The Adventurer's Domain Online - Monty
Not long ago, but it does feel it, we asked for your questions about TADO, its design, where it is going… and we obviously underestimated how many we’d get!

Well we’ve gone through all of them, where there were similar themes or answers we’ve tried to group them and rewritten the question to encompass the whole theme rather than just the original. So if you see something that looks like your question, it probably is, even if its worded a little differently to cover another answer at the same time.


We’ve tried to answer all the ones which aren’t just "will this be fixed type questions?".

Hope you all enjoy and thanks for all your questions.



We have had lots of questions around how the various different weapons work. The below outlines our current philosophy around weapons and the differences between the different weapons we have.

All the weapon types should add up to the same capabilities, some weapons do this by having a higher critical rate e.g daggers and some have more consistent hits e.g. maces. There are also weapons that favour channelling values which may be more beneficial for players who use magic.

This isn’t currently well represented across all weapons, but is the position we will get too. All weapons should broadly be as good as each other, but will go different routes to get their (including different skills)

There are also some unique / odd items which bend the rules and can create slightly different paths to build a character around.


Will you introduce full controller support soon?

You can currently play the game on a controller and can rebind most keys. Better controller support, particularly around the UI will be implemented in the future. We want to be able to tag the game as having partial controller support, which pretty much means you should be able to plug in a controller and play the game almost completely from just the controller with only odd interruptions for things such as menus.

We have had a few updates since launch targeted at removing blocking issues that prevent non-querty keyboards and some controllers being unable to bind all their keys.

At the moment, this is pretty doable, but we require the player to bind all their controls which doesn’t feel like a great way to jump in.


How does the current Experience curve for crafting/gathering currently compare to how you envision it in the future? Is it something you want to take hours and hours of grinding or something easily accessible so long as you continually engage with it.

We don’t want to make crafting overly inaccessible; the current design is broadly the fundamentals for creation of an item which you would then enhance further.

That said, the current curve of experience gain in all crafting skills will be adjusted as the higher level unlocks. We don’t want crafted gear to fall behind its usefulness to a new player who finds themselves level through many tiers throughout the main story quest.

We will also have the ability to dismantle items in game soon, which will let you get more out of your resources when you craft something you're not particularly interested in keeping, along with a variety of Cargo Packs you could make with surplus gear to deliver for experience and trade related gear.

What do you picture the End-Game loop of the game entailing?

There are lots of activities that will be available to players to continue to progress at ‘end game’. Essentially there are a variety of ways to continue to progress your character and these loops will be something that allows players to have many different activities to engage int. Hunting, crafting, cargo pack deliveries, world events, treasure hunting, PVP battlegrounds, fishing and more. You will be able to continue these long after you have completed the story.

Character power progression moves more towards acquisition of items and wealth to empower your items and continue to level them. How you acquire that wealth and resources is aimed to be more a choice for you.



How do you see equipment in the future? Will armours stay with their current stats or will we see them start getting other stats? If we do start seeing other stats how complicated do you think things will get? Simpler like most MMOs or more complex like PoE/diablo style games do? There are some things like Skull Cracker that give a bunch of skill stats, but most equipment right now is pretty bare so not sure what to expect, there are also different damage types but nothing interacts with them yet. Will there be the ability to 'socket' any gems into armour / weapons?
Our general philosophy around armour types is heavy armour provides more health, medium more attack speed and stamina, and light armour more mana - there are/will be exceptions around things like light plate or armours that use more than one armour stat.

We intended the game to launch into EA with our prefix / suffix system generating items not dissimilar to what you might see in an ARPG, this didn’t happen, but it will be live very soon.

Our enhancement system also allows you to force the acquisition of a prefix or suffix onto an item using rarer resources along with just boosting the base level of the item. The idea being you can seek out the ‘best’ stats for what you’re trying to build, or you can seek to work them into you items as you go.

Things like skull crackers are interesting, uncommon drops, there will be lots of stuff like this, but won’t necessarily be on the core power curve /expected path. We also have the concept of items which fundamentally change the behaviour of particular skills which people may seek to build their character around.

