Fans of Formula 1®️ will finally be able to get a taste of the action during F1®️ 22’s Free Play Weekend*, 20th – 24th October. Players will have the chance hit the track, take the wheel and earn their place at the top of the podium.
In addition to the Free Play Weekend, players of F1®️ 22 will receive the new My Team Icon Mika Häkkinen for free. Players will be able to claim him by logging into their in-game inbox and adding the iconic and championship-winning driver to their My Team lineup from 10pm BST on Oct 17 until Nov 7th.**
Furthermore, all racers will also receive free US-inspired content, to celebrate the sport’s return to the Circuit of the Americas for the United States Grand Prix™️, 21st – 23rd October. The Stars and Stripes livery, helmet, race suit, and gloves will be available in-game from 17th October and can be claimed via the in-game inbox.
F1®️ 22 players will also receive “The Griddy”, the dance craze that took the US sports scene by storm. The dance finally makes its way into F1®️ 22 for all player-created drivers and is sure take podium celebrations to an entirely new level. Available to redeem in game for free from October 17th.
Between 20th October and 1st November, Steam players who purchase the full game will receive up to 50% off the Standard and Deluxe Edition of F1®️ 22. Those who play F1®️ 22 during the Free Play Weekend and decide to purchase the full game will keep all their claimed items and progress. New and existing fans will also be able to enter the Daniel Ricciardo’s challenge, exclusive to F1®️ 22.†
For more F1®️ 22 news, visit the Formula 1®️ game website and follow the social channels on Instagram, Twitter, TikTok, and YouTube.
*Restrictions and conditions apply. See www.ea.com/games/f1/f1-22 for more information. **Requires F1®️ 22 (sold separately) and all game updates to play. Game includes in-game purchases. Items only available in-game until 7th November (date subject to change). †Requires F1®️ 22 and all game updates to play.
It's almost become a meme at this point, but wow has it been a while since I posted on here!! I'd first like to thank everyone who has played the game and got us to the numbers we are at now. I saw a big surge in players this year, which I'm assuming has to do with Steam Deck compatibility for the game. Always encouraging to see new players and people who are getting to experience Kedemara for the first time....but onto the news!!!
Since April I've....
My last update in April did cite some big setbacks and events happening in my personal life, but wowza did things ramp up from there!
To summarize, some commitments to family members I made before April have still been in progress. Pair that with moving to a new job (after being at my previous one 9+ years), moving residences under VERY "inconvenient" circumstances (like no A/C in 100+ degree weather), and all the typical life demands makes for....a lot of development time eaten up by other things. Considering the rise in living expenses across the board, changing jobs was definitely the right move...albeit at the cost of available time for game development taking a large hit.
My new job is VERY demanding on the day-to-day side of things, making weeknights very difficult to work on the game. I allocate as much time as possible on weekends to make progress, but game development and life are both a solo gig for me...I'm usually handling all that life demands on my own.
Chapter 4 Release Date
My time off is now in sporadic chunks, so it's hard to pin down a solid release date for Chapter 4 at this time. I can say with some margin for error, that Chapter 4 is going to be released around Q1 of 2023. I have stewed on MANY alternatives to this situation, such as wrapping things up into one slightly larger chapter (combining 4 and 5 together) and releasing later into next year. I'd also considered truncating some of the content for the release and padding it out later on down the line with content updates.
It's hard to fully explain without giving too much away, but there is so much already-existing content that Kedemara I is the foundation for, it's almost impossible to skip it. Even though Kedemara III (Yes...Kedemara THREE) is ~180 years into the future, events in Chapters 4 and 5 of Kedemara have to be fleshed-out properly for all of this to make sense.
What/When to Expect...
I sound like a broken record, but I'd rather miss a deadline than put something I hate out. I will be taking a very hard look at making the content succinct (with less filler) and heavily involving my alpha testers earlier in the process of development. I've gotten big thumbs up on the first hour of content for Chapter 4, but I want to make sure things feel consistent throughout and not rushed. Still, being cognizant that we're at 25+ hours of game already, I don't want things to come off as arduous and drawn-out in the grand scheme of things.
