World of Tanks - The Dot
Commanders!

The dazzling Holiday Ops 2022 event is not only about decorating your Garage and completing special missions, but also wonderful surprises from the Large Boxes we’ve prepared for you this festive season. Brand-new and rare Premium vehicles, exclusive 3D styles, gold, and much more will be up for grabs from December 9, 2021, at 07:00 CET through January 10, 2022, at 07:00 CET (UTC+1). Enjoy Large Boxes and celebrate the holidays with us!

             New Year
            Christmas
        Lunar New Year
                Magic

In compliance with local legislation, Large Boxes are not available for purchase in Belgium.
Large Boxes: What’s Inside?
   
When selecting boxes, you can choose from the four different festive Collections:
  • New Year
  • Christmas
  • Lunar
  • Magic
As always, the total value of the items inside is greater than or equal to the price of the box in gold, so there’s no way you can lose out.
     
Since this year’s decorations have no level, each Large Box will always contain one random Standard Decoration of the Collection selected. Plus, all Large Boxes contain 250 gold as a default treat.

In addition to these two standard goodies that never change, a box will also drop a surprise item from the list below, so you'll never only get a decoration and 250 gold.
  • 1, 3, or 7 days of WoT Premium Account
  • 250, 500 or 1,000 gold (on top of the default 250 gold)
  • 100,000 credits or 500,000 credits.
  • A Tier VIII Premium tank
  • A brand-new Tier II–V Premium vehicle
  • A brand-new 3D style for selected Tier X vehicles
  • A 3D style from last year’s Large Boxes
All Premium vehicles come with a free Garage slot.
Guaranteed Vehicle Mechanics

This year, Large Boxes feature guaranteed vehicle mechanics. It’s simple—if you open 49 boxes but still do not receive a Premium vehicle, then, with the 50th opening, you’re guaranteed to receive a random Premium Tier VIII tank from the set list below that you don't have yet.

There’ll be a special guaranteed vehicle counter in the game client, on the Large Box opening screen. Each time you get a Tier VIII Premium tank, this counter is reset, and the countdown to the next Tier VIII vehicle drop starts over.

As soon as you have all the Tier VIII Premium vehicles from Large Boxes on your account, the value of each subsequent dropped tank will be compensated with gold according to the standard rules. A Garage slot will also be added.








Formidable Tanks for Your Collection

The sweetest and most coveted gifts you might find inside Large Boxes are the formidable Tier VIII Premium tanks, including three brand-new vehicles. Each box may contain one Tier VIII Premium tank from the following list:
  • NEW! The Bofors Tornvagn —a Swedish heavy tank with a powerful regular (cyclic) gun that deals 400 HP of alpha damage. Its standard APCR shell penetrates 248 mm of armor, while the special APCR round penetrates 297 mm. It also features a turret of an unusual design with 280 mm of frontal armor, which makes it almost impenetrable. Mighty and menacing, the Bofors Tornvagn can easily carry a team and become a game-changer in any battle.
  • NEW! The Caliban —a British heavy tank with a quick 2-shell autoreloader and HE-based gameplay. The main feature of this large-caliber Brit is its 152.4 mm gun, which deals 850 HP of damage with the standard HE shell and 600 HP with the special AP round. The reload time between shells is 3.75 seconds, so you can cause an astonishing 1,700 HE-damage within two breaths. This tank is sure to strike fear into your opponents in close combat!
  • NEW! The M-IV-Y —an American heavy tank from the newest Yoh branch featuring the unique reserve track mechanics. This special hallmark allows the M-IV-Y to continue moving (although with a speed penalty) even if both main tracks are destroyed, which opens up new tactical possibilities and provides an unusual gameplay experience. This well-armored tank has good mobility for a heavy and is armed with a 105 mm gun that deals 360 HP of alpha damage.