We’d like to add more interesting things like skill-gems that modify other skill gems giving you more ways to customise your character or focus on improving particular linchpin skills in the future.


We have received feedback around overcrowding and resource competition, along with questions around instancing.
We are not intending on having private zones, there may be some exceptions such as battlegrounds and key story areas and possibly housing depending on where we go with that (not decided), but the world is meant as shared space and we don’t want everyone hidden away in their own instances.
There have been issues around overcrowding and we’re looking at better ways of dealing with this including adjusting how we decide kill rewards/tagging, how we share experience between party members etc. As we get more content out – particularly when we hit the first major content patch with the opening of the Southern continent there should be a lot more space for people to chill in.

However, if this becomes a problem in the long run we would more likely add channels rather than private instances.


How will the unlimited levelling not invalidate content?

We had a few questions in this area, people concerned that by having infinite access to power, you can explode anything at some point.

Some of this is based on seeing people at level 200 with tier 2 gear (who should be much higher gear really if it were available!) where most of their power is coming from being over-levelled, and will naturally dissipate as the later game content starts to become available.

But that said, it is true that in theory, being able to level infinitely and scale your damage infinitely would in theory mean, someone who grinds for millions of years may be able to one-shot the hardest creature in the game. This isn’t our intent or design, and the reality is you will hit a soft cap where the time investment to increase your damage by 1% is just too long / not comparable to improving your equipment.

There will be group content, that having everyone be 100 levels higher for will help, but won’t be as different as it might feel currently.




Will there be an unarmed skill added at some point? the classic monk style gameplay is appealing to a lot of players.

We cut two stat lines from our EA launch, one was Muscianship, the other was Spirit – which provided fist weapon and Monk like Ki energy skills. We do intend for both of these to arrive at some point.



Is the goal to have each zone in a specific level range (Genmire for low levels in its entirety), or to have a zone have multiple levels of content (Mansion might be for 'high' levels, as well as Gazers).

We don’t want to make any of the world unusable and will be providing all level content throughout the world. That said, we also don’t want to make low level people feel crowded by higher levels.
All main areas will have content and reason for high level players to go there though.

What’s the plan for zone sizes in the future? Are we going to get more of the great sea and its tiny islands or more sizeable areas like the starting island?

We have two other Genmire sized continents in the pipeline which, with the Great Sea also finished, will take us to our Version 1 launch position content. Beyond that, we have a fourth continent scoped and will be continuing to add smaller islands to the Great Sea (or other Great Seas).




With the giant spiders being where they are does that indicate you guys intend to put things in hard to reach spots for explorers/climbers to hunt for?

We are all for creating reasons to explore the game, something we have already opened players to with the advent of the Kami Shrines, hidden skill gems and item discoveries. Things like finding the giant spiders weren’t necessarily something we were expecting, but we do try and hide things away for people to seek out.
Is TADO a Theme park or a Sandbox MMO?

We think TADO is closer to the theme park model than the sandbox model of games, but more like the earlier theme parks. That said, we are highly influenced by sandbox games and are trying to bring a lot of the feel of adventure and free form gameplay into a more structured model, trying to avoid some of the pitfalls of player experience in 'you make your own fun' / what am I supposed to be doing? that sandboxes can encounter.

I don’t think you can really put games in neat little boxes quite like this, so we’re trying to draw as much of the fun as we can and make the most of it.


Do you intend to have group boss fights?

We intend to provide small and large group fight design bosses, all of which are optional/outside the main quest chain. Some will be at the end of dungeons, and some of will be world events.

We have a few very placeholder bosses and mechanics you can find in game now, and you can probably see where we’re looking to go with it. When we get a chance to spend some time on them, they will provide interesting encounters for groups and potentially raids alike.




Could we have an interactive map, where we can add our own custom marker's / notes?
We will include in game world maps in the future, adding notes to it isn’t planned for now. We’ve been enjoying the maps people have made so far.

