Age of Ascent is a MMOFPS that features six degrees of freedom direct-piloting real-time battles with thousands of ships; millions in the same galaxy. As we continue to develop the game, we will be adding an entirely player-driven economy, deep strategy, and exploration in an evolving sandbox world.
Join us for a live-stream session to talk to the devs, and find out how we are using technology in a new way to create a virtually unlimited single shard universe, where you will be able to play across multiple devices and see that same world. Check out our awesome new visual style and talk to the creative guy who designed it.
AND – we will also be running a PVP combat playtest, during the live-stream session, so you can get in some great dog-fighting at the same time!
Hello Neighbor 2 Alpha 1.5 is not that far away. Can you guess when is it coming by looking at these gifs? :)
Meanwhile, we wanted to share with you what we've been working on for this update. As you could tell from the Alpha name, the game will not be drastically different from the Alpha 1. Instead, we've focused our attention inwards: for the past couple of months, we've been busy improving the gameplay.
The Survey
As a part of this inward focus, we'd like to hear more from you, our players. The purpose of the last survey was to get to know you better. With this one, we're looking to get your feedback on the gameplay of HN2 Alpha 1, which will help us make adjustments to the future Alphas.
Without showing all the cards, here's a brief outline of what we've been working on:
The Changes
Reworked the main house: added more interactions and interesting opportunities for a player to traverse the house
Reworked the AI - the Guest's behavior is now more complex, with a more coherent cycle (schedule)
Improved open world - we've heard you loud and clear - it's nice to have an open world, but there's got to be a point in exploring it. This is the first iteration of the improved open world, with some cheeky puzzles, and more are to come in the future versions of the game.
More lore! New intro and ending will expand the lore of Hello Neighbor universe. We can't promise that you'd get more answers than questions, though.
Improved mechanics - the rope and the conveyor belt are now implemented as more integral parts of the gameplay
Reworked level design - now it's easier for the new players to get into the game and understand the goal. This rework is aimed at making the game more accessible to new players while remaining mysterious and challenging
Halloween is coming! We're preparing a special Halloween puzzle and other tricks (and treats)
Hello Neighbor 2 Alpha 1.5 is not that far away. Can you guess when is it coming by looking at these gifs? :)
Meanwhile, we wanted to share with you what we've been working on for this update. As you could tell from the Alpha name, the game will not be drastically different from the Alpha 1. Instead, we've focused our attention inwards: for the past couple of months, we've been busy improving the gameplay.
The Survey
As a part of this inward focus, we'd like to hear more from you, our players. The purpose of the last survey was to get to know you better. With this one, we're looking to get your feedback on the gameplay of HN2 Alpha 1, which will help us make adjustments to the future Alphas.
Without showing all the cards, here's a brief outline of what we've been working on:
The Changes
Reworked the main house: added more interactions and interesting opportunities for a player to traverse the house
Reworked the AI - the Guest's behavior is now more complex, with a more coherent cycle (schedule)
Improved open world - we've heard you loud and clear - it's nice to have an open world, but there's got to be a point in exploring it. This is the first iteration of the improved open world, with some cheeky puzzles, and more are to come in the future versions of the game.
More lore! New intro and ending will expand the lore of Hello Neighbor universe. We can't promise that you'd get more answers than questions, though.
Improved mechanics - the rope and the conveyor belt are now implemented as more integral parts of the gameplay
Reworked level design - now it's easier for the new players to get into the game and understand the goal. This rework is aimed at making the game more accessible to new players while remaining mysterious and challenging
Halloween is coming! We're preparing a special Halloween puzzle and other tricks (and treats)
Added ogre mages to the game, along with new attack, particle effect, sound effect, and weapon. They are now integrated into goblin armies that have ogres.
Made ogres much tougher with additional levels. High-level ogre brutes have levels in ogre mage and vice-versa.
Happy October starchasers! It’s the spooky month, and what’s spookier than a heaping dollop of progress. But we’ve got more than that. It’s Halloween, which means Christmas has come early, and we’re proud to present our first demo release in over half a year! Demo 1.7 represents quite a bit of work on the part of pretty much all the team, and contains a lot of major improvements across the board. It’s not a 100% completed version mind you, and while we’d certainly appreciate feedback please please keep in mind the known issues section. But other than that, check it out!
Now obviously the majority of this month was spent preparing for this new version, but fear not, we’ve had plenty of progress to still show off, so take a look!
As always this is just a paraphrasing of the main Kickstarter update, which you can read here.
Legendary System
I’ve mentioned previously that I wanted to give NPCs more variety with the occasional beefed up, unique enemy spawning amongst its lesser peers. That system is now implemented, and now whenever you encounter fighters or freighters there’s a chance (with higher chances the longer you go without seeing one and higher chances during missions) to encounter these so-named “ace” pilots, who come with special abilities and faction-specific titles.
