It is with great privilege that we are announcing the complete version of Rogue Legacy 2 is now available for download!!! If that's all you need to know, get out there and starting playing! But for those who want to bask in the moment with us, please read on.
It's incredible to think back to when this all started nearly four years ago. To say we were apprehensive going into Early Access would be an enormous understatement. We didn't know what to expect, and to completely expose the game's workings to basically everybody was a very scary idea. Rogue Legacy is more than a game to us. It started as a small idea between two brothers, and grew to something that ultimately changed our lives. What we didn't know was how important Rogue Legacy was to some of you as well.
Throughout our entire time in EA, the community has given us far more than just ideas. You discovered critical bugs, balance exploits, and even story plot-holes. You gave us constant encouragement, provided valuable feedback, and kept us on-track if we started to slow down. It's not easy to work on a game for this long, yet you remained alongside us for the entire journey.
Now, with Rogue Legacy 2's development finally reaching its end, we genuinely could not be happier with how it turned out. The support we received and the love that's been shown is truly beyond words.
It is with great privilege that we are announcing the complete version of Rogue Legacy 2 is now available for download!!! If that's all you need to know, get out there and starting playing! But for those who want to bask in the moment with us, please read on.
It's incredible to think back to when this all started nearly four years ago. To say we were apprehensive going into Early Access would be an enormous understatement. We didn't know what to expect, and to completely expose the game's workings to basically everybody was a very scary idea. Rogue Legacy is more than a game to us. It started as a small idea between two brothers, and grew to something that ultimately changed our lives. What we didn't know was how important Rogue Legacy was to some of you as well.
Throughout our entire time in EA, the community has given us far more than just ideas. You discovered critical bugs, balance exploits, and even story plot-holes. You gave us constant encouragement, provided valuable feedback, and kept us on-track if we started to slow down. It's not easy to work on a game for this long, yet you remained alongside us for the entire journey.
Now, with Rogue Legacy 2's development finally reaching its end, we genuinely could not be happier with how it turned out. The support we received and the love that's been shown is truly beyond words.
Go round and round under the heart of Scotland’s most populous city with Thomson Interactive’s authentic rendition of the Glasgow Subway in Train Simulator!
Dating back to the early 1890s, the Glasgow Subway is the third-oldest system of its kind in the world. The line was constructed as a twin-track circular loop almost entirely underground, apart from the train depot, serving a total of 15 stations spread across both sides of the River Clyde. The line was built to an unusual 4ft narrow gauge, with tunnel bores of just 11ft, making for a very diminutive train appearance.
Originally built to be cable-driven, third rail was later installed and energised to be 600V, and following major overhauls in the late 1970s, the line has fitted with Automatic Train Operation, which allowed for a radical transformation in service frequency. To align with this upgrade, a brand-new second generation of rolling stock was built for the line; a fleet of 33 railcars which can operate independently, and up to 3-car formations.
Now ageing, the second generation of stock is due to be replaced, but it is still working hard below the streets of Glasgow day in, day out, and now in Train Simulator you can experience the full Glasgow Subway line, masterfully recreated by Thomson Interactive!
Featuring full ATO simulation, you have the power to decide how to drive – manage the line as real drivers do, operating the doors and “ready to start” button, or take on the challenge of driving the line manually, where stopping at stations will take all your skill. Shuttle trains in and out of Broomloan depot, using the train wash, and immerse yourself in the detailed passenger view, complete with new passengers that dynamically vary throughout the carriage.
You can get 25% off Glasgow Subway for launch on the Steam Store.
Note: If you purchased prior to the discount going live you can request a refund via the Steam store and re-purchase to get the discount.
The WX-78 Character Refresh is available now on Xbox, PlayStation, and Steam. Nintendo Switch will be getting this content in an upcoming update.
We're working on a large update to catch Nintendo Switch up with all platforms now that it's released with the goal of keeping it updated in line with them. Stay tuned for more details specific to Nintendo Switch.
Disconnected
After the wiring to their long-unused empathy module is repaired, WX-78 finds themselves suddenly reconnecting with memories they’d hoped to keep buried.
WX-78 Changes
WX-78 can create circuits that can be installed to unlock special abilities.
WX-78 can unplug their circuits by utilizing a Circuit Extractor. Unfortunately, this means losing any charge that the circuits were taking up!
