The next game developed by us not only has a store page, it has a downloadable demo that will be available to play till next Tuesday!!!! Strawberry Chocolate Miner 8AD 4SS!! Asteroid Miner who ain't afraid of no baddie slug monsters!! Be sure to grab it and play while you can!!! *pant pant* that's enough yelling for one day. X3
We're giving away another Risen pack! Join todays stream at 4pm EST over at twitch.tv/deadhaussonata and enter for your chance to win a RISEN founders pack!
IL-2 Sturmovik: Battle of Stalingrad - 777 Studios
Hello everyone!
As time goes on, the release date for the next update is approaching. As we said earlier, one of the central objects of this update will be a German tank destroyer - a self-propelled artillery Sd.Kfz.184 "Ferdinand". As many of you know, this monster was the result of the loss of Ferdinand Porsche in the competition for the creation of a heavy breakthrough tank for the Wehrmacht. That competition was won by the "Pz.Kpfw.VI Tiger" developed by Henschel. Porsche’s loss was caused by the extraordinary, even for the Germans, the complexity of the chassis. However, in the course of this rivalry, Porsche produced a significant amount of the chassis of a new type of heavy tank. This was subsequently used to create the most powerful and protected, at the time of the Battle of Kursk, anti-tank armored fighting vehicle in the world.
On the Porsche chassis, an armored fighting compartment was installed, protected in the frontal projection by a 200mm armored plate, the weight of which was similar to the weight of a large truck. Even the Tiger gun is not able to penetrate this 200mm obstacle when using armor-piercing shells and 152mm armor-piercing shells of the ML-20 howitzer can't do it either. To bring the frontal armoring of the front of the hull in line with the existing 100mm armor plates, an additional piece of 100m armor was installed. The sides and rear of the vehicle were protected by 80mm armor plates, which were an extremely difficult, almost insurmountable obstacle for 76mm Soviet armor-piercing shells. The roof and the bottom of the hull were also armored considerably.
The weak spots include the roof of a large-scale engine compartment, which was located in front of the tower and could be hit by large-caliber high-explosive fragmentation shells when they burst on the front armor plate of the fighting compartment. Also, the tank’s weak point is the relatively thin armor of the cooler exhaust manifold of the electric propulsion motors - a significant part of ammo is 'conveniently' located just above it. It is worth to note the completely unprotected gunsight of the main and only gun, located on the roof of the fighting compartment.
The Ferdinand is armed with an extremely powerful 88mm KwK-43 L / 71 gun, that was created on the basis of the Flak 41 long-barreled anti-aircraft gun, while the shorter Tiger gun (also 88mm) was created on the basis of the shorter Flak 37 anti-aircraft gun. Firing a similar armor-piercing projectile, but with a more powerful charge and a longer barrel length, the KwK-43 L / 71 gun accelerated it to 1000 m/s against 800 m/s in the KwK-36. The Ferdinand had no machine guns at the time of the Battle of Kursk. The disadvantages of its armament include a panoramic sight that is not very useful in anti-tank combat since it doesn't allow entering corrections in the field of view (it had a significant degree of amplification though), and a low horizontal aiming speed.
But the most remarkable feature of the "Ferdinand" is it’s progressive and promising, but very controversial electrical powertrain. This is one of those cases when technical thought was far ahead of technical capabilities. The idea of refusing the mechanical transmission of torque from the power plant to the propulsion system, which is widely used today in heavy equipment, at that time led to very serious problems. The electric drive motors gave an increase in speed, but with a significant loss of torque on the tracks. So the efficiency of the power plant as a whole, even when on a flat surface, was so low the vehicle could not reach speeds more than 20 km/h. Even with a huge fuel reserve of 950 liters, the range was just 150 km on the highway. Also, due to the features of the electric motors, the power plant had a reduced efficiency when driving backward.
To supply the required amount of electric energy, two engines from the Pz.Kpfw.IV tanks were installed in the Ferdinand, each with a corresponding DC generator. Both generators were connected to a single line that supplied current to the electric motors, and each of the motors had its own regulator to control the speed and direction of movement. This made it possible to continue driving even if one engine or generator failed. The high cost of materials required for the production of windings, conductors and switches of the electrical powertrain, the use of two engines, plus its huge mass of 65 tons led to extremely serious technological and operational difficulties even for such a rich and industrialized country as wartime Germany. That is why the competition was won by the more traditional and easier to produce Tiger-I of Henschel design even though the Tiger from Henschel was also not a cheap tank by any means and the labor costs for its production were many times higher than required for a mass-produced T-34. On the other hand, the simplicity and ease of control of the tank, as well as the softness of the ride were a bonus to those who manned it. The ability to turn the vehicle on the spot without using advanced mechanical systems required for a traditional powertrain was a welcome bonus.
