Disco Elysium - The Final Cut - ZAUM_Dani

(If you'd like to learn more about how Chapo Trap House came to do voice over work for Disco Elysium, we spoke to USgamer about it!)

Did you know Disco Elysium also has an alignment system? Mmmhm. Ours is a modernist setting, so our alignments are ideologies. More precisely, political ideologies: communism, fascism, moralism and ultraliberalism. Today we take a look at how the Big Four are used in the game. Expect tips, clarifications and encyclopedic tidbits. I will also list the Thought Cabinet projects associated with each, and even expose the characters who best represent these ideologies in the game. So you know who to get chummy with.

1. Ideologies are developed over the course of the game, not picked at character creation. Disco Elysium is, in many ways, a personality test. There are always little integers in the background, counting everything you say. Hit a certain threshold and one of your skills pops up, suggesting you make it official. Mark yourself. This marking is done by gaining a thought for your Thought Cabinet. We call these pop-ups “initiation dialogues”. For political initiations, it is always possible to course-correct by saying: no. You have misunderstood. I do not wish to build communism. Go away.

2. Four is the threshold you need to reach, if you want to get initiated. Say four communist things and your Encyclopedia skill will fire up the Big Communism Builder. Same goes for “the strong stuff”, “the weak stuff” and “the grind-hustler” (more on those later). In dialogues, the opportunity to espouse your agenda usually comes in the form of “political forks”, that is: dialogue choices usually consisting of four political options. Try to remain impartial and you will drift toward moralism (Elysium's centrism).

3. You are not limited by your choice of ideology. There are sub-ideologies, conflicting beliefs and countless personality quirks to develop in Disco Elysium. The Big Four are only four of the game's 52 thoughts. They have some pretty nice content, but they are by no means all there is. They are, however, nearly unavoidable. The air is criss-crossed by radio stations spewing divisive, feverish political rhetoric. For the poor people of Revachol, ideology is a blood sport. Everyone must suffer.

4. You can mix and match ideologies. You can be a purebred “traditionalist” and never once taint the “strongness” of your “stuff” with hysterics; or you can mix in some communism too, for that Unholy Union vibe. Or maybe you’re a moralist? Why not just admit it – you don't only believe in nothing, you also believe in money. You're a hustler. All these incendiary mixes are yours to dabble in. I've even seen one player who had all four. The game knows you're doing this too. You might even get called out for it.

5. Your political beliefs have mechanical implications. They're not just for role playing. As said, each is a thought, which you can develop in your Thought Cabinet, revealing some rather dramatic effects. Ultraliberals earn money by saying that stuff. “Traditionalists” get double the bonus from the most traditional drug of all: alcohol. Thus, ideologies strongly affect the way you play the game.

Let’s take a look.


COMMUNISM
Thought Cabinet project: Mazovian Socio-Economics
Supporting projects: The Suicide of Kras Mazov
Representatives: Cindy the Skull, Evrart Claire, The Gardener, The D******* (spoiler redacted)
Organizations: The Commune of Revachol, The Insulindian Citizen's Militia
Colour: white
Symbol: inverted star wreathed by antlers.

No one wants to be associated with communism by the time you get there. The party is over. They'd rather call themselves socialists and social democrats. No wonder – commies got their asses handed to them 50 years ago. Their little commune got wiped off the face of the Earth. Even worse, the civil war gave foreign powers a casus belli to invade Revachol and now look at the shit we're in. Also, Kras Mazov, the father of scientific communism killed himself.

Don't pick this ideology. It's a swamp of melancholy and would-have-beens. Also, they, like, killed a lot of people. There's a smart centrist man who once calculated that communism has killed 100 billion people in total.



FASCISM
Thought Cabinet project: Revacholian Nationhood
Supporting projects: Advanced Race Theory
Representatives: Rene Arnaux, Racist Lorry Driver, Measurehead, Gary the Cryptofascist
Organizations: Revachol the Suzerain
Colour: brown? I'm gonna go with brown.
Symbol: sticks of wood tied together with an axe. Something dumb like that.

