You've only got 5 days left to download and play the Scathe demo before it's gone forever!
Want to know what you're getting yourself in for before you try it?
Check out our stream of the Community Team at Kwalee, who did a full playthrough of the demo. Watch the stream to get some tips on how to maximise your playthrough, learn a bit about the developers at Damage State, and discover some fun community challenges you can try at home!
Think you can handle the hordes of the underworld better than us?
Then head to our store page, download the demo for yourself, and remember to wishlist {LINK REMOVED}Scathe while youâre there!
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Donât forget to join the Scathe Discord to share screenshots and clips of your demo playthrough.
Attention, Heroes! Colossal lumbering machines, crackling with mysterious Alien power have been detected across all regions this weekend. These Invaders, known to us as Plasma Striders, will provide Storm Surge components if your Hero can defeat them!
You may also see a boost in resources this weekend, as a GATHERING BURST has been activated across all regions.
- improved performance on Level Selection - improved overall performance, especially on low-quality settings and during destroying objects - fixed low audio volume after the kamikaze blast - fixed missing veggies discovery animation after starting a new game - fixed not disappearing interaction info after returning to the menu (or Level Selection) - fixed strange camera rotation when zooming at certain islands (Level Selection) - fixed aiming speed on the joystick (a little bit faster) - fixed input on mission panels ( axes, mouse move, or ESC button are not taken into account) - fixed dithering after the kamikaze blast - fixed some translations bugs
Whisker Squadron: Untitled Space Game - aaronflippo(Flippfly)
Hey all, we've got a huge update to talk about today. Here's the short version:
We've greatly expanded the scope of the game, and added an element of free-roaming space exploration. This takes the form of what we're calling "exploration zones". You can try out a demo with this feature TODAY.
Here's what this will look like in-game: You'll choose your path through a more expansive galaxy map (each of the purple dots here is an exploration zone:
And then each area will be uniquely generated zone, with its own enemies, special events, friendly stations and ships, and lots of resources to collect.
Each zone has an exit portal, and you'll need an Ion Core to make a jump. These are a scarce resource, so you'll need to carefully plan your path through the map and watch for opportunities to collect more.
There are also planets on the galaxy map, each containing to a more traditional "on rails" levels that you're already familiar with: We couldn't be more excited about this mix of free-roaming exploration and "trench run" style gameplay, and we're looking forward to hearing your thoughts.
These exploration zones (like the rest of the game) are still in heavy development, but you can play the demo TODAY to get a sense of how the game will play. In the final version of the game, these zones will have more varieties of enemies, special events/quests, and lots more beautiful space scenery to fly around in.
Other developments: The game also has a new "scrap" resource, which you can spend at "scrapper" ships that appear along your path.
You probably noticed the ship and the graphics have undergone a big upgrade!
We've been working with our artist Jin to come up with some new enemy and boss concepts - some of these will start to appear in the game soon.
We've also been working with the artist Spacegooose on imagining what the game could look like in a more hidef, graphic novel style. Check out this concept:
FAQ: Q: Why the design change? A: To put it simply - the game wasn't living up to our idea of what a procedurally-generated roguelike shooter could be. We love space games, and this was an opportunity to make something that felt more expansive and dynamic.
Q: Is the game still an "On-rails shooter?" A: The game will still have all of the "on rails" levels we had planned from the start - it just has exploration zones now too.
Q: Wait I thought you were making a Starfox homage? This looks pretty different from Starfox! A: Believe it or not, it was never our goal to make a game that was derivative of Starfox. We love that game, but we're drawing inspiration from a lot of other sources as well! We're confident that fans of Starfox will love this new direction as well.
Q: Can I try it out? A: Yes! we're making a demo available today, and through the end of the Steam Fest next week. Just visit the game's home page in the store. Give it a try, and use the feedback form in the game to let us know what you think!
Welcome to the first card reveal of our upcoming update, World at War: Behind Enemy Lines.
This third World at War update is themed around special operations, spying, partisans and involves Britain, France, Poland, and the Soviet Union. World at War: Behind Enemy Lines comes with a total of 18 cards, of which 7 are entirely new. Similar to the first two World at War updates, there are several options to receive the new cards:
Get the standard World at War bundle for in-game gold or real currency
Get the premium World at War bundle for real currency
Use wildcards to create some or all of the cards you want
The premium version arrives with a bunch of goodies, such as the new Soviet Headquarters "Bryansk," alternate art, a new battlefield, and the Molotov Cocktail as a new unique board item. Included is also a sizable amount of wildcards.
Spoiler season
Every day until the release on the 24th, we will reveal new cards, their stats, and historical background info.
Subscribe to our social media channels to stay up to date and never miss any reveals:
The upcoming Officer Club Championship broadcast will have some interesting info as well. Tune in on February 19th at 13:00 UTC đș http://Twitch.tv/kardsccg.
Especially join our đ KARDS Discord server! Get first-hand information, discuss the revealed cards and their potential use in existing and new decks, and speculate about unrevealed upcoming cards.
Let's have a look at the first new World at War Behind Enemy Lines card!