  • The 122 TM —a Chinese medium tank with a significant 400 HP of alpha damage and 233 mm of default penetration. Its gun depression can reach –8 degrees, compared to the nation’s standard of –5 degrees, which makes the 122 TM the first Chinese tank you can comfortably bring to hilly terrain. It is one of the most well-protected mediums at Tier VIII, brilliantly performing as a long-range sharpshooting support vehicle.
  • The Škoda T 56 —a Czechoslovakian heavy with a 2-shell autoloader. It deals 460 HP of alpha damage—one of the highest among fellow Tier VIII tanks. The rapid reload time between shots means it can cause 920 HP of damage in under 4 seconds! A unique combination of firepower, a sturdy turret with protective screens, and great gun depression make the Škoda T 56 one of the best tanks in the game.
You might receive one of the brand-new Tier II–V Premium vehicles instead. All of them are real historical projects and represent tanks assembled from components of various vehicles:
  • The Pz.Kpfw. 35 R—a Tier II German light tank. In 1940, the German army received more than 800 French Renault R35 light tanks. The turret of this vehicle was very cramped, and the armament was considered weak even for auxiliary operations. The German forces replaced their turrets with those of captured Soviet T-26 tanks, and so the hybrid Pz.Kpfw. 35 R was born.
  • The Pz.Kpfw. M15—a Tier III German light tank. In September 1943, the German army gained control of the Italian company Ansaldo. At that time, this plant was producing the Carro Armato P26 / 40 and Carro Armato M15 / 42 tanks. The latter received the new designation Pz.Kpfw. M15/42. In the process of repairing damaged vehicles belonging to one of the German military units, a hybrid of the Pz.Kpfw. M15/42 and Pz.Kpfw. 38 (t) was created, which combined the turret of one tank and the chassis of another. The resulting vehicle was used in Yugoslavia, where it was captured by Yugoslav troops in the spring of 1945.
  • The Matilda LVT—a Tier IV British medium tank. In the autumn of 1941, the Australian army received 200 Matilda infantry tanks as military aid, which were later actively used in battles in Southeast Asia. The vehicle combined decent armor with mediocre weaponry and was delivered without HE shells; the Australians began to produce these on their own. Later, several experiments were carried out to install turrets from other vehicles on this tank, including those from the LVT (A) -4 and LVT (A) -5.
  • The M4-85—a Tier V Soviet medium tank. From 1943 to 1944, Soviet engineers worked to improve the characteristics of various tanks in service with the Red Army. They studied the possibility of installing more powerful guns on vehicles supplied under Lend-Lease. One such promising project was the refinement of American M4A2 medium tanks for the installation of Soviet T-34 turrets, which were designed for an 85 mm gun.
  • The KV-1 Shielded—a Tier V Soviet heavy tank. In March 1941, the Kirov and Izhora plants were ordered to develop shields for the KV-1 tank that would enhance its frontal armor, as well as the turret and hull sides. By June 1941, the first three shielded tanks had already been assembled at the Kirov plant. Their production continued until the end of July of the same year.
Amazing 3D Styles for Tier X Vehicles

If Lady Luck is on your side, you might find another item instead—a brand-new 3D style* for one of the following Tier X vehicles:
  • The Vz. 55 (“Hurricane”)
  • The Object 268 Version 4 (“Fair Trade”)
  • The XM551 Sheridan (“Salamander”)
  • The FV4005 Stage II (“Thunder Child”)
  • The ST-II (“Saiga”)
  • The Rinoceronte (“Fortuna”)
*If you currently don't own the vehicle, you will still receive the 3D style and you can apply it once you get the tank. You can only get one 3D style of each kind per account, which means that the styles that you have already obtained will no longer drop.

Finally, you may find one of five stunning 3D styles from last year’s Large Boxes for the following vehicles:
  • The Conqueror Gun Carriage (“Little Bart”)
  • The Maus (“Landkreuzer”)
  • The 60TP Lewandowskiego (“40:1”)
  • The STB-1 (“Winter Lotus”)
  • The WZ-111 model 5A (“The Last Dragon”)
There are a total of 11 unique 3D styles available this festive season—try to collect them all!

Compensation

If you receive a vehicle that is already in your Garage, you will be compensated its full value in gold, no matter how many times it happens. A free Garage slot will also be added.

[expand type=details]
VEHICLE
VALUE IN GOLD
Škoda T 56
10,550
Bofors Tornvagn
9,650
M-IV-Y
9,500
Caliban
9,450
122 TM
8,450
M4-85
1,500
KV-1 Shielded
1,500
Matilda LVT
1,200
Pz.Kpfw. M15
850
Pz.Kpfw. 35 R
500
[/expand]
All items dropped from opened Large Boxes will be displayed on a special screen in the game client, so you can easily keep track of the gifts you have received.


If you still have unopened Large Boxes at the end of the event on your account, they will be opened automatically. Once the event ends, any Large Boxes that you sent as gifts, but that were not opened by their recipients, will return to your account and be opened automatically.

Choose Large Boxes with wonderful treats for yourself and your friends, Commanders!
Hunt: Showdown 1896 - Cry_Ari




Rearranging Inventory Items - Item Hotswap Feature

With Update 1.7.1 we’re introducing the ability to rearrange Weapons and Items on your Hunter while still within a mission. Rearranging your items only takes a moment, and we know it will become second nature to Hunters of the Bayou in no time:


To move or swap items:
  • Hold the item you wish to be moved in your Hunter's hands
  • Press and hold the button assigned to the inventory slot where you’d like the item to go
  • After a short delay the item will be placed in the target inventory slot
    • If this inventory slot already contains an item, the two will swap positions

Moving and swapping items is limited to their slot categories. Weapons can only move to other weapon slots, same with Tools and Consumables.

Example: Swapping an Ammo Box in your first consumable slot, with a looted Flash Bomb in your last consumable slot.