This is the baddest of all the ideologies, so no one admits they're a fascist. Rather, they're “traditionalists”. Or “nationalists”, a term they get really angry if you associate with fascism. (No one wants leprosy on their brand.)

The emotional draw here is, of course, that pretty girl who didn't want to sleep with you. The other ideologies don't explain why that happened. Fascism does. Because the commies pushed the king under a street car and now nothing in the world is holy or beautiful. During your stay in Revachol plenty of women will tell you no, so, naturally, most people will pick this one. I mean, who doesn't want “absolutely giant fascist” in their Steam achievements? Also, it goes really well with alcoholism.



MORALISM
Thought Cabinet project: Kingdom of Conscience
Supporting projects: Opioid Receptor Antagonist
Representatives: Kim Kitsuragi, The Sunday Friend, Trant Heidelstam
Organizations: The Moralintern, Revacholian Citizen's Militia, EPIS, ICP
Colour: signal blue
Symbol: a forget-me-not

Finally! Something normal. Enough of those ramblings – in this world there is also a sensible ideology for people who simply want to do good by everyone. How? By looking at the options on the table and saying: no. I don't want any of those associated with me. I just want to play a regular, inconsequential, doesn't-really-believe-in-anything type of detective.

Well, you're in luck! After the commies and the fascas tag teamed Revachol, sensible foreign nations with moderately deadly artillery came and levelled the city, put all the commies against a neutral wall and turned Revachol into a debt colony / financial buffer zone / whatever the hell they want it to be. They rule the world. And also the RCM, the law enforcement agency you're part of, so really – it's a no brainer.

Take this one, it would be weird to take any of the others.



ULTRALIBERAL
Thought Cabinet project: Indirect Modes of Taxation
Supporting projects: The 15th Indotribe; Bankruptcy Sequence
Representatives: Joyce Messier, Siileng, Mega Rich Light Bending Guy
Organizations: The Wild Pines Group, Frittte, Coupris, FALN
Colour: yellow / gold
Symbol: the Franconigerian sun crown

Do you “grind” and “hustle?” Sure you do. You're a money engineer. A money scientist. You move money on a level inconceivable to the ordinary citizen. What is money, anyway? Money is trust.

There is no ideology being an ultra doesn't compliment. Fascist moneyman? Sehr logisch. Money-commie? Vie sexy! Money and moralism? Peanut butter und jelly! Money's not jealous. Money's like light, love and friendship. It plays well with everything. During the Revolution the ultras banded up with the commies to dispose of the king. Then they made a deal with the moralists to profit from the ensuing occupation.

Also, this literally gives you money in the game. With money you can buy books, which have content! Board games too! Clothes, which cost real money to model. Without money you might end up as some kind of impoverished hobocop.

And that’s that.

Until the next time.
Bobby and the Zaumonauts.
Card Hog - SnoutUp
Hello there,

first relatively major update is now live on Steam! I would like to thank all of you, who posted feedback in Card Hog Community , sent me emails or Discord messages. Helped me a lot to find multiple issues and fix them in this update. There's still a lot fixes on my todo list and quite a few of bugs are still out there, so keep looking!

Here's what's new!

PLAYGROUND
  • Added a sandbox where you can experiment with card combos and different scenarios
  • Added an option to add or remove grids
  • Playground now works fine with multiple player cards
  • Playground state is now being saved
  • Added a lot of UX improvements
  • More stuff coming soon!

OTHER CHANGES
  • UFO now drops a sizable amount of scrap
  • Using active skills now resets idle perk counters
  • Nicer damage popups
  • Buffed shovel to make it more valuable
  • Steam screenshot shortcut (F12) now works properly
  • Fixed a bug which allowed to skip turn by pressing ENTER
  • Fixed a bug which allowed using locked perks
  • Fixed a bug which made poison puddles to spawn flowers
  • Fixed a bug which made poop piles spawn flowers even when they're killed
  • Fixed a Playground crash when poison puddle is placed without player on board
  • Fixed poison mushroom HP glitch
  • Tons of other small fixes
That is it for now! Hope you will stay with the game long enough to see what else I have planned for this little game!

Cheers!

