Your WP gauge fills up each time you take damage, defeat an enemy or drink WP Juice. When the gauge is filled, simply press the Wild button to activate WILD POWER mode!
WILD POWER mode causes an explosion that wipes out nearby enemies and projectiles. After that, you’ll have increased attack power and unlimited ammo for your main weapons—with no reloading required!—until the WP gauge runs out.
It’s best to unleash your WILD POWER when you really need help. It can get out of a dire situation, like when you’re surrounded, or when you’re facing a tough boss. But don’t wait too long, because once the WP gauge is filled, you can’t earn any more WP until it’s used up!
MONKEY BARRELS releases later this year on September 26! Keep an eye out for more information in the coming weeks and be sure to add the game to your Steam Wishlist!
Add the 50th Warframe Styanax to your Arsenal now!
All you have to do is log in before September 21 and Styanax will be in an Inbox message waiting for you. Get introduced to the spear-and-shield wielding hero Styanax in the animated trailer “Ascension Day”.
Want to know even more about Styanax? Check out our full Devstream 163 Overview where we detailed all of his devastating Abilities!
Don’t miss the return of Kahl-175, and add Styanax to your Arsenal absolutely free!
Hey everyone! We're proud to announce the launch of SKYRAID into Steam Early Access today! We'd like to give a huge thanks to all of our Alpha testers and a big welcome to the Early Access Players!
Zaidos Games is a two-man team and this is our first game, so we really hope you enjoy it! We'd also really like to see you guys playing! if you can, Stream on Twitch in the SKYRAID game category!
Please report any bugs on the SKYRAID Discord in the #-bug-reports channel with any relevant details to have them looked at as quickly as possible.
For our Alpha testers, to kick off today's launch we've included a ton of new features and fixes (Patch notes below)! SKYRAID is now in "BETA 1"
Patch Notes(Alpha2 to Beta1) B 1.000
Added Tier 3 jet, “Sabre”! -The first Tier 3 jet - now you don’t have to save a bunch of Merit to skip from Tier 2 to Tier 4. -Two paint jobs available now.
Adjusted Clout price for all airplanes -All airplanes have a standard price of 10,000 Clout for now.
Adjusted Airplane stats and cost balance -All airplanes have had their price in Merit adjusted. -All airplanes have had their stats adjusted.
Quick Com system added. -Can be accessed with Right Click (Mouse) or Left Stick Click (Gamepad). Use this to quickly send messages and ping the minimap!
Added a Missile Hit confirmation feed. -Indicates when a missile you fired hits its target, and what the name of the missile was.
Steam Deck compatibility improvements -Official Steam Deck control layout on Steamworks. -UI will now adapt accordingly when a Steam Deck is detected.
UI navigation improvements -Using a controller, “Y” will now take you into the Squadron menu while at the Select Mission screen (Controller) -The linkage web of some screens have been adjusted
Control scheme improvements -An “ALT FNC” button has been added to the controller layout and is rebindable. -Alt Fnc acts as a key modifier which allows you to bind a second layer of functions to buttons.
New Clout reward system -Clout earned from games is now formulated based on your performance in the match, plus additional bonuses from Win/Loss and playing multiple games in a single day.
Reworked post-game results screen -“Debriefing” screen now includes a full breakdown of Clout earned.
Base Health adjusted -Outer bases remain at 50 hit points. -Inner bases increased to 60 hit points (from 50). -Home base increased to 80 hit points (from 50).
Jungle adjusted -Drone radar radius increased to 250 units, 360 degrees. -Drone respawn time adjusted to 2 minutes. -UFO respawn time adjusted to 6 minutes.
Reworked the Kill Feed -Kill Feed messages are now more concise. -Kill Feed now correctly displays Apache kills. -Kill Feed now includes Drone kills. -Kill Feed now includes UFO kills.
Reworked free airplane rotation -Planes marked with “ISSUED” are temporarily free to play. -Issued planes change automatically every week.
Fixes: -Kill Tree tooltips were not displaying, this has been fixed. -SFX no longer plays continuously after observing another player. -Fixed a minor visual bug with wingtip trail renderers. -Fixed issues with returning from the end game result screen. -Fixed no collision animation when an airplane bumps a drone. -Fixed Drone kills were shared among everyone on your team. -Fixed Tomcat deceleration stat was not properly changing with wing sweep. -Fixed Hit Feed was not displayed to clients correctly. -Fixed Rafale was always visible to the enemy team on the minimap. -Fixed UFO and Drones spawning too many instances. -Fixed problem with (Defender team’s) drone becoming visible after being spotted by a friendly -Fixed unable to use a plane that was purchased after returning from a match
To clarify some questions, these tech tests are not daily but to be deployed as timed events within the broader testing window of Sept. 6th to Sept. 14th.
This means that throughout this aforementioned period, the team will be holding tests but they won't be set for each day. The team will then communicate in advance when the next round will be. This allows the team to fix some of the issues that were brought up during the previous session and prepare for the next one.
We'll definitely make sure for the future to be extra clear when something like this happens. Thank you!
Kandria has finally entered beta, and the keys have been rolled out to all the Kickstarter backers of the Hunter tier and above. We've already got some good feedback in from that, and are continuing to polish the remaining areas.
If you're a beta backer and haven't gotten your key, please check your emails and your Backerkit account here: https://kandria.backerkit.com/
In case you missed the Kickstarter but would still like to support us, you can also do so by preordering Kandria or its soundtrack through Backerkit. Unlike Kickstarter, this also accepts PayPal, if you don't have access to a credit card.
Gamescom & Devcom
We were part of the Swiss Games delegation to Gamescom this year, and had a stand at their incredible booth:
A bunch of people stopped by to talk to us about the game and try it out for themselves, which is always fun to observe.
On Thursday we were even allowed to use the booth's big LED wall for a small event, where participants could race for the lowest time in one of our side quests!
It was all an extremely exhausting week, though. Having to stand at the booth all day, plus the almost two hours of travel time between the venue and where I was staying every morning and evening ended up being quite taxing.
Luckily I somehow managed to dodge Covid again, despite most people not wearing a mask again...
Development
In the meantime, development continued and we finally got some full-game playthrough tests done! We asked a number of people to play through the game casually, and found that on average a playthrough will take about 6-8 hours, which is an excellent time for a game of this type. If you do all the side quests, I imagine it'll take about 10-12 hours. And if you go for all the secrets and everything, probably even longer than that, so there's definitely a lot of content stuffed into the game!
So compared to last month, we already got two of the major steps left to do finished out. The main questline is working well, and all of the side quests for the game, including the Kickstarter stretch goal "Synthesis" questline are done and playable. We're also almost done detailing in all the rooms with tiles. We also tuned the RPG levelling quite a bit already, though I imagine I'll want to tune that some more based on player feedback.
What's left to do now is mostly ironing out all of the bugs, testing everything front and back and whatever other ways we can think of, and marketing the game some more to make sure people actually know it exists, too. And here's where I unfortunately have to make another announcement: the release will be delayed to January. Releasing in November is not a good move, especially for a young studio like ours. January is much calmer and generally results in better marketing and better sales, which we'll really need.
The time spent between November and January won't be wasted, though. We'll keep responding to feedback from our testers, and we'll work on the stretch goals from the Kickstarter as well. With any luck, the game will be able to launch with the level editor already integrated and available!
But yes, we need a good launch if we're to make more games, and I really, really would like to. Again, I ask that if you know anyone at all, or any groups that may be interested in Kandria, please share the steam page with them. It would help us out a lot, as we're not doing so hot with our general outreach.
Well then, that's it for this month. See you next month, or next week if you're on the mailing list! [/url]