Mar 31, 2021
Cyber Knights: Flashpoint - Trese Brothers

With March coming to a close, the year is getting into full swing. It’s amazing looking back -- one year ago, we were still putting the administrative wrap on the Kickstarter and the Backerkit surveys went out on March 13th. By March 24th, over 75% of you had completed them and now we’re at a very happy 98%!

In this monthly progress update, you can check out:
  • an important schedule change
  • the month’s 4 major focus areas
  • the exciting reveal of the targeted jobs list for the alpha
  • a video clip from the 5th Executive Producers meeting
  • a video demonstration of the Kickstarter faces reward we're now delivering
2021 Schedule Update
Andrew and I are heads down on Cyber Knights: Flashpoint every week, making constant progress towards alpha. In our timeline update in January we ruled out the possibility that the CK:F alpha would be ready within Q1. We know many of you were optimistic that that was a roundabout way of saying the alpha test would begin in April, but we want to be upfront: we are still months away from being ready.

As you'll see below, it's not from a lack of progress. Major milestones continue to be hit each month, with most of the core systems of the game coming online on schedule. Our challenge in giving a specific ETA for the alpha has been two-fold:

1) Generally, we estimate development time on features pretty accurately. However, our game dev process is iterative and flexible, allowing us to evolve, add or cut certain features during development. Until all the alpha-required features are complete, we can’t review the overall game experience and content required to fill those systems to make sure the alpha isn't just "playable", but providing the intended experience. We anticipate time beyond our "feature-complete" date for further review and content creation/tuning to ensure the alpha is actually ready for your feedback.

2) For personal reasons, we're expecting a 4 week period sometime this summer that I'll be unavailable (I'm moving across the country). The timing isn't pinned down but it's something we need to schedule around.

So, with those caveats in mind, the timeline we can commit to is that the alpha will be launched in Q4 2021 at the absolute, very latest. It is possible it will come earlier, but we want you to know that within this year is a guarantee. As you know, we want to get this in your hands as soon as possible as much you do (and not just so we can release and pay the bills 😅).

In the meantime, we appreciate your patience, and hope that these updates and all the additional behind-the-scenes we're offering on Twitch and in Discord are helping you feel part of this game even before you get the chance to play it. Because as one of our backers, you are.

March Progress Update
As we explained in the January update, each week we dedicate ourselves to a particular aspect of the game and put all our energies into bringing that to alpha readiness. During March, we worked on these major features each week: (1) integrated storyteller control to allow level scripts to control doors, security devices, monsters, matrix hosts and alarms (2) designed the melee and support jobs Cybersword, Warmachine and Medic and made major improvements to how nano-blades will function in the game to be an exciting weapon type (3) redesigned the ranged combat jobs Agent Ex, Gunslinger, Sniper, Soldier (4) added rules for carrying medkits, grenades and combat stims and enabled Jobs to train to increase certain types of item effectiveness (a Medic heals for more health, stims for more duration while a Soldier can train for more grenade boom!)


While building out the tactical gameplay of the Matrix, we've been iterating on visual concepts

March has been a very busy month. Every week we’re chipping away at a dozen smaller task lists while we smash the bigger goals. We’ve re-engaged with our audio partners at Studio Viking and they’re now building out the soundstage and moodboards for the game’s audio environment -- from ambients to gunfire to the UI and back again. We’re working with the art team to test new character customization features the team has developed that will yield a “build slider” letting you customize the thickness of your character’s 3d model.

If you'd like to check out some of the current progress on the character outfit and style options, we just broadcast an in-depth Twitch stream on it this week.

Jobs and Cyberjob Designs
Our new Job and Cyberjob system is a core component of the Cyber Knights: Flashpoint design. We spent considerable time this month on the Job system and specific Job implementations. In contrast to Star Traders: Frontiers, each Job in Cyber Knights has a unique tree of Job Nodes that contains buffs, Attribute points, Talents and triggered Passive Talents. Within each Job’s tree of Job Nodes, thousands of possible combinations exist. Each Job will have multiple roles that can be configured based on the paths you train in your Job tree.


