Quick preview of some big improvements being made to the shopkeeper. The 3 different boxes of items (premium, normal, cheap) have been replaced by a different box by item type. This box is now sorted by item cost in ascending order.
This way, you'll be able to find the exact item you'll want and see which you'll be able to afford very easily. If your character wants a new magic ring, you'll have an array of rings to choose from with just a single click, for example.
Alpha 13.1 is now available. Alpha 13.1 continues the transit point (wormholes/jumpgates) development from ALPHA 13. The main feature of this release is the new ability to create and link your own jumpgates allowing you to create your own personalized transit networks.
Alongside the usual bug fixes bug fixes as well as improvements to the universe map, ALPHA 13.1 also includes a new way to share templates using simple text strings. Below is the string for the ship in the gif, so try it out!
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
On another note for all those who are interested and haven't checked the forums we have setup a discord to hang out, chat about the game and find others to play multiplayer with here: https://discord.gg/4ayjymM
It's Waltz of the Wizard's second anniversary today! 😮 We can't believe it's been two years, feels like yesterday. Thank you for playing and for all the wonderful reviews! 🎉 🎂
Hi everyone! It’s already May 31st, which means it’s time to start the first closed beta for INSOMNIA: The Ark. It’s hard to describe how happy we are to give our players a taste of the game that we’ve been working on for so many years.
The current beta test is aimed at our Kickstarter backers primarily. But that doesn’t mean we won’t be sharing updates about the test and INSOMNIA’s progress via Steam updates.
How can I submit feedback?
If you happen to be one of the lucky players with a beta key (that we’ve sent out today) — head over to the game’s Community Hub for instructions.
How do I join?
If you are not one of the original backers - don’t worry! We will let you know about opportunities to get acquainted with the early version of the game as soon as possible. Add INSOMNIA to your wish list now and get active in the Community Hub! For future beta phases, we will be manually selecting a few lucky players among the most active and helpful community members.
If you have any questions or feedback, let us know!
Hey everyone, this is Michael Tsarouhas, I am the lead game designer on Insurgency: Sandstorm. I wanted to take some time to give you all an update on Sandstorm’s development, share some juicy new content, and announce our release dates. If you’d like to get up to speed on our last announcement earlier this year, please see here.
We’ll get right to it. Insurgency: Sandstorm will officially launch for Windows PC in September 2018 on Steam for $29.99. Pre-ordering will get you a 10% discount, and for those who already own Insurgency there will be an additional loyalty discount of 10%, adding up to a total of 20% off. We aren’t sharing a specific release date just yet, but will announce it in due time.
We’ll be accepting pre-orders for Insurgency: Sandstorm on Steam very soon. In addition to the discounts being offered, pre-ordering will get you access to a beta version before release. This beta will be the full game, but will likely still have some bugs and issues to be resolved. We look forward to getting our community’s help in reporting and addressing these remaining issues, as well as receiving any general feedback, as we approach release. This community feedback has always been a big part of the development process in any of our games, so we’re excited at the opportunity to have a beta like this. Details on when the beta will start will be available at a later date.
Sandstorm’s release for the PlayStation 4 and Xbox One has unfortunately needed to be pushed back. We’re currently planning for a console launch sometime in the first half of 2019. Our original goal was to release both console and Windows PC versions side by side in 2018, but we feel we need more time to polish the console experience. It’s important that we ensure we deliver an overall solid experience that is as bug free and stable as possible regardless of platform. Rest assured we still have every intention to expand our community to console, it’s just going to need to take a little more time. We know this may be disappointing news to some of you. We’ve been shown a lot of love (especially recently) from console players who are hankering for a kind of hardcore gameplay like the one we provide. We want our new console audience to have a great first impression, and feel strongly that the extra time will better allow us to accomplish this.
Let’s talk a little bit about our content and what’s new. We’ll be releasing in September with the following game modes: Push, Firefight, and Capture the Base for Versus, as well as Checkpoint for Coop. Operation and Outpost were mentioned in our last blog post; Outpost being a legacy mode of Insurgency and Operation being something more experimental. These won’t be included for release and will be considered for post-release content instead. We’ve found they’ll need some more attention than we originally planned, and we still need to determine if they have a place in our experience. As we mentioned in the last community update, we want to make sure every game mode is tight, unique, and fun, and that we don’t split our playerbase too much with too many. Checkpoint mode is shaping up really nicely, and has some pretty sweet improvements since Insurgency. We can’t give specifics just yet, but you’ll be seeing them soon enough.
Similar to Insurgency, we plan to support Insurgency: Sandstorm with free content updates post-release. We will continually expand the game with new weapons, upgrades, maps, and other content. Modding support is something we are committed to providing. We want to work with our modding community to give them the tools they need to create exciting new content beyond what the official experience offers. This includes Steam Workshop integration, custom map tools, game rule adjustments (similar to Insurgency’s theater system), and things of that nature.
We’ve added a ton of content since our last update in January. Release will have roughly 40 weapons and about 40 upgrades available for many of those weapons. While some of these weapons will be familiar for fans of Insurgency, many are new. Fire support has been further fleshed out and runs the gamut from jet airstrikes (BRRRT), explosive artillery, chemical mortars, explosive suicide drones, and helicopters who will swoop in and attack with rockets, miniguns, and autocannons. When coordinated effectively by a team’s Commander and Observer player classes, one of these fire support options can spark a pretty wicked comeback or solidify the strength of a push. We’re also working on our character customization system which will include hundreds of different cosmetic items as well as several voice options. We have included over 6500 lines of unique character dialogue including local Arab fighters (for both Security and Insurgent teams), American special operations soldiers, fire support coordinators, and air support pilots. We currently have no plans to include Steam Marketplace support, item trading, or a loot crate system. All these items, in addition to not affecting gameplay, will be a totally optional secondary aspect to the game. They will be unlocked by progressing through ranks and by using an ingame currency system with a direct buy option for most items.
