Disco Elysium - The Final Cut - ZAUM_Dani


Hello again, friends. We’re happy to announce that Disco Elysium - The Final Cut will be available to play in Polish language on December 9th, 2021!

We’ve been working hard on this localisation with the dedicated and talented team at QLOC. Translating over a million words is no easy feat and they’ve done a fantastic job. We'd like to say a huge thank you to them and hope that you will join us in celebrating and supporting their efforts.

We’re thrilled that we can soon welcome all Polish speakers to enjoy our game in a language that is near and dear to our hearts.

Stay tuned!
Microsoft Flight Simulator 40th Anniversary Edition - FlightSim_OlieT




RELEASE NOTES 1.21.13.0
If you are playing on PC, some packages in your community folder may not have been updated and, as a result, may have an unexpected impact on the title’s performance and behaviour.
Please move your community package(s) to another folder before relaunching the title if you suffer from stability issues or long loading times.


New Aircraft: We are adding 5 brand new aircraft to Microsoft Flight Simulator:

Boeing F/A-18 Super Hornet: Our first military jet and a highly requested feature from the community. The Top Gun: Maverick expansion will release with the movie next Spring, but we wanted simmers to have the opportunity to be able to test their need for speed this holiday.


VoloCity: We partnered with well-known German company Volocopter, which is working on an eVTOL called “VoloCity”, a vision for an urban air taxi. We worked closely with the Volocopter engineering team to develop an authentic version of the aircraft for the simulator. This is our first aircraft that can perform pinpoint landings and is a teaser of what you can look forward to in 2022
when we intend to launch helicopters in the sim.


Pilatus PC-6 Porter: This legendary short takeoff and landing (STOL) utility aircraft is a highly versatile plane from Switzerland, and our close collaboration with the manufacturer and the development efforts by famed developers Hans Hartmann and Alexander Metzger resulted in a great and fun new aircraft with exception capabilities in the simulator.


CubCrafters NX Cub: Yakima-based CubCrafters recently introduced a nosewheel option for their flagship CC-19 XCub Aircraft, popularly called the NX Cub, which we are pleased to introduce to the flight sim audience to further enhance our bush flying and off airport options.


Aviat Pitts Special S1S: One of our most popular planes gets a single-seat option with the release of this aircraft.


New Airports
We are adding 8 handcrafted airports in Central Europe and the United States:

  • Leipzig/Halle Airport (EDDP)
  • Allgäu Airport Memmingen (EDJA)
  • Kassel Airport (EDVK)
  • Lugano Airport (LSZA)
  • Zurich Airport (LSZH)
  • Luzern-Beromunster Airport (LSZO)
  • Patrick Space Force Base (KCOF)
  • Marine Corps Air Station Miramar (KNKX)

The Game of the Year release is adding information about 545 previously missing airports in the United States

New Missions
Based on the popularity of the recently introduced Discovery Flights, we are adding an additional 6 locations (Helsinki, Freiburg im Breisgau, Mecca, Monument Valley, Singapore, and Mount Cook) to this popular series

New Tutorials (produced in partnership with FS Academy)
To further expand the onboarding experience, we are adding 14 new tutorials, introducing simmers to Bush flying (in an Icon A5) and IFR (in a Cessna 172)

New Features
We are also pleased to introduce several highly requested features by the community: an updated weather system, early access to DX12, and a dev mode replay system (more info below)

New Photogrammetry Cities
As part of our ongoing collaboration with Bing Maps, we are pleased to add a number of new photogrammetry cities: Helsinki (Finland), Freiburg in Germany (Germany), Brighton, Derby, Eastbourne, Newcastle, and Nottingham (UK), ), Vers-Pont-Du-Gard, Chambord and Port-Vendres (France) and Utrecht (Netherlands)

Stability
  • Several crashes have been fixed across the title
  • Fixed sim being stuck while loading the world data in rare cases
  • Improved online multiplayer plane trajectory accuracy and stability
  • A first implementation of DX12 can now be activated via the Option menu (requires a reboot of the title)

Navigation
  • New Arinc424 Cycle 2111 is now available
  • Flight plans that were externally loaded or manually edited on the world map will no longer be recomputed from scratch when changing the instrument procedures or the parking spots
  • AI controls ATC will no longer automatically send the updated flight plan from the aircraft’s instrument whenever a change is made