Each Job is unique, for example the Cyber Knight Job has support, tactician and tank roles while the Agent EX has mobility, stealth and damage roles.

Relying on the quantum computer riding in their spine, your Cyber Knight is a master tactician, always one step ahead of the enemy while streaming sensory data and battle awareness between the entire team. Their unique brand of support allows the Cyber Knight to manipulate the turn order to the team’s advantage and focus their quantum power against both enemy drones and security. Your Cyber Knight is perfectly positioned for training a second Job -- such as adding Cyberblade or Gunslinger to bring a killing style to their powerful support build.

Part of the work of reaching alpha is deciding the scope and progression of what we will include in alpha, Steam Early Access and beyond and we nailed that list down in March. The alpha will include the game’s 10 core Jobs:
  • Cyber Knight
  • Vanguard
  • Hacker
  • Sniper
  • Soldier
  • Gunslinger
  • Cybersword
  • AgentEX
  • Medic
  • Drone Pilot
Wrapped in a Chameleon Skin implant and sliding from pool of shadow to pool of shadow, the Vanguard slices through enemy security and defenses from stealth, knocking out cameras and silently removing guards to clear a path for the team to follow. The unique sneaking abilities of the Vanguard allow for unparalleled stealth action and when combined with their ability to manipulate the enemy’s Minor Alarm Level, they are the master of getting it done without alerting the enemy.

During the alpha, we plan to release additional jobs including the Cyber Knights: Flashpoint version of the Shock Trooper and the Hunder.
  • Assault
  • Hunder

Stalking the field as the alpha of a pack of cybernetically enhanced war dogs, the Hunder brings the fight to the enemy -- close enough for chomping jaw and shotgun. Deploying area-of-effect pack buffs and single-target surge buffs, the Hunder stands out from other companion Jobs as a powerful short ranged and melee-focused build that works in close coordination with their pack to bring down even the toughest armored opponents.

Then, during Steam Early Access we are aiming to round out the catalog with 3 more Job adds:
  • Assassin (w/ cybercat)
  • Warmachine
  • Toxkit
Having these decisions made will help us correctly focus our efforts on building a balanced base of Jobs and then adding to them as we go, hand in hand with our Kickstarter backers.

Executive Producers #5
In early March, we met with the Executive Producers for the 5th time for another behind-the-scenes reveal and Q&A session about how we are approaching the design for the game’s pacing and progression. We shared the internal metadata scheme we are using to tag and organize different game elements for progression and reviewed some of the progression charts we’ve developed to help sequence game elements, challenges and player decisions -- ranging across tactical combat, safehouse team management, story narratives and down to the level of specific job types.

We’ve included a 4 minute excerpt excerpt from this Executive Producers session which ran over an hour in length. In the clip, we were detailing our breakdown and approach to pacing, challenge and systems introduction in the Tutorial, Early Game, Mid Game and Late Game. If you’re eager more details about what we’re cooking, this is a great listen! Enjoy.



From now until the alpha release, we are scheduling monthly meetings with the Executive Producers so they will have a constant pulse on our progress and our design decisions. We hope you’re enjoying the clips shared in the Kickstarter, as we’ll keep up that practice so every backer can get a sneak peak into the EP reward tier!

Reward and Stretch Goal Progress
As always, we include the infographic of our progress to ensure it is clear where all of our commitments on stretch goals and rewards stand. We are excited to announce that we have completed the final rewards that were slated to be finished before alpha -- every backer’s 3D face, hair and beard are now complete. There are 62 backers at this level, so that will take some time to gather every screenshot and record multiple videos for each, but the first 7 emails have gone out this week (11%) so it should not be long before you'll get yours! You can check out one of the pieces of the reward below -- a video showing off the backer's designed face and hair and then multiple different variations on that style.

