We're excited to announce that NORCO has been nominated for not one but TWO categories in the 26th Annual Dice Awards! Outstanding Achievement in Story & Adventure Game of the Year. It's up against some fantastic games this year, and we hope you can join the show live tonight over at IGN to cheer us on!
As an extra exciting tidbit, NORCO is part of the Steam Mystery Fest Sale! Grab a copy for yourself (or if you finish the game and feel like you must have everyone share your experience, get it for friends, too!) on Steam for -45% off!
Itâs been an important journey for the team as we acted on your feedback and worked to bring Classes to Battlefield 2042. This update also came with new and fresh gameplay, and we hope so far youâre enjoying it as much as we did developing it.
Weâre happy with how the new meta and balance is playing out so far, though there are still further improvements weâd like to make. Expect further changes in the future, such as character balance for Lis.
Now on to our first Development Update of the year! Letâs take a look at whatâs upcoming in Season 4: Eleventh Hour, and beyond:
New Map: Flashpoint
New Specialist: Camila Blasco
New Weapons: Super 500, RM68, AC9, RPT-31
New Vault Weapons: SVD, Type 88
New Vehicle: CAV-Brawler
New Gadget: SPH Explosive
New Battle Pass
Map Reworks: Discarded, Hourglass
A complete Specialist roster
Weâre excited for you to try out Camila Blasco - the latest addition to the Specialist roster once Season 4 is available to play. Her ability to move without alerting motion-based technology, alongside the X6-Infiltration Device creating communication dead zones should make for exciting Recon gameplay.
With her addition into the Specialist roster we now have a total of 14 Specialists available for varied gameplay across the 4 Classes. As we look towards Season 5 this means Blasco is our last Specialist, and we wonât bring further new ones to Battlefield 2042.
Gadgets and the Return to the Class System
A change we made with Update 3.2âs Return to the Class System is that Gadgets are now linked to Classes - similar to how it worked in previous Battlefield titles. As we continue to introduce new gadgets in future updates, youâll find that weâll now design them for specific Classes.
For Season 4 this means that the new SPH Explosive will be an Assault Class gadget, and thus available for Dozer, Mackay, Sundance and Zain. This also gives us the opportunity to further enforce Class identity by designing the right tools for the job.
Taking the SPH as an example, we had a lot of fun designing it to ensure Assault can help the team push objectives. Once it latches on to a target, watch it explode after a short delay - perhaps that enemy was already running towards their friends and you thought they could use an extra giftâŚ
Map Reworks: Discarded, Hourglass
The work to bring you evolved and reworked versions is still ongoing. With only 2 maps left, Discarded is up next during Season 4, and Hourglass will follow during Season 5.
Here is an overview of the improvements we made for Discarded:
Submarine Weâve given more importance to the flag position in the submarine, while adding new cover to block line of sight. Especially when coming from the corridors into this room. Weâve also worked on the lighting across the map to improve visibility.
Colossus Deck Weâve strengthened the flag on the Colossus Deck to allow soldiers in the lookout to keep the beach under control. With an added variety of cover to improve infantry combat, the destroyed ship tower gives the space a more epic look and feel.
Salvage Yard What used to be an open field has now become the Salvage Yard. Itâs designed to host a variety of combat, and the car wrecks and the flipped buses provide cover and alleyway-like paths that can give infantry the upper hand.
Dismantled Hull A destroyed convoy and rows of military cover have been added to strengthen the frontlines of this flag. The smoke from the convoy provides cover from snipers on the upper floors of the hull. Weâve also closed a part of the hull to limit frequent sniping from the deck of the ship.
Beach Worksite This flag is now placed in the Beach Worksite part of Conquest and Breakthrough so thereâs always an objective between the Colossus ship and the Dismantling Yard. There are also improved paths leading to it, by streamlining the roads and adjusting the cover across the beach.
The new center piece allows for mid to long range combat, but with cover to make it more approachable for infantry, yet still with space for vehicles to drive around it.
Antenna We have brought an existing flag closer to the Antenna and Flooded Village, to better link the north and south parts of the map. This will allow you to move between these two points more easily. If youâre up for an adventure, then you can also climb the Antenna and parachute down to the Colossus or Flooded Village.
For Hourglass you can expect a new route under the highway. This change will come in as part of our overall efforts to reduce distance between objectives. Weâll also allow for improved cover, sightlines and combat opportunities across the map. And as with our other maps, weâll also add a war torn atmosphere throughout.
Weâll share more details on the Hourglass rework as we get closer to the release of Season 5.
Whatâs next for maps?
Speaking of Season 5⌠itâs already in full development and the team is super excited about the new map. Here is another look at the concept of what weâre working on.
