Welcome to the next devlog for Prison Simulator VR! Today, we're excited to share updates regarding the workshop. One of the key aspects of Prison Simulator VR is managing the time and activities of the prisoners, and one of the options for this is to take them to a workshop where they can learn and practice woodworking skills.
To initiate this process, you need to go to the cellblock and identify the prisoners who are willing and able to participate in the workshop. Once you have selected the volunteers, you lead them to the workshop area and start the session. But be warned, keeping order and discipline among the prisoners can be a challenge. Not every prisoner has enough patience to finish his project, and maintaining a safe and productive environment requires careful attention.
If you want to be even closer to the development process - you are more than welcome to join our Discord server and ask us any questions!
Update #39 brings some modifications and new free content in the game as supporting our new Night Vision DLC.
As always, we give aways some content for free in the main game. This time you can win or found in newspaper some of the Night Vision DLC contents. While you would need to buy the DLC to unlock all the features, this update brings some of the content for your for free.
We have fixed several bugs, updated our translations, modified environment lights at night as well as tweaked our headlights for better performance. Also, added some new limited night races, which has time limits to enter.
Support for Night Vision DLC
Added some free content from Night Vision DLC
Tweaked environment lighting for nights
Updated road materials for better lighting effects at night
Added new Night Races
Limits of taking petrols moved down from 1000 to 50 for Gas Guzzler Achievement (so you can unlock in one lifetime)
Show times in Race Lobby
Bug fixes
Patch 1
Date: 25-04-2023 Version: 1.5.9516
fixed Narnoo Convertible's interior texture
fixed Kanji's hood RaceLight body color and textures
removed the remaining old trees on Noordu and Yanagin (caused strange look at night from a distance)
Jingu's Roof race light mount has been repositioned to avoid conflict with AirIntake
updated localizations
Patch 2
Date: 12-05-2023 Version: 1.5.9546
adjusted overall light intensity in the render
fixed flipping NPC (Vee) car on Backyard
improved stability and gamesave integrity
fixed the issue which caused suspension "jump" after each part removal/installation
[ADDED] Auto Refresh when not finding any sessions [ADDED] The ability to set Bot Difficulty from the config file [ADDED] The ability to set win conditions from config file
[FIXED] Defect where long server names could display over map information [FIXED] Defect where Dedicated Server was not updating heartbeat [FIXED] Defect where bot numbers were not being crrectly set on dedicated servers
Hey everyone, we're here to bring you V1.2.2, a small QOL patch that adds a new XP system and fixes some bugs! Here are the changes below:
Main Changes
Added a new stats button (show below) in the main menu, showing the player stage clears on each difficulty and their commander XP. Level up all the way up to Level 100! (We still haven't decided what rewards to give to you for reaching certain levels, let us know what it should be!)
Cryonova's bossfight has been reworked in a more challenging way... Good luck!
Quite a few bugfixes that will make your Cubelander experience way more pleasant!
Thanks for playing - we'll be working on v1.3 while you do that... - Hyperreal Games (Full Changelogs listed below)
Full Changelogs
Stats Menu
Check out all of your level completions from Normal to Invictus Mode with this new menu
You'll now gain XP for killing enemies and completing levels to increase your commander level. Try to level it up to Level 100!
Bugfixes:
Mrithus will now properly use attacks as intended
Fixed the level select displaying 'Wall' defender twice
Lv1 Core should no longer generate money (It wasn't supposed to in the first place)
Fixed core upgrade buttons being enabled when you couldn't afford the upgrade
Core upgrades now properly trigger inflation on Prestige Mode
Performance and stability improvements
Boss Adjustments:
Mrithus -> - AI Bug Fixed (should now properly attack in this update) - AI is more predictable and now follows a preset attack pattern - Phase 2 HP increased from 150000 to 250000 (Developer's notes: Making Mrithus's AI more predictable to ensure a more consistent and enjoyable fight, and increasing Phase 2 HP to make sure players aren't killing it too fast)
Cryonova -> - Now more aggressive as it loses health - Now summons many more Mininovas as it loses health (Developer's notes: Cryonova spent quite too much time doing... nothing during the bossfight, especially on lower difficulties. While we understand that she's really difficult in Prestige and Invictus mode with her 3rd phase, we don't want to make the bossfight "free". Buffing her to force the player to be more proactive in this bossfight.)
Enemy Adjustments:
Deathgripper -> - Speed decreased from 1.4 to 1.3 (Developer's notes: Deathgripper is a bit too fast and on later levels, where there are many waves are too frustrating to play against. Nerfing its speed to give the player more time to react.)