Weather
  • Improved METAR ingestion into live weather
  • You can now consult real airport METARs during flight from the Weather panel (only when Live Weather is active)
  • Updated .WPR file versionning for weather preset edition. Now handles both coverage and density for cloud layers (Formerly density became coverage). Backward compatibility has been handled
  • It is now possible to put clouds below sea level (-400m) for regions such the Dead Sea
  • Fixed AGL / MSL UI display in weather panel
  • Setting wind with weather panel is more coherent with in-game wind near ground
  • Fixed unit conversions in weather panel
  • Minor ui improvements in weather panel

VR
Microsoft Flight Simulator is now compatible with VR controllers on PC !
  • Main menu: Use the raycast mode to navigate and interact with the menus
    Cockpit
  • Instruments: Switch between the proximity mode (you interact with the instruments by grabbing them) and the raycast mode (you use a raycast to pinpoint the instrument you want to interact with). Beware of the autopilot as it overrides your inputs.
    Yoke/stick: In the VR options, you can choose between ‘Hold’ mode (hold the interaction button to grab the yoke) and ‘Toggle’ mode (press the interaction button once to grab the yoke and press the button again to release it) to interact with the yoke at your convenience.
    Toolbar: Use the raycast mode to interact with the toolbar and the in-game panels.
  • Implementing support for VR controllers has required a few updates in each plane. If a plane has not been updated, a pop-up message informs you that it is not fully compatible with VR controllers.
    You cannot grab the yoke with the VR controllers and control it with hand gesture.
    You can control the yoke with the stick of the left VR controllers.
    You can interact properly with the instruments using the VR controllers.
  • Lighting issues are fixed.
  • VR is compatible with DX12. You might encounter a few issues as the implementation of Dx12 is still WIP.
    Known issues in VR:
  • Only one controller is active at a time, so you cannot interact with two instruments at the same time. However, you can control the yoke and interact with an instrument simultaneously. -A few planes, such as the Volocopter, have a very specific configuration (throttle or other instruments on the yoke for example) which makes them currently more complicated to control with VR controllers. We will work on a way to make these planes fully compatible with VR controllers in the future.
  • The HUD in Reno Races may appear in the center of the field of view. Switching out of and back to VR fixes the problem.
  • A large white dot appears in the center of the screen during the loading after completing a landing challenge.
  • You may experience a visual glitch when loading the main menu back from the cockpit.

Accessibility
  • Audio Customization: Option to convert to Mono for people deaf in a single ear
  • Option to Adjust Background Contrast in HUD has been added

Activity
  • New Live event landing challenge is available. You can land the Boeing F/A-18 Super Hornet at Miramar
  • G-Effect and G-Suit preference assistances have been added in the option menu
  • New assistance has been added to disable the automatic logbook at the end of a flight
  • Fixed Bushtrip progression not saved when completing a bushtrip leg
  • Fixed Germany bushtrip which could not be completed
  • Fixed Take Off Airliner Flight tutorial that cannot be completed with the keyboard only
  • Completing a landing challenge will no longer change Assistance settings

Planes
GENERAL

  • Fixed a bug with water rudders at high speeds and with water rudders incorrectly affecting aerodynamics in air
  • Made ITT simulation engine specific on multi engine turboprop aircraft
  • Modular fuel system now supports CG based triggers
  • The primed level of the piston engine does not reset anymore when no combustion happens
  • Added a new parameter to use in the flt files for turbine engines : CorrectedFF
  • Added TACAN related inputs
  • Added a SimVar that shows the effective flaps handle position when some logic makes it different than the physical position
  • Checklist’s highlights will now properly use the HIGHLIGHT_NODE_ID rather than the NODE_ID if specified (Previously only affected the hover highlight)
  • Added a parameter to specify whether or not a plane’s autothrottle attempts to maintain the Vertical Speed when controlling the airspeed
  • Title no longer crashes when trying to invert a one-waypoint flightplan
  • Added SIMVARs for TACAN Navigation
  • Improved accuracy of FLC speed hold system on aircraft with a calibration difference between IAS and CAS
  • Corrected an issue which would cause the fuel capacity of planes using the modular fuel system to be displayed as 0gal
  • AUDIO : added flaps drag sound effects
  • AUDIO : added passenger ambiences cabin in airliners
Boeing 747-8 Intercontinental / Boeing 787-10 Dreamliner
  • MCDU now support waypoint insertion in Leg Page

