Remnant: From the Ashes - PWE Community


Today we’re excited to finally dive into some of the ground-level core system mechanics for REMNANT: From the Ashes. Over the past few months, we’ve shown some combat videos of amazing gameplay footage from our test builds, but until now we haven’t detailed how the game will actually control and feel when you get your hands on it on August 20, 2019. In this blog, we aim to remedy this by giving you a window into our designs on moving, attacking, and dying in REMNANT. The game is still a work in progress, so please understand that everything below is subject to change. Those of you who have played our demo at Gamescom, PAX West, TwitchCon, or GDC have given us a lot of great comments about the fluid, deliberate feel of combat, so we hope you appreciate this written preview.

We spoke with Mike Maza, Principe Designer at Gunfire Games, about these systems and here’s what he had to say!


MOVING
Let’s begin with the most fundamental system of a 3rd-person shooter - movement. Successfully navigating the monster-laden worlds of REMNANT will be an essential part of your survival. Before we jump into the details, check out the image below for a look at our current control sheet (subject to change):


Click the image above to see a larger version.

Avoiding enemy attacks is critical to achieving victory against the nightmarish creatures of REMNANT; thus we’ve included the ability to sprint. You can toggle between a jog and a full sprint by pressing down on the controller’s Left Thumbstick or Left-Shift on the keyboard to move at full speed. There will be plenty of moments where you’ll want to quickly move between cover, catch up with your friends, or escape from a pursuing foe.

Sprinting is not the only movement option in REMNANT. Each player has a few base ancillary movement tricks at their disposal. You can vault over low obstacles seamlessly from either a jog or a sprint simply by pressing the controller’s A-button or the keyboard’s Spacebar as you approach an obstacle. You will vault or roll over the object without losing momentum. Additionally, you can perform a powerslide by pressing the controller’s B-button or the keyboard’s LEFT-Ctrl key while sprinting. This is a useful tactic for sliding into cover – in fact, with careful timing you can break into a sprint, slide behind cover and then, in one seamless motion, roll over that obstacle and continue running!




Dodging is also simple in REMNANT – you can perform a dodge roll in the direction of movement by pressing the A-button on the controller or the Spacebar on keyboard. Pressing either the A-button or Spacebar without moving will cause you to perform a quick backstep; useful when your character is caught flat-footed enjoying the view and sniffing daisies. However, simply knowing how to dodge is only half the equation – the player has to become adept at reading an enemy’s attack cues… watch for those telltale signs that your foe is about to attack. Your dodge will change based on your equipment and encumbrance as well. Timing a perfect dodge is a critical defensive skill in REMNANT… mastering it is key to surviving a fight.




ATTACKING
There will be plenty of monsters for you and your friends to slay in REMNANT, so we wanted to touch on combat a bit before revealing more extensive details in the future. Swinging a melee weapon or firing a gun in REMNANT is a little different than you may be used to. Performing a melee attack is easy – simply press the controller’s Right Trigger or the Left Mouse button to swing your melee weapon. Guns, however, can only be fired while the character is in aim mode which is accomplished by holding down the controller’s Left Trigger button or the Right Mouse Button. Pressing the controller’s Right Trigger or the Left Mouse Button while in that mode will fire your weapon. The controls may take a short while to get used to but, once you get the hang of it, you’ll find that it’s effortless to switch between shooting and swinging!

Standing still or, better yet, crouching will be your most stable positions while shooting. Although your character will be limited to a deliberate walk while in Aim Mode, any movement will affect your weapon accuracy and shot spread. The reticule will change to reflect that - the spread growing wider as you move and change directions. Try to use restraint if you have a tendency to lean on the trigger. Remember, short, controlled bursts win fights… and conserves ammo to boot!