Diplomat -> - Armor/Magic Armor buff capped at 12 Armor/Magic Armor (from 15) - Buff CD increased from 0.10 seconds to 0.12 seconds - Buff radius decreased from 33 to 25 (Developer's notes: Now that true damage in this game is significantly more limited, Diplomat's ability is too overwhelmingly, especially against newer players. Reducing the armor gains from enemies should hopefully make it less frustrating to go up against.)
Vexator -> - Now deals more damage to cores when let through - Health decreased from 4600 to 4400 (Developer's notes: A strategy found in playtesting was that we would often just leak Vexators because they barely did any damage to cores and were too much of a hassle to stop. We believe that the Vexator should be a high threat enemy that can go berserk if left unchecked, so we made it significantly more costly to let one through.)
Underlord -> (Only appears in Overlord Bossfight) - Health decreased from 8000 to 7500 - Speed increased from 0.1 to 0.4 (Buffed speed will be same as previous) (Developer's notes: With the v1.2 defender rework, Underlords are too slow and ineffective during the bossfight to pose a real threat to the player. Changing this accordingly.)
Mutant -> - Attack range reduced from 70 to 45 (Developer's notes: Mutants would often not move from their cores and snipe defenders from afar, so often their retreat ability remains unused. Reducing its attack range so players have more of a chance to see the abilities of this enemy.)
Voidling -> - Health reduced from 7500 to 7250 (Developer's notes: Voidlings are a bit too strong to go up against, even though they appear in only 2 levels currently. Nerfing them a bit.)
Maniac -> - Size of model increased - Speed reduced from 2 to 1.75 - Attack increased from 45 to 56 - Health increased from 235 to 300 - Now gets a burst of damage reduction when enraging (Developer's notes: These adjustments were made so that maniacs would not be instantly killed before they are able to fully enrage, but also reducing their speed so that the player has more time for counterplay.)
Tower Adjustments
Ballista -> - Damage p/shot decreased from 32/56/75/90 to 29/53/72/87 (Developer's notes: Ballista is a bit too strong on Invictus Mode, given it has very long range and doesn't consume energy. We're going to decrease its damage slightly, this will impact the early levels more, which should hopefully prevent it from being too dominant on Invictus Mode.)
Frozen Shot -> - Range adjusted from 25/30/35/40 to 32 flat - Freeze on-hit duration increased from 1.4/1.7/2.0/2.3 seconds to 1.5/1.8/2.1/2.5 seconds - Damage p/shot increased from 77/135/178/266 to 82/140/183/271 (Developer's notes: Frozen Shot has been left in the cold for a while... and underused. Turns out taking away its main ability of freezing enemies left it completely useless. Partially reverting the previous nerfs.)
Frostfire Laser -> - DPS increased from 85/180/295/400 to 90/185/300/405 - Burn points p/tick increased from 1/2/3/4 to 2/3/4/5 (Developer's notes: Frostfire Laser has also been left in the cold for a while! But nowhere near as bad as Frozen Shot, so we're giving it a small damage bump.)
Defender Adjustments
Titania -> - Cooldown reduced from 23 to 21 seconds (Developer's notes: Titania's cooldown is pretty... long, which prevents it from being viable on autospawn. Reducing its cooldown should hopefully make it stronger.)
Wall -> - Health reduced from 120 to 110 (Developer's notes: Wall's still a bit too strong for Cubelander, so we're going to trim a bit of health from it!)
Infantry -> - Cooldown reduced from 5 to 4 seconds - Health reduced from 50 to 45 - Attack increased from 4 to 6 (Developer's notes: Infantry has been left a bit underwhelming for early game, so we're going to buff its attack, but nerf its survivability so it can't be used in conjunction with Wall to infinitely stall enemies.)
Mage -> - Cooldown reduced from 7.5 to 7 seconds (Developer's notes: Increasing the spammability of mage should hopefully allow it to be used more often in later levels!)
Barbarian -> - Cooldown increased from 10 to 12 seconds - Health decreased from 125 to 115 - Attack increased from 20 to 23 - Bullets explosion radius increased from 0 to 3 (Now deals area damage) - Heal p/second reduced from 6 to 5 seconds (Developer's notes: The Barbarian feels a little bit underwhelming in the later levels, where many enemies are being spawned at once. We're going to buff it a little bit for late game, but also reduce its spammability to prevent it from being too strong.)
