Crossout - XO_Team

Hello, Survivors! We'd like to remind you that the brawl schedule has changed. Now, every weekday, 4 brawls will be available to you, which will replace each other every 30 minutes. On weekends, 2 brawls will be available to you and they will replace each other the same way.

Did it make you play brawls more often? Or at least started paying attention to them? Write in the comments.

And we also want to know: have you faced any bugs when game didn't save your progress in Trials (Brawls section)?

For more information on Crossout, follow these channels:
Oct 27, 2022
Monstrum 2 - JF_Leif


For Internal Use Only

Prepared by: Su Min Choi | 11th November 2025

1 BIOLOGY
The Bhagra is an agile and stealthy organism capable of sneaking up on its prey and delivering ferocious slashing attacks.

Both its fore and back limbs are tipped with impressive claws, which the Bhagra can use to climb and latch onto various surfaces, even ceilings. Its powerful back limbs allow it to jump both far and high, which adds to its suite of swift and deadly hunting capabilities.

When it hunts from above, the organism also makes use of its reengineered mouth cavity, which has been extended halfway down its torso. This allows it to bite down and tear into creatures no matter their size, which is often the limiting factor in natural predators.

Its most advanced sense is smell, which it uses to recognise its environment and track its prey across incredible distances. Its sight is inchoate in the current variant, but pending additional testing, we might look into developing that further.

2 CAPABILITIES
For ease of examination and testing, our lab and field teams have classified the capabilities of the Sparrowlock specimens into four broad categories: offensive, sensory, locomotive, and specific.
2.1 OFFENSIVE
The claws on the Bhagra’s forelimbs are long and sharp, capable of tearing flesh into ribbons in only a few strikes. In a purely numeric comparison against the other two viable specimens currently housed at Sparrowlock, the damage of Bhagra’s claws is comparable with the Malacosm, but weaker than the raw strength of the Brute’s punch.
Where the Bhagra comes into its own is when it ambushes and pounces upon its prey. This bodily attack allows it to bite down on its victim with its long maw, tearing a human apart in seconds.
2.2 SENSORY
The Bhagra relies on its exceptional sense of smell to track down its prey. It can detect even faint smells in an environment saturated with stimuli, and has no trouble distinguishing its prey from the background noise even at great distances.

The only time the Bhagra cannot detect its prey is when the victim stands still for some time; the current theory posits that the Bhagra relies on the movement of air currents to pick up and process the scent of its prey.
2.3 LOCOMOTIVE
The strength and explosive power of the Bhagra’s lunge is one of the crowning achievements of the engineering team at Sparrowlock. It can cover both great distance and height – a combination rarely found in the natural world, and certainly not to this degree.

While the jump can itself be a tool to close distance with prey, the Bhagra most often utilises it to pounce upon unsuspecting victims when they least expect it. It appears that ambushing prey from the ceiling is an especially effective tactic for the specimen – those subjects have the lowest rate of encounter survival.

The ceiling also seems the optimal strategy for the Bhagra in general, as it can propel itself more effectively with its opposable claws on the forelegs, allowing it to move faster on the ceiling than the ground.
2.4 SPECIFIC
Being only a facultative biped, the Bhagra is fastest and most agile when galloping in its quadruped confirmation. This also allows it to keep a lower profile than the other two specimens, which is advantageous for its nature as a stealth predator.

Additionally, it allows the Bhagra to access and traverse areas and passages too narrow for bigger predators, perfectly extending its versatility in the pursuit of targets.

