World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | FR

Great shooting and movement is the heart of any good multiplayer first person shooter experience. World War 3's shooting system has been favourably rated by most players, however this was not the case with our movement mechanics. We heard your feedback loud and clear, and decided to improve it in order to make the final release a polished and well-received game. We hope you'll come to notice the constant stream of improvements coming to WW3 in many areas, since it's a part of our development philosophy - listen to player feedback and constantly improve your game, learn from mistakes and never give up on polishing and the fixing process. Today we present a first peek at our new movement system we've been working on very hard this year.

The new system (not on public servers yet) is much more playable and responsive than the previous one. It merges TPP and FPP animations into one interactive, parametrised, flexible and complex system. We've spent months building it from scratch, learning and tweaking as much as possible since we understand how important it is to the final FPS experience.

Our new movement system is built on three key pillars:

Responsiveness [be responsive not clunky] - we've heard a lot of complaints regarding the overall clunky nature and feel of the old movement system. This time we made sure you'll have total control of your actions and movement which - while slightly less realistic - results in much better gameplay.

Smoothness [be smooth and playable] - several improvements of the new system might be seen as trying to blend fire and ice - we managed to improve the movement while not getting rid of body awareness. We made sure to make the core part of the new system feel smooth and fluid while also implementing solutions such as making the weapon visible while sprinting, blending the TPP and FPP animations to give you more control over the character, adding new animations for heavy rifles or launchers, improving the weapon switching animations and much, much more.

Flexibility [be felxible at work] - the new system gives us unprecedented possibilities to do basically anything we want with the movement mechanics, which is a totally new thing for us in this respect. New movement system was built entirely in-house, so we know how to fix bugs and overcome problems as they arise, which was not possible while using the "basic" UE4 systems.

We firmly believe we're on the right track to something great, and that the combination of the new movement system and our tried and tested shooting mechanics will bring us to an entirely new level of quality impossible before. Further stress-tests and fixes need to be done on a daily basis until we release it, but today we can honestly say that our effort finally pays off.

WEAPON SCREEN SPACE
The position of a weapon on screen is absolutely crucial for the kind of experience we want to deliver - it connects players with the game world and provides feedback of what the characters are doing and what’s going on around them. Using an efficient positioning tool we were able to rethink how we show you our guns and where they're supposed to be on the screen. We used the Fibonacci curve to identify the most aesthetically pleasing location and tilt for the weapons, while making sure that the weapon models will look as good as possible (including new textures and PBR lighting improvement). You may also notice that the weapons feel slightly bigger - we can assure you that we aim to keep the proportions as close as possible to real life. The screen spaces are also more uniform within classes and weapons of similar size, which results in a more clear and coherent presentation. Extra attention was paid to all the weapons aiming directly towards the middle of the screen with a laser sight attached.
Weapon position based on Fibonacci curve


Weapon positions in practice

REALISTIC DEPTH OF FIELD
To increase immersion we adjusted the blur and depth of field effects for iron sights and red dots. We now feature two different blur settings, one for the weapon’s base hipfire position and another one solely for aiming. Thanks to this we can set up both effects independently and offer both a natural, crisp look of the weapons when firing from the shoulder as well as a realistic depth of field effect when aiming down sights.
New adjusted the blur and depth of field effects in use

IMPROVED SPRINTS
One of the most significant challenges of the new movement system was fixing and improving the sprint and vault animations for both first person and third person views.

Some of you have reported that you don't particularly enjoy the fact that the weapons disappear during sprint, while others considered it alright, seeing it as a more realistic and reasonable approach. To be honest we were testing a lot of different concepts before the Early Access release, but our former movement system wasn't flexible enough to make all the necessary improvements. This is why this issue was put on freeze. Please remember that we've always been trying to blur the lines between realism and fun, adhering to our 'playable realism' approach.

Finally, after getting the new movement system up and running we managed to find a good solution after lots of discussion and brainstorming. It has proven to get rid of past problems and blend in with the body awareness system, while improving the overall movement dynamics.

