It's with extreme pleasure that we now announce that we're happy with Fantastic Creatures and we're ready to make it available for all of you to enjoy it!
Fantastic Creatures will be available on 14th of November 2019 at 11AM PDT / 2PM EST / 6PM GMT / 7PM CEST. There will also be a discount at launch, so please make sure to wishlist the game and be notified when the game is out!
Finally, we'll share plans on the future of Fantastic Creatures on Discord. Make sure to join us here: https://discord.gg/EzX2QYP
The new map editor is now in decent shape. I've been working on it for past month or so. It wasn't just the interactive hex map editor that took time, but creating procedural terrain from this map needed some work. This is how it looks like
I've also added more juicy model as a Qi Chamber. It still needs work though. But you can see how the map editor easily lets you switch back-n-forth between edit and play mode.
I had great time showing this around at a playtesting session in Montreal yesterday.
The team have been working through more gameplay and interaction improvements across the board this month, including advancements in gamepad support and new animations. The new build wheel is looking sharp after receiving fixes and polish, new effects for impacting with melee improve the feel of all hits and distinguish more clearly when things are getting damaged vs not damaged, and an awesome new portable turret has been taking shape...
Here's what we've been up to in more detail..
Matt - Art Director
The team have been pushing to improve quality of life with the interface by fixing gamepad and crafting issues, both visual and input driven. The updated build system is close to being in a working/presentable state after being quite.. ‘broken’ whilst we were improving asset and UI visuals.
I’ve also had a hand in directing an update to player built doors which will replace the old shutter style door.
OG Tom - Lead Designer
From a design perspective we’ve had to go back through some of our key game system logic to help improve and speed up our workflow. Our next focus is working the improved A.I into our base designs so they can help us shape improved player enemy encounters.
Melissa - Technical Designer
The build wheel has had even more love this month and now looks very polished with new animations and artwork as well as new prompts to ensure you know how to use it!
A new addition to the build wheel is also Modifications, so now you can fortify your buildings, add lights and add doors.
Ryan - Designer
Hey! This month I have been working on keeping the game looking and playing perfect, by fixing up any issues we uncover along the development process. Along with this I have been adjusting some parts of the landscape around Pharus 7 to get it feeling just right.
Katrine - Senior Artist
Hello! I have a few exciting things on the game this month. I’ve been reworking all of the Visual FX. Making explosions, impacts and destruction!
Lauren - Lead Animator
This month I've been working with Chen to get our 3rd person animations up to scratch, finally replacing some of the placeholders that have been in there for a while. With improvements to both the motion and the blending method, It really is looking a lot more natural. Adjustments to the first person meshes have also taken place and I've been smoothing out the weighting of the first person arms along with making further alterations to various animations including the flare and axe.
John R - Developer
We’ve been creating a Turret weapon, which provides a cool twist to the set of weaponry the player can equip. The Turret can be carried in your inventory and then placed whenever you want something defensive to watch your back or you just want a bit of extra fire-power when battling the enemy. And once you’re done, you can pick up your Turret again and take it with you.
Leon F - Developer
This month work on the gamepad support for our Player Menu has continued with functionality added to allow us to select and highlight empty slots allowing us to extend our functionality for gamepad specific actions.
You can now navigate around the menu with just a gamepad with the essential functions such as equipping and consuming now coming together.
In addition to gamepad support I’ve also been hard at work adding the icons to the Build Wheel system that correlate to the resources you’ll need to build various structures and utilities as you create your colony.
As a part of the Halloween 2019 event we are doing a DOUBLE GC sale. This means all GC purchases for a set period of time will be doubled. Here is exact times of the event:
The sale is indicated on Xsolla and in-game through Steam. If you experience any issues or need any assistance with a purchase feel free to contact us through support at: http://playnewz.com/support
Allhallows is already in full swing, and November has arrived - it's time for the next Adventurer's Challenge! For all of November, the Grim Challenge lets you earn points for open-world activities, unlock chests to get valuable loot, and claim your own Pest Lizard. We've also introduced Adventurer's Tokens, which let you trade in unclaimed Avatar Ring unlock items for a selection of new rings. Read on for all the details!
Pestilential Prizes For Intrepid Adventurers
PEST LIZARD: This month, you'll have another chance to claim the Pest Lizard, a fast-moving mount with two different poison-based attacks that confuse and disorient enemies. (Note: while not officially Battle Mounts, Pest Lizards are not usable in GvGs.)
AVATAR RING: The Grim Challenge Avatar Ring gives your avatar a dark, creepy aura. This non-tradable item permanently unlocks this exclusive avatar border for one character - and starting this month, unclaimed Avatar Ring unlocks can be traded in for Adventurer's Tokens (details below).
SEASONAL SPECIALS: Unlock Grim Challenge chests to get a mix of pestilential prizes. In addition to the regular goodies like Silver bags, Fame Tomes, and resources, you'll have a chance to get the Plague Doctor costume set and the Tomb of the Unknown and Memorial of the Fallen furniture items.
New This Month: Adventurer's Tokens
Since adventurers who took part in last year's Grim Challenge may have already unlocked this month's Avatar Ring, we've given all players the option to trade in Avatar Rings that have not yet been unlocked for Adventurer's Tokens at the Vanity Merchant. Here's how it works:
Players can now trade in Adventurer's Challenge avatar border unlock items at the Vanity Merchant to receive an Adventurer's Token
Each border gives one Adventurer's Token, which is bound to the same character
The first item available for tokens will be a new Adventurer's Avatar Border, which will cost 2 tokens and also be bound to your character
Additional new items purchasable for tokens will be introduced in the coming months
Log in, head out into the open world, and unlock these fabulous prizes - and don't forget about the week-long Fame Boost running November 4-11!
Re.Poly is in an really early state and have some major bugs, expecially in the multiplayer section. Because of this issues, and because the game is made for multiplayer, I decided to work more harder to figure out these problems and fix them. I don't want to release a game that is not working like it should.
I'm sorry to delay the release by two more month, because this game is community based and your ideas and suggestions will be heared in the Early Access process.
If I fixed the problems earlier, the game will be released earlier.
Once again the Hunters of Zone asks you to live in peace with your fellow stalker and to hunt only mutants.
From 13:30 01.11 till 13:30 05.11 (Moscow time), Mushkar from the post in Tunguska will give "Hunter Day" quest to all comers. The reward will be Hunter Pins and experience. The quest takes place in two stages, with a break of 12 hours between the stages (plus one more break of 12 hours before the quest could be repeated). Mushkar doesn't like stalkers with karma below 250, but that's the only restrictions.