Jun 8, 2022
TFC: The Fertile Crescent - LincRead
Important regarding save games!
We were forced to rewrite parts of the saving and loading system to make certain improvements to the game, and thus old saves will NOT be compatible. You will therefore not see unsupported save files in your list of games to load. We apologise for the inconvenience!

In the future, if you want to avoid this problem, you can always turn off automatic updates of the game through Steam, and wait to update the game until you are confident that you won't need to load any old save files anymore.

We will do our best to inform you when new updates break old save files.

About this update!
This is the second "general improvements" update since we launched TFC into Early Access. Your feedback has been fantastic! We're very excited about this update. Of course, we can't get through all the feedback at once, but we decided to take some extra time to go through as much as possible, before moving on to new content.

We try to respond to most feedback, and if we haven't looked at your suggestion yet in this update, we still take notes. We'll keep making these types of general improvements even as we shift more focus towards new content.

What's the plans for new content?
At the same time as we've worked on this update, we've also been laying out a comprehensive road map for future Major Content Updates, which we'll upload during Early Access as well as past 1.0. You think we've included all our best ideas already into TFC? Think again!

It's safe to say that we'e thrilled to start working on it all! Expect a much heavier focus on new features and content moving forward from this update. We're not quite ready to share our plans yet, but stay tuned for more on this!

General improvements
Now, let's get into the nitty gritty of this update!

New high-level pathfinding written from scratch
The high-level pathfinding worked well for the most part. Until it didn't ... the red arrow in the image below shows what could happen in certain cases.



What's more important than decent pathfinding in an RTS game? Therefore, we decided to completely rewrite the high-level pathfinding.

The new system is more robust, generally leads to more optimal paths, and it even comes with performance improvements. The green arrow in the image above shows the path a villager will take in this version.

Fixed an ugly performance bottleneck
This problem could make the game constantly hick. The high-level pathfinding system would be told that a battering ram could get through to the watchtower in the walled-in area, and so it would proceed to find a path. This meant that the pathfinding would continously search the entire map for a path that would never be found, using up a lot of uneccessary resources. This would happen with battering rams against partly walled in areas, so it was fairly common for example against the last hordes in Horde Mode, after they successfully sieged down some of your walls.



In this version, the pathfinding will be correctly told a path doesn't exist straight away, and so the game will handle this thereafter; only using minimal resources to take care of these cases!

Units exiting Palace or Watchtower spawn towards the correct direction
Before, garrisoned units always spawned at the bottom of the building, even if the rally point was set eg. to the north. Now, units correctly spawn towards the direction of the rally point.


The red arrow shows what would happen in 06970, whereas the green arrow shows what will happen in 06990.

Smoother resource deliveries
Another side-effect of the new pathfinding is that villagers will walk more optimised paths to delivery points. Villagers had a tendency to deliver resources to the bottom side of buildings, which is no longer the case. This improvement might seem negligible, but we've found the difference makes such an impact on resource gathering speeds that we did some re-assessments of these!



Fixed a problem with ranged units changing attack focus
If an attack animation was interrupted by changing focus to another unit, and the projectile was yet to be launched, this would make the unit idle for the rest of the attack animation, which meant losing almost an entire attack. In this version, the attack animation will reset immediately if the attack trigger (firing the projectile) has not yet happened. This generally makes changing unit to focus much smoother. Overall, this makes ranged units more fun to use!

Animals in Fog of War (community feedback)
This has been a long-awaited community request, as previously you would have to remember the placement of animal flocks after scouting the map. Now the game remembers for you, adding another mechanic to the game that helps you stay on top of things.


Here you can see a mouflon flock in fog of war. When assigned to hunt for the mouflons, the villagers will automatically move to the flock and look for meat to skin or animals to hunt. If there are none left, the villagers will move to the flock position and idle.

Under attack notifications (community feedback)


If you click on it, the camera will move to the battle location.

We said we would figure out a hotkey for this, but we haven't found a good solution yet that doesn't break the current hotkey scheme. We'll aim to tackle this as we rework and add customisable hotkeys in a future update.