This results in a proper balance between realism and gameplay, movement and gunfight feel smoother and more fluid. The gun is always a reference point for your movement direction, but you still feel your physical body in close combat engagements. We have also added turbo-sprint, which allows the players to quickly change position should the need arise. It lasts only for a few seconds, but used correctly can turn the tables in any situation.
Sprints showcase – normal sprint, turbo-sprint and crouch sprint

Weapons feature different animations depending on their class and player stance. Now you'll be able to immediately tell whether you're sprinting normally, crouching or dashing - all by just looking at your weapon.

IMPROVED VAULTS, SLIDES & CLIMBS
Smooth vaults, slides and climbs are very important in any good multiplayer FPS, because they give players freedom to use the environment for their advantage and they are an integral part of the movement experience. Those movement actions need to be as smooth as possible to keep players engaged in the actions they are performing, not bring them out of the combat. The mechanics of advanced movement options such as vaulting, sliding and changing your position to on-back prone have been completely redone to accomplish such a task. Some of these actions needed to be tweaked many times in order to improve the overall fluidity, since when they were too fast or too slow, they felt artificial and clunky in comparison with the rest of the new system.
Vaulting in action

Reworked sliding

Transitions between poses

You can also vault-slide over longer obstacles such as tables or sandbags with your guns blazing - we haven't decided yet it will stay in game, but it give us a lot o fun and is quite useful in gunfights ;)
Volt slides test

SPECIAL MOVEMENT - TOR ANTI-MATERIEL RIFLE
We managed to carry out our long-delayed plan of implementing dedicated movement settings for special purpose weapons the like of anti-materiel rifles. These extremely cumbersome sniper rifles are designed for long-range, stationary fire support against light and medium vehicles, eliminating auxiliary vehicle modules (cameras, RCWS etc), as well as against infantry behind heavy cover. Previously, without any special mechanics the TOR - our first anti-materiel rifle - was impossible to balance. It was essentially a cheap one-shot kill against infantrymen every single time. We decided to remove it for a while and now we reintroduce it as the first weapon of its' unique class.
TOR AMR special movement preview

Anti-materiel rifles are carried with the barrel pointed downwards since they're too heavy to be efficiently used while standing or moving. In order to be able to take aim and fire you need to go prone. This results in a brand-new niche: an anti-materiel sniper, a very distinct role on the battlefield. This playstyle requires a lot of patience and spatial awareness, which better reflects the real-life tactics for a special purpose weapon.

We're also considering to add a proper bipod mechanics, so you could be able to brace your weapon against an obstacle or a window.

MOVEMENT STRESS TEST
Finally, here's a sample of our improved movement system in action. It's still very much a showcase video, but it should give you an idea of what to expect. This stress-test was created to test any possible kinds of player movement under different gameplay circumstances - for your information, this stress-test is not as easy as its looks on the clip, but it's a very good sample, which shows the overall improvement in comparison with the old system.

As you can see the long and hard development was well worth the wait - at least we hope so. This overhaul made World War 3 feel like a whole new game now - we believe it is one of the most significant improvements to our project and we really don't want to screw up this time. We have a lot more to show but today we wanted showcased a key (in our opinion) improvements who make a major differences between the new system and the old one. Last but not least - new system was already tested online internally in last few weeks and the results were very good :)

All this was made possible by your constructive criticism and feedback - we're humbled to have such an amazing community and none of what you’ve seen could be possible without your feedback and help!

Merry Christmas and Happy New Year from the whole World War 3 team, thanks for staying by our side!

We won't have a weekly report until January, so see you then!

- WORLD WAR 3 TEAM
Derpy Fight - Naturium


Merry Christmas and Happy new year from the derpies the entire Neosia Entertainment team !

Thanks for sticking with us since launch, you're absolutely amazing ^^
Even if the year is ending, the first anniversary is coming soon , and we are currently working on a lot of surprises for next year :)

Keep fighting !
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | FR

Great shooting and movement is the heart of any good multiplayer first person shooter experience. World War 3's shooting system has been favourably rated by most players, however this was not the case with our movement mechanics. We heard your feedback loud and clear, and decided to improve it in order to make the final release a polished and well-received game. We hope you'll come to notice the constant stream of improvements coming to WW3 in many areas, since it's a part of our development philosophy - listen to player feedback and constantly improve your game, learn from mistakes and never give up on polishing and the fixing process. Today we present a first peek at our new movement system we've been working on very hard this year.

