Outbreak: Endless Nightmares - Dead Drop Studios
Hey Survivors,

It's been a wild ride since launch, and it's been non-stop work on crafting updates to address the most common feedback we're receiving from players. Last week, we released the first major patches on Steam to begin improving the over-the-shoulder and first-person shooter views. We're now taking things quite a bit further, and introducing precision aiming systems for these views to offer modern-feeling controls, while keeping all the survival horror fun.



Likely sometime in the next week or two, the following updates will be released first on Steam, then consoles afterwards once it is battle tested.
  • Modern, precision aiming for FPS and OTS views. OTS precision view will now become the default view perspective instead of fixed-camera. When aiming in precision mode, you will see a crosshair appear instead of the targeting laser. Aim for the enemy's head or torso to deal additional damage based on what you strike. Leg shots do significantly less damage. Fixed camera mode is unaffected by these changes.
  • FPS view has been improved to give you a greater view of your character's hands, weapons and body. When aiming, your weapon will be visible at most angles. You can freely look and pan in every direction just like in a typical FPS. When not aiming and looking down, you'll see much more of your character's body. You will also track your body movement much more accurately in FPS view as well.
  • OTS view has been improved to more accurately track the character's movement as well. You will have additional flexibility for vertical and horizontal aiming as well.
  • Numerous graphical and UI glitches have been addressed, giving you a smoother, more polished view experience.
  • Retro survival horror OTS/FPS views will still be accessible via a toggle in the ingame options menu if you'd like to return to the simpler times.
  • Fixing issues where the camera view may change when you're using a menu.
  • Damage and difficulty adjustments based on player feedback.



Take a peek below for some shots showing these new views in action! Once this patch is live and deployed to all platforms, we will continue updating the game based on the most common player feedback, so please keep sending it in.






Jun 7, 2021
Rune Knights - Aeromir
NEW
Gale Trap: Spawn a Gale Trap. On activation, deals 200% spell damage to nearby targets, hitstuns Elite and Boss enemies, knocks away Normal enemies, and creates a powerful gale for 5 seconds. Enemies within the gale take 50% spell damage each second. Max 1 Gale Trap. Trap becomes armed after 2 seconds. Hold Left Ctrl while casting to dismiss.


BALANCE
TALENTS
  • Cerridwen - Guardian Rework: Minions gain 25% damage resistance.
SKILLS
  • All traps now deal Spell damage instead of combined weapon damage.
Frost Trap
  • Detonation damage reduced from 100% to 30% spell damage.
  • Damage per second reduced from 30% to 25% spell damage.
  • Chill reduced from 30% to 25%.
Lightning Nova
  • Damage increased from 80% to 125% spell damage.
Summon Demon Wolf
  • Mana cost increased from 150 to 200.
  • Health per level reduced from 125 to 75.
  • Damage resistance removed.
Summon Spider
  • Mana cost increased from 100 to 125.
  • Base Health reduced from 150 to 125.
  • Health per level reduced from 50 to 40.
  • Base Damage reduced from 37.5 to 35.
  • Damage per level reduced from 16.5 to 14.
  • Base Attack Speed reduced from 1.5 to 1.3.
Summon Zombie
  • Mana cost increased from 100 to 125.
  • Base Health reduced from 75 to 60.
  • Health per level reduced from 25 to 20.
  • Damage per level reduced from 20 to 17.
Summon Firefly
  • Mana cost increased from 100 to 125.
  • Base Health reduced from 120 to 60.
  • Health per level reduced from 22 to 18.
RAID
  • Increased the size of some melee hit boxes.
  • Skeleton Warrior is now more deadly up close.
  • Increased damage of Wizard's Fireball.
  • Reduced damage of Wizard's Ice Storm.
IMPROVED
  • Chill effects will now slow targets which have already started an attack animation.
Final Upgrade - Taste
Its time for some patchlogs!

We would like to apologize for the fact that the patch changelogs are so rarely published here on Steam.

TaosX programs this game completely by himself, and he is also very active in the Steam forum, so the changelogs came up a bit short. To fix this, Taste will try to help him with this and post the changelogs here (hopefully) more regularly. This will continue to happen as a summary.

