Beyond Contact - s.hiller
Added Raids Version 1.0
Raids are now live and on by default, unless you create a game with the custom difficulty set to
Story, in which case Raids are off by default and will need to be toggled on.
The new Raid HUD which will provide you with information about upcoming Raids, including enemy
type and a countdown to when the Raid will take place.
Raids is a feature that will continue to evolve moving forward, this first foray into Raids can be
considered a minor skirmish compared to the forces that await you in the future.
Added Improvements to Creature Behaviors
Improvements and balance changes have been made to creatures and how they spawn
throughout the world. The player will find new diverse combinations of creature groups as
well as a few new abilities and behaviors. A variety of creature stats such as health,
damage, and aggressiveness have also been tweaked.
Added Improvements to Secondary Weapon Actions
Weapons can now be upgraded to include additional offensive capabilities. A number of
weapons that can be found or fabricated will now have an optional upgrade that can be
applied to give an entirely new attack.
These new attacks possess considerable firepower and will help turn the tides against
Ketern's most formidable foes.
Added Campaign Polish
We have also completed the first major polish of the Campaign. This should make the campaign
easier to navigate and improve the experience for players.
Objective Updates
We’ve updated the objective requirements text to help indicate what players should be
doing.
● Added wording updates for each objective requirement
● Each objective requirement now displays a relevant icon to help direct the player to
what they need to do
● Added new requirements to provide more information as deemed necessary
NPC Markers
We’ve added NPC quest markers to the game.
When a player is required to speak to someone, the NPC will display a yellow question mark
above their head. This is also visible on world objects such as the Damaged Machine and
the Captain's recorded messages.
Note: these are currently not shown on all Brachylon talking objectives. This is primarily due
to the fact you can talk to almost all of the Brachylon, so we did not want yellow question marks
everywhere as it would add confusion. In a later pass, we will designate specific NPCs that you will
need to talk to.
Improved Tracking & Map Lerping
We’d made improvements to the tracker for the objectives as well as lerping to help guide
players to the correct locations.
Players can now click on many of the “Travel to...” locations on the tracker or objective
screen to open the map and lerp to the location.
Additionally we improved the order of tracking objectives, as in the past the tracker often
automatically tracked the wrong objectives.
Added Shared and Queued Research
Shared research is a new setting in the game that is on by default. It can be toggled off in
the custom settings.
● In cooperative multiplayer, shared research will track all research performed by the players, as
well as unlocking and progressing the research for everyone in the game.
● Players can also view who started the research, displayed on the right side panel in
the research screen.
● When a player starts researching with Shared Research enabled, all other players will receive
a small notification.
Queued Research
In both Single-player and Cooperative Multiplayer, players can now Queue Research.
● This enables players that meet the research requirement of multiple entries, to queue
them while other research is in progress.
● Each player is able to move their research up and down in the queue. Players are not
able to change the queue priority of a research queued by another player.
Show Completed Research
There is now a “Show Completed Research” button toggle which will list all completed at the
bottom of your research list.
Added Permanent Weather
The game now has permanent weather in certain environments.
● Players can expect to see Fireballs in The Magma Crags and Snowstorms in Fallen
Frostlands and The Frozen Peaks.
● This is to make these areas more dangerous and more interesting to traverse.
Gameplay:
● Health stat gains from health items have been greatly increased.
● Using the middle mouse button to pan the camera no longer zooms the camera in.
● The maximum number of players allowed in a game has been set to 4. This is
aligned with the designers direction to help with balancing and the campaign.
● The warmth radius of the Escape Pods where players spawn and respawn has been
increased to ensure players loading in for the first time have warmth.
● Captured creatures are no longer set free when attempted to be picked up when the
player has no inventory space.
● Fixed an issue where Gomble Grapes couldn’t spoil. They now turn into Rotten Food
again.
● Fixed an issue where Quinn could be revived by an obelisk and appear to have zero
health.
● Fixed an issue where players weren’t able to harvest plants that creatures had eaten.
● Fixed an issue where digging up evolved or fruitless plants would reward too many or
too few plants.
● Fixed an issue where picking up a net would be interrupted by taking damage.
● Fixed an issue where projectiles were blocked by resources in the world.
● Fixed an issue where Quinn would bark about being able to fertilize the Cactus plants
when they couldn’t be upgraded.
● Fixed an issue where players could continue scanning nothing when the item had
been picked up by another player.
● Fixed an issue where players were able to build over harvestable resources. These
building blockers are removed when the affected plants are dug up.
● Fixed an issue where creatures were not flinching when they took damage.
● Fixed an issue where equipping and un-equipping armor would incorrectly update
the hazard protection provided by the unique armor sets.
● Fixed an issue where a Portable Stove would not function if two had previously been
used at the same time.
● Fixed various issues with Obelisk interaction to try and prevent bugs where they
couldn’t be activated.
● Fixed issues where doors and walls were blocking damage inappropriately.
● Fixed an issue where captured creatures were released when turned in causing them
to become invisible.
User Interface:
● Added a visual loading progress bar to the loading screens. This replaces the previous Space Corps
Logo which would often freeze.
● Added a button tooltip for deleting saves on the PLAY screen when using a controller.
● Increased Clawtooth’s dialogue portrait to better represent his size compared to
Quinn's.
● Added the ability to hide and reveal the HUD on PC. Specifically added as a request
to take screenshots without the HUD. Default keybinding is set to CTRL + Z.
● Added an icon for a harvested Bloom Crystal mine so players will know where they
will re-spawn.
● Added a new crafting category for permanent upgrades.
● Improved hover tool-tip on obelisks to prioritize when they can be activated instead of
just inspected.
● Added a visual update of the research and crafting screen list items.
● Fixed the red exclamation mark research icon not appearing under the correct
circumstances.
● Fixed an issue where players could scan the same items twice.
● Fixed an issue where tabbing out of the game would make the first clicks on tabbing
back into the game, not perform any action.
● Fixed an issue where loading an old save would display unread notifications for
previously unlocked research tasks and schematics.
● Fixed an issue where the hover line on objects flickered at the edge of the
interaction.
