Oct 28, 2021
When The Night Comes - Kris
Happy Halloween!

Tell your friends, because When The Night Comes is on sale for 20% off to celebrate the spooky season! Sink your teeth into a copy at an amazing discount until November 1st, and don't forget to play our post-game mini-stories, including our Halloween special!

Join the WTNC gang and attend a Halloween party at the White Wolf, but of course, things are never REALLY that simple in the town of Lunaris...
Oct 28, 2021
Gachi Bird - ок.

It's here...
The moment came....
We all waited long enough, we all had our thoughts, worries and troubles.
But today!
We can move this things aside and have the time of our lives.
Play Gachi Bird.
Have fun.
Aniki
The Forgotten City - ModernStoryteller


Halloween is upon us, and if you feel like playing something that'll give you shivers, there's no better game than The Forgotten City! To celebrate the occasion, we're offering a 20% discount for the next few days!

And if you're still on the fence about picking up your copy, here are 3 reasons to take the plunge:

1. It was nominated for 2 x Game of the Year awards in the Golden Joystick Awards!


2. It has a Metacritic score of 85, and it's ranked in the Top 10 games of 2021!


3. It has an Overwhelmingly Positive user score on Steam!




https://store.steampowered.com/app/874260/The_Forgotten_City/
Phoenix Squadron : Azure Stars - Starcrater21
Before starting this off I need to get his off my back:
I Have made a lot of mistakes when developing this game, The biggest has to be saying this game is like Ace Combat Infinity, I'm correcting that by saying Phoenix Squadron is NOT a spiritual remake or based of off Infinity, Phoenix Squadron is its own game, Second off I need to put out any high expectations for this game, Its really been stressful developing this game, Official development started in 2019, but unofficially the game was in development since 2017, And well a few games have released since than that are similar to PHSQ, Namely AC7 and project Wingman, And with the releases of these games I feel like the expectations for Phoenix Squadron has risen dramatically, I'm always thinking that I have to make a game better than both, And well I'm here to say that I probably wont be able to create something on the level of Ace Combat 7, What I feel this game will get compared most to is Project Wingman which is also an Indie flight game, Although what RBD2 did with his game was amazing, Phoenix Squadron is 10x larger, Hell this game shouldn't be developed by just 1 person, It just isn't healthy. Tl;dr: Phoenix Squadron is its own game, And I'm not as good as a developer as RB (Or at least that's what I think), Although I'm much more experienced than I was when I first launched the game on steam, This game still is a lot for just me, On top of that my pc had some issues so I had to reset it, And I lost a lot of my Model files and texture files (Along with some sound files), I'm still determined to get this game out, But I have a lot of things to do, Hence why a lot of the game is still in dev, So if there are any bugs or game breaking issues please be patient, I have other things that I have to take care of when I'm not developing the game, It may take a few patches to fix a bug but again I'm taking on a lot more than I should, I've put in more than ill ever get out of this game. To everyone who has given feedback up until now: Thank You

Phoenix Squadron's development is now continuing however its going to be rough.

OK now for the actual QA

Where did "Northern Star" go?
I'm changing how I'm going to be developing campaigns for the game, Given the game is multiplayer I don't want to release 5 versions of the same online component, So I'm changing how future Campaigns will work:
Campaigns will be released as free DLC that can be installed and Uninstalled (Excluding the NS campaign as that includes some core maps)
No there wont be paid Campaigns

Windows 11 support
PHSQ is currently (But painstakingly) being developed on Windows 11, So I guess its supported?

Linux and mac?
I'm supporting Linux but apple requires that you use a mac to be able to develop for mac...
And my only mac was a 2011 Mac Book Pro with a faulty GPU that is now dead...
So mac support is in a grey area ATM

Unreal Engine 5?
*SIGH* Well I may port the game to UE5 its going to take a lot longer, UE5 is pretty much a new engine to learn, And UE5 is killing of Cascade: the particle system PHSQ uses right now, So I'm going to have to learn Niagara which is 10x more complicated.

Multiplayer
For MP, I plan on having a few game modes such as:
Capture the Flag (If I cant make this one work ill rework it into something else)
Team Deathmatch
Deathmatch
Custom
Acrobatics
and COOP missions.

