EVERSPACE™ 2 - ROCKFISH Games


Greetings, pilots!

Let’s get the cyber elephant out of the room right away: The Cyberpunk 2077 release has just been pushed back to December 10, which is a major blow to our planned EVERSPACE 2 Early Access release in mid-December. Not only will every media outlet and content creator cover the arguably most-anticipated AAA game in history throughout the entire holiday season (and not much else), we also know that there’s quite a bit of audience overlap within our community (and our team), so...

After a quick consultation with our marketing friends at Evolve PR, Plan Of Attack, and Swordfish PR, we’ve decided to push back the EVERSPACE 2 Early Access release to January. We know that sucks, but hear us out! There’s actually some good in this.

Closed Beta Access For All Eligible Backers
To ease the pain for backers who don’t have access to the closed Beta, we’ve decided to send out pre-release keys to all eligible backers on November 2nd. Yes, you heard right, instead of waiting until mid-December, everyone who pledged for a digital copy will be able to delve into the closed Beta this Monday and start experiencing the first 10ish hours of what we have planned for Early Access. Of course, there’s no time constraint, so feel free to melt your PC as long as you want to and share some pretty screenshots with our awesome community on our discord.

Just do us one favor: please make sure to check your spam folders before sending us messages on all channels and dropping comments all over the place if you haven’t received your key within 24 hours. In case you are still missing your key, the fastest way for us to serve you is by sending us a direct message on Kickstarter so we can look you up in our database with only one click and reply with your key swiftly.

Also, in case anyone is wondering, all(!) pre-release keys will be revoked when we hit Early Access, as we will send out new keys for each platform. Everyone who pledged on a digital copy for PC, will be able to choose between Steam, GOG, and the Epic Game Store (provided Epic Games accepts EVERSPACE 2 on their store, we’re working on that) a few weeks before full release.

Last but not least, opening the Beta to all backers who pledged for a game copy means we will get even more quality feedback from up to another 6K backers. It also gives enough time for us to evaluate and make improvements for the upcoming Early Access thanks to an extra four weeks of development time. Our entire team will have their much-deserved winter holidays to recharge their batteries and spend time with their loved ones without making a single mouse click on the project.

Crafting
With this news out of the way, let’s delve into our plans for crafting in EVERSPACE 2. We have been teasing this major feature in our weekly streams for quite a while, and we’re excited to finally share some snippets with you guys (big disclaimer: everything about crafting is SUBJECT TO CHANGE).

In EVERSPACE 2, everything revolves around flying, shooting, and looting. To help with combat against tougher enemies, better equipment is much-needed. To give us better control over player progress in a narrative-driven RPG as well as overall difficulty balancing within each star system, we chose to have player and item levels. Accordingly, items and enemies scale in strength based on their level.

So, when you level up, you should hunt for better equipment by shooting down slightly stronger enemies or completing higher-level activities providing more powerful equipment as reward - so far, so good, RPG business as usual.



Every open-world RPG player knows, defeating opponents and completing activities at lower-than-player level might be inevitable to progress in the story campaign, but it can also be fun - who doesn’t enjoy ripping through a bunch of low-level mobs every now and then? However, loot drops from lower-level opponents and activities will mostly be underwhelming. Here is where crafting comes into play, supplementing that good shoot-and-loot feeling by providing a convenient way to turn trash loot into valuable gear. This approach helps when tackling issues that especially come with the looter-shooter genre:
  • Enabling players to turn otherwise worthless loot into better gear
  • Encouraging players to try out different weapon types, especially in the early- and mid-game, before settling on a few favorites (going Beam laser only e.g.)
  • Preventing players from hoarding items or crafting resources, so inventory management doesn’t become a chore
  • Preventing players from being under-equipped in case of “RNG unlucky” or them not bothering about side quests or certain activities that (might) provide much-needed powerful gear to beat the next boss

Now, as you progress through the game, you’ll gather better blueprints which will enable you to have more control over the outcome of the crafting process, albeit at higher costs the more valuable a given crafted item is. We hope that unlocking blueprints will keep you motivated to max out crafting, which might scratch that completionist itch.

To craft or upgrade an item you’ll need a defined amount of crafting resources and in some cases specific items. The required amount of ingredients doesn't depend on item level but its rarity. When crafting a new item, it will always be at your current player level, so you can use it right away.


Here's a preview comparing your freshly crafted item with your currently equipped gear to see if it suits your playstyle - or not.