When will mounts be added to the game, I had one in the demo was pretty cool
Horses should be returning very soon, there’s a few issues we still need to resolve before giving them to the masses. You’ll get them a little later than they were in the demo though!
Other mounts will follow.




With regards to mounts, once they become available - is there any view on whether we will be able to tame creatures in the future as rideable mounts / as well as companion - like summoned wolf/skelli - maybe based on a skill to develop, like with the crafting??
We will add more animal summons for the Druid stat, along with a variety of non-stat restricted mounts (although we may do some stat restricted ones to!). We don’t intend for Combat Summons to be earnt outside of the skill gem system, but there will be more ways to get some then just getting getting lucky killing a wolf.

Will there be a 'player economy' / trading hub?

We are keeping the idea of an auction house under review, it’s more of a design decision than a technical constraint. We would be interested in the communities' thoughts on this as it has both a positive and negative social interaction impact.

Is there likely to be scope for player housing / building in the future?

This is something we would love to introduce and are exploring options. We are also considering the potential of houseboats. Its not planned we will do this as part of version one though.

Are you considering an 'arena' aspect, for any gladiatorial style events, rewards and for PvP - maybe with restriction of level by a range?

At present we have a PVP battleground where players can go in to try it out. We are likely to expand the current battleground system to provide more reasons to try it and make the experience more interesting including some rewards/experience points. We will likely add duels too for people who want to quick scuffle.


What's the team’s stance on scripting/bots, and mods (ex. UI)?
Like any game, we aren’t happy with players using programs/tools to make autoplay or unattended play viable. At the moment we are being relatively light touch and only disrupting botting with mechanics such as the 'bot cage' but we won’t hesitate to ban repeat offenders. We’re also gradually smoothing out some of the design elements which particularly favour/encourage these play styles.
We had a few questions around the intent when it comes to shields, the below outlines our philosophy around it.

Broadly the premise is that you should be as effective as someone with two weapons or a great weapon. Shields are both offensive and defensive, smaller shields for are more offensive and larger more defensive.
Shield skills also generate high threat and have access to 'taunt' skills.

You shouldn't feel weak when soloing with a shield.


How much in the way of passive skills that are tied to the different skill groups can we expect to see? I've seen a couple passives but they've all been general use

You can expect to see passive skill gems that do more interesting things other than just bonus stats.

Are there plans to do a reset in the long term?

We don’t intend to wipe people’s characters before launch. We may reset people’s stat points and force them to redistribute them at various points in EA if significant changes to levelling occurs; like for example levelling gives your 5 points rather than 3 - but that's not the plan.

Can we get stat resets please?
There has been lots of discussions around stat resetting, so we'd like to share our plans for this.
Resetting your stats in not a core part of the game design and it would be equivalent to changing your class in another game, not swapping talents. That said, we have heard people’s concerns about players feeling they have wasted points and feel bad they can’t ever do anything about those. To combat this we will be providing mechanisms to allow the continuous gaining of unlearning points as you level which means in the long run you could completely remove any unwanted points, but it will take time.

This isn’t a fixed design, and we currently don’t have an implementation strategy but we’re looking at something like you gaining several unlearning points every 10 levels or so, along with the shrine points which will continue to grow as we open more areas.

In the longer longer run... when your experience level has got to the point where you feel levelling takes forever, we will look at awarding unlearning points between levels as well, so you will be able to continue to grind/adjust your build even when you're well past the point that levelling is a common thing.

So 'fixing' / modifying builds, sure, reallocating all your stats on demand, not so much.


Is there a patreon or somewhere where people could help support the game?
The best thing you can do to support us is get your friends playing. Every new player and every new review is more exposure for us and a chance to continue to grow.

We will also be opening the supporters shop soon, that will have a variety of cosmetics which will be another way you can continue to support the game. We will get a post out on that soon as we start livening it up.

We have also been discussing potentially some sort of premium status or battle-pass style system, although we haven’t come to a design which that feels both useful to the player but also not generally feel wrong / unfun to others.


If you got this far, thanks for reading and we'll see you in game!

Team TADO
The Planet Crafter - AManSgottaDo
Hello Terraformers!

