The Darkest Tales — Into the Nightmare - 101XP Comrade Taty
Hey, everyone! Today we've implemented yet another patch that hopefully will make your gaming experience better. Starting from now on players can rebind keys and choose the most convenient way to enjoy the game. Also, a few users reported a strange aura surrounding Teddy when you press certain keys or key combinations. We've also fixed it together with some other minor graphic bugs (although we must admit, this blue shield looked kinda cute).
Thank you once again for your continued support and interest in our game. The Darkest Tales Into the Nightmare has only been out a few weeks now, but it’s already passed the 500 review mark on Steam and we’re absolutely blown away by such wonderful feedback!
As this is a free version of the game, writing reviews is one way you can give back and contribute to the community. We believe it might help other users to make an informed decision if it’s worth or not playing The Darkest Tales and help us to grow.
One of the questions that pop up a lot is “Is it going to be available on Xbox (PS, Switch, etc)?”. Yes, yes, and yes again! The Darkest Tales will be available on PC and consoles and we plan to release the game on various marketplaces including Steam, 101XP.com, GOG, and Epic Games Store.
Please don't forget to wishlist and follow The Darkest Tales on Steam - we plan to host a live Q&A stream soon, so don't miss the announcement!
At the end of October our development team sat down to speak with the community through Discord’s Stage Night feature about Beyond The Wire’s journey up to now. Part of the event included a submission of community questions which we have gathered here for everyone to read through.
Q: Why did you name your team Redstone? A: The name was inspired by the red-coloured sand found on the beaches of Brazil, where our creative director grew up.
Q: We have seen that the aim is to diversify the gameplay with planes and tanks – Why do you not feel that cavalry could be included on this list? It offers a potential widening of the map types and arguably more contribution to the primary gameplay on the ground than planes. What is the end-game vision? A: The production effort for a working cavalry model is outside the scope of our team size.
Q: Is it a consideration to rework the rifles and sidearms to offer some difference in what they offer beyond ammunition capacity? Currently, with the exception of the Lebel which bolts fast and reloads slowly, they all bolt and achieve nearly the same rounds per minute which puts the British Empire factions in an unusual position when they do not have specialist trench clearing equipment/close quarters equipment. As an example, the SMLE should bolt faster, this can be compensated with a slower reload for ten rounds. A: In the Operation III update there will be the first iteration of different characteristics which we plan to explore further with future updates.
Q: What was/is the motivation behind BTW? A: To deliver an authentic, realistic WW1 atmosphere paired with a tactical and rewarding FPS experience.
Q: Have you considered how early you will go for maps, for example the battle of the frontiers, which may cause a different pace due to the different tactics A: Yes, meeting engagements would be ideal but it’ll require quite a bit of production effort to get there so we can’t guarantee when that’ll be.
Q: What are some possible ways you’re looking to expand the commander role? A: We’re looking at various call-in options for the commander such as aircraft support and additional off-map artillery options
Q: When’s the next soundtrack? A: The second volume of our OST will be available in 2022
Q: Will music get a bigger role in the future to create a more dramatic scene or just mainmenu only? Red Orchestra 2 for example did a good job in building-up the music throughout the match. A: Music will continue to be a large part of the Beyond The Wire experience. We introduced some new atmospheric music during rounds in update 0.13 which will be expanded on over future updates.
Q: Is the interior of the Chateau in Chateau-Thierry going to be added? A: The plan is to make a portion of the Chateau interior playable.
Q: Can we expect to see Austria-Hungary and Russia? A: Austria-Hungary will be releasing as a new faction before full release.
Q: Will there be death animations added or updated gore/ragdolls? A: It’s planned but requires a lot of production effort so can’t guarantee when that will be.
Q: Will there be any logistic aspects added to the game? A: Potentially but not immediately planned.
Q: When will there be a big optimization of the game? A: Yes. Optimization is a major factor of game development and will be part of early access priorities. Once all our major systems and content is in the game we can apply full effort to this area.
Q: How do you plan on making the weapons and customization diverse enough to be interesting while still staying at least more than semi historically accurate? A: The player will have a ‘preset’ slot that will represent different years of the war, certain cosmetic items will only be available for certain years. There’s still a decent amount of customization that can happen while respecting what year a uniform or equipment piece would have been widely used or available.
