Beta (May 1, 2019) is now available for download. This update puts even more finishing touches on the game world, but also contains a whole host of critical bug fixes.
Anyone suffering from one particular showstopper bug related to enlightenment, please note, however, that (MAJOR SPOILER) the dream for getting the flute is still broken in this version. It will be fixed in the next update, because the fix will touch many systems in the game, and it needs to be tested thoroughly to make sure nothing else breaks. With that out of the way, here's the complete changelist.
Changes
Fixed a bug where sometimes the terrain would stop loading and you would see holes in the world.
Text sequence triggers are correctly remembered across saves. This should also fix a bug where the player keeps seeing the introductory dream over and over again.
Area water takes object's real height into account. Mostly affects Elven Citadel and Village of Vonsmark.
Eating effects for the Tender Heart and Drowned Heart.
Reordered the quest items to be in more logical order in the inventory.
Town Well level geometry cannot be climbed out of.
Added sound effects for the dropped relics.
Start player stamina increased 1.6x.
The stacking whistle effect disabled.
Dream weathers don't look broken on the low graphics settings.
Goblin Bomber combat gameplay and effects polished.
Have the merchants not look at you when stealing from them.
Player could collide with some dummy objects: FoxTeeth, PigTeeth and WildBoarTeeth.
Wild boars would drop their head collision shapes after death and those would collide with all characters.
Biome "SnowRoadMain" has "SnowRoad" as it's materialName instead of "Road". (Includes unique particle effects)
Outhouse_Closed take damage action fixed.
Fixed a bug where you could eat directly from someone else's inventory.
Fixed a bug where the entity cycling wasn't allowed to run to a sufficient degree after loading a game or transitioning to a new world. This caused bugs like all states of the Town of Fortuna church appearing all at once.
Fixed a bug where the cycling took place, not against the black screen, but during fade-outs, as well.
Fixed a bug where only one campfire sound plays, because the sound was wrongly classified as unique. This applied to all spot sounds.
The player starts slightly wounded.
Place name display system improved: landmark and area display names recognize if the same name was already shown previously.
Some picked up carrots wouldn't show up in the inventory.
Fixed a bug where requiredAllItemsOnShow didn't work correctly.
Fixed a bug where isWorldTransitionRequired in entity transformations did not work in all cases.
"Step Upstairs" dialogue at Root Hall works properly.
Fixed a bug where the player messages were not displaying correctly. (Quest rewards, grave digging info and several other helpful messages were not being shown)
Tomb_01 collision shape added.
Added Tomb_02 and Tomb_03 objects.
New hires assets for Royal Garden: giant cabbage, carrot, blue & brown mushrooms.
Elder Guardian label attached to head bone for more accurate placement.
[WARNING: SPOILERS!]
Snow Peak "Maudey Dhu" side door cannot be opened from the outside as long as the guard is alive.
Fixed a bug where you couldn't get the King's Eye to talk with the Apple of the Eye.
Made the treasure-finder pumpkin talk a little less about roots to avoid confusion.
New character by a campfire.
The headless Northern Guard has dropped the Northern Helmet next to his body.
Added an area behind the abbey called "Area_SnowPeak_SpoiledAleDiscovered".
The Great Heart dream is the second dream that the player sees.
Gooseberry transformation into his saved form works.
Arrested elves don't float in the air at the Glass Passage.
Better light angle for the dream with Elves in a circle.
Snow Peak Castle mirror has Rackham's true reflection.
Monk's cloth works with the special player.
Rackham cannot be pushed off the pedestal.
Fixed some holes in the Wine Cellar walls.
Rackham quest fixes and polish.
Tamara's house crash fix.
Fixed the glitch that was causing the "forbidden side" of the Elven Citadel to be unreachable even if player had done everything correctly.
Starting area has a new character introducing the eating mechanics / recipes.
Town Well walls have torches so it's easier to navigate.
Old Toby's journal moved away from his inventory. It can now be found by breaking into his house. (new interior)
Fixed an intersecting barrel outside Old Toby's home and moved him a bit so he doesn't quite see you sneak into the house.
Goblin Tavern properly connected to the game world.
Goblin Tavern has a tavern sign.
The large goblin in front of St Orfeo's Close, "Buttercup the Brute", has a working combat state & scenario if approached.
4 tender hearts required for a level up. (used to be 10)
Chestmaker's chest moved to an empty area east of Snow Peak.
