Welcome Contractor to the Cygnus Enterprises demo!
We’re sure you have plenty of questions, so this guide is designed to help you get a feel for the game. From the start, you have access to three save files. Each save file is one of the six different classes within the game, so try the one that interests you most!
The demo starts right as you land in a monster-infested area. This is a great opportunity to experience the battle system! First you’ll notice that you can move your character with WASD, shoot with the left mouse button, and use your weapon’s special ability with the right mouse button. Using the scroll wheel will help you change between your two equipped weapons. The demo gives you access to high-level weapons, so blast away to your heart’s content! Each class has unique skills that can be used with the number keys to increase your chances of survival. Hover over the skills with your mouse to see what they do. If you’re in a pinch, press space to dodge!
On the top left you can see your current objectives, orange objectives are main quest objectives while blue objectives are side quest objectives. Follow the objectives to complete the mission!
After completing a mission, you’ll see a summary screen that details various information about your character and the base. This is a great opportunity to take a breather and think about what you can do to improve your base during the next in-game day! Your game is conveniently saved after each in-game day.
Now you’ve returned to the central hub for the game, the Base! You’ll be spending a lot of time here, so make sure to get acquainted with it! You can see some of the management options along the bottom, including Build Mode (more on that later), Inventory, and Overview. The first order of business is repairing the Cloning Facility, follow the yellow arrow near your character to find the Cloning Facility and press F to repair it.
Now that the Cloning Facility is repaired, it’s time to apply for a promotion! Press the P key to open the Promotion menu. Press apply to apply for a promotion. Congrats, you’re no longer a trainee!
Back at the base, it’s time to assign Max23 to a job. Head to the Headquarters and interact with the Employee Management terminal on the left. In this menu you can choose where to assign your employees, either manually or by pressing the Auto-Assign button on the bottom right.
Max23 has a job, but employees also need shelter, so enter Build Mode with the B key. Along the bottom, find the amenities tab and build a shelter.
Once the shelter is built, go back to the Employee Management terminal and choose the Housing tab. You can drag and drop manually or you can press Auto-Assign to automatically assign housing.
Now Max23 has a job and a place to live, but apparently people also need food. Go to Build Mode (B key) and place a Canteen in a convenient location. Enter the Canteen and start cooking!
Everyone likes a Fruit Cake, so click on the Fruit Cake icon on the bottom right to add it to the production queue. The queue will be processed at the end of each day, but Max23 is hungry now… So let’s press the blue Cook button at the cost of 1 Stamina.
Much like the real world, employee happiness depends on many factors, so keep an eye on your employees and make sure that your employees are satisfied!
With Max23’s needs now finally met, we can now go out and explore the world again. Head back to the Headquarters and use the World Map to the right. On the World Map you can see plenty of icons. Blue icons are side missions, while yellow missions are story missions. Let’s go to the story mission “Retracing My Steps”.
Follow the objective markers on your mini-map and help PEA investigate the deserted base.
Once you finish the mission and return to Base, it’s time to find this mysterious seed vault. A fierce battle is awaiting you, so make sure you’re mentally prepared! When you’re ready, go back to the Headquarters, enter the World Map and click the story mission “You Reap What You Sow”. Complete the mission and return to Base.
With that done, we now can undertake the final mission of the Demo, “Black Swan Down”. Head to the World Map and start the mission. This mission will test your battle prowess as you help Veronika, so make sure to take full advantage of your job abilities and weapon skills.
Congratulations! You have completed the Cygnus Enterprises demo! This demo was just a small taste of what the game has to offer, and many more adventures and challenges await you in the full version of the game! You can purchase the gamehere! Thanks for playing!
If you'd like to connect with us and get regular updates on Cygnus Enterprises, please follow us on Twitter @Cygnus_Game, and if you'd like to join our growing community, join our Discord, Reddit, and finally, don't forget to buy the game on Steam!
Attention adventurers! Get your weapons and equipment ready, because the next weekend will be epic!