Start by pressing ‘7’ to hold the Ammo box in your hand. Next press and hold ‘0’ to indicate you would like to switch its position with the Flash Bomb. After a short delay, the two items will be swapped.

  • The rearranging inventory feature will be limited to PC Players. Console Players still can use the two ‘favorite slot’ button mappings with -Left and -Right buttons on their Dpad to quickly access their two most important tools or consumables.
    • In order to remap your favorite slots select the target slot with the right stick and press and hold either -Left or -Right on the Dpad.

Developers Note:
With the introduction of this new feature, we’re hoping it will help normalize each game of Hunt and allow players to have their weapons in the correct slot even after looting a dead Hunter or to rearrange consumables acquired from Toolboxes.
We’re most looking forward to the utilization of this feature in Quickplay, so players can rearrange their Quickplay Hunter’s newly looted gear to fit the order they are most familiar with from Bounty Hunt.




Audio

  • Added a sound effect for Miner grunt’s headlamp being destroyed without the fireball.
  • Improved sound design for silenced weapons
Developers Note:
Since the introduction of the Vetterli 71 Karabiner Silencer, we noticed that the previously released silenced weapons (Sparks LRR Silencer, Winfield M1873C Silencer, and the Nagant M1895 Silencer) would need a slight rework of their design to be more in line with the original “base” weapons. This change is purely aesthetic and should not impact gameplay (e.g., The audible distance of the Silenced Shot)


World

Lawson Delta
  • Added more sandbags to the roof of the Waiting Hall in Lawson Station. This should help offer more cover from all directions while upon the roof
  • Made the side-building roofs fully accessible in Wolfshead Arsenal



AI

  • Fixed an issue where the Butcher would incorrectly shoot a projectile at a wall instead of a player
  • Tentative fix for bosses sometimes dropping Bounty Tokens underneath boss lair stairs where the tokens could not be reached
  • Fixed an issue where Concertina Armoured could kill chickens when walking past the chicken coop
  • Fixed a rare server crash related to AI navigation systems

World

  • Fixed an issue where cash registers would be facing the wrong way
  • Fixed a missing roof in Lockbay Docks while in the Tutorial
  • Fixed an issue where wooden footsteps could be heard in the basement of Lockbay Docks
  • Fixed an issue where the Butcher could partially get stuck in the basement of Darrow Livestock
  • Fixed an issue where the Spider couldn´t reach players in Wolfshead Arsenal
  • Fixed a spot where players could get stuck in Stanley Coal Company
  • Fixed an issue where crows can spawn too close to a player spawn point outside Moses Poultry
  • Fixed a spot where players could get stuck in Reeves Quarry
  • Fixed an issue where bullets could be blocked by an invisible obstacle in Weeping Stone Mill
  • Fixed a small see-through gap at the stairs by the new crypt entrance in Healing-Waters Church
  • Moved the crank wheel at the new crypt gate to the other side in Healing-Waters Church
  • Fixed a spot where players could get stuck in Fort Bolden
  • Fixed a bug where two cash registers would spawn in the same location
  • Fixed an issue where windows would sometimes become indestructible
  • Tentative fix for walls not properly rendering in spectator mode
  • Fixed a spot where players could get stuck in Darin Shipyard
  • Fixed a spot where players could get stuck in Cyprus Huts
  • Fixed a spot where players could get stuck in, beneath a roof in Scupper Lake

Gunplay

  • Fixed an issue where the Vetterli Marksman used the wrong base sensitivity, making the default camera speed faster than other marksman variants
  • Fixed an issue where the Dolch precision would eject one more bullet than intended when reloading without Bulletgrubber

Weapon

  • Fixed a reconnect issue that prevented players from swapping weapons

Reconnect

  • Fixed an issue preventing players from properly red-skull-reviving with a Bounty after a full reconnect
  • Fixed an issue where players would immediately execute world interactions that were queued up during an on-the-fly reconnect
  • Fixed an issue where event items that should boost Darksight range would not properly work
  • Fixed an issue where windows looked unbroken after a reconnect
  • Fixed an issue where after multiple reconnects players would no longer automatically crouch upon disconnecting
  • Fixed an issue where after a reconnect a burning player could no longer ignite AI and/or other players surrounding them
  • Fixed an issue where players were able to navigate the main menu before selecting a choice on the reconnect pop-up
  • Fixed an issue where the button shortcuts on the main menu were still working while a reconnect pop-up was active

UI

  • Fixed an issue that caused zooming in and out of hunter models while scrolling through recruits
  • Fixed an issue which caused the wrong reward to be selected while prestiging under certain conditions
  • Fixed a visual bug that caused custom ammo 3D models to be displayed on top of other weapons in the Equipment list
  • Fixed an issue that showed incorrect weapons briefly when selecting an ammo type filter in the Arsenal
  • Fixed an issue where the equipment tab would scroll incorrectly
  • Fixed an issue where previously removed “plus icons” came back when scrolling in the roster
  • Fixed an issue where fully dead teams, solo players, and QP players would sometimes get misleading info on leave mission
  • Fixed an issue where, when equipping four consumables, the selection would jump to the first consumable slot and render the reduce button useless
  • Fixed a visual bug that caused a gap between lines to appear after using filters in the legendary weapon store
  • Fixed a visual bug that caused a tooltip to be shown in the legendary weapon store despite the filter being empty



Please note – this list is not all-encompassing. We are aware that some currently known issues might not be listed, however, we will continue to update it as these are reported to us.