If the video is coming through blurry, be sure to play it on YouTube!


Mar 31, 2021
Club Lipstick VR - toodrunkenbrothers
Pockets bugfix, update (will only trigger if your hand is open when first reaching into your pocket).
Added haptic feedback to the pockets (will vibrate when you're reaching into your pockets).
Added haptic feedback to various objects, with more to come!
Mar 31, 2021
Engine Evolution 2020 - simunekpetr98
- Small patches in UI
- Redesigned and simplified premium shop
- New animation of daily rewards
Community Announcements - [CM]Agisa
Truck World: Australia - CBEug
G’day Truckers,

We decided to launch a quick campaign to gather a list of people interested in Truck World Australia. The campaign is structured in such a way that the committed community members who help spread the campaign will have access to the closed beta (and other bonuses in the future) and the best of you will get free Steam keys when available.

Sign up here https://pages.viral-loops.com/Truck-World-Australia-1-3ThUNoJG

Feel free to sign up. This is the first campaign, and it will only run until April 11, 2021, so you'd better hurry up, so you don't miss the opportunity!

Regards
Truck World Team
Mar 31, 2021
Crush Crush - Sad Panda Studios

Hey Panda Peeps,

Check this out - your favorite saucy sk8er dream girl is back, this time for another 3-part Phone Fling!

Don't worry, that little run-in with the law didn't dampen Nova's spirits. She's already airbrushed herself off and gone back to a life of kickflips and street art - only this time she's got art blanche to do whatever she wants with those paint cans of hers. Yep, things are looking up for our little rebel. Paint no mountain high enough to keep her from celebrating this one!

Go on, check your texts and see what she has to say! This is Part 1 of Nova's new 3-part convo, so keep an eye out for updates over the coming weeks.

Love you so hard!

The Pandas
Mar 31, 2021
Nova Genetics - Reside
NB:
  1. Old save games don't have new crafting recipes which are available by default on new gameplay.
  2. Old save games may not have new resource storages as files were saved without such information. (can be improved but depends on feedback if it's an issue at all.)

New features

  1. Deer AI can now attack and flee based on its health %.
  2. Can interact with Trash cans, which can be found at an outpost, to search for 'Loot'.
  3. Rusty pistol has been added, possible to find it from weapon containers or craft by default.
    Rusty pistol supports chambering reload, meaning you can use it without a magazine.
  4. Added 9mm Sulfur based ammo.
  5. Added Pistol magazines.
  6. Added projectile velocity logic, now bullets won't travel on a straight line always, but velocity depends on 'gun powder' used during ammo crafting.
  7. Added 2 new types of resource containers, which can be found at Survival outposts.
  8. Added Radio V1, it can be found at certain survival outposts.
  9. Added 4 new Survival outposts. Contains basic campfire, Workbench (at certain location) , Dynamic lights (Active at night), possible to find some equipment or resource containers near it.

    Image of survival outpost
    Survival outpost

  10. Added sound for harvesting berries

Changes
  1. 30% of Deers can be hostile towards players.
  2. Improved items spawning logic.
  3. Added Junk flashlights into the trash can loot list.
  4. Changed 7.62x39mm ammo name to S 7.62x39mm , to define it's Sulfur based ammo
  5. Increased sunlight time length at WRP-2034.
  6. Changed dynamic day start time, certain world lights work based on that timeframe.
    Old: from 6 am to 8 pm,
    New: from 7 am to 10 pm.
  7. Increased regular Wood burning time from 10 seconds per log to 30 seconds per log.
  8. Increased Driftwood burning time from 10 seconds per log to 60 seconds per log.
  9. Increased Pipe rifles durability.
  10. Pipe rifles can now  be repaired near the Crafting bench.