● Improved consistency of fonts in server settings and character windows.
● Fixed the description box on the Create screen always displaying information even if
nothing is being hovered.
● Fixed an issue where the research progress yellow ring would carry over into new
games.
● Fixed an issue where one time crafting schematics would not disappear from the
tracker after they were crafted.
● Fixed an issue where dialogue could be triggered after entering a cinematic state,
causing the dialogue to get stuck on the screen.
● Fixed an issue where the Schematics Created counter on the death screen was
misleading and unclear.
● Fixed several instances of the hover tool-tips appearing over other panels.
● Fixed an issue where C.A.R.L. could get in the way of fertilizing a plant by hovering in
front of it as the soil is dragged over it.
● Fixed an issue where Quinn could bark about crafting a weapon when F is pressed
while dragging something from the inventory.
● Fixed an issue where resources would appear available on the map but were not
there.
● Fixed an issue where the subtitles from the opening FMV would appear after the intro
was skipped.
● Fixed an issue where players couldn’t move if they were using the teleporter interface
and the Transporter building they interacted with got destroyed.
● Fixed an issue where other players' map pings would play all at once when another
ping was performed while the map was open.
● Fixed an issue where players were not able to ping directly on top of other map
icons.
● Fixed an issue where the tracker interface overlapped the dialogue interface, making
it impossible to close conversations using the mouse.
● Fixed an issue where the hover tooltip panel would flicker in the wrong position.
● Fixed an issue where multiplayer notification messages were not appearing in the
selected language.
● Fixed an issue where an in-game schematic unlocked notification would repeat when
a specific inventory transaction was performed.
● Fixed an issue where in-game chat messages would appear over the main menu.
● Fixed an issue where the research interface could not be opened via C.A.R.L.
● Fixed an issue where the UI elements would repeat their on-boarding timing on
resuming a game, delaying core UI elements from appearing.
● Fixed an issue where clicking on required research tasks as a part of the Void Power
objective was not navigating to them on the research panel.
● Fixed an issue where the Out of Range text in a hover tool-tip was not appearing for
long enough to be read.
● Fixed the issue where hovering other players would read To Be Completed... instead
of Science Officer.
● Map icons colors have been improved to better represent what they’re assigned to.
● Fixed an issue where the player browser could not be closed while using a controller.
● Added keybind modifier support. Players can use buttons like Alt, Ctrl and Shift with
additional key presses to perform actions.
● Fixed an issue where the tool-tip hover information in the crafting panel was being
incorrectly capitalized.
Audio:
● Added a delayed transition to music from running between two similar biomes. For
example Dense Jungle to Clearing will continue to play the previous soundtrack, to
prevent music from changing rapidly.
● Added new musical stingers for first entering sub-biomes.
● Improved the audio emitted by The Forge Heart.
● The low health music track now plays correctly when Quinn re-spawns.
● Added sounds to the Join, Browse and Back buttons on the PLAY menu.
● Improved the Crog sound design and 3D placement.
● Added audio for a digging action.
● Improved sounds and 3D placement made by the Corrupted.
● Improved the pre-combat music.
● Improved the Vyperlisk’s unique battle track and sound design.
● Fixed an issue where equipment hit sounds only played once on a player, instead of
on each actor hit.
● Fixed an issue where selecting to view the game credits from the options menu
would play two overlapping music tracks.
● Fixed an issue where the priority of important music tracks was not high enough,
leading to the incorrect track being played.
● Fixed an issue when the player was on low health, the music track would get stuck in
a transition state and no music would play.
● Fixed an issue where music would stop playing after re-spawning at an obelisk.
● Fixed an issue where music would stop playing after completing the campaign.
Visuals:
● Improvements to several consume animations and portable stove animations.
● Various environmental assets are no longer allowed to appear on the spaces
between rooms to prevent seams from appearing in the world.
● Added a gate to Barr Hollow that will only open when players reach that part of the
game’s story.
● Various visual improvements to on-hit VFX for creatures.
● Improved the in-game lighting on terrain.
● Updated the harvested versions of Kepple plants to be more easily identifiable when they
have no fruit.
● Taking damage from eating raw food no longer triggers a directional hit effect on the
player.
● Fixed an issue where the oxygen bubble consumed effect was not triggering.
● Fixed texture clipping on bridges at different camera angles.
● Fixed an issue where mineable resources were not playing their break effect when
they were mined.
● Fixed an issue where the doors on the Morpheus Prime would not appear.
● Fixed an issue where players would be affected by extreme wind while inside The
Oasis and Morpheus Prime.
● Fixed an issue where Chitterlings were not playing their burrow animations when
escaping into Resin Mounds.
● Fixed an issue where Bloom Crystal node models would reappear after harvesting
them before they res-pawned.
● Fixed an issue where the Void Reactor did not have visible connections to the power
grid when placed.
● Fixed various clipping issues with the Brachylon Warrior’s sitting animation.
● Fixed an issue where flares would sometimes appear to float in front of and above
Quinn.
● Fixed an issue where the half closed rift at the Damaged Machine was not swirling
with dangerous energy.
Technical:
● Fixed a crash experienced by players that captured Phase Sprites under specific
circumstances.
● Fixed an issue where the camera angle and zoom level of the game was not loaded
correctly.
● Fixed an issue where interacting with Captain Jackson’s hologram was not awarding
the associated achievement.
● Fixed an issue where players who had left multiplayer games left behind their
unpiloted bodies.
● Fixed an issue when the window lost focus and which caused input to be stuck.
● Fixed an issue where after losing the game and restarting you would no longer be
able to save.
Known Issues:
● A crash was experienced when a UI panel was opened as a piece of equipment
broke from use. This is still being investigated by QA.
● Spawn Safe Zones may not protect players as intended on some seeds.
● Player custom color reset button can get blocked, any change to colors will fix this.
● When 2 players stand near a dropped portable stove they will each see 2 stove
holograms.
● Performing the Void Claw’s secondary attack while standing on certain areas of
templates will make Quinn’s dash appear to be performed on the spot.
● Some secondary actions don’t display cool-down indication, this is because they
technically have no cool-down but when the recovery animation is cancelled with
movement there is a delay between repeated attacks.
● The Brachylon gate can be walked around in some seeds.
● Super enlarged edge of world VFX can appear in some AoE attacks at night in
builds
Cell to Singularity - Evolution Never Ends - lunch
Hello Universe Architects,