Cleaned up the resources panel
We've changed the position of all the elements in this panel, such that all the resource stock boxes are next to each other. This should make it somewhat easier to read.



Population and housing numbers have merged into one panel (community feedback)



Meat icon (community feedback)
Since meat can, and fruit cannot, be delivered to a resource camp, we needed to add a distinction between meat and foraged (or farmed) food. The new meat icon indicates if your villagers have been hunting for food and are therefore carrying game.



Zoom in further with the mouse wheel (community feedback)
We've added an additional zoom in level. To achieve this, we've seperated the zoom in and zoom out buttons.

And! You can now use the middle mouse scroll wheel to zoom in and out.



Building foundations show which player it belongs to



Villagers drop off resources after constructing and taking over a farm (community feedback)
This change is part of our goal to streamline the game. When looking for a new farmer, you don't have to make sure he or she drops off any resources at a delivery point anymore. Just order him or her to make the farm, and the game will no longer penalise you by removing all the resources the villager was carrying. This will only work for the villager actually constructing the farm. Other villagers helping out but not becoming a farmer will not have their resources automatically delivered.

Attack move is confirmed with Left Mouse Button (community feedback)
It used to be RMB, but we decided to swap this, in order to align the controls more with traditional RTS conventions. RMB is now used to cancel attack move. The same is the case for the 'Repair' command.

Escape cancels actions and closes menu panels (community feedback)
ESC now cancels all command actions like placing a building, and resets selection of tile, building, resource, unit and units.

In addition
- Can close in-game Settings panel by pressing ESC
- Additional hotkey for closing Technology Tree is ESC
- ESC is no longer a hotkey for opening in-game menus

Multiplayer and skirmish end screens show total resources gathered
Instead of only food gathered. Also, villagers and warriors count titles have changed to "Villagers trained" and "Warriors trained" to make it more clear what these numbers mean.

Other general improvements
- Showing error message in building view when there is no space around a military training building for a unit to spawn
- Skirmish AI is even more aggressive on gathering food during starvation
- Skirmish AI will now attempt to protect resource camps outside its immediate base
- Skirmish AI will no longer make any buildings that don't contribute to gathering resources while starving
- If a Village Center rally point is set to a farm then newly trained villagers will automatically find the closest empty farm to take over
- In-game chat box opens on key down instead of key up
- Description of Elite Heavy Axeman in tehcnology tree is more precise
- Save games are ordered by creation date instead of alphabetically
- Enemy buildings show in fog of war in the minimap
- Spectators can see all player chats

Balance changes
This is the first update since the EA release with substantial balance changes. We've played lots of games, talked to the community, and followed the last 2on2 tournament closely:

https://store.steampowered.com/news/app/1674820/view/3228530086577059201
Even before the tournament started, we saw clear indications of a meta emerging: all-in on slingers early and never any Palace being constructed! This update attempts to fix the lack of variety caused by this meta.

Main focus areas for balance
- Nerfed all-in Slinger rush as it turned out to be overwhelmingly hard to hold out against
- Nerfed Sappers as they could just bulldoze themselves into the enemy base and take out Village Center
- Nerfed Watchtowers as they are cheap and were too overpowering as an offensive construction
- Adjusted movement speeds so it's harder to kite Heavy Spearman
- Reduced Palace costs so it's easier to transition from early game when opponent all-ins pre-Palace units
- Fixed "broken" Marketplace

Archer and Javelinman no longer have access to helmet upgrades



In addition, we've made it clear exactly which units benefit from the Copper Helmet and Bronze Helmet furnace upgrades.