Thank you all for your support, you are awesome!

If you like to know more directly what was changed, the patch logs are also always published on our Final Upgrade Discord Server when the patches are released.


And now for the patch logs:


17.05.2021
0.3.2.45
Made auto-restock logic refill energy even if batteries are above 90%.
Fixed power generation tech tooltip in the tech tree mode.
Added stack items count to the quantum storage tooltip.
Made ship and station core to absorb the incoming damage (while not all cannons are destroyed) to prevent laser and kinetic shot piercing it.
Made a laser ray proceed the damage after the primary target was destroyed.
Fixed bug of tubes wrong default configuration when placed instead of 2-3 segment walls.
Fixed issue (most probably) of quantum storage displaying the inner state incorrectly.
Made tooltip auto-appear after hovering above an object for 1 second (left Alt is still used to invoke the tooltip instantly).
Made antimatter generator consume energy in the forward mode to leave at least 1000 energy in batteries.

19.05.2021
0.3.2.46
New feature: 'C' key copies an object under the cursor.
Added main menu option to turn off camera shake on explosion.
Added pause and switch to x1 time multiplier when player sectors is under attack.

20.05.2021
0.3.2.47
Blocked the use of X key when enemy is present in the sector.
Fixed critical bug that lead to blueprint corruption -- pasting a module into a newly created module before any other walls were added.
Fixed bug in the explosion damage logic, leading to excessive damage when the sector is not visible.
Fixed bug which allowed to place 2-3 segments wall above existing objects.

24.05.2021
0.3.2.48
Revised the item and liquid teleportation techs. Now exchange takes fixed time depending on the tech level (10-8-6-4-2 seconds).
Increased the cost of upgrade of the item and liquid teleportation techs.
Made asteroid mining routes to not expire after asteroid depletion.
Reduced laser damage to match the changes of the missile ammo.
Fixed bug of auto-builders stuck on object construction that does not have a wall behind.
Fixed bug of AI level not decreasing on tech erase.

24.05.2021
0.3.2.49
Fixed bug of ships get stuck in a trade operation on restock command.

24.05.2021
0.3.2.50
Fixed bug of ships get stuck in a trade exchange when the target storage is full.

24.05.2021
0.3.2.51
Fixed bug occurring during resource zone to storage exchange.

28.05.2021
0.3.2.52
Fixed bug of miner ship stuck unloading resources.
Fixed uranium and coolant consumption numbers in the power generation tech.
Fixed bug allowing to copy energy generation tech to a storage.
Removed double resistances info from the material tooltip.
Made UI tooltip to popup instantly when hovering over any icon.
Removed dependency of teleportation relay speed from item and liquid teleportation tech.
Made teleportation relay speed fixed: 24 units per second.

29.05.2021
0.3.2.53
Fixed bug of auto-restocking ship stuck when loading liquids.
Fixed bug of traders picking up simultaneously same resources from a planetary deposit.

31.05.2021
0.3.2.54
Fixed exploit of auto-builders constructing objects that are not researched yet.
Removed loading screen.

03.06.2021
0.3.2.55
Added sector name to the tooltip.
Added ability to activate routes map on sector resource icon click in the map mode.
Fixed bug of storage green/blue box not updating on trade mode change.

04.06.2021
0.3.2.56
Fixed bug of cannons not shooting if nearby tubes contains two types of ammo.
Gears 5 - TC Shauny
Hello everyone! It's time for another This Week in Gears!

Versus Event: Control SSG

A new event in this Operation, this is all focused-on Control, with the following loadout in play. Shotgun, Snub, Grenades (SSG).

We very much look forward to seeing how these matches go as we know that dedicated communities have run their own matches with these settings.

This event will run for one week.

Featured Hive: The Hive



The hive, an epic journey.