Chapter 4 has some VERY impactful moments that I do not want to cast off, but I may need to simply rearrange them. It's always hard to gauge until someone else does a playthrough, but Chapter 4 may end up shorter than Chapter 3 when all is said and done. The goal will be a solid release by Q1 2023, with sooner than that being a magnificently ideal scenario. I will have much more time off during the winter season of 2022, so I'm looking to make as big an impact as I can around then.
As with anything worth doing in life, it's worth doing right. While a labor of love, the development of Kedemara is still a labor and I am subject to the time I have available to me. Knowing how this particular story concludes, it is well worth the time to get us there. I look forward to sharing this next chapter in Deirdre's story with all of you...and stories to come in the years to follow :)
It's here! A big update to the demo before we soon release this game in Early Access! We hope you like this one, please let us know if you encounter any issues playing.
New features
NEW GAME MODE: Reverse! All levels (well only one in the demo) can now be played in reverse!
Statistics and info on who destroyed you on the victory/defeat screens!
You can FINALLY play the game with your controller plugged in! (Still working on controller support)
You can now toggle damage numbers
Separate menus for sound and controller settings
Added sprite icons and text popups when picking up drops/loot!
Nightmare is now a game mode playable on any difficulty
Bug fixes
Fixed the revive function!
Updated security on the save file (note that this might reset your save file)
Fixed an issue that prevented your level to save
Fixed panning and zooming speeds around the map
Fixed the dead-zone when right clicking so you don't accidentally scroll around
Fixed the bug where the steam picture would be upside down
Miscellaneous
Updated the pointer to be more clear and visible!
Improved mouse click and drag
Improved the visibility of damage numbers and affix callouts in the world
Updated some of the wave descriptions
Fixed a typo in the Cannon tower description
Changed cannon start AOE-radius from 4 -> 3
Changed cannon start AOE-dmg from 2 -> 1
Changed cannon "Cannonbombs" upgrade AOE-radius from 2 -> 4
Changed cannon "Cannonbombs" upgrade AOE-damage from no change -> 2
After months and weeks’ hard work, a new patch will be released for Wandering In Space on October 20th! Thanks for all your patience and we can’t wait to update you all the ins and outs of of the space station.
New Weapons
Added a new weapon — Revolver with "ricocheting bullets".
Unlock it in the manufacturing center.
When hitting a enemy, the bullets ricochet between enemies in a small area.
Added a new melee weapon --- electric blade
To activate the weapon: hold the left grip button to enter standby mode, hold the left trigger to pop out the Electric Blade.
After activated, the weapon would send off a strong electric current, does damage over time and paralyze enemies.
Release either buttons to deactivate the weapon.
New Gameplay & Map
Added two new floor maps: Warehouse Area B and Hospital Area B. Welcome to explore new unknown areas.
The Weapon Buff Rooms are unlocked now. An automatic upgrade BUFF machine is also added in the safe house, enjoy more as you explore the new features.
The option to save file and return to the base is available in the safe house; however, the game progress will be automatically saved after the player reaches the safe house.
After death, the player can continue the challenge from the safe house in the same floor or return to the base level.
Added a BUFF room on each floor which will appear randomly as the player explores the space. The BUFF room will be one of the following types: Supply Room, Materiel Disintegration Room, Weapon Buff Room and a room with an auto-upgrade BUFF machine.
Fixed the layout of base facilities and expanded the overall base area.
New UI
Added the player ranking system. Players can instantaneously check the global player data.
Added new UI for tutorials and tips.
Added the display for enemy's blood, which can be activated in the setting.
New Function
Added support for NVIDIA DLSS. Players can enable the options on the control panel settings.
Bug Fixes
Improved the operating feel of some weapons, make them smoother to use.
Fixed enemy spawn location. Enemies will no longer be spawned from a fixed spot.
As usual, huge thanks to all our space wanderers! We are grateful for your feedback and suggestions! Stay tuned for more updates and we ain't stopping our steps!
