Conqueror's Blade - Sapozhnik


Last month we asked you to get creative around the theme of the ancient Minotaur, with the top prize in three categories being your very own limited edition Minotaur Hero Attire. Released in celebration of Conqueror’s Blade’s first anniversary, the attire is currently unavailable, but thanks to their respective efforts with paintbrushes, paring knives and pairs of scissors, Alesito (NA server), Arumbaya (EU West 1) and Wurthless (NA) can all look forward to dishing out bovine retribution to their enemies.



Art category

WINNER (Minotaur Hero Attire): Alesito, NA

2nd place (1100 Sovereigns): Hurmushka, EU West 1

3rd place (30-days Premium): Naara, EU West 2

Honourable efforts: DaDDY and HojaGriss 



Food category

WINNER (Minotaur Hero Attire): Arumbaya, EU West 1

2nd place (1100 Sovereigns): Grenadekiller, NA

3rd place (30-days Premium): Ertugrul, NA

Honourable efforts: Arumbaya and Ertugrulhttps://cdn.discordapp.com/attachments/722431328678707202/725165842995740753/image0.jpg

 

Physical category

WINNER (Minotaur Hero Attire): Wurthless, NA

2nd place (1100 Sovereigns): Deloura, EU West 1

3rd place (30-days Premium): WindFux, EU West 1

Honourable efforts: Wurthless and Arumbayahttps://cdn.discordapp.com/attachments/722431328678707202/725165842995740753/image0.jpg
 

Well done to the winners and to all of you that took the time and effort to enter. Special thanks goes out to moderator LegendaryKira, who suggested and administered the competition, and without whom it would not have been such a rampaging success!
Heliborne Collection - mindoug
Greetings pilots!

Today's Dev Diary episode is about updated visuals too. We've shown you a bit how the maps have been changed, with new textures and lighting. There is another pretty significant thing, not only visually, but also gameplay-wise.

While working on the lighting, we have added more night maps. From now on, the modern helicopters won't be the only ones you could hide in the shadows. Actually, every map we currently have in Heliborne will be available in a night version.





Do you have any suggestions on how to utilize the darkness? We would be happy to hear out your ideas!


Last but not least, here's a sneak peek of another upcoming helicopter. This is a new scout/attack bird from Sikorsky powered with the same engine as Black Hawk — S-97 Raider. It was designed to replace Kiowa and made its first flight in 2015.


We are still deciding on how the prototype models shall be integrated into the current list of helicopters. One of ideas is to make prototypes a choosable option when creating a battle. Again, feel free to share your opinion!
Jul 16, 2020
Captain MAYO - TheShavedCat
Captain MAYO.
Released on steam today...

Eternal Magic - Clifford101XP
Heroes!
On Friday, July 17, the servers will go offline for scheduled maintenance at 7:00 AM for EU (GMT+1) and 0:00 AM for the NA region (GMT-5).
We'll post an additional announcement once the maintenance is over.

The third season of the Arena starts after the maintenance! Please spend the coins of the second season before the maintenance. Rewards for the achieved Arena ranks will be awarded on July 17 during the day.

We apologise for the inconvenience!

--------

UPD. The maintenance is over!

- The third season of the Arena has officially started. All second season participants will receive rewards according to their rank;
- Your wishes have been heard! The Fresh Summer event has been prolonged until 5:00 AM (server time) on September 1. Additionally, the daily Ice Cubes limit has been increased to 40 Ice Cubes per day from heroic instances (instead of 20) and a maximum of 55 Ice Cubes per day in total (instead of 35);
- Also, due to popular demand AI-controlled characters in dungeons have been temporarily disabled and sent for revision. We would appreciate your feedback regarding these bots. How useful do you find this option and under what conditions would you consider using it more often?
- Optimized Xigncode performance. Previously, an unstable Internet connection could have prevented the anti-cheat files from being loaded, rendering players unable to launch the game. The problem has now been resolved;
- Fixed the issue with Elven Tears obtained from Miracle Treasure Chests. Players who have previously unboxed the bugged version of the item will soon receive the corresponding number of functioning Elven Tears;
- Fixed the issue with the achievement granted for obtaining a certain amount of silver by trading with the Broker;
- Fixed the issue with the number of accumulated points being displayed incorrectly in the description of random heroic instances;
- Fixed the issue with the incorrectly displayed buttons for accepting or rejecting an in-game friendship request;
- Removed the non-functioning button leading to the developer's website;
- Removed the unnecessary functionality from future updates;
- Implemented multiple improvements to localization files.
FINAL FANTASY XIV Online - SE_Xuquanidi


The special site for Patch 5.3, Reflections in Crystal, is now live! We offer a preview of the latest main scenario chapter, in which the dramatic tale of Shadowbringers reaches its conclusion. Catch a glimpse of the new dungeon, the Heroes' Gauntlet, and the extraordinary events of the Sorrow of Werlyt, and steel yourself for the trials to come.

