World of Tanks - The Dot


Commanders!

Map environment interaction has always been one of the cornerstones of World of Tanks gameplay. Felling trees allows you to hide better from opponents, while sliding down a steep hill slope can help you attack your foes from the rear, and so on. We have always worked hard to keep expanding the bag of environment-related tricks players can use in battle. With Update 9.13, it became possible to fight inside buildings where you were safe from arty shelling. Later, with Update 1.0, the first destructible objects were added to serve as disposable cover.

Now the time has come for every player to try out two new map features first made available to the participants of the Update 1.20.1 Common Test: random events and dynamic cover. From May 15, play in the Recon Mission 2023 mode (accessible via the mode selector) and share your opinions with us in the updated questionnaires!


The addition of random events and dynamic cover makes gameplay richer and more varied while staying true to its basics. Random events give you a fresh selection of interesting opportunities once they happen, each with the potential to tip the scales of battle, and dynamic cover (which can be moved around the battlefield) gives you an open invitation to improvise. With these new features, your tactical awareness and inventiveness are rewarded more than ever. What’s important is that the gameplay enhancements you can experience in Recon Mission 2023 are just what we are ready to release for testing—and it’s only the beginning!


Random Events: Part and Parcel of Maps

A random event significantly impacts a large area of its map, creating new paths for vehicles and/or blocking existing ones, producing new cover and firing positions. One of the main goals of random events is shaking up the situation on the battlefield. Their locations (shown in the widget below) are most likely familiar to you as spots where fighting may come to a stalemate. Random events can break up deadlocks by offering both sides fresh tactical opportunities.

Random events are designed as integral parts of the locations in which they happen and are related to their setting. For example, Safe Haven features a seaport, and one of the random events there is a large cargo ship crashing into a dock. In Recon Mission 2023, random events are available on four maps: Himmelsdorf, Ruinberg, Prokhorovka, and Safe Haven.

Currently, we do not plan to introduce random events on every map, although the list of locations that do feature them may expand in the future. Also, we are currently prioritizing integrating random events into Random Battles because it is the core mode of the game. In the future, we may implement random events in other game modes.
Random Events: Current State and Mechanics

While playing in the new Recon Mission 2023 mode, you won’t be able to miss random events. Before an event starts, you will hear a warning sound, at which point the event zone will be marked on the map and the minimap with a red border, and then a countdown will start. Before it reaches zero, it is advisable to drive your vehicle out of the event zone. The current penalty for not doing this in time is the vehicle’s destruction, but this may change in the future.

Recon Mission 2023 is just one of the stages of ongoing random events development. Moreover, certain features are for testing purposes only and will not carry over to the release. For example, every possible random event (two or three per map) will fire over the course of every battle, each within a designated narrow time frame. This most likely won’t be the case when random events hit Random Battles—they will occur at more random times (or sometimes not even happen at all) and will possibly be triggered by certain gameplay factors.

With random events being very important to their locations (as they change their topography drastically on the go), we will pay special attention to their impact on map balance. We will use the data and feedback from Recon Mission while fine-tuning the existing events and designing new ones.

Random events may be random in their timing, but when one starts, it unfolds according to its unique scenario. For each event, its sequence, the location and size of its danger zones, and the shape of new cover and passages will always be the same. Therefore, you can already learn how every event unfolds to use the tactical advantages it offers in the future.

In Recon Mission, the visual effects for random events are not final, their current quality being sufficient for a gameplay test. When random events become part of Random Battles on certain maps, explosions will be much more impressive, fires will burn brighter, etc.

We are aware that random events may be a strain on some lower-end systems. By the time they hit Random Battles, we will address this by optimizing their use of system resources on any hardware and adding their versions for lower-spec systems that will be less demanding on performance but the same in terms of gameplay.
Dynamic Cover

Every Recon Mission location will also have dynamic cover: map objects that can be moved by your vehicle while giving it additional protection. You can use these objects in a broad variety of tactical situations, and it’s important to distinguish between the two types of dynamic cover: indestructible and destructible.
  • Indestructible dynamic cover currently consists of railway carriages and wrecks of tanks (either with or without a turret). These objects may be hard to push around with your vehicle, but you don’t have to worry about them being dismantled by enemy shots.

  • Destructible dynamic cover includes cargo containers as well as small and large concrete blocks. Each of these object types has an HP pool that can be depleted with several shots. The exact number of shots needed to destroy an opponent’s dynamic cover depends on its remaining HP count and the damage output of your gun.