The new system (not on public servers yet) is much more playable and responsive than the previous one. It merges TPP and FPP animations into one interactive, parametrised, flexible and complex system. We've spent months building it from scratch, learning and tweaking as much as possible since we understand how important it is to the final FPS experience.

Our new movement system is built on three key pillars:

Responsiveness [be responsive not clunky] - we've heard a lot of complaints regarding the overall clunky nature and feel of the old movement system. This time we made sure you'll have total control of your actions and movement which - while slightly less realistic - results in much better gameplay.

Smoothness [be smooth and playable] - several improvements of the new system might be seen as trying to blend fire and ice - we managed to improve the movement while not getting rid of body awareness. We made sure to make the core part of the new system feel smooth and fluid while also implementing solutions such as making the weapon visible while sprinting, blending the TPP and FPP animations to give you more control over the character, adding new animations for heavy rifles or launchers, improving the weapon switching animations and much, much more.

Flexibility [be felxible at work] - the new system gives us unprecedented possibilities to do basically anything we want with the movement mechanics, which is a totally new thing for us in this respect. New movement system was built entirely in-house, so we know how to fix bugs and overcome problems as they arise, which was not possible while using the "basic" UE4 systems.

We firmly believe we're on the right track to something great, and that the combination of the new movement system and our tried and tested shooting mechanics will bring us to an entirely new level of quality impossible before. Further stress-tests and fixes need to be done on a daily basis until we release it, but today we can honestly say that our effort finally pays off.

WEAPON SCREEN SPACE
The position of a weapon on screen is absolutely crucial for the kind of experience we want to deliver - it connects players with the game world and provides feedback of what the characters are doing and what’s going on around them. Using an efficient positioning tool we were able to rethink how we show you our guns and where they're supposed to be on the screen. We used the Fibonacci curve to identify the most aesthetically pleasing location and tilt for the weapons, while making sure that the weapon models will look as good as possible (including new textures and PBR lighting improvement). You may also notice that the weapons feel slightly bigger - we can assure you that we aim to keep the proportions as close as possible to real life. The screen spaces are also more uniform within classes and weapons of similar size, which results in a more clear and coherent presentation. Extra attention was paid to all the weapons aiming directly towards the middle of the screen with a laser sight attached.
Weapon position based on Fibonacci curve


Weapon positions in practice
https://youtu.be/Q4zPeYgYhvk
REALISTIC DEPTH OF FIELD
To increase immersion we adjusted the blur and depth of field effects for iron sights and red dots. We now feature two different blur settings, one for the weapon’s base hipfire position and another one solely for aiming. Thanks to this we can set up both effects independently and offer both a natural, crisp look of the weapons when firing from the shoulder as well as a realistic depth of field effect when aiming down sights.
New adjusted the blur and depth of field effects in use
https://youtu.be/qR5bdvgWzyg
IMPROVED SPRINTS
One of the most significant challenges of the new movement system was fixing and improving the sprint and vault animations for both first person and third person views.

Some of you have reported that you don't particularly enjoy the fact that the weapons disappear during sprint, while others considered it alright, seeing it as a more realistic and reasonable approach. To be honest we were testing a lot of different concepts before the Early Access release, but our former movement system wasn't flexible enough to make all the necessary improvements. This is why this issue was put on freeze. Please remember that we've always been trying to blur the lines between realism and fun, adhering to our 'playable realism' approach.

Finally, after getting the new movement system up and running we managed to find a good solution after lots of discussion and brainstorming. It has proven to get rid of past problems and blend in with the body awareness system, while improving the overall movement dynamics.

This results in a proper balance between realism and gameplay, movement and gunfight feel smoother and more fluid. The gun is always a reference point for your movement direction, but you still feel your physical body in close combat engagements. We have also added turbo-sprint, which allows the players to quickly change position should the need arise. It lasts only for a few seconds, but used correctly can turn the tables in any situation.
Sprints showcase – normal sprint, turbo-sprint and crouch sprint
https://youtu.be/EKPiObihMaU
Weapons feature different animations depending on their class and player stance. Now you'll be able to immediately tell whether you're sprinting normally, crouching or dashing - all by just looking at your weapon.