View the special site .

* Patch 5.3 is scheduled for release on August 11.
World of Warships - WoWS Admiral

Commanders, welcome to the Public Test of Update 0.9.7!


Round 1 Schedule
Starts Thu. 16 Jul. 18:30 CEST (UTC+2)
Ends Tue. 21 Jul. 07:30 CEST (UTC+2)

Special Features of the Test
The rewards for activities on the Public Test server may differ from those on the live server. German carriers are not available to research on the Public Test server.

Combat Missions and Rewards
Round
12
Play one Random or Co-op Battle.

Reward on the live server: 3x signal flags of each type, except special signals
Play three Random or Co-op Battles.

Reward on the live server: 10x Type 10 camouflage patterns
Earn 8,000 base XP in Random Battles.

Reward on the live server: 1x Wargaming container
Complete the entire German Navy collection.

Reward on the live server: 5x each of the following special signals: Dragon, Wyvern, Red Dragon, Ouroboros, and Hydra
    One Wargaming container provides 1 day of Warships Premium Account.
Summer Season
The Summer Season, which is scheduled to run across three updates, continues with the Public Test of Update 0.9.7.

Rewards
  • Completing two Directives will reward you with the season emblem.
  • Completing three Directives will reward you with a unique flag, patch, and Premium Ship VI container.
  • Those in possession of all four different season emblems will be rewarded with the unique Ultimate PT Warrior emblem.
Complete the missions of the "Summer Season #2" Directive, and get containers with elements of the German Navy collection credited to your account on the Public Test server.
Summer Season #2
Complete any six missions of the "Summer Season #2" Directive.

Reward on the live server: 1x Kriegsmarine container and 1x German Navy container
    The missions can be completed only once, playing Tier VIII–X ships in Random Battles.
Once this mission has been completed, the Summer Season #1 mission from the previous Public Test will become available. If you already started working your way through the Summer Season mission during the Public Tests of Update 0.9.6, your progress will have been saved.

Starting Bonuses
  • Every participant of the Public Test will have all researchable Tier VIII ships, helmed by Commanders with 15 skill points, credited to their PT accounts.
  • The research prices for ships and ship modules will be substantially discounted.
  • Players will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.9.6, you'll be awarded the following additional bonuses:
  • 500,000,000 credits; 30,000 doubloons; and 90 days of Premium Account.
  • 50x signal flags of all types (except special signals) will also be added to your PT account.
How to Participate
https://steamcommunity.com/games/552990/announcements/detail/2716184589232191867
Developer Bulletin 0.9.7
German carriers leave Early Access, a new collection, Naval Base update, and other improvements.
    IMPORTANT! Because the Update is still being tested, the information in this Bulletin is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the Update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the Update is released.
German Carriers: Part 2 ● Ranked Sprint ● Changing Keys for Consumables ● Unique Upgrades ● Naval Base Update ● Other Improvements
German Carriers: Part 2
    The branch of German carriers will become available for all players to research with the release of Update 0.9.7.
    Please note: the rewards for activities on the Public Test server may differ from those on the live server. German carriers are not available to research on the Public Test server.
The game event in Update 0.9.7 is presented by Directives, Daily Shipments, and a new collection dedicated to the German Navy.

You can get German Navy containers as rewards for completing Directives, as well as from Daily Shipments. Each container contains two elements of the new collection, as well as other rewards.

The "German Navy" collection consists of six sections, with six elements in each. Elements of the collection can be obtained from the event containers, and also daily containers if you've activated the subscription. The reward for completing the collection is the ability to mount two flags and alternative camouflage patterns on German ships.



The Port of Hamburg has been updated.



Ranked Sprint
Update 0.9.7 brings with it a new Ranked Sprint with a 3 vs. 3 format, playing Tier IX ships.