Mod support?
I'm currently working on a system that allows for the import of custom textures, Basically:
I plan on having fully supported skin mods with emissive metallic and roughness support
(And perhaps a map editor as well?)

Aircraft (for the beta)
F/A-18X S-8 Superhornet II
F/i-16CM SuperViper II
Su-33Q SuperFlanker II

VR?
PHSQ will support VR play with Multiplayer and Singleplayer
And I also have been experimenting with an idea for a VR exclusive Campaign:
An open world where you can have random dogfight encounters which can give you in campaign currency that can be used to buy better aircraft and modules, and the ability to pick up contracts to get even more currency or progress the story with massive assaults, Due to tech limitations I cant make an entire world, Ill go more into depth about this VR Campaign in another post

Console Support
Im leaving this at the end because this wont happen until the game is stable for a full release (or stable full beta)
Playstation - Yep!
Xbox - Planned




PHSQ Update V2.03 (Or PHSQ Major Update 2 Revision .03) will be launching some time soon, Not saying when just saying its in development.
Team Fortress 2 - erics
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a client crash related to right-clicking an input field to open the context menu
  • Updated Taunt: The Dueling Banjo to add a missing sound file
  • Updated spelling for Sarsparilla Sprayed to Sarsaparilla Sprayed
  • Updated The Mislaid Sweater and Beanie The All-Gnawing to fix issues with the backpack images
  • Updated contributors display list for Los Muertos to add a missing contributor
  • Updated Megalo map stamp to fix incorrect image
  • Updated border color for Unusual items in the loadout menu
  • Updated the localization files
  • Updated cp_ambush_event
    • Fixed building inside wall exploit
    • Fixed some lamps that were hovering in the air
    • Fixed a few misaligned textures
    • Improved clipping
  • Updated pd_farmageddon
    • Underworld hurt trigger now works as last update explained
    • Fixed visable nodraw entity
  • Updated arena_lumberyard_event
    • Fixed a missing material in RED spawn
    • Changed the ghost particles in the 3d skybox
    • The team-colored ghosts that appear on round win now last longer and are more plentiful
    • The constant, purple-colored ghosts are now less abundant
    • Added various clipping improvements around the map
    • Added smoke to the chimneys
    • Added a line of sight check to the ghost dispensers so you can no longer provide benefits through walls
    • Removed the Observer
Vanguard Princess - eigoMANGA


Special "Halloween Sale" Discounts on Vanguard Princess and all its DLCs on Steam!
Rise of SamuraizerzZz - Grigory K.
There are a new interface, graphics, textures and effects. Explore an ABSOLUTELY NEW world map, complete Halloween Challenge and get 5 new achievements!

Make me happy, get the game!

https://store.steampowered.com/app/1379070/Rise_of_SamuraizerzZz/
Thank you for your attention!
Primal Carnage: Extinction - dinosauriac
A nerve-wracking, bone chilling new update has just launched for Primal Carnage: Extinction on Steam!



Today marks the start of our Halloween Horrors event, bringing not only a shiver-inducing collection of ghasty new looks, but a monster-sized shakeup to gameplay.

Here are all the gory details…


THOSE SPINE-TINGLING SPITTERS...



Every major update we tend to take a class family and focus our energies into trying to improve them the best we can. For this update, we felt it was time to give the Spitters a good polish up. For starters, spit detection has been greatly improved, with Dilophosaurus now consistently blinding people no matter where their venom spray hits the target.

Movement speed for both Spitters has been increased, allowing the softest targets on the dinosaur team to outpace the humans and make a quick getaway if they need to. They also have a new ability that is sure to leave you positively petrified…!


CHILLING CHARGED SPIT!



Adding another layer of depth to Spitter gameplay, Cryos and Dilos can now “charge up” their special attack to hock up a giant corrosive loogy that explodes with a huge splash radius. Holding down alt fire will begin the charge-up process, and reveal a targeting indicator when it is ready, showing roughly where it will land. You can go for AOE coverage to blind several people at once, or try to get a direct hit for massive damage.

A fully charged Cryo acid glob has the potential to melt a human on direct contact, burning them down to the bone and leaving behind a discoloured skeleton. Spooky…

The humans do have a fighting chance against the acid rain though. The large spit globs can be shot out of the air if you see them coming, even awarding a few bonus EXP for doing so. Shooting the spit renders it harmless, if your reaction time is good enough.

