The glowing light of a new dawn shines on the Roman Empire. Conquer Ancient Rome like never before...
Send merchants on trade missions, command ferocious battles and build your empire in Total War: ROME REMASTERED on 29 April 2021 - developed by Feral Interactive.
Take back your empire with improved visuals such as updated 3D unit models and textures, new campaign map overlays, 16 additional playable factions, a redesigned UI, Steam Workshop mod support, and much more...
UNIT: Vertexmacht TO: Arma 3 Users OPSUM: Global Mobilization Update 1.3
EVALUATION
Hello Arma 3 Community!
We’re happy to present to you the 1.3 update for Global Mobilization - Cold War Germany (GM). Not only does this new version bring bug-fixes and useability refinements, we are also still dedicated to introducing new and free assets.
These are now available for every owner of the Global Mobilization Creator DLC.
Today at 12:00 (PDT) Andrés Borghi, the creator of The Black Heart, will be playing his own creation live and answering all your questions in the chat 😎
You can watch it right here or directly from the store page:
Join Eve and Smelter on their journey to find Adam in this action x strategy hybrid inspired by the classics from the 16-bit era!
In Smelter, players take the role of Eve, who embarks on a journey to find Adam and meets a mysterious being who goes by the name “Smelter.” After some quick convincing, Eve fuses with Smelter, gaining incredible power, and agrees to help Smelter expand his empire in a joint effort to discover Adam’s whereabouts and take back what’s theirs. The game unfolds in a rotation between strategy and action stages, punctuated by cinematic sequences, all wrapped up in a wacky narrative.
Our goal with this update is to upgrade and round out the game as a whole, and also be a ‘thanks!’ to all our fans that supported us through Early Access. This patch includes both new content and updated old content. Let us know if you like it!
Changes with the 🌧 icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the discord at https://discord.gg/riskofrain2
Added System: Morgue + Account Stats
Browse past runs and all of your account stats - like favorite survivors, progress to completion, or your favorite equipment - now in the Logbook!
Added New Survivor
New Survivor: Bandit
Added New Survivor Skin
New Survivor Skin: Bandit Skin
Added 5 New Items
New Lunar Item: Hooks of Heresy
New Lunar Item: Essence of Heresy
New Boss Item: Empathy Cores
New Boss Item: Charged Perforator
New Boss Item: Planula
Added 5 New Skill Variants
New Skill Variant: MUL-T Special
New Skill Variant: Mercenary Utility
New Skill Variant: REX Special
New Skill Variant: Loader Special
New Skill Variant: Captain Utility
Added 1 New Monster
New Monster: Lunar Chimera (Exploder)
Added 1 New Elite
New Elite: Perfected
Added 1 New Boss
New Boss: Grandparent
Added New Interactable
New Interactable: Lunar Shop Refresher
Added 9 New Challenges
New Class Challenge: Bandit: Sadist
New Class Challenge: Bandit: Classic Man
New Class Challenge: Bandit: B&E
New Class Challenge: Bandit: Mastery
New Class Challenge: MUL-T: Seventh Day
New Class Challenge: Mercenary: Flash of Blades
New Class Challenge: REX: Full of Life
New Class Challenge: Loader: The Thunderdome
New Class Challenge: Captain: Smushed
Added 93 New Lore Entries
New Lore Entry: Monster Tooth
New Lore Entry: Lens-Maker's Glasses
New Lore Entry: Paul's Goat Hoof
New Lore Entry: Bustling Fungus
New Lore Entry: Crowbar
New Lore Entry: Tri-Tip Dagger
New Lore Entry: Warbanner
New Lore Entry: Cautious Slug
New Lore Entry: Stun Grenade
New Lore Entry: Backup Magazine
New Lore Entry: Armor-Piercing Rounds
New Lore Entry: Bison Steak
New Lore Entry: Focus Crystal
New Lore Entry: Item Scrap, White
New Lore Entry: AtG Missile Mk. 1
New Lore Entry: Infusion
New Lore Entry: Hopoo Feather
New Lore Entry: Ukulele
New Lore Entry: Leeching Seed
New Lore Entry: Red Whip
New Lore Entry: Harvester's Scythe
New Lore Entry: Berzerker's Pauldron
New Lore Entry: Razorwire
New Lore Entry: Brilliant Behemoth
New Lore Entry: Frost Relic
New Lore Entry: Happiest Mask
New Lore Entry: 57 Leaf Clover
New Lore Entry: Dio's Best Friend
New Lore Entry: Wake of Vultures
New Lore Entry: Resonance Disc
New Lore Entry: Defensive Microbots
New Lore Entry: Titanic Knurl
New Lore Entry: Pearl
New Lore Entry: Irradiant Pearl
New Lore Entry: Genesis Loop
New Lore Entry: Artifact Key
New Lore Entry: Corpsebloom
New Lore Entry: Gesture of the Drowned
New Lore Entry: Beads of Fealty
