Banners of Ruin - tweedie
Infiltrate the city of Dawn's Point with an exciting new character - The Powdermaster!



This unique hero has a set of tailored abilities; from Talents only he can access, to specialised equipment and upgrades! Upgrade his armour and weapons as you battle through the streets, encountering new scenarios and enemies! Some of these will only appear when playing with the Powdermaster, whereas others are added as global content, for any future playthroughs.



The Powdermaster has a unique hero ability; mixing powder cards. When you have powder cards in your hand (Red, Pink, Yellow or Black), you can discard them to gain stacks of 'Boom' - a new status effect specific to the Powdermaster! Pro tip: you'll gain more Boom for discarding powders of more than one colour.



His Grenade deals stacks of Boom as damage - racking up some crazy numbers - and many of his Talents are focused on augmenting it!



What's included in the DLC?
  • A new unique Hero Character!
  • 10 Talents & 8 Passives for The Powdermaster!
  • 6 New Cards! (Skills + Weapons)
  • 3 New Enemies, and many new enemy party variations!
  • 7 New Scenarios!



And last but not least, we've added a couple of new enemies and additional party variants as a free update to the base game! You will now see some Angry Peasants and Gang Bruiser Bears in the first street, watch out!

Available Below! 10% launch discount, and 50% off the base game!

https://store.steampowered.com/app/1937690/Banners_of_Ruin__Powdermaster/?curator_clanid=37646280
Dream Cycle - fee-ona


The full wonders of the Dreamland planes are close at hand.
Raw Fury and Cathuria Games are pleased to announce that Dream Cycle is exiting its early access run, and the full 1.0 release will happen on August 8th 2022.

For those new to Dream Cycle or who have been following along with Early Access, there’s a whole range of new updates to be excited about!

These include:
  • New locations to explore, deserts, mountains, jungles and more.
  • A reworked difficult scale that adds challenge through puzzle and layout complexity rather than changing the enemy’s stats
  • Many new enemies, weapons, spells and perks, including Specializations, can dramatically shift Morgan’s combat skills.
  • Additional curses and new permanent effects called Hexes that result from failing or succeeding in certain puzzles.
  • New interiors and completely re-worked level art across all maps..
  • Many additional puzzles, stories, and secrets, all tracked through a new end-of-level reward system.
  • Plenty of post-game content to dive into!

We’re excited for you to play 1.0, and if you have any queries or questions, feel free to ask them here in Steam or over at our Discord.
Robber Knight - Sartorian_MedievalBytes
Thank you

We want to start with a big THANK YOU. For all of you who are supporting us here on Steam and on our Discord. Means a lot to us to have people around us, sharing the same dream and that is

Build a medieval simulator with a world to live and fight in.

Our sincerest apologies

For the game breaking bugs the first week. And thank you again for your patience and help with hunting those down. As it may sound funny, we feel like we have learned a lot during the last week, and we hope you have the feeling we improve fast.

This is our first game, so mistakes will happen, but we are committed to it, with all our hearts.

The Dream

The dream is the only reason we started so early. We want to share it with you and make the game as much as you want it to be, as possible. And some of you probably already noticed we are here 200% - invested in talking with you, gathering feedback and ideas.

https://discord.gg/Vy3amSjDfT - Hop into our discord and be part of our growing community
Or talk to us here on the Steam forum.

Changes

New level designer, new approach, probably little changes to come in the road map.

We are reacting as fast as possible to all your feedback. As a developer and as a publisher.

We hear your requests for new graphics and map. So I decided to join the team of Medieval Bytes to help them. I am no master but after building an open world for 2 years, I have some sort of idea, how to build maps. I will need some time, though. To get my head around it.

Slower but better - important

We have asked someone very important from the gaming industry how he would approach things. He said

"Always fix things first before adding new stuff"

After talking to you in discord - we know the majority of you shares this opinion. So how we will approach

1. Fix all bugs that are in this version
2. Add your requests like for example:
Hot bar scrolled with mouse wheel, 3rd person, controller support)
3. Add new things.