  • In some cases, AI is able to attack players before the match has started
  • In some cases, the Assassin clone can become stuck and not try to attack players
  • In some cases, the Butcher's bounty token can spawn below the floor/stair and be unable to be picked up
  • In some cases, Meatheads may be missing leeches and not react to players
  • In some cases, receiving bleeding damage from AI can show "you killed yourself" in damage history
  • In some cases, the Spider's frenzy is sometimes canceled when a player leaves the boss lair
  • In some cases, audio sounds as if it comes from a different position than it actually does
  • In some cases, switching fire modes on Dual wielding LeMats doesn't go into the correct stance, and plays a weird looping audio
  • In some cases, players can interact with trait charms at a specific range which plays the 'trait acquired' audio but doesn't give the player the trait
  • In some cases, the Spider can fall through the floor and become stuck when performing an attack
  • In some cases, razor wire can damage players through walls
  • In some cases, weapons can drop on top of each other making it difficult to loot the correct one
  • In some cases, players location can desync between client and server
  • In some cases, the crosshair stops changing size dynamically and will stay at a very small size
  • In some cases, the crosshair for the throwing knife/axes can disappear during a mission
  • In some cases, the banishment counter can desync for players
  • In some cases, the ammo counter doesn't update correctly when fast-firing the Scottfield
  • For some challenges when an AI finishes off a hunter that kill counts towards the Player that damaged the Hunter before previously
  • In some cases, players won't get a hit marker with melee while dealing damage
  • In some cases, Very High Spec users may be experiencing lower fps since a recent patch
  • In some cases, players may experience a stall on banishment
  • In some cases, players are unable to fire when switching quickly from iron sights to fanning
  • In some cases, the Winfield can empty itself server-side after the player gets revived or swapping weapons
  • In some cases, the transition between poison states can result in a slight camera shake
  • Very rarely, dragonbreath ammo can set the corpse of a player on fire (on kill)
  • In some cases, ammo on single-shot weapons may not be reloaded when switching while vaulting
  • In some cases, using a first aid kit while burning may cause problems with regeneration
  • Melee queuing sometimes fails for some weapons/items
  • In some cases, having RMB pressed while switching to a melee tool/world item doesn't prepare a heavy melee
  • In some cases, players cannot instantly charge a melee after using a different tool/consumables (like throwing knives)
  • In some cases, players can't sprint when they make a sprint input after a hipfire shot (only while sprint and ADS are on different buttons)
  • In some cases, players will randomly un-ADS their weapon
  • In some cases, when canceling a reload the player will melee instead of shooting (while RMB is held down)
  • In some cases, medkits can drop on a clue making them difficult to interact with
  • In some cases, players might remain empty/wrong handed when swapping weapons and vaulting at the same time
  • In specific cases, having sprint and ADS on different buttons ignores sprinting
  • The view of spectators doesn't always represent the correct aiming state of the player
  • In some cases, players can be stuck continuously executing 'LMB'
  • In some cases, players can have different sensitivities for melee weapons and normal guns
  • In some cases, players are unable to loot weapons and will receive the 'Ammo Full' message when pressing interacting
  • In some cases, used up tools get replaced when players pick up a new tool
  • In some cases, the poison effect from a hive or spider can be stuck on a player
  • In some cases, arrows and other retrievable may become unpickable when a killed AI is despawned
  • In some cases, bear trap placing is canceled when too close to another object
  • In some cases, weapons can drop below floors after switching
  • In some cases, picking up a small weapon during a weapon switch animation (from large to small) ends in swapping the wrong weapon
  • In some cases, flares stay alive for reconnected players and loop the throw audio
  • In some cases, the ammo display for single-action rifles can show incorrectly after a temporary disconnect
  • In some cases, climbing a ladder after a partial disconnect puts the player in a climbing state
  • In some cases, players won't start with full HP when replaying a Trial
  • After equipping all four consumable slots, players may have difficulties purchasing more consumables with double click
  • In some cases, after leaving a group and queuing for QP the button "Please wait" gets active/red again
  • In some cases, bleeding damage ticks are not properly represented in a players damage history
  • In some cases, the crosshair can be missing after switching weapons in gunslinger
  • In some cases, a Hunter is partially visible for a short time while in the lobby after a match has started or finished. (Players may see floating weapons, but not the Hunter model in the menu)
  • In some cases, banishment and token UI can display the wrong status
  • In some cases, dying to 'burning out' shows a placeholder/previous death screen
  • Some items in the progression list can disappear when unlocking them
  • In some cases, dying to the poison cloud left by a poison trip mine may display an empty death screen
  • In some cases, unlocking a legendary weapon can change the order of the legendary weapon list
  • In some cases, the bomb lance deals no explosion area damage
  • In some cases, bullets have difficulty penetrating objects they should be able too
  • In some cases, crows can react late to nearby players
  • In some cases, concertina wire doesn't break consistently
  • In some cases, shooting a hive bomb that is floating on the water with a shotgun spawns multiple instances of the hive swarm
  • In some cases, Geom layers can sometimes not load for a compound
  • In some cases, concertina wire doesn't deal damage to players
  • In some cases, using a ladder may result in teleporting and being stuck inside assets
  • Players do not receive the confirmation popup when attempting to leave a mission as the final living member of a team (or as a Solo player)
Dec 7, 2021
Conquer The Universe - Aizen Sousuke
Patch Notes Version 0.010