Some familiar spores are finding their way back into the garden...

It's the return of the Fungus Among Us Exploration!



For first-time mushroom foragers and experienced mycologists alike, you can test your fungi knowledge with 40+ trait nodes and 8 generators for a limited time!

From Thursday, June 9th at 12:00 PM EST to Tuesday, June 14th at 12:00 PM EST, snag your second chance to collect all three Fungus Among Us badges and to explore your way through the webbed tree!



If you missed the original run of this Exploration, we recommend checking out the official patch notes!
Follow the mycelium for more details about this limited time event:

https://store.steampowered.com/news/app/977400/view/3217268391701651936
(*Beta testers please note that if you are still enrolled in the beta program when the prod Exploration goes live, your version of the limited time event will NOT work. We currently recommend opting out of the beta program before the Exploration starts if you wish to participate.)

We can't wait to read about your experiences in the comments. Thank you for playing, and we hope you enjoy this second run of the Fungus Among Us Exploration!

Keep exploring, and stay cellular!
~Lunch
Tinkertown - Novapichu


Greeting Adventurers!

Exploring the world just got even more exciting! With the new update, we added achievements for you to collect!

If you have already made progress in the game, you have to do the wanted tasks again to complete the achievements.

You can locate all the achievements in the Journal in the pause menu.



When you have collected everything, you don't have to worry; we plan to add even more achievements!

We also fixed some minor issues with the forest dungeon with the patch.

Have a safe adventure!

Full list of changes:
  • Added achievements
  • Added achievements journal to pause menu
  • Added Steam achievements
  • Fixed an issue where Quests like freeing Tina and Kiran couldn't be completed
  • Fixed an issue where Townians would not proceed in their quests after building them a house
  • Added a new highlighting color for when a building is detected but the townian is not yet satisfied
  • Fixed an issue where a gate in the forest dungeon was passable although it was closed
  • Added improvements on controller support
Jun 7, 2022
Back 4 Blood - TRS_Alissa
Developer Note - This free content update brings you several new features that improve the overall gameplay experience, and introduces all new Legendary Items!
The Full Deck Draw feature has been rolled out to all difficulties. Build your deck, play all 15 cards at the start of a Campaign, and enjoy a unique experience from the beginning.
Along with Full Deck Draw, we've also introduced the Player Kicking feature for problematic party members, and a more detailed breakdown of earned Supply Points, Copper, and Skull Totems on the post-round screen.
Multiple balance changes, card reworks, bug fixes, and Cleaner ability adjustments are also included. 

Our June 2022 Update goes live on Tuesday, June 7th at 10am - Pacific Time.

