1.Hard mode open (An elite monster attack every 7 stage, a chance to strengthen yourself every 10 stage, and a BOSS every 20 stage.) 2.New BOSS: God Yvette 3.Added 22 enchantments to weapons 4.Added 20 blessings to Goddess Statue 5.New mechanic: Temporary Shield, which neutralizes damage before health, is represented by a yellow health bar. The value of temporary shields decreases over time 6.Yvette's second talent can be used 7.Alysa was born with one blessing: Cut Slash
As announced before, it's time to turn off our demo. We are INCREDIBLY surprised by your interest in our game, and thank you for that. Some of you were surprised by the volume of the demo, and we assure you that Death Roads: Tournament will offer much more than what you've seen. You will find out about it …
Where release?
... in the first quarter of 2023! Early next year, Death Roads: Tournament will roll into Early Access at full throttle. You can expect more drivers, cars, and a few other surprises. We will announce the exact date of Early Access soon.
Playtests with prizes!
Drivers who can't wait to see what's new in the game - we want to invite you to playtests. They will be announced soon in full detail (be ready!), but you need to know one thing - you will be rewarded for playing Death Roads: Tournament and sharing your feedback.
We will remind you about everything, so take it easy - you won't miss it. In the meantime, keep an eye out for more news and see ya later!
Are you already looking forward to Halloween? So, here are some good news: We just released the brand-new Halloween Skin Pack and the Halloween Interior Pack for Bus Simulator 21. Download both DLCs for FREE right now to be prepared for some spooky Halloween rides!
The Release-Update 1.5 for Dead Man´s Diary is now available. We added a dynamic help mode, along with some improvements for the control and UI.
Changelog 1.5:
We added a new optional dynamic help mode, to make the game more beginner friendly If enabled it will activate after a certain time and can be disabled in the settings menu any time
Subtitles will now be displayed in all ingame UIs
The mouse sensitivity while aiming can now be set seperatly in the settings
As you may noticed, we started our FIRST in-game-event with Super Dungeon Maker!
21st of Oct - 2nd of Nov
Let´s get spooky with our Halloween theme! The forest has been cursed and turned into an eerie place. Can you build the scariest Dungeon during this session?
What happens afterwards?
Your wonderfully scary creations will not be lost, they will be preserved with the Halloween Theme and can continue to be played. But, when the event is over, no new Halloween dungeons can be built.
At this point, a huge thank you to the greatest community in the world! Thank you so much for your support!
Together we will soon go one step further and start our Kickstarter journey together! With your support we want to port Super Dungeon Maker to Nintendo Switch!
English ##########Content############ [TTS]Added reading speed setting to the game setting menu. [TTS]The game's voice-over volume setting now affects the TTS reading volume. [TTS]Added default volume value to each language's localization setting. [Furniture]New Cooking Device: "Free Villager" Stove. [Oasis Teahouse]Added a new room on the 2nd floor. Added a "Free Villager" Stove in this room. ##########System############# [TTS]The C++ side further exported the voice reading speed parameter to the Ruby script for the game to control. [TTS]The C++ side further exported the voice reading volume parameter to the Ruby script for the game to control. 简体中文 ##########Content############ 【对话语音播放功能】在游戏的设置菜单中加入了改变阅读语速的选项。 【对话语音播放功能】游戏的语音音量设置现在会影响朗读的语音的音量。 【对话语音播放功能】在各语言的本地化文本配置文件中加入了一个默认的朗读音量数值。 【家具】新的烹饪设备:『乡野村夫』灶台。 【绿洲茶馆】在2楼新加入了一个房间,房间中有一个『乡野村夫』灶台 ##########System############# 【对话语音播放功能】 C++侧进一步提供了可以控制阅读语速的函数供游戏的Ruby脚本使用。 【对话语音播放功能】C++侧进一步提供了可以控制阅读音量的函数供游戏的Ruby脚本使用。
[GAMEPLAY] - Completely updated animations for all player characters. Now they display the movements of individual body parts and are much better readable (animations of creatures were not affected) - Most skills and hits no longer stop the character, but almost always significantly slow down their movement - Items sold to the Merchant can now be bought back at the same price (before moving to another floor or reloading the location) - While running, the character now looks in the direction of movement, even if he is fixed on the target
[GENERATION] - Completely updated appearance of most dungeons. Wall and floor texture resolution increased from 16x16 to 24x24 - "Ancient Executioner" renamed to "Burnt Executioner". Now he can be found not only as a monster champion, but also as a mini-boss - Generation of the Abandoned Prison has been completely reworked: now it uses manually created rooms (more than 40 rooms) - Added new rooms for Catacombs - Added new Treasury - Added new environment objects; more objects and containers are generated per floor - Passages to the room in which the player appeared, if possible, will be blocked by doors or barricades - In the Catacombs and the Prison, you can meet the Merchant right on the floor
[FORTRESS] - Updated names and descriptions of some buildings
[ITEMS] - Added a new ring - "Hollow". It has no standard effects, but always gains one additional random effect (or an additional level for the existing effect) - All axes, arrows and crossbow bolts are now displayed on the character when equipped - The item "Mage's battle staff" has been renamed to "Arcane staff"
[BALANCE] - Updated the formula for calculating levels and stats for mini-bosses and monster champions - Warlock mini-boss got a new attack. Also, after teleporting, he now instantly turns to the target, and his shield can be broken - Mini-boss Pumpkinhead no longer regenerates health during combat - The effects "Aura of Endurance" and "Aura of Magic" have been renamed to "Spark of Life" and "Spark of Magic", respectively, and now only affect the character himself - Goblin Druids can now summon Rats in combat - Reduced the cost of the building "Circle of Masters" - The "Inferno" skill now deals significantly more damage to monsters (10% of the total damage per skill level, while before it was +10% to base damage). It also now deals fixed damage to crates and chests - "Flame Breath" now deals damage after a short delay instead of instantly - The effectiveness of the "Rumble of Battle" skill now increases by 0.1% per skill level (previously - by 0.5% per 5 levels) - When resurrected using the Cross of Life, the character instantly deals 10 times the damage of his attack to nearby monsters, but not less than 50 damage (previously this damage was always 50) - The torch in the character's hands, as well as the "Paralysis" effect, now stop the regeneration of mutants when they are poisoned - Changed the amount of score points that the player received for killing some monsters - Decreased wall durability in the Sunken Grotto
[MISC] - Interaction button position can now be changed - When completing a descent through the pause screen in the Camp, the character now automatically becomes a survivor, and not abandoned - The trail behind the character when dashing has become more noticeable - Updated the sound effects of the fight with the Warlock and the Weaver - The number of the current floor on the Map (if the character survived and has already played in this location) no longer hides the max. number of floors cleared - Crates and barrels are a bit smaller - Added support for 2560x1440 screen resolution - Redesigned control system (yes, again) - Redesigned localization system
[FIXED] - Significantly reduced the loading time of levels in the PC version of the game - Dash sometimes triggered with a delay or in the wrong direction - The influence of the level of some bosses on their characteristics was calculated incorrectly - The speed of restoration of HP and MP depended on the current FPS value - Access to the locations "Burial Mound" and "Adamantite Garden" did not open after killing the King of Bones - Bosses "Forgotten Guardian" and "Grim Paladin" did not always level up after killing them - Some mini-bosses and monster champions could visually "fall through" walls during their attacks - Slow runes, when activated, not only applied the effect, but also dealt damage - Effect "Paralysis" worked incorrectly - Effect "Dark Ritual" worked with a probability of 100% (instead of 10%) - Poisonous rivers in the Catacombs could poison the character through the wall - Treasuries might not have bags of coins