Save 100% on Battlefield 1 Shortcut Kit: Infantry Bundle from today until September 9th.
It’s the dawn of all-out war, so you’d better go in armed. The Infantry Bundle gets you all primary weapons, sidearms, and gadgets earned for all four infantry classes – Assault, Medic, Scout, and Support – in Battlefield™ 1 multiplayer. You’ll also unlock progression-based melee weapons, sidearms, and grenades that are not tied to any specific class.
Only base game progression items included. This Shortcut Kit does not contain items offered in future downloadable content, items added in expansion packs, content that must be unlocked through Battlepacks, or promotional offer items.
Indie Arena Booth at GamesCom this year was a spectacular event filled with indie games, both newly released and unreleased, and events culminated in the Indie Arena Booth Awards! Operation:Tango was honoured to be nominated for both Best Multiplayer Game and Most Streamable Game! We came home with the big win in Best Multiplayer and we are so thankful for the incredible event organizers and our loving community for supporting us.
We're very excited for the upcoming events for Operation:Tango and hope to see you there!
Want to keep up with all the announcements for Operation:Tango in real time? Join our Discord at discord.gg/CleverPlays
As you already know, I have been developing Invasion 2037 on my own for the past year and part-time for several months. I have a good news to announce, I am partnering with an Equinox Games team to develop the new version of Invasion 2037. Equinox Games is made up of 3 developers and they will help me with the development on the programming side, the game design and the 3d modeling. We will be working and launching regular updates every 3 to 4 months.
We will be transparent about the work of our updates and in the coming weeks you will be able to follow our progress month after month. We will give you access to our development work schedule. We are currently working on the game design for the new version, based on your experiences with the game and your comments. I can't wait to launch this new version.
Since the Underwater Labs release, we've been following your feedback closely. The majority of feedback was surrounding high loot density and lack of player interaction. We've now reduced the map Labs count from 6 to 3, removed red and blue keycard spawns, additionally loot crates will no longer spawn while players are nearby.
To suit the reduced total number of underwater labs per map, we increased the smallest allowed size per underwater lab. You will no longer find underwater labs that are only a couple of rooms in size, so they should all be worth a visit.
Many of you have certainly noticed that the moonpool water was bullet proof. This was an unintended effect from the complexities of dealing with the water carving volumes and has now been fixed.
Speaking of moonpools, a human sized version has been added in the mix to allow for more points of entry in the labs.
Finally, we addressed a number of small glitches in the procedural generation that could cause corridor, iceberg and vegetation overlaps.
SUBMARINES
Storage
Both types of submarine now have storage with 12 slots.
Torpedoes
The Surface torpedo has been removed due to players camping underwater with little to no risk. Torpedoes can still be fired at surface targets by surfacing the submarine and firing a standard torpedo.
Oxygen
Submarines also now need to surface for air every ten minutes, either on the ocean's surface or in a moon pool. Otherwise, after ten minutes you'll start taking slow damage.
As part of implementing this change, I've revamped the oxygen UI a bit, and you can now see how much time you have left from a diving tank as well.
Other
The rear passenger in a duo sub can now turn all the way around. Sonar blips only show up for other running subs, not every sub that's parked in someone's base. And subs stop moving a lot more quickly when someone dismounts, meaning they won't run away on you if you accidentally dismount underwater.
Submarines now take additional damage from bullets.
Fishing Village Shop
A custom shop has been added inside the fishing villages to accommodate all your fishing gear needs.
Improvements & Fixes Highlights
Crawling Health - Crawling health is reduced by 75%
Swimming Gestures - Can now use non dance gestures while swimming
Shooting Players Underwater - Fixed projectiles dealing no damage to players underwater
Gravis Island
Gravis Island is running for the final month across Facepunch official servers, here is the map change lists:
Fixed Floating rocks
Removed offshore topology from ocean villages Roughed up the edge of the offshore topology to remove the straight line of ocean plants
Smoothed out some spiky ocean terrain Tidied up mainland topo + removed it from very small landmasses in ocean
Tidied up underwater splat Edited terrain around harbour slightly, some areas were floating
Added more ladder triggers to harbour Fixed some areas of alpha
Patched some more Floating rocks with gaps allowing for sneaky sneaky. Adjusted some Splat in a few areas were the texture effects in game were rough.