ENHANCE



Finally, there are some aesthetic improvements to Spitters such as new animations to further differentiate Cryo from Dilo, and different coloured spit slime that appears around their mouths. Cryo has persistent glowing green drool, whereas Dilo has bold purple drool that shows after it has used its venom spray. There are now sounds for spit projectiles with different impact cues for acid pools, venom pools and charged spit.

For more info about various quality of life improvements and other Spitter enhancements, see the full change notes at the bottom of this post.


HORRID HUMANS

For balance reasons, we have adjusted the movement speed of humans this update. They are now slightly slower than before and cannot sprint for as long. However, their stamina will regenerate faster and not have so much of a delay before it begins to come back.

Weapon damage ranges have been reduced across the board, so that dinosaurs aren’t being harassed by a wimpy pistol from several miles away. Shotguns are now legitimately close quarters weapons, whilst the spread of certain weapons like the flaregun has been improved so that you can hit targets more accurately.



On the flipside, the sniper rifle has seen a heavy reduction in accuracy when not scoped in, which is magnified by persistent fire and when moving. This is intended to be a long range weapon, and though it may still need tweaking, it should be harder to pop off an easy headshot on something that’s mere feet away from you.



We have been focusing a lot of our energies on Survival mode, so we have made sure that the latest weapons actually work in Survival now (solo mode) and can be upgraded. Weapon upgrades in Survival are also more meaningful compared to in the past, where previously the v2 version of a weapon was sometimes less powerful due to mismatched stats.


DEVILISH DINOSAURS!



Even after so many years, finding the right spot for Tyrants within the game still proves difficult. Bullet sponges are generally not super fun to fight, but at the same time these are meant to be rather tanky individuals. For the October update, we’ve provided them with more situational advantages.

When eating a human, a Tyrant now receives a 30% armour bonus (that applies to their whole body), until they have finished swallowing their meal. This helps “hit and run” Tyrants to get out of the danger zone while they consume their prize.

Unfortunately, some hidden animation errors caused Tyrants to be unable to reliably land attacks last update. These issues have now been resolved, so biting and swiping should feel a lot more natural and precise. For the Bruisers, we resolved a rather devious control lock problem where you could not use your secondary attack if you had also just used your bite.



We have been watching closely how our recently added Pachycephalosaurus has been performing since it went live. This update introduces some changes to reign in its abilities somewhat. Pachy can now only slide once it’s up to a certain speed, requiring you to properly initiate a sprint instead of doing it from a near-standstill. It also now costs stamina to drift in this way.

On the other hand, the handling of Pachy during a charge has been improved a bit, so that it’s slightly easier to angle yourself towards enemies. Bracing is also more effective than it was previously, though consumes more stamina as a result.


THE CURSE OF CAPTURE THE EGG



Some of you may know that we’ve had a beta running for Capture the Egg mode (CTE) over the last few months. The community has been really helpful in helping us experiment with several different win states, lose conditions, how many eggs are needed and more to find the final setup for CTE.

This update brings a new level of polish to the mode, with extra details such as humans wearing egg-filled backpacks and dinosaurs being able to stuff eggs into their mouths to return them to the nest. All maps from legacy CTE are now also fully updated with the latest version, having the entire level in play instead of a small portion of it and dedicated dino / human bases.

You can now play Capture the Egg on the following levels:
  • PC-Docks
  • PC-TheFalls
  • PC-ForestChasm
  • PC-ForgottenOutpost
  • PC-UtilityBase

To avoid potential griefing from players just never capturing the egg, it now has a finite lifespan. You must return an egg either to the human base or to its nest within 90 seconds, or it will “hatch”. A little dinosaur will pop out, dead from being away from the warmth of the nest for too long. You monster.

The final rules for CTE are as follows:
  • There are always two eggs, spawned in randomized locations around the middle of the map.
  • Humans need to capture both eggs to win the game, by bringing them back to base.
  • When you are holding an egg, you cannot sprint. Nobody wants to make scrambled eggs.
  • If you take damage while carrying an egg, you will drop it at your feet.
  • Dinosaurs can grab a dropped egg and return it to its nest, earning EXP in the process.
  • If the dinosaurs exhaust the human team's respawns, or the humans fail to capture, dinos win.