Bug fixes.
Exp talent buffed. (1.05^level -> 1.1^level)
In-game Achievements.
Dungeons.
Crafting.
Some visuals for workers.(more will come)
Nano Workers first skill changed. It multiplies the base production now.
In-game shop added. You get 10 Matter per hour you online and can spend them in shop for some permanent bonusses.
Offline time cap added. You can gain max 24 hours worth of offline income now.
Offline now gives 25% of progress.
Cargo Company - Ambiera
Update 1.3 of "Cargo Company" is now available, with adjusted gameplay values, nicer tunnels, industry productivity fix, research startup option, and more. This update implements most of the received player feedback so far.

Details here:



  • Adjusted gameplay values everywhere
    A lot of the internal simulation values have been fine tuned now according to player feedback - from how much you earn by transporting specific types of cargo to how long a train waits for loading to how a industry facility rises its productivity rate to how many rocket launches a rocket can do.

  • Advanced game option: research
    There is now an advanced option when starting a new game: You can now start with nearly no trains and trucks and rockets researched, only the very basic models are available then.

  • Tunnels now look a lot nicer - both the graphics and rendering technique have been polished quite a bit

  • Industry productivity fix
    Some industries weren't growing correctly when when lines where set to "wait until full", this is fixed now.
    If you had a game where an industry didn't grow nicely for some unexplained reason, run it again and wait a few weeks in game time, then that industry should go into full production mode correctly now.

  • Building rails and streets on top of corn fields no longer makes the track look skewed.
    (Note: existing rail tracks need to be replaced if you already have skewed ones)

  • Fixed a bug where trains could move from one tunnel tube to another one sometimes. This is no longer possible.

  • Preparation for competition companies
    You can only see this in the new advanced settings tab, but the game internally has been adjusted to support competition AI players. They are not there yet, but will be likely in one of the next updates.

  • Fixed sound of some trains when being used on the moon

Thanks for all the feedback you've sent in so far, nice that you like the game. Next will likely AI players be added to the game, they will be optional, of course.
Dec 7, 2021
Casino Tycoon Simulator - Nahutab Renüg
Hello everyone!

With this update we made some more minor U.I changes.

Now you have to wait specific time for setting up the tables and machines in your casino.
When you bought the slot or other tables large cargo box comes in.After the wait time it automatically sets up itself!

Happy Gamings!
Big Bia - Laogao
I'm sorry we used machine translation,I know it's very difficult to read。

Dear BIA friends, it has been more than a year since the open experience of the game. During this period, we have made several major changes and gained valuable opinions from many friends. We deliberated the game a few months ago and decided to make the last major upgrade before the official version, solve the problems of the current game, absorb everyone's terrible suggestions, and release our own new inspiration.

The change project is so huge that we have to drill into the game to modify every screw. It is said that the outside world has entered a cold winter (I mean the price of graphics card). I am very worried and miss you.

First of all, we optimize the performance of the game, which also serves the scalability of the content.

Each plate is modular, and different game scenarios are assembled by different modules.

The new game process, players have to face different maps and gradually begin to explore the game. Each map has its plot, unique rules and special things. For different maps, you will enter them with different "identity cards". The identity card is not a specific character, but an "identity". For example, some maps, he will be a master and apprentice. Some maps will be the king and servant. Who needs you to make him synthesize the current character card? For example, synthesize the stray dog into the king. The king of this expedition is the stray dog king.




In the process of exploration, you can transform the map, and each experience and story are different.


This is our highly experimental new mechanism. How it really works still needs you to experience the new version of the ship.

