It is time to officially declare the winners š To have a closer look at the winning artworks, please head over to our Discord where we always publish all information regarding our contests.
As always we are very thankful and happy that so many people participated. Over 100 artworks were submitted over the course of the contest. Thank you so much and hopefully we will see all of you again for the next edition!
https://youtu.be/LimfeS56bDE Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Wasteās best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.team containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize⦠should your video win! When you leave a comment competing for the best comment of the week, donāt forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!
Rollers of the Realm: Reunion will be part of PAX Rising Online!
We'll be pairing up with our friends at BlahCade Pinball for a Let's Play stream on twitch.tv/pax where we'll show off some new gameplay and have an in-depth convo about the game's development.
During the stream at 1pm EDT/ 10am PDT, you can chat with us in our Discord or in the PAX community Discord (coming soon).
The PAX Rising showcase focuses on highlighting and celebrating indie games (which we love), and will not only include the showcase but also a Discord-based community event (which we also love!). They did mention an odd assortment of silly games over the course of the Discord event and a possible raining of free game codes!
For the full lineup of games and details, check out their page here.
We will also have more news to share but aren't quite ready yet, so stay tuned!
Dr.Kness š§āāļø and his dwarves are most proud to announce our participation in Steam Next Fest!
It is a great opportunity provided by Steam for all indie games to present themselves to a wider audience.
Dwarven Skykeep is a cute and humorous pixel-art card management sim in a medieval world of wizardry.
You'll encounter numerous obstacles on your way to build the most complex tower imaginable and you will have equally vast array of option to deal with them!
FREE DEMO is available right now for everyone to enjoy:
We also wanted to remind our lovely audience that Dwarven Skykeep started an official Discord server to build a dedicated and enthusiastic community around the game to share our experience in game, discuss it, share gameplay content, fan art and whatever else that we come up with!
Fixed Co-Op Time-out Disconnect due to high send rate
Improved Co-Op Bandwidth usage
Improved Co-Op Suspect AI movement
Improved Co-Op Suspect AI syncing in high ping
Updated Weapon SFX for MK12
Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links. Discord Global Community : Zero Hour Official Discord French Community : Zero Hour France
Prior to this update, some users faced issues with joining a match due to the high load on the servers. It's the second hotfix since the release, and the servers should be much more stable now.
It may take up to 5 minutes to get into a game. If you get an error screen - press OK and try again.
Please let us know about how your experience changed after the update in the comment to this post or in our Discord server.
PowerWash Simulator launches out of Early Access on July 14th at 5PM UTC / 1PM EDT / 11AM PDT with Update 1.0! You can also see the time automatically set to your time zone in our Discord server: https://discord.com/invite/powerwashsimulator
Our main career mode story will be wrapped up in a clean package with plenty more dirt to spray away in this patch. Keep an eye here and on our socials for more details on whatās coming in 1.0 and past 1.0!
Thank you to everyone who has given us invaluable feedback through our Early Access journey. We can't wait for you to play the new content. Plus, welcome more people to our wonderful community!
Here are some answers to questions you may have with 1.0:
FAQ for 1.0
Will Early Access turn into the full game?
Yes. If you own the game on Steam already, with update 1.0 your game will be updated to the full launch version automatically.
Will the price change at full launch?
The price will increase with 1.0. If you still don't have the game you can still get a a great deal with the Early Access price before the game launches on July 14th!
What will be in full launch?
All of the updates, content and tweaks we've made across Early Access. There will also be new levels, including the biggest yet, cosmetics and more!
Will there be more content after 1.0?
Yes! Our main focus is on getting the game out for 1.0 but we'll share future content plans here in the future, keep tuned!
Will there be achievements?
Yes, complete list of achievements will arrive with 1.0.
Will the career mode story come to an end?
The main career story will come to an end with 1.0. Though, this isn't the end of stories being told in PowerWash Simulator!
Will progress reset with 1.0? No, you can continue your current save. Though there may be incentives to replay but that is optional.
