Mabinogi - CM Katherz
Join Community Manager Katherz as she plays Mabinogi with a special guest, Mabinogi's Social Media Manager, Joe! Join us on our Twitch.tv channel, Friday, February 4th at 1:30 PM PST (4:30 PM EST). As always, there will be giveaways throughout the stream.

Don't miss out on the fun. See you Friday!
Feb 2, 2022
Kingdom of Atham: Crown of the Champions - Osi
-Added DPS calculation to training dummy.
-Added new meat icons.

-Fixed Chain collision.
-Fixed incorrect key text after changing input settings.
-Fixed able to attach multiple carts.
-Fixed inverted triangle roof.

-Removed player experience loss on death.

-Updated crystal crab, crab bosses and automaton loot.
-Updated player loot bag to last for 30 minutes instead of 15 minutes.
-Updated player to move slower when they are over max weight.
-Updated bare fist attack range from 100 to 125.
-Updated weapon attack ranges. 1h axe/mace from 190 to 200, knuckles from 140 to 150, daggers from 160 to 175.
-Updated knuckles damage to be comparable to daggers.
-Updated chains to 4k texture.
-Updated camera auto-exposure settings.
Feb 2, 2022
cyberpunkdreams - cyberpunkdreams
  • New artwork.
  • Loading alternative images should now work.
  • Fixed a problem with getting overpaid when overdelivering on the junk trade.
New World: Aeternum - HardcoreHenry
Greetings, Adventurers!
Aeternum is an ever-evolving world, and as such, we continue our efforts in providing our players with an assortment of ongoing new features, content, and changes. Similar to the activities leading up to our latest major update, we are approaching the release of our next large release and would like to once again invite you all to participate in the next cycle of our Public Test Realm (PTR)!

PTR
The Public Test Realm (PTR) is a limited-availability server-set that will give players an early look at upcoming features. These preview builds are snapshots of upcoming major releases and are not final versions — you may encounter bugs, crashes, missing text, or other issues. Between our internal testing efforts and your reports, we hope to catch and resolve all serious issues before they reach the live servers. However, not every bug or feedback piece will be actioned on before release — some changes need to be investigated further, and may come in a subsequent patch or two. Nonetheless, hundreds of changes have already been made — with more to come — and the full release notes will be shared on release day.

To help with the feedback process, all newly created PTR characters will have the opportunity to instantly level to select level-ranges outfitted with appropriate gear and items.
The PTR will officially open tomorrow, February 3, at 10 AM PST (6 PM UTC). Servers are limited — to maximize world population and encourage higher occurrences of group play, there will only be one world available for this playtest cycle, with it located within the US East regional datacenter. You may have to change your regional selection from the main menu in order to discover the available test world.

This special preview client will be made available for download through the stand-alone Steam application, “New World Public Test Realm” (which should already be in your Steam library if you own the main game). When the test period is complete and the main New World game is updated with the previewed content, all worlds will shut down and be wiped clean. You will still see the New World PTR application in your Steam library, but there will not be active servers until the next time we announce a test.

If you encounter a bug, exploit, or have suggestions to improve a feature or piece of content, we’d love to hear your feedback on our PTR sub-forum (you can also utilize our in-game feedback tool). We will do our best to address as much of your feedback as possible before the content update makes its way to our live servers. Your participation will help us to deliver awesome content and updates in the future!
During this iteration of the PTR, we look forward to hearing your playtest feedback regarding the following changes.

Bugs, Balance, & PolishDeciding when to align resources to provide new content or to focus on improving what’s already there is a delicate balancing act for a Live game, and New World is no different. For our February game update, we’ve taken a moment of pause on feature development in favor of improving the state of the Live game. As such, we’re pleased to share that a significant number of high-value bug fixes and improvements as well as some small ones have been made across the entire game experience.
While we won’t be providing new content this cycle, we hope that these numerous changes will provide you — our players — with a much better day-to-day experience as you adventure throughout Aeterum. Here are some of our more significant and exciting changes to look forward to playtesting on the PTR:

Player Combat
Weapon Swapping
Weapons can now be swapped during reactions, dodges, traversal and while using consumables (except weapon coatings) and will not interrupt those actions! There's a 1-second swap cooldown in these cases, to prevent instant weapon spamming.

