Welcome back to Nova's Diary, issue number 17. And man what a month it has been! (ah-ha, it rhymed!)
Let's get right into the heart of the matter: our release plan.
For the few of you who escaped my incessant spam (for which I congratulate you), back in June 15th we released a new trailer, thanks to our participation in the Shacknews' E6 event.
The trailer itself was a lot more narrative focused than the previous ones, who leaned more into the gameplay and the game's strong points (the 2D/3D, the chill soundtrack and yadda yadda...); but that's not the most important piece: Venice 2089 will release in OCTOBER 2022 here on Steam and on Epic Games Store.
Here's the trailer if you missed it, I promise it's the last time I spam it
Now, as much as we all are hyped for this, I cannot help but feel like there might be some genuine questions that you might have, and one in particular that I'd like to respond right now:
- "DIDN'T YOU GUYS SAY THAT YOU'D RELEASE IN MID 2022?"
Yes, back when we announced our Kickstarter run, we did state our intention of releasing the game in this year's Q2 no matter what. Sadly, because of the Kickstarter failing and the inevitable rescope of our game that followed, we ultimately failed to meet our word and decided for a later release.
- "AND COULDN'T YOU TELL US SOONER?"
We initially started talking about a reschedule at the start of 2022, but at the time we still felt pretty confident on delivering Venice on time. Later analysis and much, much talking later, we realized we needed to hasten our feature freeze to mid June if we wanted to have a solid polishing phase.
- "WHAT'S THE DEAL WITH EPIC GAMES STORE?"
Very simply put, we are also releasing on the EGS.
Before jumping to conclusions, I'll assure you by saying that we do not have any exclusivity contract, and that there's not going to be a single difference between the two storefronts.
- "ANYTHING ELSE WE MIGHT WANNA KNOW?"
We (I) are fully aware that we've fallen short of our word, and that in hindsight could have done things in a different manner, but we assure you that we have only the best interests for our game.
If we have ANYTHING else to say regarding the game, I'll personally make sure to notify our community as soon as possible.
And that should cover all the questions, at least the one I thought of. Once again if you have any question or feedback you want to forward us, all our social channels are open.
[ DEVELOPMENT & STUFF ]
Have you noticed how there are no more sections based on department? I figured that they'd be useless now that we're in post.
Because yeah, we're officially in post-production now. June 20th marked the last day where we could confidently talk about new features; now all we are going to do are fix what needs to be fixed and polish what already is there, plus the very rare small addition to the game that we're 100% sure it's not going to cause any problems.
This polishing phase represent the last step in our development cycle, and it will continue 'til release in October.
...So what have we actually done this month?
Well, most of us were busy making the new trailer. This one has a lot more effort than the others and is low-key the best we have done, both technically and structurally.
The few others who did not participated in the filmmaking had a pretty extensive list of bugs and feedback that came from internal testing that needed to be sorted, or at least culled before the 20th. We started making builds like crazy, and you know what? Despite everything, we did some pretty cool stuff!
But as Mr. Bones' Wild Ride wisely teaches, the ride never ends...
[ SEND-OFF ]
And strangely enough, this is the end of June's Devlog.
Can I really call it a devlog tho? Like, there's literally no images and it's just a wall of plain, boring text.
There's also another thing troubling my mind: what am I gonna do next? Continue with another devlog? Try something new and fancy? Only time will tell...
Aight, I'm calling it now. Issue #17 is officially named "The Not-Devlog Special"!
Before we wrap things up though, there's one last thing that I'd like to include...
What follows come from our Game Director Francesco, a member of the LGBTQIA+ community who was kind enough to help me celebrate Pride Month with a couple of words. Francesco and other members of our team are invaluable colleagues aswell as dear friends, and he helped me IMMENSELY throughout the process of creating the character of Nova.
" Hi all! It's Francesco here, Game Director of Venice 2089.
Hope you guys are doing well. We are really excited to be close to the release of this little big game!