Q: Any plans to add a naval battles in future? A: No
Q: Instead having the Scottish as sub faction, could we have them as a customization? A: No, in order to maintain uniformity and historical authenticity in terms of the soldiers that are present on a team during a round of gameplay, any group of soldiers that has a reasonably large difference in terms of uniform or equipment will be relegated to a sub-faction.
Q: How do you foresee the multiplayer campaign system functioning? Will it involve a transition from early to late war map layers as the campaign progresses? A: Multiplayer campaign has been shelved but yes, it was planned to transition from early war to late war.
Q: Will flamethrowers be operated by one or two people? How will they fit into the current squad system? Will you make sure to keep the range of it as far as it should be? A: Flamethrowers will be operated by one player. Range and ammo will be dictated by gameplay needs and balance and authenticity will be secondary.
Q: Are we going to have heavy siege howitzers? like the BL 9.2 inch heavy siege howitzer or the Mörser 10 or 16? A: Unlikely, heavier artillery will continue to be represented by commander off-map support abilities.
Q: What motivated the decision to change the bandaging and digging system A: We noticed accessibility issues with new players accessing inventory items. Actions such as bandaging, wire cutting and building were streamlined to increase accessibility for players new to the genre
Q: There is Counter Strike logic with how you run faster with your melee out. Could you explain the reason for such a decision? A: The reason this exists in this game and others is so that if you’re approaching a player with a melee weapon and they are moving away from you, you are able to catch up with them. If you are both constantly moving at the same speed, it results in long chases which makes it more likely the melee-user will be killed before they’re able to reach their target.
Q: When will we get bots in the game? A: Our most recent roadmap shows our plan to introduce bot support at full release (1.0)
Q: What are you future plans to market the game? A: We work alongside valve to coordinate marketing efforts on steam for each update. Beyond these in-app promotions we will be ramping up advertisement and promotion when the game comes closer to completion. Free weekends, sales and sponsored promotion marketing will all be explored
Q: Can we expect having another addition to melee combat as in weapon bashing (smacking enemies with the rifle buttstock)? A: It’s been planned since prior to release but requires a decent amount of production effort so can’t guarantee when this will happen.
Q: We went from having a defined amount of bandages to being infinite? A: It isn’t meaningful to limit them in our game since the pace is much quicker and there isn’t any kind of logistics system.
Q: Are there any PVE modes planned? A: We have a gamemode planned that will include AI waves for players to defend against
Q: Any chance for getting a next gen console version? A: There’s currently no plans to develop BTW for next gen consoles however we see that the game would make a great console game. Perhaps a future endeavor!
Q: Is there any chance the game will upgrade to UE5? A: The development team would love to move to UE5 and there had been some preliminary research into the engine. However UE5 is still relatively new and more time is needed before we can confirm if the upgrade is possible.
Q: Are other Entente gas masks coming? A: Yes
Q: When planes are added, is there going to be air to air combat only or is there going to be air to ground as well? A: We’re expecting to offer flying capability for air-to-air combat as well as air-to-ground game modes.
Q: What about other vehicles like armored cars and trucks? A: Yes.
Q: Are you going to implement vote kicking in servers? A: We have a prototype “Vote Kick” system arriving with update 0.13 which will be developed further over the following updates.
Q: Would you be more likely to add a German subfaction before a different central power faction? A: Sub-factions for the German Empire are planned with the Jager regiments arriving in the next update.
Q: What was the hardest part about developing the customization system? Will it only get harder as more factions are released? Will sub factions have unique customization options or will they use equipment from their parent country? A: Getting to grips with the sheer scale of the customization system has been the most difficult part with the system differentiating by faction and year. Initially only major powers will have customization options, customization for sub-factions will come over time and only if they have a variety of diverse enough uniforms/equipment to warrant customization.
Q: Will you ever add body dragging like in Squad? If not, why? A: It’s been planned since before release but can’t guarantee when it will happen due to resource limitation.
Q: How widely are you planning to introduce flamethrowers. By this I mean will there be multiple flamethower models for each faction and different types of flamtehrowers like portable and stationary A: Flamethrowers will be portable, they will exist as an option for teams that historically used them widely.
Q: What sort of tanks will be added, I’m guessing a Light and Heavy class for each nation? For example the FT17 and Saint Chamond for France, Whippet tank and Mark tanks for Britain and the Leichter Kampfwagen II and A7V for Germany I’m guessing? A: Tanks and vehicles that are historically authentic will be available for the relevant teams but gameplay needs and balance may supercede authenticity in some cases.