Weekly Store



  • Dress Uniform Hoffman – 500 Iron
  • Targeting Monitor Weapon Set – 850 Iron
  • Melodramatic Expression – 300 Iron
  • Niles Mark – 125 Iron
  • Hoffman Banner – 100 Iron

Feature Store



  • Rainbow Dust Legacy Set – Free!
  • Pride Omen – Free!
  • Savage Elite Hunter – 4,000 Gear Coins, 500 Iron
  • Long Count Expression Pack – 2,400 Gear Coins, 300 Iron
  • N00b cutout bloodspray – 2,000 Gear Coins, 250 Iron

Gears esports

And here is what you can expect across the world of esports in Gears 5!

Gears Pro League

The Gears Pro League is in full swing, with three modes played across each match.

And for viewers a glorious weapon set and Black Steel Kait up for grabs!





The full information on the events can be found on https://www.gears.gg/!

EGL

For another weekend the team at EGL will be running another week of their EU open series!

Featuring matches of Control, Escalation, and Execution 2.0 this tournament offers prize money up for grabs and the opportunity to square off against top teams in Europe & South America!

Look out for how to sign up on the @EGLGears Twitter!

Also, if you missed the announcement, the upcoming Open Series has had its prize money doubled!

Store



Black Steel Anthony Carmine – 2.99 USD

Gears Glory

Our specially themed Gears Glory this month is all focused on Pride! For this we've been asking you to send us GIFs or images of you doing a MVP pose at the end of your game with your Pride banners!

Here are some of our favorites:

https://twitter.com/BananaBrainsZEF/status/1399949740192808962?ref_src=twsrc%5Etfw

Hollow Storm Sam rockin' it!

https://twitter.com/GoWMills/status/1400118413977063425?ref_src=twsrc%5Etfw

Black Steel Anthony getting hyped for Pride!

https://twitter.com/Luis42249256/status/1400496956053626891?ref_src=twsrc%5Etfw

Kait posing like only Kait can for Pride

Competitive – Escalation delayed

We had initially planned to launch Escalation as a mode in competitive, however we've had to delay this due to some last-minute issues, we'll update you on this when we know more.

Competitive integrity

Recently, we've taken action against accounts that have either boosted or cheated on the competitive leaderboards, as each week goes by we want to ensure that the players at the top of the leaderboard are in fact the top players.

We will continue to monitor and take action where necessary.

Updates

In addition to the above, we'll be releasing the following server updates:

  • The game tiles in the competitive menu have been reordered, Execution & Guardian are now in the top row, Control & FFA in row 2, and TDM & 2v2 in row 3, Escalation will be in the fourth row.
  • The ring rotation for Reactor has been updated in the Control (esports) game mode.
  • The Mulcher has been replaced for the Torque Bow in Execution 2.0 matches.
  • The Scorcher’s ammo in Versus has been reduced from 105 to 60, additionally the clip size has been reduced to 30 from 35.

And as always, take care and have a wonderful week!

TC
Star Aegis - felipe.slv.gamedev
Hello, thanks for checking on this future update note.

By the end of this week Star Aegis will be updated to version 1.12. A number doesn't mean that much, so let's see what it actually means.
All of these features are already implemented and working accordingly. We'll see if any bugs show up when the build goes online, but if it happens we will try and fix them asap.


*Controller support: the game supports the use of controllers.

-The game was tested with the Ps3 and Ps4 controller, Xbox 360 and Xbox One and also a PS3/4 Mad Catz arcade fightstick. It is possible to go from keyboard to controller and back without the need to restart the game.
-It is possible to navigate the menus using control stick, WASD or arrow keys or mouse.

*Audio:
-Short intro Stinger for the title screen song.
-One more song for the gameplay. Whenever the round starts one of the songs is selected randomly.

*Graphical tweaks:
-The reflected bullets now add a trail efect. This makes the game look better and the player can use it as an aiming tool.
-Bullets now have a new glow animation, which makes the game more exciting than before.
-New explosions look way better than the first version.
-A little bit more screenshake.
-Different font for better readability (some people were confused as to why the game was called "Star Regis", hence the necessity of a new font).

*Online Leaderboard:
-This is a key feature to Star Aegis, but it was still lacking in its current build. With this update Star Aegis now has an online leaderboard. Let's see how far the defenders can endure around the world.