3 ADVANCED BEHAVIOURS
All the Bhagra specimens that we kept on the sea fort for longer field tests developed advanced hunting techniques that give them an edge over new, lab-bound variants.
3.1 REFINED AMBUSH TACTICS
  • Experienced Bhagra specimens have a developed knowledge of their environment and a predatory instinct for the behavioural patterns of their prey. This allows them to lurk on ceilings or in dark corners in well-trafficked areas, where they need only wait for a victim to pass them by and spring their trap.
  • Every Bhagra that has been in field testing for a while has also learned to utilise its powerful back legs to extend their reach and cross their environment through clever means unavailable to their prey. This allows them to position themselves in unexpected places and pounce upon their victims from unexpected angles.
3.2 REFINED CHASE TACTICS
  • If a victim has managed to avoid dying in the initial ambush, a chase often ensues between hunter and prey. The more experienced Bhagra all cleverly used their ability to latch onto ceilings to their advantage, transitioning between ground and ceiling in order to close the gap to their prey much faster.
4 CONCLUSIONS
Even the most promising variants currently in development are still completely feral; they respond to orders poorly or not at all. However, with further neural enhancement, the Bhagra could become the premier assassination unit on the private market.
Scorn - Oscar
Hi everyone,

Scorn has now been live for a couple of weeks and we have been humbled by your feedback. We've put a lot of passion in to the game and it's been a pleasure seeing all of you venturing into the mesmerizing labyrinth of Scorn!

We have been compiling your comments on some of the issues you have encountered and we're happy to release today patch v 1.1.8.0 (Steam Build: 9813636) focusing mostly on quality of life improvements. You will find below the detailed list of fixes that the patch brings to the game.


Fixed Bugs
  • A player can get stuck in the hurt machine
  • A player can get stuck in the collision after performing a glory kill
  • After killing the Boss in Act V, players are unable to pick up the dropped item
  • A player might die by falling through the floor at certain positions
Fixed Issues
  • German localization issues
  • Spanish localization issues
  • FOV issues on ultrawide screens
  • Position of the ammo/heal container when a player uses heal
  • Capsule blockers on a bridge
  • Act V loading issue
  • Crash when exiting the game
  • Occasional NPC freezes
  • Various collisions causing issues
Updates and Additions
  • Removed the Continue option after a player finishes the game
  • Removed the Load and the Quit game options from the death screen
  • Added safety check for a corrupted save slot
  • Added Load last checkpoint option
  • Added Act III-II hard save
  • Updated checkpoint positions
  • Updated list of the Kickstarter backers
  • Updated Credits
  • Updated FSR 2.0 label in the Options menu
  • Updated positions of certain assets


Thanks again for your support and stay tuned next week for more Halloween updates!
Oct 27, 2022
Beat Hazard 2 - Starg
This is a fix for the game hanging on the 'Unlock New Ship' screen.
If you've had this issue, please confirm if the fix is successful.
Bounty of One - 8umpty
  • Added arabic language support
    (Thanks a lot to Khaled AlFares (Falcon_F5) for the translation and help with localization!)
  • Fixed a bug with enemy projectiles getting destroyed on death screen

To change language click on Bounty Of One in the steam launcher then click on manage (clog/settings icon). There you can go to properties/language and change the language in the dropdown menu.
ScrewUp - Intestz
Greetings, we want to give you some details about the upcoming first phase of playtest for the new update of ScrewUp.

The map area that will be included in this 1st playtest will be limited to a new starting island at first. More content and area will be added in regularly.

Some basic crafting and gathering items; for example "stone" is simplified and no longer require you to beat up the poor fairy to get it anymore and you can just pick it up from the ground.

For more details such as the monster and crafting system, we will announce at a later date because those things still have a lot more to be done.




Oct 27, 2022
rote² (roteSquare) - Poobool
-Fixed editor related bugs
-Fixed a long note glitch bug
-Editor UI changed to tabbed
-You can use Ctrl+C, Ctrl+V in editor from now on
-Fixed a bug where "Line Width" are applied as squares
Empire Chronicles - cris_litvin
Empire Chronicles (Version 0.8.044) - Minor Update

  • New comic style panel added to the start of Corwyn's Chapter 2.
  • Bug Fix: Pathing issue in the palor crypts.
Oct 27, 2022
JaDa Fishin' - Dallen
Hello! After yesterday's launch, we found two massive bugs that our playtesters never wound up catching! (pun intended) We're very thankful you were all willing to report back to us so we can solve them as soon as possible. Version 1.1.0 is out now and makes the changes listed below:

- Fixed bug where Earl Fish wouldn't spawn.
- Fixed bug where exiting and replaying didn't allow fish to spawn / use of JaDa Book.
- Game now starts in Windowed Mode, as apposed to Fullscreen.
- Other Quality of Life features.

