Sailing Era - biligame
1. Bug Fixed: When building ships, stats were able to add up without limit
2. Bug Fixed: Fleet failure when recruiting ships while there was only 1 sailor left
3. Bug Fixed: Irregular move trajectory of support ship after recruiting it.
4. Bug Fixed: Irregular battle ending issue when fleeing from specific battles.
5. Bug Fixed: Misalignment of interaction focusing in the Ship Modification interface
6. Bug Fixed: A few text bugs
Jianghu Survivor - Infeasted Surprising Studio
!!! This is a BIG update, so may meet unbalanced values or bug, we are welcome you to report and discusss in steam.

1.Add Character talents, now every character has 3, and the last 2 need to unblock to use, add 8 steam achievements, will add more in future iterations
2.Add skill synergy, now the same type skill can have synergy effect, as initial, we added Golden / Wood / Water / Fire / Earth / Melee / Ranged, can be unlock in unblokced menu, will add more in future iterations
3.Add character panel, now you can configure initial skill / talent / skill / talent in panel
4.Remove phantom effect from difficulty 15, now it will be unblocked when have difficulty 40 achievement, and need to apply it in character panel(if you previosuly had, will automatically apply)
5.Remove the chief character's skin, now it move to the character panel, if you previosuly had achievemnt, will automatically apply
6.Adjust the enemy curve of infinite mode
7.Adjust the smart opacity calculation rule, will make it much more transparent in infinite mode, and this should improve the infinite mode's visibility
8.Adjust time slow difficulty item's value
9.(X)Heaven Thunder now will now give extra damage to elite / boss
10.Fix some skill's opacity not respect smart opacity issue
11.Now rampage state enemy will ignore knockup
12.White Clouds Out now with wood type

For multiplayer game players, please ensure the same version with your friend otherwise it will not able to play together
And if you are metting crash issue, please try to restart steam & game first, if crash still hapen please leave comments under here
Defend Earth: Xenos Survivors - socialmedia
Hello Agents! We are happy to announce that DEFCON: Xenos is entering Early Access. It has been an incredible journey so far and we would like to thank from the bottom of our hearts everyone who has supported us with valuable feedback and their enthusiasm for the game.





We are excited about the progress we have made, but we recognize that this is just the start. We will continue to improve the game and collaborate closely with our dedicated community to enhance DEFCON: Xenos. Please reach out to us on all available platforms, and we highly recommend joining our Discord.

If you want to learn more about the upcoming development of DEFCON: Xenos, feel free to check out our roadmap. We will also post articles about the development here regularly to keep you up to date.



Thank you for your support!

All the best and stay safe!
DEFCON: Xenos Team
Timberborn - Miami_Mechanistry
Bug fixes
  • Fixed idle beavers that would pick up goods from warehouses only to put them back right away.
  • Fixed an out-of-memory crash that could happen on weaker GPUs.
SAIVO - dreamsofpaingame
SAIVO - Extended Gameplay - Finnish Mythology Horror
Jan 12, 2023
The Search For Paradisus - wjrgamesstudio
Minor update to remove some issues:

- Removal of side borders that were appearing in the main menu and cutscenes.
- There was a lack of translation of a text into Portuguese.
- In simplified Chinese, the texts contained in the scenario, such as the signs written "Interact" are not being translated, so in order not to have unknown characters, I left these texts in English. This does not affect story texts, which remain translated into Simplified Chinese.
Tanki Online - koffleart



Hello, tankers!


We are happy to announce that the upcoming Friday, Saturday, and Sunday will be ULTRA!


Let’s dive into the list of activities planned for this weekend.


Special mode


From 2 AM UTC on January 13th till 2 AM UTC on January 16th:

Special «Deathmatch» mode — All moving objects on the map are your potential targets. Victory depends only on your tank and skill!

Mode settings:
  • Mode: DM
  • Maps: Courage PRO, Gubakha PRO and Subway PRO
  • Turret: Any
  • Hull: Any
  • Bonus Boxes: ON
  • Upgrades: ON
  • Augments: ON
  • Gold Boxes: ON
  • Equipment Change: OFF
  • Overdrives: OFF
  • Supplies: ON
  • Nuclear Energy: OFF
  • Smart Supplies: ON
  • Drones: ON
  • Protection Modules: ON
  • Groups: OFF

Ultra Containers


The 71st batch of Ultra Containers will please all fans of the «Scorpion» turret. We present to your attention the following augment:
  • Scorpion’s «EMP Rounds» augment
As always, you can also get the famous «Crisis» drone, the «Armadillo» module, and other prizes obtainable from regular Containers;


Special missions


You can never have enough Ultra Containers. Complete the special missions to get them!