New Lore Entry: Defiant Gouge
New Lore Entry: Mercurial Rachis
New Lore Entry: Empathy Cores
New Lore Entry: Essence of Heresy
New Lore Entry: Effigy of Grief
New Lore Entry: Spinel Tonic
New Lore Entry: Disposable Missile Launcher
New Lore Entry: Foreign Fruit
New Lore Entry: Primordial Cube
New Lore Entry: Royal Capacitor
New Lore Entry: Radar Scanner
New Lore Entry: Eccentric Vase
New Lore Entry: Volcanic Egg
New Lore Item: Hooks of Heresy
New Lore Item: Essence of Heresy
New Lore Item: Empathy Cores
New Lore Item: Charged Perforator
New Lore Item: Planula
New Lore Entry: Lesser Wisp
New Lore Entry: Lemurian
New Lore Entry: Hermit Crab
New Lore Entry: Solus Probe
New Lore Entry: Brass Contraption
New Lore Entry: Bighorn Bison
New Lore Entry: Stone Golem
New Lore Entry: Clay Templar
New Lore Entry: Greater Wisp
New Lore Entry: Elder Lemurian
New Lore Entry: Lunar Chimera (Exploder)
New Lore Entry: Beetle Queen
New Lore Entry: Stone Titan
New Lore Entry: Aurelionite
New Lore Entry: Wandering Vagrant
New Lore Entry: Magma Worm
New Lore Entry: Grovetender
New Lore Entry: Imp Overlord
New Lore Entry: Scavenger
New Lore Entry: Overloading Worm
New Lore Entry: Grandparent
New Lore Entry: Distant Roost
New Lore Entry: Rallypoint Delta
New Lore Entry: Scorched Acres
New Lore Entry: Siren's Call
New Lore Entry: Hidden Realm: Gilded Coast
New Lore Entry: Hidden Realm: Void Fields
New Lore Entry: Hidden Realm: Bazaar Between Time
New Lore Entry: Hidden Realm: A Moment, Whole
New Lore Entry: Sundered Grove
New Lore Entry: Commando
New Lore Entry: Engineer
New Lore Entry: Acrid
New Lore Entry: Loader
New Lore Entry: Mercenary
New Lore Entry: Bandit
General
Final Stage
🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
Low Health Threshold
20% ⇒ 25%
NPC AI
All AI now have dramatically improved pathfinding
All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
Minions
Drones no longer have resistance to AOE attacks
🌧 All minions now teleport to their owner if they stray past 400m
🌧 All Minions now scale to the ‘ambient level’ of the run Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level. The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes - the Squid Polyp - will scale much better over time. This matches drone scaling in RoR1.
Survivor
Commando
Update VFX of Double Tap, Phase Round, and Suppressive Fire
Double Tap
Now fires a single bullet per click
Bloom Reset Time: 1s ⇒0.7s
Damage: 90% ⇒ 100%
Duration: 0.2s ⇒ 0.15s
Tactical Dive
Duration: 0.5s ⇒ 0.4s
Phase Round
Now deals 40% more damage every time it passes through an enemy
Huntress
Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
Engineer
Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won’t activate it, but they will hold it.
Grenades now have slight anti-gravity.
Artificer
Nano-Bomb
Tendril Damage: 20% of explosion ⇒ 10% of explosion
Tendril Fire Frequency: 0.25s ⇒ 0.125s
Tendril Same Target Frequency: 2s ⇒ 1s Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
Mercenary
Blinding Assault
🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
Items
Bustling Fungus
Start Delay: 2s ⇒ 1s
Now heals at a higher tick rate - overall healing is the same, but the healing is smoother over time
🌧 Now has small visual mushrooms that grow over the area
Energy Drink
🌧 Speed Boost: 30% (+20% per stack) ⇒ 25% (+25% per stack) Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
AP Rounds
Improve visual effects to be more noticeable
Focus Crystal
Damage Boost: 15% (+15% per stack) ⇒ 20% (+20% per stack)
Now shows radius for ‘nearby’ distance
Now causes numbers to be pink when active Developer Notes: There are many characters and builds where the Focus Crystal should shine through - however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
Rusted Key
🌧 Now subtly glows and pulses
Now grants items at the same rarity as a Large Chest
Now spawns a Lockbox per player with a Rusted Key
Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
No longer scales reward chance with the number of Keys in your inventory Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
Crowbar
Damage Boost: +50%(+50% per stack) ⇒ +75% (+75% per stack)
Improve visual effects to be more noticeable
Update pickup text to include the damage threshold Developer Notes: Same reasoning as Focus Crystal - there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
Gasoline
Now deals 150% base damage on detonation alongside the burn effect
Stun Grenade
Added visual effect when the item procs
Bison Steak (New! Yum!)