Q: Have you considered the possibility for battles not directly related to WW1 but still happened in the WW1 timeframe A: Yes.
Q: Will you be able to spawn tanks in the shooting range? A: Yes.
Q: I would like to know what is the sourcing process for historical references and material like, easy or hard? Do you have historical advisors like professors etc? Has Discord or Reddit been any help for this? Where do you usually get your inspiration for future content? A: Yes, we use historical advisors who usually have a network of material or additional human sources to draw from. It hasn’t been easy as a lot of specific information from world war 1 is lost or obfuscated. Some of our historical advisors have come from our Discord community.
Q: How was it for you guys making those epic trailers? And how did you do it? do you have special teams working on them? A: Making the trailers is one of the best parts! We employ and collaborate with a cinematographer to create the trailer concept before supporting them with art and tools to use in-engine. From here the cinematographer captures any scripted scenes or any live gameplay. We also include original music from our music composer.
Q: Are we gonna have like a christmas update? Something like the 1914 christmas truce? A: Offering time-limited events such as christmas truce is something we will take part in down the line but the team is currently concentrating on developing the content and systems for 1.0.
Q: Are there plans to make all the window models be broken? A: The plan is to make the window glass destructible.
Q: Will you be buffing barbed wire to make it more of an obstacle? If not, why? A: Yes we’ve been looking at ways to tweak barbed wire to make them more useful/impactful on the battlefield.
Q: Will we get different handling and other characteristics for the different pieces of field artillery? A: It’s unlikely handling characteristics will be drastically different unless we discover a way to make it meaningful while still being fair or balanced.
Q: And will we see different shells for the field artillery such as gas, smoke and shrapnel? A: It’s planned but due to resource limitations we can’t guarantee when that will be.
Q: Will voicelines be added for other things, such as healing, reviving, being shot, being suppressed, friendlies dying around you, being healed, etc.? A: Our voiceline system will be expanded on however we don’t plan on pairing every character action with a voiceline
Q: Will the early war maps be updated with proper early war uniforms? A: Yes
Stay posted for upcoming news and articles on Beyond The Wire. See you in the trenches!
The day is coming! In less than 24 hours PUNK WARS will be available on Steam, featuring four factions: Steampunk, Atompunk, Dieselpunk and Steelpunk! The game will be available on Windows, Linux and Mac OS for the price of $19,99/€16,99 (but there will also be a 10% discount on launch).
Age of Empires III: Definitive Edition - lady_eridani
Age of Empires III: Definitive Edition is celebrating Age of Empires II: Definitive Edition with a new event!
The AoE II:DE Celebration Event: 🤍 November 9 through November 28 🤍
While this event is active, everyone will be able to play. We’re including a fun group of challenges specific to the The AoE II:DE Celebration Event alongside some super cool rewards.
🡒 NEW REWARDS! Now through November 28, complete in-game tasks to unlock event-themed goodies:
🎯 Sign into Xbox Live.
🏆 Profile Icon Unlock – AoE II Male Villager.
🏆 Profile Icon Unlock – AoE II Female Villager.
💾 *Required* if you want to save any rewards unlocked during the event!
Each of the following challenges must be unlocked in order and on separate days:
🔒 Deal 1999 damage using Hussars in a Single player skirmish or Multiplayer game.
🧱 Mod Unlock – Winged Hussar.
🔒 Deal 2013 damage to any infantry units in a Single player skirmish or Multiplayer game.
🏆 Profile Icon Unlock – AoE II Jaguar Warrior.
🧱 Unlock Customization – Unlock Aztec Warchief Moctezuma Customization.
🔒 Deal 2019 damage with Elephants units in a Single player skirmish or Multiplayer game (Mahout, Howdah, Flail Elephant, Siege Elephant, War Elephant, Aiz the tame Elephant)
🏆 Profile Icon Unlock – AoE II Persian War Elephant.
🔒 Train 10 Petards in a Single player skirmish or Multiplayer game.
🏆 Profile Icon Unlock – Petard wearing sunglasses.
🔒 Win a Single player skirmish or Multiplayer match as the Aztecs.
🏆 Profile Icon Unlock – AoE II Eagle Warrior.