We plan to add more dynamic cover objects in the future. Currently, there is a limited number of them because we are testing the mechanics and want to make it easier for you to identify the objects that can be moved and destroyed.

Recon Mission 2023: The Progression

Getting into the top 12 by base XP (in your team) in Recon Mission battles contributes to your progression bar. To complete the event Progression, you need to meet these conditions in 50 battles. Among the rewards you receive for reaching certain Progression thresholds are days of WoT Premium Account, Personal Reserves, directives, medals, and a special 2D style!


The Progression will be reset after the first week of Recon Mission (on May 22 at 10:00 CEST (UTC+2)), so you can complete it twice—and get double the rewards!


[expand type=details]





[/expand]
The Questionnaire

You can fill in the general questionnaire after having played 20 Recon Mission battles in which you were among the top 12 players on your team by base XP earned. There are also four map-specific questionnaires that unlock after you play eight battles on the given map (while also being among the top 12 on your team by base XP).

The set of questions you can answer has been reworked and expanded compared to the previous Recon Mission. In these, you are encouraged to give your opinions not only on the implementation of random events and dynamic cover on the available maps but also on the gameplay mechanics of these features, such as their randomness, timing, triggers, penalties for vehicles that fail to leave danger zones in time, and much more.

Play Recon Mission 2023, fill in the questionnaires, and help define the future of the game, Commanders!
May 12, 2023
Chernobylite Complete Edition - Pablo
Hello Stalkers!
As we promised, today and in the days to come, we are again looking behind the scenes of Chernobylite. This time, however, we want to show you materials that bridge the gap between an idea and making this idea a reality in the game.

Concept art is an essential first step in developing visuals and storyboards in the entertainment industry. Everything you see in movies, comics, and video games is the result of bringing ideas drawn on a piece of paper to life. Or in a graphics program. Concept artists give producers a snapshot of what the design will look like before it's finished. These graphics may concern, for example, the appearance of the environment, characters, or even individual items, as well as specific scenes.

A lot of concept art was created for Chernobylite. Over the last few years, we have presented you only a small fraction of them. Today we decided it was time to show something much more.

We will begin by presenting you with projects of some small objects. The point is to give you a foretaste of what awaits you in the near future. And it will be something to watch.

But to the point! Igor's portal gun project is the first on our list. The idea was for Igor to open a portal to another dimension with it, making a movement similar to cutting something in the air, like a piece of paper. Therefore, the original concept of the portal gun was to literally resemble such a cutter. The pictures below show that we are moving in the right direction. One of the earlier projects in particular seems interesting: Igor was supposed to wear on his back a device driving this "cutter". Old school in all its glory. The design evolved until it reached the form you can find in the game today.





PDA is another interesting project. We looked for inspiration in the design of mobile computers, walkie-talkies and old anti-shock mobile phones. On their basis, the first PDA project was created, which over time gained the appropriate shapes and functions visible on the screen.



Here’s a fine example of an idea that was interesting on paper but ultimately didn't make it into the game. The loot boxes were supposed to have a digital lock. The player's task was to find the code to the lock. Simple.



Finally, an interesting fact that you may have heard about before. As you may remember, in the report about Sashko, we mentioned that the rope on his belt wasn't there by accident. Originally, we planned to add the ability to climb the ropes that were hung in the Zone by Sashko. This gameplay element has been abandoned by us. As proof that we planned something like this, you will get this photo from us, where you can see the rope attached to the window.



As we mentioned, this is only a foretaste of what we are preparing for you in the coming weeks. The theme of the next post will be "nice views of the environment" :)

That's it for today!
Take care, Stalkers!

Do you like Chernobylite? Give us a review.



Follow our official channels to stay up to date:
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https://store.steampowered.com/app/1016800/Chernobylite/
HRO: Adventures of a Humanoid Resources Officer - Worthing & Moncrieff
Back in the day, games were shipped to physical stores. On floppy disks or CDs. In a box. And if you were really lucky the box would also contain stuff. In the industry they’re referred to as “feelies” and they were things like maps and notebooks, or — in one particularly memorable instance — a set of cardboard glasses attached to a plastic pig snout.