We are thrilled to announce the DOUBLE XP weekend! Yes, you read it correctly, all your actions in the game will be rewarded with double experience throughout the entire weekend!
Don't miss this opportunity to level up faster, unlock new abilities, and become a true hero in our virtual world. Face challenging monsters, complete exciting missions, and be part of unforgettable adventures!
Call your friends, form powerful groups, and discover together the secrets that our game hides. With the DOUBLE XP weekend, you'll be one step ahead of your competitors and reach higher levels in less time.
Don't miss out on this incredible journey. Take advantage of the DOUBLE XP weekend and embark on an unparalleled adventure! Come to our world and leave your mark!
Week Sixty Six introduces a new mission to Icarus, Ironclad. Tasked with deploying protective plating to three different locations in preparation for a research station deployment, your task will be fraught with risk and challenges.
We also give an update on our ‘Galileo’ project, and our progress so far on the fishing and bestiary features.
Jump in and have a read.
Mission: Ironclad
This week brings a new mission to Icarus, Ironclad. Your task is to deploy large metal plates in three different locations on the map in preparation for a research station deployment. Your briefing is as follows:
//OPERATOR: Sinotai // MAP: Styx // BIOME: The Great River // BACKGROUND: Schematics for plating construction in space or on the surface have been developed // MISSION: Deploy protective plating in prepration for research station deployment // TERMS: Schematics and deployment locations provided, additional plating will be provided as suitable launch windows arise
Orbital Exchange Interface Improvements
We’ve been gathering feedback on our improvements to dropship and mission reward pod landing spots and are adding one more safeguard this week, this time for Orbital Exchange Pods.
Orbital Exchange Pods can now be recalled from the Orbital Exchange Interface in case they end up in a bad position, allowing you to move past any location issues that may happen by random and prevent you from gathering resources.
Progress on Galileo
The first features you’ll see from our Roadmap are the Fishing system, a Bestiary and Achievements. We plan to combine these into one large patch, which we’ve codenamed Galileo, which we expect to share in 2-3 months.
More than just a Fishing Rod, our Fishing system will let you use rods, lures and traps to capture a variety of fish which can be used in new cooking recipes, decorations and collections. It includes a new UI for the anglers which records the number caught, the highest quality as well as longest and heaviest. You will have to traverse the map and fish in different environments to catch them all.
This week, we have been spending most of our time iterating on the catching mechanic for fishing and making adjustments to its performance and feel based on internal feedback. We have also managed to get the basic implementation of the bestiary and fishing UI in to our dev environment, as well as having a lot of the fish being modelled, skinned and rigged. These are the early foundations of both features, and we’re making great progress early on in this process.
Changelog v1.2.41.108522
New Content
IRONCLAD: Initial mission setup
IRONCLAD: Update mission steps, recipe requirements and objective locations. - Added old quest markers to vision folder
IRONCLAD: Added dialogue events and increased rewards
IRONCLAD: Added quest text when a new pod drop zone has been marked on the map
IRONCLAD: Fixed spawn locations selection
IRONCLAD: Fixed save progress
IRONCLAD: Fixed pod spawn locations.
IRONCLAD: Fixed snap point visuals on reload
IRONCLAD: Fixed mission completion dropping placed plating and not removing map icon.
IRONCLAD: Fixed pod deployment for clients
IRONCLAD: Added and updated mission art
IRONCLAD: Fixed spawn timings
IRONCLAD: Rewrote spawning logic.