I've just updated a new version (v0.7.005) on the development branch.
To try it, see the "How to switch branches?" question in the FAQ.

This version focus on bugs & performances.

As usual, restart Steam to get the update, and backup your save before trying the dev branch.


V 0.7.005 : Temporary changelog
Add a new "priority" option on logistics
Improve drone system to avoid bugs & edge cases

Bug fixes :
Fix grabbing item in shallow water bug (Finally, thanks everyone for your patience! :)
Can't breathe under water anymore
Fix uranium mine not powered engines

Performances :
Hide maps icons if map is not open
Avoid detection of object is under water if not necessary
Hide small screens, lights, and some trigger boxes when far away
Somes more improvements here & there


Stay in the loop

As always, don't miss any informations about Planet Crafter and Miju Games :

See you soon, and good terraforming!

Brice for Miju Games

Home Wars - Insane Dreamers
Hello Generals!

Some of you have asked me to extend the longevity of the Custom Battle mode; as a result, I have made the following changes:

- Battle Points have been increased from 100,000 to 10,000,000

- stocks of all ammo types have been increased from 1,000,000 to 1,000,000,000!

I think with all this ammo, you could really start a hypothetical World War Bug :D


I've also added my latest games to the right side of the Main Menu, so you can keep up to date with my work.

Fullback Simulator store page is now released on Steam!
In a few days, I will release a DEMO playable by all for free, so you can have fun while waiting for the full game.
https://store.steampowered.com/app/2322370/Fullback_Simulator/


As always, I remind you that Home Wars 2 remains my main future project, but, being an extremely complex and very broad title, I first want to develop some small project that I have in mind so as not to have any regrets.


I love you all! :D
Them's Fightin' Herds - Mane6 Dev Team
Greetings! Patch 4.0.1 is our first update to the game in 2023 and is primarily aimed at cleaning up loose ends from the Texas release. We've got a number of bugfixes that should smooth out inconsistencies and provide stability, as well as a few targeted balance changes.

We're still hard at work developing the latest character to be announced for our Season 1 Pass, Stronghoof. In the meantime, please enjoy this small but important update!

Gameplay
General
Bugfixes
  • Backwards-jump-canceling Velvet's and Tianhuo's 6A attacks will now cause them to leave the ground instead of going into preblock. This fixes an inconsistency with every other jump-cancelable move in the game.
  • Fixed an oversight where Velvet, Oleander, Tianhuo, and Shanty were not in counterhit state after a whiffed level 3 super.
  • Fixed an oversight that allowed armored attacks to affect level 3 supers from Arizona, Velvet, Oleander, and Pom. These attacks should now successfully break armor.


Bugfixes
  • The invulnerability for Sculpted Perfection will now occur on frame 7, fixing inconsistencies.


Bugfixes
  • Fixed certain chain attacks not coming out consistently. Players would get forward attacks instead of low attacks. (6A > 3B or 6A > 3C)
  • Fixed an oversight where Fred 6D had too much blockstop, which caused pushblock or Cross Canter inputs from the opponent to be ignored.


Bugfixes
  • Fixed an issue during Deadly Affection where Paprika would sometimes not go into hitstun after being hit by a super attack.
  • Fixed an issue causing A specials to trigger a gift eat if not negative-edged. As a rule, all A specials should bypass gift eating.
    • KNOWN ISSUE: An unintended change made as part of this bugfix causes normals performed as a reversal to no longer trigger eats. This will be corrected in the next patch.
  • Fixed an issue causing the first hit of Smother to fail playing its sound effect.


Bugfixes
  • Fixed an issue where Pom's dogs would sometimes not have their attacks canceled immediately when Pom is put into blockstun, as they should.
  • (Probably) fixed an issue causing Bark to not go through the full length of active hitboxes when deleting a projectile.
  • Fixed some specific interactions with Texas that would cause Pom's dogs to not leave as soon as their health is depleted.
  • Fixed some dog layering issues that would cause Momma and Papa to appear in front of Texas during certain animations. Now they should layer behind Texas at all times as intended.
  • Fixed a cosmetic bug where players could see Momma "pop" out of existence when leaving the stage if she had to travel far enough. Momma will now fully leave the screen before despawning.