Of course, we’re distributing HRO: Adventures of a Humanoid Resources Officer via an online merchant, but we wanted to try to capture some of that world-building excitement we felt when we opened video game boxes in the eighties and nineties. So we produced a limited run of physical boxes, complete with an HRO “Orientation Guide” and your very own CSS Endeavor crew ID lanyard. There’s also a link to a special microsite where you can create your own custom crew avatar and identity card to print out. (You can check out the microsite at {LINK REMOVED} )

So if you do happen to see us at an in-person festival or conference, stop by the booth and we’ll have some copies to show off. In the meantime, stay tuned for the release of the game on May 21! We’re so close!
Train Operator 377 - mjack35
Update to version 1.009


Includes the addition of some very minor functionallity, but the cab lighting system has been extensively overhauld:

- Occasionally, the doors may fail to close properly, due to an obstruction.
If trhis happens, opening and closing the doors again will resolve the issue.

- You can now use the two way radio to find out how long you may be held up by a red light. Press E to use it.


- Various bugs have been identified and resolved.
Chronicles of 2 Heroes: Amaterasu's Wrath - mallendary
Hi heroes! 👋

Today is May 12th, and that can only mean one thing 👀

That you can finally play Tears of the Kingdom? 🤔

Well, I guess today means TWO things 😳

Apart from the new Zelda game, we're hyper-thrilled because there are only 👉 TWO WEEKS LEFT 👈 to play Chronicles of 2 Heroes!



Ayame and Kensei are ready to save feudal Japan in our retro platformer. Until then, they will be playing Zelda, too 😜

See you 🔜

-Israel, PR & CM

Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames

Expected patch release: May 15 (Pacific Time)

News & Updates
- Check out Lisk's Developer AMA and Jules' Gameplay & Balance AMA from this past month! These AMA ("ask-me-anything") events are run every month, so keep an eye on reddit for the next ones.
- Next Nova Cup: May 20-21
- Nekomata Cup: June 10-11. First-ever tournament tailored for players in Asia, Oceania, Europe and Africa! Details coming soon.
- Join the Tournament Discord to participate and receive tournament notifications. View all past Nova Cups here: Legion TD 2 eSports Portal.



New Content & Features

Major Feature: Emotes

  • Express yourself by spamming judiciously using in-game emotes!
  • Hold Shift+E to open up the emote window.
  • Personalize each emote with a variety of animation styles in Options > Social.
  • If you’re not a fan of Emotes, you can choose to receive emotes from nobody or only from friends in Options > Social.

Major Update: Game Coach Refresh
  • Each unlockable Game Coach now unlocks special emotes
  • Your currently-equipped Game Coach is now flexed as an emote just before Wave 1 starts..
  • Game Coach secret cards are now part of the Card Trader rotation and unlockable using Card Fragments.
  • Game Coach sound effects are now previewed when cycling through dialogue in the shop.
  • Plus, three brand new Game Coaches - see below!

New Game Coach: Pirate Coach

Ahoy, an' welcome to Legion TD 2! Booty be aplenty here in these waters. Time t' drop anchor 'n set sail!


New Game Coach: 200 IQ Coach

Greetings & salutations. Together, let us unravel the mysteries of the universe! Or, you know, just sit here and autosend.


Dude Coach

What's up, bro! Ready to have a good time?

Credits to Kidev for the original design!

Major Update: Creator Codes Upgraded!

  • NEW: You will now receive 10% bonus Premium Essence every time you make a purchase using a Creator Code!
  • As a reminder, every time you enter a creator code, AutoAttack Games donates 14% of its revenue from that purchase directly to that content creator.
  • Special Promotional Period: As soon as the patch drops, until the end of June, we’ll be doubling this rate to 28%!
We truly believe in the Legion community, and this is one more way we want to show our support for all who make Legion TD 2 what it is today. Content creators, it's all up to you to advertise those creator codes!

New Feature: Premium Essence Gifting

You can now send Premium Essence gifts to your friends, along with a personalized message. Access the gifting menu from the normal Premium Essence purchase screen. You'll see a new "Send as Gift" button.

New Skins

This month, we're excited to present the winner & some honorable mentions from the community skin competition!

New Skin: Totally Not Poisonous Hermit

Original concept by LanaDelRabiesLTD2

New Skin: Turbo Turtle

Original concept by e1esdee

New Skin: Spiny Shell Bone Crusher

Original concept by D4NW0LF

Spoiler: one more honorable mention coming in next month's patch.

Game Balance

Legion Spells


Dark Ritual
- Gold: 140 --> 145

Low win rate and pick rate.