Youâll set foot on a forgotten battleground where armies clashed decades ago while trying to secure a vital train track being used for the transportation of armaments.
As the region is once again engulfed in conflict, attempts are taking place to capture the route for the delivery of heavy armor to key positions. Attempting to stop the enemyâs plans, a counter offensive prepares for an ambush that will secure the much needed supply line and tip the balance of power back in their favor.
Development of this new map has been a lot of fun for the team, and weâre looking forward to sharing more with you at a later time.
Itâs been an exciting start of the year as The Return to the Class System and the Breakaway rework became available to play in January. Itâs early in the year, but weâve already brought several major improvements to core gameplay, and with Season 4: Eleventh Hour incoming shortly we invite you to come check out everything thatâs new.
Tomorrow weâll follow-up with the Season 4 Update Notes which include a full overview of all the changes and improvements you can expect alongside the new content.
Weâd also like to invite you to listen along to our Inside Battlefield Podcast where we talk all things Battlefield. A new episode is released each Monday, and you can catch more details on Season 4 in the next episode.
Lastly, see you on the Battlefield, and Play The F*cking Objective!
//The Battlefield Team
The details in this article may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Last weekend some of you tested the sandbox on the beta branch - we would like to say thank you to everyone who participated in the beta tests and especially to those who gave us the most valuable feedback. You are the best! Your beta saves of the Sandbox may or may not work - if they don't, we apologize and hope you'll make up your beta progress quickly ËsteamhappyË.
During the short time between the beta and today, the previously promised patch 1.0.7 release day, we had a short time to refer to all your suggestions. Some of them were fantastic and we will consider working on them shortly. For now, we come to you with the Sandbox mode and several fixes identified by you and our QA team.
Patch notes:
New features: - Sandbox mode
Fixes: -added missing translations -fixed the issue causing the tooltip with nonexistent delivery to appear when saved and loaded the game at the end of the delivery -fixed the issue preventing buying gas from the shop -fixed the issue of changing game language when skipping to click "Apply" -fixed the issue with workers being stuck during the ingredients pressing animation after loading the game -fixed the disappearing batches after having more than 70 -fixed the Rectified Spirit having a flavor profile -changed the missionsâ descriptions to match the reward the player receives after completing them -improved the game performance in the Batch Creation screen when the player has all of the recipes unlocked
Please note that the achievements are off in the Sandbox. We hope you'll still like to jump back into the campaign!
Enjoy playing in the Sandbox and please, do share your screenshots, videos, and more in our Steam Community hub!
If you're not there yet, come and join us on Discord!
After a lot of hard work, the day has finally come - Aces & Adventures launches on Steam today with a week-long 20% discount!
When set out with the goal to combine a traditional deckbuilding game with roleplaying elements - and add in poker mechanics, we had no idea how fantastically the various systems would work together. But if you can't quite picture how a "poker-powered deckbuilding adventure game" works, don't fret: we've put together an introduction video, which explains everything you need to know:
The game features 13 fully-voiced campaigns across four 'Seasons', for a total of 52 adventures with escalating challenges - as well as a procedurally-generated mode which will ensure endless unique experiences. To help tackle these quests, you will be able to level up and unlock new and stronger cards to build custom decks across the five distinct classes.
Aces & Adventures is easy to learn but hard to master. The four 'Seasons' will ease you into the game, making it accessible by players new to the deckbuilding genre. Once this is over you will gradually unlock more and more challenging runs, that will test your skills and offer a challenge to even veteran deckbuilders!
We hope you enjoy Aces & Adventures and would love to hear your feedback on Discord.
Greetings Starpilots! Welcome to the first Flatspace update in over a year, the first compile under Windows 11. Not many changes, a few tiny bug fixes.
The biggest change is that in-game music is now loaded and played when you enter a sector. Until now, ALL in-game tracks were loaded at the game start, which was a huge memory burden as well as slowing down the loading time. This makes it much easier/better to add more in-game music.
If in-game music is off (0% volume) then nothing will load, saving time and memory.
đ Introducing: Observer Mode. Enter observer mode by clicking your character in top left corner and select "Observer Mode". Pick what type of events you want to look for and the game will automatically fill in a log that will tell you what happened around you while the Observer Mode was on.
As you know â during this EA period - we have delivered new zones, enemies, upgrades, seasonal events together with bugfixing, optimization and balancing but... is far to be over!*the music dramatically stops*
A brand new update is available now and itâs your time to show if youâre brave enough to embrace the Road To Madness!
NEW GAME MODE
Madshot: Road To Madness â the Madshotâs spin-off that pits you head-to-head against endless abominations - is now available. If you have already purchased Madshot, you can play it for free through the game's main menu.
