From October 22nd to November 5th, the spookiest and most requested event will be active! We've been asking for your feedback on things you'd like to see in events and we have something exciting in store for everyone. For those who've seen the ghoulish graves and overgrown pumpkin patches; fear not, there will be a number of new items to collect! Stay tuned for chilling trailer reveal and more details on the event!
DodoRex
Zomdodo
Dodo Wyvern
Skeletal Giganotosaurus
Skeletal Quetzal
Skeletal Jerboa
Bone Fire Wyvern
Zombie Fire Wyvern
Zombie Lightning Wyvern
Zombie Poison Wyvern
Skeletal Bronto
Skeletal Stego
Skeletal Trike
Skeletal Raptor
Skeletal Rex
Skeletal Carnotaurus
Prior Event Items
Pumpkin
Stolen Headstone
Scarecrow
Prior Event Skins
DodoWyvern Mask Skin
Clown Mask Skin
Vampire Eyes Skin
Werewolf Mask Skin
Giganotosaurus Bone Costume
Jerboa Bone Costume
Quetzalcoatlus Bone Costume
Wyvern Bone Costume
DodoRex Mask Skin
Carno Bone Costume
Rex Bone Costume
Raptor Bone Costume
Bronto Bone Costume
Trike Bone Costume
Stego Bone Costume
Witch Hat Skin
Dino Witch Hat Skin
On The Horizon
PS4 Primitive+ There was an issue with the latest deployment that has prevented PS4 Primitive+ players from accessing their survivors. There is a patch being tested and we hope to share an ETA once we have more information.
EVO Event
Survivors on all platforms will be receiving a special Evolution Event perk this weekend! It will be active from Friday the 18th of Oct at 1 PM EST until Monday the 21st of Oct at 3 PM EST. All Official Servers across each platform will be undergoing this evolutionary change which includes:
First of all, I would like to thank everyone who follows us and is supporting War Solution.
The reviews and testimonials of the audience that played “War Solution” were very important, our greatest satisfaction is knowing that the audience is having fun with the game.
We at YAW Studios aim to be as transparent as possible, and for this reason we are making this announcement.
In all the games we develop we always look for the best possible quality, and the "War Solution" has a graphic and mechanics quality superior to many games in the same segment, which resulted in a higher production cost.
Unfortunately, War Solution sales have not met our expectations yet, and we believe part of the problem is that we have a very limited marketing budget.
The 2nd Show was in production, but we had to make a difficult decision and we chose to stop the production of the 2nd Show and focus on the production of the other game modes, thus making a more compact version of the game, so that those who have already acquired the game had a "complete" experience of what we intended, and so those who are still acquiring it also have this experience.
In the next update we will be launching the new game modes, and officially releasing this more compact version of the game on Steam's main store.
We hope to continue to count on your support and understanding.
We’ve got another update for the Wizard this week which includes some spell improvements as well as some bug fixes.
* Crit chance over 100% now has additional chances to crit. * Crit damage now provides more damage. * Combustion can now activate more than once when above 100%. * Combustion tooltip now shows the correct amount. * Fixed an issue where the large combustion nodes were giving ¼ the amount they were supposed to. * Circuit now hits the first enemy. * Shatter now applies on enemy death. * Shatter now procs on enemies killed by an ice chain. * Chain now causes burn. These additional burn(s) will not cause explosion to proc or decrease warmth, but will have combustion applied to them. * Synergy now additively applies elemental cost reduction. * Fixed a crash caused by explosion. * Fixed cool crits tooltip.
Our Early Access is just beginning... We set out to create something unique - an open world solar system, with both primal survival and space survival, complete with large PVP battles and a bit of a story. We hope you’ll like the direction we are taking, but keep in mind there’s over two years of work ahead.
Similar games in Survival Genre had years to grow and develop, and we hope our player community will give Stars End a chance as well. Stars End currently uses some store assets, that we plan to replace. You might encounter some art that you`ve seen in other games... We don`t know why these multi-million dollar games are still using store assets, but we will update ours.
We are a small team with 3 developers, but, with your help, we can expand and provide a lot more content. We are very active on our forums and Discord, and welcome ideas and suggestions. Thanks for your support!