You might encounter NPCs that can fire off EMP blasts, heal their squadmates, or violently explode upon death. But if you manage to defeat these enemies they can drop rare, special loot!
Cargo & Subsystems
Way back when the game was first in development individual hardpoints on ships were given individual health pools. The eventual goal was that these hardpoints could be blown up and individual components non-functional, but the feature was put on the backburner. This month I had a few hours to spare so that system was re-implented.
This also extends to big transports, which will carry around cargo that you can break open for the juicy succulent meat inside it.
Tweaks & Bugfixes
Because so much of the time spent this month was on the demo, a lot of work got done just debugging and optimizing the hell out of a ton of background systems.
A lot of common freezes and memory leaks were patched up, and on the more visual side of things we redid the visuals for many projectiles.
I’ve also been redoing how chatter channels work. What was previously a resource-intensive system that let NPCs talk over each other and was generally chaos has been refined, with global channels limiting and tracking how NPCs talk. This system is still being tweaked, mind you, but it runs and works much better for anyone’s purposes, especially our own.
Racial Variations & New Races
We’ve also implemented fully the last two playable races. Last month you were shown a brief preview of the very smart and very tiny Macrovari, now take a look at the full animation sets for both them and everyone’s favorite religious hiveminds: the Ballden!
That’s all for this month, as always check back next month for more progress. As a final note we’re looking to make demo releases more frequent, ideally with each one advancing the main campaign in some way.
This update is mostly focused on addressing some of the feedback we’ve gotten regarding the recent scrap changes. Hopefully these help balance out the issue.
Changes
Reduced the amount of scrap available at scrap yards (removed Level 7 scrap options)
Increased the price of scrap purchased at scrap yards by 50%.
Slightly increased the scalar determining the amount of processed scrap required to upgrade ship components and items
Updated input system to add better support for non-US keyboard layouts
Fixes
Fixed an missing material issue found in the AOG hideout sector
Fixed some intermittent errors caught by analytics in various systems
UPDATE: We've released a small hotfix for Mac users. This may help with some issues reported with the voice chat system / microphone not working
I've got a new update for you all! It's a small one, but it does include a number of new features that were made possible thanks to the recent delay. We've got new difficulty settings, including customizable difficulty, a new character to recruit and two new side quests!
The new character, Arti, is also the final character to be recruited in Viola. The whole gang is finally together!
On top of that, there are new side quests to do, with a new town to explore. Momo and Emerald's side quests are both related to this quaint snowy town.
Finally, the new difficulty settings allow you to change how Viola plays. If you've had trouble with any of Viola's rhythm game mechanics, or if you simply want to know how much health an enemy has, try out the new Story Mode. Or... customize your own experience by trying out Custom Mode!
Hard Bullet is a brutal physics sandbox VR game with realistic enemy interactions, gore and dismemberment, slow motion abilities, survival modes, lots of guns and cinematic environment destruction.
Steam pre-Demo
Come get some taste of the future game on the bloody Demo arena. Don't forget you can get into Beta branch to unlock more blood and body dismemberment.
The full game
This October you'll get the following features:
Four different arenas and Tutorial.
Over 30 legendary firearms and dozens of non-cleave weapons.
Grab and fight enemies with anything, shoot off their limbs.
Slow motion action and abilities.
Deadly spikes, grinders and other gory activities.
Enemy ragdoll and puppet bodies, hand physics.
Environmental destructions and real world physics.
Age of Ascent is a truly massive multiplayer space game set in a vast galaxy, where you can play solo or join an alliance to explore and advance in an ever-evolving sandbox environment. It features six degrees of freedom direct-piloting real-time battles with thousands of ships; millions in the same galaxy, an entirely player-driven economy, deep strategy, and multi-device support.
Today, we are happy to announce that For Honor will be headed to next-generation consoles. We can now confirm our next-gen backward compatibility and are very excited to provide, through it, an enhanced For Honor experience to next-gen players as we enter this new chapter for the gaming industry.
Below is all you need to know about For Honor and its Next Gen plan!
Graphical Enhancements available at launch of Next Gen Consoles
Next-gen console players will be able to experience the highest-level of graphical enhancements that For Honor has to offer. These enhancements, carried over from the Xbox One X and PS4 Pro are now available, without compromises, on all next-gen consoles:
Improved Water Reflections
Improved Distance Level of Detail
Improved Shadow Resolution
Improved Texture Filtering
4k Resolution (Xbox Series X, PS5) / 1080 p (Xbox Series S)
Free and Seamless transition for Current Console Players
If you currently own For Honor on PS4 or XBox One, your profile, including all purchases and inventory is automatically shared with its Next Gen counterparts (ex: PS4 and PS5).
For Honor at 60 FPS on Next Gen Consoles for the start of Y4S4
The team is happy to announce that For Honor will be playable at 60 FPS on all next gen consoles for the beginning of next season Y4S4, early next December.
Stay tuned for more details and updates on For Honor from now until then.