Follow along with our Trello board ({LINK REMOVED}) to track upcoming new features, balance changes, and major bug fixes. Note that our Trello Board, and this list of fixes, are not exhaustive.
New Features
  • Full Deck Draw
    • Play all 15 cards from your deck at the start of a Campaign for all difficulties.
    • Developer Note: We felt like the 15 card draw in No Hope went over well with the community, and wanted to roll out this option to all difficulties. In the future we are considering adding multiple deck styles like ordered draw and full random decks. Some difficulties have been rebalanced to work better with this feature.
  • Player Kicking
    • The new Player Kicking system identifies and allows kicking from a Mission when a Cleaner is idle for too long or deals too much friendly fire damage.
    • Developer Note: We discussed this feature at length to try and do what's best for the community, so we want to try this conditional kick feature that will only trigger if someone is playing outside the bounds of the game. We also feel that the traditional Vote to Kick can be exploitable and toxic. This feature is not final and we will be monitoring it closely.
  • New banners, sprays, and emblems
  • 12 New Burn Cards
  • New Warped Chest Corruption Cards
  • New Cleaner skins
  • Legendary Accessories
  • A more detailed breakdown of Supply Points, Copper, and Skull Totems is now present on the post-round screen.
Campaign Updates
  • General
    • Weapon drops have been rebalanced to better scale with the Full Deck Draw feature.
    • A toolkit can now be used to unlock a free heal from a First Aid Cabinet.
    • Improvements made to movement smoothing when an item or weapon is dropped.
    • Removed damage rounding up to 1.0 so damage from smaller sources can be properly reduced, such as acid pools.
    • Silence Snitchers accomplishment reduced to 100 Snitchers from 1,000.
    • Minor adjustments made to some collision areas in Ridden Hives to prevent items from spawning underground or in inaccessible locations.
    • The Devil's Return: The Crossing
      • A 'Plant C4' icon has been added to distinguish bomb pick up locations from bomb plant locations.
    • The Dark Before the Dawn: Special Delivery
      • Finding the Supply Crate now prompts an Objective Complete sound to play.
    • Dr. Rogers' Neighborhood: Cabins by the Lake
      • Picking up the battery for the first time now prompts an Objective Complete sound to play.
  • Cleaner Updates
    • Heng's item drop rate has been adjusted based on damage taken.
      • At 5 damage there is a 10% chance.
      • At 50 damage there is a 20% chance.
      • At greater than 50 damage there is a 33% chance.
    • Holly's abilities have been refactored.
      • Developer Note: We thought that Holly's abilities limited her potential roles within the party, so we changed her so she's more versatile. Her old stamina gain ability has been added back to Adrenaline Fueled. 
      • Ability changed to 1 health restored on kill (previously 10 stamina on kill).
      • No longer gains stamina on kill.
    • Added Warped Ridden VO callouts for all Cleaners.
  • General Card Updates
    • Starter Deck updated to match with the new Full Deck Draw feature. It now also contains:
      • 3 Health
      • 3 Ammo
      • 2 Stamina
      • 2 Fortune
    • Intel in Chapters has been adjusted to the following:
      • Developer Note: This is to switch the other difficulties into a No Hope format, starting out easier and gaining difficulty as you continue to play through. 
      • All difficulties now have 3 Random Intel per Chapter, previously 1.
      • Non-No Hope difficulties now have 1 Basic Intel per Chapter, previously .4.
      • No Hope difficulty now has 1 Basic Intel per Chapter, previously 2.
    • Adrenaline Fueled
      • Now gives 5 stamina on kill in addition to its previous effect.
    • Ammo For All
      • Team damage increased to 2.5% from 1%.
    • Batter Up (Renamed Soften Up)
      • Card refactored:
        • Now named "Soften Up".
        • No longer gives Health or Melee Damage.
        • Melee hits now permanently reduce the target's outgoing damage by 3%, up to 15%.
    • Battle Lust
      • Melee kills now heal 0.1 Trauma per kill.
      • Health granted by melee kills decreased to 1 from 2.
    • Berserker
      • Melee damage and speed bonus reduced to 5% per stack from 10%.
      • Bonus sprint speed removed.
      • Stacks now decay based on when they were gained.
      • Duration of buff reduced to 3 seconds from 4 seconds.
    • Brazen
      • -5% damage resistance removed.
      • Stamina efficiency reduced to 15% from 20%.
      • Melee attack speed decreased to 20% from 30%.
    • Breakout
      • Base use time reduced to 2 seconds from 3.
    • Combat Knife
      • Attack speed increased to .75 from .5.
      • Can no longer hit multiple Ridden with a single swing.
    • Face Your Fears
      • Temp health gain decreased to 1 from 2.
    • Heavy Attack
      • Charge no longer launches Player forwards.
    • Heavy Hitter
      • Card refactored:
        • Now staggers enemies the first time they are hit with melee, and only triggers one time per enemy.