Another announcement will be made as soon as the build is online presenting this information again.
FOR HONOR™ - UbiYubble




For Honor Y5S2: Mirage

Starting June 10th, For Honor’s Y5S2: Mirage transforms Heathmoor’s landscape and plays tricks on the minds of all warriors. After centuries of spoiling and exhausting the lands with constant battles for power and control, Mother Nature has decided to unleash her burning wrath. An intense drought has befallen the battlefield. The once rich and bountiful Heathmoor has become dry and desolate. The scorching heat toys with the minds of the most ferocious warriors, bringing forth new demons and nightmares. Who will be their salvation?



This season draws inspiration from Japanese mythology and the natural disaster drought These themes are strongly portrayed in Y5S2: Mirage’s events, narrative, seasonal customization, Battle Pass, and new hero. Also, making a return this season is the Testing Grounds and hero changes based on last season’s testing grounds.

For more information on everything For Honor’s Y5S2: Mirage, just keep reading. Below you will find more information on the event Visions of the Kyoshin, everything regarding Testing Grounds, and this season’s battle pass. Otherwise, you can join your fellow warriors starting June 10th in game and discover For Honor Y5S2: Mirage.



Visions of the Kyoshin



Starting at season launch to July 1st, For Honor’s limited-time event Visions of the Kyoshin is live.

Due to the battle for water, the Horkos and Chimera took the fight to the Kyoshin Temple. Groundwater was rumored to be foraged in the area. What they found there instead was torment from scorching heat and mystic warriors. Were they a mirage? Or were the Kyoshin more than a lost legend? Those who witnessed the battle agreed on one thing: The guardians of the Kyoshin Temple were nothing like anyone had ever seen...

In Visions of the Kyoshin, players will experience the Dominion game mode with a twist. Powerful entities called the Heavenly Ones contest points A and C. When defeated, these give a temporary buff as well as a special vision to the player who served the final strike. For a short period of time, you will be able to peer into the realm of these entities and possibly witness what is to come...

During the event, players will be able to play through a Free Event Pass and gain access to a multitude of rewards such as a new Battle Outfit, a Mood Effect as well as an Ornament. During the event there will also be new weapons available for players to loot.

Battle Pass



The warriors of Heathmoor struggle against the drought and mind tricks. The Samurai are reminded of the Heavenly Ones, the embodiment of light and mirages in their pantheon of deities. The themes of For Honor Y5S2: Mirage make a strong impact in this season’s Battle Pass, allowing you to dress your warriors in gear reminiscent of Samurai legends and deities or bearing the cracks of a parched and desolate landscape.

Players can once again play through 100 tiers of rewards and unlock a shared execution per hero, one weapon set per hero, 2 battle outfits per hero, 2 effects per hero, and other various customization elements. Participating players will also be able to unlock a paired emote only available through Y5S2’ Battle Pass. This Y5S2 Battle Pass will be available from season launch to September 7th.

Y5S1 Testing Grounds Fight Team Update

The Y5S1 Testing Ground changes will also be released at the start of Y5S2. Bellow you can find a list of all those heroes and more details on their changes.

  • Berserker
  • Gladiator
  • Zhanhu
  • Aramusha
  • Shugoki
  • Jiang Jun
  • Hitokiri

Taking the feedback we’ve received from you, our player community, we have also applied additional changes to the heroes; we’ll go into a bit of detail down below, but you can see the full list of changes in our patch notes.

We look forward to seeing how they perform once they are released and we are always keeping an eye on social media and our player surveys for additional feedback.

We’ll be going through each other hero give a brief overview of the changes from their Testing Grounds iterations.

Berserker

Berserker is the only hero who did not receive any changes from the Testing Grounds; feedback was positive and did not warrant any extra adjustments.

Gladiator

Most of the feedback we received from Gladiator was positive, but we received some concerns about the power level of some of his moves, notably Fuscina Ictus, Skewer and side dodge Sucker Punch. We’re also addressing the “Stamina Bully” aspect of Gladiator which is a source of frustration amongst players.