DYING
Death is inevitable in REMNANT. Expect to die (and die often at first) – it’s part of the charm and challenge of the game. Luckily death is not permanent thanks to the strange World Stones and World Shards found throughout the environment. You will respawn at the last checkpoint you interacted with along with replenished Dragon Hearts (healing item) and a full stock of ammunition. However, it’s not all peaches and cream… an all-new set of enemies in the zone will also respawn in completely different locations. Tread carefully…

It’s also useful to talk about death in multiplayer. Working alongside a team of friends makes for a great time in REMNANT and helps take down some of the tougher bosses in the game. However, it’s imperative that you work to support each other in every fight. When one (or more) of you go down during a firefight, your teammates will have a limited time to revive you before you die. If you die, you won’t be able to respawn until at least one of your teammates reaches a World Stone or Shard checkpoint to initiate a resurrection. If your entire team dies you will ALL respawn back at the last checkpoint… and your enemies will repopulate!



We’ve covered a lot, but still only scratched the surface of what REMNANT: From the Ashes has to offer. Stay tuned for more details, videos, exclusive reveals, and more exciting content on our Twitter and Facebook pages. Until next time, Survivors!
Tales of a Spymaster - Valvagia
Hey All!

Release is approaching, eek! So much to do, so little time. Oh well. An update shall be going live in a few minutes. So what's new in this one?

Features
  • Added AutoSave - Finally!
  • Order the save files by most recent to oldest

Bug Fixes
  • Fixed tooltips on certain buttons
  • Fixed text being trimmer off the tutorial
  • Fixed various missing strings showing as placeholder
  • Fixed issue with not saving court member targets
  • Load game losing marriage partner
  • Faction 6 unable to find path
  • Load game incorrect camera start position

Keep reporting those bugs! I really appreciate it and every little helps :)

Thanks.
Eternal Card Game - DWDMarketing


Eternal: Chronicles of the Throne is a new tabletop deck-building card battler in the world of Eternal!

Pre-orders are now available!
Alchemist's Castle - GameOver
- Instant death bug fixed (again)
May 2, 2019
American Truck Simulator - Timmy the Duck Thief
You probably noticed that during the last few patches, traffic lights in the American Truck Simulator have had some considerable tweaks. From last year June, our research department started work on this project, but there were a few issues we would need to overcome. One of the main problems was to find a system for US traffic lights in our game, as there are many differences found in every state, region, and cities. MUTCD defines the guidelines for the whole United States, but since every State can adjust it, you see where the problem lies. We agreed to make a compromise and choose those most commonly used (which means 50%+ coverage) to be made and implemented in our game.





An (un)expected result was that by mass replacement of the old lights, almost every junction and intersection in American Truck Simulator had broken. Lights colliding with other objects, signs and street name signs had also moved to pretty funny places... good times (especially for our map designers who had to fix this mess).





But in the end, we managed to overcome these issues and with update 1.35, every State (CA, NV, AZ, NM, OR and upcoming WA) will have real unique traffic lights. So that means you can now enjoy even more authentic roads, with more options now available for possible future additions, like the Flashing Yellow Arrow.





https://store.steampowered.com/app/1015160/American_Truck_Simulator__Washington/
9Dragons - 9Dragons


Dragons!

Ready for Cinco De Mayo? Come join the party as we host a special Golden Time Event! Starting at midnight, enjoy our 3x EXP, 3x Skill, and 3x Drop event!

Event Duration:
May 3, 2019 00:00 - May 5, 2019 23:59 Pacific

This double XP event only lasts until Sunday, May 5th before midnight, so don’t wait too long to start earning double XP!
Odd Realm - Sleipnir
Hey all!

Just uploaded today's build, v0.8.1.0. This one is comprised of mostly just new things to make at the smithy, distillery, and kitchen.