IMPROVED VAULTS, SLIDES & CLIMBS
Smooth vaults, slides and climbs are very important in any good multiplayer FPS, because they give players freedom to use the environment for their advantage and they are an integral part of the movement experience. Those movement actions need to be as smooth as possible to keep players engaged in the actions they are performing, not bring them out of the combat. The mechanics of advanced movement options such as vaulting, sliding and changing your position to on-back prone have been completely redone to accomplish such a task. Some of these actions needed to be tweaked many times in order to improve the overall fluidity, since when they were too fast or too slow, they felt artificial and clunky in comparison with the rest of the new system.
Vaulting in action
https://youtu.be/ftphNj2OOpM
Reworked sliding
https://youtu.be/OA7WBxIfFl8
Transitions between poses
https://youtu.be/rG42MFvRd8Q
You can also vault-slide over longer obstacles such as tables or sandbags with your guns blazing - we haven't decided yet it will stay in game, but it give us a lot o fun and is quite useful in gunfights ;)
Volt slides test
https://youtu.be/NICEsADQ8hU
SPECIAL MOVEMENT - TOR ANTI-MATERIEL RIFLE
We managed to carry out our long-delayed plan of implementing dedicated movement settings for special purpose weapons the like of anti-materiel rifles. These extremely cumbersome sniper rifles are designed for long-range, stationary fire support against light and medium vehicles, eliminating auxiliary vehicle modules (cameras, RCWS etc), as well as against infantry behind heavy cover. Previously, without any special mechanics the TOR - our first anti-materiel rifle - was impossible to balance. It was essentially a cheap one-shot kill against infantrymen every single time. We decided to remove it for a while and now we reintroduce it as the first weapon of its' unique class.
TOR AMR special movement preview
https://youtu.be/yB3Ohjo1uwU
Anti-materiel rifles are carried with the barrel pointed downwards since they're too heavy to be efficiently used while standing or moving. In order to be able to take aim and fire you need to go prone. This results in a brand-new niche: an anti-materiel sniper, a very distinct role on the battlefield. This playstyle requires a lot of patience and spatial awareness, which better reflects the real-life tactics for a special purpose weapon.

We're also considering to add a proper bipod mechanics, so you could be able to brace your weapon against an obstacle or a window.

MOVEMENT STRESS TEST
Finally, here's a sample of our improved movement system in action. It's still very much a showcase video, but it should give you an idea of what to expect. This stress-test was created to test any possible kinds of player movement under different gameplay circumstances - for your information, this stress-test is not as easy as its looks on the clip, but it's a very good sample, which shows the overall improvement in comparison with the old system.
https://youtu.be/yau0OID__Ek
As you can see the long and hard development was well worth the wait - at least we hope so. This overhaul made World War 3 feel like a whole new game now - we believe it is one of the most significant improvements to our project and we really don't want to screw up this time. We have a lot more to show but today we wanted showcased a key (in our opinion) improvements who make a major differences between the new system and the old one. Last but not least - new system was already tested online internally in last few weeks and the results were very good :)

All this was made possible by your constructive criticism and feedback - we're humbled to have such an amazing community and none of what you’ve seen could be possible without your feedback and help!

Merry Christmas and Happy New Year from the whole World War 3 team, thanks for staying by our side!

We won't have a weekly report until January, so see you then!

- WORLD WAR 3 TEAM
Darkestville Castle - Lillamused
So, on New Year's Eve, we updated the look of the achievements in Darkestville Castle in Steam and on mobile platforms - check out how beautiful they are now! 😉

Dieselpunk Wars - Ruby Graves
We wish you a HUGE X-Mas Tree with EXCITING presents underneath!
And an EXPLOSIVE New Year!

The Hunter's Journals - Vile Philosophy - grindwheelgames
Good morning, and happy holidays!