Spoiler season starts now: First new Behind Enemy Lines card
We kick off the spoiler season in honor of the Bryansk Irregulars, which played a significant role in the war efforts of the Soviet Union against the German troops towards their way to Moscow.
The Bryansk region is known for its dense woodland, which formed an excellent natural defense; it gave the partisans protection during their raids and made it easy for them to hide their movements and bases.
It is believed that around 60,000 Soviet partisans were operating in and around Bryansk during WWII, and by 1942 they effectively held an area of 14,000 square km.
The partisans often fought alongside other Red Army forces in battles. Still, their main goal was to operate behind the enemy lines, interrupt supply lines and communications, or gather intelligence.
Partisan units in Bryansk were supplied mainly by air and had at least three operative airstrips under their control, and several partisan brigades operated their own aircraft.
Stay tuned for more as we approach this World at War update on February 24th. There are card reveals now every day!
Reveal your first impression and be creative
If you want to become a bit creative and reveal your first impression on Behind Enemy Lines, we have something experimental for you.
Simply use the following comic strip draft and fill in the blank spaces. Keep it modest, though, please :) Feedback determines if we can do more of this.
Update with additional card reveals
During the German occupation of France the French resistance groups developed an âunderground railroadâ system that was used to smuggle downed Allied airmen to the front lines or back to Britain. Later this same underground system was used to send messages between the resistance groups and Allied command.
It also came to use during Operation Jedburgh in 1944 where Allied special operatives used the underground network to reach the groups and towns in France where they were to operate. The mission was to assist Allied forces in the upcoming invasion with sabotage, guerrilla warfare or by leading the resistance forces against the Germans.
The 1er Bataillon de Fusiliers Marins Commandos, alias Commandos Kieffer, was a battalion sized commando unit that was formed in 1942 by the Free French Navy.
After WWII the unit was returned to French control and is still serving as part of the Naval Commandos of the French Navy.
The Westland Lysander was a British-made cooperation and liaison aircraft that came into service in 1938 and was used by RAF and Allied air forces during WWII. The aircraft was mainly used for artillery spotting or message and supply drops, but was withdrawn from combat duties after the Battle of France due to high losses inflicted by German fighters.
For the remainder of the war the Lysander served mainly in liaison and air-sea rescue roles. The aircraft was used to maintain contact with the French Resistance, for supply drops, delivering and retrieving agents or to rescue downed pilots that were sheltered in France. Several Lysander aircraft were used by the No. 309 Polish Fighter-Reconnaissance Squadron, but from 1942 the squadron started to transition to Mustangs.
A total 1,786 Westland Lysanderâs were built, including a few variants.
Operation Monastyr (e. Operation Monastery) was a Soviet intelligence operation that lasted from 1941 to 1944 and involved using a âradio gameâ which was standard technique in radio counterintelligence at the time.
The operation was conducted by NKVD agents and the goal was to use Soviet moles to relay misinformation to the "Abwehr", the German military intelligence.
The operation was considered a great success, it resulted in the capture of several German agents and collaborators. However, one of its major contributions was disinformation about major Soviet offensive operations near the town of Rzhev, which the Germans took at face value. This was partly true, but also rendered the Germans blind to the much more important Operation Uranus, the major Soviet offensive at Stalingrad.
Hotfix #8. Hello everyone! We are going on with "fixing". Now, in addition to bugfixes, there will be more changes in the gameplay and balance, which you, friends, help to implement.
Fixes: - Enemies do not fall when moving failure - The moments of the onset of negative effects depending on the drop in parameters (hunger, thirst, etc.) - Calculation of gloves' temperature - Reset sound settings sliders - Reset the timer in the "Voting is approaching" quest after loading the save. You should make another save or autosave if you are stuck with this quest in your last save. - Auto-save after death - Deleting save slots - Fight with a mutant in the quest "Heart of Darkness" - Quest "Medical care" - The Doctor's intro quest - A bug in which more ammos were spent for a shot than needed in battle - Localization in the description of quest completion results
Changes: - Prices for carcasses and some of their components - Recipes for backpacks and clubs - The capacity of the leather backpack has been increased - Slightly reduced dynamics of falling hunger and thirst - Random encounters with enemies during the character's actions now depend on the safety of the hex - Redesigned AI for marauders - Changed the condition for skipping the start video from pressing any key, to ESC and space - Changed the font size in the battle log - Removed the ability to save during combat
Additions: - Bots' variety of weapons - Information about the world in the first Mitten City quest - Wanderer's bio without starting perks - Bots leave the map after certain actions - Added a timer for the time of departure of the bug report - the output of the remaining time in some quests - Added a dependency on the success of the option [Try to wait in the shelter...] from the difficulty level
Misc: - Now carcasses of large animals can be dragged only with two hands - Carcasses of medium-sized animals can be carried either with two hands or on the shoulder - Added highlighting of stacks of identical items when dragging - Added the illumination of slots under the object when moving the object - Changed the camera's Fow in combat - Bots now ignore the presence of character while he is in settlements
We wanted to first and foremost thank you for the support towards our game and let you know that a new update has just been released! See below for the full release notes! Your patience, understanding, and enthusiasm towards the game has been the motivation to keep us going. We will be releasing a Titan Forge Dragonborn Fighter Model as a FREE gift to say thank you for your patience and support.
