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Thank you very much for your tremendous support! We are pleased to announce the future of The Use of Life as we spoke to the developer of the game, Daraneko Games.
After Daraneko Games hosted a poll on their Twitter account, many fans have voted for a continuation of the story. We have heard you loud and clear so stay tuned as the next story is on its way!
Before making the upcoming stories, we plan on addressing the following issues first.
Adding additional save slots (4 slots)
Make it a little easier to see that being Paralyzed affects Dodging
Fix typographical errors
Miscellaneous
Important Bug fixes, changes, and Additions
(These are bugs/changes that we are planning to address sometime in the near future)
Add a function that allows players to see the battle log from the previous turn. (We want to avoid disrupting the battle flow, so we will make it possible to view the battle log after).
Addition of a larger Windowed Mode display resolution
Considering alternatives to the "button pressing before checking choices" issue. (If wait times are added, it will negatively impact the pacing)
Adding a function to select the bottom choice by pressing "up" when the top choice is selected. (This function is harder than it looks so it will take some time)
Adding a category function while selecting techniques. (e.g., separating Sword Skills and Battle Techniques
Addition of a new mode called "Infinite Arena"
Display the stat difference between the currently equipped item and the available item you are switching to.
The following changes are being considered:
Adjusting the time it takes for the enemy to become angry.
Activating a passive skill depending on the "Flame" when the player is dying. (Interesting concept but execution might be difficult)
Backlog function
Addition of a "Do Nothing" Action
Putting a "●" over the enemy's crotch during the Bathroom event.
That wraps up the changes for The Use of Life! We will pass on all of your feedback to Daraneko Games and we thank you all for your continued support!
The classic scenario we always face when we start a new game with multiple playable characters, is which character do we play? We need to weigh up our play style and what suits this best and also the particular strengths of each player too.
Well, we have put together a little breakdown of each character’s strongest abilities and things to consider when making this difficult decision.
Why should I play:
April
First off, we have our original hero, April. Her character build is very good for beginners and starting out playing Die After Sunset. She has good manoeuvrability including a great dodging ability in which she rolls away from danger. This can also help you travel around the map a lot faster as well if you use in conjunction with the dashing.
April has the basic gun, which is again, a great weapon to ease you into things and figuring out the aiming. You can upgrade this during your runs with mission rewards or alternatively you can progress on the meta-map outside of your runs on the start menu. The other weapon April can wield is a shotgun which is much more powerful and can destroy murkors with one shot.
The only real drawback to April is that she isn’t a particularly exciting character, in that she doesn’t have anything extraordinary about her. But that is the whole idea! She is meant to be an everyday citizen, the normest of the norm, dragged into a battle for Earth by the Murkor Invasion. April will work well with beginners and for all round attack and also defensive gamers.
Rido
Next up for selection, we have our second rogue hero, Rido. He appears as a new ally to unlock in the game from level 2, treasure island. Rido has a unique backstory and that explains his rather unique appearance as well. Finding himself short on cash, Rido joined the army’s human testing division and ultimately became a mixture of man and robot. After fleeing their facility, he has remained on the run ever since and slap bang in the middle of a war!
One good thing to come from his backstory, however, is his powerful fighting ability. His most advantageous weapon is his machinegun which can pepper any enemy full of holes! This in itself is a big appeal however, Rido also has super-fast and strong robotic legs too! These can give you a super-fast dash and also a powerful swift kick to slam those pesky Murkors. This robotic tech can be upgraded in the start menu once you build up your skills.
As great as Rido sounds though, his manoeuvrability is a lot slower and broken compared to April due to his oddly shaped robotic legs. Arguably however he does make up for this with the super strong leg abilities, but they do have cool downs to be careful of! Rido would suit a combative attack focused gamer.
Hune
And last up to consider is Hune. Not much is known about Hune or how she came to be, however what we do know is she was kidnapped by the enemy murkors and supposedly experimented on creating an unstable power.
Despite her stability being in question, she can be a useful asset in the fight against the murkors now. Her unique abilities include teleportation giving her a huge advantage with manoeuvrability. She also floats around the map which gives her another upper hand on the enemies and her fellow allies.
