Pathfinder: Wrath of the Righteous - Enhanced Edition - Starrok
Of all the elements that make up Pathfinder: Wrath of the Righteous, music holds a special place — it is something that kindles the players' interest and sparks passionate discussions. We still have plenty of exciting development stories and never-before-seen content up our sleeve, so why not share some of it? Sergey Eybog, Lead Audio Engineer at Owlcat Games, and Dmitry Silantyev, composer of the main theme (along with many other tracks) for Pathfinder: Wrath of the Righteous, are here to tell you about how the main theme was born and share a few of their unreleased drafts.

Creating the main theme for Wrath of the Righteous wasn't easy and took us a long time. We went through a number of iterations that were quite different from each other, as we strove to align our ideas with those of the development team, before finally settling on the version that you can now hear in the game.

We had a set of key criteria for the main theme: we were looking for a melody that would be simple yet instantly memorable, and one that expressed our game's two primary motifs of fall and repentance, as embodied in Areelu Vorlesh, the mastermind behind the portal to the demonic Abyss that devastated Sarkoris. The plan was to make the melody sound heroic and heightened to convey the scale of the conflict, so we knew we wanted to use an orchestra, a choir, and solo female vocals.
We didn't have a specific music reference that had all the qualities we had in mind, so we started searching on our own. Here is what the first version sounded like:



It did a good job of capturing the spirit of adventure and heroism, but the team found this version overly lyrical and "bright", which wasn't really fitting for the rather dark story we were going to tell.
So we headed in another direction, looking to add a greater sense of tragedy and gravity to the music. The next version had two intentionally distinct parts built around a single motif, the first of which represented Areelu and the second the crusade against the demons.



This time we came closer to the mark: the music felt beautiful, powerful, and quite somber. But now we were faced with a different problem: our listeners had a hard time taking in the transition from a simple motif to a more complex, richer segment. Despite our best efforts, the theme did not feel cohesive.
As an experiment, we decided to make both parts of the track even more distinct from each other and replace the crusade in the second part with a depiction of the demonic forces of the Abyss. In the end, this didn't help us solve the problems we had, but it did allow us to get closer to understanding the feel of the music that would play when the game was launched.



Our creative team met once more to discuss the main theme and decided that, even though our game was going to be dark, we wanted the title screen to evoke a different kind of emotion in the player: the music needed to be uplifting and heroic, adventurous in a "duty calls" kind of way, and embodying the spirit of unity. It had to be inspiring, and the closest thing we had to that was the crusade motif, so that's what we focused our efforts on, putting aside the motifs of Areelu and the Abyss. Our key references here were the main themes from The Elder Scrolls: Morrowind and Crusader Kings II.
The fourth version, despite meeting the criteria, still wasn't approved as the main theme. But the music itself was so good that we decided to use it for one of the in-game locations. You can now hear it at the war camp and in Drezen once it's under the player's control.


(Those Who Stand Against Evil at 40:12)

We decided against using this piece as the main theme because we still had some doubts about its catchiness, and the folk music elements took away somewhat from the heroic and elevated vibe that we wanted to hear in our track.
For our fifth version, we focused on a simpler arrangement and a more logical and memorable melody for the choir and orchestra. The choir needed to perform a marching song about glorious feats. Our composer wrote the lyrics in Latin, which roughly translate as "Hail, hail Queen Galfrey! We fight, and we will prevail!" — and this was the iteration that finally won the hearts of our team and became the final version:



We hope that you've enjoyed the story behind the main theme of our game. In the future, we will be sharing a few more tidbits about other fan-favorite tracks.

Stay tuned!
Jan 20, 2022
QuestNotes - QuestNotes
■不具合修正
キャラクター読み込み処理
イラストレーター表記変更の不備
非表示の状態の初期オブジェクトをアウトラインから編集できない
シナリオサムネイルの不具合
F-Rank hero story - FreeILOU
Hi There! ːsteamhappyː

Our development team has received a lot of feedback on the addition of Spanish.

For this reason, we have begun to find a partner who can help us and would like to announce the results.

Currently, we are working with a trusted partner to add Spanish.

The work is going smoothly and we are trying to show you satisfactory results.

The Spanish announcement date is January 28, 2022 for the next major patch.

Thank you.

Dear
Funny Game Studio
Jan 20, 2022
Pinecone Game - Frameblade
Finnish localization added into the game. Localization author: Peiper
Velocity Noodle - Shotgun Anaconda
I'm really excited and nervous to let everyone play Velocity Noodle. I've been working on it for roughly 2 years, and it's almost as if my kid's going to start school (I don't have kids, I have no idea).

So if you are excited for a precision platformer that makes you feel like a speedrunner, delivering noodles and beating record times, I hope you'll love it!