Balance
  • The invulnerability period for 7D has been shortened significantly.
    • This reversal is one of the most controversial abilities in the entire game. We’re finally addressing it after over a year of it slipping through many previous patches.
  • Tianhuo's metergain has been adjusted across the board.
    • This finally lines Tianhuo up with the rest of the cast's metergain adjustments in patch 3.0 for level 3 supers balancing. Until now, Tianhuo was operating on old metergain rules which don't translate to 3.0+, as it makes her level 3 far too accessible. We want level 3 supers to remain special occurrences and not a regular part of every single game.


Bugfixes
  • Fixed an issue causing a reversal level 1 super to instead come out as a normal after Shanty was buried by Texas Smash.
  • Fixed an issue where wallbounce stun would cause camera problems during Wall Cling attacks.
  • Fixed afterimages from installs (Shanty and Tianhuo in their level 2s), if active, being superimposed over the ship segment of Shanty's level 3 super.

Texas
Cosmetic
  • Texas now has a crouch idle animation.
Balance
  • The damage bonus from landing a Bullseye is no longer true damage. The attack now respects scaling rules.
Bugfixes
  • Fixed an oversight that allowed Texas to gain more meter than other characters when being hit.
  • Fixed an issue where Bullseye benefits were not occurring during certain combos.
  • Fixed an issue where Air Cowbell would sometimes cause a wallstick instead of a wallbounce.
  • Fixed an issue where characters had varying recovery distances from Texas after being grabbed by Texas Smash. All characters should now have the same recovery distance.
  • Fixed an issue causing Stomp to have an inconsistent amount of armor.
  • Fixed an issue where Earth Pull would sometimes be jump cancelable.
  • Fixed an issue where Prairie Pummel would sometimes have inconsistent advantage frames, and sometimes fail to cause a hard knockdown.
  • Fixed a rare instance of Pummel Pillar having inconsistent periods of hitpause after activation.
  • Fixed an issue where the camera would not follow Texas properly during and after Pummel Pillar.
  • Fixed an issue in the Texas mirror match where if Pummel Pillar was used while the other player's Pummel Pillar was still active, both the camera and the spawned rock objects would get displaced.
  • Fixed an issue where if Tianhuo hit Texas with her level 3 super while Pummel Pillar was active, the cutscene would play out with improper pacing.
  • Fixed an animation glitch where Texas would snap backwards suddenly after a successful back throw.
  • Texas is now properly able to be counterhit during Rodeo Run.
Feb 23, 2023
Kerbal Space Program 2 - mb_pd
Hey Kerbonauts, KSP Community Lead Michael Loreno here. I’ve connected with multiple teams within Intercept after ingesting feedback from the community and I’d like to address some of the concerns that are circulating regarding KSP 2 performance and min spec.

First and foremost, we need to apologize for how the initial rollout of the hardware specs communication went. It was confusing and distressful for many of you, and we’re here to provide clarity.

TLDR:
The game is certainly playable on machines below our min spec, but because no two people play the game exactly the same way (and because a physics sandbox game of this kind creates literally limitless potential for players to build anything and go anywhere), it’s very challenging to predict the experience that any particular player will have on day 1. We’ve chosen to be conservative for the time being, in order to manage player expectations. We will update these spec recommendations as the game evolves.

Below is an updated graphic for recommended hardware specs:



I’d like to provide some details here about how we arrived at those specs and what we’re currently doing to improve them.

To address those who are worried that this spec will never change: KSP2’s performance is not set in stone. The game is undergoing continuous optimization, and performance will improve over the course of Early Access. We’ll do our best to communicate when future updates contain meaningful performance improvements, so watch this space.

Our determination of minimum and recommended specs for day 1 is based on our best understanding of what machinery will provide the best experience across the widest possible range of gameplay scenarios.