Divine Blessing
- Health: 2250 --> 2150

High win rate and pick rate. Too strong with ranged off-tanks like Azeria.


Investment
- Income: 34 --> 33

High pick rate and indirectly buffed by king changes.


Loan
- Income penalty: -34 --> -33

Low win rate and pick rate.

Power Score
- Now weighs mythium slightly higher

This slightly nerfs long-saving mythium by making it less likely for saving to cause your opponents to go on fire.


King
- Health increased by +13% → +3% from waves 1 → 21
- Attack damage and spell damage adjusted by +5% → -4% from waves 1 → 21
- Wave 9’s Deflection now reduces damage from the king by 6%
- Wave 18’s Poison-Tipped Pole now deals 40 bonus damage against the king
- Removed a health nerf that only previously applied to waves 9 and 18

Buffing the king early game to make leaks to the king less punishing and encourage more workers.

King damage will also be more consistent on waves 9 and 18. Previously, mercenaries like Ogre on 9 and Four Eyes on 18 did disproportionately too much damage, while the waves themselves did unexpectedly little damage.


Fighters


Looter
- DPS: 5.3 → 6.1
— Damage: 5 → 6
— Attack speed: 1.06 → 1.02


Pollywog
- DPS: 6.7 → 7.8
— Damage: 7 → 8
— Attack speed: 0.95 → 0.97


Chained Fist
- Health: 200 → 210


Peewee
- Health: 240 → 260
- Booster: Attack speed bonus: +120% → 125%

Back when cheap unit spam was a dominant strategy, cheap units were heavily nerfed. Now that the game has checks against spam, it’s safe to rebuff these units. To test things and avoid disruption, we’re only buffing underperforming units, not adjusting units that would require power shifts (e.g. shifting power from Consort to Buzz). We may consider this in a future patch.


Veteran
- Stimpack: Attack speed bonus: +120% → 125%

Fun ability that’s currently underutilized.


Sakura
- Attack speed: 1.15 → 1.136

High win rate. One of the strongest openings in the game.


Slime Larva
- Health: 320 → 310
- Damage: 32 → 31

High win rate. Efficient stats, plus wave delay/split potential.


Fire Elemental
- DPS: Unchanged
— Damage: 32 → 30
— Combustion: Damage: 25 → 30
— Attack speed: 0.85 → 0.81

More magic damage, less pierce damage. Now perfectly 2-shots waves 3, bringing back Fire Elemental as an opening.


Canopie
- Health: 4850 → 4800

High pick rate and was indirectly buffed by the introduction of Tree of Life.


Seadragon
- Health: 900 → 870


Lifebinder
- Health: 2700 → 2610

High win rate.


Cursed Casket
- Health: 1520 → 1500


Cage of Pain
- Health: 2680 → 2650


Iron Maiden
- Health: 3820 → 3770

High win rate.


APS / MPS
- Attack speed: 1.43 → 1.39

High win rate.


Trinity Archer
- Damage: 57 → 56

High win rate.


Gatling Gun / Vulcan Cannon
- Attack speed: 2.13 → 2.2

Very low pick rate.


Eggsack
- Health: 2200 → 2300
- Eggsplosion: Fixed a bug where it did magic damage. Now correctly does pure damage.

Very low pick rate. Buffing Eggsack opening.


Soul Gate
- Nightcrawler: Health: 390 → 420


Hell Gate
- Elite Nightcrawler: Health: 1000 → 1080

Very low win rate. Increasing Nightcrawler’s health to better match the health-damage profile of other ranged units.


Great Boar / Red Eyes
- Stampede & Thunderous Charge damage increased by 8%

Low pick rate. Outclassed by Banana Bunk/Haven on most waves.

Mercenaries


Witch
- Attack speed: 1.52 → 1.43

Witch is nearly always a viable send and too often the best send.

Waves


Wave 6: Rockos
- Impale: Fixed a bug where it did pure damage. Now correctly does impact damage.


Wave 18: Wale Chiefs
- Poison-Tipped Pole: Damage: 230 → 240

Balance Watchlist
- Game pacing and sending meta

Making sure the meta includes a healthy mix of income sending, short saves, long saves, split sends, coordinated sends, high income mercenaries, power mercenaries, and king ups. There are a lot of levers to adjust these things (mercenary stats, mythium rate, king power, tenacity, leak gold, pillage gold, etc.).

Currently, king damage in the early game is too punishing, so we're buffing the king. We'll continue to evaluate and make improvements. We're always monitoring all aspects of game balance, looking at data, and listening to community feedback.