WX-78 learns how to construct circuits by scanning organics with their Bio Scanalyzer.
The Bio Scanalyzer also produces Bio Data, which is used to create circuits, alongside material from the scanned organic.
WX-78's circuits are powered by their electrical charge meter. The meter restores itself over time, and can also be restored by other means.
If WX-78 gets too wet, they begin losing electricity. If they run out of electricity, they begin to lose health.
WX-78 also loses electricity when they are starving, as they no longer have the energy to maintain their charge level.
WX-78 can eat gears to regain health, sanity, and hunger. If WX-78 dies, they will drop some of the gears that they have eaten.
We have decided to revert the mouse targeting changes from the March 2022 Quality of Life update regarding attacking enemies and repeating actions while the mouse button is held down. These will now behave as they were before that update. We will be working to bring them back when they can spend some more time being tested internally.
Actions like harvesting grass with the mouse have returned to require clicking each one instead of holding down the mouse button.
Repeating actions where you use the same item, such as cooking on a fire or feeding Beefalo are still functional.
Combat targeting with the mouse button has returned to the state where you must completely stop attacking before the target can be changed. Fixing this is a high priority task.
This should also resolve issues around holding F to attack, delays between attacks, and some crashes.
New Skins!
WX-78 Deluxe Wardrobe ($10.99usd) This Deluxe Wardrobe contains WX-78's complete set of Guest of Honor, Roseate, Survivor, Triumphant, and Experimental skin items.
Experimental Chest ($3.99usd) This Experimental Chest contains the following belongings skin items: Electrified Lantern, Experimental Energy Siphon, and Experimentation Apparatus.
We have an update coming out for you soon that will address some performance issues. We're also working on additional updates that will catch Nintendo Switch up a bit closer with the other platforms. We will have more information for you as soon as it's available.
Have some points!
Hey look, points. We like points. Here, have some. On me.
And that's all for now.
I don't have information about the next update quite yet, but we do have something exciting to announce. We are currently in the process of making skins and unlocks available to players while playing offline on Nintendo Switch. We're investigating this for additional platforms as well. More details on how that will work will come at a later time.
After receiving tremendous amount of spot-on feedback on our Discord server (shout out, guys!), we introduced a handful of new features and tweaks to Let's Cook Together 2. Here's a rundown:
Don't get burned!
New burn mechanic puts some pressure on the serving side of gameplay. No more strolling around with hot meals – because now they're HOT, for real. So don't get too attached or they'll bite burn. See how it works:
Through the wall
It's now easier to see which walls are blocking your food's path when serving/throwing. We're still tweaking the wall system, and with this change, we made things a bit more intuitive.
Other notable changes
We have also:
Made a few mechanics less challenging across all difficulty levels,
By popular demand - Introduced custom key bindings for those of you playing on keyboard,
Added resolution selection,
Added juicer sound effects.
Thanks again for all the feedback you provided on Discord and in Steam Discussions. See you in a while!
Say “hi” to version 0.3.9! We managed to push a new patch that fixes most of the bugs described in the previous version of this post, plus some others that haven’t been mentioned. Here’s the full list of changes:
Bug fixes: Optimization issues that made the game crash on certain computers should have disappeared.
Fixed the bug locking the mission to rebuild the main hall of the cult headquarters, which also didn’t allow players to interact with You Jinghe.
Fixed a bug that made the game show the wrong number of unlocked recipes.
Fixed a bug that was making gourds disappear.
Fixed a bug that makes the time stop when you “die” in combat.
Fixed a bug that was making the character get stuck in the air, or crash the game when he/she jumps.
Fixed a bug that allowed you to select two items at the same time.
Experience improved:
The map of the Sunset Inn has been redesigned.
The actions of sheathing and unsheathing the sword are now faster.
You won’t receive any fruit if you grow a crop out of the correct season.
Added a short description for the Warehouse and the Storage Box, so everyone understands how they should be used.
The game allows you to left-click on the crops to claim the fruits. Now we’ll remind you of it with a brief description!
The tasks of the North Town Fishery and Fermentation Jar have been redesigned.
If you find any new bugs, please leave a comment below to let us know. Alternatively, you can join 2P Games’ Discord server and leave your feedback there!