In general, every feature goes through the following steps:
  1. Get it working
  2. Get it stable
  3. Get it performant
  4. Get it moddable
As you may have already gathered, different features are living in different stages on this list right now. We’re confident that the game is now fun and full-featured enough to share with the public, but we are entering Early Access with the expectation that the community understands that this is a game in active development. That means that some features may be present in non-optimized forms in order to unblock other features or areas of gameplay that we want people to be able to experience today. Over the course of Early Access, you will see many features make their way from step 1 through step 4.

Here's what our engineers are working on right now to improve performance during Early Access:
  1. Terrain optimization. The current terrain implementation meets our main goal of displaying multiple octaves of detail at all altitudes, and across multiple biome types. We are now hard at work on a deep overhaul of this system that will not only further improve terrain fidelity and variety, but that will do so more efficiently.
  2. Fuel flow/Resource system optimization. Some of you may have noticed that adding a high number of engines noticeably impacts framerate. This has to do with CPU-intensive fuel flow and Delta-V update calculations that are exacerbated when multiple engines are pulling from a common fuel source. The current system is both working and stable, but there is clearly room for performance improvement. We are re-evaluating this system to improve its scalability.
As we move forward into Early Access, we expect to receive lots of feedback from our players, not only about the overall quality of their play experiences, but about whether their goals are being served by our game as it runs on their hardware. This input will give us a much better picture of how we’re tracking relative to the needs of our community.

With that, keep sending over the feedback, and thanks for helping us make this game as great as it can be!
Feb 23, 2023
Eco - SLG-Dennis
Hey Citizens,
we're releasing Update 9.7.9 to mainly address a memory issue with servers:

Civics:
  • Fixed: Contracts would show an accept button for the creator if they were an admin and cause errors when the payment clause was used.
  • Fixed: Custom Stats containing absurdly high numbers could lead to the server no longer booting.

Server:
  • Fixed: Wrong initialization order that in specific circumstances could lead to the server no longer booting.
  • Fixed: Issues with memory allocation and garbage collection, especially on AMD CPUs with many cores and a tighter memory budget, that could lead to major lags and server crashes.

Miscellaneous:
  • Improved: Clarified description for "GrowthRateModifier" server setting. (Note: There is a known issue with the soil sampler showing incorrect growth times, this will be fixed in Performance Update 3.)
  • Fixed: Removed rooms were never truly removed from their deeds, using unnecessary memory.
Shotgun King: The Final Checkmate - Rémy 🍬
Hi everyone!

We're absolutely stoked to announce Shotgun King is Steam's Weekend Deal for the next 7 days, with a 25% discount which is the deepest discount we've done on the game so far!

We even commissioned an artist to make some sick promo art! Check it out below, we think Fafodill did an amazing job!

We're also featuring on brodcast a speedrun by our Discord member Etilon, achieving an impressive 1min win with the Victoria shotgun! Thanks to them for sharing the video with us and letting us show it off on the Steam page during the sale!

And there's more! If you already own Shotgun King, we still have a discount for you! Our other game MOONPONG: Tales of Epic Lunacy is also on sale for 25% off, with a further 15% discount if you already own Shotgun King and buy it as part of the PUNKCAKE Délicieux Developer Bundle!

And if you got no money but still want to support us you can also wishlist our upcoming strategy dungeon-building roguelike The Wratch's Den!

Thank you all for the love and support as always!
There will be more Shotgun King news in a little while!


Take care and have a great weekend!
- PUNKCAKE Délicieux 🥞

Asterigos: Curse of the Stars - Rosie_tinyBuild
https://store.steampowered.com/app/1969900/Asterigos_Call_of_the_Paragons/

It's time to challenge the Legendary Heroes of the past!

Asterigos: Call of the Paragons is now available!

The owners of the Deluxe & Ultimate editions can now download the DLC and enter the new realm to experience the forgotten myths and legends of Aphes.


Watch The New Trailer



Check out our previous posts where we explained in detail:
We wish you luck and see you in Phantasma!



Asterigos is now Steam Deck Verified!