IRONCLAD: Updated layered plating drop mesh
IRONCLAD: Improved visual feedback when completing a location
IRONCLAD: Fixed search area not being cleaned up resulting in pod spawning repeatedly
IRONCLAD: Add additional objective complete feedback to sides bravo and charlie
Fixed
DEP_Hedgehog - added 3x damage state meshes (SM_DEP_Hedgehog_MED_01-03)
Scorpion Hedgehog Trap - added 3x damage state meshes (SM_ITM_Scorpion_Hedgehog_Trap_01-03)
Fixed a number of typos
Fixed a bug preventing dynamic mission rewards that don't scale to only ever give 1 of the item. - Tweaked some dynamic mission rewards with fixed scaling in mind
Fixing geyser reverb being too loud when inside a cave with a geyser near by
Fixed grenade effect not cleaning up properly after detonation
Added ability for collection steps to complete on partial collection, setup AGRICULTURE: Hydroponics to complete collect step on partial collection
DYN: Cache, fixed a bug allowing abandoning the mission to grant XP
Permit Use Of Unstuck Button When Mounted
Added ability to rerequest exotic transport pods
Fixing up Plating placement in the quest step and reimporting deployable to have the correct facing to match and correct import scale
Fixed collection logic to work again with individual collection.
Added SPELUNKING to list of prospects that allow partial collection to complete their quest step
Reduced cooldown between exotic transport pod redelivery to 30s from 300s, added slight delay before new pod comes down after sending off current one
Future Content
Fixed an issue with the UI where the caption 'LMB to catch fish' would appear on both clients and servers
Fixed a bug where if a player switched item right as a lure caught a fish, the UI element 'click to catch fish' would linger on the owner
Updated Mo's Cave Prefab, River Spline Pass and Transition Cave Between Purple and Red Quad, Prometheus
Polish Green Tundra, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
Updated Striker animations, added LookAt Control Rig
Expanded Striker Melee Behaviour Tree to call each attack specifically, instead of relying on random GOAP montage selection
Polished around resources and spline points in Green Quad, and placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
Add audio volumes which set audio behaviour related to MegaTrees:
MegaTreeAudioVolume actor, a trigger box which calculates and sets dedicated FMOD parameters for mega trees
Set up related global FMOD params
Set up all required prefab functions to get working with world generation
Added audio volume instances to existing mega tree maps and updated the prefab assets, extents may require tweaking
Added some missing forward declarations from prefab code
Striker now turns to face target after performing combat dodges. Lowered striker max attack radius and gave some specific attacks damage source location overrides
Adding Stats for Catching Different types, quailty and rarity of Fish
Adding Stats for Fish Descriptors and assigning to fish upon capture, adding fish descriptors to FishData table
Adjustments to how the exotic cleaning device fmod event plays back to stop weirdness with stop starting
Update SetAudioComponentPlayState function to automatically release the audio component event instance on stop, preventing a subsequent play call from abruptly restarting the existing event instance. Partly fixes a bug where processor audio sometimes cuts out when the processor stops, instead of fading nicely
Adding lava broodling attack vocal and all footstep notifiers and attack notifiers
Added mesh, textures, materials for Gold and Copper Wire (ITM_Wire_Gold/Copper)
Added meshes (SM+DM), material, AO map for Carved Wood Sitting Bench (DCO_SittingBench_Wood_Carved)
Adding Lava broodling death vocalisations and event and data table entry
Removed Bad Actors in Mo's Cave and Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
Added Nav Mesh Bocker, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
Added several more assets for Buildable Rework Investigation
Added ability for Striker to dodge incoming projectiles. Increased Striker damage/health.
Added new BallisticSubsystem that can be used to retrieve a player's most recently fired projectile data
Make save/load aware of dynamic forecast changes (for upcoming dynamic mission hooks)
When capturing fish, ChanceToCatch stats are now taken into account
Adding in Fishing Bench Mesh and hooking up to Item
Transition Cave Between Purple and Red Quad, Prometheus
Fish Placed into Aquariums are now shown and bob up and down
Added power and water requirements to Aquariums, When Aquariums are powered the fish placed in side will not expire
General clean up around lava biome, on cliffs, resources and geothermal pools, Purple Quad, DLC
Adjusted and reimported DEP_Bench_Seat_Wood, DEP_Bench_Seat_Wood_INT to match DCO bench heights (for sitting anim)
Adding Gold and Copper Wire Items / Recipes / Talents
Fixed Super Cool Ice Deposit using incorrect deep ore material and displaying wrong name on tooltip.
