* Hotfix maintenance on 8th July - Maintenance Schedule * [Server Time/PST] 8th July (Wedn) 08:50 ~ 09:20 / [KST/JST] 9th July (Wedn) 00:50 ~ 01:20 - What will be fixed/added through Hotfix * The entering transcendence value to enter new raid [Rise of Perumago] isn't set correctly.
- Hotfix compensation will be given for all players(level 70) connected until 06:00 9th July (PT): Premium Service (3 days) (please check your delivery box[F11]), a Raid [Rise of Perumago] Ticket, and an additional entry ticket.
We apology about incoveniences again. Thank you for waiting.
The Localisation Update We've been hard at work on translations for Rebel Inc: Escalation and now Campaign mode has been updated with translations for these languages:
German
French
Spanish
Italian
Portuguese
Japanese
Korean
Russian
Simplified Chinese
Traditional Chinese
Turkish
We've also included an assortment of fixes, balance changes and improvements:
Changelog
Localisation: Campaign mode and more has been localised in all key languages
Insurgent Tactic: Ambushes: Ambushes can no longer occur before the start of the insurgency
Map Feature: National Surge: Fixed issue in Campaign mode where 5th National replacement soldier did not have reduced cost when playing with the Warlord governor
Map Feature: Priority Concern: The increased speed of unmet concern severity buildup now stacks between Mega-Brutal and the 'Priority Concern' Map Feature, in addition severity of concerns increased by this perk
Significantly increased the chance that a zone builds initiatives that meet its populations primary concern, the chance will increase over time
Fixed rare issue where zones with a concern at 0% effect would not rollout initiatives of that type
Adjusted reputation reduction from lack of stability in Campaign mode, particularly decreasing the benefits given when playing Brutal and Mega-Brutal
Fixed bug if the player forfeited on the Campaign loss screen, it would show the previous Campaign's stats instead
A variety of fixes and improvements found through extensive testing
Thanks for your support and there's more cool updates coming soon!
We've been a little quiet lately when it comes to progress updates but we didn't take a time off, that's for sure! A big THANK YOU to all of you guys who tried out our free demo experience - we had received a lot of meaningful feedback and we know what to do next with the game.
There's a bunch of new stuff already - with more to come in the next few days. Wanna see the process so far? Sure thing. Let the GIFs do the talking! ːsteamhappyː
UPGRADED VISUALS
We wanted to breathe a new life into the environment and this is what we have so far. Do you like depth of field and these AI cables?
GRAVITY GUN REWORK
It's getting better and nastier. See what you can do with the new gravity gun!
EXPERIMENTAL COMBO SYSTEM
The goal is to create a combat system that rewards your quick-thinking and ability to create combos on the spot!
COMPLETELY NEW LEVEL
New areas mean new ways to play. Grab a teaser of what's new to come!
BOSS FIGHT
Let's be honest here - we all love to bash some big-ass monsters, right? But you'll need some kind of strategy to beat them!
Stay tuned for more awesome news from the Uragun team. New demo experience is coming soon!
Ever wanted to take a moment to look at a historical landmark or a scenic view while on the job, but felt that the pressure of delivering the cargo on time, or the concern for safety on the road, just do not make it possible?
Our artists and map designers put a lot of effort into making our game world as beautiful as they can, but often, a location that they may have spent months of time creating will be driven through in a matter of seconds without the player having a chance to admire it. There have always been many players keen to explore the world to the fullest, searching for cool places to see, but until now, the game did not offer any tool or incentive for sightseeing.https://draft.blogger.com/
With the release of the new Idaho DLC, we are experimenting with a new feature that will allow you to take a while to relax and enjoy a nice view of natural or artificial landmarks, or perhaps settlements or industries that are of interest in the given region.
In the area of Idaho DLC, drivers will be able to find several such places and activate a special in-game "cutscene" with a short showcase of a nearby place of interest. The locations include sites of economical and historical importance, such as the capital city of Boise. The spots are identified by a new film-camera 3D green icon visible in the world, which also appears on your GPS route advisor as a purple star.
At the moment, we still consider the new feature an experiment. If the reception is positive, we are thinking of expanding it further, not just to more cool locations across the whole game world, but also to make it more feature-rich, and a more integrated gameplay element. We are thinking of expanding it with descriptions and more detailed facts on why the place is interesting and important, providing a light education element. We may also consider creating a log of visited places, giving the player a chance to re-play the cut scenes of visited places as a reminder of their travels. If you have any additional ideas on how to get more fun out of the feature for players, we'd like to hear them!
We hope you will enjoy this brand new addition arriving in Idaho for American Truck Simulator. If you are excited to visit this new state, make sure you have added it to your Steam Wishlist. If you have done so already, thank you! This really supports us and our upcoming releases.
Let’s put your baking skills to the test! The Cake Bash Challenge is all about home baking and who better to judge this competition than the baking star Alice Fevronia?!
The Cake Bash challenge has 3 rounds and each one will have amazing prizes from customised controllers to game consoles and Alice will help us judge the entries!
Until August 6, rack up XP to unlock neon-tastic cybercosmetics like the Demoncide Slayer Skin, ‘Pixel Warrior’ title, ‘Circuit Board’ Chaingun skin and more. Crush this event and you’ll unlock the Retro Revenant Master Collection, paying homage to the O.G. jet packin’ skeleton complete with its own skins, upgradeable Podium, icon, title and animations!
As with past events, XP to unlock goodies is earned simply by playing DOOM Eternal. Complete campaign levels, enter the cyber-arenas of BATTLEMODE and finish weekly challenges to stock on XP and unlock those rewards. No dawdling, it’s time to hack the planet(‘s demonic corruption down to size)!
Learn more about DOOM Eternal’s in-game events and unlocking rewards in our dev diary video. Don’t forget to join the Slayers Club if you haven’t already to start off your collection with the Zombie Slayer skin!
We would like to thank everybody for the warm reception of our cinematic trailer! Destroyer is beginning to earn widespread interest, and we will soon be sharing more material, including the first gameplay footage.
Before that, however, we would like to show you how we were able to achieve the level of graphical fidelity that you can see in the trailer. Many of you have praised the painstaking attention to technical detail, and we have heard many kind words about how we have approached the subject. Truth be told, we would have never been able to achieve this level of quality if it hadn’t been for the fantastic people from the USS Kidd Veterans Museum in Baton Rouge, Louisiana.
When we visited the museum in December last year, we didn’t realize how much we were about to learn over the next few days. Our hosts were so kind as to let us access a lot of locations that are normally off-limits and they created many wonderful opportunities for us to learn and expand our knowledge. We even had the honor of talking to two destroyer veterans who were kindly willing to share their time and expertise in order to help us understand how things worked back in the day. We were able to hear first-hand accounts of how tin can sailors lived and fought during World War 2, and we also gained much more insight into how advanced 1940s naval warfare technology and tactics actually were. Those exchanges were invaluable and allowed us to look upon the subject from an entirely new perspective.
We hope that once you see more of the game itself, you will agree that our research has really paid off and that Destroyer indeed has the potential to depict WW2 anti-submarine warfare like no game before it. To us, however, it is even more than that. We feel that working on a game like this is also a way to honor and remember the men who, in spite of all odds, cast themselves into the heat of battle for the sake of our freedom. And that is something that we must never forget.