After the player completes the three maps, the rouge mode similar to the current version will be unlocked. The more elements you unlock, the more you will encounter things.

Previously, with more and more cards, the card pool will become larger and larger, which makes it difficult to gather routine cards. Therefore, we have added the concept of card bag. You can choose the card bag you want to bring at the beginning, including the cards in the creative workshop. The card package can be used in each map, combined with different identities to try various chemical reactions.


The previous phagocytosis mechanism has greatly weakened the differentiation of followers, and the personality of the original follower card is not prominent. Now it is different, he said they not only have their own sources, but also become more powerful because of the new synthesis mechanism. Each follower can cultivate him into a hero and become a hero at the heart of your game.

Monster slots are also divided into yellow and blue. Sometimes you can make monsters stand in the wrong grid, so that their skills become invalid, and even make them rebel


The hard step limit of torch has been removed. Instead, the longer you stay in the map, the more challenging the battle will be. This will be related to the new mechanism.

Brand new events: there were too few events before. Now we have greatly expanded the richness of events, and we have also made simple maps for them.


The contract level is removed and the contract is unlocked. You can choose to bring you richer rewards when starting a game.


We also upgraded the UI to evolve from a super bad UI to a bad UI


Now the battle card can preview the contents



We also added tutorials to make it easier for new players to get started


The previous big newspapers ran aground due to extremely difficult internationalization. We are studying how to revive them.

In short, there are still some scattered wires that have not been connected. When we connect the last few solder joints, we can bring the new version to you. Don't forget to come to the group and put forward terrible suggestions.


Grow Flow - chicdead26
The Demo1.02 update is out! It contains the following changes:

  • Added game logo to the pause menu

  • Fixed being able to see the menu background before the Virus Team logo plays

  • Controls are now informed in a submenu inside the options menu

  • The bug that lead to infinite flight on level transitions has been *mostly* fixed

  • Fixed a bug related to interacting with cubes while changing level or dying. A tiny bug of this bug still persists, but it shouldn't affect the player experience

  • Impulse Cube now has the correct texture

  • Virus Team logo video should play correctly on all systems (although that hasn't been tested for sure. Please report back!)
X-POINT - Scanarri
EVERSPACE™ 2 - ROCKFISH Games


Greetings, pilots!

Where has this year gone? The end of December is nearly upon us! Holy scrap, what a journey so far! After over three years of hard work, we launched EVERSPACE 2 in Early Access with a rocket launch release in January. We sold three times as many copies as the predecessor within the first week and hit 91% positive reviews right out of the gate. This massive success was followed by the release of two major content packs, Zharkov: The Vortex and Khaït Nebula: Stranger Skies, both extremely well received, with the game currently sitting at 93% positive reviews. Last but not least, we also partnered with our friends at Microsoft, again, to bring EVERSPACE 2 to Xbox Game Pass for PC allowing us to make an even better space game for all pilots no matter what platform they’re playing on.

Thanks so much to every single pilot who has put their faith in us. Apart from all the glowing but also critical feedback to help us make a better game, the financial commitment from daring test pilots means a ton to us. This enables us to stay fully independent, allowing us to make a game that our team is super excited about. EVERSPACE 2 is probably one of the most expensive Early Access titles out there, so yeah, thanks again for your trust.


Galactic thanks from the RFG Family & Friends, Bernie Duffy, Games Writer, and Joshua Rubin, Narrative Consultant!

2022 Roadmap
Before we talk about what’s coming, let’s have a quick look at what’s already been added to EVERSPACE 2! We see the question about how complete the game is popping up quite a lot, which is very understandable.

With the most recent content update, Khaït Nebula: Stranger Skies, about 65-70% of the planned story content is in the game, and five out of six or seven planned companions have joined Adam on his journey. That said, we might still add more perks to some or all companions if we have enough time and, most importantly, cool ideas (knowing our team, the latter won’t be the bottleneck).

We also brought back some beloved features from the Prototype (aka the demo), like the Shadow creatures and, hopefully, the side mission with those dodgy scientists asking you to realign a bunch of solar panels in a future update (this was meant to be a multi-staged side mission spanning across multiple solar systems, so pencil this in as a maybe).


Screenshot of the “solar panel” side mission from the 2019 Prototype.

There are currently four out of seven star systems to explore. With Ceto and Union being the largest, the current world content is close to 70%, not factoring in any endgame content or procedurally generated locations, though.

We have eight out of nine player ship classes (89%), with tier 3 and 4 models as well as additional wing types yet to come, so the current player ship content is actually closer to 50%. Gear-wise, we have four out of five tiers already implemented. Legendaries will be introduced in 2022. We’ll also add more weapon types and sets, as well as more consumables and devices. I’d say we’re at 75% of the gear you’ll see at launch.