        • No longer gives +20 stumble per weakspot hit.
    • Highwayman
      • Value increased to 5% from 3%.
    • Hired Gun
      • Card reworked so it no longer affects teammates.
      • Limit has been increased to 750 from 500.
    • Mean Drunk
      • Damage reduced to 40% from 60%.
      • No longer disables sprint.
    • Medical Professional
      • Trauma is now healable with medical accessories while at full health.
    • Meth Head
      • Card refactored:
        • Flat bonuses removed.
        • Now gives 5% melee speed and 5% melee stamina efficiency per melee swing, up to 10 times. The stacks last for 4 seconds and stack to 10.
    • Mugger
      • Value increased to 5% from 3%.
    • Power Strike
      • Added Stumble while hitting armor.
    • Pure Chaos
      • This card now reduces health and temp health heals and gains by 50%, previously 75%.
    • Rousing Speech
      • Card refactored:
        • Now gives +50% Team Revive Speed, +10% Team incap trauma reduction, and +10 Team Heal on revive.
    • Run Like Hell
      • Card reworked to have a buff while active, instead of a debuff when disabled.
    • Spiky Bits
      • Melee damage increase changed to +20 flat damage from +20%.
    • Sunder
      • Card refactored:
        • Now causes melee hits to increase damage taken by Ridden by 3%, stacking up to 15%.
        • Gives melee hits that destroy armor a chance to create an armor kit.
    • Team Health
      • Reduced to 7 team health from 10.
    • Trigger Control
      • Card refactored:
        • Precision kills now give a stacking .5% Accuracy until end of level (Was +20% Accuracy for 5 seconds on precision kills).
    • Vanguard
      • Now heals 1 health instead of 1 temp health.
      • Now scales with healing efficiency.
      • Range reduced to 10m from 25m.
  • Corruption Card Updates
    • Volatile Ridden
      • These Ridden no longer have explosive damage falloff.
  • Balance Updates
    • Reduced Ridden Hive spawn chance to 5/2% from 8/3%.
      • Developer Note: The inclusion of this bullet was an error on our part. It should not have been included in the patch notes. Ridden Hive spawn chance did not get reduced.
    • Rescaled the catch-up bonuses for all difficulties to match No Hope.
    • Recruit:
      • Reduced map transition trauma heal to 15 from 35.
      • Reduced extra ammo capacity to 40% from 60%.
      • Now spawns a static amount of each Copper pile.
        • 10 small, 3 medium, 1 large pile from 18 piles of any size.
    • Veteran:
      • Reduced Outgoing Damage to 10% from 20%.
      • Reduced map transition trauma heal to 0 from 15.
      • Reduced extra ammo capacity to 0% from 20%.
      • Now spawns a static amount of each Copper pile.
        • 10 small, 2 medium piles from 16 piles of any size.
      • Sleepers once again call hordes.
    • Nightmare:
      • Extra trauma damage increased to 20% from 10%.
      • Now spawns a static amount of each Copper pile.
        • 10 small piles from 14 piles of any size.
      • Increased all trauma by 10%.
      • Ferocious Common damage increased by 12.5%.
      • Monstrous Common damage increased by 25%.
      • Ferocious Special damage increased by 25%.
      • Monstrous Special damage increased by 50%.
    • No Hope:
      • Copper earned per Cleaner survived decreased to 25 from 50.
    • 870 changes:
      • Falloff increased to 750/1000/1250/1500 from 500/750/1000/1250.
      • Base damage increased to 11 per pellet from 10.
    • Tac14 changes:
      • Falloff decreased to 500/750/1000/1250 from 750/1000/1250/1500.
      • Stumble reduced by 1% per weapon quality.
    • Belgian changes:
      • Falloff decreased to 500/750/1000/1250 from 750/1000/1250/1500.
      • Stumble reduced by 1% per weapon quality.
    • M1A changes:
      • Base damage increased to 45 from 38.
    • 357 Magnum changes: 
      • Falloff increased to 1750/2250/2750 from 1250/1750/2250.
      • Rate of fire increased to .2 from .35.
      • Hip fire recoil decreased to 25 from 40.
      • ADS fire recoil decreased to 20 from 30.
      • Base movement increased to 412 from 399.
    • M1911 changes:
      • Rate of fire increased to .175 from .2.
      • Hip min spread decreased to 2.25 from 2.5.
      • Hip max spread decreased to 20 from 22.
      • Base damage increased to 17 from 15.
      • Hip recoil yaw decreased to 12.5 from 15.75.
    • Developer Note: The Fire Axe was too dominant and we wanted to enable other fast attack weapons, so we altered melee cards and base stats to make them more viable.
    • Fire Axe changes:
      • Damage scaling per tier reduced by 8%.
      • Stumble ratio decreased to 40% from 50%.
      • Stamina cost increased to 25 from 20.
    • Machete changes:
      • Base damage increased to 23 from 18.
      • Stamina cost decreased to 6 from 10.
    • Tenderizer changes:
      • Recovery time reduced to 2.25 from 2.5.
    • Bat changes:
      • Base damage increased to 18 from 15.
      • Stumble ratio increased to 3.5 from 3.
    • Hatchet changes:
      • Stamina cost increased to 13.5 from 10.
      • Weakspot multiplier increased to 1.15 from 1.