Paladin -> - Bullets explosion radius increased from 4 to 6 - Health increased from 350 to 375 (Developer's notes: Paladin has been a bit too weak for its expensive price and long cooldown, so we're going to give it a bit of help to make it more worth using!)
Greetings operators, one of the most important values is transparency, so let's answer some questions.
➞ Who are you?
We are Deep Worlds, and we're the team behind BL. Originally, two developers started the project about 4 years ago, but since then we've grown and now are 12 people working on it. Most of our team members are freelancers who've joined us recently to help us achieve our goals. Many of them come from modding communities.
➞ Can I participate in test sessions?
We organize small tests sessions on our discord to get as much feedback as possible on the game and its mechanics. Anyone can get a chance to participate in the test sessions as long as you have the insider role. By having the role, you'll get notified when we will be hosting playtests. We are mainly granting access to the game for a limited amount of people that are quickly available for testing when we need. We are not ready for bigger playtests yet.
➞ In which languages will the game be available?
English
Spanish (Spain)
Spanish (Latin America)
Chinese trad. Taiwan
Chinese simpl.
Italian
Polish
Portuguese (Portugal)
Portuguese (Brazil)
Russian
German
French
Korean
Japanese
Turkish
This list may vary depending on wishlist localization data.
➞ How much will the game cost?
Standard Edition: €39.99* The price will be localized, which means it will vary depending on where you live, to suit different economic situations.
Supporter Edition: €69.99* Contains exclusive skins, guaranteed access to the PTE and other bonuses to be announced at a later date. *Price in France as a reference
➞ When will the game be available?
While we don’t like to talk about a release date because we don’t want to disappoint you by postponing it, we plan to make a playable build available in the form of a demo in mid 2025. We plan to release the open Early Access at the end of 2025.
➞ On which platform will the game be available?
The game will release on PC (Steam). However, if it does well, we're considering releasing it on PS5 and Xbox Series X as well. We don't have any exact dates to share at the moment, but we're excited about the possibility, since consoles make up about 50% of our potential market. It's definitely an attractive prospect for us!
➞ What about Cheaters ?
We are all aware that cheaters are a significant issue in extraction shooters, and we simply cannot promise you that our game will completely solve this problem. However, what we can assure you is that if it becomes a big concern, we will allocate a substantial budget to fighting cheaters, and we won't hesitate to implement radical solutions to solve the problem.
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Multi-Level Raids
As You already know, raiding is one of the most exciting and profitable activities in the game. With this new update, we wanted to make it more challenging.
So, how do these multi-level raids work? Well, each raid is divided into several stages, and players must complete each stage to progress to the next level. After finishing each stage of the raid, players will be presented with a choice: continue to the next stage or finish the raid and collect the loot they've acquired so far. If players choose to continue, they'll be grouped with other players who have made the same choice and continue to the next stage. However, if players in a squad make different choices, the squad will disband, and those who want to continue will be grouped with other players in the group finder. This ensures that players who are committed to completing the raid can do so without being held back by those who aren't. The final stage of each multi-level raid will be the most difficult but also the most rewarding. Players will have to decide whether to risk everything and continue or play it safe and collect the loot they've earned so far. This decision will be a tough one, but it's what makes these raids so exciting. If you're looking to earn the most juicy loot in Lost Region, multi-level raids are the way to go. With each level you complete, the rewards become greater, so if you're up for the challenge, you could walk away with some seriously valuable items.
Major PMC contracts
As you might remember, PMC is a private military company that serves the role of clan in Lost Region. With the introduction of these major contracts, players now have a new opportunity to showcase the strength and capabilities of their clans. The contracts can be taken by the PMC that is strong enough to handle them, and upon completion, they will bring in significant profits for the entire clan. But that's not all: completing these contracts will also change the reputation of the entire clan drastically. This means that every player involved in the completion of the contract will receive an increased reputation, making them more valuable assets for the clan in the future. The contracts will be assigned to every PMC member, and each member will have the option to participate or not. However, it's important to note that the more members that participate, the higher the chances of success in completing the contract. Most of these contracts will involve fighting with the opposite faction, which will require the PMC members to work together and strategize to overcome the challenges. Apart from increasing reputation and profits, the completion of a major PMC contract will grant the clan access to unique faction items that cannot be obtained anywhere else in the game. These items are rare and valuable and can give the PMC a significant advantage over other clans in the game. Such a contract itself could have a simple task, like killing a certain amount of soldiers of the opposite faction, or something more complex, like capturing the key point of the map, such as a dam. Let it be clan wars.