Boeing 787-10 Dreamliner
  • Fixed HUD projection
  • MCDU has all its buttons highlighted on hover
  • ND flightplan display now has correct color
  • REV indication on EICAS is now display when in reverse mode

Boeing 747-8 Intercontinental
  • NavAids indicator on PFD now have adequate color
  • NavAids indicator symbol are removed
Airbus A320neo
  • Fixed a problem that prevented auto start (Ctrl+E) without external power unit
  • Autopilot now updates its target Vertical Speed while in VS mode
  • Autopilot now updates its target Altitude while in VS or Managed mode
  • Corrected an issue which allowed setting the Autobrakes to the MAX position in flight, when it should be disabled

Cessna Citation Longitude
  • Corrected an issue which caused push buttons for lights not to change state when toggled using a key
  • Fixed ITT alarm is ringing and caution message is displayed on PFD while ITT graph and numbers are green on PFD
  • Fixed aural warning related to parking brake cannot be silenced without disengaging the brake

JMB VL-3
  • Correction lights in the airframe

Cessna 208 B Grand Caravan EX
  • Correction of some textures for airframe
  • Condition lever has new keys to bind. Preexisting bindings to mixture keys can also be used to move the lever without any change in settings
  • Fuel flow controller PID was tuned to avoid FF spikes when using the condition lever

Beechcraft King Air 350i
  • Condition lever has new keys to bind. Preexisting bindings to mixture keys can also be used to move the lever without any change in settings
  • Throttle levers animation gives incorrect lever position

Cessna 172 Skyhawk
  • Pushback service was removed from the Floats version

Daher TBM 930
  • Fixed aural warning related to parking braking could not be silenced without disengaging the brake

EXTRA 330LT
  • Removed some electrical circuits from the E330 that were not used in the plane but could be enabled using the TOGGLE_ALL_LIGHTS key

World
  • Fixed a crash that could occur when flying near cities with a lot of autgen buildings
  • Various watermasks have been added around the world
  • Improved night lighting by reducing the intensity of the distant sepia layer
  • Fixed an issue with windturbines lights sometimes no display at the right altitude
  • Fixed terminal missing at KSFB
  • VGHS airport has been renamed
  • Collision pass has been performed on most of the bespoke aiports
  • Vegetation has been twicked around Christ the Redeemer
  • Improved LODs on CYTZ Toronto

UI
  • Fixed mouse click sometimes didn’t workon external windows
  • Added a Minimized hud assistance under option
  • Moved Ingame news and Release notes at the bottom of the main menu
  • The Marketplace is now accessible directly from a dedicated widget in the main menu
  • Allow inputs to be mapped on key/button release
  • Community-made activities now have their own dedicated page. They are grouped by their mission type, which can now have any custom value

Peripherals
  • Tobii eye tracker is now supported
  • Added a new gamepad preset : Gamepad (Fighter Jet) to complement the F/A 18 release
  • Added the Afterburner controls to the commands list
  • Added the G Limiter controls to the commands list

SDK
Devmode
  • The Replay system can be activated via the devmode on PC only / Options / Experimental / Enable replay panel. More info here: NEW: Replay Feature 16
  • ArtProj asset groups are now automatically converted to ModelLib upon loading a project
  • Fixed various UI issues in Project Editor
  • Expose the electrical system debug window (Windows > Behaviors > Systems > Electrical system)
  • Remove arbitrary limits for electrical component definitions
  • Added draw debug helipads
  • Extra parameters linked to the selected material code can now be edited through the Material Editor
  • Fixed corrupted node positions in graph when cloning an FX
  • Improved teleport window
  • The Output node of the Visual Effects Editor now exposes extra material parameters
  • Added debug OSM point features
  • Added top down camera
  • Added the Aircraft Thumbnail Capture tool. Allows to customise and capture aircraft thumbnails (see SDK doc)
  • “Advance Capture” button in Package Inspector has been replaced to a button which opens the Aircraft Thumbnail Capture tool
  • Fixed random crash in Material Editor when building a package
  • Fixed export to Community folder
  • Fixed “Remove Package” and “Remove Asset Group” buttons in Package Editor / Inspector
  • Fixed random textures flickering in Material Editor
  • Old material files are now properly deleted upon renaming a material through the Material Editor"
  • Added the selection of the default VR API used (Fake or OpenXR) in option menu
  • Fixed conflict between drone camera and developer camera. Now the two options are incompatible
  • Xbox Lod Selection mode will be replaced by the new model LOD limits system. Since they are exclusive, the UI now reflects this by disabling the Xbox Lod Selection Mode when the new model LOD limits are activated
  • Improved the export window interface in the Project editor
  • Add more data validation for invalid and out-of-bounds Color and UV data, to help avoid rendering issues such as black screen flickering during the Package tool
  • Bugfix: A flight could be started even if wasm module and/or wasm gauge weren’t loaded (more visible if a flight is restarted) -Fixed fspackagetool,exe not displaying console FlightSimulator’s console output, Added two commands : -outputtoseparateconsole : allow users to have FlightSimulator output to a separate console, -nopause : Prevent FlightSimulator to pause at the end of the proccess