Each team has 30 lives available to them. Every time a team member dies, this number goes down.
If one team respawns enough that they use up all their lives, the other team wins. This means the dinosaurs can potentially claim victory if they take out enough humans. On the other hand, if both eggs aren’t captured, the humans have failed to meet their quota and dinosaurs will win by default.

The dinosaurs have a limited roster, Tyrants and Flyers cannot be used in CTE for balance reasons. There is a minimum required playercount of 4 for a match to start, and the mode has a max player limit of 16.



SURVIVAL SPOOKTACULAR



Our second major focus for the October update has been to resolve all of the lingering bugs with Survival mode and make it a much more playable gametype. This meant tackling everything from minor annoyances like your weapon skin getting applied to your arms when you upgrade, to always being forced to respawn as a Commando regardless of what class you were just playing when you died.

Players can now choose any class they want when they re-spawn in Survival, however, if you select a new class you will lose any weapon upgrades you purchased.

The turrets in Survival mode are also ALWAYS upgradeable now, whereas before there were restrictions on when and which ones could be bought. To help lessen frustration with those sneaky Compies, the last 5 dinosaurs left alive in Survival are now highlighted to help track them down. And as a final added bonus, kill assists now grant cash in Survival mode.


MORTIFYING MAPS



We have given all of the Survival mode maps a major overhaul this October, with a big focus on adding more verticality and points of interest.



WhiteForest and VisitorCenter now feature new elevated positions that you can use to get the upper hand on the dino horde.



Be warned though, it can just as easily lead to your doom if a Carnotaurus gets a lucky head swipe on you 50 meters up.



All of the Survival maps now have more gates to unlock over the course of a match, restricting the movement of the dinos and providing more opportunities to spend your earnings. These unlock pathways to the new elevated areas such as clifftop outposts and the dam causeway on White Forest, or the rooftop defence points on VisitorCenter.




GET READY FOR THE RENAISSANCE!



With this update we have introduced a fourth Survival level – AI-Renaissance, named after the colossal shipwreck that dominates the view wherever you are on the map. You start off on a white sandy beach, before unlocking the way into a fortified campsite and moving back to a clifftop overlook.

The beached tanker holds a horrifying cargo, waiting to be unleashed. Hold out as best you can by unlocking higher routes to rain down fire on the approaching dinosaurs. Watch for movement in the thick jungle, too dense for humans to venture into, where lithe agile raptors and spitters are waiting to attack.

We hope you enjoy this new addition to the Survival map rotation, and all of the enhancements that are now part of the legacy Survival maps!


TERRIFYING TRANSFER



Outside of Survival mode, the Team Deathmatch map Transfer has received a major upgrade this October, both in gameplay and visuals. The jungle has started to creep in, with greater foliage density and small trees dotted around the facility. There is much more cover, both natural and man-made, breaking up the extremely long sight lines that were there previously.



New routes have been opened up to sneak around certain areas of the map, and there are two extra acid pits for Pteras to drop their catches into. And if you need a cooling bath after being set on fire, there are a few extra water puddles on Transfer as well.


HALLOWEEN HORDE O’PLENTY



We couldn’t let the spooky season go by without including some frightfully good new looks. The in-game store has a horrifyingly huge selection of scary skins, terrifying taunts and mortifying mutations available. Not to mention, a ghoulish new gift box containing yet more terrors to be unleashed!

We've picked out a few highlights below, but you can see all of the shocking new looks added to the game on our special event Trello board here: https://trello.com/b/FXE3SzJo/special-event-items


SHUDDER AT THE STRANGE



Halloween brings two new Strange effects for use in crafting, which complement the previously added Kilowatt and Thalassic ultimate skin lines. Applying the Tesla Tool leaves a trail of golden lightning behind you and makes your eyes burst with sparks, whereas the Energy Tool applies an ionizing effect with gaseous clouds left in your wake and spectral energies emitting from your skull.



These new crafting tools are obtainable as drops while playing, as rankup/evolution rewards, and challenge completion rewards.

We are still investigating a way to directly apply Strange effects to items instead of relying on the lucky dip of crafting, however this may be quite a way off. The programmers are pretty busy these days with the porting process for PS4. Certain PC niceties that were planned will have to be set aside / delayed in some cases as we get deeper into that process.

SPOOKY SPRAYS

Time for some Primal Fear (animated)...