Replaced ‘Fresh Meat’ item
No longer grants regeneration on kill
Now grants 25 (+25 per stack) max health
Tri-Tip Dagger
Bleed Chance: 15% (+15% per stack) ⇒ 10% (+10% per stack) Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
Lepton Daisy
🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
Old War Stealthkit
Now activates when falling to low health, rather than as a chance when hurt
Stealth Duration: 3s (+1.5s per stack) ⇒ 5s
Stealth Cooldown: 0s ⇒ 30s (-50% per stack)
Bandolier
🌧 Packs now restocks skills by the amount a full cooldown would
🌧 Packs now also apply to stashed skills, like MUL-T's second primary
Radar Scanner
🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
Frost Relic
🌧 Now applies ice slow debuff
🌧 Now has a softer visual
Damage Coefficient: 150% ⇒ 300%
Radius: 3m (+1.5m per kill) ⇒ 6m (+3m per kill)
H3AD-5T v2
🌧 Now calculates damage from distance traveled, not speed on impact Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
Resonance Disk
Redo firing logic to be more understandable
Now grants 1 stacking buff per kill, lasting 5 seconds
Now fires the Disk at 4 stacks, resetting all stacks
Defiant Gouge
🌧 Monster Spawn Points: 100 (+100 per stack) ⇒ 40 (+40 per stack) Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
Focused Convergence
🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
Queen’s Gland
Limit of deployed Beetle Guards now doubles for Artifact of Swarms
Halcyon Seed
Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
Summoned Aurelionite attention span: 5s ⇒ 15s Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
Mired Urn
No longer capable of targeting and healing from allies
Monster
Hermit Crab
Base Damage: 4 (+0.8 per level) ⇒ 12 (+2.4 per level)
Mortar Projectile Count: 3 ⇒ 1
Mortar Projectile now has more visible trail Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
Parent
Health: 900(+270 per level) ⇒ 585 (+176 per level)
Update visuals to match closer to RoR1 design
Update animations
Greater Wisp
🌧 Can now be stunned and frozen
Lunar Chimera (Golem)
Health: 1900 (+570 per level) ⇒ 1615 (+485 per level)
Twinshot Attack
Total Shots: 4 ⇒ 10
Damage Coefficient: 2 ⇒ 1
Force: 8000 ⇒ 1000
Now fires in series, rather than all at once
Update visuals to be less noisy
Raised the aim origin to be closer to its cannons so it can fire more accurately
Lunar Chimera (Wisp)
Tracking Bomb
Damage Coefficient: 6 ⇒ 5
Speed: 90 m/s ⇒ 60 m/s
Update visuals to be less noisy
Beetle Queen
Summon Beetles
Beetle Count: 5 ⇒ 2
🌧 Now summons Beetle Guards instead of Beetles
Scavenger
Now properly spawn as elites Developer Notes: Apparently, Scavengers were already spawning as elites - with their health and damage buff - but did not have their elite equipment (Burning, Glacial, etc). Now they will.
Void Reaver
Added a minimum distance between bombs
SPOILERS! Final Boss, Last Phase. SPOILERS!
Base Health: 1000 (+300 per level) ⇒ 1400 (+420 per level)
Added stagger state triggered by taking high damage
Item Steal
Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
Now returns items in the order that you found them, rather than in reverse order
Now utilizes Crowbars
Stages
Bazaar Between Time
Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
Wetland Aspect
Altered stage layout to add more identifiable landmark areas
Sky Meadows
Reduce initial map monster spawns by -24%
Various optimizations, both small and big! Let us know if the game is running better (or worse...)
🌧 Added an option in settings to disable Screen Distortion, like from using Spinel Tonic, since many users reported motion sickness from the effect.