Weapon swapping and attack actions can now be queued simultaneously! Such as, if you press a weapon swap during an attack's recovery, then immediately press an ability key, the weapon will swap at the first swap cancel frame, then immediately perform the desired ability. Although actions still have a buffer and cancel window, this change will make the weapon-change and ability-activate combo easier and more reliable to use.

We now prevent weapon swap buffers from being cancelled if you become staggered before the swap can occur.

Dodging & Blocking
  • We have shortened the length of recovery for all of our dodges! Dodging and entering into navigation should feel more fluid for all players now.
  • Basic attack startups for both melee and ranged can now be dodge and block canceled up to 2 frames before the first active frame. This is typically the first animation frame where the damage hitshape activates or the projectile/hitscan object spawns.

Jumping
Launching off lower height objects will no longer trigger a fully-committed landing reaction animation, allowing you to keep your momentum as you move through Aeternum

Balance Changes
  • A cleanup pass has been performed across all weapon types, helping a number of abilities and perks feel more predicable and potent out on the battlefield!
  • The Great Axe has received a significant rework to “Gravity Well”.
  • The Musket’s “Stopping Power”, “Sticky Bomb”, and “Shooter’s Stance” have also received significant reworks.

Player versus Environment
AI Improvements
We’re introducing a new Player-vs-AI physics collider solution that will significantly reduce the amount of pushback from bipedal and simple-shaped creatures colliding with player characters. Quadruped and long-creatures will receive a similar update in the future.
Improved AI targeting to fix instances where AI sometimes attacks locations the player used to be (instead where they actually moved to)
Reduced pushback on block from most creature attacks.

Outpost Rush
  • Multiple AI and visual bugs have been addressed.
  • AI and siege weapons have received a balance pass.
  • Scoring mechanisms for contribution have been reworked:
  • Dealing damage now increases player scores.
  • Reduced the amount of points granted from killing enemy players.
  • Reduced the amount of points granted from killing enemy AI.
  • Adjusted game mode participation rewards:
  • Faction Tokens are now granted on match completion.
  • Outpost Rush Caches now reward 2 pieces of Outpost Rush specific armor and an Outpost Rush specific weapon. In addition, there’s also an added 15% chance of receiving a 4th item which may be a piece of Outpost Rush specific Jewelry.
  • Significantly increased the likelihood that Outpost Rush Cache rewards will increase player Expertise ratings.
  • Outpost Rush gear now rolls from a fixed list of perks that are more ideal for PvP combat. This means that traits like “Beast Ward” will no longer be found on Outpost Rush gear.
  • Removed “Beast Ward” from “Illusory Enigma” and replaced it with “Keen”. Please note that this change isn’t retroactive and it will only apply to new Illusory Engima’s granted after the patch.

Crafting
Reduced Tradeskill EXP leveling requirements by 10% for the following tradeskills: Arcana, Armoring, Engineering, Furnishing, Jewelcrafting, and Weaponsmithing.
A new Trade Chat channel has been added, facilitating a dedicated space to hawk your wares!
Many more changes have been made across the entire New World experience. Check out our PTR Release Notes for a bigger picture and let us know what you think on the PTR subforum!

PTR Backstory Loadouts
Upon character creation on the PTR, players will be given multiple caches of special armor and weapons. Each cache has a designation based upon a general build based on a main attribute: CON, DEX, INT, FOC, and STR.

To help manage the sudden onset of new items, do not open all provided caches at once, or you risk becoming encumbered! Instead, equip all provided bags and then follow-up with opening each cache deliberately. Any undesired caches can be dropped or deposited into your personal settlement storage.