Visual Effects Editor
  • Added a constraint on the name when creating or renaming a visual effect
  • New GroundDirection node, return directions relative to the plane orientation projected on the ground. See documentation here [SU6] Changes you must make on your FXs - MSFS DevSupport
  • Fixed node graph display issues after creating a new effect
  • Fixed new effect creation when there are unsaved modifications on the currently opened document. Will now display the usual confirmation popup
  • Fixed particle emission flow to get a more stable emission and particle count with high rates and velocities
  • In the Bezier Curve Editor, use Shift+Click to add a point
  • -Node graph inspector shows more user friendly names when possible for properties that can be added and removed in blocks
  • Fixed bugs & made major UX/UI improvements to the Bezier Curve
  • Allow spawning Visual Effects with no node and no contact point seup. The effect will spawn attached to the root node of the object
  • Fixed obsolete properties shown in node graph inspector
  • New primitive type GroundRibbon will create a fixed orientation ribbon that follows the orientation of the ground
  • Added a StaticMesh node
  • Fixed the deformation shader
  • Fixed a crash when closing the editor for an effect after moving a node then deleting it

Scenery editor
  • Added road, street light and power lines exlusion to polygons. -Added power line debug
  • Disable gizmo while editing heightmap
  • Fixed apron resume edition when there is a spline
  • Fixed light update when moving taxipoint
  • Fixed floating object that take too much time to be snapped
  • Fix DEM update when updating terraforming
  • Added airport checks
  • Added taxiways connectivity checks. Show hold-short orientation
  • More color for taxiparkings and taxipaths
  • Making the Hide and lock by type window a subwindow instead of a popup to be able to dock it
  • Fixed floating taxipoint
  • Fixed and improved color extractor
  • Fixed gltf textures not updated automatically

Aircraft editor
  • Cylinder displacement now correctly converted to cubic inches in the AircraftEditor

3DS max exporter
  • Fixed typo in ui of 3dsmax material
  • Pearl parameters are now restricted to only Standard Material

Model behaviors
  • Improvements to the usability of the Behaviors Window
  • Addition of ParametersFn feature to model behaviors
  • Addition of Process="“String”" to process a parameter as a string using RPN

Known issues
General:
  • TrackIR may sometimes stop working properly during a flight. Press F12 to reset the position.
  • Glass cockpit remains off when starting from cold & dark with the Volocity
  • Save custom weather presets is not operational
  • High temperature spikes happen above 44000ft
Audio
  • Added SONIC_BOOM Trigger Event in MiscellaneousSounds
  • Added mach cone zone & degree RTPC in the WwiseSampleProject

VR:
  • Only one controller is active at a time, so you cannot interact with two instruments at the same time. However, you can control the yoke and interact with an instrument simultaneously. A few planes, such as the Volocopter, have a very specific configuration (throttle or other instruments on the yoke for example) which makes them currently more complicated to control with VR controllers. We will work on a way to make these planes fully compatible with VR controllers in the future.
  • The HUD in Reno Races may appear in the center of the field of view. Switching out of and back to VR fixes the problem.
  • A large white dot appears in the center of the screen during the loading after completing a landing challenge
  • You may experience a visual glitch when loading the main menu back from the cockpit
  • Clicking on the Toolbar does not work (mouse, VR controller)
  • There may be some issues with the VR controllers when setting the interaction model to Legacy
Devmode:
  • Aircraft can no longer compiles because of glTF errors

You can leave feedback on various topics here - https://forums.flightsimulator.com

https://store.steampowered.com/app/1250410
Nov 18, 2021
Kselebox - KseLeroN
Hello everyone! A small update 0.5.8 is already available.