Mask thief can be arrested.
Death Dealer campfire scene polished.
Fixed stairs at Limbo Guild where player could get stuck.
Skeleton King scene freeze fix and overall polish.
All endings improved & polished.
Implemented a more generous version for matching consumed food items to dream recipes.
New playable dream.
Dhulac Pillars area set dressing and weapon & armor spots.
Physics shape for Elder King corpse.
How to play the new beta
Go to your Steam Library.
Right click on Hardland, and go to Properties, then Betas.
Enter the beta access code WhereTheFoxIs, hit check code, and select full_beta from the drop-down list.
That's it! Steam will download the beta for you.
The reason this beta is behind a branch and password is that the likelihood of uncovering new critical issues is still fairly high, and I'd like those issues to bubble up to the forums instead of people being left alone with them. That's more likely if you are jumping into the beta through this announcement. So, if you encounter things that prevent you from progressing in the game, be sure to let me know on the forums.
Your thoughts
I'm really interested to hear reactions about the game itself. If you are feeling really adventurous, a very rough timeline of your playthrough (when you discovered what) would be super cool. If you get stuck and simply have no idea of what to do or where to go, I'd like to hear about that, too. Something that's off? Let me know. Something you particularly like? Yep. Just create your own individual topics on the forums so I won't miss your feedback.
I want to point out a couple of much-requested features which aren't yet part of the beta:
Controller hints i.e. letting you know which keys do what in various situations.
In-game controller remapping.
Proper gamepad support for the inventory and the menus.
Understandability of the inventory i.e. "Where did my new items go?" and "Did I just use an item?"
These and many more bug fixes and improvements are all things we'll be working on next. In the meanwhile, here is a lo-fi version of the controller hints for keyboard + mouse to get you started:
Game: WASD to move, E to interact, Shift to run, Ctrl to sneak, Alt+WASD to dodge, Space to jump, M for the map, I for the inventory. Inventory: Left button drag to move items around, right button drag to move all items of a type around, right click to eat/drink.
As of last week's update, we introduced a new server region to Brawlhalla - Japan! Players who choose the Japan region, please provide us feedback at support@brawlhalla.com . The 2019 Spring Championship has named its champions; this is your last chance to celebrate the event with the new Axe Weapon Skin and updated Avatar before they leave Mallhalla. Additionally, we're still going strong with our Hellboy Epic Crossover Event with bonus login Gold and the new game mode, Horde, as the Brawl of the Week. Lastly, we've changed items on sale in Mallhalla and updated what Legends are on the free-to-play Legend rotation.
With last week's patch, we launched a new server region - Japan! We're looking for feedback from players who chose the Japan region. Contact us at support@brawlhalla.com to let us know about your experience.
We now have a total of seven servers around the world, including Japan, US West, US East, Brazil, Europe, Southeast Asia, and Australia.
To change your main region, head over to Options > Change Regions. Pick your main region, and then you can add eligible backup servers.
We had spectacular performances in the 2019 Spring Championship and International Spring Championship. In order to remember the event, this is your last chance to grab these items in Mallhalla!
Avatar
Spring Shard 2019 Avatar
"Show your hype for the 2019 Spring Championship!"
Follow the crowns to find all the Hellboy Epic Crossover treats.
The Ancient and Dragon's Chests are available with exclusive Skins for a limited time.
Check out the new Sales items!
Brawl of the Week - Horde!
Team up with 3 friends and defend the gates of the Great Hall against an army of demons! How many waves can you hold off? Do well enough and Gruagach might join the fight against you!
New Horde Game Mode
4 players
Fight the waves of demons!
Survive and defend as long as you can!
Legend Rotation
The new Legend rotation for this week includes: Ember, Brynn, Jhala, Kor, Ulgrim, Caspian, Nix, and Isaiah.
Ember – This quick and dexterous elf does battle in Valhalla with Bow, Katars and her two companions: a wolf named Ash and her raven named Yarra.
Brynn – Competing for the pure joy of it, this Valkyrie has seen many victories due to her skill with the Axe and Spear.
Jhala – Given the title "Exalted Lion" by Apollo himself, Jhala "The Unbroken" takes the glamor of Valhalla in stride while having fun slaying her foes with Axe and Sword.
