TERA - Action MMORPG - [CM]threea


Big events are casting their shadows ahead: the patch largely clears up instances in Arborea: the dungeon chaos of levels 65 to 70 will be cleaned up to give new players a better overview of how to reach the maximum level. Many existing dungeon will be adapted simultaneously so they are made more challenging – and lucrative – for level 70 players.

The battleground rewards will also be adjusted. For example: PvP specialists can get individualized titles of their choosing!



Dungeons and the Path to Level 70

Instead of having both a normal and a hard mode per instance, most dungeons will have only one difficulty level each as of this update. There will be different rewards depending on the difficulty.

Dungeon Overview (Level 65-70)

For dungeons below level 65, nothing changes. Starting at level 65, the group dungeons listed below will offer better loot. Solo dungeons will remain the same but with updated loot so you can also receive enchanting material for the new Exodor scout equipment.


More Loot!
Instead of running many different instances to get at a few items, you can now take on a smaller number of dungeons with bigger rewards. Level 70 boss monsters have been adjusted as part of the balancing to offer a more reasonable challenge. If you beat them, you can expect more plentiful loot than before.
Below is an overview of the possible rewards:

Macellarius Catacombs
* Enchanting material for new Exodor scout equipment (low)
* High number experience points

Velik’s Hold & Velik's Sanctuary
* Enchanting material for new Exodor scout equipment (low)
* Skill advancement XP & scrolls

RK-9 Kennel & Red Refuge
* Enchanting material for new Exodor scout equipment (middle)
* Rare or superior Exodor equipment
* Dark Shard Weapon & Armor Feedstock
* Annealed or Honed Dark Shard Cohesion Arcane
* Material for upgrading Ethereal Jewelry
* Transcendent Mask
* Skill advancement XP & scrolls

Gossamer Vault (Hard)
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* Dark Shard Weapon & Armor Feedstock
* Annealed or Honed Dark Shard Cohesion Arcane
* Material for upgrading Radiant Jewelry
* Transcendent Mask
* Rare Halidoms & Relics
* Blightoath Armor Chest

Antaroth’s Abyss (Hard)
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* Dark Shard Weapon & Armor Feedstock
* Annealed or Honed Dark Shard Cohesion Arcane
* Material for upgrading Radiant Jewelry
* Transcendent Mask
* Rare Halidoms & Relics
* Blightoath Glove Chest

Grotto of Lost Souls (Hard)
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* Dark Shard Weapon & Armor Feedstock
* Annealed or Honed Dark Shard Cohesion Arcane
* Material for upgrading Radiant Jewelry
* Transcendent Mask
* Rare Halidoms & Relics
* Blightoath Shoe Chest

Akalath Quarantine
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* Dark Shard Weapon & Armor Feedstock
* Annealed or Honed Dark Shard Cohesion Arcane
* Material for upgrading Radiant Jewelry
* Transcendent Mask
* Rare Halidoms & Relics
* Blightoath Weapon Chest

Bahaar’s Sanctum
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* (Improved) Dark Shard Weapon & Armor Feedstock
* Superior Halidoms & Relics
* Superior Exodor Belt
* Smartbox with Superior Exodor Armor

Corrupted Skynest
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* (Improved) Dark Shard Weapon & Armor Feedstock
* Superior Halidoms & Relics
* Superior Exodor Mask
* Smartbox with Superior Exodor Shoes

Forbidden Arena
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* (Improved) Dark Shard Weapon & Armor Feedstock
* Superior Halidoms & Relics
* Superior Exodor Brooch
* Smartbox with Superior Exodor Gloves

Corrupted Skynest (Hard)
* Enchanting material for new Exodor scout equipment (Uncommon)
* Rare or superior Exodor equipment (with suitable support per class)
* (Improved) Dark Shard Weapon & Armor Feedstock
* Material for upgrading to mythical gear
* Superior Etching Box
* Smartbox with Superior Exodor Weapon
* Smartbox with Mythical Exodor equipment
* Kelsaik’s Weapon Skin of Ice/Flames
* Superior Halidoms & Relics (I/II)

Jackpot
Bonus chance of rare items: in addition to the loot possibilities above, there is a chance of finding Arborea’s Breath Box as a jackpot item in each dungeon!
If you obtain the box, you’ll find a token inside which you can exchange for rare items, for example a Superior Halidom V, a Superior Relic V or a scroll which guarantees to improve an equipment item by +1!