A chilling collection of new sprays is now available as free drops in-game. These range from ghoulish green skull faces to legendary motion sprays. We’ll be cranking up their drop rate during the Halloween event, they’ll become much rarer after the spooky season is over.

UNLEASH YOUR INNER FOSSIL



Everyone has a free time-limited set of skeleton skins to parade around in for the duration of the Halloween event. These critters were re-vivified in a freak lightning storm accident at the island’s museum, and are now loose in the jungle, their bones held together by some unholy force that science has no answer to – except bullets!


FUTURE SHOCKS



Keen observers may notice our AI has learned a few new tricks in Survival mode. We are putting more energies into upgrading them going forwards, and hope to have bot support for ALL game modes in future. This means AI versions of all the dinosaurs that don’t currently feature in Survival mode (but will in future updates) and further improvements to our AI behaviours.

The idea is AI bots will be something server owners can enable to fill up empty matches until real players join to replace them, but we are toying with the idea of allowing offline practice versions of gametypes such as TDM, GTTC etc. when the bots become more advanced.

We also have a new map in the works for Team Deathmatch, built in close collaboration with the community. PC-Waterlogged is planned to be added this winter! A moody atmospheric research facility, this map houses the fabled Atrium B, where experiments were performed on marine reptiles. Now, flooded and abandoned, the sea threatens to swallow the facility up.

We’re really looking forward to bringing this map to fruition and can’t wait to show more of it!





FULL FRIGHTLOG:



Capture the Egg
  • Disabled the use of Tyrants and Flyers in CTE mode
  • Players can now join late and start playing when a CTE round is already in progress

  • 2 big egg possession icons are now shown up top to say who has the egg
  • Humans are now shown with a bagpack that gets filled with the egg in CTE
  • CTE now uses set amount of LivesPerTeam instead of LivesPerPlayer
  • BOTH eggs need to be captured now, not just one
  • A stillborn Compy ragdoll appears and your egg "dies" if it is not returned soon enough

  • added animations for Spitters and Raptors holding eggs in their mouths
  • prevented roaring while dinosaurs are carrying the egg
  • added new hint message that the player can not run when picking up an egg
  • fixed sprint camera effects playing if someone attempts to "sprint" when holding the egg
  • fixed egg locator icon becoming stuck in CTE (making it look like there's 3 eggs)
  • egg possession icons at top of HUD are now hidden when the round hasn't started yet

  • Made vital info message text larger and more noticeable
  • Fixed "wait for players" still showing after the round has started in CTE

Survival
  • AI can now use special jump points to leap higher
  • The last 5 dinosaurs left alive are now highlighted to help track them down.

  • Fixed the Survival / Solo scoreboard not working
  • Kill assists now reward cash in Survival mode
  • You can now press B to throw cash

  • Fixed some weapons being worse after upgrading them in Survival mode
  • Added upgrades for recently added primary weapons in Survival mode
  • You now keep your weapon upgrades when respawning as the same class in Survival
  • Fixed turret upgrading being inconsistent, should now work in all maps.
  • Fixed turret log spam & turret-related server crash

  • You can now change class after a wave has completed in Survival mode, however, you will lose your weapon upgrades if you decide to swap (a popup warns about this)

  • Fixed always respawning as a Commando in Survival, even if you were a different class beforehand
  • Fixed spectating not working properly in Survival mode
  • Fixed secondary skin is applied to your primary weapon after upgrading in Survival mode
  • Fixed missing / incorrect HUD weapon icons in Survival mode
  • Fixed accidentally accepting class when sending a message on ready-up screen

  • Alpha Nova boss now has its correct skin in multiplayer
  • Alpha Nova boss can no longer be netted
  • Alpha Nova boss is now larger than a regular raptor
  • Updated hunt raptor cloaked skin effect

  • Updated the VisitorCentre map:
    • now has multiple accessible rooftops via ramps
    • main statue raised area is no longer blocked off
    • generator is now located on second floor of a gated building
    • various lighting and detail adjustments
  • Updated the WhiteForest map:
    • you are now able to walk on top of the dam outflow area
    • added ramps and walkways to elevated positions
    • added purchasable gates to unlock sections of the map
    • added more points of interest to the level

DINOSAUR CHANGES

Spitter Changes:
  • Spitters now run faster than before
  • Higher sprint stamina consumption rate for spitters