As with the Halloween update, I have prepared a spooky story to go with the current sale. This has been split across three different chapters, which will be released through the day. In addition, these announcements will feature artwork by three talented artists. A friend of mine who has played the game has commissioned them to produce images of her hunter, Liliana, and this seems like the perfect place to show them off.

The second is by Rosekasart (https://twitter.com/rosekasart).



I hope everyone is having a great holiday season. Please enjoy the artwork and story!

A Winter Tale Part 2 – An Open Fire
Warmth and flickering light brought the woman back from the dark place her mind had retreated to. She couldn't yet recall her name, and still felt like a stranger in her own skin. But she began to perceive the world around her in more than the vague, ghostly manner she had been trapped in until now. Her head turned, slightly, and she looked directly into the flames.

She recalled fire. There was something she remembered seeing come out of a great cloud of multi-coloured sparks. The men, the ones with her, had screamed its name in a language which was not language. She had screamed too. The inferno had reached for her with wings of white-hot iron, which was when the hunter had come.

A stabbing anger in her chest made the woman's doll-like expression twist into a scowl for a moment. She was torn. On the one hand, the hunter had saved her from the creature of flames (hadn't she?), but at the same time she hated her. She felt, somehow, that the hunter's interference had stopped something important. Some greatness for which she believed she was destined. She thought she remembered embers being drawn into her nose and mouth, then stumbling away as the chains holding her were shattered with a slash of the hunter's sweeping blade.

As she watched vacantly, the fire in the grate began to give off thick plumes of smoke. These twisted together like ropes and drew towards the woman in a way she thought might have been unnatural. But then again she remembered so little about herself and the world around her. Her mind felt like an old book of prayers she had once tossed into a fire just to watch it burn. Little pieces of her personality flared brightly in the darkness of her skull, and then were reduced to drifting ashes in the void.

The memory of the burning book was replaced with one of another tome. It was open and massive, inscribed with names in hundreds of hands over the centuries it had existed. It was a covenant, she recalled. Had she signed it? Had she run from it? She could not remember. The woman found that she no longer cared either way, and the memory became ash. As did her hair, which smouldered and crumbled from her head as the temperature in the room spiked.

She had almost died in the cold, she recalled. The spark of life within her body smothered in the dirty snow. The doctor's coat ignited around her shoulders as her eyes boiled in the sockets. Stumbling out of her home, she had steamed like a boiling kettle, but moment by moment the warmth had retreated deep into her chest to escape the lethal touch of the cold, the cutting bite of the winds. She had run for sanctuary, then trudged, and finally just stumbled blindly forward. She hadn't even the wit to get into shelter. But now she was here, by a roaring fire which overflowed the stone hearth in her presence. Foot-long tongues of flame began to spread over the wooden mantle and up the wall.

Something inside the smouldering woman uncurled. The fire in her memories burned brighter with every second. Soon she felt less like a person and more like a delicate eggshell containing a raging bonfire. A great heat twisted in the hollow cave of her body, roasting the meat from the inside out. Her bones blackened and cracked, her viscera crumbled to cinders. But still she lived. Or, more accurately, something lived inside what was left of her. Just a spark, but enough to burn nations.

The last thing the woman recalled before she was gone, burned away, was a memory of a stern-faced man telling her that this was her family's legacy. To burn bright to bridge the gap between this world and her blazing angel's plane of existence. She remembered the exquisite pleasure of knowing her life had meaning. She remembered seeing the barbed and flaming being who's secret her family had carried within them. She remembered nothing more as what was left of her ignited.

The charred thing which used to be the woman stood, knocking over the flaming chair with a casual swipe of its blazing claws, and screamed.
Survarium - joewillburn
Survarium Patch 0.61b with improvements to the Duga Station and the Holiday Season Event is now live! The event starts in a few hours.



Please find the complete list of changes of the Patch below. Have a good time playing the game!

Not playing Survarium yet?
Download the latest version of the game here!

The List of Changes in Survarium 0.61b
Holiday Season is upon us, and we are bringing back Guns Race event game mode to Survarium! Play in PvP game modes, receive holiday currency (snowflakes, pine trees and stars) and exchange it for the equipment with unique holiday camos! The higher you place after a match, the more currency you get!