🌧 Added an team-colored area indicators for attacks from Mini Mushrums, Malachite Elites, Titans, Imp Overlords, Aurelionite, and Void Reavers. Remove area indicators for attacks from Beetle Guards.
Graphics Updates
Update visuals for Gunner Drone, Gunner Turret, Backup Drones, and Healing Drones to match other assets
Update visuals for Chests, Large Chests, Category Chests, Barrels, and Equipment Barrels to match other assets
Update visuals for Bustling Fungus, Soldier’s Syringe, Squid Polyps, Cautious Slug, Goat Hoof, Gesture of the Drowned, Rusted Key, and Leeching Seed to match other assets
Update visuals for all broken drones to be easier to see
Update visuals for missiles
Update damage numbers to be more legible
Update skin visuals for Huntress, MUL-T, Loader, and Artificer
🌧 Fire trail hitboxes from Burning elites are no longer spherical and properly match the visuals
🌧 Reduced screen shake and post-process brightness on Magma Worm. Clean up projectiles to be less opaque.
Survivor Logs now require you to beat the game at least once with that survivor
🌧 Updated the Beetle Guard visuals when they spawn from a Beetle Gland to stand out more
🌧 Improved Sticky Bomb’s logic for sticking to enemies
Now display ambient level on the HUD
Ambient level cap raised from 94 to 99
Allow for scripted combat encounters, like Aurelionite or Alloy Worship Unit, to spawn as elites if Artifact of Honor is enabled
🌧 Add invincibility earlier into player spawning to reduce chance of dying instantly on entering a map
🌧 Update Captain’s Supply Drop on controllers having non-intuitive reversed controls
Fixed boss items spawning more frequently than intended, especially when more items drop from multiplayer or Mountain Shrine bonuses
Fixed large rocks in Titanic Plains clipping into the camera
Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
Abandoned Aqueduct now has defensive tar fully circling outside of the play area
Fixed korean language characters missing in certain cases
Fixed some animation issues on the Loader
Fixed physics issues with Commando’s Frag Grenades
Fixed certain drones not having 360° vision, causing them to attack or heal less
Fixed Lunar Chimera’s death animations not matching the sound timings
Fixed more occlusion issues in Sundered Grove and other maps that cause objects to disappear at certain camera angles
Fixed certain survivors not removing their limbs when picking up Paul’s Goat Hoof or the Royal Capacitor
Fixed Helfire Tincture’s burning effect being offset
Fixed Chain Lightning and Razorwire making trail renderers that were not being cleaned up, potentially causing infinite objects in the scene
Fixed Mini Mushrums making hitboxes that were not being cleaned up, potentially causing infinite objects in the scene
Fixed certain effects incorrectly rendering while the player has invisibility
Fixed enemy Beetle Guards not appearing in Void Fields or with Artifact of Dissonance
Fixed Vultures having base health regeneration
Fixed the ending sequence explosions missing an authority check, causing it to fire additional projectiles for every client in the game
Fixed Stone Titan and Aurelionite missing an authority check, causing them to fire an additional projectile for every client in the game
Fixed broken drones spawning underground
Fixed several monsters playing death sounds and creating the usual visual effects when vanished by Void Reavers
Engi Grenades now properly play impact sounds
Fixed Alien Head particles not being affected by invisibility
Fixed Titan’s laser lock-on only being calculated once, rather than continuously re-evaluating
Fixed Titan’s laser lock-on not respecting invisibility
Fixed clients not being able to use the exit portal in A Moment, Fractured
Fixed 3840x1080 resolutions being unable to navigate the Server Browser
Fixed the final boss’s crystals not being correctly colored
Enemies who are stunned, frozen, or shocked no longer continue to turn
Fixed dedicated server sometimes capturing the mouse cursor
Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
Fixed game browser not filtering out lobbies and servers running on a different version of the game
🌧 Fixed Solus Control Unit not being selected as a boss due to a misconfigured spawn card
Bandit’s doppelganger can still be located by its halo while invisible
Kaze and the Wild Masks is coming out TOMORROW! We can't be more hyped and I hope you are too! We also just posted another episode of Beat the Devs! Check out how YouTuber DandyKnoxVille takes on Kaze and the Wild Masks' sound designer Paulo Bohrer now https://youtu.be/wt413p_Af8k If you've missed the previous episode check it out here https://youtu.be/Ype_lc9t7H0 Hope to see you all tomorrow!