Keep up with everything PowerWash Simulator by following our channels:
Now that many of the new features and changes have been revealed (though as you will soon see, itās not quite the last of it), we feel much more confident talking more about and giving you more insight into this new direction for the game.
This weekās devblog will be all about the upcoming Base Building & Packing changes, and also an extension of our very first post back in early April. Now that thereās so much more information about the next season out, we feel like itās a really good time to get into some of the more drastic changes and making sure we are keeping you in the loop in regard to our vision for the game, the approach weāve chosen for this new season and generally the direction the game will be taking for the future.
As we talked about before, some of these changes come from a very simple place: many previous systems clash with our vision for Season 5, and that can mean we either disable them temporarily, or rework them entirely if they donāt work with this new direction.
Season 5 in many ways is intended to have very lean gameplay experiences, no unnecessary stuff, even if they are things that back in the day took us massive amounts of effort to implement - if they donāt work with the new season, they shouldnāt be in the game at all. Everything has defined intentions and purposes and in many cases, is re-designed from the ground up when needed.
This also means that for our S5 testing phase and release, we wonāt be immediately releasing everything, every map, with every new POI and mobs, etc. weāre gonna start with the content we feel the most comfortable about, and see how it plays out in real scenarios with real players. Weāre players too, but thereās obviously not enough devs for playtesting to be at the scale the game is designed to be played, so seeing how you play with it in the public tests is still something weāre looking forward to and something that will provide us with massive amounts of invaluable feedback. Afterwards, the plan is to rapidly drop more and more content through Season 5, as well as rapidly iterating and balancing whenever we see itās not working how we want it to work.
With all that said, letās get into the main topic of this devblog - Base Building, PVP balance for bases, and how these base building changes play into the removal of lobby mechanic.
Base Building & Lobby
First thing we talked about when it came to PVE oases was quite simple: they are not meant to be a lobby, because we donāt think the lobby mechanic fit the game at all anymore. PVE oases come with many threats, constant sandstorms roam the map and destroy unsupported structures and abandoned Walkers and stations over the oasis. Bases are more than convenience, they are a big requirement for safekeeping Walkers and other belongings from the weather, hostile creatures and hostile players. Everything not built on properly supported structures is going to decay naturally, if itās not first destroyed by these roaming sandstorms and other weather events.
The base building changes weāre getting into are not only implemented to counteract the weather balance and generally clean up maps now that everything is something physical in the world, but rather they are now a much bigger part of the new Last Oasis, mainly because thereās always been a major issue with the pace of gameplay in LO.
In most survival games, thereās a sort of natural pace; there are moments of intensity, and moments of peace where you can relax and do things normally in your base or collect common resources in peaceful areas. In Last Oasis, you donāt have that most of the time, there is a weird contrast in that regard. Most of the time you can even be chilling on your Walker, but somewhere in the screen there is a timer ticking down letting you know that maybe the oasis is about to burn, or that it will be gone soon and you need to be very prepared and careful, or decaying structures, or just straight up a player ganking you already because you got distracted for a minute or two.
That last example is very much part of playing a PVP game, but we donāt think it should happen 100% of the time, at any time, anywhere. We think some places in the world should be safe, that you should be able to have moments of peace and quiet that arenāt immediately interrupted. Initially, the lobby was meant to be that, but it clearly didnāt work out for a myriad of reasons we already explored - among them and related to our changes to base building, thereās just no homely feeling about a bunch of UI, a lot of icons for Walkers and maps, etc.
Ever since our first days developing and playing Last Oasis, and even more now that weāve changed so much of it and we get to playtest it internally, we always felt there was this āhomelyā feeling missing from LO, and that canāt be replaced by abstract, intangible things like the lobby (even if they look like amazing ideas in theory, which is one of the reasons we stuck with it for so long). There is very little fun in that, very little interactions you can have (even simple stuff like managing inventory of Walkers, or checking packed bases, that kind of thing). There is no fun in escaping from great dangers, for example, and suddenly getting thrown into some UI where you just see some Walker icons, other map icons, and itās all interactions with a bunch of buttons. Thatās not fun.