Changing Keys for Consumables
An option to set the order of consumables for each ship is going to be added in 0.9.7. The order of consumables is saved on the server, so you won't need to set it again if you're playing on different computers.



Unique Upgrades
We're continuing to work on making changes to the existing Unique Upgrades, and also adding some new ones.  The current concept provides an additional opportunity to mount an upgrade with special-but-balanced bonuses in comparison with regular upgrades.

These changes will balance the effectiveness of unique upgrades, and at the same time preserve the unique gameplay of each ship.
    You can view the detailed list of changes on the Development Blog, and in the article about Update 0.9.7.
Naval Base Update
  • Added improvements for the Treasury, which will allow Clan leaders to regularly exchange Oil for rewards for the Clan.
  • The Research Center, which applies a bonus to the amount of received XP, has been renamed "Naval institute." A new building named "Research Institute" has been added. It increases the amount of Research Points received.
  • Depending on the Clan's activity in Clan Battles, the water area of the Naval Base will be filled with a proportionate number of ships. As more Random, Co-op, and Ranked Battles are played by Clan members, more vessels will appear.





Other Improvements
Two new battle signals, which can be obtained in exchange for credits, coal, and Research Points, have been added to the Armory.
  • X-Ray Papa Unaone: increases the action time of Smoke Generator by 15%.
  • Sierra Bravo: increases the action time of Hydroacoustic Search by 10% and reduces the cooldown period of Defensive AA Fire by 10%.

They will be added to the "More Signals and Camouflages" daily container at a later point in time.

When entering the game for the first time after the update, a short video will play back. It can be skipped by double-clicking any keyboard button. Another video will play back on the login screen. This video can be paused.

Updated the upgrade icons.
Remnant: From the Ashes - PWE Community


We're incredibly excited to announce that Subject 2923, the final and largest DLC for Remnant: From the Ashes, will be available on PC, Xbox One and PlayStation®4 on August 20 for $9.99! The final DLC for the hit survival action game will introduce the mysterious abandoned military base “Ward Prime” -- one of the DLC’s two unique zones. This DLC will also bring a new campaign mode “Subject 2923”, that concludes Remnant: From the Ashes’ thrilling post-apocalyptic story and adds all-new quests, bosses, weapons, trinkets, armor sets, and more. In addition, Remnant: From the Ashes - Complete Edition, which will include the Remnant: From the Ashes base game, the first premium DLC Swamps of Corsus and the upcoming premium DLC Subject 2923, will also launch digitally on August 20 on PC and consoles for $49.99.

Check out this trailer for a first look at Ward Prime:


World Walkers that take on the expedition to the military facility world of Ward Prime in Subject 2923 will come to find that it holds many unsolved mysteries, including the origins of “The Dreamers” and how they connect to the dreaded Root, the evil force plaguing Earth. In the 1960s, the US military discovered a large, alien stone etched with symbols along with a wall containing strange runes written in another language. When the runes were deciphered, they revealed the power of the World Stone and how to create Dreamers -- humans bonded with powerful entities in other worlds. The military set up a facility that would become known as Ward Prime for this purpose.

To put an end to the Root once and for all, you'll need to explore Ward Prime and uncover the truth behind the tragic events in the Ward, the Dreamer Program, and the various other Wards within the Remnant: From the Ashes multiverse.

Discover more Ward Prime details in our developer blog: https://www.remnantgame.com/en/news-article/11476013



Remnant: From the Ashes is a third-person survival action shooter set in a post-apocalyptic world overrun by monstrous creatures. As one of the last remnants of humanity, you set out alone or alongside up to two other players to face down hordes of deadly enemies and epic bosses, and try to carve a foothold, rebuild, and retake what was lost.

Remnant: From the Ashes is available digitally for $39.99 on PC (Steam), Xbox One, and PlayStation®4. The physical version is also available now at Amazon, Best Buy, GameStop, among other retailers for PC, PlayStation®4, and Xbox One for $39.99.

Learn more about Remnant: From the Ashes and the new Subject 2923 DLC at http://www.RemnantGame.com or follow our Twitter and Facebook for the latest updates!

SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
Today’s the day!

2020 is a crazy year to live, let alone release a game. The past few months have been tough for everyone but there are always brighter moments amongst even the darkest ones.
Fortunately, hopefully, this is one of those brighter days. After over 3 years of development we’ve finally reached the finish line. Reaching this milestone wouldn’t be possible without you all. Maybe we are repeating ourselves but that's a simple truth. You pushed us forward and carried us here. You encouraged and gave insights during this marathon of a development.
Here we are then, Ladies and Gents!