Lowered the burst cooldown of every shotguns (-25%)
Fixes
Fixed the timeline freeze not working when used at the very beginning of the mission
Fixed the agents stuck in walking animation after game over
Fixed the Bla47 hover material
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
Buddy Simulator 1984 is available for preorder now and releasing October 27th on the Nintendo Switch!
Please enjoy this brand new, fully-voiced trailer for Buddy Simulator 1984 on the Nintendo Switch! Spread the word and show the game some love on its first-ever non-PC platform!
The whole game has been reworked to include controller support and now includes a virtual keyboard! We will soon also be getting the game verified for the Steam Deck!
Welcome back to me ‘umble devlog. Come in, come in, ‘ang up your fancy coat afore it gets all mucky. Let me show you ‘ow the proverbial sausage is made.
(But first, we better start with my customary plea to wishlist our game. It only takes a second, but the warm glow of a good deed will last a lifetime. Probably.)
Last time, we discussed the two ways KING OF THE CASTLE is played - Party Game and Play on Twitch. But maybe we were getting ahead of ourselves. After all, what exactly is this game?
Internally, we refer to it as a “social storytelling game.” But that’s a bit of a mouthful, and it doesn’t quite get to the core of what the game’s really about.
Because don’t let the monarchist title fool you. KING OF THE CASTLE is, believe it or not, a game about democracy.
Sure, there’s a veneer of Monarchy over the top. But the Monarch in KOTC isn’t an absolute ruler - at least, not unless they win. The Monarch of KOTC is held thoroughly in check by their Council of Nobles, who vote on every decision and collectively decide the course of the game.
The Nobles are where the “social” part of “social storytelling game” comes in. Each Noble is played by a real person who has joined the Monarch’s game - and they’re playing to win.
“Project Streamocracy”
The working title for KING OF THE CASTLE was Project Streamocracy, because when we first came up with the idea, it was that core kernel of democracy that had captured us.
Our Studio Lead (Sam Partridge) and Narrative Lead (Harry Tuffs, hi, that's me) had just finished working on Over the Alps, a choose-your-own-adventure game for Apple Arcade. We’d been fascinated by the streams of that game, where some streamers encouraged their chat to vote on the way they wanted the story to go. What if we could turn that ad hoc democracy into a proper game, we wondered?
We also wanted to explore the flaws of democracy. A story-driven game where players could vote on the outcomes of the stories was all well and good, but what if we could ensure each player’s motives were muddied by competing incentives, factionalism, the prospect of personal enrichment, and inter-player rivalries? Then we’d have a real politics sim.
The theme of a Council under a Monarchy was important in order to encourage players to scheme and strategize selfishly. Given the success of shows like Game of Thrones, what better framework to prime that behaviour than to make the main characters a bunch of power-hungry aristocrats in a fantasy world?
(A fantasy world was also convenient because it allowed us to draw away from the stickier, ickier parts of real-world political strife, which we were not interested in. We wanted this game to allow players to be evil in delicious ways - for example, by allowing them to plot to overrun the Kingdom with rampaging ice giants - and not disgusting ways. You’ll notice that the world of Celest Ath has no concept of homophobia, sexism, or racism, for example.)
In short, we wanted the game to be fundamentally light-hearted, despite the various atrocities it allows you to commit. The “fantasy Kingdom” premise is sufficiently distanced from real life that we could hit the exact pitch of dark humour we were aiming for.
Vital Statistics
So we have a Monarch, and a Council of Nobles who vote on what they want to happen. That implies a Kingdom. How can we represent the impact of all these votes on the realm?
The answer is simple - the Kingdom has Stats which represent certain things like political stability, the authority and prestige of the Monarch, military and economic power, et cetera. Each stat ranges from 0 to 10, making them easy to keep track of.
The outcomes of votes can increase or decrease these stats, and stat levels then influence which new events are generated for Nobles to vote on. This way, every new vote has a cascade of consequences as the fabric of the Kingdom changes over a Monarch’s reign.
So far, so good. But a good story needs conflict. We didn’t want to make a purely collaborative game, where people worked together for the good of the Kingdom and make the numbers go up.