Nevertheless, with all the technological and operational difficulties it had, this combat vehicle during the Summer of 1943 was the most dangerous on the battlefield - if it was able to reach it in time to participate in a head-on tank battle. It was important for us to recreate it as close to the real one as possible, just like all the vehicles we already have in Tank Crew, and it was really hard to do. There is only one early Ferdinand remaining in the world - #501, it is located in the armored forces museum in Kubinka near Moscow. Another one, later modification called Elefant with a commander cupola and MG installed, is in the US. The available documentation is very segmentary, short and incomplete. However thanks to the effort of our partners in Digital Forms and application of cross-checking analysis, we have one of the best recreations of this combat vehicle available. From our side, we contributed to the recreation of its maneuverability, armament and systems functioning peculiarities, which required a lot of work as well. On the screenshots, you see exactly that Ferdininand #501 that was captured in the Kursk battle and ended in the Kubinka museum.
The last what we want to tell you about this tank destroyer - its release will complete the lineup of the combat vehicles we planned to recreate together with Digital Forms for the Tank Crew - Clash at Prokhorovka project. This moment will be a very important milestone in the history of our project. It won't mark the end of the work on this project - as usual, we continue to support, improve and deepen all our projects after the official release date. IL-2 Sturmovik and Digital Forms teams hope you'll enjoy the result of our joint effort.
Note: IL-2 Sturmovik: Tank Crew will be released on Steam once it is ready.
Hey y'all, thanks for sending us feedback on the demo! We've updated the build with the following fixes:
Hooked up the resolution picker in the Options Menu.
Fixed a major input issue where controller button presses would no longer register if a button was held down during the foreground item transition animation.
Fixed bug which let the player press pause with the Mailing List or Feedback submenus open, which caused the Pause Menu to appear behind the current submenu.
Fixed bug which caused the start menu to reappear after pressing Start Game if you pressed the A button on the controller before the tutorial finished transitioning in.
Fixed bug where the window scenes would not animate or render correctly.
The moon is now clickable.
Text no longer appears behind the cutscene bars.
The billboard and planets now show the correct foreground items.
Fixed bug where turning the character around quickly would feel like he was sliding on ice due to a lack of ground friction.
Tuned camera lag for a more responsive feel when walking / running.
The feedback form now adds the game's version number to the end of the text automatically.
It's friday again and another pack of bugfixes is here! Thanks to all the players who are participating in reporting - you're the best! To the bugs: todays update will finally (i hope!) fix the issue with keys remapping (the most reported bug atm), i've rewritten almost all controllers scripts, made some tweaks there and there - and i really hope, that it's fixed finally (i didn't managed to reproduce it). Also, i've fixed some annoying AI behavoir bugs - chopping in the air (#2 reported issue) and false animations time calculation. Also i've fixed "swords" related bugs - wrong parameters calculation, attack bugs etc. And yeah, almost forgot - i've also added "Motion blur" disabling/enabling to the game settings. The list of all fixes follows:
BUGFIXING
Fixed issue when bandit was unable to kill due to collider error;
Fixed issue when AI chopped tree in the air when couldn't find any tree colliders around (new game required);
Fixed issue when game controllers were suddenly remapped (hope, it's fixed once and for all);
Fixed issue when game could freeze when exiting trading UI;
Motion blur disabling/enabling option was added to game settings;
Fixed issue when settler skipped some actions in behavoir script due to pathfinding errors;
Fixed issue when settler continuwed playing static animation even after being killed;
Fixed issue when AI could continue moving even when he/she shouldn't by the script;
Fixed issue when pressing of primary or secondary weapon button didn't affect anything;
Fixed issue when sword damage was calculated incorrect due script error (new game required);
Fixed issue when various sword types could be changed in inventory (new game required);
Fixed issue when AI sword parameters could be calculated incorrect;
Fixed issue when swords parameters were reset after putting them into storage;
Fixed issue when AI was unable to loot after death;
Fixed issue when AI death animation wasn't calculated properly when settler was killed in one hit;
Fixed issue when player couldn't attack with sword due to script error;
Fixed issue when swords in storage were bugged when placing any object in storage;
Russian translation was updated;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time. 3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
Thanks to everybody that already bought the game! We're excited to be here and we're reading and discussing all your feedback. That is why we're on Early Access in the first place and we're already busy working on the first big content update.