That might mean some features will be available a little later. Like co-op. We don't want to fail again like on the premiere day. You have to learn from your mistakes.

Your biggest concern

After you decide to join us - the most frequent concern is

" Please do not abandon the project"

We understand the EA market is nasty. But your money, time and hopes are safe with us. Why?

1. We are very passionate about making this game. We love what we do, we love medieval games, and we love to make them. Furthermore, we would love to stay around for a very long time, not just one game.

2. Before we decided to leave our secure IT jobs, we made sure we have enough money gathered to finish the game, without even 1 copy sold. We started so early to get you engaged in the process, but every new copy sold, helps us make the game better :)

3. For us, abandoning, a project half way, after people paid for it, is the same as downloading (stealing) a cracked copy of a game. It is theft. And we would feel very, very bad about it for the rest of our lives.


What we have fixed already

The list is super long :)
https://steamcommunity.com/app/1887020/discussions/0/3416556480590273755/


Thank you for your time and support!

We wish you a great weekend,
Sartorian and Medieval Bytes
Dungeon Defenders: Awakened - Chromatic Games
DEFENDERS,

We will be extending this PTR for one more week, as expected. We have made a handful of changes based on the data we have collected so far, and will be keeping a close eye on things as we move forward. We anticipate pushing the patch to the live game once we make any final changes and pass certification for consoles. If you are still looking to take part in the PTR to test these new changes, follow these instructions. We have also added a section to the bottom of the survey to reflect these new changes, so make sure to go back and edit your surveys.

Feature Update
The new Smart Upgrade system now has a more defined priority list. Towers will now be upgraded in the order of their priority fully before going down to a lower priority tower. Two towers of the same priority will alternate between the lower upgrade level. The priority list is now:
  • Overclock Beam
  • DPS Towers / Traps / Auras
  • Blockades
  • Everything else
  • Reflect Field
Example 1: If you have a Harpoon Tower and a Spike Blockade, the Harpoon Turret will get upgraded fully before the Spike Blockade receives any upgrades.

Example 2: if you have 2 Harpoon towers and a Spike blockade, it will alternate upgrading the 2 Harpoon Towers to full before targeting the Spike Blockade.

Balance

Harpoon Turret
  • Damage Increased from 66 to 73
Magic Missile Tower
  • Damage Scaling Increased from 1.6 to 1.75
Lightning Tower
  • Damage Increased from 20 to 22
Thunder Spike Trap
  • Can now be overlapped with other Thunder Spike Traps outside of a small radius.
  • Developer Note: This is something that people have suggested in their surveys and we wanted to experiment with this to see how players use this.
Siren
  • Increased Base Health from from 8000 to 8190
  • Increased Health Scalar from 200 to 225
  • Reduced range of projectile attack from 1500 to 800 units
Bug Fixes
  • Fixed an issue where the client would occasionally crash when culling an item.
  • Fixed an issue where the session browser displays 9999 games found instead of 0 when no games found on initial open.
  • Fixed an issue where refreshing the Session Browser when there are no sessions will hide the X Games Found text instead of saying 0.
  • Fixed an issue where the Siren icon on the Tactical Map was too large.
  • Fixed an issue where a Siren hitting the core would say the incorrect enemy name.
  • Fixed an issue where traps didn’t show their effect range when activating tower view.
  • Fixed an issue where EV’s node-based defenses weren't showing as invalid for their placement decal.
  • Fixed an issue where the PTR session browser was region locked.
  • Fixed some additional backend issues with Session Browser with games not showing up in specific cases.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games
Age of Empires II: Definitive Edition - Lady Eridani


Hosted by OrnLu and NOVA, RMS Cup 2 is part map contest, part Age of Empires II: Definitive Edition tournament. Long before the tournament began, map creators were getting their time in the spotlight because this tournament features the largest map pool contest in Age of Empires II history. After 99 submissions, 10 maps were selected, granting each map winner a slice of the $4,000 contest prize.

Check out the maps below, or download the map pack to get these custom maps in your game!