Join our community
Make sure to join the official Discord server to chat with fellow travellers, and follow us on social media to stay up to date with all the news!
Synth Riders - HeyFalcon
We DARE you to FEEL GOOD in Synth Riders with the Gorillaz Music Pack

Immerse yourself in the virtual world of Synth Riders with a brand new Gorillaz-themed stage while grooving to some of Gorillaz' most iconic hits, including tracks from their latest “Cracker Island” album. This new music pack is a perfect addition to your ever-extending library of tracks in game.

Here is the full track list:
  • Feel Good Inc
  • Clint Eastwood
  • New Gold (feat. Tame Impala and Bootie Brown)
  • Dare
  • On Melancholy Hill
  • Cracker Island (feat. Thundercat)
  • Sleeping Powder
The songs will be available for $1.99 or save as a bundle! Game sold separately.

Grab the Gorillaz Music Pack (bundle) and save!
https://store.steampowered.com/bundle/30544/Synth_Riders__Gorillaz_Music_Pack/

Best way to start riding and save big on game + all addons, grab yourself the Complete Collection:
https://store.steampowered.com/bundle/16575/Synth_Riders__Complete_Collection/

Along with this music pack - Synth Riders will receive an update to add "Psycho Road" stage to the game for all users to enjoy. A spectacular new stage influenced by Gorillaz that is usable in all songs.



Release Notes for Version 2.3.24.a11 - Gorillaz Music Pack

Please make sure you and your friends are all updated to this version of the game before going into Multiplayer, this version of the game is not compatible with previous versions of the game!
  • Gorillaz Music Pack (DLC) now available for in-game purchase.
  • Added "Psycho Road" linear stage available free for all players (compatible with Stages > Moving Stages > Off setting and Settings > Visuals > Contrast Corridor to improve experience for players who may experience motion sickness in linear stages)
  • Updated leaderboard icon display for all supported platforms
  • Updates to cross-platform multiplayer support
  • Fixed issues around ban and global mute for Multiplayer
If you want to support the development of Synth Riders, we really appreciate reviews left in the store!

As always we welcome your feedback and bug reports on our Official Discord server or in the Synth Riders Official Community on Facebook.

Follow Synth Riders on Twitter, Facebook, and Instagram, and join their Discord community for more news and events.
Cult of the Lamb - ehjaredj
Major Update Coming Soon
Cult of the Lamb will be matching our biggest sale this weekend, with a whopping 25% off! If you’ve been sitting on the fence, now is the perfect time to pick up and play because we’re working on a FREE Major Content Update, Relics of the Old Faith. This update will have new challenges, new combat abilities, and new ways to manage your Cult!



With the power of the Lamb on the rise and the Followers flocking, Cult management isn’t as easy as it once was… until now! RELICS OF THE OLD FAITH will introduce new buildings to keep your Cult efficient, aesthetic, and growing, growing, growing.

Kitchen
You’ve been a single Lamb, slaving away to feed your Followers for long enough - build a Kitchen in your Cult, and assign a Cook to keep those hungry mouths fed! Queue up to 30 meals and let them cook.



Shared Shelter
Praise our great Lamblord for solving our housing crisis! In a Shared Shelter, three Followers can share one roof that will never collapse.



Crypt
Lay multiple Followers to rest in their final and eternal sleepover with the introduction of the Crypt! A way to keep graveyards small, and avoid those nasty rotting corpses while each upgrade stores more bodies.



Organised Farming
Love a well-tended garden? Farm Plot Signs let your farming Followers organise your crops! Choose a certain crop for the sign and the Follower will plant those seeds around it.



Your Feedback Helps!
We’re working on these new structures based on your feedback. However, they are only a small part of Relics of the Old Faith. An update that will primarily focus on adding more combat depth and endgame replayability!

Here at Massive Monster, we’re committed to making Cult of the Lamb the best game it can be, with Relics of the Old Faith releasing soon, and a second Major Content Update coming later this year. Thank you for keeping the Faith high, the Devotion flowing, and the Lamb crusading through the evolving world of The Lands of the Old Faith…

Join the Cult e v e r y w h e r e !
Reddit
Discord
Twitter
...