IMPORTANT: Your progress towards completing missions is only counted starting from the moment you first entered the «Missions» screen after the event started.

  • Supermission: The best at everything!
  • Task: Complete «Medallist», «Team Spirit», «Earner», «Destroyer», «The Punisher», «Armadillo», «Armageddon» and «Supplier» missions.
  • Reward: 7 Ultra Containers and 3 units of the «Nuclear Energy» supply
  • Mission: Battle Elite
  • Task: Be in the winning team of 3 battles in any matchmaking battles. 
  • IMPORTANT: The mission is only available for «Premium Pass» owners.
  • Reward: 3 Ultra Containers
  • Mission: Special Authorization
  • Task: Finish 6 battles in any matchmaking battles. 
  • IMPORTANT: The mission is only available for «Battle Pass» owners.
  • Reward: 2 Ultra Containers
  • Mission: Medallist
  • Task: Get into the TOP-3 1 time in any matchmaking battles.
  • Reward: 1 Ultra Container
  • Mission: Team Spirit
  • Task: Be in the winning team of 3 battles in any matchmaking battles.
  • Reward: 1 Ultra Container
  • Mission: Earner
  • Task: Earn 4000 crystals in any matchmaking battles.
  • Reward: 1 Ultra Container
  • Mission: Destroyer
  • Task: Deal 30 critical shots in any matchmaking battles.
  • Reward: 1 Ultra Container
  • Mission: The Punisher
  • Task: Earn 1000 battle points in any matchmaking battles.
  • Reward: 1 Ultra Container
  • Mission: Armadillo
  • Task: Use boosted armor 50 times in any matchmaking battles.
  • Reward: 1 Ultra Container
  • Mission: Armageddon
  • Task: Use overdrive 10 times in any matchmaking battles.
  • Reward: 1 Ultra Container
  • Mission: Supplier
  • Task: Make any purchase in the game’s Shop.
  • Reward: 1 Ultra Container

Special Bundles in the Shop


Got a keen eye for a great deal? Cool. We’ve created 2 special bundles that will set you ahead of the competition at a really affordable price. 


Special «Gold reserve» offer

  • 15 Ultra Containers
  • 3 units of the «Nuclear Energy» supply
  • 7 days of Premium Pass


Special «200 Ultra Containers» offer

  • 200 Ultra Containers

Megagold


During this event, a rare and unusual box will be falling from the sky — the Megagold!

It contains a whopping 10 000 crystals! Only the luckiest among you will manage to catch it though, as it falls much less often than a regular gold box.

By the way, it is available in all matchmaking battles!


Boosted Funds and Experience


During the event, get boosted funds and experience for every matchmaking battle!

This is the perfect opportunity to rank up faster and get access to new items if you haven’t unlocked them all yet, or to just get more crystals to upgrade your Garage.


Themed Decorations


Throughout the 3 days of the event, we’ll have themed decorations in the game:
  • Festive skin for cargo drones
  • A special paint
  • Festive gold box drop zone skin
  • Special loading screen
  • Changed billboards
So get ready to jump into the fray for three days of blazing combat starting with the server restart on Friday, January 13th.
Roboquest - Elliot Yun
The Winter Update is now LIVE and available!

Hello guardians!

The Winter Update is now available (there might be a slight availability delay on different platforms).

The playtest branch has been closed as a result.
Like usual, we thank all playtesters who allowed us to improve it and fix most of the gamebreaking issues.
There were a lot of positive and constructive discussions during this playtest (even more than usual!) and we were closely following them. Thanks again for that!

Note: A sale is planned to be launched at 10am Pacific Time so make sure to wait for that if you wished to pickup Roboquest!

Below are the highlights of the changes that you can experience in the Winter Update and you can access the full patch-notes here.

You may also want to check out our resident player Jamesaroni's video highlights of the Winter Update available here:




PATCH HIGHLIGHTS
New Class: the Ranger

A new class is coming into play: the Ranger.
The ranger can stealth and throw javelins at enemies and it accumulates bonus critical damage as long as it doesn’t take damage.
It is more of a ranged-precision class.
In order to unlock the ranger, you will have to find the ‘lost javelin’ hidden in one of the levels.
Most of the perks related to Stealth have therefore been moved to the Ranger (view below for a brief explanation of that).

Recon Rework

We moved Stealth away from the Recon and gave him a dash instead.
Stealth seemed more fitting to the Ranger after playing it for a while and a dash seemed to synergize very well with the natural strengths of the Recon (noticeably its melee and front-fighter aspects).
Therefore we added a bunch of completely new perks to tailor its new ‘Blink’ (dash) ability to your liking and we also reworked several other of its perks.