Here are the notes:
-Fixed a bug where doors weren't showing their open/close state.
-Tuned the relaxing state to be much shorter as people were getting confused as to why their settlers would 'idle' for so long.
-New items/blueprints for beverages: Coconut Brew, Elderberry Wine, Blackberry Wine, Pumpkin Ale, Vodka, Mushroom Wine, Whiskey, Apple Cider, Pineapple Brew, Skyberry Wine, Sweet Root Brew, and Sake.
-New items/blueprints for meals: Apple Pie, Pumpkin Pie, Sausage, Burger, Meat Pie, Omelette, Sleipnir Special, Chicken and Waffles, Fish and Chips, Tomek Fries, Fish Bowl, Potato Bread, Meat Bowl, Plant Fiber Broth, Toasted Xan, Minami's Squeakenbabs, Potato Flour.
-New items/blueprints for weapons: Iron 1h Kite Shield, Iron 1h Sword, Iron 2h Sword, Iron 1h Dagger.

Also, I will be away for the next ten days on vacation. But once I get back I'm going to continue work on game progression stuff and the third playable race, the Ardyn. So, while I'm away, there won't be any new updates. I will, however, still check the forum and discord channels frequently. So feel free to keep asking questions and making suggestions. :)

Thanks!

Waylon
May 2, 2019
A Place for the Unwilling - AlPixel Games


We got a new gameplay trailer. Hope this helps everyone understand what's like to play A Place for the Unwilling. The new video is available both on Youtube and on the Steam page.
Siege of Centauri - [SD] redskittlesonly
Features
  • New Mission: Ciacco, home of the spiders. And where a new enemy arrives, the Falling Star. When a Falling Star is destroyed it temporarily disables all towers around it. Be careful relying on a single death trap, you could lose it.
  • New Tower: Stasis Hammer, can only target large enemies and has an incredibly slow fire rate. But it stuns those enemies for a brief time.
  • Added the ability to wipe campaign/unlock progress in the options screen (for those helping us test progression).



Balance
  • New Line of Sight calculation that is more forgiving.
  • Made Limbo slightly easier.
  • Decreased hit points of the Gliding Crane.
  • Gallehault rebalanced.
  • Chariah rebalanced.
  • Caluck rebalanced.
  • Added energy cells to Nahant with a bonus objective to destroy 400 enemies with energy cells.
  • Added a bonus objective to Caluck to defend the fission reactor.

UI
  • Grid display when placing towers
  • Updated a lot of the hologram displays for selected towers/units with an updated version
  • Mission wave panel shows the colors and descriptions for each of the units.
  • Switched "Radioactives" to "Energy".
  • Added a new difficulty slider.
  • Updated Corrosive Mortar models for each tier.

May 2, 2019
Rust - holmzy


A smaller than usual 2-week update including a new Hunting Bow Model, Map changes, various bugfixes and more monument lighting changes

  • Added granular skin loading (greatly reduces skin memory usage)
  • Added skin unloading (itemskinunload convar, enabled by default with less than 10GB of RAM)
  • Map uses less memory and can be zoomed out much farther
  • New Hunting Bow model
  • Fixed riot hat skin preview (workshop)
  • Fixed metal / spec material issues (workshop)
  • Fixed cave lift parenting trigger exploit
  • Fixed projectile line of sight exploit
  • Fixed several graphics issues with the Linux client
  • Fixed players exploiting inside large furnace
  • Fixed LR300 condition being too low
  • Fixed 40mm smoke grenade climb exploit
  • Fixed Oil Rig keycard doors being permanently locked
  • Optimized UI background blur shader by removing unused grab pass
  • Optimized GC allocs from client entities that are waiting for their parent
  • Bandit Town lighting overhauled
  • Cave Large Sewers lighting overhauled
  • Puzzle fuse boxes now run high voltage, and as such look more dangerous
  • Reduced external wall and gate crafting time
  • M39 has much more manageable recoil
  • Faster right click quick looting
  • Bone arrows are less expensive
  • Bone arrows move faster
  • Bone arrows have a larger 'radius'
  • HV arrows cost metal fragments instead of stone
...