At launch, the game will have 60+ levels (several are hard ones that you'll unlock in the post-game), but more are coming very soon. It will launch at $12.99 but with a 10% launch discount for a week.

It's been challenging to manage content creation, bug fixing, marketing, and admin alone. I love it though; all the support on Twitter and here has really pushed me forward.



See you tomorrow!!
Beyond Contact - KM Dave


Trusted Space Corps Operatives! We at the UWC are honored to announce the start of a weekly galactic broadcast series, Community Survival Sessions which you can tune into live on Twitch https://www.twitch.tv/survivebeyondcontact Wednesdays from 14:00 CET.

To participate in the cooperative game sessions write @Shievo on DISCORD or join the open lobby titled COMMUNITY SURVIVAL SESSIONS in-game. We look forward to your support with saving Ketern!
Jan 20, 2022
Community Announcements - zeneedfree
little adventrue with achievement
Jan 20, 2022
Police Response VR : Disturbance - POLICE RESPONSE VR
Added four more hand positions to help players with different controllers align their hands to the VR hands. Thank you player toast for the feedback.
Reverie Knights Tactics - 1C_MichalC
Greetings adventurers,
We will be live-streaming the full version of the game today, January 20 at 19:00 CET (13:00 EST, 10:00 PST) on our twitch channel. You will not only be among the first to see the full game, but you will also meet the lead developer - producer, director and illustrator of Reverie Knights Tactics, EdH Müller, who will talk in-depth about the game's development journey.

The stream will be hosted and commented by Jared, so you know it's gonna be fun. Don't miss the chance to hang out with the lead developer and be among the first to see the full game, don't forget to set a reminder!

The game will be available from January 25, so don't forget to wishlist it now:
https://store.steampowered.com/app/1399690/Reverie_Knights_Tactics/
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, Warriors!

Let us welcome you to the new Glory Season! The top players of last season have earned their rewards and titles, so it's time to compete against the others and fight your way to the top of the new season’s ladder!

We are also happy to share some insight about our work in the background. New interesting features are being prepared to be added to the game, regarding character development, tournament systems, and interface.

This week, we were focused on addressing some visual changes and delivering some fun to our players. So you are receiving a special jousting field to organize some tournaments, we’re introducing the damage decals of stone-throwing siege engines, and – as always – delivering some bug fixes and optimization improvements.

Good luck in the New Glory Season!


The screenshot’s authors have been awarded. ꒦ꋬꋊ꒻ꋬ꓄ꁝꌦꋪꋬ,, and bourbon – check your Ambers!

Changelog v.0.9.9.1.3 Beta

New Glory Season

The new Glory Season starts now! Each player who became Arena Master or earned the God of War title in the ending season will receive unique, signed swords as a souvenir. Additionally, players from the top of the ranking list receive proper gold rewards and titles. Beyond the fame and respect, there are many reasons to push your way to the top!

A little explanation for the new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last 2 months and are rewarded with unique titles, as well as gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position on the leaderboard, so climb up!



Jousting field on Arena

As we implemented lances and lance bracing features recently, we thought it would be great to have a place to test your skills using this kind of weapon. Especially, when back in the days, knights would stake out a traveled spot, such as a bridge or city gate, and challenge every other warrior who wished to pass to duel or be disgraced. This tradition was named “pas d'armes”, and as it may be a great immersion and lore addition to the game, we still should take precautions and allow you to fight in a safe, dedicated spot, instead of holding a bridge like a thoroughbred Troll. :)

On the global arena, you can now find a special place where you can train and compete against other players in classic jousting competitions. We hope it will be a place used for breathtaking community festivities. As a bonus, you can now stand out from the crowd by using one of the newly added lances cosmetic skins.



Quality of Life Improvements:

– Optimized the initialization of player proxy, optimizing the forwarding of player Coat of Arms on shields.
– Added special bleachers and jousting field on the global arena, improving the area visually. Additionally, the arena spawners have been reworked, and all players are now sharing the same spawn zone.
– Introduced two new cosmetic skins for lances: Tournament Lance and Rotmaster’s Lance.
– After a collision of catapult/trebuchet stone projectile and terrain or upgradeable castle walls it will now leave a mark (decal), indicating that damage has been dealt to this surface/structure.
– Sent Santa back to the North Pole, and officially finished the festive event in Gloria Victis.



Fixes:

– Fixed an edge case issue where players could be looted right after the end of the siege event. (Thank you for reporting that!)
– Fixed an issue where a treasure hunting quest near Volkvar castle had its map marker in another place than the treasure spot really was.
– Fixed an issue causing the title of a mysterious scroll event to show “Exchange seals for a weapon”, instead of map fragments for a scroll.
– Fixed an issue where the capslock tooltip in the login menu was working improperly after its state was changed outside of the game window.

...