Elite enemies
Elite enemies are powerful variants of a new enemy called ‘Elitepawn’.
There are a few variations of this enemy (with different attacks and behaviors) and we will add more variations as time goes by.
You may encounter one or several ‘elitepawns’ in each level and this number will increase based on the difficulty level you’ve chosen (starting in Heroes+1 onward)
But right now, this system is still in its very early stage and will be finalized later down the road, but its addition will help us determine exactly how the system should behave and how these elite enemies should be.
We already know that elite enemies' spawn rate will be tied to game progression in its final version but we do not have much more information to share right now.

Rocket-Jump

We added a new functionality to most explosions: rocket-jump!
Your own explosions will propel you into the air, in the direction opposed to the center of the explosion (your brobots explosions won’t propel you).
Some explosions in the game do not trigger a rocket-jump (such as ‘Pulse Blaster’ and ‘Hero Knee Pad’ explosions). While testing, we realized that adding rocket-jump to those explosions was very detrimental to the weapons’ gameplay (and your own movement gameplay).

New Boss
‘El Moustiko’ has joined the fray!
He’s been added to the random pool of bosses for Act 1.

Energy Weapons
For a long time, energy weapons were unable to use any of our ‘reload’ systems (such as ‘reloading grants X bonus’ for example).
But no more!
You can now press ‘reload’ with energy weapons to force them to overheat.
Every mention of ‘reloading’ in the game now applies to energy weapons as well, making them fit in much more builds than before.
In addition and consequently, we modified most of their energy metrics: they can shoot for longer periods of time (reduced energy cost) but also reduced their energy regeneration speed (it takes more time to cool down passively).
We felt like we needed to make these changes in order to make sure energy weapons have a healthy place into the different perk builds.
We also initially gave energy weapons a very low impact force. It was part of our design philosophy to make them ‘different’ than other weapons. After consideration, we realized it made them feel weaker than other weapons and we didn’t need that aspect at all. We therefore increased the impact force of all energy weapons.

Basecamp visuals

We started to implement the final stage of the basecamp visuals and building placement.
You will still find your usual couch co-op and hoverbus starter zone but also new buildings that are yet to be activated (noticeably a ‘compendium’ building!).
Each basecamp level will improve all of the basecamp buildings, props and accessories.
For now, reaching a new basecamp level will not immediately show in the basecamp. The visuals will only be updated once you reload the basecamp.
We know there are still a few quirks and oddities in the new basecamp, especially regarding gameplay collision but we will be monitoring and addressing the issues as usual.
We hope you’ll like those new and fancy visuals!

New Content

Finally and as usual, we’ve added a bunch of new enemies, bazaar items, perks and affixes to the game as well as a new class, new boss and new weapon.

You can access the full patch-notes here.

Happy robot smashing everyone!



Roboquest Discord - https://discord.gg/roboquest
Roboquest Website - http://www.roboquest.com/
Twitter - https://twitter.com/RoboquestGame
Facebook - https://www.facebook.com/RoboquestGame/
YouTube - https://www.youtube.com/channel/UCiusIjcrkm3HrAESaKZALYQ

If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in the community forums or on our Discord server (where you can interact directly with us!).

Roboquest - Elliot Yun


Here is the breakdown of all the changes of the Winter update.
View the announcement and the highlights of the update here.

PATCH NOTES


• Your own explosions trigger a rocket-jump (some explosions such as the Pulse Blaster’s do not trigger the rocket-jump)

• Increased the requirements to reach rank A
• Reduced the requirements to reach rank C
Developers' Note: Most of you were getting rank A kind of regardless of your performance. We decided to modify that to create a more visible difference between succeeding and performing. Also, rank D really felt like a harsh punishment for players who were actually trying to do well and should only be limited to players really ignoring most enemies while still going slow.
• Increased player size and player camera height a bit
Developers' Note: This was made to clearly show how big of a height difference there is between the guardian and the other characters in the game and to better grasp the environment scale. This shouldn’t have any impact on the gameplay whatsoever.
• Armor and movement speed bonus are now clamped at 70%
• Player abilities damage scaling per level increased from 20% to 25%
Developers' Note: This should have been the case in the previous update and we missed it. That’s why the ability-centric builds seemed to be a little less viable than weapon-based builds. It should feel better in this update.
• Your brobot will automatically be rebooted after 60s if you do not reboot it yourself
Developers' Note: This makes sure you’re not soft-locked in multiplayer if your brobot dies in a spot you can’t reach (because you don’t have the proper gadget for example).
• Player stun duration increased from 1.75s to 2s
• Enemy stun duration increased from 3s to 3.5s
• Enemy freeze duration increased from 4s to 6s
• Effects increasing your damage based on your current movement speed bonus will no longer reduce your damage when you’re slowed or have movement speed reduction effects