Other unit changes
- Slinger base ranged attack damage is 6 (from 7)
- Slinger training time is 15s (from 12s)
- Slinger has 2 base siege damage (from 3)
- Lead bullets no longer provide slingers with extra ranged attack and vision ranges
- Lead bullets provides +1 siege damage to Slinger (from +2)
- Sapper deals 12 base siege damage (from 15)
- Sapper has 6 base movement speed (from 8)
- Elite Sapper gains 4 extra damage against defensive structures (from 6)
- Javelinman has 6 base movement speed (from 7)
- Heavy Spearman has 6 base movement speed (from 5)
- Heavy Axeman has 170 hitpoints (from 160)
- Battering ram has 3 armour against ranged attacks (from 4)

Technologies
- Improved Woodcutting increases villager wood cutting speed by 30% (from 60%)
- Bronze Smelting costs 6 knowledge points to unlock (from 5)

Buildings
- Palace costs 150 food, 150 clay, 150 wood (from 200 food, 200 clay, 100 wood)
- Watchtower has 225 hitpoints (from 250)
- Watchtower has 0 base siege armor (from 1)

Gathering rates
- Foraging gathering rate is per 2.3s (from 2.4s)
- Skinning animal rate is per 2.5s (from 2.3s)

Animals
- Gazelle has 10 hitpoints (from 20)
- Mouflon has 20 hitpoints (from 30)

Marketplace
- Trade 10 food for 15 metal (from 15 food for 10 metal)
- Trade 10 metal for 20 food (from 10 metal for 25 food)

Bug fixes
We haven't fixed any game-breaking bugs, as we didn't find any, apart from the pathfinding issues described earlier. We have therefore tried to fix as many minor ones as we could.

- Description of Resource Camp now mentions bricks as a resource that can be dropped off there
- Fixed that "lack of housing" could show even though a unit was successfully in training
- Attacking an animal from a garrisoned Watch Tower no longer sets rally point
- Logo fades in correctly after leaving multiplayer lobbies in all resolution setups
- Toggling idle villager hotkeys no longer work while in attack move, place building or similar states
- Unit shadows render on top of farms
- Scout deals full damage to animals
- Clicking anywhere in multiplayer room will no longer submit chat text
- Joining a multiplayer room at the same time as the host starts the game no longer leads the game to crash, and an error message will say "Game has started!"
- Fixed graphical glitch that happened when a projectile like an arrow hit Battering Ram
- Removed several memory leaks
- Ordering villagers to construct village center very soon after placing the building no longer causes issue
- Fixed a crash that could happen late game in rare cases in Skirmish Mode
- Selecting an empty control groups deselects the bottom HUD correctly
- Can no longer select Tribe unit if added to control group with SHIFT+NUM and if tribe is moving towards Village Center
- Palace starts with 10 hitpoints upon placement (from 1)
- Elite Sapper deals correct damage to walls
- Fixed a rare crash that could happen when villagers delivered resources
- After hovering building production tooltip and then pressing NUM to select a saved group of units, the tooltip will disappear
- Holding SHIFT while placing Palace or Wonder no longer lets you place multiple of these buildings
- Fixed issues with "go back to gather resources" command
- Units will no longer in some odd cases reach target "one node early"
- Fixed that in rare cases the Tribe unit would not disappear but move to the bottom side of Village Center and idle after placement of Village Center instead
- Unit selection circle shows when unit is standing on a farm
- After saving a game buildings will no longer show as in construction after rediscovering them and then moving away
Escape Simulator - G0rilla
Hello explorers!
We've listened to your feedback and fixed all critical bugs and issues reported in the last few days. Also, we've added all Steampunk assets to the room editor for everyone to use!
The update is now live, and here's a changelog of fixes that we can remember we did:

  • Added new Steampunk props for Room Editor
  • Loading custom model without images fixed
  • Fixed cannon bug in Steampunk 1 (S1)
  • Fixed Omega DDR3/PC bug
  • Fix not seeing Steampunk image as a client if the DLC is not installed
  • Fixed puzzle box bug in S1
  • Added reset button sound in S1
  • Added better spawn points
  • The botanists should be happy with new updated plant names in S3
  • Multiple texture fixes in all rooms
  • Yellow crystals don't stack with bolts and screws anymore
  • Fixed box clipping in S1
  • The butterfly in the greenhouse now has a much better path
  • The propellers are now ok in the helm room
  • The radar doesn't have that one bright button anymore
  • The labyrinth in the engine room should work every time!
  • The seed shouldn't disappear from anyone!
  • Multiple optimizations
  • Added more bugs to fix later
If you have any issues please send us via Steam or directly on our Discord.