Kor - Blackguard Keep's left platform mover takes his place in the arena wielding both Gauntlets and Grappling Hammer.
Ulgrim – Equipped with flawless Ivaldi creations, his Axe and Rocket Lance, the legendary blacksmith forges his way into battle!
Caspian – Led by his showmanship and thirst for danger, he has come to Valhalla armed with Katars and Gauntlets to put on a show!
Nix – Led by a thousand year hunt, this reaper, armed with both Blasters and Scythe, has found herself new bounty in Valhalla.
Isaiah – Major Isaiah Marshall, OEL's special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
DISCLAIMER: If you don't want to loose your saves, leaderboard scores etc make a NEW ACCOUNT for playing the beta. If you use your main account many things will be deleted / reset.
Opt into the beta:
Here are the current patch notes for the BETA:
PATCH 3.0
Major Changes
- Whole game engine re-programmed for better performance - Saving and Loading improved for faster speed. - View Port for the game is now 1024x576 instead of 966x544 - Hero Level now has its own talent tree so you can decide how to better build your class - The game now also supports 120FPS which makes it more smoother for good PC's! - You can now jump on any class by default = Spacebar (Xbox "A") or (PS4 "X") - Minions are now Mercenaries and you can choose between melee, ranged and magic mercenary. - Melee merc skill trees are Offensive/Defensive - Ranged merc skill trees are Marksman/Sharpshooter - Magic merc skill trees are Offensive/Healing
Networking
- Every player can now go to any zone without being dependent of the host - Re-written all code in the networking engine for better performance, stability and experience - Fixed host/client dealing and taking damage bugs.
Gameplay
- You can now shoot 360 degrees, any direction you desire. - All items and loot is now pickable and wont be autopicked, including relics gold keys etc. - Enemies can now be seen behind large objects with shader outlines
Loot
- Removed Chest / Helm synergies from the game. - All loot is now hand crafted, no more spell weapons with strength etc. - Weapons now have types, and only specific classes can use specific types
Content
- Death reason is back, better than before! - Weapons now show on your character! (This part took LONG!) - Added 8 unique hand crafted dungeons for EACH ACT! - Added 7 new runes - We have added an additional item slot for SHIELDS! Which can be used with one hand weapons! - 10+ Zone based unique dungeons with specific loot drops added to the game - Unstable rifts added to the game, random portal that spawns and takes you to the rift which gives loot as reward!
Balance
- Max level lowered to 100 - Difficulties lowered to 3 (Normal, Nightmare, Hell) - Enemies now scale based on Areas and difficulty, not player level - Difficulties now only increase loot drop chance instead of quality - iLevel is now capped, and items can be upgraded up to level 10 with satanic dust and rubies. - Runes are now applied into items, the talent rune tab has been removed completely. - Classes no longer have stat synergies that dont work on them (STR classes wont have ENERGY, and wise versa) - There is now 3 different damage factors, Range and Melee that work with STR and Spell that works with Energy (so casters damage scales with energy) - Life & Mana per hit is now determined by your weapon's damage, not players max hp. - Equipping items will keep your mana to max mana and hp to max hp as it was before equipping. - Slow on enemies now also affects their attack speed - Bosses have a 0.5 second immunity upon spawning.
Relics
- Ankh and Holy Water have been removed from the game, HC needs to be HC and people shouldnt be farming for these relics just because "they are mandatory". - Shocker cooldown decreased from 7.5 to 2 seconds.
Graphics
- All loot graphics have been re-made with a higher quality standard - Added enemy death animations - GUI Elements made better - Text more readable - Weapon animations are now shown for idle, walk and attacking.
Improvements
- Movement, glitching etc has a major improvement - Item comparision graphics in your inventory list shows very accurate indications now (Green/Red arrows for offensive, defensive and utility)
Sound
- Soundwork in the game improved, added unique death sounds to all enemies and more! - Added ambient & athmospheric sounds - Added unique attack swing sounds to all weapons - Tuned the overall sound levels, mixed by our new sound guy - Lowered music sound levels
A new monthly Jackpot Pack Reward is now available!
May's reward is the Paint Splatter Trail. Leave your mark on the casino with this colorful new trail effect - thankfully, these happy little accidents clean up after themselves.
Check it out at the Cashier, now through to the end of May!