SUPERHOT: MIND CONTROL DELETE has been released!




What comes with this update

SUPERHOT: MIND CONTROL DELETE began as a tiny project, meant as free DLC for owners of SUPERHOT – a love letter to the fans who both supported us and craved even more SUPERHOT gameplay. During the development of MCD we’ added, we tweaked, we explored and redesigned many things from scratch. We’ve never compromised on quality so our tiny little DLC grew into the full, standalone game that is SUPERHOT: MIND CONTROL DELETE.
The game has changed.

A lot of time has passed between the last MIND CONTROL DELETE update and the final release version. We have tweaked, improved and removed tons from the game. There is no point to go into detail (there’s just too much to talk about) but if you need to know MORE there is a lengthy changelog at the end of this post.



Amongst general tweaks and improvements, you might have noticed that you now have an option to pause the game. This might not sound like much but just wait and reach final stages of the game. You will be more than happy to have this option ;)

Without getting into spoilers, we’ve also changed some of the more hmmm “hidden” parts of gameplay. There is slightly tweaked access to them so that even the hardiest of MCD veteran players will have a fresh challenge.

A lot of love has been shown to replays. They run smoother than ever. You can share them without a hassle on socials. There is even a special secret photo mode but it’s a secret so let’s not spoil the fun.

Along the way, we've also added achievements to fulfil your progress hunting needs.
Visually speaking the game went through an overhaul. Our Art Director went to town and relit the levels, improved shaders and rebaked every single lightmap. The game looks and performs better than ever.

Check out the changelog at the end of this post for further details.




SUPERHOT/MCD Bundle Sale
If for some unfortunate reason you missed the boat and didn’t get MCD for free, we've prepared deep discounted bundles for y'all.
Sales will run until July 23rd.



Wreak havoc and look good while at it


In celebration of the release, we have also prepared a chance to showcase your skills and win some serious MCD swag.



The rules are simple: record your absolute best while playing MCD, then post your in-game recorded replay on Twitter with #MINDCONTROLDELETE #MCDCOMPETITION and @SUPERHOTTHEGAME.
10 most mind-blowing gameplays win.

Good luck. We look forward to reviewing your attempts to wreak havoc and look good while doing it.

Competition will be announced on our Twitter. Stay tuned.

MCD AMA

After more than 3 years of waiting for the launch of MCD you probably have a ton of questions for us. Next week we will run an AMA via r/IAmA/ on Reddit with our game directors, art director and lead engineer. You will have the chance to ask all those uncomfortable personal questions you always wanted to ask. See how the sausage is made. Get a definitive answer on when MCD is gonna be ported for smart fridges or simply say hi. This will be the time for all that and more.

We will give you an exact time and date of AMA once we confirm everything. See you soon.



Post launch FAQ

What happens if I buy SUPERHOT now?
If you buy SUPERHOT now, you have the option of buying just SUPERHOT or getting the full experience and buying bundled SUPERHOT and SUPERHOT: MIND CONTROL DELETE together at a lower price.

MCD is no longer being gifted to new purchases of SUPERHOT.

Any plans for new games?
Not right now. At the moment we concentrate on bug fixing and maintenance of MCD.

I was an Early Access supporter and I am not in credits!
Are you sure you have filled in the form? If you did, we will try and add you to the credits in an upcoming patch. If you haven’t filled your name yet, please do so over here.

Got more questions? Head over to our FAQ.

Changelog

General
  • Added translations to various languages
  • Added achievements
  • Performance optimizations in normal runs and endless
  • Added a pause screen
  • More stable save system
  • A ton of fixes on colliders (on levels and items)
  • Better sensitivity of gamepad controls

Content
  • Added missing floors of the map
  • Reworked most of the hidden areas
  • Reworked tutorial levels for most hacks

Gameplay balance
  • Restored +5HP to MORE.core
  • Buffed core hacks
  • Fixed glitches with hack pool
  • Nerfed killheal hack
  • Buffed super punch
  • Buffed super throws
  • Better navmesh placement
  • Changes in concrete enemies reactions to attacks
  • Changes in exploding enemies reactions to attacks
  • Changes in certain enemies reactions to attacks
  • You can’t catch a katana thrown by a certain enemy
  • Changed the distance of charge of a certain enemy
  • Changed the system of hot switching of a certain enemy
  • Overhauled the difficulty curve of the entire game