PvP Improvements
You can also expect changes in Arborea’s battlegrounds: with the update, players receive more gold for each respective Vanguard Initiative quest. At the same time, the prices for purchasing Arborea tokens and plates are massively reduced. They’ll cost you 90% fewer credits!
The merchant also has new items in stock for improving Exodor equipment in exchange for Bellicarium credits.
But that’s not all: there is a new reward for players in first place in the season rankings!

Individual Titles
Each player in first place in Corsairs' Stronghold and Shore Hold will receive a new trophy. You can either be sold for 250,000 Gold or collected. For 6 trophies you can request a personalised title: in this case, please contact our customer support about your desired title. After a standard review of whether the title is acceptable and not already taken, your personal title will be passed on to our developers for a future patch. It may take a few weeks or several months until the title is available. As soon as it’s ready, it will be given to you exclusively!

Other Changes

Exodor scout equipment
As hinted at in the dungeon changes, there will be a new equipment type: Exodor scout equipment!
This equipment for level 65 should allow players to start their journey to level 70 without having to resort to using different older equipment sets.
Exodor scout equipment can be obtained via the Apex quests at level 65. It can be upgraded to +10 relatively quickly using the new enchanting materials in the instances, which is approximately on par with superior equipment +0.
From then on, you should be at around level 70 and can hunt for superior equipment.

Enchantment Made Easy
Besides the new equipment there are also improvements for the enchanting of existing items – the probability of successfully enchanting an item has been massively increased between +0 and +10. Simultaneously, the probability that the item will be damaged has been lowered. An Overview:

Uncommon / rare equipment +0 to +10
* Greatly increased chance of success
* Item cannot be damaged
* Increased cost of Dark Shard Weapon & Armor Feedstock

Uncommon / rare equipment +10 to +15
* Increased chance of success
* Reduced chance of downgrade and damage

Superior equipment +0 to +10
* Greatly increased chance of success
* Item cannot be damaged
* Increased cost of Dark Shard Weapon & Armor Feedstock
Cities: Skylines - Aiwyth
Greetings fellow city-builders! It's time to tune into another series of the beloved Cities: Skylines Dev Diaries!

As you already know, Sunset Harbor, the next expansion for Cities: Skylines, was announced on the 19th of March. In the upcoming days, we are going to take a more detailed look at all the cool features we have been working on. But first, let's start by going over what the Sunset Harbor expansion is all about and the types of new features it introduces. If you haven't already checked out the trailer, you can follow the link here or watch it below.



Cities: Skylines Sunset Harbor DLC is an expansion that, instead of improving only on a single aspect of the game, brings with it a multitude of features that address several different things. We start off these Dev Diaries here by introducing one of the key features of this expansion, the highly sought-after addition of Fishing Industry that will surely liven up the shorelines of your cities! In future Dev Diaries, we will be introducing the improved and extended mass transit options as well as the expanded Waste Transfer System, Inland Water Treatment and Healthcare city services. To top it off, we introduce a new and amazing Unique Building, cool new maps, policies and miscellaneous improvements, because we all know you can't have an expansion without them! This expansion is simply going to take your cities to the next level.

Our new maps are designed with the new Sunset Harbor features in mind. They offer challenges in the shape of sewage treatment management, provide good opportunities for fishing industry activities, and showcase memorable landscapes to build cities on. The paid part of this DLC allows you to expand on Waste Management with the Waste Transfer System, offer your citizens new mass transit options with Trolleybuses, Passenger Helicopters and Intercity Buses, and have them all utilize new Transport Hubs. The free part of this DLC, includes a majorly overhauled metro system. You can now adjust the height of metro tracks, which means tracks and stations can be underground, street level, or even above ground on elevated platforms! Included in the free content update are also the new Healthcare facilities. After building them, you may notice more children being born in the city and some citizens living slightly longer than others.

Now that the general introductions are out of the way, it's time we roll up our sleeves and dive right into the fish puns. Actually, let's try to keep those to the minimum.

What fish-tastic news!