And please keep in mind - today is Day One – and we all know what it means - The Horrors of day 1 survival game launch. Our small team has done everything that we could during our alpha testing period, and postponed launch several times to make sure the game is ready. Alas, for a small indie group with 3 developers it`s impossible to be prepared for a launch of this magnitude, as games like Stars End just can`t be fully tested until there are hundreds of players playing at once.
We still hope Day One will go OK. Just because huge companies mess up big survival launches, is not an excuse for us. We are a small indie group, but we`ll do our best to hot fix the issues as they come in, while actively communicating with our players.
Thanks for your support, and please give us a chance – we will not disappoint you!
Morale is a key factor in warfare. An army can be greater in number, better trained and exceptionally equipped, but without the will to fight, none of that matters. Conversely, high morale can see people through extreme hardships, giving them the determination to press on and continue the fight long after all hope is lost, only to grasp victory from the jaws of defeat. In this week's blog, we take a look at how morale is implemented in Bannerlord, discussing its effects on both the campaign map and the battlefield.
On the campaign map, each party has a party morale rating. Your party’s morale is shown in the lower-right panel. If you mouse over this, you can see a tooltip that shows how it will change day to day and what factors currently affect it. Party morale changes mainly due to the result of your actions. Successful battles and raids will increase morale whereas excessive casualties and actions like sacrificing some troops during retreats will reduce it. Also, failing to pay wages or letting your troops go hungry are also rather detrimental!
If you manage to keep your party’s morale high on the map, you will enjoy a number of benefits. Your party will gain a slight speed boost and will also gain a small advantage in battle simulations. On the other hand, if you allow morale to fall below a threshold, some of your troops may desert your party to look for better employment.
While party morale is quite important on the campaign map, it is arguably more critical during battles. Medieval battles were fought in close quarters, which was no doubt incredibly stressful for the participants. Typically, battles were as likely to be decided on superior morale as fighting prowess.
At the beginning of the battle, each soldier is given a starting morale based on their party’s overall morale rating. After this, whenever a troop is killed or wounded (up to a maximum of ten), friendly troops that are nearby receive a morale penalty. This morale penalty is modified according to the commander’s skills and perks, and also other factors. For example, troops standing in a shield wall receive less penalty. Conversely, troops get a morale boost when one of their number scores a kill nearby. In practice, when two bodies of soldiers meet in the field and a fight ensues, morale will tend to drop over time. If one side is decisively winning, the other side will lose morale rather quickly. On the other hand, if the fight is more or less balanced, then both sides will lose morale, albeit more slowly over time. Whichever way the combat goes, usually some soldier's morale will eventually drop to a point where they will panic and start to run away. This is quite dangerous, because every time a soldier panics, this will also create a morale penalty on nearby troops and a few troops running away can easily create a chain reaction where an entire formation breaks and starts to run away.
We think that our interpretation of morale in Bannerlord can be summed up by a single historical battle: The Battle of Towton. During the battle, Edward IV led his troops from the front while his Lancastrian opponent, Henry VI, remained in nearby York. Edward inspired his numerically inferior force to a crushing victory over the Lancastrians after battling on for hours until reinforcements arrived, breaking the morale of the Lancastrians in the process. This started with a trickle of men deserting the battlefield, followed by battalions, before eventually, the entire army began to rout, where it is said that more troops were lost during the ensuing panic than died during the actual fighting.
The sale features our NEW Customizable Uniform Designs and all the fun Emotes! We have created a limited number of discounted Bundles of the Uniforms and Emotes. These Bundles are designed for Server and Alliance Owners so you can outfit your crews!
PRIZES:
1. The Top Contributor during this sale will receive an Enjelic Apollo Uniform AND get his or her face on the Sky City Coin along with a story about their great generosity! You will become a part of AlterVerse history forever! https://www.alterverse.com/sky-city/
2. A random drawing of the Top 10 Contributors will be named the Mayor of Sky City I and will receive a Condo for 1 year after Sky City goes live!
3. One lucky person from a random drawing of ALL Contributors will win a Penthouse Condo on Sky City I for 1 year after it goes live!
All other items in the store are still available and special Flash Sales will be announced throughout the sale!
Have fun, dress up, work on your moves, and prepare yourself for arrival in the AlterVerse!