When we first started working on Venice 2089, everything started with our main character, Nova. In our minds the objective was to create a teenager during a relatable period of their life: growing in a world menaced by big insurmountable problems while also dealing with the anxiety of just passing the exams (THAT'S A huge one!).
I think everyone can relate to Nova's apathetic attitude when the outside demands you to make choices and advocate for something, while on the inside we are struggling to find our spot in this world. Moreover, in all of that we are still probably dealing with our sexual spectrum, at least it's what happened to me.
Growing up I felt like I did not feel part of the world at all and the feeling I had was not only a matter of interests⌠I was not able to experience love with others as I felt like it was something far away for me, a teenager still dealing with self-confidence in being socially accepted.
Different story when I started university courses at art university in Venice: there being a weirdo was ok, and step by step I also gained the confidence to fall in love and experience my sexuality. But it was just the start!
Now more than ever I really understand how the confusion about my sexual orientation have always influenced the confidence in other spectrums of my persona; that's why I felt like narratively Nova would work as a non-binary character, quite not feeling to be part of a defined gender and still searching for answers to define themselves.
As of now I define myself as homosexual⌠for the most part! I have to be honest: there's still some part of me that is still open to let other pieces of my personality and sexuality come out. Of course I would not identify my sexual orientation experience to Nova's sexual identity, but I would totally compare the feeling of being a bit lost and the necessity of finding your spot in the world.
Let this be my wish for pride month: be proud and be free. Don't be scared to share your feelings. Don't feel lost, we'll find our space together. "
It is time to embark on your ship with the latest keyboard shortcut technology!
This new update brings new shortcuts, balancing, and accessibility options.
Added in this patch: đ Most player actions now have keyboard shortcuts đ Fully customizable keyboard shortcuts in the settings menu đ Option to show or hide Storage Bay markers đ Warning window when negative effects occur inside a nebula
Fixed in this patch: đ When a module is destroyed or broken, players can fix it without having to dismiss a crew member đ Various visual glitches
More patches are arriving in the next few weeks so stay tuned!
Thank you for your patience and support as we make Out There: Oceans of Time the experience you've been waiting for.
- Mi-Clos Studio & Modern Wolf
Get the latest updates on our socials: đ Following Out There: Oceans of Time on Twitter đ Join the community on Discord đ Subscribe to our newsletter
Todayâs tutorial is going to lead you through some of the inner workings of your playersâ mental states. This has been a very interesting feature for our player community, and we have received countless questions regarding how it functions since the release of Tennis Manager 2022. While we wonât give away every detail (a magician never explains their tricks), we will clarify a lot of the basics of how the mode functions.
How does the Mental State Work?
There are four main factors to a playerâs mental state: their confidence, motivation, relaxation, and emotion. Every player is unique, and will react differently to their surroundings and their situation. In certain situations they can have no confidence, be perfectly sure of themselves, or are even far enough in the other direction that they get cocky. They can be really motivated or otherwise, and may need a budge in the right direction. These could affect, for example, their accuracy and power of their shots.
Your player could be relaxed or they could be heavily stressed. Then again, they could be far too relaxed and that too can have its pitfalls. What mood they are in will also determine their quality of play for a match. Stress also has a big effect on the big play moves, and whether your player can pull them off when it really matters.
These four main factors (now indicated in the pre-game talk) will change constantly due to a huge number of factors in-built into the game. Some of these will be plainly obvious, and others you will have to work out for yourself. What matters is not necessarily where these factors come from, but instead how you as a tennis manager can adapt to these difficulties and keep your player at the top of their mental game.
Finally, note that your Manager attribute "Ability to motivate" now boosts the impact of your talks on your player in TM22.
As you can see on the diagram above, in addition to these 4 psychological factors, there are other triggers that you should know how to use at the right time. It is up to you to analyze the mental state of your player and to bring a relevant response and action to it.
As you can see on the diagram above, you can use different psychological drivers that are hidden behind each sentence of your talk. It is up to you to analyze the mental state of your player and to provide the answer that will impact the right mental gauge, or at least the one you want to target.