  • Cryo roar recharge time reduced to 30 seconds
  • Increased base damage for Cryo acid hits to 50
  • Reduced regular spit cost for dilo from 25 to 16
  • Reduced regular spit cost for cryo from 25 to 22
  • Reduced blind time for Cryo acid direct hits

  • Fixed dilophosaurus spit projectile collision cylinder, should now blind much more reliably.
  • Fixed spit overlay effect on human models not working in some cases
  • Fixed spitters being able to spit behind themselves

  • Spitter stamina bars are now split with a dividing line to show when charged spits are possible
  • You now see a targeting indicator after fully charging your spit to see where it will roughly land
  • If you don't have enough stamina for a charged spit, you'll just spit normally
  • Stamina regen is locked while charging spit
  • Charged spit uses more stamina than regular spit
  • Charged spit projectiles can be destroyed when shot at
  • Added new EXP bonus for shooting charged spit out of the air

  • First set of updated animations for Cryo and Dilo, fixing some minor glitches and differentiating them further

  • Added new spit impact sounds for dilo and cryo
  • Updated cryo sounds, featuring new pain and death cues
  • Cryo now has persistent green drool hanging from its mouth
  • Dilo now gets purple drool after spitting which persists for a few seconds
  • There is now a dissolve effect on human ragdolls when they die to Cryo acid

  • Spit is now destroyed when player leaves, gets auto-balanced, etc. to prevent friendly fire
  • Fixed dinosaurs seeing the venom overlay effect when standing in dilo spit puddles

Other Dino Changes:
  • Dinosaurs now have 40% damage reduction for strongpoint hits (previously 30%)

  • Increased Tyrant roar effect buff duration from 10 to 20 seconds
  • Increased effectiveness of Acro heal buff from 12 HP/sec to 15 HP/sec
  • Doubled the radius of Acro stomp attack
  • Moderate increase to Acro stomp damage
  • Reduced netted time for Tyrants from 9 seconds to 5
  • Increased damage of Rex tailswipe from 100 to 125
  • Tyrants take reduced damage when eating someone now (30% extra armour until they swallow)

  • Sliding as Pachy costs stamina now
  • Pachy must be near max sprint speed to initiate a slide
  • Made the Pachy charge turn speed a bit quicker
  • Can no longer taunt while sliding as Pachy

  • Fixed the attack timing and trace distance for raptors and Spino, should hit much better now
  • Fixed an issue where Cerato's tail whip would not deal damage if used directly after its primary attack

  • Increased bonus health of Carno ravenous bite, from damage +50 to damage +100
    (+140 if secondary attack)

  • Fixed a lighting issue that was present on nearly all Spinosaurus models
  • Optimizations to dino master shader
  • Fixed jump landing animations not really playing
  • Updated novaraptor run animation head posture
  • Fixed a couple of Tyrannosaurus skins
  • Updated the Teratus Rex mutation model
  • Tweaked bodyfall sounds for tyrants
  • Updated subsurface scattering mask for Flyers so it's not just the wings that let light through

Human Changes & Fixes:
  • Minor reduction to human ground speed
  • Increased sprint stamina consumption rate for humans
  • Shorter delay before stamina begins regenerating as humans

  • Fixed being able to charge up heavy melee with machete if you don't have stamina

  • Halved max range of standard pistol
  • Faster damage falloff for desert eagle
  • Lower max range and faster damage falloff for default shotgun & double barrel shotgun

  • Reduced spread for unscoped flaregun
  • More intense spread values for the sniper rifle when unscoped
  • Sniper rifle now has less of an accuracy bonus when crouched
  • 15% reduction to SMG crit damage
  • Minor reduction to desert eagle max range

  • Fixed default commando model absorbing its dogtags
  • Fixed a gap on the SMG model


MAP CHANGES
General:
  • Added foamy effect to interactive water waves
  • Improved collisions and removed exploits across several maps
  • Optimizations to multiple levels
  • Visual improvements and upgrades to Survival map lighting

PC-TheFalls:
  • Fixed the map not properly supporting new CTE
  • Widened one of the side entrances to the main atrium where the river flows out

PC-Docks:
  • added more dino corpses
  • added more cover and additional routes
  • removed most of the old CTE actors, started setting up new CTE
  • added dry grass to the level that transitions to lush grass inland
  • fixed main tower of the Docks ship not blocking spit
  • various level optimizations