Except for trading features, all gameplay systems are in place. However, not all are done yet. For instance, crafting will receive a significant overhaul. Then, there are essential features like localization, difficulty and accessibility settings, as well as porting EVERSPACE 2 to Linux, Mac, Xbox, and PlayStation. In terms of total dev time, we're close to 80% of a 5+ year-long production, not including any potential post-launch DLC.

Ok, now let’s take a closer look at what content we plan to release and when:

EVERSPACE 2 — Rogue’s Debut, Spring 2022
The spring update will bring the Rogue player ship sub-class, the remaining light fighter class as well as additional rear engines and hulls for all lights and heavies. Furthermore, look forward to a major crafting overhaul, where you can unlock blueprints by acquiring them in different ways (loot, buy, dismantle) and determine the outcome of your items' attributes as well as better trading opportunities and resource gathering/processing. Along with new equipment and challenges, we also plan to raise the player level, introducing another set of player perks.

International pilots will be pleased to hear that we’ll add UI and text language support for German, French, Italian, Spanish, Brazilian Portuguese, Polish, Czech, Russian, Simplified Chinese, Japanese, and Korean, too. Last but not least, we’ll add a bit more story content with English voice acting and substitute all current TTS placeholder dialogues.

EVERSPACE 2 — Drake: Gang Wars, Summer 2022
In summer, it’s gonna be all about Drake, the new star system. Drake introduces an intense conflict between three rival factions. Unlike previous reveals of new star systems in EVERSPACE 2, Drake will be accessible via a new side mission starting in Union and can be explored even before playing through the campaign thus far, adding more open-world appeal to the game. For more information on what new adventures await, check out the teaser at the bottom of this news update.

EVERSPACE 2 — Ancients Rifts, Autumn 2022
This update Introduces a sliver of endgame content and will be released sometime after Gamescom. Using these first Ancient Rifts, daring pilots will be able to venture into the most dangerous areas of the game and hunt legendary equipment. We’re still working on the game design, but imagine some high-risk/reward mechanics you may have come across in other looter titles, but in space! This should provide plenty of (new) content to toy around with until the full release.

Ancient Rifts will likely be our last big release for 2022. From there, we’ll be head-down, working towards launch.

EVERSPACE 2 v1.0, Early 2023
Launch! Completing the game’s content, adding final polish, squashing as many pesky bugs as possible, and porting EVERSPACE 2 to Linux, Mac, Xbox, and PlayStation will take us six to nine months after the previous beat (we’ll partner with a specialized porting house for the console ports, though, so we can put all our effort in the PC version of the game).

Apart from the final act of the campaign and additional side missions, the full release will also feature all tier 3 and tier 4 player ships as well as much-requested difficulty and accessibility settings. Oh, and a bunch of nice achievements, of course!



Hottest FAQs
We’re constantly updating the FAQ channel on our Discord, but we thought it might be worth highlighting three hot topics that continue to pop up on the Steam forums and our social media channels.

Will Save Games Wiped at v1.0?
We’re 99.99% sure that’s a yes! Sure, we haven’t had to wipe saves since the Early Access release, which is great, but do understand it could happen due to major technical changes along the way, especially when implementing the endgame. Even if backed up save games would still be compatible at v1.0, we cannot guarantee those would work (we know some pilots will still try).

After all, Early Access pilots zooming to the finale of the campaign and into the endgame will miss out on all the content that we’re still adding to the game in earlier star systems. Plus, there’s a high chance that balancing could be completely off for anyone still using an Early Access save after full release.

Frankly speaking, no one should play our game during its Early Access phase if they can't live with the thought that they are going to lose all of their progress. Fair warning to everyone on the fence: We'll raise the price reasonably, yet significantly, at full release. So, no complaining! You have been warned, no matter what! ;)

Is EVERSPACE 2 open-world?
Yes! Now, I’m aware that this will inevitably cause some pilots to make a case about why THEY think EVERSPACE 2 is NOT an open-world game (because of brief loading screens, story-gated content, level boundaries), and that’s perfectly fine. In fact, we perfectly understand their point of view. However, we think it is not all black and white, and there are plenty of examples of iconic “open-worldish” ARPGs that wouldn’t match their high expectations, either.


The popular vote is clear: Not only is EVERSPACE 2 considered to be open-world by thousands of space pilots, making “open-world” one of the top tags on Steam, Valve was also perfectly fine to feature the game in the 2021 Open-World Sale under:
  • Space/Action/Open-World
  • Space/RPG/Open-World
  • Space/Simulation/Open-World
  • Space/Controller/Open-World
  • Sci-fi/Action/Open-World
  • Sci-fi/RPG/Open-World
  • Sci-fi/Controller/Open-World
  • Open-world/Action/Exploration
  • Open-world/Action/Shooter
  • Open-world/Action/Single-Player
  • Open-world/Action/First-Person
  • Open-world/Action/Third-Person
  • Open-world/RPG/Exploration
  • Open-world/RPG/Singleplayer
  • Open-world/RPG/Third-Person


Making the leap from a linear roguelike to an open-world action RPG in space has been the very centerpiece of all our communication about EVERSPACE 2. While you cannot travel in any direction “forever” like in proc-gen space games, we have spent a ton of time and effort to make exploration of locations meaningful. We want you to roam and do your thing at your own pace and order mostly independent from progression through the campaign.