      • Stumble ratio decreased to 40% from 50%.
  • Weapon Updates
    • New rare tier named weapons added to Ridden Hives.
      • Developer Note: We noticed that players were gaining too much power from diving into early Ridden Hives, but we didn't want to remove what made going into Hives unique. We added a new set of rare named weapons to help smooth out player progression. 
    • Weapon attachment drops rescaled so players are less likely to get higher tier attachments early in runs and more likely to get them later.
    • New tech added to make liquid in bottles more realistic, specifically for molotovs.
  • Bot Updates
    • Bot loadouts are now adjusted based on what part of the Act they are in.
    • Additional Bot AI improvements made, including no longer continuously jumping after mantling.
    • Made minor adjustments to bot cards and extended the bot deck to 66 cards from 50.
    • Bots now give all the copper in their inventory to player Cleaners at the start of every Chapter, including after a team wipe.
    • Adjusted strafing speed and sprint cost for bots so they can better keep up with other Cleaners.
    • Max health percentage for bots to heal increased to 85% for teammates.
  • Ridden AI Updates
    • Various improvements made to Special Ridden pathing in Campaign Missions and Ridden Hives.  
    • Various Common Ridden pathing improvements made to Campaign Missions.
Swarm PvP Updates
  • General
    • Existing Swarm decks replaced with Melee, Damage, Healer, and Grenadier.
    • Descriptions updated on several Mutations.
  • Balance Updates
    • Minor collision adjustments made to several Swarm PvP Maps to balance out gameplay for both Cleaners and Ridden.
    • Leap Defense mutation effect decreased to 40% from 60% for Stalkers.
    • Stinger Leap Defense mutation decreased to 4 seconds instead of 8, now correctly matching the description.
    • Cooldown reduction effect on the Retch decreased to 30% from 40% from the Ability Improvements mutation.
    • Reeker's Healing Reduction effect from the Anti-Healing Mutation decreased to 50% from 75%
Controller Updates
  • Moved the Accept and Decline Party Invite buttons on Xbox controllers. Accept is now DPad Down, and Ignore is DPad Up.
UI/UX Updates
  • Friends on the same platform are now able to receive party invitations from each other if their 'Receive Party Invites' is set to 'Friends'.
  • Both crossplay and same-platform friends are now properly displayed in their respective tabs in the Social menu.
  • Reduced Card title font size for non-English languages to help some cases where the title and sub-title overlap.
  • Comparison arrows have been added when looking at the ping of an item or weapon.
  • Players are now able to make someone else the Party Leader.
  • First Party friends are now listed in the first tab of the Social Screen.
  • Purchasing everything in a Skull Totem Track will now display the message "All items have been unlocked".
  • A progress bar now shows over Cleaners who are currently performing an action with the Use key.
  • Added difficulty indicator and map information to the Cleaner select screen.
  • Items that are not purchasable and have zero stock will now display "Purchased" in the vendor.
Windows Users Updates
  • Redirecting the documents folder to network-attached storage will no longer cause an anti-cheat violation.
Bug Fixes
  • Campaign
    • General
      • Fixed an issue where the wrong distance was shown when rescuing another Cleaner from a Rescue Pod.
      • Fixed an issue where some Cleaners' dialogues played incorrectly.
      • Fixed an issue where players incorrectly started with full health, and were missing both copper and ammo when continuing a saved run after a team wipe.
      • Fixed an issue where character control would be lost when rejoining after an AFK leave and being revived.
      • Fixed an issue where items and loot from Warped Chests could physically stack, making it difficult to choose a desired item in Ridden Hives.
      • Fixed an issue where late joining users could lose equipment from a previous run if the team wiped before completing a Mission.
      • Fixed an issue with late joining players not getting basic card draws based on the level they loaded into.
      • Fixed an issue where the pick-up action could play multiple times when the interact button was pressed in Ridden Hives.
      • Fixed a data issue causing the stumble modifier to be 25% instead of 40% on No Hope difficulty.  
      • Fixed an issue where Minigun crates did not consume a lockpick when used.
    • Cleaners
      • Fixed an issue where Specials did not inflict trauma damage when pinged by Walker.
      • Fixed an issue where the incap health decay rate was faster with Mom in the party.
      • Fixed an issue that caused Hoffman's ability to spawn too many items.
      • Fixed an issue that allowed Heng's ability to activate from damage over time.
    • Cards
      • Fixed an issue where all stamina was lost even while not moving when having the Walking Stick attachment equipped and the Reckless card active at the same time.