Adding life and meaning to the vast shorelines, Fishing Industry is a new addition to the industry selection of Cities: Skylines. It is a type of industry separate from the Industries DLC and neither production chain requires the other in order to function. In Sunset Harbor, you take control of the fishing industry in the city and can manage it from simple fishing route planning all the way to final commercial production. You build fishing boat harbors, plan fishing routes for different types of boats and nurture fish farms on the shoreline (preferably away from polluted waters). The fish yield from these is then delivered to either Fish Markets in the city or to the Fish Factory, where the fish is turned into canned fish and delivered to grocery stores for increased profit.



You can locate the new Fishing Industry features under the same construction menu as Garbage, on it's own Fishing Industry tab. A Fishing Industry Info View was also added to the (already long) list of Info Views. It can be used to determine what types of fish live in the waters surrounding the city. The Info View shows fish types, water pollution, and existing fishing routes in different colors and also highlights the fishing industry buildings. The Outside Connections Info View now also highlights fish resources, but keep in mind that fish can only be exported!


The Fishing Industry Info View provides valuable information about water pollution, fish types, fishing routes and fishing buildings.

It's time to go fish!

After reaching milestone 3, Fishing Industry unlocks and you are able to cast your first nets! In the beginning, you can build a non-specialized Fishing Boat Harbor and define fishing routes for the boats it houses. The Fishing Harbor comes with a built-in road, similar to other harbor buildings, and it has two builtin fishing route nodes ready: one for outgoing boats and one for incoming boats. From these points, you can create the route with a special fishing route tool. Draw the route as you see fit, and connect the route to the other node on the same harbor to close it. The route shape and length is entirely up to you, and multiple fishing routes can overlap each other!


The world is my oyster.

With a completed fishing route and a functioning Fishing Harbor, fishing boats are sent out to catch fish automatically. The boats can catch any type of fish, but the catch rate is only moderate and the storage capacity is low (it keeps the fishing industry running but doesn't give much of a boost to the city's economy). A boat's speed is determined by its current action: when it is catching fish, it moves slower. When it is at full capacity and returning to harbor, it moves faster. Caught fish can either be exported or transported with Fish Trucks to a Fish Market and sold directly to consumers.

As the combined fish yield from all of the city's fishing boat harbors increases, further Fishing Harbor unlocks become available. With careful fishing route planning, this process can be significantly sped up. Fishing boat harbors unlocked later all come with their own fishing boats, each dedicated to a certain type of fish. The catch rate and capacity of these specialized boats is high, but they catch fish only when sailing in an area that contains the type of fish specific to them. If the fishing boat's route passes through areas that only contain the wrong type of fish, they won't catch anything. Fishing route efficiency can be seen by selecting the harbor and opening the building panel.


Fishing boats catching fresh fish for the morning markets in the sunset.

The first Fish Farm unlocks at city milestone 5, allowing you to grow and gather higher yields of fish. Further Fish Farm unlocks are tied to the overall fish yield of the city's fish farms, much like with Fishing Harbors. Fish Farms are an alternative way to gather fish and also make it possible to farm seaweed and algae. Fish Farms are a more efficient way to gain high yields of fish and sea plants, but their stationary nature makes them particularly vulnerable to water pollution. Fish Farms work well in small lakes however, where creating efficient fishing routes is not feasible. Fish Farms operate on growth cycles, which can be seen by selecting the farm. During the cycle, the meter fills up. Once it is full, the building is ready to send its yield to either a Fish Factory or Fish Market. If neither a factory nor a market exists, the fish is exported out of the city.

As mentioned, water pollution affects fish yields in the polluted area. With boats, the catch rate decreases as water pollution increases, until finally they stop catching fish entirely. You need to either remove the pollution from the water or plot new fishing routes that circumvent the polluted waters. With fish farms, cultivation stops immediately if any pollution is present.


Note to self: Fish Farms and Sewage Outlets don't mix well.

How much is the fish?

So, how do we know what types of fish thrive in which conditions? In short, fish type is determined by the depth and flow of water. Sunset Harbor features 4 types of fish, all of which prefer different conditions. Anchovies thrive in still, shallow waters, salmon prefer shallow water with a flow, shellfish require deep and still waters, and tuna need deep, flowing water. This means one single map might not always have the required conditions for all types of fish.