Hi, anglers. This patch includes: - Autoban in chat improvement. - Chat Light floats issue fixed. - Issue with the wooden kayak fixed. - Fish appearance minor fix. - Friends visibility in the in-game room minor fix. - Minor fix UGC list update.
Mech Mechanic Simulator release is TODAY and again we want to invite you to celebrate this moment with us and watch our live stream! It is hosted by our great colleagues - designer Wojtek Czesak and producer Lukasz Blaszczyk. This time we will be able to show you the full effects of our effort and the love we’ve put into the game! We can’t wait!
About this update. -What does this update include? 1. The maps have been completely redesigned. 2. Reworked voice acting. 3. Added subtitles. 4. Redesigned the main menu | menu. 5. Now the camera on the helicopter does not move vertically. 6. Added scenes during which dialogues occur. - What is planned in future updates? 1. Translation of the game into English, and if possible into other languages. We also remind you that your opinion is important to us, we read your discussions, reviews, etc., based on the information received, we try to make the games better!
Hey Everyone, we’re back with some small clarity features, hot fixes, and balance changes after last week’s playtests. I know we said we wouldn’t be releasing anything for a few weeks, but there were some issues that couldn’t go unaddressed and some tweaks that needed to be done. We’re also sneaking in UI functionality updated to help players understand what their Troopers do!
We’ll be going on a couple weeks break from patches while we work the next major feature; our in-match progression system! Watch our Discord for updates, as we’ll be teasing some of the mechanics that will be underpinning the coming change.
We’re updating the way you get information about your Abilities in Squad Select and in game. Where ever you see an ability icon if you hover over it a pop-up will appear telling you what the ability does, we’re planning on rolling this feature out into other aspects of the game, and including the enemy player’s abilities on the TAB screen to help new players quickly understand what everyone does.
We’ve changed the way that power relays work to help limit the ‘get all the relays low, ignore the enemies, and one hit them with Sarge or Crow’ strategy. Now, when a relay has taken damage, but is not destroyed, it will not regen health for 6 seconds. After 6 seconds, it will regenerate health at a faster rate and up to 100%. The relay taking any damage will stop the regeneration.
Now you’ve got to actually take out the enemies before taking out the relays, with Troopers like Crow or Tharlin being key in keeping them from repairing with their advanced range.
Let us know what you think, but in internal testing that change gave us some of the closest games we’ve had yet!
Now, whenever you cause damage to an enemy Trooper you get a sound played to help reinforce the fact you dealt damage. We’ve also added this to dodging, hitting pods, and pinging the map. (You ping by clicking in the middle mouse button and dragging it in one of the 4 cardinal directions)
Crow
She’s still a bit too strong, so her damage is getting a nerf. We’ve got some fixes to come for her, but they’re part of some larger systems that will be coming in, so bear with us in the meantime.
Gun:
Damage has been nerfed from 137 to 122.
Nebular
Neb is still being underutilised, we’re planning on changing how Battle Flag and Focus work (also Florp’s Transfusion) in the future. Take this buff for the moment, and we’ll revisit him in the future.
Battleflag:
Damage increase buffed from 15% to 25
Tharlin
Similar situation to Crow, bear with us.
Gun:
Damage has been nerfed from 118 to 103
Flintlock
Flintlock was feeling a little bit underpowered in the last playtest, so we’re giving him some small buffs across the board to help with his duellist’s potential.
Health:
has been buffed to from 969 to 1039
Double O’s:
Speed increased from 14m/s to 15
Damage Reduction buffed from 15% to 25
Fang
There was a bug where Fang's Smoke Bomb was affecting Troopers outside of the visual area of the PFX, that's now fixed.
Fetch:
Fixed smoke bomb overlap size, now the PFX and the overlap line up properly.
Fixed bug that caused the match-finding to bug out last playtest – it centered around match finding timer, but it’s all fixed now so no need to worry about it!
Fixed some squad up bugs we were seeing last week.
Dodges now no longer override speed buffs/debuffs – now if your movement speed will stay what it is meant to be even while you’re dodging.
Key pods now correctly take buffed (from abilities) gun and ability damage
You should now no longer be able to get into the enemy base when they respawn.
Ability descriptions now are updated and correctly describe what the abilities do – was some legacy stuff from when we changed abilities in the past.
Dead units no longer repair power relays if they die while standing on them.
Steam Build ID: 6446808 To view this go to Steam > Library > Right Click Super Squad > Properties > Updates It's at the bottom of the small pop-up window and is a way for you to ensure that you're game is fully updated and able to play in the test.