Like the shambling undead enemies that face Chuck Greene and Frank West, you can't keep the Dead Rising series down. From the successful Steam launch of Dead Rising 4 to the release of Frank Rising the series keeps coming.
Now we've returned to the classic Dead Rising 2 and Dead Rising 2: Off The Record to bring Steam Cards to the games. All cards have a standard (blue) and rare foil (silver) version, so get working on completing your own set today.
The entire Dead Rising series is now on Steam from Frank West's first appearance through to his most recent outing.
Like the shambling undead enemies that face Chuck Greene and Frank West, you can't keep the Dead Rising series down. From the successful Steam launch of Dead Rising 4 to the release of Frank Rising the series keeps coming.
Now we've returned to the classic Dead Rising 2 and Dead Rising 2: Off The Record to bring Steam Cards to the games. All cards have a standard (blue) and rare foil (silver) version, so get working on completing your own set today.
The entire Dead Rising series is now on Steam from Frank West's first appearance through to his most recent outing.
Recently I got to directly show the game to some people who had never played it, and it opened my eyes to how confusing it can be initially. I've noticed people don't really read instructions next to heroes, and usually prefer to figure it out on their own, but the biggest problem I encountered was players getting stuck in the cinematic where the island is explained. An arrow over your hand was not clear enough, and I decided a new system is in order. With this update, when you enter the cinematic area your hands will turn into Vive controllers and little floating labels next to the buttons will let you know what you can do. This system will eventually find it's way into the sandbox as well, to explain the hero controls and with the inclusion of Oculus support, the controller and button configuration will change depending on the HMD in use.
Speaking of the Oculus Rift, I'm still waiting on my headset, since some complications have delayed it. Sorry to all Rift owners, but you'll have to wait a bit more. For now here are the patch notes which brings easier challenges, a lot of QoL updates as well as bugfixes for the Nightwatcher.
General
* The settings menu no longer follows the direction you're facing, instead it only detects the direction you're facing when opening it and locks into place there * Moved the button in the motion sickness warning screen closer to the center of the room since it was out of reach for some players - Eventually all menus in the game will be navigated with pointing and clicking rather than physically pressing a button * You can now skip the initial cinematic with the side button * There is now a short delay between advancements in the cinematic scene * The cinematic area now has Vive controllers appearing in place of the hands with controls
Challenges
* Changed the kiosk model and particle effect for challenges to make it more visible * Raised Racetrack challenge target time to 1:30 from 1:25 * Raised Target Practice challenge timer to 1:30 minutes from 1:00 * Raised Target Practice target score to 25 * Fixed a bug that allowed players to teleport on top of targets * Fixed a bug where getting the exact target score would not unlock a new character in challenges - For example, you needed to get one more target than indicated in the fireball challenge
Nightwatcher (Grappling hook)
* Releasing the trigger will now begin retracting the cord * Increased max range by 30% * Updated material and texture of Nightwatcher's hand * Fixed a bug that would continue trying to pull the player after they've collided with geometry
The Witch (Telekinesis)
* Adjusted particle effects, to make them less intrustive
Be sure to keep sending feedback. These incremental patches between content updates are important to keep the game's quality up to snuff, as it expands. And if you haven't already drop your reply in the "the road ahead" survey which asks a couple of questions about your wishes from the game's development.
I'll be closing the survey come next update, and will share the results. So far I've gotten over 250 replies, and it's honestly surprised me how much people joined in, as well as how many original ideas I've heard! Thanks to it, the next two heroes to be added to the sandbox have been cemented, but the survey will be my go to resource for many updates to come.
Recently I got to directly show the game to some people who had never played it, and it opened my eyes to how confusing it can be initially. I've noticed people don't really read instructions next to heroes, and usually prefer to figure it out on their own, but the biggest problem I encountered was players getting stuck in the cinematic where the island is explained. An arrow over your hand was not clear enough, and I decided a new system is in order. With this update, when you enter the cinematic area your hands will turn into Vive controllers and little floating labels next to the buttons will let you know what you can do. This system will eventually find it's way into the sandbox as well, to explain the hero controls and with the inclusion of Oculus support, the controller and button configuration will change depending on the HMD in use.
Speaking of the Oculus Rift, I'm still waiting on my headset, since some complications have delayed it. Sorry to all Rift owners, but you'll have to wait a bit more. For now here are the patch notes which brings easier challenges, a lot of QoL updates as well as bugfixes for the Nightwatcher.
General
* The settings menu no longer follows the direction you're facing, instead it only detects the direction you're facing when opening it and locks into place there * Moved the button in the motion sickness warning screen closer to the center of the room since it was out of reach for some players - Eventually all menus in the game will be navigated with pointing and clicking rather than physically pressing a button * You can now skip the initial cinematic with the side button * There is now a short delay between advancements in the cinematic scene * The cinematic area now has Vive controllers appearing in place of the hands with controls
Challenges
* Changed the kiosk model and particle effect for challenges to make it more visible * Raised Racetrack challenge target time to 1:30 from 1:25 * Raised Target Practice challenge timer to 1:30 minutes from 1:00 * Raised Target Practice target score to 25 * Fixed a bug that allowed players to teleport on top of targets * Fixed a bug where getting the exact target score would not unlock a new character in challenges - For example, you needed to get one more target than indicated in the fireball challenge
Nightwatcher (Grappling hook)
* Releasing the trigger will now begin retracting the cord * Increased max range by 30% * Updated material and texture of Nightwatcher's hand * Fixed a bug that would continue trying to pull the player after they've collided with geometry
The Witch (Telekinesis)
* Adjusted particle effects, to make them less intrustive
Be sure to keep sending feedback. These incremental patches between content updates are important to keep the game's quality up to snuff, as it expands. And if you haven't already drop your reply in the "the road ahead" survey which asks a couple of questions about your wishes from the game's development.
I'll be closing the survey come next update, and will share the results. So far I've gotten over 250 replies, and it's honestly surprised me how much people joined in, as well as how many original ideas I've heard! Thanks to it, the next two heroes to be added to the sandbox have been cemented, but the survey will be my go to resource for many updates to come.
** UPDATE** US SERVERS NOW LIVE. WATCH THIS SPACE FOR ETA ON EU SERVERS
Immortals,
Tomorrow morning, 27.04.2017, the servers will go offline from 10:00 CEST (08:00 UTC) due to essential maintenance at our data center.
We will make the most of this downtime by applying a small patch that addresses several known bugs bringing us to v.1.4.1077 (see patch notes below).
This maintenance period is expected to last approximately three hours but as its main purpose is for our provider to make adjustments to their setup this time period is essentially out of our hands.
Patch Notes: v.1.4.1077:
English and German Loca update
Bug fix : #0157 The achievement "Conquest of the Glimmerrock Mountains" unobtainable
Bug fix : #0162 Resonance Hall - Mid-stage gate not opening
Bug fix : #0158 Obtaining Death Demon opens Hanmu III Compendium slot
Bug fix : #0159 Missing animation for two pets
Bug fix : #0160 Some pets not displayed in Compendium
Bug fix : #0169 Incorrect text in Compendium’s Fish Tab