Warface: Clutch - Runabel


Friends!

We constantly develop and improve the modification system. The range of items that can be modified is expanding. And to upgrade mods, you need parts. How to earn parts? We've collected the main ways in the publication!

How to earn parts?

Parts is a special currency with which you can purchase or upgrade weapon mods. A full upgrade of a weapon (except for the models from the old vendor system) costs 10,200 parts. These are two fully upgraded mods and one unique mod. It's much cheaper to upgrade devices. A full upgrade will cost 1,900 parts (or 1,950 parts if a unique mod is installed in one of the slots).

The game offers many ways to earn parts for upgrading mods including regular contracts, as well as in-game activities, where, among the rewards, you can also find a lot of parts. Read the details below!

Weapon Progression

You can get parts by leveling up through the mastery of weapons and devices. Level up the weapon mastery, earn parts and upgrade mods to fit your play style!



Contracts

There are two repeatable daily contracts available in the game. By completing them, you can get 400 parts. The contract tasks are simple and most often are completed by just playing the game. If you complete the contracts daily during a month, you can accumulate 12,000 parts.




Battle Pass

In the new Battle Pass, you can earn up to 11,000 parts to buy and upgrade mods. The main BP progression and the Battle Pass store are the sources of obtaining parts. You can get 1,000 parts at progression level 21 (premium access required), and, in the store, you can purchase up to 10,000 parts (full redemption costs 250 BP coins).



More about the Battle Pass

Prestige Levels

In this season, we've reduced the amount of experience required to advance through ranks (from 18,155,200 to 10,662,000), and added parts to the progression rewards. Achieve higher ranks and get parts! Parts are given for reaching certain levels. In total, you can earn 5,250 parts in the prestige progression.



More about Prestige Levels

"Winter Brawl" Event

A new event has begun in the game: play the new "Brawl" PvP mode, complete contracts and earn tons of rewards! In the event showcase, you can purchase from 10 to 600 parts for each card opening using the event currency.



More about the Event

Use our tips to accumulate a lot of parts and upgrade at least your favorite gun for each class. Other sources of parts may appear in the future. So stay tuned!

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Dec 29, 2022
Horror Night - Deadlycrow Games
0.9.15 UPDATE - New DLC: The Slenderman Takings

The new DLC includes:

New Map: The Forest, with camping areas, cemetery, sawmill, and a dock.
New Killer: Slenderman, with the ability of teleportation to surprise and stalk its victims.
New survivor skill: "walkie-talkie", use it carefully to stun the Slenderman (it will take a few moments to allow you to use it again).
New cemetery puzzle: help the undead to find his body parts and get out of the cemetery.
New exit by the dock: activate the motor boat to escape!



Asymmetric Mode (pvp):
You'll be able to hunt your firends down as the Slenderman, with a new ability of teleportation to stalk your victims.
Steam Achievements: Escape the Slenderman to earn new achievements.
New skin available (for the Slenderman): Slendycrow.



Optimization and Bug Fixes:
Improvements in lights, graphics and textures, for better performance.
Dec 29, 2022
Haunted: Attack of the Dead Men - GameBeast
Hello everyone!

Welcome to the third development update for Haunted: Attack of the Dead Men. This month has been surprisingly productive despite the festivities, and I hope you all had a good Christmas too. This update will be a bit longer than usual as I wanted to cover how far the game has come over the course of the year, as well as talk a bit about what will happen next - both in the next few months, as well as longer term. With that out of the way, let's get started!

From Tech Demo To, Well, Actual Demo

2022 has been a big year for Haunted: Attack of the Dead Men. At the start of the year, the game was little more than a simple tech demo, one of a number of projects I'd started and not really done anything with. At the beginning of the year, it looked like this...

This title screen doesn't actually do anything. The only buttons that work are "New Game" and "Quit"!


Where are his hands!??


It was somehow even harder to see what was going on back then!


The machine gun has since had a much needed update...

As you can see from these screenshots, it's a bit rough(er) around the edges. There are several things that the screenshots can't show though:
  • The sound effects for the weapons are borderline placeholder assets
  • The music sounds a bit off
  • It was so dark I had to make some edits to take these screenshots!
  • The performance was horrible. Map 2, seen in the last screenshot, was lagging even though almost nothing was in it!
  • No scores at the end of each level. It just abruptly switches to the next level
  • No pause menu, so taking these screenshots was quite annoying...
  • Etc.
This old build only had one functioning level - Map 2 was almost empty. There was also only one enemy, which is using older sprites that I made as more of a proof-of-concept than anything else. He does make an appearance in the current demo though, see if you can find him!

So what has changed since then? Well, there have been roughly 1000 commits in the version control since this time last year, which brings the total commit count to about 1200. That means over 80% of the work done on the game so far has been done this year, even though I started it almost 4 years ago now. Needless to say, I'm taking it a bit more seriously now!