Improvements & Fixes

Improvements
  • Game Text: Pirate translation is now selectable via Options > Language. Ya-ha-har!
  • Pings: Player name is now displayed beneath each ping (Screenshot)
  • Tooltips: Added a damage type icon and improved readability for all abilities with damage type different than that of the unit.
  • Performance: Minor improvements to client performance in big battles. This may inadvertently sometimes cause some graphical glitches with missiles; please report a bug if you see them, and we’ll revert the change.
  • Emojis: Added wp, smiling_face_with_tear, and melting_face (Screenshot)
  • Spectator HUD: Removed Net Worth & Builds from the main HUD. Scaled larger on 2560x1440 screens. This should improve the Nova Cup viewing experience!

Fixes
  • Gameplay: Fixed a bug where Sakura’s value calculation was incorrectly increasing by 15 instead of 30 on waves 11+
  • Gameplay: Fixed a bug where Treasure Hunt did not grant mythium on Wave 21+
  • Gameplay: Fixed a bug where queued King Upgrades wouldn’t prevent using Embargo and vice versa
  • Gameplay: Fixed a bug where the “Guild Member” Steam achievement didn’t unlock for guild leaders creating their own guild
  • Gameplay: Fixed a bug where Fiesta gold was mistakenly given after using Restart in campaigns/AI games
  • Gameplay: Fixed a bug where Tree of Life’s Devotion buff wasn’t correctly applied after doing a -load build
  • Postgame: Fixed a rare case where First Win of the Day Essence bonus wasn’t given if the game ended right at the cutoff date
  • Profile: Fixed a bug where the Game Stats - Openings column wasn’t properly sortable
  • Client: Tweaked a few client fonts to support displaying non-alphanumeric characters
  • Client: Fixed a bug where the popup when choosing a guild avatar mistakenly displayed gold/silver borders when it shouldn’t have
  • HUD: Fixed a bug where the Ready button was mistakenly draggable using ctrl+shift
  • Card Trader: Fixed a rare case where a reroll was consumed, but didn’t actually reroll the card selection
  • Stability: Fixed some rare cases of game instability with lots of units

Community Highlight

- Follow the Legion TD 2 Instagram @legiontdgame for all the latest Legion memes! Brought to you by ToHoe, the legendary Legion memer.

Closing Remarks

With this update, we are excited to introduce new ways of communicating (Emotes) as well as improve some existing systems (Game Coaches and Creator Codes). We're especially excited for more players to get in the habit of using creator codes, as this will directly support content creators and encourage them to create more Legion TD 2 content! As always, we'll continue to iterate until we get it right, so be ready for hotfixes soon after release.

Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.

If you've enjoyed the game, but haven't left a review yet, please consider posting a short review for the game! It really helps get the word out there.

If you enjoy these updates, please give it a Thumbs Up, too!

And as always, if you have constructive criticism, let's chat about it. Discord and reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on reddit are your best bet.
Oblivion Override - Haruko
Hello again adventurers!

So far, we've given you glimpses into the diverse weapon selection in Oblivion Override, and there's so much more we'd like to share! While combat is the heart and soul of this action side-scroller, we believe and value that creating an immersive and thoughtful level design is just as important. In this dev blog, we will be diving into some of the initial thoughts and ideas behind the maps and levels. We’ll also share a sneak peek of the undisclosed 3rd level.

While each level in Oblivion Override is designed with an independent philosophy in mind, we try to keep the narrative cohesive during development so that all levels align well with the overarching theme - the AI takeover of the post-apocalyptic wasteland.



Abandoned Factory

As our first map, the Abandoned Factory serves as a deep dive into the radical technological background of our game's world and the negative impacts that come with it - presented in a captivating diesel-punk visual style. The level is characterized by massive and rumbling machines powered by electricity and fuel, abandoned manufacturing stations, and empty, desolate workshops. Together, they create a palpable sense of decay and desolation, reinforced by a consistent color palette of sandy yellows and scattered metallic debris throughout the level.




The conflict between mechanical oppression and rebellion is embodied in the setting of War Factory, which includes the design of both the background elements and the enemies.



Mutant Greenhouse



The greenhouse map is densely filled with shuttle pipe designs inspired by Metroid, which are intended to create a sense of crisis and enclosed escape, reminiscent of a laboratory or sewer style. Throughout the scene, the extensive proliferation of vegetation can be seen, with various animal skulls and bizarre plants soaking in the incomplete biological vessels, and walls adorned with a variety of biohazard labels.