  • Fuscina Ictus’ main issue is that it dealt too much damage, most notably against opponents who are Out of Stamina as it unbalances them and guarantees a follow-up heavy attack. To remedy this,
  • Fuscina Ictus no longer unbalances opponents who are Out of Stamina; it still chains into Heavy Finishers and Skewer, but players will no longer get a large portion of free damage out of a landed Fuscina Ictus.
  • Skewer’s issue was that it is too safe to use in ganks; generally the changes to it were well-received, but its power was slightly too high, especially considering that players could mistime their ganking attempts and their opponents would receive close to no Revenge. We’re tweaking Skewer so that it now generates Revenge similar to most Bashes in the game – with this, players should have an easier time escaping Gladiator ganks and will give them extra lasting power if their opponents do not execute it perfectly.
  • Sucker Punches are the last source of major feedback we’ve received: the side dodge variants were too strong with variable timing, making them able to avoid some mix-ups and made them much too safe, the Front Dodge variant was too slow and could not reliably be used as an opener, and finally, all of Gladiator’s Sucker Punches interact with Stamina in a way that is frustrating for players. We’ve changed Sucker Punch in the following ways: Side Dodge Sucker Punch no longer has delayable timings (similar to what we did on Gryphon), Front Dodge Sucker Punch is now faster to enable Gladiator to initiate better and all Sucker Punches deal less Stamina damage and no longer pause Stamina Regeneration.
We’re hoping that with these changes Gladiator’s power level high and that he becomes a viable alternative to Centurion for ganking in teams, but that the frustration experienced when playing against him goes down.

Zhanhu

Zhanhu’s feedback was overwhelmingly positive – the multiple changes to the hero were very well received, but the hero’s power level, especially at very high competitive levels, was too high and needed to be toned down slightly to ensure the hero wasn’t becoming too strong.

  • We’ve slowed down the Zone Attack to the speed it had before – at the new speed, it quickly became the best Zone Attack in the game, and Zhanhu’s new flow made it so that it was too strong in group fights. Its new speed should still be effective, but not too powerful.

  • The other change we’ve done is that his Side Dodge Attacks are now still always considered to be Light attacks when parried. There was a bug present on the Testing Grounds that left them as Light parries, (they were supposed to be Heavy parries) but after careful review and consideration, we decided to leave them as Light parries – Zhanhu’s Side Dodge Attacks are quite strong (they keep their new property of not being interrupted on block) but considering the difficulty in parrying them consistently, we felt that the risk/reward wasn’t balanced if they were Heavy parries
.
Zhanhu’s shaping up to become a new very strong hero with these changes, and we’re hoping we’ll start to see the hero picked in the Dominion series!

Aramusha

Aramusha’s feedback was also mostly positive – Blade Blockade as a whole is a clear winner, and the extra opening power Aramusha received with the new Ring the Bell soft feints were considered strong points of the hero.

  • However, Aramusha also still suffered from lacking range in his attacks – since he still lacked forward movement during most of his attacks, several of his options were still too easy to evade. As such, we’ve improved the forward movement of most of his attacks so that they become harder to simply back dodge to avoid all options Aramusha could do. This includes Neutral Heavies, Infinite Light and Heavy chains as well as Heavy Finishers.

With the new increased forward range on Aramusha’s attacks, we’re hoping the hero will become a force to be reckoned with in the future as players explore the potential Aramusha brings to a team.

Shugoki

Shugoki’s changes were, overall, positive – players who didn’t play as Shugoki were happy with the reduced frustration when facing Shugoki and players who do play as Shugoki appreciate the extra steps taken so that Shugoki can open up and defend better against opponents.

  • The two major changes we’ve pushing onto Shugoki concern Charge of the Oni and Demon’s Embrace’s recovery. Charge of the Oni’s change was generally perceived as positive as it gave Shugoki a way to move around the battlefield a bit easier, but there were issues with the stamina consumption of the move. As such, we’ve rebalanced the stamina costs so that players can no longer mash the Sprint button to continually enter and exit Charge of the Oni while keeping high speeds and costing relatively no stamina.
  • Demon’s Embrace continues to be the most controversial change, but it was generally much better received than our previous iteration. With the changes coming to the move, we’ve also lowered the recovery of the attack when it misses so that you regain control of your hero in a timelier manner.