Fixed the terrain difference at Power plant with a few floating objects. Reduced the beach topology on the sand peninsulas so spawn points aren't as focal to one area
Applied river topology to the two northern ponds/lakes for fresh water Removed the blue metal crate from fishing village since it's nearly impossible to get out if you jump in.
Added large rock formation to the middle of the larger secluded island for more natural cover since it was quite bare with just trees/bushes
Made several small pathways up the rock faces on the beaches where players spawn so they won't have to travel as far to go inland from the cliff face
Added prevent build volumes to the tunnel near mil tuns since somehow i missed that previously
Replaced all crates with the new native spawners
Added splat on a couple rocks
Reduced Labs to 3
If you're a server owner and wish to host your own Gravis Island map then check out the official site.
RGB Integration
For people with Razer and/or SteelSeries hardware, we have added some RGB keyboard effects for different states in the game.
Blue breathing effect when too cold
Red breathing effect when too hot
Flash red when hurt / damage taken
Flash red continuously when below 25% HP
Flash red rapid continues when downed / crawling
Flashing green when radiated
Solid white when in building privilege area
Green breathing when 25%+ comfort
If you'd rather keep your custom rainbow effects enabled while playing Rust then this integration can be turned off at any time in the Rust options menu, in the general Options tab (scroll down - it's below Physics). You'll also find an option for brightness there.
Also, for anyone who loves RGB and custom binds, there is a console command which will make your RGBs flash a custom color for however long you wish. The following will flash it purple for 0.2 seconds: rgbeffects.pulse 255,0,255 0.2
NVIDIA Reflex Update
In May we added support for Nvidia Reflex which reduced system latency by up to 38%, but now that number is even higher with the release of the Reflex SDK 1.5 update.
Starting from today till September 9th 18:00UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.
We've teamed up with Blazed, Jewer, Eltk, CNDBLOOD, Terpsicat, Elxocas, Agustabell212, Silithur, Ricoy23 and Kira to bring you special unique drops which can only be earned by watching their channels.
During the final 24 hours of the Rust Twitch drop campaign, all drops will be moved to general.
When you last heard from us, we made the announcement that we wouldn’t be able to hit our previously set release date of August 30th. Today we would like to give some more insight on why this decision was made and where we're at in development. But first things first: on behalf of the entire team at Might and Delight I would personally like to thank every one of you for the amazing understanding and support that you showed us when we announced this delay to you.
It was clear that many of you were disappointed, just like we were, but the overwhelming majority of you still voiced your support and faith in our decision and it's hard to explain how comforting that was to us. So, once again, thank You so much for still being with us!
Now, onwards...
The Unholy Trio
As we described in the delay announcement, it was thanks to the feedback and data provided by our beta testers that we realized that we weren’t in a releasable state. And while there are many things that could use some ironing out, it was mainly three issues that we felt absolutely needed to be looked at before launch. Since I'm so cool and edgy I've been calling this set of bugs ”The Unholy Trio".
The Unholy First, and probably the most annoying out of the three, is a severe case of rubberbanding. This would have our players click to move somewhere, only for the game to slingshot them back to a previously occupied location and it made travelling take much longer than it should. Obviously this would be a problem in any game, let alone one called Book of Travels. Worse yet, it didn't only affect the player, but also things like NPCs and our combat system.
The Unholy Second made it so that things started spawning in places where they shouldn’t. Events would appear in the wrong positions on the map, forest animals could be seen in densely populated cities and enemy characters would pop up into tea houses. Is there any place more inconvenient to be ambushed in than a tea house? The Unholy Third is simply making NPCs invisible to the player, which happened randomly here and there.
We can’t have that, now can we?
Blessings in disguise
Now, I'm happy to report that the team is very close to fixing all three of these issues so that none of the players jumping in on launch day will be haunted by them.
Of course, since we are launching into Early Access, we do want to emphasize that the game will have issues like bugs and balancing issues on release. It’s just that these particular bugs were too prevalent and too detrimental to the general play experience for us to just roll with it, despite the fact that Early Access titles aren’t expected to work flawlessly right out of the gate. The Unholy Trio needed to go.