Generally, crafting items from scratch starts with the lowest rarity (common) for each of the three gear categories. Primary Weapons, Secondary Weapons, and Modules. After choosing which type of gear to craft, you’ll have to spend enough crafting resources to receive a new randomly generated item of your chosen rarity.

Furthermore, by dismantling items, you’ll be able to progress your "crafting experience" which can then be used to unlock new blueprints. These new blueprints will allow you to craft specific item types like pulse lasers, shields, mine launchers, and any other equippable item over time. But that’s not all!: You’ll also be able to unlock higher rarity blueprints via companion perks.

When an item was crafted or is modified, it receives an icon label "Improvised" and cannot be modified any further. That means an item is only upgradable once and a crafted item cannot be upgraded any further. However, we might allow further upgrading/modifying with perks or special NPCs at a later stage - crafting can be a deep rabbit hole.

Gunship Porn
100% clickbait, I know, I know, but no worries: This section is still family-friendly. It’s just we think the all-new Gunship looks really sexy with its shiny all-metal livery and curved hull.

At the moment, this thicc boi is not ready for duty due to some issues with its targeting software. Basically, it currently is only good for punching big holes into the void and for bragging rights - which is a good start, don’t get me wrong, but we want this baddie to live up to its look. With this Gunship sneak peek, we slowly move it back into the hangar for further tweaking. Rest assured, this beast will be playable at launch of Early Access in January.


Say hello to the Gunship, a Heavy Fighter subclass armed to the teeth by using four primary hardpoints as well as a devastating 360° auto turret Ultimate.


Bulky and intimidating, but that’s what fans of this subclass were looking for, right?

Before we move on, I’d like to take this opportunity to give a warm round of applause to our PR experts Aidan, Astrid, Christopher, Freyja, Laura, Lee, and Vytautas doing a fantastic job in helping us spread the word, find and secure promotion opportunities, as well as proof-reading every production update and interview since we finished the Kickstarter campaign successfully. Don’t worry, we’re still indie-style, and every piece you read is from us, but comes with professional polish because top-notch marketing & PR is equally important as making a killer game :)

Well, if you are excited about the new Gunship, want to learn more about crafting in EVERSPACE 2, and maybe even win a pre-release key incl. immediate closed Beta access, make sure to join today’s stream on Twitch and YouTube, from 7:00 pm to 9:00 pm CET / 1:00 pm to 3:00 pm ET / 11:00 am to 1:00 pm PT, where Erik will share more details without losing his job for breaking our NDA.

The hype is real, see you in the Beta... 🚀👀💥🙌
Michael and your dedicated ROCKFISH Games Team

PS: If you like what you see, make sure to wishlist, then follow us on Facebook and Twitter, and join our community on discord.

If you are still on the fence, give the free EVERSPACE 2 demo a try. Please note: This demo is the Prototype from last year, so it is quite outdated. We’ve already implemented a lot of improvements based on community feedback on UI and controls as well as new features and content like additional graphics settings, cockpit view, HOTAS support, and a ton more into the upcoming Early Access version.
Vampire: The Masquerade - Coteries of New York - jglowacki
Hello dear members of #vamily!

I hope our message finds you in good health!

Halloween is upon us
and it's a great message for all fans of horrors and monsters of the night.

To properly celebrate this special time, Vampire: The Masquerade - Coteries of New York is taking part in the Steam Halloween Sale!

Until November 2nd you can buy Vampire: The Masquerade - Coteries of New York 50% cheaper (we've set the same discount on the game's official soundtrack and artbook) or get the whole package and buy Coteries of New York Deluxe Edition, which includes the base game, artbook and OST for the best price ever!

Make sure to check

https://store.steampowered.com/app/1279630/Vampire_The_Masquerade__Shadows_of_New_York/

Vampire: The Masquerade - Shadows of New York[/url] as well and play as Julia Sowinski, member of the infamous Lasombra clan to figure out the circumstances of the Anarch's Baron death...

Thank you for your amazing support along the way and we encourage you to jon our official Discord channel, where you can talk directly with our games' developers.

All the best to you!
Jacek @ Draw Distance dev team
Kingdom Come: Deliverance - Dr. Fusselpulli
You can watch the free online event “Czech Republic - Animayo Video Games Special Edition” till the 22nd of December. Enter Animayo and sign up to learn about the video game industry in the Czech Republic through companies such as Warhorse Studios, Charles Games, Bohemia Interactive and Amanita Design.