After the maps were chosen, the 1v1 tournament began, with world-class players battling it out on these exciting maps. Only the top eight players remain in the RMS Cup 2 Tournament, fighting for their share of a nearly $20,000 prize pool.

Only two will be lucky enough to win the most coveted prize of this tournament: two qualifying spots to Red Bull Wololo Legacy at Heidelberg Castle in October. Catch the conclusion of this exciting event this weekend, July 29 through 31, live on https://twitch.tv/ornlu_aoe and https://twitch.tv/novaaoe!

Map Contest Winners

Border Wars by Cebdos
Brahmaputra by HenkDeSuperNerd
Fractal by Whistler
Koala by HenkDeSuperNerd
Le grand fossé by Keldim
Low Tide by Wolf Silver
Mount Kailash by TheMadCADer
Quebrada de Cafayate by Huehuecoyotl22
Ring of Reeds by Mingudai
Spiral by MyteaLlama
Jul 29, 2022
Infernax - Dr. Jorts Rockdoctor
What’s up duuuudes, we know people have been interested to know what the Infernax team has been up to since launch, so we appreciate you hanging with us while we first did some critical post-launch patches on the game, and since then we’ve been able to spend the last few months working on an upcoming update.

This day one (four months later) update focuses on both Accessibility and quality of life. It’s something that was really important to us as a team that despite spending a lot of time leading up to the launch polishing, we still had more things we wanted to tackle to feel like it was in a good spot.



Due to the nature of Infernax having been developed over the course of so many years, when we realized towards the end of development that we wanted to try to add in options and features to allow as many people as possible to enjoy the game, we were constrained a bit by the actual game design itself. Something that seems simple, like removing flashes or screen-shake turns out to be very hard to modify at all when the game itself has certain effects hard-coded in.

So we had to get deep into the code, and make some changes to the base game to be able to add in more accessibility than Infernax launched with, but it was something we felt strongly about, and we decided like it was an important first major project to tackle before adding more content.

Major accessibility features we were able to add are:
  • Accessibility options are no longer linked to the Game Wizard, and are now a menu available from the very start
  • Element contrast: Add distinct color tints to enemies, projectiles, traps, etc. to make it easier to read a scene visually
  • User controllable color saturation and contrast
  • Ability to disable ambient particles and animated backgrounds to reduce visual noise
  • Further improved the ability to greatly reduce both screen shake and camera flashes*

*Due to the way the game is built, entirely taking out every single instance of a flash or shake was impossible, but in addition to removing every single instance that we could, any that are still a part of the game are now low contrast or diminished, with greatly reduced impact to minimize issues for people who are sensitive.



In addition to the accessibility updates, we tackled some still outstanding issues, and made some quality of life improvements to the general game. These include things like:
  • In Casual mode, “dying” to a pitfall or drowning will now respawn the player on the edge they fell from if the player has enough remaining health points, instead of instant death *
  • Minor UX changes like making it harder to accidentally steal from the church
  • Fixed some issues with doors being unresponsive
  • Improved V-Sync support
*there’s more detail to this but you get the idea, you don’t die every time.

The patch notes are much longer and go into a lot more detail for those of you out there who want the nitty-gritty, and we’ll share those when the update does go live.

We’ve heard everyone asking about new content, and what we can say is: yup, there’s more content we have planned for the game and once this update is out we’ll be about to focus more resources on that directly. We just wanted to leave the basic functions of the game in a state that felt good as far as trying to make it easier for more people to have a chance to play before moving on and expanding the game itself.

Thanks a ton for all the support, it’s been really great to see so many people enjoying their time with the game. The Accessibility/QoL update is planned to go out soon (real soon), at this point we’re mostly waiting to make sure that everything is approved on every platform, and we’ll be good to go.

-Berzerk Team



Bassmaster® Fishing - DTG Benjamin


Have you got what it takes to be an Open Series Winner?

Get the Bass Lake Bundle & get 3 attempts per round!

https://store.steampowered.com/bundle/25385/Bassmaster_Fishing_2022_Bass_Lake_Bundle/

Gear Up & Get Ready

The Jordan Lake Online Open Series runs from August 5 and will conclude after the Championship Weekend on Monday, August 22.