To enhance the sense of biological invasion, we incorporated a ‘biological parasitism’ element into the throwing-type robots - their heads are covered with a cluster of twisted mushrooms. Enemies with headlamps metal pipes were also influenced by the accident-prone sewer setting.



Tie-in with Gameplay

Like many side-scrolling action games, we inevitably had to draw inspirations from the classic Castlevania series in many ways. However, Oblivion Override is more of an action game: apart from the exploration, we also added mandatory arena fights that are familiar to action game players.



In addition to the essential teleporters, the exploration also retains the classic setup of secret areas, waiting to reward adventurous players with a potential core, a great fortune, or even catch them off guard with deadly monsters lurking in the shadows.



That’s not to say we didn’t want to present something unique, which is why we designed the abandoned factory with spacious platforms and towering walls, allowing adventurers to exploit their movement capabilities such as wall running and dashing. On the other hand, the cramped and narrow terrain of the mutant greenhouse limits mobility, replacing high walls and stairs with winding pipes that force players to traverse between different areas.




We also incorporated some traps into the game in line with the style of each map to enrich gameplay and also difficulty. In the abandoned factory, players must jump and dash around the electrified contraptions scattered throughout the level like a parkour expert. And in the second map, the traps would evolve into spikes that protrude from carnivorous plants on the walls, which require much more accurate maneuvering skills around these narrow spaces.




More than just obstacles, these traps also offer interesting opportunities. For example, players can knock enemies onto electric traps and spikes for an instant kill, or take advantage of the indiscriminate delayed attacks from carnivorous plants to add strategic depth to intense combat.




Action game players might be already familiar with the mandatory arena fights. In addition to conventional enemy types, we also added a wide range of different enemy types to provide a differentiated combat experience through randomly generated terrains and traps.



Certain levels may restrict the room for players to move around while requiring them to dodge bombs dropped from all directions in a limited time. Others generate moving lasers that challenge the player's both combat and evasion skills. Furthermore, some rooms feature many bidirectional pipes, through which ranged enemies can escape and disrupt players’ attack flow.




Oblivion Override is still a roguelike game, so we hope to provide a unique experience for players through the randomly generated levels. By taking clever advantage of the different terrains and available mechanics in combat, players can strategize and enjoy the game in different ways.

A Little Spoilers

Finally, as promised, let’s have a sneak peak at the 3rd level once you get past the Mutant Greenhouse - the Data Center. This might be the most futuristic representation of the AI sci-fi theme, with octopus-shaped robots, brain-computer interfaces in the background, and artistic designs reminiscent of neural circuit boards.



Of course, we also put a lot of effort into designing the arenas. In addition to the motherboard-like background, the layout of the entire arena changes after each wave of enemies. We use retractable mechanical walls, data stream platforms, and movable laser traps to create dynamic and challenging levels that are constantly evolving.



That's all for the map and level design of this dev blog! For more info, discussions, and latest updates on Oblivion Override, join our official Discord!


May 12, 2023
XYZ - 老沈劳神
1. A new girl has been added, but it is currently not yet fully developed. It will be improved in the next few days
May 12, 2023
Project Zero - Beginner Games
Hi!

Couple weeks back I did a playtest which somewhat helped me on finding bugs, etc.

I have been mainly fixing those bugs, finding/fixing memory leaks & optimizing my network system.

I started working on new AK-47 animations and UMP-45.




My plan is to use this current networking system to get Project Zero out in Early Access and switch when the time is right. The reason why I'm going to switch is because the networking solution is old and not up to date.

Next milestone is Playtest 4, but I'll post about it soon.

There is a lot to come.

Thank you for reading this far. Have a great rest of your day!

Wishlist and follow Project Zero to know right away about new things!

https://store.steampowered.com/app/2257910/Project_Zero/
May 12, 2023
太吾绘卷 The Scroll Of Taiwu - ConchShip-Taiwu
[h4]已将测试分支更新 23-5-10 《辣手毒心》的新增内容、错误修复及优化调整同步更新至正式分支[/h4]

[h4]因有越来越多的MOD已与测试分支同步,正式分支失效的MOD逐渐增加,
因此,本次的更新需要尽快同步至正式分支,如果发现BUG,还望大家多多向我们反馈,我们会尽快修正!
[/h4]
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