Warhorse Studio: From Kickstarter to successful release thanks to Content Marketing

Oct 30, 2020
Anamnesis - SypherZent
We've finally finished testing / debugging for Full Controller Support. This update introduces the feature as well as a host of bug fixes and a few other miscellaneous improvements.


Here are the patch notes:

October 20th, 2020 - Patch Notes

-Softened the Spirit Slash sfx.
-Fixed a bug where Settings, See Deck, See Discard Pile, Hero Info, and Pass Turn could be selected while a memory was following mouse cursor.
-Fixed a bug where Upgraded memories with 0 mana cost couldn't be played if you had 0 mana left.
-Fixed a bug where defeating multiple enemies with DoT (Burning) on last wave of a floor caused Victory to appear twice.
-Fixed a bug where enemies defeated by DoT (Burning) didn't count toward Victory energy gains.
-Fixed a bug where memories would be drawn after the match ended if last enemy was defeated by DoT (Burning).
-Fixed a bug with a Medal associated with high combo meter not being rewarded when the battle ended before combo was reset.
-Fixed a bug where the Event UI would persist after completing an Event.
-Fixed a bug where 'Discount' status effect would persist across waves (should only last one wave).
-'Wave' UI text has been moved to the top-center of the UI.
-DeckEditor now has a green highlight to show the memory currently hovered, for better keyboard/controller readability.
-Added new Settings: Disable Control Guides & Control Guide Type
-Added Full Controller Support
-Added automatic controller detection (facilitates swap between Keyboard and Controller on-screen help guides).
-Mouse cursor now automatically hides off-screen when a controller button is pressed in most contexts.
-DeckEditor now has on-screen controls help guide.
-Gameplay now has on-screen controls help guide.
-Various other screens now have on-screen controls help guide.
-Scrollbars in the view screens no longer appear if there is no Deck or Discard Pile to display.
-'Remembrance' memory cost is now 0 (from 1).
The memory was essentially useless. Now, it will help draw faster and synergize with other memories.
Note that the upgrade for this memory no longer does anything (we will revisit upgrading in a future update).
-Map options now have better readability when hovered.
-Some tutorial screens have been updated to reflect controller support.
-Added a consolidated Status Effects screen for keyboard/controller gameplay.


Note: You'll need to start a New Game for this update, as it changes many of the game's core mechanics.

This is a large update so if you find any bugs or issues, please post in Discussions > Bug Reports or send the info to sypherzent@gmail.com.


Early Access Roadmap Update

We mentioned that we were going to change the roadmap slightly to reflect some new systems that are coming. Well, the new roadmap is now available and you can see it on the Store Page! 'Chaos Memories' has been moved to the backburner, and we've listed the Upgrade System overhaul as well as the Crafting System. We've also moved the timing around to reflect our work focus for the next few updates.


Crafting System

The next update revolves around introducing a new system to the game: Crafting! You'll be able to collect loot from the monsters and between your runs (from Main Menu) you'll have access to the crafting menu.





The system will allow you to attempt recipes randomly, but it'll also save failed attempts so you don't have to try them over-and-over. You could find all recipes by process of elimination, or you could simply continue to defeat bosses through normal gameplay. Bosses will have a chance to drop unknown recipes, allowing you to just save your loot until you know what to craft.

This crafting system will be expanded as new characters and elements get introduced to the game. For initial launch, there will be four functional recipes introducing four new memories to the game: 2 new Knight memories and 2 new Fire memories. Once all four characters and all four elements are implemented, we're aiming to have 16 recipes per act for a total of 64 possible crafted memories.


That's all for this update! We'll have more information on the Upgrade Overhaul and Act 2 once the Crafting System is complete. Stay tuned!
Oct 30, 2020
Pentasma - PsychoFlux Entertainment
Fixed an issue where the UI color did not appear properly when it was set to the planet color.
Oct 30, 2020
Community Announcements - Kite
Calling all Ghosts and Ghost Hunters!

We are running a Halloween alpha test from October 30th until November 2nd!
Servers go up at 3PM EST on Friday, and they will go down at 3AM EST on Monday.

If you already have a key or the game installed, you can play! Just reinstall Midnight Ghost Hunt - Alpha Test from your Steam library.

If you would like to play with friends (much easier now with the new party features), have everyone join our Discord! Just being in the server gives you a chance for a key via DM.

http://discord.gg/MidnightGhostHunt[/url] We will also be giving away keys on our Twitter! [url=twitter.com/PlayMGH]twitter.com/PlayMGH [/url] Hope you all have a Happy Halloween!
We will also be giving away keys on our Twitter!
http://twitter.com/PlayMGH[/url] Hope you all have a Happy Halloween!

