NEW FEATURE: Artist Credits! You can now tap the Variant Label above the card in your collection to see information about who the illustrators are!
General Updates
The collection view automatically filters to your favorite variants when editing a deck.
When cards trigger each other in a loop that lasts too long, the game will now “fast forward” to the end of the loop. We're looking at you, Wong-Onslaught-Mystique-Ironheart!
Orka's issue has been fixed, and the card is now in Series 4.
Russian language support
For new players who want to jump right in, we’re releasing a one-time purchase, ‘Pro Bundle’ with 12,500 Credits and enough boosters to upgrade 8 cards from common to Infinity.
Reserves now reward different amounts of Collectors Tokens once you collect all Series 3 Cards. The individual amounts vary from 200-600 instead of only 400. However, the token earning rate remains the same.
Audio
New Location Sounds: Asgard and Daily Bugle
New Card Sounds: Aero and Polaris
Art & Visual Effects
New Visual Effects for Aero and Polaris
Balance Updates
CARD UPDATES
Aero 5/8 -> 5/7
Developer Comment: Aero’s effect can be a very powerful disruption and control tool. While previously, we buffed Aero up to her current statline, players have since learned to utilize her to great effect, so we think it’s appropriate to reduce her Power a bit.
Galactus 6/3 -> 6/2
Developer Comment: Even at the highest ranks of play, Galactus and decks using him are demonstrating concerningly high cube-gain and win rates. Not all of these decks overtly herald his approach, and the range of cards that can complement him has proven wide and difficult for some decks to counter. We're taking one Power away from Galactus now and evaluating whether or not we should make more meaningful changes to his design in the future.
Leader 6/4 -> 6/3
Developer Comment: Leader’s effect is proving to be very frustrating to many players and polarizing in its ability to lock down games and discourage playing some other 6-Cost cards. We are taking a bit of power away from him for now and exploring further changes to the card in the future.
Nova 1/2 -> 1/1
Developer Comment: Nova’s effect makes him much stronger than an average 1-Cost card, so we don’t think it’s appropriate that he has the stats of an average 1-Cost card.
Drax 4/4 On Reveal: If your opponent played a card here this turn, +4 Power. -> 4/5 On Reveal: If your opponent played a card here this turn, +3 Power.
Groot 3/3 On Reveal: If your opponent played a card here this turn, +3 Power. -> 3/4 On Reveal: If your opponent played a card here this turn, +2 Power.
Developer Comment: We believe the Guardians’ effects create fun moments, but they can feel too sink or swim. We’re giving Drax and Groot a small buff to their baselines to make them less risky to play and hopefully open them up as more viable contenders in the 3 and 4-Cost slots.
Hazmat 2/1 -> 2/2
Developer Comment: While we are aware of the Hazmat combo decks that may feel strong, Hazmat is actually doing fairly poorly overall. We’re giving the decks she enables a small buff with this update.
Black Cat 3/6 -> 3/7
Developer Comment: Black Cat sees virtually no play, so we’re giving her an extra Power to make running her more worthwhile.
Nakia 3/1 -> 3/2
Developer Comment: We think Nakia’s effect is a fun mechanic to play with, but she’s currently seeing very little success. We’re hoping a small buff will make her a more appealing option.
LOCATION UPDATES
Oscorp Tower will no longer swap card sides if Professor X is there
Raft and Vibranium Mines text-only updates
Warrior Falls will appear less often
Bug Fixes
Localization improvements for some Titles.
Fixed an issue that would cause players to get kicked out of games when Black Panther activated many times in a turn.
Fixed an issue that caused some card buffs to not be added if there were multiple doubling effects active at the same time.
Attilan activating no longer causes games to get stuck.
Fixed an issue that causes shop timers to break if you change device time.
Power values larger than 2 digits no longer display stretched.
Fixed an issue with certain locations stalling the game, such as Warrior Falls and Gamma Lab.
Deadpool now displays Power correctly if he’s destroyed while temporarily buffed.
Updated Carousel for Season Pass to say “Season Pass” Instead of “Battle Pass.”
Fixed an issue that caused certain cards to display with stretched textures if upgrading to Uncommon at the end of a match.
Updating Time Stone to grant Energy even if it's destroyed.
Isle of Silence Visual Effects are no longer split.
The Title page scroll now goes in the correct direction.
Fixed an issue in the Rewards Claim tutorial that could result in a player getting stuck.
Re-positioned the Sort/Filter buttons on iOS.
Tapping location 2 after Attilan activates no longer displays a random card instead of the location preview.
Removed the navigation bar from showing on certain screens where it should not.
The Fast Upgrade section should no longer disappear from the shop.
Buy buttons no longer disappear if you’ve purchased a variant in the shop, and the shop refreshes.
Season Pass spotlight card “Variant” text no longer overlaps with the card itself.
End Turn button should no longer show 1/6 than 0/6 then 1/6 again at the start of a match.
Fixed an issue that would cause players to sometimes get stuck ~25% into the loading bar.