Have a great day in the Misty Valley, YiFang Studios & 2P Games
We are one week away from the release of Trek To Yomi and we are super excited about it! For that reason we invite you to our just opened Discord to come and eagerly await the game's release with us.
"Our newest discovery changes everything! Our paradox engine lets us manipulate paradox particles, the fundamental building blocks of reality. Past, present, and future—none are beyond our grasp, and nobody can stand in our way! Except, that is, maybe the frauds at that rival paradox lab down the street. Quickly, to the control room. Switch off the safeties, there’s renown to be won!”
In The Paradox Initiative, players are mad scientists competing to claim strands of spacetime from worlds all across the multiverse. Who can most efficiently operate their particle-matching "Paradox Engine" to collect strands from the different worlds? Be careful! Every captured strand of spacetime sends ripples throughout existence, collapsing the wormholes that future generations will need to reap the benefits of your reckless experiments.
The Paradox Initiative takes the familiar board game elements of card drafting, set collection, and resource management, then adds a Bejewelled-like grid of discs for each player to manipulate. As a result, The Paradox Initiative is simple to learn, yet challenging to master, with players navigating three interlocking systems to grab as much spacetime as they can to be hailed the greatest scientist in the universe!
As with previous updates, this is part of the post-V0.8 campaign of polishing and fixing up some stuff. As before, not all known bugs are resolved, but there's no point in waiting till all are done to release the patch. Just know that if you've reported a bug on discord or the Steam discussion forums and I've not gotten around to fixing it yet, it's not forgotten, it's just not done yet.
This particular patch introduces a feature I thought was technically impossible, full-map zoomout, which on testing previously had rendered the game unplayable. Thanks to some new implementation choices, it seems to be functional, and so is available to be enabled in the game options. Be aware, it may degrade framerates and potentially increase memory usage on some hardware.
Patch notes in detail:
Gameplay: -Midchallenge events will no longer occur when performing: Lay low, lay low (non-human) or rest and resupply -Orc Warlords can no longer recruit/dismiss their orc raiders when a unit is moving to attack them -The Chosen One will never guard another hero -Rob hero now has a 5 turn cooldown, to prevent spamming it to gain menace for Infamous trait abuse
UI: -Fixed Minion screen incorrectly claiming you could have 4 minions -Fixed certain agents and She Who Will Feast from causing graphical issues on other nearby units on the map screen -Reverted nation map view, to restore readability. Other views unaffected -You can now click on a modifier or subsettlement type in the modifier/subsettlement viewer to 'pin' it, allowing you to use the mouse to pan around the map to view their locations -Locations now have their modifier strengths displayed numerically in the modifier viewer mask -The UI gives a message when you gain a point of power -The game can now be set to allow extreme zoom, allowing you to view the entire map at once. May degrade performance on certain machines, but seems stable as a rule -Reaching max trait count no longer causes the game to be unable to progress -Game now gives a breakdown of food sources when hovering over the food value in the location UI -Added UI popout for armies's challenges and actions on left-hand side -Agents with minions can now open the minion dismissal screen from the actions on the right-hand side
Bugfixes: -Changed how gold is represented internally to remove some UI oddities (change from double to integer values) -Fixed tooltip for 'root out doubters', increased effect to max 60% removed -Save dialog no longer accepts special characters, which would produce an unreadable save file -If the Courtier has two items from the same person, both won't be expended when performing a 'cause scandal' challenge -Ghasts can no longer die of old age
New game mode in which the victory condition and the initial resources of the countries can be customized. It's also possible to play as none and watch simulations with custom data. There is no time restriction in this mode so saving is manual and loading is instant without replay.
AIs are now less reckless and are more likely to annex nearby territories.
Nuclear weapon and geographic random events effects have been increased and now AIs may retaliate with nukes if they are bombed or invaded.
Urban planning and economic stimulus now also grant a portion of economy and population respectively, and their effect drains resources from the rest of the world.
Combat with militias now damages the surrounding territory.
Demographic and economic growth will now slow down progressively to prevent resources from ramping up too high in very long games.
Minimum number of players for multiplayer is now 2 until custom multiplayer games are available.
These changes break saved games so the previous build is available in the beta branches in case someone wants to finish a saved game.