Thank you so much for playing and supporting our work!
Love,
Pine team <3
Nevergrind Online - maelfyn
As briefly mentioned on the store page, and in a thread in the discussions section, Nevergrind Online (NGO) appears to be the world's first multiplayer blobber. Blobber is a comical, but apt, name for a specific niche of RPGs. Some prominent examples of a blobber are Wizardry, Might & Magic, and Legend of Grimrock. I think that Giant Bomb defined blobbers best:

Blobber is a slang term that is used loosely to refer to first-person party-based RPGs in which the player controlled party is not represented as a distinct visual entity in the game world. As such, the game must stay in first-person view at all times within the game world (so that the camera can never be pointed at the party). Functionally, this means that the player's party always stays together and moves and acts as a single unit. No member of the party can be separated spatially from the rest, so, for instance, one party member cannot be commanded to walk down a hallway while the rest of the party waits behind. Thus, the party only has physical presence within the game world in the forms of walking around (i.e. having legs), swinging weapons or casting spells (i.e. having arms), and staying glued together as a solitary mass (i.e. being a blob). This artifice came to be called "a blob with arms and legs" and games that used it were in turn called "blobbers".

Most blobbers have been single-player games where the player controls the actions of one hero or an entire party of heroes. NGO is special because it's the first game that attempts to apply this format to an online multiplayer experience with real-time combat. So how does it work? Simple! The party leader is in charge of navigating the dungeon. Followers can use chat to suggest which way to go. Once combat begins, everyone can use their skills in real-time and everyone can see the heals, buffs, fireballs, and swords flying during combat!



NGO's original gameplay format has the benefit of guaranteeing that everyone is always in the same position, assuring that everyone is sharing the same experience. Nobody is ever out of position. You're never waiting on your friend who is always afk. When the leader returns to town, everyone else does, too! It's much easier to keep everyone on the same page! I believe that this format, which originally emerged out of technical limitations, also has many inherent social benefits that help make NGO exceptionally good at keeping parties' gaming experience unified, which is very important in a multiplayer game. In many beloved multiplayer RPGs, players are often out of position, working on different tasks, waiting for each other, or trying to find each other. NGO's format keeps players on the same page to the greatest extent possible by simplifying the positional aspect of the game!

So what are you waiting for?! Get a group of friends, install NGO, and restore order to the kingdom! These dragons aren't going to slay themselves!
Jun 8, 2022
星塔星夜MONOBEHEVO - 大力便少女
Deliver Us Mars - Zac_Frontier
The countdown to launch begins! Deliver Us Mars will be released on September 27 2022, and there's no better way to prepare for your mission to the Red Planet than with this brand-new gameplay trailer:





Get ready to join Kathy Johanson and the crew of the Zephyr space shuttle on a desperate mission to Mars, as they attempt to save a rapidly-declining Earth by retrieving vital colonisation vessels known as the ARKs.

You need to be ready to face all of the obstacles the Red Planet will throw at you, from platforming challenges and complex puzzles, to floating in zero gravity, not to mention a thrilling launch sequence that will make you feel like a true astronaut. Your skills will be put to the test as you explore Mars' stunning planetary surface, icy valleys, abandoned colonies, and more.

Uncover the truth behind the 'Outward' organisation, and learn the fate of Kathy's father in an action-packed adventure with epic stakes and deep personal drama when Deliver Us Mars launches this September on Steam!


Pre-order available today!

https://store.steampowered.com/app/1345890/Deliver_Us_Mars/
GROSS - hangry owl games
A new release of the GROSS Demo is now available.