Fishing Boat Harbors and Fish Farms have a limited capacity for storing fish, so in order to gain profit, the fish needs to be transported by Fish Trucks to either a Fish Factory, where the raw food material is processed into goods, or to a Fish Market where the raw food material is sold directly to citizens. Direct monetary compensation from fishing is received from Fish Factories and Fish Markets when their products are sold to the end users or exported. But monetary compensation is not the only benefit these buildings offer: the Fish Market gives surrounding citizens a health benefit and entertainment. In the budget panel, you can inspect how the fishing industry is performing, how much running the industry costs, and how much profit it generates. Happy fishing!

Sunset Harbor will hit the stores on the 26th of March, and we are hooked on a feeling of excitement about this expansion! To help the wait, tune in for more Dev Diaries published here every day. We hope to see you on the next one, where we will show you the kinds of new public transportation options we have to offer!

Best regards, Your Colossal Order dev team

PS Also don't forget to check out our first video tutorial from bsquiklehausen! Subscribe to our YouTube channel to not miss out on them - https://pdxint.at/Subscribe
Age of Conan: Unchained - Andy B - Community Manager


EVENT START: March 20 2020
EVENT END: March 30 2020

There are few things you can count on in these barbaric times: your guts, your wits, and your steel. To aid your perilous adventures, be empowered with DOUBLE EXPERIENCE until April 6! Stay safe out there, heroes.
Project Genesis - o5ca12
Corvus and Cassiopeia - Getting in on the Action Before Early Access


Project Genesis is our answer to the question: What happens when you take the visceral close quarters FPS battles of a game like Halo and mash it up with the free-look flight model of a game like Dreadnought?

Project Genesis Pre-Alpha
On Friday, March 20th the 8 Circuit Studios team will provide a limited window for new players to get into the Project Genesis playtests for free on Steam (currently for Windows 7 and higher only). If you love being a part of the action before everyone else, or if you want to discover what it’s like to play a space game fusing both visceral ship to ship combat and close quarters FPS fire-fights, then Project Genesis might be the game for you. Sign-up instructions to get your free Steam key are outlined below.

(Disclaimer: We believe we’ve acquired enough Steam keys for everyone, but supplies are limited, so allocations will occur on a first-come first-served basis.)

What is Project Genesis?
Project Genesis is our answer to the question: What happens when the visceral close-quarters FPS battles of a game like Halo are mashed up with the free-look flight model of a space combat game like Dreadnought? Add some risky and courageous breach and boarding capabilities to infiltrate valued capital ships…and you’ve got a style of game that we think breathes new life into both FPS and space combat genres.



More Than a Game —We’re also a Community
For those who are new to the community, Project Genesis has been in development in its current form (a team based first person shooter in space) for almost two years now. We’re a team who is building a genre bending experience for fans of fast paced sci-fi games, and for those who like to watch “how the sausage is made” indie-dev style.

We’re interested in having our community do more than just watch development in progress. Up to this point, select members of the community have been given exclusive access to participate in our closed playtests. These closed playtests they have been instrumental in getting us to where we are today.

If you’d like to see where the bulk of the conversation is happening, and would like to start participating in guiding how we’re developing Project Genesis, head on over to our Discord to see how we’re using the “open development” model of production to act on community input.

This is a special time for the team, the community, and new community members. Closed playtest exclusivity is being lifted during the next several weeks, so now is your chance to play what the team and the community have been iterating on.

Cassiopeia
On January 17th, 2020, the team released the Cassiopeia playtest build to our sanctioned playtesters. This build was intended to dramatically improve upon the core gameplay systems and the core game loop that would eventually become the “Detonation” game mode. We also intended Cassiopeia to be the milestone where we got the project out of “refactor purgatory” from the previous Babylon build. Cassiopeia was going to be the launchpad from which we started building production-ready capabilities to achieve our long term plans of becoming a free-to-play live game.

Unfortunately, we dramatically missed the mark.
In game development, there’s always curveballs. In our case, after some significant internal auditing to determine how production ready we were, we discovered we needed to invest heavily on our backend and data management system at all levels: data storage, data handling, and game servers…and how the game client leveraged those systems. In indie game development, one advantage is the ability to move quickly and dynamically — and as a start up, the real power lies in the ability to be decisive and make bold moves to ensure forward progress.