      • Fixed an issue where neither player will take damage if one gets hit with Down in Front and the other has Bodyguard active.
      • Fixed an issue where there was no Shotgun Ammo spawning when Ridden were killed while using MuggerHighwayman, or Hoffman.
      • Team Upgrade cards no longer show up in the Active Cards list if the player that purchased them leaves the game.
      • Bravado
        • Fixed an issue where this card granted trauma healing when the other player had maxed out trauma.
      • Cost of Avarice
        • Fixed an issue where Cost of Avarice spawned more Copper than it should have.
      • Cross Trainers
        • Fixed an issue that caused this card to grant 40% stamina regen instead of the intended 20%.
      • Deep Wounds
        • Fixed an issue where this Corruption Card's visual elements persisted after a team wipe for players resuming a run.
      • Down in Front
        • Fixed an issue where armor plates absorbed friendly fire while Down in Front is active.
      • Dusty's Customs Burn Cards
        • Fixed an issue where an incorrect item tier level was sometimes granted.
      • Face Your Fears
        • Fixed an issue where temp health was not affected by healing efficiency.
      • Fit As A Fiddle
        • Fixed an issue where the critical health penalty was triggered too early.
      • Life Insurance
        • Fixed trauma scaling to resolve an issue with stacking.
      • Noxious Fumes
        • Fixed an issue where stamina depleted instantly when sprinting through oxygen tank AOE while this card was active.
      • On Your Mark
        • Fixed an issue where this card would replenish ammo more than once after a horde is triggered. It will now only replenish on horde start.
      • Power Strike
        • Fixed an issue where this card sometimes did not affect all Ridden hit by bash.
      • Pure Chaos
        • Fixed an issue where this card did not replace all accessories with Copper piles.
      • Saferoom Recovery
        • Fixed an issue where this card did not stack.
      • Team Quick Slot
        • Fixed an issue where this card did not appear on the Active Card list when purchased.
    • Weapons
      • Fixed an issue where Pipe Bombs did not always attract Ridden that were behind trees, small hills, or on terrain above it.
      • Damnation: Description now displays the correct damage done (24 dps).
    • Bots
      • Fixed several issues related to Bots and Currency during map transitions and team wipes.
      • Fixed an issue where Bots would not pick up another Bot if the player was dead and spectating.
      • Fixed issues related to Bots continuing to attack the Ogre.
    • Ridden
      • Fixed an issue where hitting the Ogre with a second flash grenade or stun gun would cancel the stun from the first source.
      • Fixed an issue where Sleepers sometimes called a Horde while playing Recruit difficulty in Ridden Hives.
      • Fixed an issue where the Urchin's mine could get stuck to Cleaners.
      • Fixed an issue where Urchins could destroy propane and gas tanks. Urchin mines can now only damage Cleaners.
      • Fixed an issue where the Breaker's swarm dealt no damage after a player died and was revived.
    • Blue Dog Hollow: Abandoned
      • Made adjustments to the common spawns to address unintended increased damage.
    • Sunken Passages
      • Fixed an issue where the "Drop down hole to escape" Waypoint disappears for all players when one teammate drops down the hole.
  • Swarm PvP
    • Fixed an issue where players could enter a ledge hang state while being attacked by a Shredder or Exploder in Swarm PvP.
    • Inspiring Sacrifice
      • Fixed an issue where this card would stack when dying after incapacitated.
  • Supply Lines
    • Fixed an issue where the 'Skull Totem Tracks Completed' message appeared before any Skull Totem tracks were available in game.
  • UI/UX
    • Fixed an issue where the checkbox for Private Campaign Lobby would become unchecked when switching between the Continue Run and Create Run menus.
    • Fixed an issue that caused health bars to show up for players in Rescue Pods.
    • Fixed an issue where pinging while on a placed minigun only pings the minigun, and not other points of interest.
    • Fixed an issue where the Card type "Loot" was missing in filters in the Burn Cards menu.
    • Fixed an issue where the reset button did not reset the Tunnels of Terror filter in the Burn Cards menu.
  • Playstation Platforms
    • Playstation 5
      • Fixed an issue where no error message displayed while recovering from Rest Mode.
  • Steam Deck
    • Added a few different default graphics options for Steam Deck.
To view all patch notes click here (https://back4blood.com/en-us/patch-notes).If you find a bug, please report it here (https://bugs.back4blood.com/).https://confluence.int.trs.gg/pages/viewpage.action?spaceKey=GOBIPL&title=TU09+Patch+Notes
Dead by Daylight - ThomasBHVR
Dead by Daylight’s Roots of Dread Chapter features a new Killer – The Dredge – and a new Survivor, Haddie Kaur. A new map, the disturbing Garden of Joy, is available for all players. Purchasing this add-on also unlocks an exclusive outfit for Haddie: The Pale Piped Shirt.