PTR FAQ
HOW DO I ACCESS THE NEW PTR?
Everyone with a copy of New World will be automatically granted access to the secondary PTR app. The PTR is not compatible with the live game, so you will need to download a separate client (and have the hard drive space required to support it). From there, we will have special worlds available within supported regions. Not all regions will initially be supported. Access is on a first come, first served basis. There may be queues.

CAN I PLAY WITH OR TRANSFER MY LIVE CHARACTERS TO THE PTR?
Unfortunately, no. These are separate ecosystems, so at this time it is not possible. However, to make testing easier, we will occasionally provide our play-testers with special accommodations such as instant levels, special gear, etc.

CAN I PROVIDE DESIGN FEEDBACK REGARDING WHAT’S INCLUDED ON THE PTR?
Preview game builds on the PTR are finished with their core development and are in their final phase of testing and bug fixing. Our main focus at this phase is improving quality, although we will appreciate any feedback you have to share.

I HAVE A PROBLEM; HOW CAN I CONTACT CUSTOMER SUPPORT?
Our policies and Code of Conduct cover the PTR, and in-game moderation will continue to be supported. Unfortunately, due to the temporary and potentially unstable nature of the PTR, general Customer Service assistance through both Live Chat and through the Support Website will not be available.

I DON’T WANT TO PARTICIPATE IN THE PTR, CAN I REMOVE THE APP FROM MY LIBRARY?
Don’t worry, no offense taken. Players can manage visibility of the New World Public Test Realm Steam Library entry. Opening up the game options (right-click > Manage) offers the “Hide Game” function.
Thanks for your support and participation! We'll see you in Aeternum.
Voids Adrift - ZaviiNet
Hi Nomads,

We've had a few people on steam unable to work out how to play our game because it's not officially released on steam,

We've made it very clear in the past how to play but it seem we've not been clear enough.

To play Voids Adrift you must obtain a steam key.

You can obtain keys from key drops on our forums or discord or from supporting our project directly

Will there be different server regions?
Yes! Using data we collect from the Alpha and Beta, we will find out where we can put the servers to help the most people

Will you attempt to combat ship metas?
Yes. We have a vehement hatred of the box meta, as it restricted players creativity and forced them to build one way. While we will add things to specifically combat the box meta, we don't want there to be any meta, box or not. We will make small tweaks to shuffle up the meta as it appears, but we will try to make more permanent solutions against metas by making more personal ships designs compliment play-styles

Will there be character customisation?
Yes. We plan for you to edit your character's hair, body, eyes and head to your heart's content. You can also change clothes in game.

Will there be subtitles?
Yes. We plan to add as many accessibility features as possible. While there probably won't be many voicelines, subtitles will be available for all of them. We don't currently have a list for planned translations, but with data from the Alpha and Beta we will compile a list and get subtitles for as many languages as possible.

Can I play the game Solo?
Yes. While teaming up may be easier, we still want the solo experience to be just as much fun as the multiplayer experience

What will the game cost on release?
We want a price that is fair both to us and to you. Right now we are planning on releasing the base game at $24.99, with a 15% discount on launch. We are considering having other supporter editions, but these are by no means required to play the game, nor will they give any advantage in game. These prices of course may change in the future.

Are you seeking funds from a publisher?
No. Right now we have no intention of working with a publisher. This may change, and we will listen to offers, but currently we would like to remain independent.

Where are the esteemed coat guild’s vaults
We shall never tell.

What are the hardware requirements to play?
The hardware requirements on steam are what we estimate will be required on release. We want as many people as possible to be able to play the game, and we don't want better hardware to give an advantage. That being said, we do want players to be able to use their hardware to its full extent

Will there be pets?
It's something we've got our eye on but it's not something we want to work on just yet.

how much grinding will the player do?
There's no definitive answer for this because everyone plays how they want, If you want a Big faction Ship then you'll be grinding, but small ships should be pretty easy to gather enough materials for

Will we be able to host custom servers?
Yes. While there will be an official server, we have plans to let you host custom servers to play with friends. We also want community hosted dedicated servers to be easy to set up. Any community hosted server can customize anything either with official settings or custom plugins.