Hopefully, these small changes, greatly improve your gaming experience. Thanks so much for playing.

- Dallen Larson, Larsonsoft
Disinfection - EvilTurtle
What is wrong?
Over the past year we've learned a lot, both from mistakes and successes, and now that we are a year into development of Disinfection we've started to realize something important:
Though the current engine has been great for us to start game-development in, being easy to use and very comfortable for us personally, it has slowly but surely become a major crutch for us.
This has become a major cause in us either not implementing features/content or implementing them in a simplified format. The current engine simply either doesn't support or doesn't have features we need for Disinfection. There have been attempts on implementing these things ourselves but this has proven to be a major challenge. Too major. So we knew for sure that we needed to tackle this sooner or later.

Jeroen had set out to find an alternative and had found a great one in the form of Godot. This engine has all the features we need, plus it is fully open-source so it is much easier to implement anything we are missing. It is also a much more modern and well-maintained engine, which supports many of the latest features you can find in modern games. Jeroen already has been working on a side-project (called 'Keep it Running') in Godot for over a month now and the results have been very pleasing.

How will this transition play out and can I still play the game?
The current version of the game will be temporarily feature-locked, meaning that no new features will be added to it until the transition is done. However the current version will remain playable until the new version of the game is ready to replace it.
The 'Testing Beta' version of the game will first be replaced with the new version so we can do public testing. You can choose yourself if you want to opt into this new Testing Beta or not via Steam.
Feedback will help us a lot, so feel free to opt-in and let us know what you think of the changes once the new version is live and during its development.

How long will this take and will there be regular updates?
Initially it will take a longer time before the new Testing Beta goes public, as we need to port over all assets and code over to the new engine. This will probably take about a month. After that we'll be returning to the regular updating schedule we've had so far, so every week or every 2 weeks.
During development of the new version we'll make sure to make regular News posts with progress, you can also join the Discord for regular updates with screenshots and videos.

What will be the biggest changes?
Naturally with changing engine there will be many aspects of the game that will change/evolve as well. Since we need to take a new look at everything, we will polish many (small) things along the way such as code and assets. There will be no new features though, until the transition is done.
Here's a rundown of the biggest overall changes that are currently planned:

New graphics:
Disinfection will get a huge overhaul graphics-wise, as Godot uses a modern renderer with full support for things like dynamic Global Illumination, volumetric lighting and fog, etc.
We're going to overhaul some of the assets too to fit the new graphics, making everything look much prettier and atmospheric.

New sounds system:
Godot has a fully realtime and fully dynamic sound system, which is something we really wanted for Disinfection as the game uses sound a lot to build atmosphere a lot and to give ques where things are. We always wanted sounds like footsteps to realistically echo through the spaceship, or sounds to get muffled behind objects. We also needed special sound effects for the ingame voice-chat, such as radio/distortion and pitch effects, which is all possible now. Jeroen has already done some initial testing in 'Keep It Running' with very good results.

New animation system and updated animations:
The animation system in the old engine was rather limited and clunky, and didn't allow for some of the animation and interaction features we wanted. The current animations are also not that great, mainly due to our own inexperience. With the new engine we should be able to more fully realize our vision of dynamic animations (and Inverse Kinematics) with better animation transitions.
We are also going to tackle the player animations primarily, as those affect gameplay the most. The headbobbing and swaying is a bit much right now and the transitions are very jarring, so this can be improved a lot still. There are also still some animations missing for monster attacks.

New Lobby:
The current Lobby is a bit too big, forcing players to walk and being a little confusing for new players. Some of our (planned) ideas also didn't work out for the Lobby, such as the Store and Leaderboard, so we need to change things a little. Most of the design will stay the same but some parts will be removed and overall the Lobby will be much more compact.
Visually the Lobby will also get an upgrade, with more decorations and polish on existing decorations.


Our thanks go out to everyone who has played the game and everyone that has provided feedback so far and we are looking forward to hearing what you think of the new and upgraded Disinfection once it becomes public.
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