Besides polishing work, there’s another upside to the extra time that we've allowed ourselves. The team is currently deepening the experience further than we would’ve had time for previously, with more quests and dangers for the player to dive into. Additionally, we are making new areas that we’ll add to the game world early in the Early Access period. We will have a more detailed roadmap of what is to come after launch soon.
We’re not announcing the release date today, but we have decided on one and it's not as far off as some of you have been speculating. We’re so excited to start this journey with you, and that's what it is going to be – a journey. That's why we're doing the Early Access period, because we want to shape Book of Travels together with our players. The game we envision in our dreams wouldn't be possible to make without you and we're so appreciative of every one of you who wants to be a part of it.
When you play Book of Travels there is no linear questline, instead every player will have their own journey and stories to tell. Find out more about how our game design works to make your journey unlike any other...
Revealing the Early Access World
Later this year Book of Travels will be available for Early Access on Steam. In Chapter Zero parts of the Braided Shore will be open, and among the places to visit is the gem of the region – the city of Kasa. Read more here.
Join our Discord
Join our super friendly Discord to exchange ideas on all things Book of Travels as well as art, games and books.Join here.
During this event, you will be able to try the game in a short demo with a friend for free. This demo will showcase some basic levels that will be rather easy compared to the rest of the game. They will introduce you to the game and all of the core mechanics. We currently aim at a 60-90min demo with 24 levels.
We are also discussing with some people to make an introduction stream at the start of the event to present the game and answer some questions you might have. We will have some news about this later as we come closer to the fest.
Finally, we will release a small trailer that will introduce newcomers to the game's concept and main mechanics.
That's all for the steam fest. We will now spend some time explaining what's next for Palallel and what's going on.
Current Focus :
Devblogs
When we decided to participate in the steam next fest, we made the choice of delaying the devblogs to have more time to spend on the game's development. Although we loved to discuss the issues we encountered and the design choices we've made, we won't don't plan to make any devblog in the near future. This is a really time-consuming process in research, illustration, and writing and with the demo coming in October, we had some priorities that came first. That doesn't mean we won't make anymore devblogs, but it's in a frozen state as we work on polishing and finishing the demo.
Demo
The Steam October Next Fest was a target for us for a long time. We've missed the July Fest because the game wasn't ready but we knew that a new one was coming. We've been preparing for this new fest for some time now, some of you may even have participated in a playtest we've made a couple of weeks ago (thanks a lot !). This playtest was incredibly useful for us, it allowed us to fix a lot of issues and identify key problems about some of our base mechanics. We've fixed almost every one of these issues and even though some remains, we are confident in the current demo's state.
What we're working on
Of course, we are still polishing the demo as we come closer to the fest. Some issues are hard to track but we are doing our best to finish the demo. We changed our server hosting service to gain stability and to have a bit more margin for the number of concurrent users. Thanks to the design choices we've made at the start of the project, Palallel is a game that requires almost nothing in terms of resources (both networking and client-wise). This topic is probably one of the most important topics we would like to talk about in a devblog, but as I said earlier, it's too complicated right now.
We are also preparing for the future. We are adding some new mechanics that won't be in the demo and we're constantly adding levels to the game. Some of these mechanics will be shown in the trailer we will release with the steam fest.
What's coming next :
The game has a new structure with worlds (we will go more deeply into this later). We won't spoil anything about this right now as we are currently designing these worlds but expect some news after the fest.
Palallel will feature special levels (called 'Mid' and 'End') that will have a unique mechanic associated to them. With each world comes one mid-level and one end level (names are WIP). I'll let you discover these when the demo released in October.
We also plan to add bonus levels that didn't make it in the current world you're playing. These levels won't be accessible at first, you will need to unlock them by paying attention to the world (rather mysterious ːshadeknightː). See this as a "cut content" that we've add to the game for those who want more challenge.
We have some more work to do on UI, sounds, and more and we're planning to add controller support as well as some settings in the main menu. All of this will come in the future sooner or later.
The end :
Even though this post is incredibly long, we still have one more surprise for you : the friend's pass.