And that is why one of the main goals for bases - whether they be very large, semi-permanent places you can call āhomeā, or temporary, nomadic settlements - to be somewhere you can build up to create peaceful areas to have that contrast in pacing thatās so important for us. Having this gameplay be just some UI is something thatās so far away from what we consider a good experience - for example, I (Neon), can say itās so much more fun to have pretty much the same experience, but instead of dealing with all the UI stuff, itās all happening entirely in the game world. And itās not just very specific situations like getting away from danger into the safety of your base, itās also something as simple as logging off for the night. When playtesting this myself, it felt so much better that the place I call āhomeā in-game is somewhere I can physically go to when logging off the game, instead of getting into this UI screen that was the lobby, I find it a lot of fun and full of more interactions to travel to my base, opening the gates that lead to where I keep my Dinghy, it just feels so much more real and fun compared to old LO.
Base Building & PVP Balance
While our current vision for Last Oasis is very much PVE focused, the PVP continues to be a major part of the game, but our approach is quite different from last time in this regard.
PVP is a core part of Last Oasis, and it will never stop being a core part of the game, but PVP is no longer meant to be the core gameplay of Last Oasis (meaning, the only thing āworth doingā, or the thing that everything leads to eventually).
We want combat with other players to be part of the emergent gameplay aspect of the game, and base building changes are one major step towards achieving a better balanced pace of gameplay for PVP and PVE.
Last Oasis always struggled trying to keep a balance where it remained a full loot PvP game, but it was also not extremely harsh, and thatās a compromise that was very difficult to maintain with some of our mechanics, especially things like the lobby. PVE oases not only allow us to make the safe parts safer - they paradoxically also allow us to make the PVP parts more ruthless. Bases in PVE regions for quick recovery from defeats. On the other hand, PVP oases are providing the player a choice on whether they want to expose themselves to usually pretty brutal PVP, or not. We expect that eventually most players will base off near PVE oases, but for the most part will play around and from PVP oases - that is how itās balanced to be, and how weāll continue to iterate to improve it to achieve a properly balanced pace of exciting PVP situations, and moments of tranquility.
We want these moments of intensity, whether youāre fighting difficult PVE threats, or more emergent situations like facing off against other players, to be very intense and always a fun experience, but we also want there to be moments of peace and quiet that arenāt immediately interrupted.
Practically speaking, what this means is that for the early stages of PVP battles you need mid-tier structures to really get that protection against attacks from hostile players, whereas low-tier bases are mostly meant to protect against PVE threats and weather events.
To allow storing walkers inside of bases, many new basebuilding pieces will be introduced in Season 5, in particular hangar walls, ceilings, and gates, allowing you to build comfy little places for your Walkers. Furthermore, the base building system has been overhauled to finally allow much more freedom in vertical building.
Since weāre on the topic of bases, weād also like to address a point of confusion regarding last devblog and schematics balance - and thatās related to balance and quality of life. Many schematics in the game are meant to be very rare, and very valuable. What this means is that building a giant clay or cement fortress will take much longer than it used to, now that itās not simply unlocking the technology and then pouring resources into it. What it doesnāt mean is that the majority of essential schematics will be dropping as a single consumable, but rather as several per loot drop.
Most schematics that are practically impossible to live without will be available in moderate quantities and at common POI, but as you progress and advance to higher tier buildables, Walkers, base parts, etc. more advanced versions of those schematics will become rarer and more valuable. For example, it will be moderately easy to arrive at an oasis and construct early wood and sand-based structures as temporary refuge, but much more difficult to achieve the same using clay and cement structures.