First we wanted to thank everyone for playing (highest player count in 5 months!) and letting us know about your issues, we are going to release another content update and hotfix this friday! This update will include the following:
King/Queen of Mercia - Use your royalty status to fight and claim the throne, allowing you to build in raven's reach as the single leader of Mercia.
New Arena Map (replacing the current one) - compete in multiple arenas to earn loot and gold.
Recipe armour fixes - multiple weapon parts are currently not crafting correctly we will address all of these items.
Tooltip Quests - currently players are unable to progress due to recent changes of content, we will address these issues.
New Tooltip Quests - we will add more quests to provide more opportunities of learning and XP rewards.
Crashes - we will be addressing reports from the community to eliminate existing crashes.
Thanks again to everyone and we look forward to getting you this new update. The S.I.G. Team
Hello everyone, Huge thanks to all our players for a wonderful launch of Tales of the Neon Sea! We hope everyone is enjoying their time in our quirky cyberpunk world, and we’re very grateful for all the comments, reviews and feedback. This has helped us to identify and isolate a number of bugs, and we will release a patch soon to fix the following:
1. Modified the Prologue: diary issues, date display errors; 2. Modified Mrs. Perry's kitchen, fixed stuck character bug; 3. Fixed a bug in Chapter 1 - William's conversation with Spike; 4. Fixed a bug where the character would become stuck when jumping on a platform on the Miracle Street construction site; 5. Fixed a bug that prevented players from accomplishing the task “Destroy the obstacles" in the gangsters smuggling passageway; 6. Added some checkpoints; 7. Fixed a big causing the sonar content to not display correctly; 8. Prologue - New signs are added to the pipeline to make William more aware of his location; 9. Re-trained William so that when he approaches a cyborg-rat from behind, he will attack properly instead of letting the rat run away; 10. Some minor display errors were corrected; 11. Corrected some text errors; 12. Fixed a bug preventing the player from viewing a new file immediately after acquiring it; 13. Fixed a bug that caused the inventory to open during dialogue.
This month in our Branch of the Month series is dedicated to the wheeled gun-armed Tank Destroyers, available in Sophie Wölfli’s vehicle pool.
The history of the real life Tank Destroyer vehicles is quite complex and it would probably take a whole book to describe it – in fact, many books do just that. The intricacies and various details of the tank destroyer doctrine would cover many page – we’ll have to do with a shorter summary.
The Tank Destroyers (albeit many were not called as such) are vehicles specifically designed to kill enemy tanks on a budget. Whether designed from scratch or converted from another existing vehicle, their battlefield role remained the same for a long time – to engage the enemy at long distances (ideally so long that the enemy cannot retaliate) and to retreat (or advance) afterwards to repeat the process.
The Tank Destroyer class saw its golden days during the Second World War, where various dedicated or improvised vehicles were devised to fight the seemingly unbeatable hordes of German Panzers (and – vice versa – the unstoppable Red Army tide in the second half of the war). Americans in particular created a whole military branch and doctrine dedicated to this goal, while possibly the most effective German vehicle of the war, the StuG III, was in fact a self-propelled gun as well as a capable tank killer in some of its iterations.
Many of these wartime vehicles used existing chassis (for example the Panzer II or the Panzer 38 (t) for the German Marder series, the Panzer III chassis for the StuG III series or the T-34 chassis for the Soviet SU-85 and the SU-100) fitted with a more powerful gun than such a vehicle would normally be able to carry – there was a price though: the gun was almost always fixed and could only aim forward in a certain limited angle (called gun traverse angle). Such a vehicle would then wait hidden in ambush to surprise the enemy, fire and then bail out because its thin armor could not sufficiently protect it.
There were exceptions to this of course. The American Tank Destroyers such as the M36 were turreted and, to a degree, behaved like actual tanks. They were often faster but less protected with the top of the turret open. The extreme case of this would be the M18 Hellcat, one of the fastest tracked vehicles of the Second World War. Its extreme speed did it, however, little good as it was often slowed down by the terrain or the other vehicles it was bound to escort.
The Germans, on the other hand, built several superheavy Tank Destroyers such as the Elefent and the dreaded Jagdtiger. These were heavily armored but slow and ponderous monsters, whose reputation in combat was vastly overblown by both propaganda and soldier stories of fighting them (and defeating them, of course – some written “partisan” accounts contain more Elefants destroyed than were actually built in total). These vehicles were also extremely expensive and relatively fragile. While their guns were deadly, the limited experience of their crews and logistics issues made them simply not worth it (this sub-class disappeared with the end of the war). On the other hand, the Soviet SU-152 and ISU-152 series were quite successful thanks to their ability to act as artillery and remained in service in such role for a very long time (some of them were for example still used by the Iraqi during the Gulf War).