Fixed Ice Borer attaching to deep ore deposits instead of super cooled ice. Added collision to super cooled ice deposit mesh
Adjustments to the play / stop behavior of the ice borer to stop the end sound playing when the borer is deployed. other deployables could benefit from this change too
Adding Striker Dodge vocalisation, data table entry and animation notifiers
Small adjustment to lower footstep land sizzle and small adjustments to lava river flow min vs max speeds for a better balance
Fixed Floating Deep Ore in GL Cave & Polish Swamp Transition Cave /Yellow Quad, DLC Map
Transition Cave Between Purple and Red Quad, Prometheus
Adding in layered plating mesh and material pass, icon to follow
Adding in layered plating Icon and hooking up to D_Itemable
The Tainted Ones. Fearsome and relentless fighters. Survivors of one of the deadliest disease of Ar.
Three of them are now joining the Agora.
That means: double the content of the game! Double the heroes (from 3 to 6!) Double the cards Double the companions (Yes, some companions are cross-factions!)
A full fledged new faction, with its unique gameplay and cardpool
Three new heroes
Several new faction antiqorums
The Tainted Ones are infected with a disease known as the Cobalt Curse. Surviving the ordeal, they now wield a cursed but potent power. Crushing their foes with their bare hands, they must be careful not to draw too much power from the Cobalt curse under penalty to succumb to it.
Gameplay-wise, add negative Virus cards to your deck in exchange for mighty effects. But beware not to clog your deck too much...
The Tainted Ones are ready to fight. Are you? We also have a Discord! Want to get to talk to us? Give feedback or report bugs? Get to see previews of upcoming releases? Join the Discord now!
Increased Wardress of the Unending Tower overall damage
Increased Wielder of the Last Arcane overall damage
Removed Fragile game mechanic
Bug Fixes
Fixed several save corrupting issues
Fixed several stability issues
Fixed an issue where the hero wouldn’t be healed at the end of the first 2 acts if the run was quit before reaching the first encounter of the following act
Improvements
Revamped the loading system to provide a smoother experience
Improved memory management to reduce the game memory footprint and memory leaks
Revamped fight initialization to avoid having many things initializing in parallel and resulting in an unpredictable first round
This time, we mainly updated the initial weapon unlocking and replacement function, and repaired a batch of BUGs
Global adjustment:
Initial weapon unlocking function==weapons or shields to strengthen the clearance with+3, and equipment can be selected at the beginning
14 level-0 weapons
When equipped with weapons shield initially, display the guidance animation
Decay changed to attack card
The new content is updated in the atlas
Death will not empty our beneficial buff
BUG repair:
Repair of split Slim pre-display error
In some cases, the attack power of blood staff was not updated in time. The problem was fixed
Yangyan element+the problem that you can't get red magic when you have elegy war patterns (Yangyan element+the elegy war pattern is equivalent to a red devil double card)
Fix the problem of pre-display error reporting
After the card is used, cancel the use of props, which will cause the card to be used
Optimization of poisoning killing without displaying damage
Do I have some good news for you. Rendering is done. 375 renders of pure joy, fun and other kinds of ... entertainment. Writing the next update is going well and estimated to be done in 1.5-2 weeks. After that the persistent data will be implemented and Steam achievements added. This will be the biggest update I ever made and I hope you will enjoy the Vn when it finally launches in april.
Why april? There still some more work to be done until all that is needed to have a good quality build for you is implemented. Rushing things is never going to end well. I'd rather cooked my meals longer than take them out of the oven too early(Except pizza)
More updates In the coming weeks will include a character card roster to introduce you to the "cast" of Cyberlinxxx.
- Added leaderboards: compete for the best time! - Added achievements - End of level dialog is no longer displayed when replaying a completed level (so you don't have to read it over and over again!), unless you exit to the main menu first - Fixed a bug where text could become invisible on the costumes screen - Lots of minor bug fixes and tweaks