Alright, let’s show off some screenshots. Unreal Engine 4 has just been awesome to work with. Epic have been great partners and we’ve been able to bring Sandstorm’s maps up to a level of visual quality and overall size unprecedented to what we could achieve before.
We’ve certainly come a long way in engine technology, huh? Unreal’s 20th birthday was just last week, and we are happy to be working with the tools that follow in its legacy.
Oh yeah, and we’re working on dismemberment too. This is still a pretty heavy work in progress.
Be sure to follow our social media for more info as things develop. We’re going to be at E3 in Los Angeles letting people play the game in the West Hall #4512 at the Focus Home Interactive booth. Please feel free to come find us and say hi. All of us on our team and at Focus are still very excited to show all of you Insurgency: Sandstorm, and we can’t wait to put it in your hands. Stay tuned and stick with us. It’s really not much longer now.
The Fishing Club 3D: Co-op Sport Angling - Nonchalanto
Dear anglers,
the grouped Weekly Club Competitions are now running and we increased the prizes for winning clubs and their club members.
For a club to qualify for a weekly tournament, the club has to have caught at least one fish at the fishing location during the previous week.
ONLY players who were already members of the qualified clubs at the start of the weekly tournament have qualified for the competition! If you are a member of a different club at the end of the competition, you will not receive a prize! You also do not qualify for a prize in a tournament for the week you joined the club. Catches of new club members also do not count towards the final ranking.
Here is a list of the new and increased prizes: The active members of the top five clubs per week at each location receive the following rewards:
Club on 1. place: 1st: 100 Goldfish 2nd: 90 Goldfish 3rd: 80 Goldfish 4th+: 50 Goldfish
Club on 2. place: 1st: 90 Goldfish 2nd: 80 Goldfish 3rd: 70 Goldfish 4th+: 45 Goldfish
Club on 3. place: 1st: 80 Goldfish 2nd: 70 Goldfish 3rd: 60 Goldfish 4th+: 40 Goldfish
Club on 4. place: 1st: 70 Goldfish 2nd: 60 Goldfish 3rd: 50 Goldfish 4th+: 35 Goldfish
Club on 5. place: 1st: 60 Goldfish 2nd: 50 Goldfish 3rd: 40 Goldfish 4th+: 30 Goldfish
We also increased the prizes for the Gold, Silver and Bronze Champ trophies. The top three players per week at each location receive the following trophies:
We’re coming back with the good news! The first patch is already uploaded so that you can continue your adventure in a new version of the Hell right away! Here is the list of changes:
The Maze of Madness puzzle is optional now.
Amount of enemies in The Pit is reduced.
Amount of skulls needed to solve Ishtar's Room puzzle is reduced.
Small tweaks for Dark Forest enemies encounters.
Added Torch to Onoskelis Cave area.
Amount of enemies in the Fractal Forest is reduced.
Amount of enemies in the Mushroom Mind is reduced.
Problematic sigils in Ice Caves are changed into easier puzzles.
Added a checkpoint after the first scene in Chart Chase (You no longer need to rewatch the first scene)
Painting in Chart Chase area changed place, so it's more obvious where to look for it.
Ifrit soul apple is now gained faster, and puzzle in this area got streamlined.
Added a checkpoint in the last chapter just before meeting with the beast (you no longer need to walk long path again)
Changed difficulty options - Easy Possession is now activated on both difficulties, and Checkpoint Destruction is off in both as well.
Stamina got a big buff and a small rework while swimming.
Have fun and keep bringing your awesome reports, so we would know exactly what to change next!
Profiles for Vivecraft 1.12.x (not tested with previous versions). It doesn't run automatically yet.
Profile for In Death (for Vive and WMR).
Profile for Arizona Sunshine for WMR (already available for others).
Improvements to Fallout 4 VR on Rift after the beta went stable.
Improved Dead Effect 2 profiles by adding smoothing compensation.
Fixed Dead Effect 2 issues with VIve.
Added joystick walk, jump with a specific trackpad click direction, smoothing compensation, among other details for The Forest.
Enlarged sliders of "describe original locomotion".
If SteamVR was expecting an app, it will wait 60 seconds since startup before opening a game (workaround, this will be properly fixed).
Many internal changes in preparation to add walk in place.
We're working hard to bring Walk In Place and more movement alternatives to Natural Locomotion, and many more features and profiles. If you want to help speed up development, please tell your friends about Natural Locomotion!
This new version includes over 30 enhancements and bug fixes including:
* Feedback now links straight to Steam forums.
* IMPORTANT: We have changed how Settings/Day length works. Now the user’s day length is only used in Live Sailing and Locations. This to avoid time being manipulated in to get better scores in challenges.
* Added coordinate display to pencil in Chart. (Switched on bottom right). This is because it can be difficult to read the scale even for the experienced navigator.
* Settings screen now accessible from first page.
* Improved quality (less flickering) as you move away from centre of the world.
* Now the Autosail panel rolls up with tablet.
* Stopped camera knock back after menu screens.
* Fixed fender problem when fenders stack up in middle of boat.
* Change Sailing character behaviour so both can work at once.