With the holiday season finished we are officially back to work in (almost) full force. As we continue our work towards the next item on our roadmap - world expansion number one - we are going to present you with regular updates and ask for your feedback along the way!
We can’t overstate how big of a role you - our community - have played over the course of The Riftbreaker’s development. Thousands of hours put into the Prologue and Closed Beta, pages upon pages of Discord messages, and all the reports that you have sent our way through all the other channels have shaped the way the game is like today. We would love to continue that and is there a better time to do so than right now?!
Obviously not! The first Riftbreaker world expansion is going to bring a lot of new and exciting content for you, including new locations, enemies, weather events, and, naturally, weapons! We know you have lots of great ideas for new tools of destruction so let’s have a little competition. Here’s the contest question:
What kind of weapon would you like us to add to The Riftbreaker arsenal?
To take part in the competition visit our Discord server (www.discord.gg/exorstudios) and give us your answer in the #weapon-contest channel, following this example:
Name: The Megasizzler 5000 Damage Type: Energy Attack: Shoots a continuous energy beam that spreads to other enemies and sets them on fire. Fire Type: If your dream gun has two attack modes, describe both of them! Does it fire single shots? Can you charge it? Or does it fire a continuous beam as long as you have the ammo? Let us know!
You have the time to post your ideas until Friday. We are going to check them all out and shortlist 5 candidates. Then, we will hold a public vote on Discord, during which you are going to decide which gun makes it into the game. Naturally, we can’t promise that the winning idea will appear in The Riftbreaker in an unchanged form, but we will do our best.
Needless to say, that won’t be the only new toy added to Mr. Riggs’ arsenal. We have some crazy ideas brewing that might open even more design space later on, so who knows - we might even run another competition like this in the future.
Looking forward to reading all your ideas! EXOR Studios
2022 will be an important year for Seablip's development. I am so happy to say that I have reached a lot of important milestones lately, and I am going to move my focus from making everything that you don't see work smoothly + preparing for all the different types of content I want to add ("skeleton-work") to "adding content and story".
First a quick look at some big changes.
Sea battle perspective is changed from front-view to side-view. A tiny ship, owned by the Octopus gang.
After looking into all the amazing feedback from the alpha test I have worked a lot to make sea battle easier to control and understand. It was many hard decisions, changing sea battle to side-views was one of them. But I think it will offer a lot more detail, charm, and soul to each ship. I am still practicing drawing ships, but I am happy with the direction it is taking, and hope you feel it too!
I am very excited to show you all the things I have done (and am working on) with sea battle, but I am not comfortable showing you all the progress yet. All I can say is that I have reworked all systems, removed things that felt like too much micro-management, and worked a lot on individuality to each crew and cannons. Again, very excited to tell you more soon!
Redcoat brig
World Map
I have also worked a lot on my internal WorldMap editor to have all the dynamic options I need to expand the world of Seablip. Connecting the islands, story, characters, and sea battles into a great experience. Now it is solid and ready to add final content and sail routes. I still have some future functions I want to implement, for instance: weather effects, and other triggers affecting sail routes availability and a food system for traveling. (And a special fast travel home option) More on all that later this year.
From the World Map in Seablip. Here is a look at an updated version of the main island.
Mark May in your calendar!
I want to have some personal goals for this year, and one important goal is happening in May. Then I want to come with a bigger announcement about Seablip's future. My goal is to give you a better understanding of what to expect from Seablip, and hopefully (but I can't promise) a glimpse into when Seablip might be ready. So mark May in your calendar, I am excited to see where the development is then and is looking forward to showing you more on all the things I have worked on since last. I have a great feeling about this year, and it could never have happened without all the amazing support I have got from you guys!
I'm really glad to announce that the UI Overhaul Update is now live!
I do apologize for the delay. Making a roadmap and following it is very difficult, especially with a team as small as ours, and I chose to make sure that the update was the right quality!
This patch introduces Paladin, a brand new hero who I find incredibly fun, and also revamps the UI entirely! The game looks a lot more professional now, I'm extremely happy with how it turned out! I've also added many new VFX on cards, to give the game that extra little "oomph" when playing awesome cards like Firestorm and Singularity!