We’ll be keeping an eye on Shugoki’s stats and the feedback we receive – we hope that the frustration of playing against a Shugoki goes down while playing as Shugoki remains a satisfying experience.

Jiang Jun

Jiang Jun was well-received; while some players found that the Zone Attack that comes from Sifu’s Poise was too strong now that it is Unblockable, in most cases, the hero is well-balanced and has much better options than previously.

  • The last point we needed to address was Dou Shi’s Choke’s Stamina damage – the move easily dealt a large amount of Stamina damage, and even with no guaranteed damage afterwards, it could put players Out of Stamina too easily. As such, we’ve reduced the amount of Stamina damage inflicted on opponents by this move; while it still deals a significant amount, it should no longer almost guarantee an Out of Stamina state when Jiang Jun parries a Zone Attack, for example.

Jiang Jun’s new changes make him a force to be reckoned with on the battlefield, and it is now much easier to get into mixups and defend against multiple opponents, so our hope is that the hero ends up being picked more often to greater effectiveness than before.

Hitokiri

Hitokiri almost ties with Zhanhu in terms of appreciation of the changes the hero received – most players are very happy with the new chain openers, as well as Sweep finally having a place in the hero’s toolkit.

While the feedback was positive, there are some aspects of Hitokiri that we are addressing. First, Rei Kick and Rei Sweep will now deal less Stamina damage and no longer pause Stamina Regeneration. Hitokiri’s flow is great, but opponents need to have a way to come back against a Hitokiri that manages to catch them in the Rei Kick/Sweep mixups. Beforehand, Hitokiri would end up dealing too much Stamina damage and left opponents in a state where they had to wait before counterattacking – this change should help with this issue.

  • Hitokiri’s Endless Myriad heavy attacks, which are guaranteed after the Rei Kick/Sweep options, also dealt slightly too much damage. When a Hitokiri is able to mix you repeatedly, the damage racks up very quickly, and as such we’ve lowered the damage of the attack slightly to give opponents more room to breathe.
  • Finally, Hitokiri’s new side dodge attacks were considered to be too strong, as they dealt too much damage and could be delayed to avoid mixups. We’ve removed the delayable portion of the attack as well as reduced damage it deals to make it more in-line with other dodge attacks.

Hitokiri seems to be in a very good spot with these changes; 1v1 is much stronger and 1vX also seems to be getting quite a bump, so we’re happy with them. We’re hoping the hero will once again be picked in tournaments and become more competitive.

Y5S2 Testing Grounds



From July 1st to 8th, a new Testing Grounds that will be opening up. We’ll be testing the following changes:

  • Raider changes
  • Orochi changes
  • Shinobi changes
  • Option Select changes

We’ll go into further detail about the changes in a blog post as well as a Warriors’ Den segment as we ger closer to July 1st, but we’d like to take a bit of time to explain exactly what Option Selects are, as it is an often misunderstood topic amongst the community.
Intro to Option Selects

An Option Select, at its core, is when a player performs one or multiple inputs (usually in very quick succession) and one of multiple different actions occur, depending on what your opponent performed. In a sense, the game “Selects the Option” that matches the situation – for this to happen you need to have multiple different “Actions” as the outcome of what you performed as a player.

In many fighting games, Option Selects manifest themselves in wildly different scenarios, but in For Honor specifically, the term Option Select can only be applied to the “Parry” action. This is because of what Options Selects are at their core: as a player, you perform an action, and depending on what your opponent performs, you either Parry or do a different action.

A good example of Option Selects in For Honor is the infamous “Zone Option Select” – as a player, you can attempt to Parry an attack with the Zone Attack input (pressing both Light and Heavy buttons at the same time). The result is that you will either Parry if your opponent doesn’t Feint their attack or perform a Zone Attack if the opponent Feinted their attack. This is an Option Select; you perform a single input, and the resulting action from your input is either “Parry” or “Zone Attack”.