Finally, note that mental factors can accumulate and thus generate a particular psychological state. Indeed, when your player has some of his or her gauges at their maximum, he or she may find him or herself "on fire" or even "on cloud nine". It is in fact the addition, or average, of the mental gauges that creates this new status. On the other hand, when several data tend towards the negative, the "cumulative" mental state of the player may lead to a "frustrated", "devastated" or even "down in the dumps" status.
Impacts of the mental state on the quality of play
Each gauge impacts differently the attributes of the player in match. Positively or negatively... Confidence mainly affects the concentration, the power of the shots and the tactical clairvoyance of the player...
Motivation acts on the player's willingness to try to play all the balls or rather to let them go, it is also very impactful on the key points of the match.
The stress plays essentially on the service and the shots which require a strong concentration, volley, drop shot, lob, passing shot...
Emotion plays essentially on the reliability of the shots, on the key moments and on the capacity of the player to absorb the negative events of the match.
Before a Match
The easiest way to separate the main factors on mental state is before and during match play. Now, in TM22, these 4 psychological indicators are displayed during the pre-game talk, which is an opportunity for you to assess your player's mental state and to try to rebalance the situation, which could prove decisive for the upcoming game.
Before even going into a match, events come into play that affect how your player is feeling. Is this their home crowd, or a hostile audience? Such things will greatly affect their confidence and their ability to withstand stress.
How far into the tournament is the player? Is this their first time getting this far? How old are they? Such environmental and age factors can make it very difficult for young players, in real-life and in the game alike, to do well at a grand slam (Emma Raducanu notwithstanding!).
Do your player and their opponent have a history? If there are any head-to-head results, these will weigh emotionally in favour of the advantageous player. How do the combatting players rank against one another? A big difference in ability isnât just about physical skill, but also about the confidence drain your player could experience if they are facing a player of a much higher calibre.
Outside of all these things, how is your player doing in general? How is their morale? If your player is feeling bad for whatever reason (perhaps they havenât had a holiday in too long), they will already go into each match at a natural disadvantage. Taking care of your player mentally can go a long way to seeing them victorious when the real tennis comes into play.
You will have understood that, as in real life, a multitude of different reasons can affect your player and influence his/her potential level of play during his/her next match. As a coach, it is your responsibility to analyze the general mental state of your champion, to identify the possible weaknesses of the moment and, thus, to choose the psychological triggers to be used to find the right words and thus optimize his/her performances.
During a Match General indications
When the match starts, the mental state of your player is indicated right next to his/her avatar. Note that the psychological factor whose gauge is furthest from its average level is displayed compared to the other 3 factors.
As you can see below, it is possible to display the mental state level of each gauge by hovering over the mental data.
Talks during the set The changes that come into effect during a match are a little different, but equally important. Here, things are likewise mostly out of your control except for the ability to do side-line coaching. Aside from the occasional mid-match interventions (more on that below), you need to have everything sorted before your player steps out on court to have the best chance of their mental state being at its best.
The way the game is going to be handled will obviously have an impact on how your player feels. Is he/she winning easily? Or, on the opposite, does he/she have to struggle to keep his/her serve? Has he/she missed many opportunities to break his/her opponent? All these circumstances will influence the mental state of your player.
The personality traits of the player will also play an important role in the match management. Indeed, the events of the match described above can be either temporized by the player, who will be able to manage his frustration and/or his irritation or, on the contrary, be accentuated and thus potentially prejudice him.
To conclude, I would advise you not to underestimate the interest of these injunctions in live because they can really bring a light mental boost to your player. It's up to you now to use them at the right time depending on the game conditions.
End-of-set talk It is possible to ask for a talk at the end of each set in order to put your player in the right direction (at least the one you want đ). To do this, remember to validate this option in the "talk" tab.
The ins and outs of this end-of-set talk are the same as the pre-game talk, but obviously the most important decision criterion becomes this time the score of the match and the way it is going... Who is winning? Who is losing? Is the match close or not?