Known Issues List
Some devices show cards overlapping with artist info when in focus view.
The shop UI scrolls back up after purchasing an item (Variant, Fast Upgrade, Gold, Token Shop item).
There is a Fullscreen button in Settings on some devices that should not be present.
Boosters in the Season Pass UI can display the incorrect color
Some audio in FTUEs does not sync with the speech bubbles.
Medusa’s card does not show parallaxing VFX during the FTUE upgrade flow.
Season Pass headers overlap with the notch on devices with notches
Switching back to the Collection page from other tabs doesn’t focus the deck selector on the current deck.
Emote/Emoji windows are too far down from the player/opponent avatars on iOS.
Card backs can duplicate when scrolling through the list.
Season Cache rewards are missing text.
An extra ! can be displayed on incomplete decks.
Artist info can clip outside the plate UI
Flickering/white boxes can appear when changing language on Android.
Cards and locations that add cards to your hand or the opponent (eg: Black Widow, Lechuguilla) can show cards going to the wrong player.
Ebony Maw’s VFX don’t move if the card moves.
Kingpin’s VFX may play in the incorrect location.
Isle of Silence VFX goes red even for cards that don’t have ongoing abilities.
Jessica Jones’ VFX are hard to see.
Rockslide/Okoye can cause turn ends to take too long.
Iceman can cause cards to cost more than 6 if they are temporarily lower cost before Iceman changes their cost.
Cards can overlap when Lockjaw replaces them.
Lockjaw can bring back cards that were previously destroyed.
Lockjaw doesn’t always interact with Leader properly.
Vault doesn’t let Multiple Man back in if he moves from the location on turn 6.
Arnim Zola’s copied cards can be added to locations locked by Professor X.
Switching into TVA on turn 4 or away from Limbo on turn 6 causes the wrong text for “Next Turn” cubes won/lost.
Widow’s Bite doesn’t prevent Attilan from drawing cards.
Some UI elements (eg: Ranked reward number, Deck name) can go missing temporarily when switching between languages.
Several text elements are too small in Thai.
PC - Pressing Escape while in the Token Shop UI can unpin cards.
PC - Adjusting window size can cause the carousel to be misaligned.
Three people worked very hard to rock the horror game world. Add a pinch of puzzle game and Finnish mythology and you get Lempo!
Lempo is based on those three people's cultures. In Finland, everybody’s connected to nature, and so is this game. Much of the game even takes place in a forest!
Players can easily identify themselves with the main character of the game because, even with a great sense of direction, after a 9 to 5, everybody can find themselves in strange places if they aren't careful enough about the direction they follow.
The devs worked very hard to provide a fresh experience. As usual in the horror genre, it is based much on music and visual effects.
Want to experience this amazing (and terryfic) recipe? Make sure to wishlist the game!
Officers, fighting every day in the arena, in instances, in castle sieges, even in the watch tower, get an RP resource, this event will bring you great rewards if you can keep the top places in the event. Fight, collect RP and get rewards. Good luck!
This is our first update on the Mika and the Witch's Mountain page and we want to take this moment to give you some great news: we are launching a Kickstarter campaign on February 1st!
With this campaign we want to get the game finished to meet our expectations and hopefully yours as well. And in case you were wondering, yes! there will be digital and physical rewards.
Today we have published the Kickstarter page, so we encourage you to hit the 'follow' button if you want to be the first to support the game until the campaign kick-off!
On January 11, scheduled technical work will be carried out on the servers of the Karos game. In this regard, the game may not be available from 10:00 to 11:00 Moscow time.
💥Important: Tomorrow the "Snowflake Party" event will end. Hurry up to exchange snowflakes for gift boxes! Please note that the time of the work is indicative and is subject to change. We apologize for any inconvenience.
Happy New Year everyone! Welcome to another DIGGERGUN blog post! Today I’m writing to give an update on the status of development, as well as what’s to come in 2023! But first up I want to announce some news:
Eagle-eyed fans might have noticed this already, but for those who haven’t: DIGGERGUN will be published by Grab The Games on Steam!
Not only that but thanks to Grab The Games support, DIGGERGUN will be coming to PS4/5, Xbox Series X|S and Nintendo Switch in various languages! This is massive news for the game and we couldn’t be more excited to bring DIGGERGUN to a wider audience.
Thanks to Grab The Games support, I’ve been working on DIGGERGUN full-time. Recently I hit a major game development milestone by finishing the game’s Alpha build and I want to share some of the changes and new features that were introduced for the Alpha.
The focus for the Alpha build was on finishing up the remaining systems for DIGGERGUN, before adding more story content during the Beta. I also wanted to apply changes to some of the core elements of the gameplay loop. All of these adjustments are based on the feedback I received from the demo that was released in 2022. So thank you to everyone for playing it and giving me your thoughts!
The biggest of these changes was to how players get paid. In the Pre-Alpha/Demo, players would get paid every Sunday. Now, you get paid at the end of the everyday. If you work through the night, then you’ll get paid the next time you go to sleep.