Feedback thread:
https://steamcommunity.com/app/1163740/discussions/0/1637549649098058544/

SnoutUp
-
https://twitter.com/snoutup
https://discord.gg/EpdZqS6
DRONE The Game - Sergiu The Penguin
Star Trek Timelines - DB_Shan


The Federation is hosting an important holiday costume ball to benefit refugee children across the galaxy. Guests from all cultures and areas are present. Quark, dressed as a Klingon, suddenly falls to the ground.

Event Name: For Charity
Event Type: Galaxy Event
Event Start: Thursday, 11/14 at Noon ET (17:00 UTC)
Event Finish: Monday, 11/18 at Noon ET (17:00 UTC)

Squadrons: Y
Crew Sharing: N
Faction Winner Bonus: N
Community Rewards: Y

Event Crew:

Little John Riker (Existing) 5*
Fully Fused Fully Equipped Level 100 Skills: CMD 1023 (128-239), DIP 422 (113-245), SEC 1309 (192-354)
Traits: Human, Federation, Starfleet, Costumed, Thief

Dress Uniform Bashir (New) 4*
Fully Fused Fully Equipped Level 100 Skills: DIP 350 (42-134), SCI 654 (63-140), MED 761 (185-414)
Traits: Human, Starfleet, Federation, Cyberneticist, Physician, Engineered, Gambler

Klingon Quark (Existing) 4*
Fully Fused Fully Equipped Level 100 Skills: CMD 363 (49-110), DIP 637 (209-444), SEC 369 (148-329)
Traits: Ferengi, Klingon, Scoundrel, Duelist, Desperate, Romantic, Gambler.

Ranked reward 5* crew

Kamala (New) - this crew will be featured event crew in the event starting on 11/21.
Fully Fused Fully Equipped Level 100 Skills: CMD 967 (131-227), DIP 1254 (238-483), SCI 546 (92-174)
Traits: Kriosian, Empath, Romantic, Exoarchaeology

Bonus Crew
• high bonus: event crew
• small bonus: variants of W. Riker, J. Bashir, and Quark.

Event Factions
Federation, Ferengi Alliance, Ferengi Traditionalists

Live long and prosper,

The STAR TREK TIMELINES Team
Moons of Madness - Andy B - Community Manager
Moons of Madness has been updated to version 1.02. Here's what's changed or fixed:

  • Minor fixes and improvements to collision and geometry
  • Minor fixes and improvements to various visual issues
  • Minor fixes for voice lines triggering incorrectly
  • Fixed taking phantom filth damage when walking through a door in Cave of Madness
  • Weather conditions made more consistent throughout Trailblazer Alpha
  • Cleaned up some issues with the Stalker
  • Fixed a typo in someone’s scribbled notes. Because when your mind is being consumed by the void, you’d better be able to write everything clearly.
CARRUMBLE - 3DCLOUDS - Tommy



A new champion joins today the roster of CARRUMBLE! Domino has been raised in a car depot in the middle of the desert. She doesn't do "girls stuff" and doesn't care what you think. She is a "Mechanic Heavy Metal Player Fighter" and she loves what she does. Her dream is to dominate the CARRUMBLE League, but she doesn't need a reason to. Try her right now!



This is just the first content that we are going to add in the next months to CARRUMBLE! Expect new vehicles, skins, arena and modes! Feel free to tell us what do you think and what do you want to see in the game!



Patch Notes:
  • Domino Joins the roster with Dust Devil and some brand new skins!
  • Progression Bar during race rewards has been fixed
  • UI Fix for a better support with 21:9 resolution
  • Graphic fixes in MultiPark Arena
  • You can't skip anymore the race rewards page, so everyone should have now enough time to check their stats at the end of a match
  • Fixed Ultimate spawn in "Resource Free" mode on Halloween and Crossroad arenas
  • Fixed SilverEye animation
  • Added a new intro video
  • Localisation fixes
  • Daily bug fix
  • New and better effects for the damaged vehicles textures
  • New icon to properly show locked content until level 20
  • Added new particles during explosions
  • Arenas optimizations
  • Mode, arena and mutator are now hidden in the lobby until last ten seconds before match
  • Ui improvements inside the text drive mode
  • Garage interface improvements
Area 51 Defense - GameRealmMadness


Hello there!