New Enemy, New Weapon

Now that's out of the way, it's time to talk about what I was doing this month. As I hinted at last month, the only things left to add to Map 8 were some new enemies. I had originally intended to make both of them this month, but I will explain why I changed my mind on that later. Anyway, it's time to introduce the new guy:


He is just referred to as Machine Gun Guy in the code because I haven't found a better name for him yet. As you can probably tell, that extra weight he's packing slows him down a bit. You can also hear him coming. But that extra padding is good for one thing - absorbing the recoil from those machine guns...


He's pretty devastating at close range, but also quite dangerous at a distance too. Oh, and he'll lay down some suppressive fire if you run and hide, as if it wasn't difficult enough.

If you let him pin you behind cover, you'll be easy pickings for the other enemies...

Now onto the new weapon. If you've read the manual, or looked through the key bindings menu, you've probably noticed references to a "sabre" of some kind. This was to be the last weapon in the arsenal, to provide a melee option for when ammo is running low. I had originally intended it to be some kind of cavalry sabre, since World War One had cavalry in it right? Well, I did a bit more research and had a better idea - it looks like this:



This is a Cossack Shashka - it was issued to Cossack regiments in both World Wars. Here is a Cossack carrying one:


If you hadn't guessed yet, the other enemy I was planning to add to Map 8 is a Cossack. He'll definitely have that fancy hat too! But, back to the weapon. Here is what it looks like in-game.


It doesn't do as much damage as the guns, but it benefits from very fast attacks (and not requiring ammo).

He doesn't know what hit him!

And with that, all 8 weapons are in the game at last.

What's Next?

Finally, it's time to talk about where I will go from here. In February, there will be a Steam Next Fest event, which focuses on promoting demos for upcoming games. I've decided to participate in this event, which will (hopefully) help the game reach a broader audience.

There is still time to make some improvements to the demo in time for this event, so the game will be the best it can be for new players. This means that version 1.1.0 of the demo will be out soon - but what will it contain?

Well, I had some ideas while making the Shashka. I realised that if I was going to have a melee weapon, and a melee-focussed enemy, it would be nice to be able to block attacks. This meant adding a new button for it, but why should this button only work for one weapon?

In 1.1.0, I will be introducing a new feature - alternate fire modes. The general gist of it is, most weapons will have a secondary "attack" - these will be specific to the weapon. This is still a work-in-progress, but I will cover it in more detail in next month's update (along with more details on the additions in 1.1.0). For now though, here is a preview:

Can you work out what's about to happen?

Longer term, I know I have set a provisional release date for the game as Q4 2023. This means one more year of development time. It has yet to be determined if this was too ambitious, but I will give it my best shot. Rest assured, I will make an announcement later in the year if it becomes clear that more time is needed.

That's all for this update. Thanks for reading, and I hope everyone has a wonderful New Year!
Tales of Agaris - Metthink
Now it is working. I hope you enjoy now ^^
World War 3 - NathanOfCydonia
Whether you’ve got an eye for a deal or looking to craft a unique style and military identity in World War 3, the Shop is the place to be. Discover the latest Weekly Shop Spotlight, now available in the World War 3 Shop!
MG5 WOODCUTTER (WEAPON BLUEPRINT)
Cut enemies down to size with the MG5 Woodcutter! Packing a bipod, a high-power scope with an angled red dot, and a marksman barrel, this machine gun is well suited to taking on infantry at range.

The MG5 replaces the previously used MG3 LMG, whose design dates back to World War II. Chambered in 7.62 NATO and designed with modularity in mind, it is an accurate, robust, and dependable firearm that has seen action in various roles in armies worldwide.

PRICE: 520 UNC



Be sure to check out the other items currently on offer, including:
  • Operator Blueprints: Akh Unit, USMC Response, Spetsnaz White Boar, VDV Schturm, and Bundeswehr Tropentarn
  • Weapons: Tochnost Desert Rat, M200 Cold Operations, and M4 MWS Night
  • Strikes: Gargoyle Brigade, SCOUT SV Marshy, Abrams Forest, and GTK Forest Spirit
  • Identification Sets: Heavy Gunner and In Darkness
Hit the Shop before it refreshes on January 5!
Redemption's Guild - Adventurer's Help
Seasons greetings! We hope you enjoyed Christmas and all the fun that the end of the year holidays bring.

We're back with another dev update, this one to close out the end of the year.

___________________________________________________________________

New YouTube video:


___________________________________________________________________

What have we been working on?

Since our last dev update, we've pushed a couple of fairly big updates that included some quality of life improvements and new features. Let's dive in!


