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GTFO leaves Early Access with the release of Rundown 6.0 Destination. It’s a thrill ride packed with surprises for the players who’ve supported us over two years of development. We couldn’t have made this journey without you and we hope you enjoy the new Rundown.
For newcomers, Rundown 6.0 Destination is the ideal kickoff for life as a prisoner. It’s got it all - crippling suspense, shocking enemies, and terrifying environments where you just know bad stuff is waiting for you (because it is).
Like all Rundowns, this one challenges players with ultra-tough expeditions and introduces never-before-seen weapons and creatures. But there are all new game features we think you’ll appreciate. Here are some we’re particularly excited about:
Bots: Artificial intelligence can never substitute a human teammate, but you never want to enter the Complex with fewer than three prisoners. Now, you don’t have to. Prisoner bots - one of the most requested features - are now available to follow you through the Rundown. They’ll sneak when you sneak, gather resources, and help out when things get messy.
Checkpoints: To make GTFO a little more forgiving for new players without making it easier, we added checkpoints. With checkpoints, a whole expedition isn’t doomed by one fatal mistake. They are totally optional, though. If you want to play the game the old-fashioned way because you have a few screws loose, you can.
Player customization: The Complex isn’t a fashion runway, but we had prisoner customization in mind back in 2015 when we started developing the game. It’s satisfying to offer players ways to customize prisoners in Rundown 6.0 Destination. To start, you can unlock clothing items by completing expeditions.
To thank our existing fans and welcome new players, we’re offering 25% off right now. Your discount will be applied automatically when you buy GTFO.
As part of our community you’ll want to check out the new GTFO website, join our Discord, and follow us on social media.
Added various power-ups. They can drop on the platform upon hand's death. Collecting power-ups will make player faster, stronger, increase hp or mana regeneration, or give a chance to survive lethal damage.
Blue and red hands spawn points were reworked for new platform design.
Yellow hands spawn points were reworked for the new platform design. Now there can be maximum 7 yellow hands at the same time, 3 on each side of an island and 1 behind the island (if presume that Obama's head direction is "front" side)
Movement system was reworked. Now it's more responsible and sharp.
Added training videos for some mechanics player encounters for the first time.
Added lightning charge mechanics (look at ring on staff). Ball lightning flies out upon filling the charge
Spell Rebalance
Barrage manacost increased from 10 to 40
Barrage damage increased from 20 to 25 per projectile
Barrage movement speed increased from 5000 to 10 000
Dash manacost reduced from 100 to 60
Dash cooldown reduced from 0.7 to 0.55
Fireball damage increased from 25 to 35
Fireball manacost increased from 25 to 35
Lightning manacost reduced from 100 to 10
Boss fight platform (arena) was reworked.
Lightning spell was reworked. Now it has very long range of attack.
Healing spell was reworked. Now It works the way that you can't place it on Obama's parts or in air.
Added shadow background to pause menu.
Added FOV slider in settings menu.
Bugfixes
Fixed some issues with main menu buttons' hitboxes.
Fixed an issue when control settings got cleared every time player restart the game.
Fixed an issue where lightning spell did more damage on higher FPS.
Fixed an issue when achievements regarding playtime didn't count properly.
Fix crash when opening the playerlist while in a deed.
Fixed crash when player hits a dead actor with a melee weapon.
Fixed crash when always blocking boon is picked up or gets disabled while new weapon is loading in.
Fix DLCs not being changed to installed when buying a DLC while in-game for PC.
Playerlist While we orginially implemented privacy options based on reports of player toxicity, we heard your feedback and have added new privacy features to the in-game tab menu as well as improved existing ones to give players a greater choice of how to show and hide their builds.
Added a public option for build view privacy setting.
Made the privacy option asymmetric: now if you set your build to public others will be able to see it regardless of their setting.
A label should now show for others when another player's build is hidden due to privacy.
Levels
Into the Nest: Fixed an issue where players could get left behind in the Into the Nest when two players pulled the lever at the same time (sometimes resulting in crash at the end of the elevator trip).
General
Warrior Priest's Implacable should now work as expected. The delayed damage effect was doing too much damage.
Revives from the Warrior Priest's The Comet's Gift talent now count in the scoreboard.
Ironbreaker's Gromril Armor should now refresh on clients.
Ironbreaker's Vengeance talent should now activate when Gromril Armor is triggered.
Grail Knight, Outcast Engineer, Sister of the Thorn and Warrior Priest of Sigmar have a chance to do mission briefings when loading into a map.
Fixed curse resistance not affecting Twitch mode curses.
Corrected rarity for one of the nonruned Choas Wastes weapons.
Fixed an animation in 1h Spear and Shield.
The gamma setting no longer affects text rendering.
Chaos Wastes: Corrected rarities of weapon illusions.
Heroes!
Welcome to Patch 4.5, which introduces Victor Saltzpyre's new career: Warrior Priest of Sigmar, as well as various fixes and some tweaks, with some specifically made to address some of the feedback regarding the most brutal, maybe unfair Grudge Mark combinations in the Chaos Wastes.
Patch 4.5 Patch Notes:
New Features
Victor Saltzpyre's new career: Warrior Priest of Sigmar, is available now!
Daily Login Rewards: Daily login rewards are now available in Lohner's Emporium of Wonders. Earn more shillings by visiting him daily!