It's been a while since our last update, so we decided to bring you up to speed. We have recently partnered up with Alien Seed Games to update and enhance the Area 51 Defense.

We are doing a complete rehaul of the project, and throwing away all the previous code. The graphics will remain pretty much the same, but there will be significant updates to the visuals. The game will be much less comedic "meme game" after this overhaul, and more like a complete survival shooter.

The next update will feature at least seven new weapons and player animations for them, plus a level editor for the game. Also the HUD (heads up display) will be updated, and we have made a couple new concept screenshots for you to see:





Stay tuned for future updates, soldiers!

-Harri J.
Chernobylite Complete Edition - Legileg
Chernobylite Rev 21569 Patch Change Log

Audio:
We've improved a lot of sound and dialogues that did not play properly. We're still working on it.
We have made a sound balance of English dialogues. They should now be better heard.
Monster sounds should no longer keep playing after his disappearance.

Fixes:
Vagabond dialogue should not be bugged anymore.
Gas trap during “Unearthed documents” should not glitch anymore.
Problem with the perishable quest marker during "Mikhail in trouble" has been fixed.
Fixed a bug that caused some items to disappear with full inventory. Now when we get something from the NPC and we have a full backpack, the item will fall to the ground.
We fixed a random bug that caused items with a value of 0 to remain in inventory

Food Drops polishing:
Our replayable quests - food drops - were visually polished on Pripyat and Moscow Eye locations. Each of them has a dedicated soldiers patrol and an environment adapted to stealth and shooting. Let us know if it’s playing better now!



Stealth:
We have closed almost all stealth arenas at the Moscow Eye. Do you like it? We look forward to hearing from you!


TerraTech - saiwun
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here:
https://www.youtube.com/watch?v=r_ce_yPOflo

Bug Fixes:
  • Fixed crash bug caused by having too many large Techs on the Tech Manager.
  • Fixed issue with elements of the Steam Save upload panel not being visible.
  • Fixed issue with 2 lots of BB symbols being displayed in the Shop UI.

Known Major Issues:
  • The undo button incorrectly shows a block icon.
  • Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
  • Translations for non-English language support is work-in-progress for most languages.
Rekindling - Sfs Studios
Big update this week! Lots of small fixes and tweaks as well as some larger things.

The first larger thing is we re-did the scheduler. Instead of a weird 14 sections to split the day into we made it so there are 24. One for each hour of the day of course. We also have added sleep as a schedule option. It was hard before to tell what part of the day you were in before without opening the menu so there is now a indicator saying what the current schedule is and a very light ding when it changes to a new type.


The next larger thing we have added is the starting of relationships between survivors! In this update it is very basic. People will start to like others that they hangout near more. They will be happier when they are near people they like and unhappy when they are near people they don't. Things like giving others your sickness will make people like you less. In the next couple updates we will be expanding this further to be more interactive and dynamic.


Oh and we added turtles too.


As usual let us know what you think! I love to hear from you guys.

Full(ish) patch notes below..

0.50
  • Added ability to give individual jobs to survivors.
  • Added display for current camp task
  • Added light ding when camp task changes
  • Added Turtles
  • Added Turtle shells
  • Added in a relationship system.
  • Added sleep as a camp task
  • Changed scheduler to have 24 ticks instead of 14
  • Changed some base animal stats. Bears are the most impacted they are stronk now
  • Changed people/zim/animal bobing speeds to be representative of their actual speed.
  • Changed menu for survivors to be not so weird when no survivor is selected
  • Changed some advanced crafting to require turtle shells
  • Changed people to go longer without needing sleep. Insomniacs also stay awake even longer
  • Changed the build speed on floors to be a lot faster.
  • Changed notification for raiders dying to be yellow and specify it was a raider.
  • Fixed bug that made stacks of guns spawn in natural buildings
  • Fixed annoying flash for health bar on trees
  • Fixed crash when you are very zoomed and it is raining
  • Fixed crash when survivors have a certain head and are wearing a hat and you view the job menu
  • Fixed UI bug with the scheduler on small screens.
  • Fixed Leaderboards to show only top 25
...