Base Building & Packing
For our first version of the public test, we have been heavily considering the removal of the packing mechanic. There are many reasons why we think thatās a good idea, but before I get into that, I want to say once again that the promise me made back in May is still very much in our minds when we talk about these changes internally: There is undoubtedly other solutions that are far less drastic than complete removal of the mechanic, and we want to hear these. We want to know more points of view on how packing benefits the game overall, so, if you have suggestions, let us know.
With that said, right now we see the possibility of removing the packing mechanic as a good thing, because it fits the balance and approach of the new season perfectly. Right now, we see the game heading in a much more roguelite direction, blended with the survival and open world mmo aspects that it already has, and we really like an experience like that.
Surviving needs you to invest in an area, you canāt bring everything with you and be completely self-sufficient. You go out in whatās essentially an expedition out of the comforts of your base - whether itās in a PVE tile or a PVP map doesnāt matter - and you bring with you what you need, water, weapons and tools, extra armor sets, some materials for either a temporary base to protect against the weather or some small initial production stations for crafting ammo and other necessities. You can stay there for as long as you can, or rather for as long as you survive there, and if you feel like youāve accomplished what you went to do, you find a path through the sandstorms, and return home with your loot. There are no certainties that you will return with more than you brought, or that you will return at all, and that is very much where this rogueliteness aspect comes from.
With that kind of gameplay in mind, packing comes into heavy scrutiny from us, both in terms of balance, and what it brings to the new design. Whereas before it felt very nomadic to have the ability to travel somewhere new and basically plop down a whole massive base wherever you wanted to settle, right now weāre not very happy with that concept. From our point of view of the new season, to have the necessity of building temporary settlements (that eventually need to be abandoned if you donāt stay in that area for long) fits the nomadic aspect of the game a lot more, while also helping the balance and design stay in check.
Thereās lots of small changes, and many larger changes that are all meant to work together to transform the game into an entirely new version of itself. We know that for many, this means some things that were once considered core parts of LO, those things not being in the game anymore or being completely changed to fit this new approach, it may not sound great, and thatās okay. We have no doubt that for some (especially our oldest, veteran players of the game, the ones who participated during the alpha, the beta waves, and also including the Early Access peeps), when they launch Season 5 public testing and they start their journey in a new oasis, they will not feel like they are playing Last Oasis anymore. And we can very confidently say if you feel that way, that is a good thing, thatās perfectly okay, the game is changing completely, and if when playing it you could do the same things as you did during Season 4 or earlier seasons, and have the same results, then we wouldnāt be doing a good job.
For us, now that we are getting to the point where we can see these changes realized and can playtest them internally as a full game, instead of testing individual parts of the update, we think it looks amazing, and we canāt wait to have more people playing it, testing the new version of the game, and most importantly letting us know whether weāre achieving a much better Last Oasis, with the fresh, fun, completely new experience that we ourselves see when we boot up the internal testing client.
A final decision will be made during the beta test and, regardless of which option we end up deciding for the official realm, private realms will have the option to turn these individual features on and off as wanted. As mentioned before, for us, Season 5 is a massive change in direction - if you want āLO Classicā, private realms have the ability to turn off most of these changes.
The Steam version of Pewt 'em Up! was updated to version 1.2.0.
- Changed: Cursor will turn invisible during gameplay when keyboard or gamepad control is selected - Changed: The game will automatically pause when a Gamepad has been disconnected - Changed: The game will pause when opening the Steam Overlay (Steam version only) - Fixed: Scores should now properly submit to the Leaderboards (Steam version only)
To submit your previously achieved scores, just play Endless Mode again or go to Achievements > Sync.
Initial release of the flying and ranged mobs patch. Vendigo now cast unholy spells. Balrog now has explosive whip, and flies. Dragon now spits fireballs or melees, also flies. Kobolds and wolves are a bit more clever. This will be a continuing expansion with more mobs every patch.
Fixes: Player cottage and tower now have real windows you can jump and shoot through. Mobs no longer display their loot while pressing [TAB] unless they are actually dead. Eating and Drinking sounds for client during consumption.