A little mental/tactical subtlety: the 2 choices that will have both a mental impact on your player and a tactical one: "stall" versus "show off": it's a bit of a double-edged sword on the impact that the events of the match will have on your player.
Post-match talk
The post-match talk is an opportunity to review the overall mental state of your player. Even if this post-match mental report does not have a significant impact on the player, do not underestimate this debriefing, which can have a (slight) effect on the player depending on the quality of your analysis. Indeed, commenting to your rookie that he/she didn't go far from victory when he/she just lost 6/0 6/0 could offend him/her for example!
Get to know your players, analyze the content of the match and know how to adapt your speech and your recommendations accordingly!
Alpha 0.8 is now available. You will have to start a new game, because the world changed a lot. If you prefer continuing your old game, you can disable steam updates or go back to version 0.7 from the "Beta" panel in the "properties" screen.
Achievements : I added 55 steam achievements covering many aspects of the game (farming, quests, friendship, crafting, minigames ...)
New intro and tutorial quests : I updated the game first cutscene and added some early quests to guide the player a little better in the early stages of the game. It's still a work in progress, I'll use your feedback to make it better.
The hackathon festival happens on day 15 of Winter. It unlocks the hacking minigame, a special quiz game, and 5 more levels (with lasers!) in the BotArena minigame.
The Animal Market happens on day 30 of Spring and Fall. You can buy adult animals of any color. There is also a special quiz game.
Gameplay changes
Animals now have various colors that are transmitted genetically. Some colors are more common than others, and some genes are recessive (only show if both parents transmit the gene). Some colors are the result of two genes. So, if for example you let a couple of white and black rabbits live together, you could have a mix of white, black and grey babies. For now, the animal market is the only place where you can chose your animal colors, when buying them from the farm it will be randomized.
The plant bonuses have been simplified. Each bonus (fertilized, herb control, pollinators, climbing support) is shown on the plant tooltip, and accounts for 25% more productivity. Pollinators now affect plants that produce pollinated fruits (tomatoes, soy, etc). Currently pollinators are not cancelled by pesticide use, but I will soon fix that too.
Plants use the nutrients available in the soil in order to grow. With each harvest, the soil is impoverished. Poor soil will result in reduced harvests. Nutrients can be returned to the soil via chemical fertilizers, but their effect is temporary (1 harvest). Some plants such as soy provide bacteria that fix nitrogen from the air, which fertilizes the surrounding soil (2 harvests). Finally, compost is composed of organic matter rich in nitrogen and carbon, as well as bacteria and fungi which will allow continuous fertilization for a long period (3 harvests).
It is also possible to leave an area fallow, after ten days the soil recovers half its nutrients (1 harvest) and after 15 days in full (2 harvests).
What's next ?
During the next weeks I will concentrate on fixing bugs, and adding a few quality of life improvements I had to postpone. I'm also writing a guide to explain all the aspects of the game. After that, I'm considering leaving early access.
Leaving EA doesn't mean I won't continue to add features (there are still a lot of things I want to add or improve), but I've been working on this project for 4 years and I'm at the end of my budget. Currently the sales are very low (less than 10 sales per week), I can't be sure if it is because the game's not good enough, or if it is because I was targeted by people who don't like pronouns or diversity, and don't mind buying a game just to leave a bad review.
When I started this project, being inclusive seemed like a no-brainer, it costs nothing and harms no-one, so why not ? I was very naive. It ended up being a nightmare, because in the US it was perceived as political, and even more in the recent year. But I don't regret it, on the contrary, it makes me feel that inclusivity is even more important than I thought.
Hopefully, the lack of sales and visibility on Steam is the result of all the (massively upvoted) bad reviews I got because the game is inclusive, trans-friendly and neurodivergent-friendly, and once I release the game for real it will be alright. I'd love to continue working on this project for many years to come.
As mentioned previously, we'll be showing off a ton of new details about the game so if you'd like to learn more about how the game works or the enemies you'll be facing off against, come on over and have a look!