There will be two versions of Palallel. The complete version will allow players to host & join a game while a free version will be available that will allow players to join anybody (but can't host). This will allow players to enjoy Palallel at low costs.
Thank you for following us, we hope this answered some of your questions. We'll see you very soon during the fest !
- Tweaked collision on the water wheels in the Siege map to prevent people from getting stuck inside of them. (Community bug report) - Added some obstacles on Siege map to make it more difficult to get into the opposing teams spawn. - Fixed warehouse building in Northwest that was all white. (Community bug report) - Improved frame rate on WebGL build by pruning far away particle fx on the server. - Fixed SSL connection issues on Linux. Note that even though the game only requires ipv4, you will still need to have ipv6 active due to the version of Mono included with Unity. - If you hold down shift while dragging ammo to the ground, it will drop half. (Community suggestion). - Fix spawn protection bug on non TDM modes where if you left your base, you would still have spawn protection. (Community bug report)
We haven’t posted anything in a while (but that’s because we’ve been super busy working on the game, I swear), so now’s the perfect time to elegantly come back with great news: the first major update since the release is out!
Let’s quickly (or not so tbh) go through everything awaiting you in this update!
4 new tools for additional texturing effects:
A foam brush
A feathered brush
A scattered brush
A new kind of painting knife
3 new precise brushes:
A super-thin brush
A thin flat brush
A fine blender
A fancy flying tool shelf!
A new commission… and a new unique reward?
It is said that Koki is out there looking for you again. What could he possibly have to offer this time?
Mop and sponge rework
The sponge and mop have been reworked. Wet, they will clean. Dry, they will paint. And don’t forget to randomly squeeze the sponge, because it feels good.
Other tools reworks and additions
Reworked roll brush and fan brush paint textures. The fan brush is now more suitable as a texturing tool.
More brushes rotations. Many tools have been added extra rotations, especially at 45°
Added a new, smaller, tape width to the tape tool.
The standard (pointy) brushes now have cleaner strokes
Other changes you shouldn’t miss
Paint now takes twice as much time to dry naturally
You can now directly attach the tool you have in hand to a tool holder by activating it
You can now deselect a tool you have in hand by pressing its assigned key again
Brazier will now do proper fire damage. Get those spray cans ready.
Changes you don’t care much about
When a brush collides with something, the minimum required speed to leave a splash of paint is now a little bit higher
Updated the shop icon of a brush
Added a visual indicator when holding a stencil in the wrong direction
Boring fixes
Fixed a rare bug that could erase painted surfaces on load
Fixed some achievements progress could get reset
Fixed an issue causing the end game achievement to sometimes not trigger
Fixed could pick paint (from blobs) from the other side of a paint palette
Fixed one of the tree sculpture’s rocks
Fixed an uncommon, minor and difficult to explain issue happening when rotating objects
Fixed virtual windows landscapes FOV not matching with the camera zoom
Fixed an email from Asha was not delayed as it should have been
Fixed some basic tutorial messages would not show up if playing in Creative mode
Fixed the color shifter tool would make a transparent surface black instead of preserving its alpha value
Selling machine: fixed could pick an item while on its way to be sold
Now preventing to attach stencils again to a canvas after it starts moving to get sold
Adjusted some tools snapping position and rotation (when attached to a tool holder)
Preventing to hang stuff on the bobbleheads’ chest, since it sometimes can’t be removed afterwards (and has little use anyway)
Phew, that should be it. Now you should first officially understand and forgive us for the long silence, and then plunge into the game and check out all the new stuff. Like, you really should, jokes aside (kk, let’s leave jokes in their places, but still).
Finally, if you still don’t own SuchArt for some reason, make sure to grab it with an 20% discount until Sep 4!
After some reworking of the cutscene engine, I could finally create a proper release day trailer. Found some bugs on the way and added a few enhancements (like fog) that will be included in the next patch.
Free demo launch for Hypnagogia 無限の夢 Boundless Dreams on October 1st!
In the demo, you can expect to explore two full levels that will be in the final game, both a dream and nightmare (as well as one that may or may not be hidden somewhere!). Talk with the denizens, discover their plights, and reclaim the two missing dream shards.