• A new class has been added: the Ranger

Ranger (new!)
• Unlocked by finding the lost javelin in one of the level
Javelin
• New Secondary Ability
• Throws a spear which you can then pickup on the ground to refill, has 2 charges by default
Stealth
• New Primary Ability
• Your OG’ stealth, except it reloads all of your Javelin charges
Awareness
• New Passive Ability
• Passively generates charges every second, increases critical damage per charge, some charges are lost upon taking damage
Perks
• Added all previous Stealth’s Recon perks to the Ranger (and modified a few of them)
Recon
• Updated its class upgrades
Blink
• New Primary Ability
• Dashes a short distance, becoming immune to damage during travel and staggering enemies at the arrival point

Laser Dagger
• Damage increased from 50.0 to 65.0
• Healing cell generation when hitting bosses increased from 1 to 3
Perks
• Added perks for its new primary ability
• Updated, reworked and moved around lots of upgrades following the addition of its new ability and the Ranger/Recon ability swap
Guardian
Bash
• Damage increased from 35.0 to 50.0
• Impact force increased from 70.0 to 80.0
Commando
Shorty
• Damage increased from 11.0 to 12.0
• Impact force increased from 14.0 to 15.0
Engineer
Scrap Blaster
• Impact force increased from 60.0 to 66.0



• Increased the number of class-upgrades from 2 to 3
• Modified the metric values and effects of many different perks
• Moved some upgrades to different perks or as class-upgrades
Guardian
Tactical Slap
• Piercing arc range increased from 1600 to 1800

Stim Bubble
• Bonus firerate increased from 30% to 50%

Quadrinity (previously Trinity)
• Next shot damage increased from 50% to 60%
• Now triggers every 4 shots instead of 3

Lucky Ammo
• Auto-critical chance bonus decreased from 30% to 25%

Lock N' Load
• Bonus firerate increased from 30% to 40%

Recon
Dancing Blade
• Bonus damage increased from 30% to 35%

Favorite Weapon
• Bonus damage increased from 25% to 30%
• Bonus reload speed decreased from 25% to 20%

Discipline
• Duration needed to activate decreased from 1.35s to 1.25s
• Bonus damage of super-shot increased from 50% to 70%
• Now also activates when using your primary ability

Good Fortune
• Auto-critical chance bonus decreased from 12% to 10%

Engineer
Targeting Protocol
• Duration of drone bonus increased from 5s to 6s

Commando
Hot Potato
• Cooldown between weapon throw increased from 3s to 4s

Ranger
Night Shroud
• Duration increased from 6s to 9s
• Bonus armor decreased from 30% to 20%
• Bonus movement speed decreased from 20% to 15%
• Bonus damage increased from 35% to 50%



Energy Weapons
Developers' Note: Read the highlights for more details on these changes.
• You can now press R to force your weapon to overheat
• Added new overheating animations shared by different energy weapons

• All energy weapons regenerates their energy slower
• All energy weapons energy cost has been reduced
• Increased the impact force of all energy weapons
Developers’ Note: We heard a lot of feedback during the playtest version and we hear you: energy weapons don’t feel as good as they could. We think the current system is the right one considering it makes them fit into the rest of the game, but we will definitely look into ways to make them feel better.
General
• Added a new weapon: Throwing Axe

• Reworked ‘Bubble Splasher’ shoot pattern
Affixes
• Added 4 new affixes
• Removed ‘Trigger Tap’ from the ‘Shock Cannon’ (thanks StoutShakoForTwoRefined, it was indeed pretty useless of an affix on this weapon)
• Added 'Sidekick' as a base affix for 'Buddy Bot' (if anyone deserves to have it, it’s definitely this lovely little dude)
• 'Sheriff Carbine' can no longer roll the 'Bounce' affix
• ‘Warmup’ firerate bonus increased from 20% to 25% (affecting only the affix which can roll randomly on weapons, not the base affix some weapons inherently have)
• ‘Amplifier’ damage bonus for consecutive hits reduced from 60% to 40%
Developers' Note: The Mine Gun and the Pulse Blaster were doing exceptionally well against bosses and that was mainly due to the effects of the Amplifier base affix they both have. Reducing this affix should put them closer to other weapons in terms of efficiency against bosses in particular without hurting their other performances.
Alt-Fires
• All alt-fires that shoots a volley of projectiles have more spread (and therefore should hit more enemies than before while still dealing the same amount of damage per enemy)
Balance Changes
Developers' Note: You will see a lot of buffs and a few nerfs in the next section. We tried to raise a lot of weapons to the level of the average “good-performing” weapons and to tune down the few “godlike-performing” weapons a bit. We followed our statistics, your feedback and our feelings to validate those changes. We will obviously keep monitoring the balance of the game.
Dual Uzis
Primary Fire
• Damage increased from 7.5 to 8.0