DzieĹ dobry! Welcome to todayâs developer diary! We will be taking a first look at the new Polish, Lithuanian and Commonwealth trees!
But first, allow me to introduce myself. I am Big Boss, the newest addition to the Content Design team. I started playing Europa Universalis during 2011 and have loved spending time looking at and painting maps since then. More recently, I have been working on several mods, so some of you may know me from my work there. I am genuinely very excited to share with you all the hard work the team has been putting into this update and praise the immense amounts of support I have received from my new colleagues and mentors! As we delve into this developer diary, please keep in mind that the icons and event images as well as numbers displayed are by no means final!
The beginning of the game finds Poland rudderless, with her King, who maintained a union over Lithuania, Hungary and Croatia, having died a mere day earlier, after risking his fate against the Ottomans at the battlefield of Varna. Thus, Poland starts at a quite precarious state: a vacant throne, the Nobilityâs Golden Liberty in full effect, and surrounded by powerful neighbors. At the same time, the Ottomans in the South and the Muscovites in the East are taking great steps to consolidate and expand their domain.
So whatâs new for Poland? For starters, they have access to two new T1 Government reforms. The first one is the Great Sejm reform, granted to them at game start:
Bear in mind that any and all numbers you see in this Developer Diary are strictly work-in-progress and are subject to change, especially in response to valuable feedback from the community!
The second T1 reform is a special reform for Poland upon accepting the Union with Lithuania:
Unlike the Great Sejm reform, the Polish Elective Monarchy grants the ability to elect various princes to the throne, a steeper absolutism malus and, similarly to the Great Sejm, it enables the Parliament and grants a reduced Unrest bonus.
Speaking of the union with Lithuania, it should be noted that some changes were made to that event. Now, it will fire even if Lithuania is a player. A Player Lithuania will be able to decline, but AI Lithuania will always accept. This was done in order to further facilitate the idea that Poland and Lithuania make a great co-op campaign, which is also complimented by both mission trees granting bonuses that follow the spirit of cooperation between the two nations. Hereâs how the new event plays out:
To further immerse the players into the gravity of their choices, I went ahead and added a few dynamic missions for Poland, based on your choice between the local noble or the Lithuanian PU. Accepting the Lithuanian union will lead you towards developing the Lithuanian core as well as elevating their nation financially and (later on) artistically as you prepare them for the eventual integration:
This branch ends with you declaring the Imperial Commonwealth, which grants a powerful temporary bonus:
On the other side, declining the PU with Lithuania will grant you the path that leads you towards the West via entering the Empire, leading it and passing reforms.
Note: You will still receive claims on Lithuania and be able to form the Commonwealth! The first missionâs reward is an event for the current Emperor to admit you in the Empire:
This path will also contain new and innovative rewards such as the new modifier âReasons to Electâ:
The final mission for the Imperial path of the West will imbue Poland with a sizeable bonus to their Imperial Authority Gain as well as extra Diplomatic skills for her ruler.
Main Body of the Polish Tree
Addressing the aftermath of the Varna crusade will have a profound impact on the rest of the missions further below. Opting to pursue friendship with Hungary and/or Bohemia will lead both parties to a shared sphere of prosperity, historical friendship and powerful bonuses to last as long as the alliance is maintained. However, should you choose to rival and become antagonistic towards them, the reward will switch to a PU CB / Permanent Claims based on the countryâs union eligibility. To be clear; you can pursue friendship with one of them and antagonize the other, the choice rests entirely with you!
Internally, Poland needs to address the growing influence of the nobility. Regarding that, in the mission âLeverage the Magnatesâ, you are granted the opportunity to cooperate with them and win their favor via great concessions or directly oppose them. Keep in mind that due to their tremendous influence, opposing them is quite difficult. Working alongside them will reduce the cost of Parliamentary Bribes (which will be increased by default for 1.34) and grants a small Loyalty bonus until you pass further legislation as the Commonwealth to reduce their authority. Alternatively, if you dare to oppose their authority, you will gain an event to face a major uprising of Magnates that will also reward you with a unique new modifier:
The missions directly below it follow the turbulent history of Poland and will have you attempt to pass legislation and reform the government by undoing nobility influence. Choosing to oppose the nobles in the mission shown above will also impact the following few missions!