Added AMD FidelityFX™ Super Resolution (FSR) to help boost performance from lower resolutions.
Stability and Localisation
Fixed various unspecifiable crashes.
Fixed various localisation issues.
Fixed crash when selecting an item to salvage with gamepad in the crafting menu.
Enemies
The Chaos Spawn will now deal less damage on grabbing a player, and more consistently deal damage when chewing or slamming a player. The Chaos Spawn will also now only either chew, or slam a player as opposed to both back to back.
Stormvermin Commanders can now be cleaved through as expected after having mass modifiers added.
Maulers no longer have an attack deadzone, where they would stand in an idle pose due to having a gap between attack-type distance requirements.
The following list of adjustments have been made to various Grudge Marked Monsters
Chaos Spawn and Minotaur can no longer be marked with 'Shield Shatter'.
Chaos Trolls can no longer be marked with 'Invulnerable'.
Reduced chance of getting 'Invulnerable' along with 'Regenerating'.
'Crippling' and 'Shield Shatter' will no longer appear together.
Reduced chance of getting 'Illusionist' along with 'Shadow-Step' OR 'Invincible'
Levels
Empire in Flames: Fixed a location where players could get stuck.
Fort Brendanfrasier: Fixed a location at the end event where bots could get stuck.
Garden of Morr: Fixed a soft lock that could prevent the level from being completed.
Horn of Magnus: Replaced a low poly vista house with one that looks more in-line with the neighbouring properties.
Chaos Wastes: Players can now switch away from bombs while under the "Endless Bombs" potion.
Chaos Wastes: The Chest of Trials can now spawn Minotaurs when playing a Skaven/Beastmen flavoured location.
Chaos Wastes: Fixed some cases where the Chest of Trials failsafe would trigger too soon.
UI/UX
Fixed game mode not showing correctly for Weaves and Chaos Wastes in Steam Rich Presence.
The standard lobby browser's text should no longer get messed up while viewing a lobby in a Citadel expedition.
Twitch Mode voting UI should now appropriately "ding" both hosts and clients when counting down in both Adventure and Chaos Wastes game modes.
Fixed an issue causing the Athanor interface to glow an ominous red.
When multiple monsters are in play, the HP bar shown will prioritize the monster that you either pinged, dealt damage to, or took damage from last (ping and dealing damage having a higher priority), and will display the closest monster's HP as a fallback.
Chaos Wastes: Fixed an issue where Bile Troll HP bars would display incorrectly.
Added an option for `Equipment & talents privacy` to control who can see your equipped items and talents in the new playerlist menu. The relationship is symmetrical: if you're not sharing your talents with someone you won't be able to see theirs either.
General
Outcast Engineer's 'Field Trials' Okri's Challenge can now be completed if the player has selected the 'Gromril-Plated Shot' talent.
Outcast Engineer's 'Engineer's Resolve' Talent multiplier has restored back to 1 from an unintentional change to 0.5.
The Conflagration Staff casting location should now be visible to all players.
'Resourceful Combatant' should now appropriately proc on melee attacks.
Bots should more reliably 'reload' Throwing Axes and Javelins.
Ironbreaker Bardin's index finger should no longer have a strange marking on certain settings/configurations.
Pinging a downed player should once again work as expected.
Among all the challenges people face in The City, staying human is by far the greatest one of all. Unimaginable choices must be made as everyone's fighting to write their own story. One in which they live on. And you? Will you #StayHuman, even against all odds?
After 2+ years of silence and secrecy, we are very proud to finally announce and present to you our next project, Dune: Spice Wars!
Spice Wars, based on Frank Herbert’s incredibly popular Dune franchise, has been in development for the better part of the last two years here at Shiro Games and we’ve been feverishly awaiting this day, so that we can finally unveil our work and share our excitement with you all.
Combining elements of 4X, RTS and grand strategy games, Dune: Spice Wars will allow you to take charge of the Dune series’ most prominent factions and vie for control of the planet of Arrakis and the coveted Spice, by means of warfare, spying, politics or economic hegemony.
Here at Shiro, we are huge fans of this fascinating world that Frank Herbert created, with each of us sharing fond memories of the many books, video games, board games, movies and tv shows that have defined this series throughout our lives. So now, to be able to contribute to such an esteemed franchise, alongside our partners at Funcom is an incredible privilege.
We can’t wait to share more information with you all over the coming months and for you to join us on this journey when Dune: Spice Wars enters into Early Access on Steam in 2022.
Showcased at The Game Awards 2021 (an annual ceremony honoring the creativity of the video game industry), Amicia and Hugo's heart-rending journey continues in our first gameplay trailer.
Discover the cost of saving those you love in a desperate struggle for survival.
In this new trailer, as Robert Louis Stevenson’s poem "Requiem" sets the tone, witness the first glimpses of Amicia and Hugo’s epic struggle for survival in a brutal, breathtaking world twisted by supernatural forces. 🐀
After escaping their devastated homeland, Amicia and Hugo journey far south to new regions and vibrant cities. 🧭
Strike from the shadows or unleash hell and rats, overcoming foes and challenges with a variety of weapons, tools and unearthly powers! 🏹
Please enjoy these new official screenshots of the game:
A Plague Tale: Requiem comes to you in 2022 on Steam.