Assault SMG
Primary Fire
• Impact force increased from 8.0 to 9.0
• Critical ratio increased from 1.25 to 1.5

Windmill Rifle
Primary Fire
• Damage increased from 11.0 to 13.0
• Impact force increased from 11.0 to 13.0

Tommy Gun
Primary Fire
• Damage increased from 9.0 to 10.0
• Firerate decreased from 12.04/s to 11.36/s

Light Machine Gun
Primary Fire
• Recoil pattern has been updated
• Damage increased from 13.0 to 14.0
• Impact force increased from 13.0 to 15.0

Blast SMG
Primary Fire
• Damage increased from 10.0 to 11.0
• Impact force increased from 7.0 to 9.0
• Energy cost decreased from 2.75 to 2.25

Scratch Rifle
Primary Fire
• Critical ratio increased from 1.25 to 1.5
Alternative Fire
• Damage increased from 60.0 to 64.0

Pumping Shotgun
Primary Fire
• Damage increased from 12.0 to 14.0

Sawed-Offs
Primary Fire
• Damage increased from 9.0 to 10.0

Grandma's Shotgun
Primary Fire
• Damage increased from 12.0 to 15.0

Kramer
Primary Fire
• Damage increased from 14.0 to 17.0
• Energy cost decreased from 4.5 to 3.0

Blunderbuss
Primary Fire
• Damage increased from 9.0 to 10.0
• Impact force increased from 8.0 to 13.0
• Energy cost decreased from 12.0 to 10.0

Power Gloves
Primary Fire
• Damage increased from 38.0 to 52.0
• Impact force increased from 68.0 to 76.0
• Energy cost decreased from 8.0 to 6.0

Graviton Launcher
Primary Fire
• Damage increased from 50.0 to 52.0
• Impact force increased from 42.0 to 62.0
• Explosion radius increased from 1.0m to 1.2m
• Energy cost decreased from 14.0 to 10.0

Flare Gun
Primary Fire
• Damage increased from 36.0 to 38.0

Torpedo Gun
Primary Fire
• Damage decreased from 12.0 to 11.0

Mortar
Primary Fire
• Impact force increased from 80.0 to 92.0

Missile Gatling
Primary Fire
• Damage increased from 22.0 to 24.0
• Impact force decreased from 35.0 to 26.0

Throwing Knife
Primary Fire
• Damage increased from 25.0 to 28.0
• Impact force increased from 10.0 to 16.0

Rifle Crossbow
Primary Fire
• Critical ratio increased from 1.5 to 2.0

Revolver
Primary Fire
• Critical ratio increased from 1.5 to 2.0
• Removed ‘Bullseye’ as a base affix

Dual Crossbows
Primary Fire
• Damage increased from 30.0 to 36.0
• Impact force increased from 32.0 to 36.0
• Critical ratio decreased from 2.25 to 2.0

Scout Sniper
Primary Fire
• Damage increased from 52.0 to 54.0
• Critical ratio increased from 2.25 to 2.5
• Removed ‘Bullseye’ as a base affix

Arquebus
Primary Fire
• Impact force increased from 26.0 to 40.0
• Critical ratio increased from 1.75 to 2.0
• Energy cost decreased from 15.0 to 10.0

Sheriff's Carbine
Primary Fire
• Damage increased from 53.0 to 55.0
• Impact force increased from 46.0 to 48.0

Longbow
Primary Fire
• Damage increased from 70.0 to 72.0
• Critical ratio increased from 1.5 to 1.75

Ice Cannon
Primary Fire
• Damage increased from 50.0 to 52.0
• Energy cost decreased from 22.0 to 12.0

Cryo Launcher
Primary Fire
• Firerate increased from 4.54/s to 5.0/s
• Energy cost decreased from 6.0 to 3.5

Fire Gun
Primary Fire
• Damage increased from 14.0 to 15.0
• Energy cost decreased from 6.0 to 4.0

Shock Rifle
Primary Fire
• Damage increased from 8.0 to 9.0
• Energy cost decreased from 3.0 to 2.25