Flash sales are going on now, keep updated by following us on
With our first Alpha Build Update we have now officially entered into the Alpha Phase. This means that the core frameworks are all in place and the main game-loop is ready for validation.
As is often the case when one designs a game, in the early stages of Pre-production one makes a lot of assumptions regarding will be the impact of different sub-systems, what will be fun regarding the core game-loop, what kind of emotional impact will some events have for the player - while a lot of finer details such as what kind of weapons, spells, monsters and so on may still be in planning and part of what is decided once production is actually underway. As the frameworks fall in place and the game-loop is realised, there is always the posibility that changes is needed. Rarely has a game entered Alpha state and been a solid title that merely needs all the content finalized.
Going forward we will continue to publish the change logs as they occur of each and every build. We will also start to build out and publish information in our own wiki as an online manual and will talk more about it when the information in it is expected to be less fluctuating and more complete.
Terror and Morale
One of the last building-blocks added as we enter Alpha was the Terror-property of all Units (Monsters and Operators). This is the amount of Fear and Terror this unit generates on their surrounding. The impact range of the Terror attribute is maximum value up to 4m, and then a linear decline up to Charisma (CHR) meters. A units (especially Operators) ability to withstand being affected by this is determined by the units Willpower (WP) attribute, with bonus from each near teammate's Charisma (CHR), with gradual decline in a linear scaling over distance.
A unit that fails this Terror vs Morale check, can be Shaken (which impact skills by -15% and -2 points in WP) or if even more impacted; Frightened (skills -30%, WP -4 points) or if heavily impacted; Paniced (skills -60%, WP -8 points).
This change increase the importance of Charisma and Willpower, partly avoiding the typical stat-dumping of characters when created in the beginning on the game (you can still put all points into Strength and Agility if you want, but better be ready to run if being alone and facing very scary Monsters).
Operators also generates limited Terror (men in gear with weapons storming at you can be scary!), but in general only the less intelligent and weaker enemies would be affected by this. But there are ways to temporarily increase this amount...
Some Monsters of the truly evil kind are immune against the impact of Terror - while most often generate a lot themselves.
So, what now?
As hinted at above there will be less major changes during the Alpha Phase as we hope that no major systems need to be added, removed or redesigned. We have some minor systems that are still being worked on, but the core game-loop is expected to remain. As such there may be less revolutionary or evoluationary changes with each update, but there will be more build out of actual content, such as levels, monsters, weapons, spells and many more things. For that reason alone, we expect the Alpha Phase to be a decent amount of months.
Changes on Steam the platform impacts us
You may have read about this from other Indie-developers or on gaming websites, but there have recently been another set of changes to Steam in how they handle upcoming games and games not yet released. At the same time the huge number of games being released these last 3 years have created a situation for Indie-developers where they find themselves being lost in the noise of new games. The latest changes has made it so that in general upcoming games will receieve much less visibility in the store - until it is released - while also making it much more important that a game generate a lot of attention (i.e. sales) for the Steam platform in the first week of the release.
This is doubly backwards for an Early Access title (where growing organically would often be better, to avoid front-loading players into a game that is not finished yet) as an Early Access game that have no attention will suffer from not recieving valuable feedback from user play testing of the growing title, but also then 'making sure' that any release once Early Access phase is finished will be much smaller as players have slowly been buying the title over several months time, as oppose during one single day on release. Virtually guaranteeing that no news or front page placement will be given, if not a run-away success or from a triple-A studio.
One way, perhaps the only way from what we know today, is to make sure we have enough Wishlists ready for the day Early Access is opening. This will be a challenge going forward and will be something we need to monitor and work on too, in addition to the game itself.
Updated screenshots
We have now replaced all screenshots from the store-page, they should all be showing our latest progress and be captured in full 4K.
We have fixed a couple of minor issues and put a few of our fellow H.E.N.T.A.I. Battalion members back down to Earth (imaginary enemies are no longer counted in current scores, everybody, let’s play fair).
And now we are working on an exciting new (and pretty dark) piece of DLC..
It's been two weeks since the start of our Fan Art competition, so we're continuing to showcase some of the entries submitted so far. As a reminder, you have two weeks left to send your submission in order to have a chance to win some of our great prizes!