Bug fixes
It was no longer possible to upgrade the mortar turret, as a left click switched into the “set target area” mode. Now the mortar turret can be upgraded like any other turret, and you can select the option to set a new target area from the upgrade dialogue.

Performance improvements in late game.

Fixed calculations regarding the way explosions affect ragdolls. Simply put: blowing stuff up is now more fun.

It is no longer possible to damage the base with melee attacks. Reminder: It was never advisable to damage the base with melee attacks in the first place.

Music didn’t properly fade out while the player was in a menu when a track change occured.

Changes/Features
New setting “Streamer Mode” in the “Audio” section. When active, plays only music that should not be protected by Youtubes Content ID.

The constructable object can now be switched with a right click, even when not looking at an empty square.

Damage numbers are no longer shown by default. You can reactivate them in the settings menu under “Game”.

When buying a constructable, it doesn’t just plop into existence anymore but instead smoothly grows in a playful way. This is more pleasing on the eye, so please, be pleased.

Balancing
Tesla Turrets did not affect large zombies. This was not intended and is now fixed.

Cash drops have been slightly reduced across all difficulties.

Keep in mind that in the coming weeks there’s going to be a complete rebalancing patch that will adjust difficulty of the zombies as well as cash drops and constructable/equipment cost. This will also bring a wipe of the scoreboards.
Metal: Hellsinger - Jellyfoosh
Hello everyone!

We recently shared a demo with journalists and content creators and the response has been beyond anything we hoped for! We'd like to share some of the things they've said about the game here. And don't worry, the demo is coming your way sooner than you may expect. ;)



"It’s a match made in hell that really works"
"Metal: Hellsinger is a metalhead’s dream."

- Inverse

"The mechanic where the song changes depending on the player's current performance is a great touch and it really enhances this type of fast-paced gameplay experience."
- ScreenRant

"Hellsinger has a real shot at topping the charts and defining what it means to be a great rhythm FPS."
- TechRaptor

"Metal: Hellsinger is everything it promises and more."
"this isn’t just thrown-together game music metal, it’s good metal.”
"More, please."

- USA Today's FTW

"If the developers keep this level in the final game, something big is heading our way."
"The game bleeds a love of metal I have last experienced in Brütal Legend"

- Gamestar

"Metal: Hellsinger is an action game to sink your teeth in, that offers uncomplicated fun at first glance but will become more intense and rewarding the better you become"
- PCGames

You can find a whole slew of more coverage from other sites such as GameSpew, Noisy Pixel, Ars Technica, WCCFtech, Laptop Mag and more!
Jurassic World Evolution 2 - FRONTIER
Welcome back, Park Managers, to a new Species Field Guide!

In this series of articles, we're spotlighting some of the incredible dinosaurs and reptiles coming to Jurassic World Evolution 2: Dominion Biosyn Expansion on 14th of June. We are incredibly excited about everything we have to share in the coming days, and we hope you are too!

Last week we took a look at one of the land dinosaurs coming to the game with the new DLC: Pyroraptor. This week we're taking to the skies to check out a true titan, one of the largest known flying animals of all time: Quetzalcoatlus.



Named after the Aztec feathered serpent god, Quetzalcoatl, the first fossils of this feathered flier were discovered in Texas in 1971 by geology student Douglas Lawson. The specimen found there was believed to have had a massive wingspan, and later estimates have concluded that Quetzalcoatlus could have been the size of a Cessna light aircraft whilst in flight, or the size of a giraffe when walking on the ground. Due to its sheer size, it may have needed to jump up to 2.5 metres into the air in order to take flight with its powerful wings.

Once in the air it's believed it flew similarly to modern condors or vultures, climbing on warm currents and using their massive wings to glide in the air, rather than actively beating their wings to fly and maintain height.



In Jurassic World Evolution 2, Quetzalcoatlus will be housed in Aviaries alongside other flying reptiles. Given their size you'll need several Aviary buildings to meet their spatial requirements, but they can get along with other flying reptiles they share a territory with. Whilst generally peaceful, they won't hesitate to break out if they get uncomfortable in their area. Make sure they have enough open space, some sand and rocky ground underneath their feet, and enough food and water, and they shouldn't give you too much trouble.

