We are pleased to confirm that Steam pre-load is now live for Metro Exodus!
PC Steam Launch Unlock Times
Worldwide - Game will unlock at one fixed time - 00.00 EST on Friday, February 15th - that translates as :
US (West Coast) - 21.00 PST, Thursday 14th Feb UK - 05.00 GMT, Friday 15th Feb Europe - 06.00 CET, Friday 15th Feb Russia - 08.00 MSK, Friday 15th Feb Australia - 13.00 AWST, Friday 15th Feb New Zealand - 18.00 NZDT, Friday 15th Feb
"День Влюблённых полон сюрпризов. Особенно когда твою подругу сердца Лилит похищает некий таинственный человек-птица. Кто он, этот незнакомец? Что ему нужно от Лилит? Ходят слухи, что раньше он был человеком, и он как-то был непосредственно связан с Лилит..."
"Любовь ранит" будет доступно в пятницу, 15 февраля с 13:00 по московскому времени.
❗ Все подробности о новых и измененных героях представлены во внутриигровых новостях❗
I am grateful to everyone who wrote me comments, I write down all of them in the TODO list and will do it as soon as possible.
I just uploaded the following improvements:
- Multilingual. But there are problems. Google translator does not translate very well, and if in your native language you notice incorrect words, please let me know and I will correct it. In addition, the fonts do not have multilingual support and therefore the design looks worse than in English. - more explicit selection in the menu, now it is much better visible where you are with the joystick - fixed Elizabeth's hair, on top of her head - added a pause function - fixed Loading screens, now it is much more comfortable and doesn't look as if the game froze
I am still working on new levels and improvements: - option to set Joypad and keyboard keys - attack, defend, and hp boost pick ups - things to collect as well like notes when u break a certain item telling about the girls lives and how they got to where they are now - settings for each personage, like hair on the head and in intimate areas, makeup, eye color, manicure, pedicure ... - clothing option. Dressing room with outfit tabs like boots, gloves, hats, masks etc - fixing the bounciness of the boobs - shift and ctrl for addition attacks - VSync - Local multyplayer - online multiplayer so you can 1v1 with friends
I am doing my best to make a good game, with nice graphic and interesting functionality and I really need your help and feedback, I need help of my community. Only you know what exactly you would like to have in this game. May be some functions are not enough good or are missing something important. I would appreciate your feedback and advises. Feel free to create new discussions and post comments )
Welcome to Developer Briefing #11! This week we’re bringing you a second dose of Sainte-Marie-du-Mont as we share with you a first look at the updated interiors that you’ll be fighting in.
If you missed the initial Sainte-Marie-du-Mont Developer Briefing, where we showcased updates we’ve been making to the map’s outdoor, rural environment, you can catch up here.
Building interiors update!
In Sainte-Marie-du-Mont you’ll fight across fields, hedgerows, farms and eventually the town itself.
The town is made up of roads, paths, residential buildings and the church, which serves as a landmark for approaching armies!
Knowing that our players will be engaging in fierce house to house combat in this area we felt it important to create authentic, interesting environments within these locations that give both the players defending or storming the buildings a fantastic gameplay experience.
Imagine taking cover behind a fallen table, isolated from your unit, as you hear the dull thuds of boots on wood as enemy troops slowly climb the stairs…
Through the keyhole
When creating the environments found within the homes of the residents of Sainte-Marie-du-Mont we were very keen to create ‘lived-in’ spaces for our players, where upon entering one these buildings they can read the room and feel as though a story is being told.
Whoever left this building did so in a hurry, even leaving behind their breakfast!
Once a family home, now abandoned and ravaged by war.
Taking the high ground
Those that venture to the upper floors of buildings may find themselves in a position to overwatch key locations, perfect for Machine Gunners and Snipers! Just make sure to check your corners for any unwanted guests first…
A strong vantage point, if you don’t mind the mess…
Floor to floor
When storming, or holding a building, players will need to keep a note of the building’s lighting. Shadows and dark rooms can hide soldiers, whilst lighting can give away your position!