New year event in Survarium

- Everything mentioned below is only available during the Holiday Season event!
- Play matches in the Guns Race event game mode, receive holiday currency: snowflakes, pine trees and stars. The higher you place in a match, the more currency you get! You can earn event currency in other PvP modes, but you will get less than in the Guns Race.
- Exchange the currency for the equipment with unique holiday camos: Snow-20 set (tier 4), SVD "Snow-20" (tier 4) and decal "Year of the Rat" (+5% to reputation and expierence). Snow-20 set has a unique mask looking like night vision goggles.
- Only during the Holiday season to celebrate the New Year 2020 "Year of the Rat" decal will provide +20% to reputation and +20% to expierence!
- Guns Race is all-versus-all game mode, so every other player will try to frag you.
- Before each match an equipment tier (from 1 to 5) is randomly selected, and a list of this tier's weapons is generated. The last ones on the list are always a snowball and an icicle which one shot an enemy. However, it's not that easy to get a hit with the snowball, and the icicle works only in melee.
- Kill opponents to get the next weapon on the list. Melee kills let you advance through the list faster, but if someone kills you in melee, you roll back to the previous weapon on the list. The player to make the kill with the last weapon on the list wins.
- You will receive a holiday hat for the first win in a PvP-match!





Holiday Season Treasure Hunt

- Holiday Season Treasure Hunt will be available during the holiday event, replacing the usual Treasure Hunt. Don't forget to receive all the rewards you can before the event starts and the Treasure Hunt is updated on December, 24!
- The top reward in Holiday Season Treasure Hunt is a weapon from one of the previous game events (except Halloween 2019 and Summer Heat 2019).
- The list of rewards does not depend on your maximum equipment tier.
- You will not get event weapons you own as potential rewards (unless you own all event weapons, in which case the reward will be a random event weapon).
- Holiday Season Treasure Hunt updates daily, not weekly! It also updates as soon as you have received all the rewards or rerolled the Treasure Hunt.
- The number of free stash maps you can receive is also updated daily, not weekly!
- You can receive up to 5 free stash maps each day during the event (with a 20% chance after a PvP-match)! But keep in mind that you still cannot have more than 2 free stash maps at any time. To receive all 5 stash maps in a day, please spend the free stash maps you currently have.



Locations

- Improved lighting on the Duga location.

Download Survarium 0.61b and check it out! Hopefully you'll like the changes.

See you on the battlefield!



Banner of the Maid - 圣女战旗制作组
Merry Christmas and Happy Holidays!

It's been a while since we released the English localization beta. Thanks for the tender loving care and help for proofreading/editing from our player Nāk, the English dialogue is getting an overall improvement for the moment. Since it's Christmas, we've decided to update the beta branch with what edited texts Nāk had done already, as well as adding the localized dialogue of the free DLC "Miss Elisa's Journal" (it's unlocked once you finish the game).

And we really appreciate the feedback and help from all you guys. Once the optimization is done, we'll be able to officially release the English version. Stay tuned!

Dec 24, 2019
Dimensionality 3.5 - NPCLEILEI

The producer is going through the devastation of school, so there are no special updates or ideas for the game.

Send a news to prove that I am following the game,

Thank you for your purchase and support!
Dec 24, 2019
Aquila Bird Flight Simulator - soaringraku
A quick update for you. I wanted to say a big Merry Christmas to you! Thank you for your support over the last year, whether you have purchased Aquila or helped me with testing new stuff.

Work is still ongoing on the SteamVR/OpenVR version. The good news is that visually it now matches the new Oculus version. The bad is that the way SteamVR now handles controllers has completely changed, and I'm finding it extremely awkward. Plus I use the seated environment, and it's very difficult to simply 'reset' the view. It's quite incredible, and very disheartening. However I'm still working on it, and making slow progress.

In the meantime, here is a video showing me giving myself a workout, and intercepting Santa's sleigh to find a present... this feature is in the current live version of Aquila in December and January of course, albeit without the fancy sky and the newer bird physics.

Thank you again, and Merry Christmas!

Graeme

...