Shock Cannon
Primary Fire
• Damage increased from 8.0 to 9.0
• Energy cost decreased from 4.0 to 3.0

Fire Launcher
Primary Fire
• Damage increased from 30.0 to 36.0
• Projectile speed increased from 5600 to 6500
• Energy cost decreased from 8.0 to 7.0

Junk Beam
Primary Fire
• Energy cost decreased from 3.5 to 2.5

Blast Rifle
Primary Fire
• Damage increased from 9.5 to 10.0
• Impact force increased from 7.0 to 9.0

Assault Rifle
• Ammo in clip increased from 30 to 35
Primary Fire
• Damage decreased from 11.0 to 10.0
• Impact force increased from 9.5 to 10.0
• Critical ratio increased from 1.25 to 1.5

Militia Rifle
Primary Fire
• Damage increased from 11.0 to 13.0
• Impact force decreased from 13.0 to 12.0

Minigun
• Ammo in clip decreased from 100 to 80

Blastgun
Primary Fire
• Impact force increased from 14.0 to 18.0
• Energy cost decreased from 6.0 to 5.0

Blast Minigun
Primary Fire
• Damage increased from 7.0 to 9.0
• Impact force increased from 5.0 to 8.0
• Energy cost decreased from 1.5 to 1.2

Dual Guns
Primary Fire
• Impact force increased from 10.0 to 12.0
• Critical ratio increased from 1.25 to 1.5

Blast Shotgun
Primary Fire
• Damage increased from 10.0 to 11.0
• Impact force increased from 5.0 to 10.0

Assault Shotgun
Primary Fire
• Damage increased from 6.0 to 7.0
• Firerate decreased from 3.57/s to 3.44/s

Sulfator Shotgun
Primary Fire
• Damage increased from 6.0 to 7.0
• Impact force increased from 10.0 to 11.0

Laser Saw
Primary Fire
• Damage increased from 15.0 to 16.0
• Firerate increased from 2.5/s to 3.12/s
• Projectile speed increased from 7000 to 9000
• Energy cost decreased from 10.0 to 8.0

Barrel Cannon
Primary Fire
• Explosion radius increased from 1.0m to 1.2m

Rocket Launcher
Primary Fire
• Damage increased from 64.0 to 70.0

Pulse Blaster
Primary Fire
• Impact force increased from 4.0 to 14.0
• Energy cost decreased from 3.5 to 2.5

Flak Cannon
Primary Fire
• Damage increased from 16.0 to 18.0
• Impact force increased from 12.0 to 18.0
Alternative Fire
• Damage increased from 70.0 to 72.0
• Impact force increased from 76.0 to 82.0

Long Rifle
Primary Fire
• Damage increased from 36.0 to 40.0
• Impact force increased from 32.0 to 36.0
• Firerate decreased from 3.03/s to 2.77/s
• Critical ratio increased from 1.5 to 2.0
• Removed ‘Bullseye’ as a base affix

Blast Sniper
Primary Fire
• Impact force increased from 26.0 to 42.0
• Energy cost decreased from 12.0 to 10.0

Dual Blast Guns
Primary Fire
• Damage increased from 34.0 to 42.0
• Impact force increased from 26.0 to 38.0
• Firerate increased from 3.12/s to 3.57/s
• Energy cost decreased from 8.0 to 6.0

Elite Sniper
Primary Fire
• Damage increased from 80.0 to 86.0
• Impact force increased from 80.0 to 86.0
• Critical ratio increased from 2.0 to 2.25

Elite Crossbow
Primary Fire
• Damage increased from 52.0 to 56.0
• Critical ratio increased from 1.5 to 1.75

Blast Palms
Primary Fire
• Damage increased from 18.0 to 20.0
• Impact force increased from 15.0 to 18.0
• Energy cost decreased from 4.0 to 3.0

Assault Sentry
Primary Fire
• Damage increased from 18.0 to 20.0

Ball Cannon
Primary Fire
• Impact force increased from 80.0 to 96.0
• Energy cost decreased from 48.0 to 30.0

Cyclone
Primary Fire
• Impact force increased from 32.0 to 46.0
Alternative Fire
• Impact force increased from 90.0 to 110.0

Blast Arbalest
Primary Fire
• Damage increased from 39.0 to 48.0
• Impact force increased from 29.0 to 46.0
• Firerate increased from 2.5/s to 2.77/s
• Energy cost decreased from 10.0 to 8.0



• Added 28 new bazaar items
Balance Changes
Boombox
• Bonus firerate decreased from 35% to 30%