The image below shows off one example of this. Soldiers looking to storm the upper floors will face a fierce battle here as they push into the gloom.
Interior decorating
Fighting in buildings will be a stark contrast to battling amongst trees and farmland, encouraging new tactics and brutal gameplay.
When designing these interiors, we wanted to give you areas that felt natural, whilst being fun to fight in. We hope the images we’ve shared with you here go some way in showing what we’ve got in store for you!
Be ready for the frontline by wishlisting Hell Let Loose:
First off, since February 11 our server has been hacked, resulting in both the game's website and the login system being unavailable for the time being. I've contacted the hosting service, and am trying to resolve this. As this is entirely new to me, no ETA at this point. The database has remained intact, and it will be restored from its backup once the rest of the server is up again - your progress is safe.
As for the second part of this announcement, progress has been slow because at the moment, I'm a solo developer. This happened because the funding I had secured was barely enough to finish a game of this size. Seeing as I was (simultaneously to Lil' Arena) studying and freelancing to sustain myself, I burned out. As a result, the game has come to a halt these last 6 weeks.
That being said, I do love the game and its universe, and I think we've brought you something with true potential. I want to promise it will definitely make it through Early Access - but as it stands, I'd be bullshitting you. The truth is I want to keep it running (so bug fixing, taking care of the hacking) and I plan on making one more patch that will bring to the 'best version of itself' given the resources at hand. This patch will come by the end of the month.
As for the game's future after that, I'll try my best to work out a viable plan. A dozen publishers and two investors have already rejected it as 'high risk', but there are a few more I can reach out to, once the game takes its final form and a proper launch strategy is formulated. In any case, I'll update this page once I have more news (end of March).
Thanks for the feedback! You asked about left-hand support as well as an option to remove the slingshot aim and we listened. Beginning today, if you go to the settings menu, you can switch hand controls and turn off the slingshot aim to make the game more difficult. We’re also working on new levels, content and additional updates and will have more updates soon.
Hello all! Welcome back to a brand-new dev diary for Steel Division 2. We like to keep on bringing you the good stuff, so in today’s rather big entry we’ll be delving deep into the new Deck Builder.
Crossroads Inn Anniversary Edition - Marcin_Klabater
Dear Backers!
We have passed the milestone of $6000 and hopefully we are heading straight to the next goal...You can’t imagine the euphoria of our team with every, even the smallest pledge we receive from you.
Thank you so much for every single amount - we appreciate the trust you are putting in us. We promised that Crossroads Inn won’t disappoint you. Patryk, Szczepan, Kuba, Michal, Tomek, Michal, Paulina - the entire Kraken Unleashed Studio, would like to ask you for another favor.
Any social media, press article, remarketing doesn’t work like a good, old fashioned word of mouth. Now on, investing money in us, you have become our spokesman. We play in one team now! So please, let your friends and family know about us!
We also invite you to add us to your wishlist on Steam - you will be up to date with the progress of our work.
Another update for our beloved players, here's the list:
Added:
- Singular Scene Loading System - in the options menu, now you can select the Singular Scene Loading option. It enables the previous loading system which loaded the scenes one by one, section by section. This loading system should fix the crash issue that users with low-end PCs have unfortunately encountered. Please note that each section will load after you interact with the hatch.
Fixes:
- Dmitrij's animation when he's walking through the hatch - the submarine's radio receivers have been adjusted - animation in the "Tea" side quest
There we go!
Please let us know if you encounter a bug or a glitch. You can inform us of the issue by creating a thread in the Steam Discussions, or by sending an e-mail to: support@jujubee.pl
While we’re all dutifully (and genuinely) excited about the imminent future of Conqueror’s Blade - especially now that we're in the midst of beta testing - there are few people as enthusiastic about the game than its chief architect, Xi Wang. You may have glimpsed this in part one of our Q&A video, but if you were in any doubt about his infectious alacrity, here is the Booming Games CEO again being quizzed by game producer Alexey Larionov - where they discuss the next phase of development and all possible futures for the game.