Armored Warfare - Silentstalker
On the 27th of September, 2018, starting from 8:00 CEST (26th of September, 11 PM PDT for NA), the servers will not be available for 4 hours due to the application of Update 0.26.4903.


 
List of Update 0.26.4903 Changes
 
  • Added a new Tier 8 Leopard 2 Revolution variant called Vereinigung
  • Fixed the excessive PELE shell splash radius – PELE shells will now require more precise hits to deal damage instead of just spraying the general area with a burst
  • Fixed an issue where 3D markers would only appear on minimum details in the tutorial mode
  • Fixed an extremely rare issue where players could see the elements of Garage UI after loading a battle
  • Fixed an issue where players would receive a message about purchasing “Experimental” consumables in their battle log
Hearts of Iron IV - Para_Rod
Another meaty development diary for Man the Guns! Today we will take a look at the first nation that will receive an all-new focus tree in this expansion! Netherlands!



Click here to read the dev diary by Bratyn


Useful links
Official Website
Hearts of Iron Wiki
Hearts of Iron Development Diary Archive
Stonetowers - Gareloch Games
Technology is the key to progression as a civilisation - your workers will have to work hard to research new and improved ideas, progressing from a tiny village to a towering citadel.



All research takes place in the laboratory, a special building within your settlement. As you complete important research milestones, the lab will be automatically upgraded with the latest technology.

You can only have one laboratory in your settlement, and your workers will carry resources there and use them to perform the currently selected research. More complex research topics can be a massive drain on your worker’s time and your settlement’s resources, so make sure you don’t neglect your defences or economy as you chase after more advanced technologies.



You can select the technology you want your workers to research from the tech tree. Your progression towards the current research is always visible on-screen and is accompanied by various sounds and alerts to keep you up-to-date on your progress.

Below is an partially-obscured overview of the tech tree (as of the time of posting). The tree starts at Basic Technology and the 5 milestone technologies are visible around it. Technologies require certain prerequisite technologies to be researched as well as a milestone technology denoted by their border.



Every Wednesday we’re taking a look at a different aspect of the game - next week we’ll be looking at the strange worldour people have found themselves in - The Wilderness.

The game will be released later this year, with the exact release date to be announced in two weeks time.

To keep up to date with these updates, follow us on Twitter, Tumblr or the Steam Community!

If you’d like to be notified when the game is released, add it to your Steam wishlist!
Niffelheim - Andrew


UPD: small fix of localization JP, GE, texts 28/09/2018

Hi everyone,

After two years since release through Steam Early Access, finally, the long-awaited official release is there!
During the time in Early Access, we’ve implemented and added a lot of features that were promised. We also considered feedback from you - the players who bought the game in Early Access - and added some things based on your suggestions. Some things we found quite challenging, some things we are going to develop further in the future and something turned out even more fun than expected.

Those who followed the game and the development process, already have an idea of what has been implemented in the game. And for the rest of you out there, I'll try to briefly describe the main changes.

1. We updated the game engine, including multiplayer, so that Chinese players could play.
2. We added new characters and accelerated many animations, and also improved the character control, automating many actions.
3. We developed a fully new interface, made it completely modern and convenient. This was also required to implement the next feature number 4.
4. We have implemented a full controller support for all couch potatoes out there!
5. We changed many mechanics, adding survival and castle assaults with plundering, but now even is you were robbed, you still see everything that is going on in your world on the screen.
6. We added new visual effects: blood, fire and other.
7. We wrote a story and added some NPCs.
8. We added new bosses and mobs. Any scary!
9. Finally, in the release version, we are introducing the remaining two lands - the land of the Eagle and the Dragon. I hope you appreciate the beauty of these locations.
10. We added Korean localization to the game!


Oh, almost forgot - there are 5 new achievements for those of you who like to achieve things :)

I’ve mentioned the main points, the ones I was able to remember from the top of my head. Naturally, there were much more tasks and the solutions were sometimes quite challenging. Here you can read about the entire update process: https://steamcommunity.com/app/351100/discussions/0/364040797992752639/


We are going to continue to improve the game further. We also have some plans and ideas for DLCs, but let’s discuss this at a later point.

We would like to thank everyone who was helping us during these long two years. Everyone who was testing, reporting bugs, suggested their ideas and solutions or sometimes even criticized. Thanks to you all the game got its true appearance.

Players from all around the world have supported the game, so we’ve decided to translate this news into all 11 supported languages!