The mission âGreat Sejmâ will unlock a new personality type âReformistâ which grants more reform progress growth as well as new unique Parliamentary Issues for Poland! The new personality can be assigned to all rulers with at least 4 Administrative Skill.
Resolving the matter of Hungary and Bohemia will yield dynamic rewards based on whether you completed them via conquest or diplomacy. This also impacts the reward for âBalance the Princely Landsâ:
Moving on, you will also be tasked with harnessing the Polish Renaissance, dealing with the Piasts of Mazovia and developing Krakow:
On the Conquest front, you will be led towards quelling Romanâs Rebellion in the South and seizing control of Wallachia, raising troops from nobility strongholds and assisting the Prussian Confederation:
Note: Assisting the Danzig merchants may lead to the formation of Royal Prussia as a subject under the Polish crown which will have its own few missions to break free from your hold!
Of course, the Polish tree holds many many more cool new additions, events and rewards and they are up to you to discover!
Finally, Poland (and the Commonwealth in general) will have access to a new special unit, the Winged Hussars! I am very excited to finally talk about this new unit.
They will be available for Poland and PLC via a national idea
In our current build you may recruit 1 Winged Hussar per 100 Development
They come armed with +1 Cavalry Shock and +100% Reinforcement Cost
They are further empowered by your choices in the mission tree!
The Winged Hussars have arrived!
As a side note, we currently have not chosen yet what colour the Carolean and Hussar unitbox will have. Janissaries are red, Cossacks are orange. Feel free to suggest potential colours!
The Lithuanian Mission Tree
Alongside Poland, Lithuania will be getting her very own missions. It builds upon the old mission tree and greatly expands it, honing and improving upon the unique aspects of playing as Lithuania:
Among the highlights of the Lithuanian tree are the ability to call upon a host of Cossacks, new unique T1 Government reforms (yes, plural!) and the potential to utilize the Tribes Estate for a limited time.
Alongside these new additions, Lithuania will gain access to new events and flavor:
If you choose to remain as Lithuania for a little longer beyond Administrative Tech 10, we made sure to accommodate your stay with flavorful missions that will entice you to stick around a while in order to get all the rewards and complete the tree:
The Commonwealth
Building upon the solid foundation that is the Polish mission tree, Commonwealth missions originally appear as part of the Polish tree, marked as âLocked Missionsâ. Unlike other formables, we took the creative decision to showcase the Commonwealth tree to the Polish player, before accessing it. The reason behind this is to prepare the player for whatever challenges and requirements the PLC missions will ask for and ensure the player is not caught off guard.
Thus, if you hover your mouse over the Locked Missions, you will see the requirements as well as potential rewards beforehand.
Now thatâs out of the way, letâs take a look at some of the missions we have in store for the Commonwealth, starting with this one, my favorite, âA Lifetime of Warâ:
Note; Since the mission only requires one of the listed requirements for it to be completed, you may see fewer choices in your version of the event, based on which way you choose to complete the mission. Shape and sharpen your army the way you want to!
Note: Please be aware that these numbers are not final!