Putting quality over quantity, we went for a hand-crafted game world with high-quality assets and baked global illumination in EVERSPACE 2. Consequently, there are technical limitations because of this major design choice, like sending pilots back when reaching the boundary of a location and having brief loading screens between supralight travel and maps.

For one, streaming world data on the fly has never been UE4’s strong suit, so we had to divide our massive, hand-crafted(!) game world into chunks (EVERSPACE 2 is probably the largest, most versatile, and ambitious space combat game ever made NOT relying on procedural content generation). Secondly, even though it’s just a cluster of a galaxy, we’re using two separate game scenes to handle the vastness of open space and the high level of detail required even deep down in underground caves, while collision detection and hit-scan must still work at 10km away at the boundary of any location. Even if SSDs were 10x faster, there would always be a “loading screen” because your CPU is working hard on initiating the next new game scene when swapping back and forth between supralight and open space or planetary scenes.

Since it has been suggested a few times, playing some animation to hide the transition wouldn’t make any sense because in EVERSPACE 2 you can already see what’s right in front of you, making the experience arguably more immersive than hiding a hub-based open-world structure with wormholes and jump gates between hand-crafted maps like in other iconic space sims/shooters. And no, creating a sheer endless amount of animations for each possible approach to any given location is just not feasible for obvious reasons. Open space games are technical beasts. 😅

That said, we understand that some pilots have a very specific take on the open-world (space) genre, especially when certain areas are story-gated for obvious dramaturgic reasons, so we’ve changed our communication to semi-open-world to be more accurate.

Will You Get Rid Of Level Scaling?
Nope! While we understand that some pilots really hate any kind of level-scaling, we believe there are good reasons to adjust enemy difficulty when coming back to lower-level areas. Like, one-shotting a formerly mighty destroyer is just bollocks and doesn’t make any sense in terms of plausible world-building unless you want to throw any kind of immersion right out the window. Of course, pilots should feel much more powerful when going back to Ceto or Union because they earned it, so we only make subtle changes to enemy stats and their behavior, still tweaking the system along with the overall game balancing. Think of level ranges that enemies can adapt to. I mean, lore-wise, wouldn’t you expect enemies to improve their gear over time, too?

Drake System Teaser — Fire & Ice
The release of the Drake system will be our biggest beat in 2022, scheduled for June/July when the big online gaming events are happening. Following the two comparatively smaller star systems, Zharkov and the Khaït Nebula, Drake will not only be significantly larger but also our most extreme system yet! Look forward to mesmerizing locations featuring fire, ice, and everything in between!


Planet Mota is as dangerous as it looks: the entire place is like hell’s kitchen, with lava pretty much everywhere causing stacking heat damage, while erupting lava geysers can tear apart shields and armor with ease. For risk-takers, there’s a high-tech thermal power plant defying the ocean of lava that might be worth exploring...


On Gilbert, water can be your ally or your enemy! Dive underwater to escape from enemy attacks like a classic submarine, but fair warning: dive too deep for too long and the pressure warning will be the last thing you’ll see!

Set in a system of natural extremes, three rival factions fight for dominance over the rich resources of the Drake system. You will have to keep a low profile to not be caught in the crossfire, while also not becoming a victim to the harsh environment. Lucky for you, one of your companions will be able to pull some strings with one of the gangs to get a foot in the door while you wait for an opportunity to take advantage of the complex situation.

Surprise Trailer
Last-minute addition: While I was drafting yet another 2K+ words piece, ZeTeam worked on a surprise 2021 recap/2022 teaser trailer, awesome sauce!



Well, we hope everyone is enjoying the EVERSPACE 2 Early Access so far! Before all Felsenfische swim into their well-deserved winter holidays, we’ll hope to see you one more time in 2021 at the weekly ROCKFISH Games Show on Twitch and YouTube. Erik Schrader, ace pilot and beloved Community Ambassador, will take you on one more mesmerizing tour through the Khaït Nebula before signing off, too. Be there, or be square, this Friday from 8:00 pm to 10:00 pm CET / 2:00 pm to 4:00 pm ET / 11:00 am to 1:00 pm PT. 🚀💥🙌

Keep it civil on the forums, and have a wonderful winter holiday season!
Michael and your dedicated ROCKFISH Games Team, aka ZeFelsenfische
白马非马 a white horse is not a horse - 我是真不想杀你
官方交流群:756815440

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