Their diet will consist of fish, but escaped Quetzalcoatlus may also try to eat unsuspecting smaller dinosaurs (or maybe a guest or two). It's wise to keep a Capture Team ready in case there's a breakout! You may also see them perching on top of buildings if they get tired from all that flying.

Please be aware that Quetzalcoatlus won't be available in the expansion's Campaign levels, but will be available in Sandbox Mode!

We hope you've enjoyed this introduction to the magnificent Quetzalcoatlus. It will surely be a huge hit among your park guests! Will you be adding them to your parks?

The Jurassic World Evolution 2: Dominion Biosyn Expansion releases on 14 June. Share your thoughts about the new DLC in the comments and let us know what you think. Don't forget to follow us on FacebookTwitter, and Instagram for all things Jurassic World Evolution 2! You can also join the conversation with the rest of the community on our forums!
Jun 8, 2022
Sphere 3 - Evanesca
The terrifying golden dragon Lord of Heaven threatens the whole world! Are you ready to challenge his power?



While the event lasts, you can find a strange sorcerer who will help you stop the great dragon. The Warlock awaits you at Cinderkreg and Mist Watch if you are fighting on the side of the human kingdom, or near the Raven Legion camp and Hellsong Tavern if you are a demonic host. By completing daily tasks, you can get dragon scales and spend it on buying special elixirs or unique gloves with new unusual properties.

You can spend scales from a sorcerer's servant located in the same places, and additional scales can be obtained by killing monsters.

Here's what you can get:
  • Hunt and fight the mighty dragon face to face!
  • New gloves with 6 colorless slots, returning 15% damage to the attacker with a 5% chance (no cooldown)
  • Title of your choice: "Dragon Slayer" (+ 2.5% PvE damage, + 0.6% crit chance), "Knight" (+ 2.5% PvP damage, + 0.6% crit chance)
  • New booster potions and bombs
  • Scroll to summon a golden dragon to fight

Get your weapon ready!
Brawlhalla - whitesheepie


Who will emerge a champion in this final round of Brawlhalla x Street Fighter Part 2? Dhalsim, Luke, Ken, Sakura and the Emperor of Evil: M. Bison have proved themselves to be formidable forces in the Grand Tournament… and they’re not going anywhere!

All Street Fighter Epic Crossovers and themed items will still be available to play and purchase, and you can still play Street Brawl any time you want in Custom Game Rooms. Sharpen your fangs, it's not the end!

Whether you’re training like Sakura, or a seasoned martial artist like Ryu, there’s a place for everyone to hone their fighting skills in the Suzaku Castle Walls! Check out Street Brawl as Brawl of the Week.

For those in pursuit of Glory, Ranked Season 25 will begin on July 13th.


To catch the latest Brawlhalla news and content, be sure to follow us on Twitter, Twitch, Facebook, YouTube, Instagram and Discord!



Are you ready? Go! M. Bison, Luke, Sakura, Ken, and Dhalsim enter the Grand Tournament as new challengers.

M. Bison, Luke, Sakura, Ken, and Dhalsim are new Epic Crossovers that feature custom Signature effects that include VO lines, custom lock-in animations, dedicated Roster spots, and two new Weapon Skins each.

In Brawlhalla, M. Bison, Luke, Sakura, Ken, and Dhalsim mirror the abilities of Thor, Cross, Lin Fei, Petra, and Rayman, respectively, and will stay in Mallhalla after the event ends. ©CAPCOM CO., LTD. ALL RIGHTS RESERVED.

Featuring:


  • M. Bison Epic Crossover
    • “Face the never-ending nightmare!”

  • Luke Epic Crossover
    • “Let’s do it. I’m always ready for a fight!”

  • Sakura Epic Crossover
    • “If you want to be strong, you can't lose to anyone!”

  • Ken Epic Crossover
    • “Looks, speed, and strength. I’ve got it all.”

