ... bribe ... encourage you to update your reviews on the progress lately as they are vitally important for us. Each positive review is pizza and drinks on our tables at night and a Uni-khorne is born while we upgrade to Unreal Engine 4.12.