3 lucky winners, voted for by our community, will have their screenshots used in our official communications and as the basis for official artwork.
You have time until 04.30.2022 to submit your screenshot. After this date, the winners will be selected.
Good luck!
Terms: Resolution 1920x1080 or higher Screenshots need to be compliant with the Slitherine rules. You need to be the author of the screenshot. Screenshot needs to be new. You cannot use those which have previously been published. We will only accept raw screenshots from the game, you cannot use any editing software or any other visual enhancements.
We are glad to announce that we have a fantastic Dev Diary from our friends at Lab42 where we will cover the long anticipated and much sought after UI and UX for the Console version releasing soon!
Lab42 have been hard at work and there is not much time left until release, so we hope you enjoy the information and vision they have presented for you. Now with screenshots!
As you would expect, user interface and controls were core components of the adaptation from PC to console. One of the main aims was to create a UI that was easily accessible and facilitated fluid gameplay. There is no set standard for UI and controls for Grand Strategy Games on console, with most approaches being subjective and as a consequence we’ve taken an approach that suited the unique Crusader Kings Gameplay.
[Map Overview and controls]
This started with a control hierarchy that marries UI and button control placement, for example ... using shoulder buttons for the top tier menus – the Command Bar – and bumpers to tab between sub-menus within the main menus. In addition, the decision was taken to assign controls to unique game functions rather than using lots of contextual buttons. Control prompts specific to each menu, screen / game context are displayed at the bottom of the screen to assist the user. The aim is to provide the player with a lexicon of controls that when learnt facilitate fluid interaction with the game UI and functionality.
[Earl Alfred Character View]
We could've taken a very conservative approach to development, but this was not what Lab42 or Paradox wanted. For example, the conundrum of turning a PC control system and UI into a viable console offering could've involved retaining the PC UI and using the controller thumbstick as a virtual mouse, but this approach was dismissed out of hand. User research also showed how popular the D-Pad was as a means of game navigation, especially when dealing with menus. Moving away from the use of a virtual mouse and freeing up the D-Pad for game navigation (as opposed to invoking menus as used in other console strategy games) presented a new set of challenges to overcome.
[Family Tree]
The UI and controls we've adopted is a hybrid approach, leaning on best in class examples as reference and applying them to the unique CK game framework (e.g. top level onscreen menus (the Command Bar), Radials (Character and Maps), and quality of life shortcuts (e.g. Quick Access Bar, Hints, Notifications).
[Council Tab in Top Menu]
When looking at the Crusader Kings user interface it was clear that most of the community want as much information at their fingertips as possible in order to form and execute game strategy. Flicking between menus, the map and popups is a feature of the PC title that we wanted to retain on console. This is also enhanced by the Radials to access your Character Wheel and another that introduces the Map View Radial accessible at any time from the main gameplay window. Allowing you to quickly change between Map Modes and easily accessing your character features without in-depth menu navigation.
[Radial Map Wheel]
Avoiding the use of lots of fullscreen menus that potentially break the immersion of gameplay was a driver here, and this led to the concept of switching focus being introduced. This essentially allows the gamer to quickly move between any open screen elements as well as allowing easy Map Interaction – a critical component of Crusader Kings gameplay.
[Start Date map]
[Martial View]
[Martial View]
That does it for the Console portion of the Developer Diary fresh and hot from the Lab42 presses!
We love a good TV series just like the next person. But, we're in video game development! Why haven't the things that make great TV translated to our interactive world?
That was the original spark behind Arctic Awakening – before we even knew what kind of story we wanted to tell. All we knew was that we wanted to tell a story in 5 parts and release it on a monthly schedule.
Breaking a story into episodes lets you dive so much deeper into character development. Arctic Awakening is all about exploring the growth of our characters as well as the world they inhabit, so an episodic format just made sense. And we get it, everyone is busy these days, so breaking the game into easier to consume chunks is another plus.
However, the episodic format hasn't exactly had the best track record in the games industry thus far. Not to mention, the way we consume games, TV and movies continues to evolve. With all that in mind, we've decided to change to a single release model for Arctic Awakening.
Does this mean we're abandoning the episodic format completely? No! The game will still be broken into 5 chapters, but just like the latest binge-worthy Netflix series, they'll all drop at the same time in one release. No more waiting a month between episodes – hooray!
We'll have more to share about the game and its release in the coming months. Until then, be sure to say hello in our Discord and on our socials (Twitter, Instagram, TikTok)!
We would like to inform everyone that the scheduled server maintenance is over and servers are now up and running.
[Patch Guide] Client Version:30165 1. Closing of 5th Anniversary related dungeons and Linda Store Shop. 2. Linda Shop Update: New Event Shop 3. Unlock New Event Dungeon ( Sanctum of Dragon Knights Dungeon and Ancient Relic Dungeon) 4. Legend Shop 5th Anniversary items sales extension and Premium Platinum Ticket Price Adjustment.
• Closing of 5th Anniversary related dungeons and Linda Store Shop -5th-anniversary event dungeons will be removed in the Ohrdor Map and 5th Anniversary Linda Store.