A PLC tree would not be complete without its âInvest in Eastern Polandâ Mission, which requires you to have 40 provinces with a manufactory or a level 3 Center of Trade and either 40% Global Trade Goods Produced or 7 âTrading-inâ Bonuses. Here is the reward:
Following in the steps made before forming the PLC, and after completing the Great Sejm mission, you will gain access to flavor missions that will assist you in passing and repealing the Articles of Agreement (Pacta Conventa) and even rewriting them completely from scratch, with more favorable terms on the behest of the monarch, if you chose to oppose the Magnates in a previous mission:
The conclusion of the major flavor part of the tree is the mission âDominate the Marketsâ which grants a new mechanic we made specifically for the PLC, the ability to reset or extend a Golden Era:
External Affairs of the Commonwealth
No major mission tree would be complete without a robust conquest path. That much is true for the PLC, which will be granted missions, a new Casus Belli and even gain Streltsy as a one-time reward from one of their missions:
Moving on, âPrevent the Delugeâ will task you with dealing with whoever the ruler of Scandinavia is, be it Sweden or anyone else. You may deal with them in a multitude of ways, including diplomacy or conquest. Should you choose to approach Sweden diplomatically, both nations will be positively impacted by a wave of prosperity. Sweden will gain +25% increased production for its metals and historical friendship while you will gain direct access to Scandinavian copper and iron, reducing your overall military costs:
The final conquest mission for the Commonwealth will set you up to become a supreme great power, requiring you to be a hegemon and have a tremendous amount of development under your belt:
Note: Development Efficiencyâs number will be green in the final build!
The philosophy of the PLC missions is that of a tree whose content should last the average player till around the 1700s at the very least, so expect a lot of hard work and very worthwhile rewards from every single mission in this tree!
While we are on the subject of the Commonwealth, I would like to showcase some new implementations that the team worked hard for. As I mentioned above, the PLC will now enjoy a lot of new content including 2 different sets of National Ideas. One for nations whose primary culture is Lithuanian and one whose primary culture is not Lithuanian (namely Poland as an example):
I am at your disposal for any questions you may have about the trees, as Iâd love to read and answer your feedback, and also feel free to suggest tweaks as well. Thank you for taking the time to read my very first Developer Diary! Next week my colleague Ogele will come back, to talk about some sea-related new content.
Outriders Worldslayer is out now! Upgrade to the Outriders Worldslayer version and get access to an all new campaign and features.
https://store.steampowered.com/app/1785250/OUTRIDERS_WORLDSLAYER_UPGRADE/ Take your existing Outriders to new levels of power as you journey deeper into Enoch, or use the character boost to create a new level 30 Outrider geared up and ready to face off against the powerful Altered - Ereshkigal.
With new horrors to challenge you and new weapons, mods and gear to discover, youâll be further developing your build through the new PAX class trees, the long-term progression Ascension System and the game changing third mod slots found only on Apocalypse Gear.
Survive the campaign and continue to push through the new Apocalypse difficulty tiers as you face even greater horrors in the Trial of Tarya Gratar, the brand new endgame.
Wow, it's the day! Mini Maker: Make a Thing is out!
You waited, played our demo, toyed with our playtest, or stumbled upon it by chance three minutes ago--either way, you're here now and welcome to our wonderful Mini Maker community.
Get your hands on our beautiful game and enjoy! Yes, you! Yes, right now!
We have an important update for you today regarding the 1.5 patch heading to Arcade Spirits: The New Challengers.
The update will be released on June 30, 2022, and will include several fixes including:
Fix for the Skip button during new playthroughs.
Several fixes for the Linux version.
Typos and misgendering errors addressed.
A Content Warning has been added to show prior to starting Chapter 6.
However, while testing, we have noticed that this update may cause players to lose their current Saved Games. Most notably, the saves made during the choice menu, while a voice line/sound FX is playing, or when a notable visual effect (such as pop-up animation) is activated are among the affected.
To reduce the chance of experiencing any issues please save your game during a scene containing normal text dialogue.
Alternatively, while Steam will automatically update to 1.5, you can use these instructions to return to an earlier version of the game if you find that your save was affected.
To keep playing on your original save affected by 1.5:
Right-click on the app in the Steam library
Click "properties"
Select "betas"
Select "Rollback" from the opt-in dropdown
Steam should automatically update and begin downloading the selected version
This should allow you to carry on your playthrough on the 1.3 build of the game.
We apologise for any inconvenience this update may cause, but we hope you'll continue your journey to becoming the next FOD2 champion (whether that be on version 1.3 or 1.5!).
For any questions or help, please hop onto the Steam Forums or join our amazing community on Discord.