  • Dhalsim Epic Crossover
    • “This is the path to achieve enlightenment.”
Also check out other Brawlhalla x Street Fighter items:

Epic Crossovers
  • Ryu Epic Crossover
    • “My one true rival is the fight within!”
  • Chun-Li Epic Crossover
    • “What's the matter? Too many kicks to the head?”
  • Akuma Epic Crossover
    • “Weaklings! Is there no one worth fighting?”


KO Effect


  • Knockout
    • “Continue?”
Emote


  • Satsui no Hado
    • “To harness this means great power. But at what cost?”
Podium


  • Kapukon Yu
    • "Nothing like a relaxing bath after a tough battle!"
Avatars
  • Quarter Circle Punch
    • "Practice makes perfect."
    • An animated Avatar!
  • The Red Cyclone
    • “Nothing can stop Zangief when a new challenger approaches!”
  • HADOKEN!
    • "Hadoken! Hadoken! Hadoken!"
  • Shadaloo
    • "The most powerful and deadliest criminal organization."


The Street Fighter Epic Crossover event also includes:
  • A new Street Brawl Map that is featured in the Brawl of the Week - Bustling Side Street!
  • Daily login bonus of 250 Gold to celebrate this Epic Crossover event.




Get ready for action as another fight is coming your way! Choose your fighter and brawl in this 1v1, 8-minute match above Suzaku Castle. Go for broke and knock out your opponents into oblivion. Defeat your opponent first in this stamina mode to win!
  • 1v1
  • 8 minutes
  • 3 stocks each
  • First to 3 KOs wins!




Get ready for one of Esports Year 7’s premier events, it’s time for the Brawlhalla Midseason Invitationals! Starting this Friday, June 10th, professional Brawlhalla players from all over the world are being flown out to a studio in Atlanta, Georgia to compete for a total prize pool of $150,000.

The Midseason Championship will include:


  • A $70,000 1v1 Tournament featuring the top 32 players from around the world.
  • A $70,000 2v2 Tournament featuring the top teams from North America, Europe and South America
  • A $10,000 Regional Crew Battle Showdown where the Top 4 1v1 players from North America, Europe and South America will compete as teams.
Tune in to catch all the action on http://twitch.tv/brawlhalla, and claim viewership rewards!

  • NEW: Esports colors v.3
  • NEW: Burrito Time! Emote
  • NEW: Toxic Ranseur Spear
  • Esports colors v.2
  • Twilly Sidekick
For times in your local time zone, check out http://brawlhalla.com/schedule.





Harness the power of the Jade Mask with the Xianxia Bundle! This limited-time pack includes:
  • Xianxia Lin Fei Skin
  • Lin Fei Legend Unlock
  • Nian Shou Sidekick
This promotion is available to all Amazon Prime members. Claim your loot at https://gaming.amazon.com/loot/brawlhalla.




The free-to-play Legend rotation for this week includes: Sir Roland, Ember, Thatch, Kaya, Brynn, Magyar, Xull, Mordex, and Fait.
  • Sir Roland – No one in Valhalla feels a greater thirst for victory in the tournament than Sir Roland, as he strikes down his opponents with Rocket Lance and Sword.
  • Ember – This quick and dexterous elf does battle in Valhalla with Bow, Katars and her two companions: a wolf named Ash and her raven named Yarra.
  • Thatch – The tournament is a paradise of chaos and fire for this Madman of Barbados as he uses Sword and Blasters.
  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
  • Brynn – Competing for the pure joy of it, this Valkyrie has seen many victories due to her skill with the Axe and Spear.
  • Magyar – As the last remaining member of the Batavian Strazci army and wielding the strength of a 100 elite knights, this spectral guardian has come for the glory of battle with their Greatsword and Hammer!
  • Xull – With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
  • Mordex – Wielding Gauntlets and Scythe, this lycanthrope steps into battle!
  • Fait – Speaking to the stars and using glimpses of the future, Fait battles for good with her Scythe and Orb!
...