How much stuff will I have to risk when playing?
When flying around, you will of course risk losing your ship and anything on it. When you die, items in your toolbelt may be saved depending on your server settings. all other items will be lost.

What would pirates gain by sinking ships?
We hate the KoS mentality that came with WA, and we want to encourage being friendly. Raiding ships will certainly be profitable, but sinking is just rude.

What is your rollout plan for updates?
Small patches will be available as soon as possible, but we like to hold large features and push them as big updates so we don't leave players confused and constantly having to adjust to new updates.

Are there different materials?
Yes. Engines and weapons built with different materials will not only perform differently but look different.

Will it be possible to fly without a Void Core?
Yes! you can make fighters and aerodynamic ships without a core if it has other ways of maintaining height.

Can survive in the void?
It will be possible, but not easy...

Will we be able to upgrade and modify our tools and weapons?
Yes. Building your weapons from different materials will modify their stats.

What made you want to do this project?
We all have our different reasons. Some of us are looking to progress our career, some want to become directors and make their own game, and some are just here because of our love for WA

What platforms will the game be available on?
PC and Xbox one. We may consider a switch port post release.

will there be a ship size limit?
We don't want to limit your creativity in anyway. Personally I love the idea of giant ships. We may have to limit ship sizes for performance, of course you cant have a ship the size of the map. We haven't decided how we will limit ship sizes though, be it through dimensions, panels, or lift.

Will there be boss fights or minibosses?
Yes. You can access these fights outside of the story. We are yet to decide if some of these fights will be a PvE only zone.

How intricate will the shipbuilding be?
You start with a cube, and you can extrude and move vertices freely. There will be some hard stops, but we want to allow as much creative freedom as possible.

how much of an impact will your ship design have?
the speed of your ship will be dependent on how aerodynamic your frame is. the design of your ship will also effect its capability in combat, and its turn speed.

Will you take any steps to combat griefing or seal clubbing?
We've looked at adding Notoriety and a bounty system. Restricting Seal Clubbers with a bad rating from entering the safe Zones.

What kind of weapons will there be?
Lots, Guns, Swords, Axes and Grenades :)

Will there be randomly generated islands?
Possibly. We are considering all kinds of options right now

Will there be base building?
Maybe. We don't want the game to be too base-focused, so if we do add base building it will be limited

How does the tech progression work?
There are three tech trees, one for each race. You will always play as a human, but you can select one of these trees to progress down. You will unlock new tech by collecting Exp. Everyone will be able to unlock almost every item, the tech tree you choose just decides which items you will unlock first.

Will there be playable instruments?
Maybe. We plan to add instruments like a piano or trumpet and we also plan on adding Midi input, but all of this is subject to change.

Will there be mod support?
Yes. we will try to make server plugins and mods as easy to use as possible, and we don't want to add any restrictions on creativity.

Will there be AI?
Yes. Fauna will have adaptive and evolving AI. We may add AI ships, but the specifics are yet to be decided.

How similar will VA be to WA?
Past the floating islands and ships, it is a completely different game with different mechanics, story, and experience

Will there be a story line?
Yes, but not in the traditional sense with a quest menu and quest markers and quest trackers. We want it to feel dynamic and we want the player to feel like they are discovering something, not just being told where to go, what to do, and how to react.

Is this Worlds Adrift two?
no. This game while inspired by Worlds adrift will not be the same. We are not looking to copy it.

What are the numbers after the developers names?
they are our time zones

How can I play the game?
Patreons at £15 or over get permanent access keys. We also do alpha key drops every so often. Keep your eye on 📌announcements for that, as they are often gone quickly!

