You've only got a few days left to submit your entries for our Talent Competition! While you put the finishing touches on your masterpieces, check out some more of the incredible pieces we've received so far! Make sure to submit your entries before the competition closes at 9pm on March 27 PDT.
Cleansing Fire/Last Outpost (Siege of the Atlas) - guitar by caladriel
If you have a talent you'd like to show off, there's still time to enter the competition! To submit your entry, all you need to do is post in this thread.
This patch seeks to improve existing features and gameplay while also adding a few requested features. A couple of notable bugs with interactions and hunts were also resolved.
The changes included with this patch are listed below.
Essential Game Features
Added quality options to the Settings page for lower-end PCs
Gameplay Improvements
Multiplayer lobby codes are hidden by default
Improved accuracy of Mag Meter directional crosshair
Notification text for in-game messages is now more visible
Slightly increased brightness for all maps
Slightly reduced the size of the player collision
Menu options that take longer to load now show a loading icon
Gameplay Additions
Added story lore pages to be collected in matches and tracked in Journal
Bug Fixes
Fixed a bug where light sources could be activated through walls
Fixed an issue where the killer would chain hunt in some cases
Added logging to assist with resolving multiplayer bugs
Fixed a few broken textures in Maryville Police Station
Fire On Fight : Online Multiplayer Shooter - NINJA-X
We just updated both the paid and the free demo version with these new features:
- big performance boost: this time its a CPU boost, as we noticed that some old processors had performance drop even with a good graphic card, we just fixed this issue and now the game should works more faster for every one, in older low performant pc, we highly recommend switching to settings->graphics->medium, then try the game, if it still slow, reduce your resolution from settings->resolution - Updated the player Arms to looks better (a bit dirty and realistic skin)
Did you know that “Spring” means “New progress update” in some language we’ve just made up? It’s similar to “Sprint”, so LET’S GO!
*STARTING SHOT*
1) Mossy Bosses
One update later, we’re glad to announce that all first 6 bosses of the game are playable! Huge thanks to our freelance programmer Xavi, he's done an amazing job!
Here’s some footage of one of the fellas we’ve enjoyed the most: The Angry Tree!
Hmmm... Did you hear that?
Time to get dirty!
The "Oh, f*ck" moment in boss fights.
2) Bassy Minigames
We’re still polishing minor bugs and visual details of every minigame, especially their UI. However, regarding to Tick Joe minigame we recently got fresh new tracks! (Can’t wait you listen to them)
This is how bugs are fixed.
Unlike Medoo, Tick Joe can jump. A LOT.
3) Gassy Scenarios
Remember Gazhova, the Gas City? Well… A new version of it is being forged!
It will be the first scenario with 2 levels:Toxic surface and More-toxic sewers!
4) Sassy Characters
Gas City isn’t the only thing we’ve improved. Meet the new versions of Madam Marinda and some of her desert b*tches!
5) Woozy Drinks
To finish this update, let’s toast with some of the drinks you’ll be able to get wasted with in the game: Pumpkin Vodka and Smoked Whisky!
WAIT. Feeling dizzy?
You should
Add NetherWorld to your Wishlist and be a part of this crazy journey too!
As you may know, we’re developing NetherWorld for PC and Switch at the same time. A few months ago, Nintendo upgraded the list of required Unity versions to publish on Switch, so we had to upgrade our Unity version too. That caused several bugs: the big ones have been already fixed, but we’re still checking everything in case there’s more.
The Unity upgrade bugs interrupted NetherWorld's first part cinematic revision process, delaying the following steps in the schedule too: OST/SFX implementation + English localization.
Considering the recent events, our mental health and the work ahead, we've decided to launch an exclusive boss beta testing for Kickstarter backers soon instead of the original first part of the game.
April 5th (2 weeks from today) will be the final day of Early Access Season 1, and the start of Early Access Season 2! The top 5 duel players, top 10 2v2 players and top 15 3v3 players of Early Access Season 1 will receive a special cosmetic reward and a title. In addition, all players in the top 50 of each bracket will receive a title. Expect an announcement for the specific timings regarding when exactly the ladder will close for Season 1 and what the rewards will be closer to April.
It has been an incredible first week for Happy Bones Infernal!
I truly can't thank you all enough!
From the support you show each other in the forums, to the support you show me, I thank every last one of you and I truly believe that this is one of the finest communities on Steam!
So tonight at 7pm CST (3/22/22) , I'll be releasing the first update for Happy Bones Infernal! It's not a major update by any means, but it will be adding a new area and challenge to those who have completed the game...
The Tower of Nightmare!
Bosses from the first Happy Bones game have appeared in this tower!
But is everything as it seems?
What sort of trickery has caused this and why?
Experience new versions of the original bosses, complete with their original boss music!
Loot upgraded versions of items in addition to new ones!
Conquer the whole tower to receive a ring that MAXIMIZES a characters agility, allowing them to move first almost every time.
Additionally, the enemies found inside the tower have a considerably higher chance of dropping a Glowing Ore!
Players who have completed the game can access the new area via a portal that appears in the Eastern Woods!