Players still get taxed to the UK taxation rates, including the National Insurance tax, as well as have money taken from their paycheck for rent and bills. The main aim of this change was to get to the “point” of DIGGERGUN’s key hook as quickly as possible (the payment and taxation system) as well as giving the player more immediate feedback on how they’re performing.
Talking about performance, another big change is that there is now a minimum amount of lithium the player has to collect and deposit every working day. This is clearly shown when depositing lithium at the entrance to the mines. If you don’t deposit the minimum, then you won’t get paid. It’s that simple!
The hope is that this change will make the gameplay less obtuse as well as ensure the player has clear, short-term goals.
There’s also an additional element to this system. The game now tracks how much lithium you deposit, whether it’s over, under, or the exact amount required. How you perform will affect your relationship with your Manager. As with all NPCs in the game, your bond with your manager will have a profound effect on the rest of your game… for better or for worse.
Those are two of the biggest changes that have been made to DIGGERGUN. It’s my hope that they will address some key issues with the game, as well as enhance its pacing.
But what about other gameplay additions? Well, here are just a few:
Players can now earn a money bank, and a lithium bank from NPCs to store their resources,
It rains from time to time in Town, find an umbrella to stop yourself from getting wet,
Loans - you can take out a loan, but beware of the interest rates,
More mine levels have been added to the mine randomiser,
More enemies and objectives have been added,
More environments to explore and interact with,
Plants - if you want to water them you’ll need to find a watering can…
A new stat, Luck, has been added! Increasing it will increase how often lithium and other resources will spawn whilst in the mines,
Players can sell their lithium to an ever-so-slightly dodgy buyer,
More weapons have been added
And much more!
So what’s next? Well as mentioned above, I’m now working on adding more NPCs to the game, as well as programming their various storylines. A large part of my time over the last month or so has been spent on designing each NPCs story, so I’m incredibly excited to start implementing them.
There will also be more enemies, more mines and more polishing as development continues on the Beta. It’s all leading up to another demo/prologue which will release sometime in Spring!
There’s still quite a lot of work to be done until the final version of DIGGERGUN ends up in players' hands. I must admit, it does feel quite daunting! But all of the feedback I’ve received over the last few months has really encouraged me to deliver the best game I can!
I wish everyone the best for 2023! May the next year be full of good luck for all! As always, Wishlist DIGGERGUN on Steam to get the latest updates!
We have arrived at the last in-depth analysis dedicated to the 21.12 patch with which we have made important changes not only to the combat system, but also to the first hour of the game, adding total support to Steam Deck and also going to add a difficulty selector. While waiting for the patch to arrive on consoles in the coming weeks, here are more details on the technical improvements made to the PC version of Batora: Lost Haven.
Added frame rate uncap - On PC we unlocked the frames, deciding to play in two different modes. The first with the frame rate locked up to 240fps and with the vertical synchrony active, the second instead expects to be able to play with the unlocked (variable refresh rate), unlimited frame rate, autonomously choosing the fps limiter, but with the v-sync off.
Full Support 21:9 aspect ratio - On PC, Batora: Lost Haven correctly supports 21:9 (and 16:10) aspect ratio for both user interface and scene rendering.
Added skip sequences - you can now skip all the cutscenes you want in order to speed up the gaming experience (especially if you are doing a second run and have already watched all possible scenes). The dialogues, on the other hand, continue to be skippable manually, one by one. Only the game boot sequence the first time you start Batora: Lost Haven can’t be skipped.
Full compatibility on Steam Deck - We have improved the readability of text throughout the game. When starting Batora: Lost Haven, the game runs in fullscreen mode at the native Steam Deck resolution of 1280x800. Then, all the available features are now active on Batora: Lost Haven: the controller icons are now shown, the in-game interface text is legible and all functionality is accessible using the default controller configuration.
This was the latest update on our last patch. We trust that we have responded to all your feedback and respected all your requests. Our support for Batora: Lost Haven will obviously not end here and in the coming weeks we will continue to keep you updated on the upcoming news regarding the game.
Then, if your support has been invaluable for all the feedback we received that prompted us to make these changes, it will be equally important if you leave a review for Batora: Lost Haven here on Steam! A welcome gesture that will continue to support our work, with the aim of continuing to improve thanks to your feedback!
And welcome to the first update of 2023. But before we get to the post itself, Happy new year to all of you. May you achieve everything you desire :)
Now back to Nebu. Map sizes have always been probably the most common complaint. Although within all previous updates we tried to resize the campaign maps while keeping the feel of progress, we were not completely happy. But only now, while working on the DLC, we were able to optimize the code enough to safely present really big maps.
So in the upcoming free 1.4 Update we have enlarged basically all of the campaign maps. Just take a look at the image. It compares minimaps of the current version and the new 1.4 version all in the same scale.
We believe that these enlarged maps will provide you even more space for fun ;)
If you are interested in more news about the upcoming update or the game in general follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!