PC-Transfer:
  • fixed some grass spots not being edible
  • added more deadly acid pits
  • added more Tyrant blockers
  • repositioned dino corpses to reduce line of sight at a distance
  • added way more cover and additional routes
  • placed more plant life, trees, bushes etc. around the main square
  • in-depth lighting pass, reduced height fog
  • fixed human exploit locations

PC-DesertionPoint:
  • fixed an invincibility spot that humans could wedge themselves inside of

VisitorCenter:
  • various level optimizations and collision improvements
  • set most of the cinematic raptors to use randomized models and skins
  • updated generic failure cinematic

UI AND MENU CHANGES

  • Added active server counts on server browser tabs (how many servers of each type are live)

  • Fixed incorrect weapon being selected when you are auto-balanced twice
  • Fixed party pistol and grenegg missing weapon icons in class selection screen
  • Fixed having your last custom first person weapon mesh still equipped after changing to another class (e.g. classic shotgun on commando)

  • Fixed L1/R1 gamepad buttons breaking class selection if used while in team select
  • Fixed stungun charging UI can get "stuck"

  • Added a separate ColorGrading off/on option to graphics menu
  • Removed the post processing quality option, as it has been split out into other settings

OTHER CHANGES
  • Fixed blood decals for ragdolls hitting the ground not appearing
  • Fixed taunt and attacking is possible at the same time as dino
  • Fixed issue where admin cheats would not work on server
  • Fixed several crashes across multiple game modes
  • Updated regular TDM maplist to have DeadTide map as part of it

Known Issues
  • Sometimes the Acro boss AI will fall out of the world on AI-Renaissance map
  • Survival AI can become stuck when dealing with gate obstacles on occasion
  • Older skins from several years ago may have incorrect patterning. We had to remove the old pattern system for performance reasons, but are working to remake these items in higher quality currently.



HAPPY HALLOWEEN



That’s it for this latest update to Primal Carnage: Extinction! We will return with another patch once the Halloween Horrors event is over in a couple of weeks. After that it's Dinovember, where we will have retro store rotations that see classic items returning, followed by the epic Winter Update in December.


Until then, we hope you all have a scary good time!
-The Primal Carnage Team


Join us on our official Discord server!

100% Orange Juice - PhleBuster

Version 3.9.2 - Princess's Privilege - is now live with several new features!

Tricked Out
The new Halloween event, Tricked Out, is now live until the end of November 28!

Collect Decorations in any game mode to progress in the event and receive festive rewards!

Event ending illustration is by Tsukino.

New Air Strike animation!

Fernet's hyper, Air Strike, has been updated with a new animation!

Character Select Name Search

You can now use the new name search feature on the Character Select screen, highlighting any partial matches to your text input!

Better Block Support for Lobbies!
If you block a player on Steam, you will no longer see their lobbies on the lobby list, and they will not be able to join lobbies you host.


Death By FrostByte - EJ
Happy Halloween!!!

Don't miss out on our Halloween Sale Special! Save 25% Off Death By FrostByte for the next four days!

Unfortunately, we don't have any in-game events or visuals for Halloween this year. Hopefully will have the workers dress up with Halloween costumes and other various themed visuals added for next year.

On the other hand, we have been putting lots of work towards the next major update!

October Devlog

We are hoping to release the next major update around mid-December 2021 to mid-January 2022. Here are the major features and content that we have been working on during the last month.

Introduction Cutscene

Our next update will feature a 2-minute cut-scene that will cover a decent chunk of the backstory. Here is a 10-second preview.



Workers Overhaul

The workers will get a complete overhaul for our next update. This includes a new randomly generated portrait for each worker. Plus, each worker will be given a list of different skills. These skills will determine how fast each worker can complete certain tasks. For example: Farming, Machinery, Mining, Research and more.

Moreover, you can assign different salaries for each worker. The biggest change will be introducing Day and Night Shifts where workers can only work half the day. You will also be in full control of who you are assigning for each task.



New Concept Arts

City Under Snow


Nature's Graveyard





Don't forget to follow us on TWITTER for regular development updates. Also, CLICK HERE to join our Discord Server!

Have a great day and Happy Halloween!

Stormee Games
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