Fixes
  1. Empty Bottle had invalid Inventory image
  2. Empty Bottle had invalid Inventory size, was 1x1 grid, supposed to be 1x2 grids
  3. Empty Can had invalid Inventory size, was 1x1 grid, supposed to be 1x2 grids
  4. Fixed duplicate equipped items after loading the saved game.
  5. Wasn't possible to repair axes/ pickaxes other than Junk grade.
  6. Was not possible to fix Scrap weapons, but durability was reduced.
Toasty: Ashes of Dusk - pocketllamallc
Greetings! Toasty Dev Dooper here with an exciting amount of things to spill out.

Where do I start...

Toasty: Ashes of Dusk is in full development swing! We have done a massive overhaul to the current build that was uploaded to Itchio and Gamejolt. We have completely rebuilt the game from the ground up! What does that mean? Better combat, better interactions, fully playable dungeon, BOSSES, and a lot of quality of life changes! Many more mobs and really fun new abilities! Marshall can leap attack, charge, spin, and a bunch of other goodies!

So when is this coming out? VERY SOON. We can't give you an exact date for....reasons, but you'll know when it drops because we will be uploading it to Steam!

I want to make a huge thank you here to our programmer Faulty and our amazing composer Seiiccubus!

Want to keep up with development in more detail? Maybe hang out with the devs? Check out our website here.



Discord - Twitter - Facebook - Instagram - YouTube - Join the Newsletter!

We will be doing regular updates here on out on Steam! We hope you're having a fantastic week!

~Dooper
GameGuru Classic - gameguruevangelist
The Cemetery Pack! Do you want to add a spooky graveyard setting to your latest GameGuru project? Look no further than this excellent pack of cemetery game assets. There's over 60 quality, game ready entities, from wooden coffins to large and imposing mausoleums.



https://store.steampowered.com/app/1306830/GameGuru__Cemetery_Pack/
Path of Exile - CommunityTeam_GGG
During our livestream announcement for our 3.14 expansion next week, we'll share the first look at Path of Exile 2 since it was announced at ExileCon! If you are interested in checking out what we've revealed so far, we have compiled everything you need below.

Path of Exile 2 Official ExileCon Trailer
At ExileCon in November 2019, we announced the development of Path of Exile 2; a new seven-act storyline set 20 years after the death of Kitava in Path of Exile 1. You can watch the first trailer below.



Path of Exile 2 Gameplay Preview
The gameplay preview shown at ExileCon demonstrated some of the mechanical and graphical changes that you can expect to see in Path of Exile 2 such as a revamped skill gem system. If you would like to see more, you can check out the full preview below.



Path of Exile 2's New Skill System and Ascendancy Classes
In this panel from ExileCon; Jonathan Rogers, Rory Rackham and Neon provided a glimpse at the 19 new Ascendancy Classes in Path of Exile 2. They also offered their insights into the reworked skill gem system.

Building the World of Path of Exile 2
Erik Olofsson, Creative Director of Path of Exile, discussed the visual improvements being made to Path of Exile 2 at ExileCon and also offered a closer look at some of the updated character, item and environment models. You can learn more about the art below.



Path of Exile 2 - Behind the Music: Act 1
Our composer, Kamil Orman-Janowski, discussed his inspirations behind the music of Path of Exile 2's first act in this interview from April 2020. You can hear his insights and catch a sneak peek of some of the new music below.



Path of Exile 2 Client and Microtransactions
Path of Exile 2 will launch from the same game client as the original game and will be available alongside the current campaign, allowing you to choose what storyline you want to play through to reach the shared Atlas of Worlds endgame. All your microtransaction purchases from Path of Exile 1 will be available in Path of Exile 2.

Path of Exile 2 Beta
We are unlikely to start a Beta for Path of Exile 2 until 2022 at the earliest. In the meantime, we are continuing to release Path of Exile expansions on our regular three-month cycle.



We'll see you at our 3.14 announcement over on April 8th PDT over on our Twitch channel but in the meantime, stay sane Exiles.
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