I do hope you all like it, and I'm incredibly excited about the next patches to come!
Patch Notes
- Gave the game a brand new look! o The game has a brand new UI, custom made for us! o Many cards now have much improved VFX! - Added an exclusive space for allied summons
- Paladin has joined the guild! It's available for recruitment for 2500 gold! - Changed Silan's level 4 and 10 passive skills - Changed everyone's starting deck and pool
- Experience Points tuning o Experience required to reach level 2,3 and 4 was reduced. o Experience gained in Depth 1 was reduced o Experience gained in Depth 2 was slightly increased o Experience gained in Depth 3 was increased
- Most cards and items that gave "Evasion" now give "Evasion this turn" - Plated now reads: "Decrease damage taken and status received by 1 per rank. Plated isn't reduced at end of turn. Reduce rank by 1 whenever you reduce an attack or status card to 0." - Frozen now reads: "Skip your turn. Reduce all Frost received by half (including fixed sources). Cannot be Corrupted." - Predator now reads: "Increase damage done to enemies by {0}% for every unique debuff type on them." - Fatigue now reads: "Gain 1 rank every time you draw {0} extra cards (-1 per trigger, minimum 3). Increases the cost of all non-mana cards drawn by 1 per rank. Lose all ranks at end of turn. Cannot be Cleansed and ignores Purity." - Cleanse now reduces debuff duration by 25%
- Added an additional music track for regular combats - Decks are now saved even if they were invalid - Rerolling monster cards will always yield a different result
- Tweaked a few low-performing cards - Slightly nerfed a few D3 cards - Slightly reduced the complexity of enemy abilities in Depth 1
- Added 3 new enemies to the 3rd area - Added 24 new cards unlockable with packs
We are extremely excited to reveal the first look at the latest installment of our award-winning series, Sniper Elite 5, and delighted that so many of you will get to play it as it's launching simultaneously on Xbox Game Pass, Xbox One, Xbox Series X|S and PlayStation 4 & 5, Epic, Steam and Windows Store.
It was fantastic to see the player response to Sniper Elite 4 when it came to Steam back in 2017 – hopefully that has given you enough training to tackle your new mission when Sniper Elite 5 launches this year.
So what can we tell you about Sniper Elite 5?
Set in France in 1944, and with D-Day imminent, Sniper Elite 5 will see players reprise their role as elite marksman and SOE Operative, Lt. Karl Fairburne. Karl is attached to a covert US Ranger operation to provide Sniper support as they seek to weaken the Nazis’ Atlantikwall fortifications along the coast of Brittany. However, stranded behind enemy lines, Karl is forced inland where he rendezvous with the French Resistance as they uncover a secret Nazi project that threatens to end the war before the Allies can even invade Europe, codenamed Operation Kraken. It’s up to you to take out the high ranking Nazi officers in a bid to uncover the plans behind Operation Kraken and destroy it before it can begin.
Your battle against the Third Reich will take you across the largest, most interactive and immersive maps ever seen in the Sniper Elite series. Naturally it is extremely important to us that these areas, based upon real world locations, are as authentic as possible. Normally this process would involve numerous visits to collect information, reference imagery from the locations and generally get a sense of the area. Obviously the pandemic has placed great restrictions on travel in the last two years but we have been able to utilize some amazing photogrammetry, as well as our past location visits to create truly stunning environments.
We are also incredibly fortunate to work with some fantastic partners, such as the Imperial War Museum and Royal Armories. The information, insight and knowledge that they bring to the project are invaluable and help us to ensure that we are as authentic to the time and locations as we can be, while still ensuring that the game is an engaging, fun experience for our players. Key to that gameplay experience is the franchise’s unparalleled tactical sniping, complete with our authentic ballistics. New customization options allow you to personalize your rifle, other weapons and ammo to suit the mission and your play style. We think you are going to love it.
We have lots of exciting announcements planned for the coming months in the build up to release so be sure to follow our social media feeds to get all the latest news. You can follow Sniper Elite on Twitter, Discord, Facebook, Instagram and YouTube as well as on sniper.com.