Today we have a small patch update fixing some issues that have already been reported.
Changes
Reduced screen transition times (fade-to/from-black)
Added a help feedback box for equipping
Show version number in main menu
Bug Fixes
Fixed bug getting stuck in tutorial when equipping spear really quick
Fixed rare bug causing immediate game over on certain combats
Fixed discord link on bug button
Fixed a few wrong character positions in events
Fixed a few badly-behaving events
Fixed pressing ESC dismisses the initial Early Access infobox
Fixed issues when gamepad was attached while playing game
Flippers! For the next 2 weeks, we'll be recruiting for playtests.
It means that if you always wanted a shot at testing the content that isn't released yet or help us with choosing between different design options, now's your time!
Now, if you're interested... First of all, we have this POLL with a couple of questions inside.
(click the image below)
Okay then! If you're done with the questions, now you just have to wait for us to review your answers.
The chosen ones will be notified by email within 3 weeks and will get a chance to play a prototype version of House Flipper to share their feedback with us!
Oh and if you don't get in, we'll have plenty of playtests coming in the future, so don't worry and try again next time!
As you know, we’ve been introducing skins and camouflages of famous Russian units over the last couple of months, but with the upcoming celebrations of the U.S. Independence Day, it’s time to shift our attention to the American side.
One of the things we wanted to do for a very long time was to introduce a skin based on Operation Desert Storm or the later Iraq War. You too have been requesting this for a while now – after all, there even are some amongst you who actually fought in that war itself. In the past, we added the M1A1 Storm Premium MBT, but that one was only available in limited amounts.
What we want is to give all of you the opportunity to drive a realistic-looking wartime Abrams.
The upcoming Independence Day celebrations are the perfect opportunity to do so since we’ve been celebrating that holiday every year since the game’s launch. Without further ado, we’re happy to present the M1A2 Warhammer skin for the M1A2 Abrams Tier 8 Main Battle Tank.
The skin isn’t based on one particular real vehicle. It’s a mix of elements of multiple Abrams tank photographs from the Iraq War with the emphasis being put on making the model realistic, including:
Rust
Worn-out camouflage
Scorch marks from the use of guns
Damaged roadwheels replaced by incorrectly painted green ones
And so on. The vehicle has its own (fictional) name and some insignia roughly referring to the U.S. cavalry. As for the model itself, you may have noticed that the skin comes with a CITV commander’s optics finally modeled on the vehicle. They will be appearing on all M1A2-based models in the future as a part of the Abrams model improvement
We hope that you will enjoy this skin as much as we enjoyed creating it for you and, as always:
Wait! Life is beautiful! - Wait! Life is Beautiful!
Hello everyone!
We know that you’re hungry for more details about our game, so how about we do a review of what we’ve been doing in the last few weeks and also tease you with some previously unseen content?
First of all, our main priority during the last month was localization (RU and EN) and the things that we wrote about in the previous progress updates. This would have been things like the gameplay trailer and our brand new website. What’s been hidden from your sight until now is that a lot of work has been done on fixing small bugs in the game, and we’ve been hard at work preparing a new animated trailer! This new video is going to be a piece of art, believe us - we’ve even invited a wonderfully talented artist to work on it.
And, of course, the most important asset that we continuously enhance the Wait! Life is Beautiful! demo. This free demo of our game is planned to be released at the end of next month, roughly 20-ish of July, until then the developer is working on the endings of the game, here’s a teaser of one of them!
Can you guess what’s going on here?
We’ve been keeping you updated about the week-to-week development news, but we’ve never told you about how it all began. One last piece of work we’re busy with is an article telling more about the idea of the game and how the project started.
Here’s a preview from the development insight material we are working on. The amount of information we wanted to share with you is pretty big so we decided to split it into several separate articles. Besides that, it still requires some more work to really finish up. We’ll invite you to read the full text later, but for now, here are the first few lines of the first article:
“You will not find any shocking content here, but I want to be clear right away: my game is about suicide.
How did I end up making a game about such a controversial and complex topic? Is it really that difficult? What is the connection between collecting bottles and my game? What mistakes did I make while developing and what was done right? What was my plan, what has come of it, and what should you expect in the future?”
Well, you'll need to come back in a couple of weeks because we’ll be answering all of these questions then! ;)