New weapon physics
Weapons now have new physics, effects and can also carry breaking objects.



Improved damage
Damage to the live pumpkin has been improved. Now, from hitting the blades, a powerful shot with a shotgun, or the impact on a part of the body of a huge physical force, it will be crushed



4 new suits
  • Modern Security Guard Costume
  • Tracksuit
  • Cop Costume
  • Prisoner's Costume



2 new weapons:
  • Semi-automatic shotgun
  • Submachine gun



New pyrotechnics:
  • Mine
  • Explosive barrel



Minor changes:
  • Added translation to all subjects
  • Previously untranslated items have been translated

Don't forget to join our Discord server to keep up to date with all the news
Blasting Courier - GotioBG
News
With this update, we bring new features and some bug fixes into the game.
We also made our first devlog!



New features
  • Skill Check inspired by Dead by Daylight



  • Island now has a different shape than square!





  • Inland pools of water. The river tiles are now surrounded by sand.





  • Fully dynamic side menu with controls



  • Sign and rock placement received an overhaul. They can now be moved with WASD/Arrow keys.
  • Castle is now hidden! Navigate with the arrow compass



  • Music now starts when you open the game
  • Player is now always spawned on grass that reveals only nearby tiles
  • Hide pools of water
  • Highscore annotation appears longer
  • Sign key changed from SPACE to Q
  • Fog tile is now darker
  • After a rock is thrown at a sign, the tile is revealed and the sign is removed
  • Mine percentage reduced to 10% to account for inland river tiles (5%)

Bug fixes

  • When throw rock, exit throw rock mode
  • Temporary sign/rock side menu not disappearing when grass reveals adjacent tiles
  • Sign count reduced when mine blown
  • Ocean was not big enough for some players. It was expanded
  • Volume settings didn't work in-game and until a new game
Toy Tinker Simulator: BETA - Turquoise Revival Games
Hello everyone,

We are happy to announce that our new game, Smart Factory Tycoon, is on Steam now!

Smart Factory Tycoon is a tycoon management game about running your dream factory with robots. Design your dream factory, plan all steps of production, research new technologies and become a tycoon!

https://store.steampowered.com/app/1755300/Smart_Factory_Tycoon/

Nov 18, 2021
Festival Tycoon 🎪 - Johannes (Developer)
Hey everyone!

I'm happy to announce that there's a new update to Festival Tycoon which just launched!
This is probably the biggest update ever, including:

*drum roll*



Steam Workshop Support

Yep, you read that right! You can now upload custom content to the Workshop!
There are a couple of different things which can be uploaded:

  • Custom sponsor logos
  • Custom company logos
  • Name lists
  • Locations

To make sure it's as easy as possible to create new content, I made a big tutorial and a couple of templates which should get you started faster!
You can get the tutorial directly on the Discord server (where you can get easy help too!) or by downloading it here.


Now, you're probably thinking why anyone wants to add a location to the workshop if all locations are available to anyone already. Introducing:

Location Editor

The location editor lets you create and (as the name suggests) edit locations! All you need to do is open up the game, hit the button and off you go!
You can build your own locations and share them with other players!

Sounds good and all but you're probably thinking "well yeah but they are still small and I don't have enough space!". But I am one step ahead here! I added:



Larger Maps

Previously, map sizes were 48x48, 64x64 or 80x80 units. With the new update I added two more map sizes: 96x96 and 112x112 units large!
That's nearly twice as much space to build festivals on!


But that's not all I have added! THERE'S MORE:

Custom Music

Bam. There it is! Custom music support in Festival Tycoon!
Long story short, you can now add your own bands to the game!

Just add your songs to the local folder and start the game. There are a couple of requirements which you can all read through in the custom content tutorial (see above)!





So over all that's it for this update! I am so excited to see your creations and uploads to the Workshop! This will bring a lot of life into Festival Tycoon!

If you have any questions, please don't hesitate to reach out! I am super active on my Discord server, that's the best place to get in touch! =)

Sorry for not being around as much as usual over the last days and weeks! I'll use the sheer amount of new content as an excuse here! ;)

Have fun playing!
And as always, feedback is highly appreciated!