Rice Cooker
• Healing-cell efficiency bonus decreased from 35% to 20%

Ugly Tie
• Bonus damage against bosses decreased from 15% to 10%

Rake
• Bonus damage against turrets decreased from 15% to 10%

Bug Net
• Bonus damage against flying enemies decreased from 15% to 10%

Credit Card
• Chance to refund ammo increased from 8% to 10%
• Ammo refunded decreased from 2 to 1
• Energy refunded decreased from 6% to 2%

Party Popper
• Chance to drop a healing cell increased from 2.25% to 3%

Olive-Oil Bottle
• Bonus reload speed increased from 7% to 10%

Claw String
• No longer reduces health
• Bonus melee damage decreased from 30% to 10%

Knight Banner
• Bonus armor increased from 10% to 15%

Atomic Radish
• Rocket-jump damage increased from 60 to 65
• Rocket-jump explosion radius decreased from 1600 to 800

Super Sandwich
• Bonus duration increased from 2s to 6s
• Bonus movement speed increased from 20% to 25%

Toy Helicopter
• Rocket-jump damage increased from 20 to 65
• Rocket-jump impact force increased from 20 to 75

Artishock
• Now has a chance to stun you when you take damage rather than when dealing shock damage
• Bonus damage decreased from 30% to 20%
• Chance to stun upon taking damage increased from 1.5% to 5%

Snow Globe
• Now always deals cryo damage to enemies attacking you
• Chance to freeze upon taking damage increased from 3% to 10%
• Freeze rate increased from 2 to 2.5 (freezes more efficiently)

Bonsaï Tree
• Bonus auto-critical chance decreased from 25% to 20%

Dragonfly Ball
• Healing-cell efficiency decreased from 100% to 40%
• Now reduces Healing cell duration by 30% instead of 50%

Hero Knee Pads
• Firing grenades no longer has a cooldown



• Added the visuals for Bazaar Bob (he’s now a polite and gentle monsieur)




• Completely overhauled the basecamp map, size, buildings visuals and placement

• Added 7 visual levels for the basecamp buildings (each have 7 different appearances based on your level and many other aspects of the basecamp will evolve alongside them)
Developers' Note: For now, you will only witness the visual evolution when going back into the map after you leveled up your basecamp through purchasing upgrades. Later down the road, you will probably get to experience it on-the-fly.
Upgrades
• The upgrade ‘Lottery Ticket’ level 2 now grants a chance to find 2 powercells in Max’ Chests



• ‘Safety Helmet’ now grants Armor instead of Health
Developers' Note: ‘Yoyo design’, remember?


• Added several new enemies: Firepawn, Ghostpawn, Hatfly, Larvabug, Goliath Larvabug, Firepod and Elitepawn (4 variations)
• Added a new boss in the random pool of Act 1 bosses
• Decreased 'Firefly' hitpoints from 90 to 80
• Reduced homing targeting range of enemy missiles by 25%
• ‘Icebots’, ‘Iceflies’, ‘Rocketpawns’ and ‘Firepawns’ no longer explode on death
• Spawned enemies no longer grant experience points under certain circumstances
• Updated the size of several different enemies
Developers' Note: Shouldn’t change much from a gameplay perspective aside from being just a tiny bit easier to shoot at. This change was mainly a subsequent change of the player-character height change.
• Increased ‘Bullfly’ impact resistance
• Movement prediction on enemies such as the ‘Shockpod’ (and other ground area patterns) reduced to make them easier to dodge when moving at full speed
• The ‘Shotgun’ pattern of Goliath enemies changed to more of a ‘Gatling’ pattern to reduce the number of projectiles being spawned at once (therefore reducing the performance overload)
Developers' Note: We therefore reworked the pattern a bit and it should even be a little more interesting to play around (in terms of movement skills).
Elite Enemies
• Elite enemies are different variations of the new enemy ‘Elitepawn’
• Based on your current difficulty level, a certain number of elite enemies will spawn in each level (starting from the very beginning)
• Elite enemies won’t appear on Standard difficulty and below
Developers' Note: View the patch highlights for more details.
Bosses
Dr. Turret
• Laser speed rotation has been decreased
• Fire area damage reduced but now deals burn damage (I mean… like walking into a literal burning area would)
• Replaced its mortar attack by an homing missile attack
Judgeball
• Mine hitbox detection, explosion and visual effects aligned to better reflect their actual danger zone
• Removed the shockwave from the artillery pattern
• Laser bars and laser blasts from the artillery pattern have more spread (leaving more room to move left and right)
• Reduced charge speed acceleration
• Increased preshoot timings for most attacks
Uncle Jim
• The duration of its head-helmet protection has been reduced
• Missile attack preshoot time decreased from 1.5s to 1s