🧱 Unlock Customization – Unlock Aztec Warchief Tonatiuh Customization.
[h4]🡒 KEEP IT FOREVER!![/h4] Remember: if you sign in to Xbox Live at any point during the event, you get to keep all the mods and profile icons you unlock! Sign in, earn your rewards, and enjoy!
The day is coming! In less than 24 hours PUNK WARS will be available on Steam, featuring four factions: Steampunk, Atompunk, Dieselpunk and Steelpunk! The game will be available on Windows, Linux and Mac OS for the price of $19,99/€16,99 (but there will also be a 10% discount on launch).
Hello again!, Here’s more fixes to a lot of the top issues we’re seeing from your reports.
As always, if there’s something we’re forgetting or something new that we introduced please let us know over at our QA site https://questions.satisfactorygame.com/ We read your posts every day.
Thanks for the support and we hope you’re enjoying our game <3
BUG FIXES
Potentially fixed certain bushes/flowers not being able to be chainsawed in Northern Forest
Fixed typo in Concrete Foundation 2 naming
Factory Cart should now have proper physics on new foundation types
Fixed build gun looking weird during the Drop Pod Sequence
Fixed Factory Cart not having colours when held in the hands slot
Fixed Crash related to snapping a Conveyor Lift between two Conveyor holes which were too close together
Fixed a bug where the Conveyor Lifts would repeat the snapping sound in some scenarios
Fixed bug where Stackable Conveyor poles would not increase the cost in UI when zooping
Fixed minor visual bug when snapping a Conveyor Lift between two floor holes
Fixed a bug where complex clearance would not be spawned on the server, blocking clients from building despite holograms being ok with it on server
Fixed Hyper Tube support holograms being invisible
Fixed Water extractor snapping issues
Fixed Self Driving Trains being slow when a Client was travelling in them
Potential fix for invisible Conveyor Belts, Lifts and Pipes
Fixed Train Honk not being rebindable and setting Left Mouse Button to Move Forward making the Train always honk
Fixed To-Do List not saving when reconnecting to a multiplayer session
Manually driven vehicles now take Fuel from Truck Stations
Fixed a Vehicle related crash
Hopefully fixed all issues with the Vehicle Refueling logic
Hopefully fixed all issues with Vehicles running out of fuel
Fixed two rare crashes in the Conveyor Renderer
Fixed player has joined messages not showing up for Clients
BALANCING
Increased Silica max stack size from 100 to 200, Updated Silica description.
Increased the amount of wood that is obtained from chainsawing pine trees in Northern Forest
Updated Raw Quartz and Quartz Crystal descriptions to reflect new use cases
QUALITY OF LIFE
Added Text only layouts to Portrait Signs
Added Big text layouts to Square Signs and Billboards
Changed Power Poles to have soft clearance
Adjusted Street Light clearance size
Adjusted snapping size for Power Poles and Street Lights
Signs can now snap to Beams and Pillars
Added a directional indicator to the Signs hologram so it’s possible to tell their position when rotated
Added a “Consumables Volume” Sub Option and Medicinal Inhaler volume control has now been added under “Equipment Volume”
Implemented a generic world grid alignment for Foundations by holding CTRL when placing them
Walls can now be rotated when upgrading them
DEDICATED SERVER
Fixed spelling mistake in the server is offline message
Server state is now polled a lot less by the clients (at most 3 times per second) and clients back off gradually if a server does not respond to pings which makes the client behaviour less consistent with DDOS attacks
Clients do not store DNS lookup results in the server manager file and instead the DNS lookups are made every time the client starts up which makes the clients work better for servers with Dynamic DNS
LOCALISATION
Fixed a bunch of text issues, typos, and inconsistencies
Updated all languages with the latest translations
- Added ability to change skins on the two jets and the Battle Royale muscle car. - New cosmetic items for Veteran's Day! - Stats will not be tracked on 4v4 maps and testing servers. - New 4v4 map, Criss Cross. - Explosions and melee weapons push your character slightly. This will be refined in the future. - Cyberpunk Tribute map renamed to Cyber Tribute - Player killed by head shot gets X in kill feed (Community suggestion) - Fixed bug where emblems/flags that you owned were not being displayed in inventory selection. - Adjust how windowed mode in Steam is handled. - Potential bug fix for inability to purchase items in Steam.