It’s time to gear up and make sure your set up ready to catch lunkers if you want a shot at winning this event. You have a week to get out on the water and find those all-important hot spots and remember what our last winner said: “Adaptability is key, conditions change, and being able to change your strategy is key!” 3 rounds of competitive Bass fishing is just around the corner and we can’t wait to see who comes out on top!

Tournament Rules



Rewards

Every player who takes part in the event will be rewarded with a participation jersey and the winner will be the only player in the world to receive the winner’s jersey. Keep scrolling to check ‘em out!





Jordan Lake Lowdown



Jordan Lake, also known as B. Everett Jordan Lake and was named after Benjamin Everett Jordan, a North Carolina US Senator. This impressive reservoir covers 13,940 acres with a shoreline of 180 miles and was completed in 1974.



In Bassmaster Fishing 2022, Jordan Lake is home to over 88,500 fish across 13 species including Largemouth and Spotted Bass. To date over 29,000 Largemouth Bass have been caught and over 10.000 Spotted Bass with the Jenkolistic Swimbait by Jenko Fishing proving to be among the most popular lure used to catch em’!

Good luck out there and tight lines

Jul 29, 2022
Wardudes - Charlieth
Good Friday everyone!

Take a peek at the mayhem you can create with the class showcased in this fourth Frydudes:

The Grenadier


Nothing like the smell of explosives and the taste of a good cigar.

Destroy everything in your way (including the occasional enemy) with the most explosive class of them all, The Grenadier!

This class sole purpose is to create as much mayhem as possible thanks to a triplet of explosive weapons:

The Bazooka

A classic in all turn-based tactical game. Blow up distant targets with this cylindrical beauty!
They ain't gonna know what hit 'em.

The Grenade

Looking to destroy a target at medium-short range? Or maybe you want to play a twisted and highly dangerous version of bowling using your enemies as pins? Try out these bad boys!

The TNT

If you want to be sure to hit the enemy in a precise spot, this solution might be old school but does the trick!
Doing some stretching before using these might be a good idea, you don't want your legs to cramp out while you run to safety!

Get ready to go scorched earth on your enemy with the Grenadier class in Wardudes, coming later this year!

Tell your friends about Wardudes! Adding it to your Wishlist is the best way to support the project!
Brigador Killers - dudeglove
👋WELCOME CAVEAT
Please note that at this stage everything about Brigador Killers is still subject to change. Or, in other words, this is a statement of intent and not a series of bold promises that we may not be able to keep. We also want to point out that we think it’s fantastic that quite a few of our regulars have maintained a level of enthusiasm for a sequel after so long, but it’s important that a) expectations be kept in check and b) where possible, we be transparent about what we’re doing as we go along.

📜FOR CONTEXT: A VERY BRIEF RECAP
In 2014 Brigador (then “Matador”) started as a closed alpha.
In 2015 Brigador went into early access.
In 2016 Brigador went into 1.0.
In 2017 Brigador was re-released as Brigador: Up-Armored Edition (hereafter just “Brigador”).
In 2018 Brigador received a number of updates.
In 2019 news about a Brigador Killers (hereafter “BK”) demo at BitSummit broke.
In 2020 a well-known YouTuber covered Brigador, which contributed to us switching from BK dev back to Brigador dev.
In 2021 Brigador received three notable updates, after which we returned to BK dev proper.

In addition, between 2021 and 2022, thanks to the renewed success of our first game, we were able to grow our team to include an additional programmer and another artist. Chances are you already know of them. The programmer is the same person responsible for the Spacer Commander video you might have seen, while the artist impressed us by reverse engineering the sprite production pipeline to make stuff like this. Their addition has dramatically affected what sort of game we think we can make.

It’s now the middle of 2022 and it’s an understatement to say a lot has happened over all those years, but the short version is this: there were a number of false starts on Brigador Killers on which we won’t dwell. However, the past eight months of work has been extremely productive, so let’s get into some of it.