EVENTS & ENEMIES
Event levels - Events now have unique rooms that can be entered on the map, and they no longer spawns in levels.
Elites - The map no longer has empty rooms, instead it has Elite levels with stronger enemies.
SIDEARMS & UPGRADES
2 additional sidearms
6 Upgrades: Malady: Toxic afflictions last longer, Toxic ticks increased by X. Rattle: Triggering a knockback has an X% chance of spawning gold or health. Vanquish: Critical hit bonus damage increased by X% Friction: Evading a foe gives it X static charges. Tension: Gain X bonus damage for every active static charge. Wildfire: Increase your explosion radius.
We hope you will enjoy this new update! If you want to help us make Madshot even better, join us on Discord to share your feedback and participate in our exclusive beta testing sessions.
Nordic Ashes: Survivors of Ragnarok - Noxfall Studios
Greetings, survivors! This weekâs update is focused on new artifacts and many QoL related to UI. Game balancing will have to wait until next week, since we wanted to release first the new Yggdrasil upgrades before making major changes related to characters, relics, etc⌠We have been also working on the first steps to bring Nordic Ashes to consoles and creating cool merch. More info about this soon!
New Artifacts!
Card artifacts: it seems like Helga has lost some of her cards. Now youâll find card artifacts that will apply different effects!
Fireball artifact: cast fireballs around you to kill enemies.
Gold attraction ring: grab all the gold using this new artifact!
Potion attraction ring: collect all the potions scattered around the map with this artifact.
New Yggdrasil upgrades
A new tier with incredible upgrades has arrived to our Yggdrasil tree! Check them out! You will also be able to earn more leaves in exchange for seeds! (woohoo!)
Hafgrim Ultimate
We are aware that Hafgrimâs ultimate is not as powerful as others. We are working to make it as epic as it deserves to be! In the meantime, his ultimate now spins around him so you gain control over it.
QoL
Sindriâs Axe Relic is no longer blue. That way you'll be able to distinguish it from Boss Sindri's one.
Added a loading screen before beginning a run with some tooltips.
Total Fire and Poison damaged are displayed in the end panel.
Active Relics info is now displayed in the end panel. Hover/Select them to see this info.
Credits section added in the settings panel.
Fixes and others
When having +99 gold, after grabbing a relic that granted you more gold, the total amount of gold went back to 99.
Added the Red Super Potion.
Potion qualities have been modified (eg. red potions are now common, blue are rare, etc).
Leaf cost has been reduced for the first levels, making it easier for new players to earn leaves.
TalkĂ´r texts updated in German, Dutch, Korean, Brazilian-Portuguese and Polish.
Minor memory management improvements.
If you have any suggestions, issues or any kind of feedback, don't hesitate to contact us: đ¸ Discord. đ¸ Steam Community.
Hello there! We are organizing a small closed beta to test the new map! If you're interested, feel free to join our discord: https://discord.com/invite/vgrdZfp
SETTING - New setting: light flash (disable thunder image and flicker light when detected) - New setting: hint displayed (disable the tutorial texts) - Volume setting value applied each second
UI - Deleted random map names and added number of combinations and of successful exorcisms (displayed when hover) - New level system, with stars: you gain one star each 40 levels - Not displaying anymore the 4th equipment in the main menu if no one is equipped - Added a transition effect for speed boost UI and health UI when healed - Objectives are now updated correctly when completed - Added a queue system so 3 notifications can be displayed at the same time - Loot notifications are now displayed on the bottom left - Added some tutorial texts (as the light tutorial) - Now displays next mission when main missions are finished - Others UI tweaks
IMPROVEMENTS / CHANGES - Replaced intro videos with artworks - Added a red light on the ritual when all relics are placed - Light stick only stun after impact, not at launch anymore - Projectile objects are thrown at the same angle as the camera - Some draggable objects emit a sound at collision which can lure the entities - Added a breathlessness sound when the player has no more stamina - Added better animations hit for entities - Added 10% more stamina and 10% more speed (for player and enemy) - Added a shaky camera effect when hit - Lowered light intensity when examining notebooks/padlocks - Tweaked player's light (less intensity) - Keypad is now examinable as the padlock - When examining escape button now leaves the examine object (instead of display pause) - Tweaked some values for entities by difficulty - Tutorial polished
FIXES - Moved Will & Brian lights forward (to avoid lighting nose) - Fixed sound detection when not at same floor for Twin dolls - Fixed âKey Parkingâ drop object - Fixed notebook spawners (Teachers rooms - first floor - School) - Fixed being blocked in a hide place when an other player is also in there - Avoid jump after the introduction - Fixed some textures - Fixed some hitboxes - Tweaked some spawners - Tweaked some sounds