After the war, the Tank Destroyer class was rapidly replaced by a universal combat vehicle – the Main Battle Tank. Few post-war gun Tank Destroyer designs achieved any significance – the best-known example would be the German Kanonenjagdpanzer, designed to utilize the obsolete 90mm guns the Germans were left with after the older Patton models were pushed out of service. Since then, most of such vehicle proposals (for example to build such a vehicle on Leopard 1 chassis or even a Leopard 2-based one) remained in experimental stage and the Taifun II prototype was, more or less, the last hurrah of this class.
On the Russian side, perhaps the most powerful such vehicle and one of the last ones of its kind was the SU-152 Taran prototype of 1965.
The need to kill enemy tanks effectively did not, however, disappear.
In the 1960s, the classic gun-armed Tank Destroyers started disappearing as a class, but many designs vied to take their place. These can be split into three categories:
ATGM-based tank killers
Fire Support Vehicles
Improvised or Homegrown Tank Destroyers
The first category includes special vehicles armed mostly with anti-tank guided missiles, sometimes with additional machineguns. It often overlaps with Armored Fighting Vehicles that usually use the same chassis. Typical examples would include the German Raketenjagdpanzer, the British FV438 Swingfire or the Russian Kornet missile launcher on Tigr-M chassis. The massive downside of these vehicles is that while they are often excellent at killing enemy tanks, they are useless for everything else as knocking down a wall with an expensive guided missile is a massive waste. As such, their role on the battlefield is limited.
The second category includes vehicles such as the M1128 Stryker that are capable of killing enemy tanks (especially older ones) with their MBT-class guns, but are primarily intended to provide fire support to friendly infantry and lighter-armed vehicles. These are very universal but generally poorly armored and cannot go toe to toe with enemy MBTs. Russian vehicles such as the Sprut-SD also fall into this category with the Zhalo-S being an exception – unlike others, it was actually designed as a Tank Destroyer, but its gun proved to be too weak to serve as such and the project was shelved.
The third category includes various vehicles developed in countries that either cannot afford to buy a fleet of modern Main Battle Tanks or are under some sort of embargo. This category is fairly rare and almost never exported – these vehicles are built not out of desire, but out of necessity and are quickly replaced whenever the opportunity arises. Examples could include the Chinese Tank Destroyers from the 1980s or earlier and various Cuban or North Korean contraptions of limited combat value.
It’s worth noting that even the abovementioned “modern” Tank Destroyers are almost never called so and the category name is thus slowly passing into obscurity. During the recent years, we are, however, seeing a rise of a hybrid class of vehicles, capable of both supporting infantry and killing tanks. These are the Russian BMPT-series and although the Russians were definitely not the only ones attempting to develop such a vehicle, the Terminators, as they are called, are by far the best known.
From May 1 to May 31, 2019, the following vehicles will be available for lower price than usual along with a 30 percent Battle-Hardened discount:
Dragoon 300 Tier 3 TD – The Dragoon is one of those unremarkable vehicles that pass through the history of armored warfare almost unnoticed. A solid four-wheeled design, it was produced for nearly three decades in several variants and is an ideal introduction to the four-wheeled Tank Destroyer gameplay in Armored Warfare. You can read more about it in our dedicated article.
Discount: 35%
LAV-300 Tier 4 TD – Another often unnoticed design is the LAV-300. Around two hundred were built between 1982 and 1994 and were exported in small batches of various configurations to a number of countries. While it was a solid fire support vehicle, it never attracted much attention and it was removed from all offers in 2002, almost a decade after the last vehicle rolled off the New Orleans assembly line. You can read more about it in our dedicated article.
Discount: 35%
ERC-90 F4 Sagaie Tier 5 TD – The Sagaie was a French fire support vehicle from the 1970s, developed originally as a private venture by Panhard. The French quickly found it suitable for the use of their expeditionary forces as it was light and easily air-transportable. Ultimately, around four hundred of them were built and used in several French peacekeeping missions. You can read more about it in our dedicated article.