We are extremely excited to reveal the first look at the latest installment of our award-winning series, Sniper Elite 5, and delighted that so many of you will get to play it as it's launching simultaneously on Xbox Game Pass, Xbox One, Xbox Series X|S and PlayStation 4 & 5, Epic, Steam and Windows Store.
It was fantastic to see the player response to Sniper Elite 4 when it came to Steam back in 2017 – hopefully that has given you enough training to tackle your new mission when Sniper Elite 5 launches this year.
So what can we tell you about Sniper Elite 5?
Set in France in 1944, and with D-Day imminent, Sniper Elite 5 will see players reprise their role as elite marksman and SOE Operative, Lt. Karl Fairburne. Karl is attached to a covert US Ranger operation to provide Sniper support as they seek to weaken the Nazis’ Atlantikwall fortifications along the coast of Brittany. However, stranded behind enemy lines, Karl is forced inland where he rendezvous with the French Resistance as they uncover a secret Nazi project that threatens to end the war before the Allies can even invade Europe, codenamed Operation Kraken. It’s up to you to take out the high ranking Nazi officers in a bid to uncover the plans behind Operation Kraken and destroy it before it can begin.
Your battle against the Third Reich will take you across the largest, most interactive and immersive maps ever seen in the Sniper Elite series. Naturally it is extremely important to us that these areas, based upon real world locations, are as authentic as possible. Normally this process would involve numerous visits to collect information, reference imagery from the locations and generally get a sense of the area. Obviously the pandemic has placed great restrictions on travel in the last two years but we have been able to utilize some amazing photogrammetry, as well as our past location visits to create truly stunning environments.
We are also incredibly fortunate to work with some fantastic partners, such as the Imperial War Museum and Royal Armories. The information, insight and knowledge that they bring to the project are invaluable and help us to ensure that we are as authentic to the time and locations as we can be, while still ensuring that the game is an engaging, fun experience for our players. Key to that gameplay experience is the franchise’s unparalleled tactical sniping, complete with our authentic ballistics. New customization options allow you to personalize your rifle, other weapons and ammo to suit the mission and your play style. We think you are going to love it.
We have lots of exciting announcements planned for the coming months in the build up to release so be sure to follow our social media feeds to get all the latest news. You can follow Sniper Elite on Twitter, Discord, Facebook, Instagram and YouTube as well as on sniperelitegames.com.
Once Scar AB found an old magazine with images of cars that existed before the events of Crossout, and now he wants to assemble a collection of such cars. Many cars in this world are gone, and so survivors are invited to assemble a car similar to the one depicted in the photo.
The 3 best entries will be selected in two groups, and their authors will receive a reward of 300 coins and an epic "Amusement container" (first group) and 100 coins and an epic "Amusement container" (second group)!
To provide an even more fun and enjoyable gaming experience, NARUTO TO BORUTO: SHINOBI STRIKER has been updated to version 2.34.
■ New Lobby Actions!
New lobby actions have been added in this update. Five new lobby actions are now available!
[New Lobby Actions] - The Fourth Hokage - Eight Inner Gates Formation - Karma Linchpin (Wild) - Gorilla - Air Guitar Enjoy reenacting famous scenes with friends in the Hidden Leaf Village lobby!
■ Rebalanced Ninjutsu and Secret Technique Ninjutsu
[Attack Type] ▲ Kurama Twin Impact Changed the effect from breaking a target's guard to being an unblockable attack.
[Ranged Type] ▲ Angelic Advent Increased damage Ninja Tools deal to enemies during activation.
[Defense Type] ▲ 8 Trigrams Palm Rotation Added a Ninjutsu-sealing effect to hit targets.
▲ Indra's Arrow Adjusted the camera's positioning during activation.
■ Rebalanced Ninja Tools
▲ Scientific Ninja Tool: Wind Style Adjusted to make canceling it out more difficult.
This time we want to share an informal one-to-one discussions about the game and more specifically the development process behind the game. Let us know if you like this type of interviews, if you want more of them and what you would want us to talk about!
We have recently gotten back to the development from our vacations and the team is hard at work. Lots of things happening, in terms of feature development and content production. We will of course give you more details in the next dev blog.