Linda Shop: New Event Shop added
You have a maximum of 20/20 shop refresh and will reset every 5:00 daily. Linda shop can be refreshed using an amount of redzen and bound redzen:
• First Login [1 Free] • Refresh 1- 5 [30 Bound Redzen per refresh] • Refresh 6-9 [10 Redzen per refresh] • Refresh 10-13 [15 Redzen per refresh] • Refresh 14-17 [20 Redzen per refresh] • Refresh 18-20 [25 Redzen per refresh]
Event Shop will generate item selection randomly with different discounted prices and quantities for each in-game currency of the following: •Zen •Magic Gem •Redzen •Bound Redzen •Lucky Coin (event coin)
Event Shop in the Linda Shop Contains some of the following items you can purchase using the in-game currency: • 1-Day Platinum Service Ticket • Holy Enchant Safeguard Ticket • Star Stone Cube • Relic Scroll box • 10-Million Magic Gem Chest • Star Core • Red Imprint Scroll • Relic equipment enchantment jewel • Mythic Star Stone C • Legent Star Stone Chips • Mythic Star Stone Chips • Condensed jewel of blessing • DJ Tail Pet • 5th Anniversary Pet Box • Talisman lucky chest
And many more......
Unlock New Event Dungeon
•Sanctum of Dragon Knights Dungeon ~March 22 to March 31, 2022 Activation of the event item drop.
-Sanctum of Dragon Knights Dungeon daily entry limit 1/1 -Level Requirement: Lvl. 65 -Killing monsters inside the dungeon have a chance to drop "Lucky Coin" event item that can be used to purchase items in the Event Shop in Linda Shop.
Lucky Coin
• Ancient Relic Dungeon ~April 01 to April 12, 2022 Activation of the event item drop.
Premium Platinum Service update
-Platinum Service TIcket price has been adjusted.
5th Anniversary items sale will be extended up to April 12, 2022
At Nebuchadnezzar, we have always emphasized history. And since wars played an irreplaceable role in the history of ancient Mesopotamia, we think they should not be missing in the game. War will therefore be a major addition in the upcoming 1.4 Update.
It will include the following:
Extended diplomacy
Walls and wars
Expansion of the main campaign with several missions taking full advantage of the new war mechanics.
On the other hand, Nebuchadnezzar has always been focused on economics and logistics. And we want to preserve this, so the design of war will be done with this in mind.
Because of that we have decided not to add any RTS mechanics. Your city building and city management skills will still be the most important. Now you will also have to take care of the security of your city against external threats. But on the other hand, you will be able to take advantage of the benefits that a strong army brings.
The Adventures of Sargon DLC
In addition, the first DLC for Nebuchadnezzar will be released together with the 1.4 Update.
In this story-focused DLC, you'll play as one of the most famous rulers of ancient Mesopotamia, Sargon II, and relive all of his important campaigns and achievements.
Suppress dangerous rebellions, conquer the surrounding empires and ultimately restore the glory of the Assyrian Empire.
We are super excited about his new content and ready to bring you more news in the future. So stay with us and follow us on Facebook, Twitter, Reddit, Instagram or join our Discord server!
We’re more than excited to share some big news about our upcoming game We Were Here Forever! Check out our new reveal trailer here!
Yes, on May 10 We Were Here Forever will be released on Steam! Bringing you more puzzles to solve, places to discover and mysteries to unravel. Console versions will follow shortly after!
Discover what has been forgotten
The 4th instalment in our We Were Here Series is our biggest game yet. You’ll be exploring more of Castle Rock- what’s hiding in the dark corridors, the dungeon below as well as forgotten halls and chambers, once filled with life and joy. A graveyard for those who’ve fallen, a chapel and even a puppet workshop are a few of the new areas awaiting your exploration…
Castle Rock and the town of Rockbury await your arrival. Swallowed by a terrible curse, Rockbury now only remains as a shadow of its former self. The town's previous inhabitants are long forgotten by time, but their plans of a resistance against the King remain.
Will you be able to unveil the mysteries and solve the puzzles that challenge the two of you? Who knows, perhaps this was all meant to be. You might be a missing puzzle piece of a larger story set in motion in a time long forgotten… The big question at the end remains; does one ever truly escape Castle Rock?
We are Here in live action
Besides a new trailer and release date, we have more in store for you! In our live action show We Were Here Stories: Chronicles of Castle Rock, the backstory of the cursed castle in the We Were Here Series will be told through the eyes of resident Kees Klokkenmaker.
The Chronicles bring six chapters, each narrated by one of his descendants. You’ll learn about the fall of a great Dutch king, who went mad in his search for eternal life. How this monarch met his downfall, is for you to discover in the series and game.
The first episode “The Fall of a Kingdom” is already live! Be sure to watch it here!
We Were Here Podcast
Can’t get enough from all the lore we have for you? Need some refreshment so you’re completely up to date upon We Were Here Forever’s release? Don’t forget to check out our YouTube channel where we discuss the lore of the series and more! Click here for the latest one!
Thank you for everything explorers! We can’t wait to see you all play our game!