Many players mistakenly feel that Dodge Attacks as well as Superior Block attacks are Option Selects, but they in fact are not –when you perform a Dodge Attack, for example, you will ALWAYS perform that Dodge Attack, no matter what your opponent performs; this is not an Option Select, as the only result of your action is a Dodge Attack. Dodge Attacks, used defensively, can defeat multiple offensive options, but in the end when you perform a Dodge Attack, it will always come out – it won’t sometimes Parry and sometimes Dodge Attack.

For Honor players can use multiple Option Selects, but they are generally detrimental to the game as they stifle Offense, especially Unblockable (but Parriable) Offense. Players who know how to perform these Option Selects can easily defend against attacks that, by their design, should be more difficult to defend against.

In the Testing Grounds for Year 5 Season 2, we’ll be testing new technology that mitigates the impact of Option Selects. We’ll go into deeper detail as we come closer to the release of the Testing Grounds, but as an example, a clear winner in this case is Shugoki – with the new changes that are releasing with this Season, Shugoki can be considered weak against certain Option Selects; before his changes, he was able to cancel his Heavy Attacks into Demon’s Embrace, letting him beat players who would attempt to Option Select his charged Heavy Attacks through the use of Uninterruptible Stance, but as this is no longer the case, Shugoki may have a similar experience to a lot of unblockable Heavy attacks where they are easier to defeat than intended. With the new Option Select changes, however, players will not be able to Option Select a Shugoki and will have to defend themselves against his Unblockable Finishers in the way that was intended.

That’s it for now! We covered everything going on at the start of For Honor Y5S2: Mirage. Keep an eye out for more details on what Is coming throughout the season. We are excited to see you out on the battlefield on June 10th. Don’t let the mirages get to you.

The For Honor Dev Team
Idling to Rule the Gods - Ryu82
- Added two new patreon pets. Succubus (token) from Kentorax and Grey (V100) from Feythe!
- Changed the statistic multiplier you get from challenges for UCCs 50+ to make it a bit more balanced. It doesn't affect earlier UCCs (most challenges got a buff).
- For UCCs 50+ there is now an extra reward that you get 3 * 67 growth per unlocked pet, 500 rebirth bacons and 10,000 god power after you finish it.
- Fixed a few bugs and exploits.
Edge Of Eternity - Hirokoa - Midgar Studio


Hey, Heryon explorers!

Do you know what day it is tomorrow? Just one more beddy-byes and you’ll be able to finally play Edge of Eternity in its story-complete version!

The game should be available around 5pm CEST/8am PST/11am EST.
We can’t wait to finally be able to put the complete game in your hands! We’ll share more news tomorrow, like…say a trailer for instance, but also more info about post-launch content!

Until then, stay tuned, make sure you’ve wishlisted the game for the reminder, and don’t hesitate to pass the word 😊

https://store.steampowered.com/app/269190/Edge_Of_Eternity/

You can also follow Edge Of Eternity on Twitter & Facebook to stay up to date on the game.
Interference: Dead Air - KAEONA
Hey everyone,

Today, we wanted to share that the Steam Next Fest is in less than a couple of weeks. We will be LIVE June 17th at 8:00 PM Eastern and June 19th at 3:00 PM Eastern, for this Fest. We'll share with you some insights into our game’s features and gameplay, along with answer questions along the way.

Steam Next Fest runs from June 16th through the 22nd, and during this time you’ll also be able to check out our demo.

So be sure to mark Thursday, June 17th at 8:00 PM EST (5:00 PM PST) and/or June 19th at 3:00 PM EST (12:00 PM PST) down on your calendar. Look forward to seeing you there!
Silent Mansion : Part2 - MINO
Main update!

- A new stage and Monsters have been added!
(The gameplay is getting longer and traps and creepy dungeons are waiting for you!)

- Now, each stage is saved. (Autosaved when a player arrives at next stage)

We are in a difficult situation as small indie developers, but we will continue to update as possible to provide a better game.

We will be a developer who works harder for players.

Thank you for playing our game.
...