• Removed the hidden upgrade in ‘Oasis’
Developers' Note: While it may seem interesting to add a little bit of exploration to the levels, being forced to reach a hidden place every single playthrough quickly becomes a chore. We will look at other ways to incentivize a little bit of exploration.
• Reduced enemy density in ‘Energy Center’ by 15%
• Fully reworked ‘Haven-City’ and ‘Haven-City’ corrupted visuals
• Removed the dead-end containing enemies in ‘Haven-City’
• Added easier access to ‘Haven-City’ heights
• Added new railings in ‘Haven-City’ heights
Developers' Note: These 3 previous changes should make backtracking in ‘Haven-City’ less frequent and the entire level faster to travel therefore reducing the amount of time spent in ‘Haven-City’ overall.
• Reworked the corruption visuals (you know, these purplish thingy things)
• Reworked the enemy line-up of all levels (following the introduction of new enemies)
• Added 2 Goliath enemies in ‘Haven-City Corrupted’ (you don’t have to take them down to unlock the door to the boss)
• Added 1 Goliath enemy in ‘Quarry’
• Added 2 Goliath enemies in ‘Fields’
• Added ‘Larvabug’ as an enemy in ‘Oasis’ (it’s a huge enemy, but less threatening than usual Goliaths)

• Reduced the frequency of Flashflies encounter in ‘Ruins’
• Reduced the frequency of Leashbots encounter in ‘Fields’
• Reduced the enemy density in ‘Fields’ battle room
• Added new challenge rooms everywhere



• Max no longer talks through the dialogue bubble in the top-right corner (except in the tutorial level)
• Max now talks using a 3D bubble above its head when you meet her in the different levels, approaching her will pop-up the bubble and allow you to read it
• Updated all Max dialogues
Developers' Note: This is just the very first step of the integration of a more ‘final’ experience for the story elements. Do not be surprised if Max tells you about things you already know or have already completed as the new system is based on your game progression (and the dialogue system starts fresh: he considers you as a new player). We will be monitoring your feedback and reactions to this new system and update it accordingly.


• Entirely reworked the Class Selector interface

• Updated the icons of all gadgets
• Added an option to remove the white-flash damage indicator on enemies when dealing damage to them
• Added a colored frame to the text popping in when interacting with ingame shop
• Switched the colored frame to red when you don’t have enough powercells to interact with ingame shops
• Switched the stun interface from displaying arrows to displaying movement keys
• Updated the key design of the stun interface to also displays the movement direction
• Increased the size of the screen-space available when being flashed
• Added new elements and polished the end-level and end-game screen
Developers' Note: This is just the first step in improving these screens, we’re thinking of adding more elements and information including but not limited to the scores and figures of your run as well as detailed information regarding your build.


• Updated the attachment point of all enemy invulnerable bubbles (one by one, by hand, with love and passion for the task)
• Updated the tail indicator on enemy invulnerable bubble
• Updated enemy projectile, trails, muzzle flash and laser color
• Updated challenge rooms laser and projectiles color
• Updated ‘Flare Gun’ explosion and added elemental variations
• Improved ‘Bullfly’ preshot visual effects
• Added a pulsing shield visual effect to ‘Judgeball’ shielding pillars
• Reworked overheating visual effect for all weapons
• Added a Burn and Cryo variations of enemy explosions
• Updated explosion and trail visuals effects of the enemy homing projectiles
• Updated explosive barrels visuals in ‘Quarry’
• Updated Pulse Blaster and Cyclone explosion and reworked their elemental variants



• ‘Electro Punishment’ perk now properly triggers against Frozen enemies rather than Stunned ones
• 'Shieldpods' will no longer continue to shield enemies that are too far away from their active range
• The information panel now properly displays hit points depending on your basecamp upgrades
• Elemental-based perks will no longer fail to properly display their name in their description
• Binding the interact action to the left face button (B) of the gamepad will no longer prevent you from opening basecamp menus
• The ‘Reboot Brobot’ text will no longer appear when your brobot is under the effet of an invulnerable bubble
• Other numerous bug fixes



• Some languages still have missing localization
• You may experience low framerate in the main menu, unfocusing and re-focusing the window will fix the issue
Jan 12, 2023
Tzakol in Exile - Kutejnikov
Increased the chance of an altar appearing in a dungeon room.
Additional magic workbench on each floor after the level with the mini-boss.
Improved dungeon procedural generation algorithm.
Some balance fixes.
...