In this case, we first decided to break the Cassiopeia milestone into two distinct milestones: Cassiopeia and Corvus. Cassiopeia would focus on gameplay focused while also spending time on additional refactoring. The new Corvus milestone would be focused on leveling up our client-server infrastructure and implementing advanced gameplay. We would also restructure the team to play to our respective strengths, and add a very skilled and talented developer to help bridge the gap between game client and our backend system.

While the newly coalesced server team focused on infrastructure, the rest of the product team could then direct their attention to important gameplay features.

In-Game Communication
Up until Cassiopeia, the community has primarily relied on Discord to facilitate communications, but not everyone uses the Discord channels during playtest sessions. As the community became more competent and competitive, the game sessions became more intense…which means we needed a way for everyone to be able to chat with their own teams to coordinate tactics and strategy. This resulted in the introduction of text chat.

As a stretch goal, we wanted to implement voice chat. These kinds of features are often fraught with difficult implementation challenges, including unexpected bugs that must be addressed before production release. Surprisingly, Matt B. was able to get us up and running with voice chat extremely quickly with very few issues encountered.

New Weapons and Grenades
A lot of game development is setting up a content pipeline so that your team can add new versions of in-game items as the game evolves. As gameplay advances, so too must weaponry — and at this point in the product life-cycle, we needed to develop weapons classes for both firearms and grenades (also known as throwables).



With the inclusion of grenades, we improved the tactical nature of our FPS gameplay. Grenades have greatly aided in “flushing out” die hard defenders by softening them up before aggressively clearing rooms. They also add an element of defensive capability when performing fallback maneuvers during re-positioning tactics.

Player XP and Levels
Cassiopeia‘s core gameplay tightened up with a design pass on battle craft movement and new weapons. However, this wasn’t enough to ensure extended engagement. We also wanted to implement the core feature set on player progression — which was only really available at an abstract level on the Project Genesis website leaderboards. With the addition of XP allocation, and associated level progression, the feeling of forward momentum was beginning to take shape.

Bug Fixes and Other Features
As always, each playtest build contains hundreds of bug fixes (with much thanks to our veteran Test Pilots and playtesters for their consistent submissions) and a bevy of features often listed in more detail in our release notes (found on Steam or in the game’s UI menu).

Corvus


In Corvus, our milestone objectives are to materially improve core gameplay by introducing avatar classes, new weapons, provide production-ready stats tracking and server capabilities, and add a new game mode to the mix: Dominion.

Avatar Classes


Corvus is where we get our first opportunity to introduce character classes. Starting with the “ops” (or support) we have the Hacker: nimble, fast, and precise.

The second class is our assault or damage per second (DPS) unit the Technomancer avatar. The Technomancer is the workhorse of the three classes and is built for aggressive and tactical play.

Rounding out the initial three classes is the Tank avatar. The Tank is the quintessential bullet sponge. Built heavy and resilient, the Tank moves with plodding methodical purpose.

Light Machine Gun


Introducing the light machine gun, this weapon is designed to slam slugs out at a steady and consistent pace to maximize damage while minimizing spray and pray. This weapon is favored by mid size avatar chassis like the Technomancer or heavier models like the Tank.

Grenade Classes


Much like we did in Cassiopeia for weapons, in Corvus we created a class system for throwables. There are three classes of grenades present in the Corvus build: fragmentation, incendiary, and electromagnetic pulse (EMP). Fragmentation grenades are designed for timed detonation to inflict maximum concussive damage with an area effect. Incendiary grenades, are designed to create a lingering thermoreactive emission upon contact, and if an avatar interacts with the reaction they will continue to receive damage over time (until the effect dissipates). EMP pulse grenades confound the onboard cognitive and visual systems of the avatar, and make visual acuity impossible until an avatar’s synthetic sense systems can re-normalize.

Dominion Game Mode and Turrets!


Bioxide (Lead Gameplay Designer and Core Engineer) and Mark N. (Art Director and Environment Artist) have performed a rapid prototyping loop for a new game mode called Dominion. In Dominion, a domination style game, players attempt to occupy key objective locations to gain points for the time any given location is occupied. Based on community and team feedback, as well as intuitive design sensibilities, Bioxide wanted to develop an asymmetrical game mode to encourage a game experience that ensures intense back and forth play.