💭SO WHAT IS THIS GAME?
Last month we put out a call for your questions about BK over on our Brigador page – thank you for leaving them! We’re going to lean on one such question for this section and answer some more further on:

Doctopus asked in a discussion thread:
What’s the difference compared to the first brigador game?
There are a number of ways to answer this, so let’s try to do so as fully as we can.

🎨VISUALS
Here are some images from a recent BK test build. The environmental props and ground tiles are entirely new assets, while some of the vehicles are uprezzed versions of models from Brigador. We’ve still to redo various effects sprites – which are things like smoke, explosions, craters and debris – so those of you with a magnifying glass will recognize “old” effects assets from Brigador still in use in this test build (click to enlarge).




🔧TECH SPECS
Brigador Killers is using an iteration of the same custom engine we used for Brigador. “Iteration” here means “several changes made to engine code in order to implement new things”, which means that, compared to our first game, hardware requirements have gone up. We don’t know about recommended system specs at this time but we are confident in saying that if your computer could only just barely run our first game, it will be unlikely to run BK at all.

One of the reasons for this increase in hardware requirements is the major graphical change that occurred early into BK’s recent development. In recent months we have doubled the output resolution of sprites, meaning you can see things in finer detail. For example, here’s the original Brigador signature Touro at three times the standard zoom on the left and the BK Touro at the standard zoom on the right but cropped (click to enlarge).


Or together in the same scene within an early test build of BK



In order to pull off this increase in visual detail the old limits on the game’s packfile were lifted. In plain terms, BK is going to take up more hard drive space than Brigador.

Other new things include complicated systems like wheeled vehicles or new variants of existing ones like gunfire influence maps. What this all fundamentally means is more math is going on – therefore a more powerful CPU and/or GPU than what you would need to meet our current minimum spec for Brigador will likely be required. We will (loudly and repeatedly) broadcast what these requirements are when we know them.

🎮GAMEPLAY LOOP
In terms of gameplay, a frequent criticism of Brigador was something along the lines of “Cool mechs, but what else is there to do?”. This is because, once you get past the sights and sounds, Brigador is a fairly simple, arcade-like experience. Yes, there’s a strategic layer of learning how to manage enemy mobs at higher difficulties, but for a large chunk of the Brigador campaign you’d enter a level, destroy up to three types of things and leave. Progression was also fairly limited: successful missions in Brigador earned the player money, which they could spend on unlocking vehicles and weapons in the Acquisitions menu for use in Freelance mode or buying lore entries to flesh out the overall story. That’s all there was to it.

Needless to say, abstracting this way of acquiring new stuff via menus wasn’t very exciting for particular players, hence the criticism of “what else is there to do?”. So what we intend to do in BK is three broad things:
  1. Scale the initial combat down from vehicles to on-foot
  2. Merge Campaign & Freelance into a single mode where any loadout can be used
  3. Let the player acquire unlocks during in-level play
Mechanically, the elevator pitch is akin to something like Hitman: Contracts meets GTA2. Your initial loadout will be limited but when we set you loose within a level, you as the player may find vehicles, weapons or items that can be acquired for current and future use. However, in order to add them to your permanent arsenal and use them in subsequent forays you will need to get out of the level alive. In addition, such vehicles and weapons will influence the force posture of enemy forces and affect a type of escalation system.

For example, you can go into a level incognito on foot with discreet weaponry and local security will not consider you a threat nor will they attack you on sight. Or, assuming you’ve unlocked it, you could strut in with a Touro sporting a Zeus and a Mãe Dois and it’s safe to assume local security are going to call HQ. Why you would go down either route depends on your objective. Maybe you’ll want to scout things out or simply jack a vehicle and book it before Nospol gets wise, or maybe you’ll need something with enough oomph to break into a Faber compound to either acquire or eliminate a high value target.