We are just a small team of indie developers, and the reaction to Model Builder has positively blown us away! We never expected such a warm response and community so quickly.
Itâs been a crazy launch period! The team has worked around the clock, with many long days and nights spent preparing fixes and making the game as great as it should be. Weâve drunk a lot of energy drinks, slept in the office, and the pile of shame contained from the pizza boxes kept growing⊠but IT WAS WORTH IT!
First night in the office
Day after the premiere!
This is just the start for Model Builder. We have so many big plans! From free content updates, DLCs, new tools, and even new features. We are even looking to partner with well-loved brands and games to offer unique content that will expand and enrich the game, too. All of this is led by you, our wonderful community and your invaluable feedback.
Our goal is to bring the joys of model building to as many people as possible, and make the game as accessible to all. We have released 6 hotfixes so far to address the top priority issues reported by players. The game should also perform much better on lower end devices now.
We have also introduced a Beginners Guide, added auto save functions, removed the Carpet Monster bug and created a âknown issuesâ board on Discord that will be updated regularly. We are also looking at improving the in-game tutorial to break down even more barriers to the game.
UPDATE 1.0.7
Hereâs another tasty update filled with fixes, updates, and quality of life improvements.
As mentioned above, we have also implemented the Dragonborn FREE GIFT to thank you for your patience with us during the launch period.
Added FREE Gift - Dragonborn Figurine
Fixed Carpet Monster Bug(missing parts are now restored when opening the projects)
Story models are shown as âunlockableâ in the Sandbox Mode interface
Autosave is now created when changing game mode
Performance optimizations for Unit-01 Gunbot model
Fixed black screen on startup for some devices
Fixed graphics settings not loading correctly, resulting in poor performance on game start
Assembly Tool now works properly on models that do not have sprues
Fixed element masking in the Career Mode
Lack of upgrade to masking tape now correctly disables the "Mask Element" button in the Masking Tape inspector
Fixed lightmaps & some texture artifacts
Fixed missing parts in âAlternative Tankâ quest
As lifelong model building enthusiasts ourselves, we know just how important it is to create an experience that is not only true to real life model building, but one that is also fun and creative for those of all skill levels. It is sometimes hard to explain what Model Builder is to others, the game isnât here to replace real life modeling, but more so to be an enjoyable experience for real life builders of all skill levels and for those who are looking to get into the hobby.
Have any thoughts or suggestions for the game? Let us know on our social media or Discord! We are always active and listening. Even if we donât respond to every comment, just know that your voice is heard and matters.
Thank you again. We canât wait to share what is next for Model Builder.
Hello, folks! This Friday weâre going to tell you about the fight with adjutant Mirina. This is quite an amusing fight which is considerably different from the others. Letâs look at how it works in detail.
HOW DOES THE FIGHT GO?
The first thing to mention is that there are no commanders in this battle. Thatâs why the one who kills all the enemy's units first is the winner. In the right upper corner there is a counter which shows how many units are still alive.
The next important condition is the central bodrer of the field. Neither your nor opponentâs characters can cross it. As soon as we summon a character and equip him, he rushes at once to the border on the other side of which enemyâs fighters line up.
The fight with Mirina can remind the duelâthe fighters also stand in line and exchange blows. But you can see considerable differences.
Summoned fighters can change linesâas in a usual fight. Besides, you can organize their support if you place an archer, a spearman, a monk, a warlock or any unit you consider necessary.
Mirinaâs deck consists of strong melee characters and the ones who are good at support. Cards from the second deck are also quite powerful, but if you find a proper tactic. you will win easily. But things are not so simple in challenger battles.
DIFFICULTY
To begin with, in the beginning of the challenger battle there is a guardian on the battlefield. There is a monk behind. Thus, you need to destroy not ten but twelve of the enemy's characters.
The guardian is equipped with the Veteranâs ring. It means that every turn his attack will increase in two points.
On both sides of the scene there are walls. On the one hand, itâs a limitationânow a player has considerably less space for maneuvers. On the other hand, there are a couple of interesting variants for how to turn this limitation into your advantage.
The most interesting thing in this battle, though, is the condition for the perfect victory. Your task is to win using not more than three characters. And itâs not that easy!
IN SEARCH OF PERFECT BALANCE
The first hard question we faced was the balance of the cards. As it was mentioned before, Mirina summons only melee fighters, and we were thinking if we should make the same condition for the player. But we decided that the freedom from limitations opens up a lot of variants for elegant victory.
The next question was how we can make the fight harder. We wanted to place a vivacious but not unkillable character which will be pretty dangerous for the playerâs units. Thatâs how we came up with the bundle of the Guardian and the Monk. The Guardian has quite a big amount of health points, and has protection from the objects that are put on him. A low attack is compensated with the Veteranâs ring, step by step into a real problem. The monk behind is always ready to heal his comrade if you wound him.
We hope that you will like this fight as well. Download our demo, share your impressions in comments and press the follow button on our page. And donât forget to add your game into your wishlist.