Hope you all have a Happy Halloween!
Oct 30, 2020
Onset - Talos
Cemetery

For the Halloween update Erwann designed a spooky cemetery near the race track and prison.





Truck




Other changes

  • Support .m4a audio files.
  • Increase SetSoundPitch limit to 10.
  • Event OnPlayerCrouch can now be cancelled.
  • Parameter "radius" in CreateSound3D is now optional.
  • Pak files can now be placed in the %LocalAppData%\Onset\Saved\PakFiles directory, bypassing the 2GB download limit.
  • Weapon equip should not be possible when playing certain animations.
  • Add Set/GetPlayerJumpZVelocity.
  • Adjust moon position so that it rises at ~21:00 and goes down at ~6:00, fixes dark lighting in early and late night.
  • Prefer aiming over sprinting, sprinting will be stopped when a player wants to aim.
  • Update Unreal Engine to 4.25.4
  • Function DrawTextureEx parameters now reflect the same parameters as described here: https://docs.unrealengine.com/en-US/...ure/index.html
  • Add Cast function to cast between different types of Unreal components and actors.
  • The global fog intensity has been increased for the Halloween styled update.

- Expose UActorComponent     GetOwner - Expose USceneComponent     SetVisibility     AttachToComponent - Expose UPrimitiveComponent     SetRenderCustomDepth     SetCollisionResponseToChannel     SetCollisionResponseToAllChannels - Expose UShapeComponent - Expose UCapsuleComponent     SetCapsuleHalfHeight     GetUnscaledCapsuleHalfHeight     SetCapsuleRadius     GetUnscaledCapsuleRadius     SetCapsuleSize - Expose ECollisionResponse - Expose EBlendMode - Expose FVector2D     X     Y     DotProduct     DistSquared     Distance     CrossProduct     Max     Min     Set     GetMax     GetAbsMax     GetMin     Size     SizeSquared     GetRotated     Normalize     IsNearlyZero     IsZero     ClampAxes     GetAbs     InitFromString - Expose UWorld:GetFirstPlayerController - Expose APlayerController - Expose AController     GetCharacter     GetPawn     GetControlRotation     GetDesiredRotation     IsPlayerController     SetControlRotation - Expose APawn     AddControllerYawInput     AddControllerYawInput     AddControllerPitchInput     GetControlRotation     AddMovementInput

Server changes

  • Function StopPackage now takes an optional "reason" parameter that is being printed to the console.
  • Add config for the new Truck vehicle.

Prophunt

Many of the new functions are being used in the prophunt script. There will be a fully playable prophunt server hosted by me in the future.

It's open source, feel free to contribute to it.

https://github.com/BlueMountainsIO/prophunt



v1.3.2 Patch 1
  • Fix UWorld:GetActorsByClass
  • Improve vehicle suspension. Should fix weird tire behavior sometimes.
  • Add another collision to Truck4 for the rear wheels.
  • Increase ground clearance for SportsCar and Hatchback.
  • Increase vehicle braking force for all vehicles and acceleration for some vehicles.
  • Increase file download frequency. Should download faster now.
  • Landscape fixes near the quarry and cemetery.
  • Client event OnPlayerWeaponShot now has the weaponid as the first parameter like on the server.
  • New objects: keyboard, mouse, cups, land and sink.
  • Fix 3d engine sounds for muscle car, sports car and golf cart.
  • Add AActor:SetActorRelativeLocation and AActor:SetActorRelativeRotation
Wizard101 - Sparck


Unleash your inner beast! Don a beast form, team up with allies, and battle other wizards in an attempt to capture points and control the Avalon map. Earn incredible rewards like Gold Beastmoon Idols, Lunari, Beastmoon Seeds, and much more in the process!

Play anytime during the event! Here are some suggested playtimes where you may see more players available: TUE-FRI @ 4pm CT, SAT @ 11am CT, SUN @ 8pm CT, MON @ 11am CT.

This event begins on Tuesday, November 3rd.