Changelog

As usual, I fixed a ton of bugs and added a couple small changes. Here is everything I changed since version 0.11.0:

  • New: When using highlight modes in live mode, it now highlights sqauds as well. This allows you to very quickly check the covered area of different types.
  • New: Concerts now influence the reputation of a band. A successful concert leads to an increase in reputation and vice versa.
  • New: Added an option to set the target framerate to increase the performance on weaker devices.
  • New: Added a history window to show partner changes in the menu.
  • New: Profile can now be edited in menu.
  • New: Added a new overhead icon to the AI which tells the player that an agent is confused or has a pathing error.
  • New: Bands and sponsors can now be sorted by a variety of stats.
  • New: Bands can now be sorted in the line up planner window too.
  • Fixed: The profile reputation sometimes would suffer a lot due to sponsors not being satisfied despite the player had no deal with the sponsors. This is now fixed.
  • Fixed: Fixed a bug where VIP visitors would sometimes go to regular buildings even though having a VIP building provided.
  • Fixed: Visitors sometimes got stuck at stage entrances. This should be fixed now.
  • Fixed: There was an issue with the first agent to arrive at the festival being stuck at the spawn point, which should be fixed now.
  • Fixed: Management buildings are now colorized when selecting the highlight modes.
  • Fixed: The AI overlay hides now if a selected agent leaves the festival.
  • Fixed: Band reputation change now only takes assigned bands into consideration.
  • Fixed: The windows of the Patisserie aren't flickering anymore.
  • Fixed: Scaled rocks and other props don't block gaps anymore. This should solve a couple of AI issues.
  • Fixed: The supporter statue would turn into a regular statue when loading a festival. This is now fixed.
  • Fixed: Relax areas are not stackable anymore.
  • Fixed: Several bug fixes with nav mesh elements which should improve AI performance and pathfinding.
  • Fixed: A few issues with the French localization were fixed. Thanks to everyone who let me know!
  • Fixed: A bug where visitors were stuck at the stage entrance in between shows should now be fixed.
  • Fixed: Wine bar blocks placing stuff inside of it.
  • Fixed: Booked bands and sponsors were showing up in the browsers. This is now fixed.
  • Optimized: Added a few UI tweaks which hopefully make sponsor booking more straight forward.
  • Optimized: If a moshpit happens, some visitors will join and some won't.
  • Optimized: Improved a few tutorial texts.
  • Optimized: Completely reworked the partner progress system. It should be a lot easier to understand the change of values now.
  • Optimized: Clarified the band statements if a need is not fulfilled.
  • Optimized: Random repair and saitation tasks can only occur if the targeted building has below 50% condition or cleanliness value and the amount of parallel task at a time is limited.
  • Optimized: Removed randomness in concert quality. The concert quality should now be much clearer.
  • Optimized: Made band satisfaction reasons in the festival end screen clearer.
  • Optimized: Mechanics can now solve two tasks per trip instead of only one.
  • Balancing: Max. popularity change of bands per concert increased from 0.13 to 0.5.
  • Balancing: The cleanliness and condition of buildings don't directly lead to live tasks anymore but increase the chance of tasks to appear.
  • Known issue: Workers unassign themselves from a worker squad in rare instances. Workaround for now is to join them manually to the squad again.
  • Other: Extended the Halloween elements until November 5th (awesome for next year ;)).
Community Announcements - KTG_DEV_MESSENGER
Thanks for playing “DEAD OR ALIVE Xtreme Venus Vacation!”

The following will be held from 2021/11/18 (Thu) 16:00 UTC for a limited time only. Click the links above to jump to their corresponding notification.


Thanks for your support, and please continue to enjoy “DEAD OR ALIVE Xtreme Venus Vacation!”
Nov 18, 2021
Risk of Rain 2 - Jonathan


Dev Thoughts #23 - Survivors of the Void

Hello fellow Survivors! Welcome back!

Dev Thoughts Video

I wanted to start out by thanking everyone who reached out to me following last month’s video version of the Dev thoughts - as requested I got a huge amount of feedback - which was overwhelmingly positive so I went ahead and made another one for this month! Check it out and once again please let me know what you think!





Survivors of the Void

The official artwork and the name of the upcoming Risk of Rain 2 Expansion is now ready to be unveiled:

Survivors of the Void.