And now - check out the game and tell us, what you think!

https://youtu.be/p9AqZZhnp54

Once again thanks to everyone!
Ellada Games

Call of Cthulhu® - chaton


As we near the October 30 release of Call of Cthulhu, we’re taking a closer look at the game’s development through a series of Devblogs, each presented by a different member of Cyanide Studio’s team. Today, we’re joining Lead Narrative Designer Pia Jacqmart as she dives into Call of Cthulhu’s narrative and storytelling.

My name is Pia Jacqmart and I am the lead narrative designer on Call of Cthulhu. This means I’m in charge of telling the story through dialogue, cinematics, and also environments. My goal is to make you believe in the world of the game for as long as you’re playing it.

In Call of Cthulhu, you play as Edward Pierce. He’s a detective, hard-boiled, alcoholic, a loner. One day, a man comes into his office and asks him to investigate on the circumstances behind his daughter’s death. The dead woman was a well-known painter named Sarah Hawkins. Years ago, she moved to an island called Darkwater after marrying Charles Hawkins. No one has heard from her since.

https://www.youtube.com/watch?v=jqTI6TDNsrc
Pierce takes the case, ships off to Darkwater, and begins asking questions. He soon finds himself embroiled in a conspiracy filled with cultists, lies, strange paintings and dreams of ancient beings. Playing as Pierce, you will meet the inhabitants and discover their personal stories.

We wanted to create a world you could believe in, while staying true to Lovecraft’s style. We worked a lot on the story and characters to make them strange and mysterious, but still plausible. Of course, that doesn’t mean everything has to be realistic. For example, some characters may have a particular affinity with the occult, meaning they might even be able to summon what appears to be “magic”. What makes you believe in them is their agenda: what they want, and why they want it. It’s that simple, and that difficult!



We took inspiration mostly from the Lovecraft stories The Shadow over Innsmouth and The Call of Cthulhu, but our game tells its own original tale (the title comes from Chaosium’s iconic tabletop game, this isn’t a direct adaptation of the Lovecraft story). Of course, members of the team each have their favorites. For example, our lead environment artist really likes Herbert West-Reanimator, and you cannot miss it in the game!

Call of Cthulhu doesn’t rely on jump scares to scare you. Instead, we worked a lot on the atmosphere, via the lights, sounds, dialogues, characters. It works so well that one level keeps scaring me even though I played it hundreds of times.

We believe that the interactive dialogues are a large part of the game and as such, they must create situations, and deliver information worthy of reaction. They say something about the story and its themes: the inevitability of fate, the dilemma between learning the truth at the cost of madness, or staying safe in ignorance. You will see that your choices during interactive dialogue can not only change the outcome of you adventure, but shape the personality of your very own Pierce.



One of the most difficult things with storytelling is that it never works as a placeholder. You have to trust yourself, and wait until the voice actor is reciting to know if some lines work or not. I remember one specific line - everyone on the project kept asking if I really wanted to keep it. I fought for that line and told them to wait, that they would see how brilliant it was when read out loud by an actress. When the actress, during the voicing, told us she didn’t even know how to pronounce some specific words properly, I understood I totally failed on that one! The team kept joking about it until I cut it.

Stay tuned for more Devblogs soon! Call of Cthulhu releases for PlayStation 4, Xbox One and PC on October 30. Digital and retail preorders are available on PC and consoles.

https://store.steampowered.com/app/399810/Call_of_Cthulhu/
Battlerite Royale - sls_Liz


Battlerite Royale Early Access is now available on steam!

https://store.steampowered.com/app/879160/Battlerite_Royale/

Thank you to everyone who took part in the Beta - you will get double the rewards of what you earned during the sessions! Welcome to everyone who’s playing the game for the first time today!

Keep in mind that if you’ve played Battlerite Early Access, purchased the All Champion’s Pack, or purchased the Ultimate Fan Pack, you’ve got a 50% off Battlerite Royale coupon on your steam account for the next ten days!

If you want to see some of our Developers play Battlerite Royale, head over to http://twitch.tv/battlerite, where Katey is hanging out and having some fun!

There’s also a mysterious new item that can be found in game - but be careful with it, since it’s been told to be a bit beastly.

We'll see you on the island!

The Stunlock Team
Eidolon - Ice Water Games
Savor the simple pleasure of building and maintaining a fire. Best enjoyed during seasonal gatherings and cold, dark nights.



Do check out the demo - meant to be a satisfying version of the thing on its own, a cozy addition to any fall party.

https://store.steampowered.com/app/933080/Fire_Place/

Happy Equinox!
Life is Strange - Episode 1 - Inexorabilis
Life is Strange: Before the Storm - Inexorabilis
Life is Strange 2 - Inexorabilis
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