Discount: 35%
LAV-600 Tier 6 TD – The LAV-600 is a modernized version of the LAV-300. Cadillac Gage Textron tried to monetize the relative success of the LAV-300 by renaming it in the mid-1980s and by offering it as the next generation of affordable fire support. The plan didn’t go too well and by the time the project was cancelled in 2000, only thirty or so vehicles were built. You can read more about it in our dedicated article.
Discount: 35%
Centauro 105 Tier 7 TD – Back in the 1980s, the Italian military looked for a well-armed platform that would carry the same type of armament as the Leopard 1 MBT while offering better strategic mobility. The result was the B1 Centauro, one of the best wheeled fire support vehicles in the world. Of the four hundred made, many were also exported to Jordan and Spain, making it one of the most successful modern Italian vehicles of modern history. You can read more about it in our dedicated article.
Discount: 25%
M1128 Stryker Tier 8 TD – The iconic Stryker is one of the most recognizable U.S. Army vehicles and is absolutely, positively a better fire support platform than the M113 Gavin. Adopted in 2003, it has since proven its reliability and ruggedness many times over.
Discount: 25%
Centauro 120 Tier 9 TD – This is an upgraded version of the Tier 7 Centauro with a new HITFACT turret carrying a 120mm smoothbore cannon. It is an interim vehicle aimed at export. Only a few were built and sold to Oman with the Italian military itself preferring to wait for the next-generation Centauro II. You can read more about it in our dedicated article.
Discount: 20%
B1 Draco Tier 9 TD – The Draco is a Tier 9 alternative to the Centauro 120. Instead of a massive gun, it’s armed with smaller rapid-fire 76mm cannon that provides it with excellent damage per minute and penetration characteristics. It trades high single shot damage for the ability to fire twelve smaller shells in rapid succession. You can read more about it in our dedicated article.
Discount: 20%
Generally speaking, where the missile tank destroyers are stationary snipers, the wheeled tank destroyers are mobile snipers. They are all fast (although not as much as the AFVs or the LTs) and maneuverable, allowing them to drive from cover to cover, shell the enemy at long distances thanks to their exceptional stationary firepower and then disappear again. If you like this mobile sniper gamestyle, this class is for you, but beware: their stealth and accuracy are balanced by their fragility that becomes more accentuated on higher Tiers, making this sub-class suitable for advanced players. They are also not very accurate when moving and cannot act like Light Tanks. Attempting to do so would lead to your quick demise.
As was stated above, with several exceptions, the role of these vehicles on the battlefield is long-range sniping. The static accuracy of the class is unparalleled, but it suffers when the vehicle is moving and the Tank Destroyer vehicles cannot be used effectively for firing on the move – at least not as well as other classes.
The key is to stay hidden behind some cover, ideally a bush or two, that increase your camouflage factor. Some of the lightest vehicles can stay hidden effectively even after firing their gun or a missile, others have to immediately retreat or seek different cover (especially on higher Tiers where more advanced anti-stealth such as thermal optics are available).
Waiting along the expected routes of enemy approach is a good idea and all maps contain a number of spots that allow just that. In ideal case, a skilled Tank Destroyer player not only locates a suitable position for sniping, but also plans his escape route and the way to the next firing position or two. Like the Armored Fighting Vehicles, the Tank Destroyers require knowledge of each map for high-quality gameplay as a Tank Destroyer driver who does not remember where suitable spots are can find himself with few options left. Of all the classes in Armored Warfare, the Tank Destroyers require perhaps the most patience and planning.
A while ago Casper has been experimenting with bounce pads. With the workshop competition going on now we figured this would be a great time to make it available in the level editor. Casper made a demo map to showcase some ways you can use bounce pads. We're excited to see what you can come up with!
After 3 years of development, Epitasis is now available on PC & Mac! Journey to an alien world and explore the beautiful remains of an ancient alien civilization.
To answer a few questions:
The game is $19.99 USD with a 7-day, 10% launch discount.
VR support will be coming at a later date once we finish our console ports (XB1, PS4).
The original soundtrack is available on all major streaming services, but can also be purchased for download from it's DLC page.
Thank you so much to everyone for the support over the last few years while developing this project. It means everything to us, and we hope you enjoy this world we've spent so long creating. If you have any questions, concerns, or feedback, feel free to talk to us right here on the forums and we'll do our best to reply as soon as possible.