We wanted our game to have a satirical bent. To portray a world of intrigue and compromise, where players are super-invested in seeing their schemes coming to fruition. But how to achieve that? Well, a healthy dose of pointless tribalism would probably do the trick.
Got another fix update for you today! Thank you so much for sending in reports and posting feedback everyone!
Before we get into the patch notes I have some things I would like to expand on:
First, we buffed the rocket launcher. It now does more than twice the damage, has a faster reload speed, and also projectile speed. It now immobilizes any tank with one hit, instakills any large drone, and destroys every turret (except the Gatling turret) with two hits max. So now it's up to you to use it and abuse it!
Next, we added a new feature in multiplayer: when you start moving the drillship (eg. pressing the up/down lever) a notification will be sent in chat to notify other players that you are moving the ship. This way you can quickly spot WHO KEEPS MESSING with the ship. This is only a small step towards solving the griefing problem but before a more complex system gets added, this could help in the meantime.
We also improved accuracy of turrets so they stop wasting ammo and hit targets reliably. This only applies to player's turrets though. COG turrets still have the same accuracy as before. So don't worry, you won't get evaporated the second you walk too close to an enemy ship.
- Rich
Patch Notes
New Features
If a player triggers movement of the drillship during multiplayer, a notification will be sent to chat so everyone can see who did it
Changes
Increased rocket damage from 110 to 230
Increased rocket launcher projectile speed by 33%
Increased rocket launcher reload speed
Made rocket launcher ammo cheaper to produce
Decreased rocket launcher blast radius by 25%
Decreased handmortar high explosive ammo damage from 200 to 150
Increased handmortar blast radius by 25%
Increased the probability of boiler item to drop
Improved player's turrets accuracy so they're able to hit even fast-moving targets (applies only to player's turrets, COG turrets have the same accuracy as before)
Decreased the amount of items dropping from tanks
Increased Marshal's accuracy
Fixes
SMALL DRONES
Fixed small drones flying into obstacles making them impossible to kill
Fixed small drones being able to fly through drillship walls
Fixed small drones not chasing the player inside the drillship
Fixed small drones facing down while flying around
Fixed small drones staying in place when losing the player out of their sight
Fixed small drones getting stuck on ragdolls
Fixed small drones not shooting at the player when crouched
Fixed small drones not facing clients while attacking
Fixed small drones having giant shadows
Fixed small drone ragdolls moving weirdly on the client
TANKS
Fixed tanks honking all the time making you feel like you're in the middle of Manhattan
Fixed tanks dropping only a small part of the loot if you destroyed them before shooting off every part
Fixed tanks shooting at player inside drillship even when they don't have a line of sight
Fixed tanks having no smokes coming out of their chimneys
OTHER
Fixed the Rattlesnake stamina drain - if you equipped it while running it would drain all your stamina
Fixed rocket launcher and rocket ammo not having scrap recipes
Fixed tier 3 production module not being able to produce some of the tier 1 modules
Fixed production station missing recipes for most of the tier 3 modules
Fixed drone and tank spawner modules not being able to retreat drones and tanks after loading the game
Fixed spawner modules spawning units immediately after loading the game ignoring the saved cooldown
Fixed bugged list of mods
Fixed Linux not auto-restarting after switching mods
Fixed Wardrobe mod inifnitely loading
Fixed some issues that caused the Linux version to crash often
Fixed not being able to switch to other turrets in the gunner seat
Fixed submarine beds - if you saved the game in them and then loaded it would instakill you
Fixed COGs being stuck in the beginning drillship
Fixed not being able to access wardrobe chest from the wardrobe mod
Fixed the wrist computer having two overlapping logos
Fixed floating or clipping backpack when player equipped any tool or weapon
Fixed "Raid COG drillship" quest being offered too soon
Fixed not being able to complete the "Longer drillship" quest
Fixed "Refinery Module T2" quest being in the wrong order
Fixed some tank/drone parts having incorrect sounds
Fixed eruption and UI sounds being extremely loud even when the volume is set to 0