Story
  • Changed texts in most of the game
  • Changed most story levels visuals and pacing
  • Changed ending credits
  • Changed ENDURANCE.core to MORE.core

Visuals
  • Almost every single thing was either changed or polished, be it a model, a level, a shader or an effect

Replays
  • Replays are now an „opt-out” option
  • Fixed numerous bugs
  • Increased the smoothness of replays
  • Added post process effects to replays
  • Performance optimizations
  • Changed controls for gamepads
  • Added a secret photo mode (but that’s secret so hush-hush)

Sound and music
  • Overhaul of most sound effects on levels
  • Overhaul of most sound effects in UI
  • Changes to some music tracks
  • Changed the way music on Disco is being played


And a ton MORE, we weren't keeping tabs really.



What’s next? That is absolutely up to you guys. Should you still feel hungry for MORE after finishing MCD, let us know. Tweet it out. Voice your needs on Reddit. Tell everyone how much you liked the game but you still need MORE.

You do that and MORE will come.

Have fun,
SUPERHOT Team
Jul 16, 2020
TO4: Tactical Operations - Th120
Added:
  • MAP-TrooperII
  • Ladder sounds
  • Death screams

Changed:
  • Better visibility for player characters (tweaking colours, add subtle effect that helps the characer stand out from the background)
  • Scoping only possible after weapon finished equipping process
  • New headshot impact sounds
  • Increase sound occlusion effect
  • Mk20 6 -> 5 ammo per clip
  • AirControl 0.82 -> 0.6
  • Strafe speed multiplier 0.86 -> 0.87
  • New default FOV 96
  • Knife range 120cm -> 135cm
  • 10% higher ladder speed
  • Removed ambient sound on MainMenu map
  • Lower range water enter / leave sounds
  • Additional weapon balancing (slightly nerf precision of SMGs, increase RPM / nerf precision of AUG)
  • Some volume balancing on footstep sounds (higher volume for carpet, grass, disable weird metal step sample)
  • Max time in ghostcam after death 3s -> 1.75s (if ghostcam disabled)
  • Init all sounds to 0 volume when main menu is loaded (sounds start playing once settings are loaded)
  • Slightly more bloody screen on low dmg (meant for Saiga hits especially)
  • Rework team outline effect

Fixed:
  • Gate / door replication
  • Scope view bob not decoupled from weapon bob
  • Spray pattern of sniper rifles not random


Maps:

MAP-Eviction
  • Removed until rework is ready (soon)

MAP-Escape
  • Removed until rework is ready

MAP-Crossfire
  • Removed until rework is ready

MAP-RapidWaters
  • Reduce strenght lights SF base
  • Walking on the ledge of highbridge no longer possible (tajfun)
  • Adjusted the distance of the boxes in front of Terrorist base for smoother jump movement (for5er)
  • Disappear in rocks directly right from lower waterentrance (tajfun)
  • Removed and lowered some of the rocks on the riverbed - better sight of enemies
  • Lowered the terrorist water entrance sniper spot, it was too easy for Terrorist to snipe from here. Also increase contrast on colour here (ccKane)
  • Gave the underwater effect a litle more easy to the eye; easier to spot enemies
  • Fixed the speed jump on lower bridge towards the entrance of Main Terrorist building (ccKane)
  • Adjusted the Terrorist window on the water side (less sight on low bridge, lowered the wall a little for better sights)
  • Closed the pillar of high bridge and the stairs and the railings from middle water (terrorist side) for less random and hard to see spots
  • Closed the middle pillar of high bridge further
  • Smoothen the wall near stairs from middle water to lower bridge (you could run on that ridge) (ccKane)
  • Changed the TL armatures on the ceiling. Previous ones looked kinda odd (ccKane)
  • Changed material next to high bridge door opening SWAT side (ccKane)

MAP-Blister
  • Increased height on the box on Sniper lane Terrorist side - you can now hide behind it as player (kummelmuck)
  • Add extra height to the building between sniper lane and higher bombspot - prevents nadespams on sniperlane (ccKane)
  • Gap on the door on lower bombspot B. Overpowered sniper spot (ccKane)
  • Can get into the wall (middle area) next to the boxes (Nasenbaer)
  • Fix impact on blue barrels (plastic to metal) (Pirate)