Regardless of how your recon goes, the idea behind combatting this “lack of things to do” from Brigador is to let the player take an active hand in the acquisition and behavior of weapons and vehicles within a BK level, rather than just buying things from a menu. In addition, the implication of all of the above means we need to make new weapon types suitable at the infantry/squad level, along with damage models and enemy behaviors to compliment this style of play.

🎵MUSIC
Makeup And Vanity Set has already composed about 40 new tracks for BK. A few of them were already posted to our YouTube. Here’s the playlist of the tracks we’ve already made available.

📖LORE/PLOT
Spoilers for Brigador but in case you missed it, in that game you were playing the bad guy. All the Brigador pilots were mercenary contractors for an intergalactic corporation called the SNC that disrupted Solo Nobre’s government so that it could take over the planet.

The action this time around takes place some time after the events of Brigador. You’ll largely be playing as the Nobreans that survived the mess the SNC caused. The action will initially take place on the planet of Mar Nosso, which is an SNC colony and new home for several of the Brigador pilots, but you’re not just coming for them.

With BK, the wider fiction is going to be fleshed out. You’ll learn more about the enigmatic Spacer clades and the intercorporate politicking with various security companies, as well as find out what happened to your favorite Brigadors from the first game.

📚(AUDIO)BOOK
Both the text by Brad Buckmaster and audio version recorded by Ryan Cooper of the next book is done but there's still some cleanup required on both to make everything presentable – specifically, making sure the page layout on things like Kindle is good, and double checking the mastered audio. It is also a direct sequel to the events of the first book.

🤼OBLIGATORY RESPONSE TO “JUST ADD MULTIPLAYER”
We realize it won’t stop a particular set of people asking so here’s our response – you give us at least ten times the amount of our lifetime revenue from Brigador, and cover the costs of increasing our staff to about 50 people, then maybe we’ll talk about the idea of making a functional multiplayer mode in Brigador Killers. That’s our proposal: give us a lot – and we mean A LOT – of money up front and maybe we’ll consider it.

💻PLATFORMS AT LAUNCH
  • Windows ✅
  • Linux ✅
  • Mac 🤔
Mac OS in recent years has become an extremely hostile environment for developers. For us there are two big reasons:
  • Apple declared in mid-2018 that it has stopped supporting OpenGL which is the graphics library that the Brigador engine relies on
  • In 2020, Apple announced it was making a major shift from Intel processors to ARM-M1 CPUs
Both of these together mark a fundamental change in how Mac machines function. It is only a matter of time until OpenGL itself disappears from Apple's operating systems, and with it the ability to run Brigador’s engine. Though projects like MoltenGL exist, the amount of work that would be required to make a Brigador engine game functional on a modern Apple machine will likely be unjustifiable.
That said, if BK ends up doing well, we’ll reconsider our current attitude towards Mac.

🏆ACHIEVEMENTS
Given the new systems we’re making, we’ll hopefully be able to make more interesting ones beyond “Kill X of Y” or from acquisition unlocks.

📆ACTUAL RELEASE DATE
We want to put some form of BK out in 2023 because at some point we have to pay for the roofs over our heads. We may go down the Early Access route like before but that’s still TBD. Regardless we intend to produce a demo for people to play as well so that no buy-in is required for those on the fence.

📃ANSWERING YOUR OTHER QUESTIONS

AdeptOfHellLife asked:
Will there be any WMD's in BK? I wanna nuke the establishment.
Modding weapon values and explosion radii will still be possible in BK via the F1 debug panel just like in Brigador. You’re more than welcome to mess around with weapon values and make screen-filling explosions, though if you crash the game as a result of doing so don’t say we didn’t warn you.
Also, any plans for trailers or demo-version, even?
There are plans to make a demo. A trailer is going to be a major marketing beat and we don’t have enough of a game yet to make one.
Will there be multiple endings to Campaign?
Telling you how it ends before it’s even started is a bit premature.
Will I pick my loadouts for Campaign missions from set options like in original Brigador or will it be like Freelance?
Like we wrote above, the intention is that Campaign & Freelance are going to be merged into a single mode. Unlocks will be tied to your actions and progression through this mode. The current idea is that the things you acquire in later levels can be used for deployment in early ones.
Will Freelance mode make a comeback?
We are not ruling out a sandbox mode of sorts, but whether such a thing will be suitable for the game we’re making remains to be seen.