Patch 0.906:

  • (Multiplayer) Combat music will now play for the proper length while playing in a party.
  • (Elementalist) Tome spell slinging will now work properly while in a party.
  • (Elementalist) Fixed an issue where the left hand class ability UI would show while playing an elementalist. Elementalists should not have a class ability UI.
  • (Cleric) Wisp will no longer disappear if you change scene while the wisp is not in your possession.
  • (Abilities General) Fixed an issue where default spells could no longer be cast if you selected an ability while it was on cooldown.
  • (Notebook - Questing Page) Quests will now say "Completed" if they have been turned in.
  • (Auroris Altar) Auroris Altars will now replenish the players potion once approached and the potion is not 100% filled. (Tip: If your potion is almost full, it's recommended to save the Auroris Altar potion refill until it's nearly empty. Just don't forget to go back to activate the altar!)
  • (Questing) Fixed an issue where the quest failure audio would player when loading into the tavern.
  • (Potion) The potion can no longer be corked/uncorcked with the grip button.
  • (Notebook - Network Page) The network (multiplayer) page now shows a message when leaving or joining a room.
  • (Wardrobe) Fixed an issue where equipment material would look incorrect when changing back to default gear.
  • (Arena) The play button will now disappear when the arena is active.
  • (Arena) The arena round count and time resets will now reset once the arena is inactive.
  • (Labyrinth) Torvis has now upgraded his weapon to a hammer!
  • (Labyrinth) Added some more props to Torvis' room.
  • (Knight) Adjusted the default knight chest piece slightly, as it was previously too big.
  • (Oculus Rift) Fixed an issue where controllers would constantly vibrate.
  • (Loot) Slightly increased loot drop chance.

Patch 0.907:
  • New feature: Server regions!
You can now choose which multiplayer server region you want to use. Server regions can be selected while creating a character or in the settings page.

  • New Feature: Stand your ground
Knights and Berserkers can now stand their ground in combat.

How this works:

If you're playing a knight or berserker, simply stand still to take a defensive stance and gain a defense buff which mitigates a portion of the magic or physical damage received. There will be a decrease to the players damage output, once they enter this state. Additionally, the knights defensive stance will provide an AoE buff to nearby players, decreases the damage the take from enemies. Party members will not receive the damage output decrease.

New abilities:

  • Knights - Incite \ Berserker - Intimidate: Taunt abilities.
  • (Spells) Increased projectile collision size.
  • (Tutorial) Entirely revamped tutorial. Now with fancy videos!
  • (Cleric / Wardrobe) Fixed an issue with the wardrobe mirror breaking while playing as a Cleric.
  • (Cleric) Increased the drop rate of spirit refills.
  • (Potion) Increased the drop rate of health potion refills.
  • (Potion) The potion will no longer break when changing scenes while the potion is in hand.
  • (Skill Page) Ability cast and cooldown times are now showing properly.
  • (Notebook) While in the arena, the notebook will no longer show the labyrinth timer.
  • (Notebook) Buttons have been added to multiple notebook pages. Once selected, the notebook will flip to the related tutorial page, providing more information.
  • (Enemies) Shortened melee enemy combat distance.
  • (Enemies) Increased enemy damage slightly.
  • (All scenes) If you unfortunately find yourself falling through a scene, you will now respawn.
  • (Elementalist) Frosted ground is now named properly on the ability menu.
  • (Account and class level up) Tweaked the visuals to be seen easier.
  • (Rogue) Fixed an issue where some daggers couldn't be unsheathed.

Patch 0.908:

  • (Enemies) Melee enemies will now attack properly.
  • (Arena) Enemies will no longer get stuck on the center platform.
  • (Tutorial) Made edits to the tank buff and bestowment altar tutorial text.
  • (Stand your ground) Tanks will no longer receive a damage reduction while stand your ground is active.
  • (Berserker) Decreased Berserker's damage output slightly.
  • (Merchants) Traveling merchants now have voices!

Don't hesitate to share your thoughts. We're continuously making improvements based off your feedback!

Be sure to:
Subscribe to our newsletter.
Join our Discord community.

https://store.steampowered.com/app/1117200/Redemptions_Guild/
You Suck at Parking® - Complete Edition - CCFields
Hey Parksters,

We posted a survey on our Discord before Christmas so people can vote for their favorite grass levels. These levels enter the rotation now!

Do you want to participate in the poll next time? {LINK REMOVED}

Here are the community picks:
  • One Track Mind
  • Warped
  • Traction
  • 4 Stories High
  • Uphill Battle
  • Island Twins
  • Pole Position
  • Trickshot

Happy Parking and enjoy the holiday!
NosTale - Anime MMORPG - [CM] Zenitsusan


Between 30th December (11 AM) and 2nd January (11 AM CET), you get a +50% chance to reach the higher levels when acquiring specialist partner skills!

Whenever you acquire a specialist partner skill, you can get one of any level, high or low. The levels are divided from highest to lowest into S, A, B, C, D, E and F. While this action cannot fail, you obviously want to get the best possible skill you can. This event gives you a greater chance of getting skills of levels S, A and B!

Have fun,
The NosTale Team
Epica - Developer
  • Lobby, resolved character creation issue.
  • Fixed an issue with spawning of NPCs.
  • Fixed an issue with the disarming of the player weapon.
Dec 29, 2022
Warface: Clutch - Runabel


Friends!

An amazing and unforgettable 2022 has almost come to an end. It has brought many large-scale seasonal updates, technical improvements, exciting events and new content to the game. Thanks for being with us, you're the best community ever! We've already summed up the results and want to share them with you!

2022 Recap
Your 2022 Stats

https://www.youtube.com/watch?v=xjfD6tK8OnQ

Next year will be even more fun, stay with us! Happy New Year!

Join our Social Media and don’t forget to leave your feedback:

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