Dominion introduces an array of new game mechanics. Ranging from conquering and defending captured territory, to using powerful external avatar-controlled turrets to knock ships out of the sky (an example of FPS to space combat). In this mode, there are also new objectives for battle craft to engage with (based on the feedback from the elements in the community that prefer space combat engagements), so the players’ landscape of choices has increased greatly. While this game mode is brand new, it has become a fast hit with the team and the community. We’re very interested to get more people playing to see how everyone feels about it.

User Interface Overhaul


One of the most significant changes between Cassiopeia and Corvus is an extensive rework of our entire user interface system, and how we allow players to select and customize their battle craft and avatars. The beautiful and elegant design by Patrick B. is as intuitive as it is innovative. The battle craft and avatars are paired units and the player can now select various combinations of ships and avatars, with their respective loadouts, depending on their preferred style of play. This will add another layer of choices for the player to consider as they begin to master the nuances of the game.



Website, Search, and Player Profile Update


As a part of our Corvus launch, we’ve completely revamped and updated our websites for both Project Genesis, and 8 Circuit Studios. Since we’ve added new backend capabilities, we have improved the functionality in the Player Profile, and also added a new search function on www.projectgenesis.com so that you can see which of your friends has joined the fray.

Backend Upgrade and Stats Tracking
Saving one of the biggest development projects for last, our architectural engineers Jim J., Matt B., and Anatoliy G. have done a tremendous amount of heavy lifting to finalize our key capabilities for end to end data management and game client-server functionality. This is one of those systems that touches every aspect of Project Genesis, and allows the team to begin advanced progression, recording game session stats (crucial for playbalancing and reporting back to players their favorite stats), and our in-game economy.

Dorado: Steam Early Access
Everyone who has made it into the Corvus pre-alpha free playtest window, and received a Steam key, will be allowed to continue playing even after we release on Steam.
On April 24th, 2020 the team is going to release Project Genesis on Steam Early Access at a starting price of $29.99. This is 8 Circuit Studios’ first title to release on Steam and at this point in product development we haven’t yet made it to the halfway point! The Corvus build is going to be instrumental in ensuring that we have something exciting for those who wish to support us in taking Project Genesis to the next level.

Everyone who has made it into the Corvus pre-alpha free playtest window, and received a Steam key, will be allowed to continue playing even after we release on Steam. So if you would like to help us make the best possible gaming experience before we release on Steam Early Access, we hope you’ll sign up and start playing today.

Pilot Program
Additionally, if you’re interested in providing consistent and detailed feedback, creating content, play-balancing via competitive play, or helping us moderate and promote Project Genesis, you can apply to be a part of our elite Pilot Program. This program allows you to have access to frequent test builds. You will be recognized for being accepted to your respective program(s) of choice by special color designation in Discord, and by being allocated a permanent badge that you can display in-game, on leaderboards, and in your player profile.

If you’d like more details on the Pilot Program, check out our other Medium article here.

Project Management


And finally, if you’re ever looking for details on the roadmap for Project Genesis, Producer Terry H. regularly keeps our Trello Board up to date. Here you can review the details of what features are currently “triaged” for adoption in the latest build.

After making it this far, we hope that you are still interested in participating in the Project Genesis pre-alpha Corvus playtest. Head on over to our Discord to join the conversation, or sign up on www.projectgenesis.com to get your free Steam key while supplies last.
The Flower Collectors - Mi'pu'mi
Dear players, friends and fans,

Thanks a lot for the great support and feedback we got from announcing The Flower Collectors!

Since then we’ve been busy working on the game, but of course also wanted to give you an update on the world of The Flower Collectors.

Today we are finally ready to show you the protagonists of our detective adventure!

Meet Jorge & Melinda


In The Flower Collectors, you play as Jorge. 🐻



Jorge is an ex-cop, in a wheelchair, struggling with his new life. From his balcony, Jorge watches the world go by. Above you can see his apartment which plays a big role in the game.

When he witnesses a murder, he unwillingly becomes part of the mystery himself…



The second protagonist: Melinda 😼
An ambitious journalist, determined to uncover the truth.

We will reveal more characters from the game over the next weeks!