Kris in a discussion thread asked:
Are we still a lone mech/vehicle or will we have allies?
For now, the idea is you’ll initially play as a member of the Nobrean hit squad, but other members will be recruited into the fold. Our plan is that each person will have a certain effect on gameplay in that some will be better at using certain vehicle types or weapons. It will be vaguely reminiscent of Hotline Miami’s mask choice system. Though it’s a direct inspiration to this game, a Syndicate-like party-of-four system is not on the cards.

Omni asked:
Is BK going to be evolution of the first game, more of the same but polished and iteratively improved, or do you plan some revolutionary changes in gameplay? Not that I expect to outright share them at this point if you do.
Aside from being able to switch between vehicles within a level, one of the most significant changes is the pierce/penetration system. Our design lead discussed it along with some other in-progress features in a June stream you can watch an archive of here

The short version is weapons will have varying pierce values while vehicles and environmental props will have penetration values. Example: shooting a handgun at a tank won’t do anything because of its thick armor plating.
Is BK going to take place on one planet, or many?
We intend the player to start on the SNC colony world of Mar Nosso, but who knows where you might end up…
Are you sticking to Tank-Mech-Agrav trio, or are we going to see some new type, flier maybe?
In terms of things you can drive around, we have added wheeled vehicles. Physically modelling the physics of driving a car is one of the most complicated things in game dev (there’s a great GDC talk from the Rocket League devs on this subject that we recommend watching) but is necessary in order to get the right feel. We do not expect to add any sort of “flying” vehicle to the roster.
Are you planning for the game to have some kind of coop capacity of any sorts (as implied by Brigador Killers)?
No.
…I always felt like AI can be its weakest link in its chain, and I often wished it was bit smarter about things, communicating better, trying to use its numerical advantage, contain, encircle and flank me, behaving bit more like actual combat force, are you per chance aiming for development in that area?
Yes. One of the issues presented by infantry-scale combat versus vehicle-scale is people do things like take cover in response to suppression. It’s still early days but we’ve been making systems to try to reflect this sort of behavior. Please refer to this newsletter from January for additional details.
A number of people asked about the topic of melee weapons
Melee weapons aren’t being considered currently, either for mechs or on foot. There will still be a melee attack/stomp for on-foot and vehicles but we don’t intend to extend this system out.

Leif asked:
What faction will the player be working for in Brigador Killers?
You’re not working for the SNC in this game. Primarily you will be part of a Loyalist cell that survived the devastation of Solo Nobre sent to Mar Nosso to get payback.

zwzsg asked:
I know it's the future and that the spacer one uses balls not treads, but still, drifting tanks???


(Yes we are aware that a tank drifting is generally a terrible idea, usually for the treads, but we'd like to find an entertaining middle ground between players looking for cathartic release and those with lifetime passes to Bovington)


Once again, thank you for the questions. Next month we'll give an overview of what happened with each of the recent BK test builds. Until then feel free to join our Discord server and maybe check out the #becks_best channel.


Voltage High Society - Hoodoo
Hi,

Thank you all for your reviews, feedback and comments!

We've read them all and we´re working on updates. Here's a quick rundown on what to expect. We just have to test this properly before releasing it and that might take until tomorrow.

Options
  • Resolution, FOV settings, brightness, and full screen toggle
  • Aim sensitivity and invert look
  • FX toggles (like the screen distortion that bothers some players)
Bug Fixes
  • Respawning outside map boundaries
  • Flashlight doesn't reset
  • Getting stuck on the fridge just before the bossfight
  • Flashlight and Energy meter malfunctions
Other Adjustements
  • Flashlight will flicker instead of going totally off, when out of Energy
  • Enemies are a few punches easier
  • Scraps can be retrieved after death

+ There's other stuff we want to address and adjust, but these are for the initial patch.

Keep the feedback coming!
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