We have also launched the Survivors of the Void store page on Steam:

https://store.steampowered.com/app/1607890/Survivors_of_the_Void

I’d highly recommend both wishlisting the expansion and checking the store page regularly, there might just be some additions over the coming weeks. Also stick around for the rest of the Dev Thoughts - these are not the only Survivors of the Void reveals we have today...



Survivor’s Corner

Here’s a new section I'd like to include in each new Dev Thoughts where I highlight something cool created by our fans! This month i’d like to show off this amazing creation from @TheFiddleCat on Twitter:



Go and show them some love! If any of you have created or seen anything Hopoo Games related drop me an email at jonathan@hopoogames.com or ping me on Twitter or Discord and I might just include it in a future Dev Thoughts!



IRL Item Printer

You’ll never guess what we installed in our new office this month: A genuine Item Printer from RoR2!

Someone let Ben near the bloody thing and he decided to make a load of copies of his raincoat...



Great job Ben you dingus, What are we supposed to do with all these coats??






Ok all is forgiven



New Game Mode

Revealed in Dev Thoughts #21 and teased last month is the new game mode which will be available in Survivors of the Void.

How long will you last within the Simulacrum?



The Simulacrum is a wave-based arena mode set within a Void simulation. It can be played both single and multiplayer and contains any artifacts you’ve unlocked ready for use. It is an endless mode that can conclude only in your simulated demise.

My personal best attempt is wave 65 as Bandit, the office record is currently held by raincoat enthusiast Ben at an astounding wave 140 as Acrid. There is no shortage of testing (a.k.a. trying to beat each other’s record) going in behind the scenes with this new mode. We think you’ll have as much fun playing it as we have testing it!

The Void has recreated some of the iconic locations from Risk of Rain 2 to assess the threat of these dangerous places - the simulation is familiar yet somehow… different.


But definitely purple.

Within a confined safe-zone monsters spawn in waves of increasing difficulty and every 5th wave is a difficult Boss encounter. Some waves also have random mutators applied - maybe a random artifact is activated for one round...


...or maybe something that really sucks instead.

After each wave a Void Potential is created for every player, allowing you to select between 3 items giving you a great deal of control over your power within the Simulacrum.





Item Crates and other interactables spawn on the stage as normal - but venturing outside of the safe zone to reach these can be a great risk. Thankfully after every boss wave the safe zone moves to a new area, giving you a brief opportunity to open more crates and increase your power.




Get back here ya pesky varmint!

Getting those extra items will be a great help - when you experience a Void simulation of the most dangerous threats in the universe you never know who or what might show up to challenge you.



Gotta Kill ‘em All?



Please share your renditions of this mystery enemy in the #ror2-art-and-content channel on the Discord with a @SeventeenUncles ping plz. My personal favourite(s) will be included in next month’s Dev Thoughts.

Much Love

Jonathan @ Hopoo Games

Fly Corp - Resident007
A new patch has been uploaded to Steam, fixing multiple bugs that could cause the game to crash in Free mode. Please contact us if you're still experiencing such problems.

Also, we'd like to thank you for support! You are very important to us because we're a small studio and it's a pleasure to see your positive feedback. We'll do our best to keep creating awesome updates for the game.

Finally, how about joining our Discord server? Different game tactics are discussed there, and sometimes you can directly chat with the developers :)
Here's the link: http://discord.gg/invite/9eHyYap

Punk Wars - Jujubee S.A.
Hello all Punk Wars fans!



With Punk Wars now available we are also happy to share the news with you that the official soundtrack for the game is now also out. For those who already own the game there is a 10% discount :).

Songs included in the soundtrack:

1. Welcome_to_the_Wasteland - 01:08
2. The_Song_of_Steam - 04:03
3. The_Riff_of_Steel - 04:40
4. Atomic_Sonata - 04:04
5. Diesel_Pulse - 04:08
6. Gearwheels_of_Winner - 04:05
7. Spiky_Journey - 04:50
8. Gasoline_Era - 04:14
9. Nuclear_Fission - 04:24

Available formats: MP3 / FLAC / WAV





Punk Wars - Official Soundtrack:
https://store.steampowered.com/app/1816720

Punk Wars on Steam:
https://store.steampowered.com/app/1541790
https://store.steampowered.com/bundle/23828

If you have any feedback or ideas for future development let us know in the comments!

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