MAP-Fueled
  • Block roof building above bombspot A (ccKane)
  • Block roof buildings around bombspot B (ccKane)
  • Block roof building near z-stairs (ccKane)
  • Redid collision on broken concrete wall part
  • Redid some LOD's on the ventilation system meshes near bombspot B (was popping in and out)
  • Reduced the distant explosion sounds by 20%

MAP-Scope
  • Tweaked the road mesh a little more, to prevent playermodel' feet get in the roads. Not great yet :) (ccKane)
  • Removed roof access from the building on SF spawn (Tajfun)
  • Removed getting stuck on crate lower A Building (ccKane)
  • Smoothen the rock directly right from SF facility, looking towards RED building (ccKane)
  • Getting stuck under rock directly left from Terrorist base, up the little hill (ccKane)
  • Remove bush under the ramp on silos (overlooking Terrorist base) (ccKane)
  • Fixed the no impact effects on door close to silos (ccKane)
  • Reduce 'light fitting' sound on the whole map (-15%)
  • Reduce the 'wind' sound on the whole map (-15%)
  • Remove bush on the ramp towards scaffolding silo's. Looking towards Terrorist bunker (ccKane)

MAP-TrainYard
  • Add ladder to balcony Bombspot B (kummelmuck)
  • Closed the main entrance from middle area to Bombspot A (ccKane)
  • Volume on middle building Trainyard is invisible again (Kummelmuck)
  • Open/close gate mesh in middle building has wrong LOD (ccKane)
  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!
  • Added general lights everywhere
  • Fixed the broken lighting on the interiors of the maps
  • Blocked path from the containers to the left of terrorist base, you could get out of the map (m4kSerial)
  • Further closed the wall further on roof from Terrorist spawn to Bombspot A (ccKane)
  • Decorated the middle building a bit more
  • Replaced some trees on the B side bombspot; less annoying in movement
  • Added white painted surfaces behind key points where it might be too dark

MAP-FollowTheMoney
  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!

MAP-Drought
  • Evidence spawns added
  • Rework light sf base
  • Lowered sand effect

MAP-Arena-LockDown
  • Removed volumetric fog throughout the map (less impact on performance)
  • Gave the map overall a little more lighting for better sight

MAP-Arena-preAim
  • Removed volumetric fog throughout the map (less impact on performance)
  • Changed the spotlights to Static Lighting and the LightPoints to Stationairy. This for better performance and lighting/shadow effects in the map and on models.
  • Fixed the LOD's on the lights on the ceiling (ccKane)

MAP-Arena-RGB
  • Fix artifact reflections on weapons (wrong setting in Skylight)
  • Added slight general lighting
  • Added boxes in front of SF base (was to easy to get spawn killed by snipers)
  • Changed the boxes to light grey with wood pattern

MAP-Arena-KillThemAll
  • Added crates to both bases
Stronghold: Warlords - NickTvsTheWorld
https://www.youtube.com/watch?v=fMj48CZdEuo
We've just released a new dev diary featuring fresh campaign gameplay! Using the current beta build of our upcoming ‘castle sim’ Stronghold: Warlords, Nick and Matt showcase the Chinese portion of the game’s 31 mission single player campaign. The ‘Armies of Yan’ occurs toward the end of the Warring States period in 226 BC and features plenty of castle building, defending and besieging.



Over the course of 40 minutes of uninterrupted gameplay, Senior Programmer Matt Smith walks us through the latest additions to our castle building RTS series. Showcasing new units like the Fire Lancer, the titular warlords mechanic and castle sieges, this dev diary is the first in a new series providing an early look at the game’s main single player game mode.



As Stronghold: Warlords approaches launch later this year new campaign previews will be released showcasing game features and improvements, but also to collect feedback from players. With particular attention to community requests, new Warlord abilities and the all important ‘wuselfaktor’, we've been paying close attention to player suggestions since the game’s 2019 E3 reveal. For over a year now our devs have been processing feedback on the game’s visuals, sound effects and most recently gameplay from our Steam Game Fest demo, which can still be played by joining the official Stronghold Discord.

Castle builders will be able to journey from ancient China and Vietnam to feudal Japan and the Mongol Empire when Stronghold: Warlords launches on Steam.

https://store.steampowered.com/app/907650/Stronghold_Warlords
...