And that’s not all, Hune also defies gravity with her gravity distorting hoop weapon. Throwing this at the enemy will cause them to be stunned and lose all gravity just like Hune herself making them easy targets to take down. Couple this with her small finger gun, which granted is probably the weakest of the weapons, but it has a great power up to blast those enemies down. Hune lends herself well to gamers who favour speed and manoeuvrability.
With this individual breakdown of each character, you can now make an informed decision on which character to play and would suit your play style. Happy gaming gamers!
Lightning strikes on the horizon. Roaring thunder echoes throughout Telara. It has happened, the powerful Mechs are back and causing the earth to tremble. Their mission? Revenge and Chaos! 👿
Now it's your turn! Sharp your greatest weapon and strike back against the ultimate forces! ⚔️
Don't wait too long. You have until May 31, 2022, at 11:59 pm to save the world before destruction has been created. 🔥
You can accept the Quests for the Mecha Week in Meridian, Sanctum, or Tempest Bay.
Participate in the four Daily Quest and join Warfronts, Expert Dungeon with LFG, collect Mech Components, or join the zone event! Complete all of them to get rewarded in total with 65 Chaos Motes per character daily!
Get the quests Defender of the Elements and join the Event in Vostigar Peaks, Silverwood, Freemarch, Shimmersand, and Stillmoor.
Gather your group and defeat all the Mechs to receive special loot as items & costumes.
Go to the Rift Store to get rewards for Credits or use your collected Chaos Motes at the event NPC to redeem amazing Walker Mounts, Pets, Costumes, and Minions.
Share your best Mech moment on Twitter by using #RIFTgame 📷 !
Poached : Hunt The Hunter - V0.7.3 0. Changed name of game from 'Birds Aren't Real' to 'Poached : Hunt The Hunter' :) 1. New bakkie radio with radio station - Radio SAF TALK with 45+ minutes of hilarious content! 2. Overhauled weapon switch/ammo harvest system - press 'use' to take ammo, hold 'use' to swap weapon, as per user feedback. 3. Made bakkie hood hinge-joint more sturdily attached and less likely to fall off the vehicle when you crash. 4. Made bakkie engine audio levels more balanced 5. Made R4 and Glock ADS more accurate 6. Improved R4 aiming appearance greatly 7. Re-Enabled "MODS" Section 8.Worked more on terrain stitching, detailing and texturing 9. Fixed issue with enemies saving/loading wrong in Mission 10 10. New lighting modes "Color"(Deep & Contrasted)/"Gradient"(Spherical Harmonics) 11. Made ZC75 Pistol more rare/harder to find 12. Increased shadow strength from 0.5 to 0.7 for more defined look 13. Improved FAL/HAL/FN Iron sights & body materials 14. Improved FAL/HAL/FN running animation position 15. New main menu camera angle 16. Improved lighting in sheebeen and added some dirty rugs 17. Fixed issue with "Easy Start Mod" not starting with Lantern in Inventory 18. Added new 'Experimental' ambient lighting mode - "Solar" [Option #3 from A.L. menu element] 19. Made Rhino's not anger so easily 20. Made hornets speed up in tutorial to prevent player from thinking they need to escape them 21. Made weapon switch sound softer 22. Made player movement on ground smoother 23. Fixed issue with bullets sometimes ricocheting off your own shells 24. Fixed shadows sometimes jumping instead of smoothly moving when time of day changes 25. Fixed issue with F.O.V. slider not showing correct values 26. Improved caravan interior lighting 27. Fixed issue with exiting caravan sending you back to mission 1 28. Many other misc bugs + fixed
The temporary maintenance from 14:00 to 15:30 on May 27th have ended, and the server has been opened normally. We apologize for the inconvenience during the maintenance period.
The temporary maintenance explanation and compensation:
From 08:00 to 14:00 on May 27, for players who received the wrong Battle Pass reward, we will reissue the reward in the next few days. From May 27 to May 29, players who logged into the game and won 2 battles will receive 1500 Awakening points and 2 Awaken Vouchers.