How do I help out?
A great thing you can do is tell your friends about this game, and spread the word. You can also donate to our patreon here https://patreon.com/VoidsAdrift

https://twitter.com/VoidsAdrift Our Official Twitter
Feb 2, 2022
Gummings - Timon softa
Corrected bug related to stopper.
Evasive Maneuvers - SkyPyre Studios
  • Sign in menu and main menu no longer appear on the same screen
  • Increased the contrast on button text
  • Refactored the networking system
  • Improved gamepad navigation in menus
  • Increased the size of the Protana Station map
  • Created new ship models
  • Created new ship patterns
  • Orion's Curse map blockout is in progress
  • Cleaned up the backend and removed unused nodes and blueprints
  • Changed the HUD reticle from red to white
  • Completed both ship customization hangars
  • Backend engine tweaks
Feb 2, 2022
YUKI Space Ranger - danilo.delponte
  • Visual issue that was causing the screen to go black after Last Boss dialogue fixed.
Impostor Factory - Reives


Belated post, but here it is. c: +Some updates!

Bestest Dancers comic print:
Good news -- after some delay, we've found a manufacturer for the Bestest Dancers comic print run, and will be making them available on https://freebirdgames.bigcartel.com/ along with the other merch in the coming months!

To the Moon series card game project:
During this slower period after IF's release, we're regrouping and working on some side fun projects before going in full force with the next major project. This includes the To the Moon series card game project (https://twitter.com/freebird_games/status/1456298797991088132), which will have an announcement in the coming months as well.



TtM Animated Film:
For those asking about the animated film side of things, I've recently received some updates about its progress -- nothing that can be disclosed yet, but it is moving forward through the stages. Hoping to be able to say more about it in the future, but in the mean time, rest assured that it is moving.

Lofi Music Series:
We've been working on and releasing lofi music for the series -- To the Moon's https://www.youtube.com/watch?v=UdFibNMNiCI and Finding Paradise's https://www.youtube.com/watch?v=96OkPZI-dkM ^are now out, with Impostor Factory's & SigCorp's on the way for later this month.

Annnd that should be it for now! Cheers all, hope you've been well~

-Kan
Base Defense VR - DIE FLUUUUT KOMMT
Hey Base Defenders, the time has come and a major step to a better product is coming to you now.

I very appreciate your feedback and ideas and I try to implement as much as possible, so you can really enjoy the game.

A lot is happening under the hood of the game and I will present you now with all changes that has been made since the last update

IMPORTANT! I RECOMMEND RESETTING YOUR PROGRESS IN THE MAIN MENU

Player weapon addition:
The player can now equip and upgrade weapons to be used in the battlefield.
There are three weapons currently: [Machinegun] [Minigun] [Cannon]
These weapons have different base stats and can be upgraded to a max level of five.
Each level increases damage and reduces fire delay
The weapons can be set up in the main menu under player upgrades





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Bug fixes:
Fixed Energy Node turret assignment
Fixed Max supported turrets energy display
Fixed rocket turret doesn't see Apache enemy
Fixed Laser Turret doesn't do damage

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Weather:
Weather has also come to the other maps as well, in Fallen Battlefield and Near The Reactor it's now raining and thunder is also there as well.
The weather intensity will change over time from disappear completly to really heavy weather



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Player base insertion:
Not really gameplay relevant but a nice addition, the player base gets now properly called in and is treated now the same as all other buildings of the player

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Achievements:

The first implementation of achievements has also made is into the game, currently there is one that requires you to reach level five, but I will add with every new update new achievements.

You can also make suggestions of achievements.

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New Player Character!
Soldier you are doing well on the battlefield, and the master ai has granted you an upgrade.
Try it out on the battlefield with the new update
https://www.youtube.com/watch?v=6jhPBjEr01Q
https://www.youtube.com/watch?v=XxU3oOW5gMw
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Next plans:
For the next update i want to add new content to the game, Enemies and player structures.

I want to thank everyone who provides feedback and ideas and giving the game a chance!

I will see you next time.
...