Great media feedback



Apart from your social media support we also got a great reply from media with articles from all over the world like Gamespew and Adventure Gamer (English), Jeuxvideo in France, 4Players in Germany, Eurogamer in Italy, Igromania in Russia and many more.

If you are a German speaker you can also watch an interview with Mipumi CEO Gregor on Adventurecorner.

Mipumi Games is 11 years old!



In other news, we had our 11 year anniversary last month, time flies! Many thanks for your ongoing support!

The Flower Collectors will be coming to Steam this year. We can’t wait to show you more. If you want to you can follow us on Twitter for even more regular updates. 


From Vienna with love,

The Mi’pu’mi Team
Gold Hunter - CosmoDJ
At 8pm CEST starts our stream again on twitch.
We will announce new infos, show updates and answer your questions.
Earn virtual gold for watching. We are looking forward to seeing you.

Twitch Channel
Mar 20, 2020
lil' Sherman - Dabster Entertainment
Going down today 3/20/2020 live broadcast of lil' Sherman.
Eldest Souls - Rhoguee


We all love hacking and slashing but... who will be the first fastest speedrunner in the Eldest Souls history? We hope to find out soon!

What are the prizes?
⚔️ Everyone who will submit a video will be mentioned in credits (Steam username) among the First Speedruners.
⚔️ 5 codes for a full version of Eldest Souls will go to the 5 best speedrunners. They will also be highlighted in credits.
⚔️ 3 speedrunners who will beat the demo without getting hit once will get a full version of Eldest Souls, digital soundtrack, and a Steam username highlighted on the top of the First Speedrunners in credits. Oh, and of course we will feature their videos on our social media profiles!
⚔️ You can win in only one category - speedrun (5 winners) or no hit (3 winners)

How to join a contest?
⚔️ First, download demo from Store Page: Eldest Souls on Steam
⚔️ Launch the game and press "T" in the Main Menu to activate the timer on the top right of the screen. Time will start automatically when you gain control of the character and stop when you trigger the "endslate" at the end of the demo.
⚔️ Don't forget to start recording before you start to play or you may miss your best run!
⚔️ Submit your video before 2020.03.22 23:59!

How to submit a video?
⚔️ Publish a link to a video of your best speedrun in this thread: Submit your video
⚔️ Each player can submit unlimited number of videos, but please, act responsible and don't post too many links, we need your best run, thanks:)

The winners will be announced on Tuesday, 2020.03.24.

That’s all you need to know. Good luck!

{LINK REMOVED}

https://store.steampowered.com/app/1108590/Eldest_Souls/
Helios - Horatio


NEET - Not in Education, Employment, or Training

You are stuck at home anyway so lets all hang out, share cool things we are working on, and help the dev team break the game for a few hours.

This week we are excited to bring you the first iteration of a Stream Cam. We also have several new community created worlds including an exciting new proof of concept cyberpunk world from C3rb3rus and a new collaboration world from Solas and Mad-Eye. Also, if we are very lucky, the inaugural world from NyaAlchemi.

Hope to see you there!

-Horatio
The Persistence - Firesprite Games
The Persistence is a procedurally generated roguelike, and chances are you are going to die.... a lot. You play as Security Officer Zimri Eder. Well, sort of. With each new life, you play as a fresh clone with her Engrams (digitized memories and personality) restored.

The Persistence is a colony ship that suffers a ‘spark gap event’ during a jump, landing it in the inexorable pull of a black hole, wreaking havoc on the ship and corrupting the Clone Printer, which is now creating mutated copies of your ex-shipmates. These clone-printed monstrosities, constantly replenished by the ship’s malfunctioning clone printer, are the only thing standing between Zimri and her mission to restore the ship’s functionality. If an encounter with these foes proves fatal, Zimri’s consciousness is uploaded into a new host body, ready to try again.



The colony starship has a self-configuring macrostructure which can alter its layout – and due to the catastrophic malfunction, that’s exactly what will happen. Upon awakening in a new cloned body or on teleporting between decks, the layout of the starship will change each time. Every expedition into The Persistence will be unique, with different creatures, items, and gear to collect and upgrade.

You are the last survivor. Your mission? Restore functionality to The Persistence and somehow make your way back to Earth...

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