The new Killer is The Dredge.
A formless mass of twisted limbs writhing in the shadows, The Dredge is a manifestation of repressed darkness. All light will drain in the presence of this unsettling abomination. Look no further than the once-idyllic Garden of Joy, left forever tainted by The Dredge’s gruesome appetite.

The new Survivor is Haddie Kaur.
Fuelled by courage, determination, and a dash of morbid curiosity, this explorer of haunted corners leaves no stone unturned in her quest for eldritch understanding.

The Roots of Dread Chapter includes:
  • A new Killer: The Dredge
  • A new Survivor: Haddie Kaur
  • An exclusive outfit for Haddie: the Pale Piped Shirt
  • A new map, free for all players: the Garden of Joy

https://store.steampowered.com/app/1985790

When you hear the maddening whispers approaching, it’s lights out.

See you in the Fog,

The Dead by Daylight team.

Gravewood High - F.SnowFlake
Dear students and concerned parents!

The School Board would like to invite you to an exciting event: the Guerrilla Collective digital games showcase!

Some of the best developers and publishers from around the world will reveal new announcements, trailers, and game demos.

And Mr. Hyde has something interesting in store for all of you. In fact, Miss Vanish fainted when she found out what it was – we presume this was either from excitement or the idea of cleaning up all of the classrooms.

We can't say much about it, but as a little teaser it's something that many students have requested. The new activity is not only bound to please you, but all of your classmates as well.



Please join us on June 11 at 8am Pacific Time (PT) / 5pm Central European Time (CET) on Twitch or YouTube.

Bring your friends, acquaintances, parents, grandparents, pets, and long-lost relatives. We can't wait to see you!


See you soon at the creepy school,
Gravewood High School Board
Castle Flipper - Pyramid Games
Hello there!

If you’re looking for a relaxing game to help you catch a breath after a hard day, we have good news for you!

Castle Flipper is now available at 70% discount!



Build medieval castles and houses! Take up missions or build whatever you want at your own pace and turn your humble plot of land into an impressive medieval Kingdom!

Discount will be available until June 13 – pick up your tools and start building!

Kind Regards,
Castle Flipper Team
Farming Life - Pyramid Games
Hello there!

If you’re looking for a relaxing game to help you catch a breath after a hard day, we have good news for you!

Farming Life is now available at 75% discount!



Farming Life is a colorful farming game with lowpoly aesthetics, where your only task is managing your own farm – it may sound simple at first, but a farmer has a lot of work to do! You’ll need to take care of animals, tend to your vast fields of crops, watch over your employees and handle the production of goods that will allow you to expand.

Discount will be available until June 13 – start your Farming Life today!

Take care!
Farming Life Team
Jun 7, 2022
Sinister Night - sinisternightgame
Hello everyone, great to see you again. We have shared some of the game scenes and character designs from SINISTER NIGHT in our previous updates. Since then, we have received lots of responses and feedback. We would like to thank you all for your support towards our team and every comment is greatly appreciated.

Today, we would like to share the unique gameplay of SINISTER NIGHT and some behind-the-scene stories of this thrilling game.

Gameplay Settings

SINISTER NIGHT is based on a series of mysterious incidents in an old Gnostic school. Players play the role of streamers. There are eight streamers and they enter this abandoned school to shoot a horror reality show. Two of them are possessed by the nun Dorothy and they lie to deceive and split the team in order to kill them all. The other six streamers, as survivors, need to complete rituals within a limited time to get out alive.



Immersive Horror Experience

We’re aimed at designing a game that gives players an immersive horror experience. In order to create an atmosphere full of tension and suspense, we use sophisticated modeling, horror elements and fragmented narrative. What’s more, our gameplay fuses social deduction with psychological horror to further the experience of paranoia and mistrust.

To be honest, I was killed for many times by my so-called teammates during alpha test. Trust me, it is very horrifying.

In the game, players witness lots of supernatural incidents such as the door is suddenly closed, the phone is ringing oddly. After a series of mental torture, players realize that they need to escape from here as soon as possible. Players need complete 6 rounds of rituals, however, the possessed is also mixed in the team to destroy the ritual. Therefore, for survivors, it is necessary to pay attention to the movements and speeches made by each player, complete the rituals as soon as possible or find out the possessed among you; for the possessed, it is important to hide and wait for opportunities to kill.



More Fun Than Mafia

Our team members are obsessed with Mafia, so we hope to keep the fun of social deduction. If you are familiar with Mafia, you are ready for SINISTER NIGHT. We also have perfect equipment and inventory system designed to enrich the game experience. For example, EMF is used to detect wraiths to survive, and Satan’s Blood is used to start massacre.



Behind The Scene

During alpha test, the haunting wraiths still manage to spook everyone even if we considered ourselves are very experienced in the game. Some of them even fall off their chairs! Not just for that, some creative coworkers always like to come up with crazy ideas and hit their teammates with a wooden bat! Feel free to explore more fun ideas when the game is launched!

Stay tuned! SINISTER NIGHT will be released soon!
Add it to your steam wishlist now if you're interested in this game.
https://store.steampowered.com/app/1979460/_/

If you have any suggestions for our game, feel free to contact us at the following address.

Twitter:https://twitter.com/sinister_game
Youtube:https://www.youtube.com/channel/UCun1f9-T2qcHl9T0AhDIeDQ/featured
Email:sinisternightgame@gmail.com

Thank you for your support!

Z-star studio
Braveland Heroes - Julkin
Hello, Bravelanders!

Ah, first summer days. What can be more beautiful? Only new summer event in Braveland of course! Play and win! Prizes and gifts await the most courageous heroes!

The king announces the tournament. Fight shoulder to shoulder with your comrades-in-arms, try to get a Yeti in your army!

Hop into the game and complete this new event. It will only last a few days, so hurry up. Have a good game!

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