Check out the official Events Calendar for updates.
Apex Legends™ - Respawn Entertainment


Apex Legends Season 7 – Ascension introduces new map Olympus, new Legend Horizon, the “Trident” vehicle, Clubs, fresh Battle Pass, Steam support and more! http://x.ea.com/64060

Rise to new heights in Apex Legends Season 7 – Ascension. The Apex Games have moved to a beautiful and dangerous city in the clouds -- Olympus. Explore a lush, manicured landscape on the surface and an industrial underbelly below. New Legend Horizon is a brilliant astrophysicist who escaped a black hole and aims to use her newfound mastery of gravity to keep a promise. Hop aboard Olympus’s levitating Trident vehicles to cross the map fast. The Clubs feature will give players a new way to establish a community and squad up with their friends. Grab the latest Battle Pass to instantly access exclusive items including the Legendary Prowler Polished Perfection skin and three new Rare Legends skins. Then battle through Daily and Weekly Challenges to earn rewards like Apex Packs, XP Boosts, and unique skins. Prove your skills and rise to the top in the new season of Ranked to earn exclusive rewards. Play on Steam during Season 7 to claim your free Valve-inspired gun charms. There’s a whole new world out there, Legends. Rule it or fall trying.

Apex Legends™ is a free-to-play battle royale game where legendary characters battle for glory, fame, and fortune on the fringes of the Frontier. Play for free now on Xbox One, PS4, and Origin for PC. And play on Steam when Season 7 launches on November 4 !

Learn more about Apex Legends Season 7 – Ascension: http://x.ea.com/65921

Check out our YouTube channel: http://x.ea.com/56710.
Follow us on Twitter: https://twitter.com/playapex.
Follow us on Instagram: https://www.instagram.com/playapex/.

"Ascension" Music composed by 2WEI
www.instagram.com/2WEIMUSIC

#MeetHorizon #ApexSeason7 #ApexSeason7 #ApexLegends
Shattered - Tale of the Forgotten King - Redlock Studio
Dear, dear Wanderers

We took longer than usual to craft today’s update.

We decided it was worth it to make you wait a while, since we had so many things to work on and finally show you. We made so many corrections, changes and additions, we really really hope you'll like everything that's new ♥

In order to make sure it all works fine, please remember to start a new game after downloading the patch notes.

So, what have we done? :D

BUGFIX:
• Stamina comes back up at a normal pace when the shield is destroyed.
• Legionaries’ spears can no longer hurt you after you killed their bearer.
• Items no longer have a negative value in the inventory, and the whole system is more stable.
• Items are correctly synchronized betwen the quick access and the inventory.
• Menus are finally fine when navigated with a mouse.
• Stats bars of the weapons are fixed in the inventory and no longer comes on top of the artefacts.
• Hierarchs no longer scream after they died.
• Spatialization of the Lost Souls’ sounds re-established.
• Homonculus’ damage fixed no matter the pattern.

OPTIMIZATIONS:

• Lots of maps optimizations
• Lots of assets optimizations
• No more FPS drops when picking up items, or when the inventory contains a lot of them.

ADDITIONS:
• NEW BOSS AND DEMIURGE: THE PENITENT KING
• NEW AREA: IMBOLT FOREST
• Total rework of the Limbo Gates, they’re now all connected to a single one on the Heart of Limbo. We removed the keys associated to the old doors.
• The Crucible is now working : items creation and weapon improvement.
• Additions of all the resources needed for creating items and improving weapons.
• New visual effect on the perfect parry during the activation window.
• New variations of animations on the different weapons.
• You can now scroll down in the long texts with the right stick of your controller.
• Visual options (gamma and display modes).
• You can finally remap your keyboard as you want ! (Controllers as well)
• Access to the « options » menu from the main menu
• You can now improve the Catalyser’s efficiency as well as its number of uses.
• Foes now drop items when they die.
• New screen when you pick up an important item.
• New notification when you pick up an item.
• Interfaces now detect if you’re using a keyboard of a controller.
• New visual and sound effects when using a healing/recovering item.

CHANGES: 

• The Pretorian has been entirely reworked.
• Visual rework of Myosis and Niphur. Added teleport platform in the bastion of the Edge of Imbolt.
• Changes on the heavy charged attack : it now allows to jump towards the locked foe (damage is 30 % on the first phase, 70 % for the second one).
• Reorganization and visual rework of Limbo.
• Changes on the visual effects of the Wanderer’s attacks.
• Changes of rythm of the Wanderer’s attacks.
• Visual rework of all the items icons.
• It’s now impossible to equip non consumable items.
• All menus now pause the game.
• You can now use several potions in a row that will be consumed one after the other.
• Buff of damage on the heavy attack.
• Foes and Bosses give more Limbo Essence when they die.
• Added patrols of legionaries depending on the zones.



Until next time, Wanderers ♥
...