After a very long waiting and preparation, finally there is the date of the update! Architecture Major update will be available on Monday 5th June 18:00 CET. The game will also get a discount for about a week to celebrate the new version released!
If you don't know what to expect, here is a small sneak peek of upcoming features:
Blueprint Designer
A huge part of the update is a quick way to design parts of the station - combining walls, floors, architecture blocks and devices together.
Then with a simple click, the blueprint can be constructed.
Each blueprint can also be part of the hotbar, which makes it easy to use.
Architecture
There are many architecture shapes and design elements which can nicely fit into a grid system. As you may know, previously all Astronauts ignored walls and doors. This is now going to change, so please be sure that your creations are respecting new rules ;)
Themes
There is a new theme system implemented which allows assigning many different looks to any object in the game. In addition, each theme can be customized with colors of your preference.
This creates endless ways of designing your Astro Colony!
Attachments
In addition to systems mentioned before there are also new decorations which can be directly attached to any surface (device, block, floor, wall, etc). It will be treated as part of it. Each attachment will be rotated/removed together with the device.
Right now, more than ever, the game needs your support. If you believe in the project, please don't forget to leave a review, share suggestions and obviously test the new version!
Thanks guys for being with me so long! Tefel (Terad Games)
We wanted to thank everyone for your feedback and support during our Early Access launch of Dungeons of Sundaria.
With the recent release of the Festering Bog, we wanted to take some time to talk about the features we are working on and what players can expect to be released with our next dungeon.
Final Dungeon – Ragewind Castle
We are excited to announce that Ragewind Castle will be Dungeon of Sundaria 8th instance. With the defeat of Demon Lord Malorath, the path to Ragewind Castle has been laid bare. Join the denizens of Sundaria in their assault against Ragewind Castle and learn the truth behind the horrors rampaging across Sundaria.
Ragewind Castle will feature more than a dozen new bosses, one new Class Armor Set, and two new Class Weapon Sets. In addition to Ragewind Castle, there are many other updates coming. We hope to preview some of the new boss set items as we approach the launch of Ragewind Castle.
Class Updates
With the launch of Ragewind Castle, all Classes will receive some new abilities and passive effects! With this week’s Developer Update, we wanted to provide an early preview. Please note that these are all work in progress and must not be considered final.
Champions
Clerics
Rangers
Rogues
Wizards
In addition to the above new Class Abilities, some classes will also be receiving new Passive abilities to further enhance their gameplay! We hope to provide more information about these abilities in the future and look forward to hear your initial feedback.
Quality of Life Updates
We have heard the feedback regarding several Quality of Life updates, such as improving trade functionality, enhanced camera options, maps, and other improvements. We are carefully considering each of these improvements and will provide more information on some of them coming to DoS with the launch of Ragewind Castle.
Developer Interview hosted by Chonky!
We are also happy to announce that Chonky will be hosting a developer Q&A/AMA Session with some of the DoS Team on June 9th at 3pm EST!
Again, we want to thank everyone for playing DoS and we ask that you all continue to provide feedback to our team. Please join our Discord community where our Developers engage in daily discussions with our players.
Lastly, we want to close with a small teaser for an upcoming update, most likely due sometime after Ragewind Castle's release.
This month we’ve decided to limit the maximum number of respawn options to 15 per player. This is a big change and not one we make lightly, so we thought it would be a good idea to explain our thinking.
While this is an inconvenience to certain playstyles, we believe adapting to this change will lead to a healthier and more interesting game. Back in October 2020 we revised the death screen, unintentionally making it trivial to manage a large number of bags. This led to situations where players could respawn rapidly and rejoin fights in ways that work against the goal of death being meaningful in Rust. Ultimately we want placing new respawn points to be an interesting decision rather than something done as often as possible.
We explored alternatives such as adjusting the respawn radius on bags or grid based approaches. Unfortunately this was simple to bypass and too complicated to communicate to players. Increasing the cost of bags/beds wouldn’t have solved the issue as large groups could easily overcome any additional resource requirements.
To help manage respawn options we have made them visible on the map while alive. We also added the ability to unclaim bags you aren't using anymore. There is a new toggle on the right side of the map (below the layer controls) to hide bags while alive.
There are multiple ways to see how many bags/beds you have placed: a count on the icon as well as a notification after you place a bag/bed.
To prevent malicious behavior (such as "gifting" bags to other players and filling up their quota) you will find a new “Bag Gifting” option in the options menu. This will allow you to limit who can assign a bag to you. The choices are:
Anyone (default option)
Team (teammates + friendly in contact system)
Disabled (nobody allowed)
Server owners can change the maximum bags per server with the convar "max_sleeping_bags". If you would like to disable it for your server, set it to "-1".
We will keep an eye on this change over the coming months and make changes as required.
To say that our building upgrade effect was dated would be an understatement. I don't think it has been adjusted since its inception. I've taken some time to improve the effect, and bring it in to this decade. When you upgrade a building block, you will see it constructed piece by piece over the course of one second.
Keep in mind that this is a client-only effect and the upgrade still happens immediately on the server. You can also disable this effect in the options menu. In the future, we may expand this build-over-time effect into a feature, so that very large deployables, such as watchtowers don't just appear in one frame but rather will need to be built over time.
If you ever wanted to know what it's like to build a home out of refurbished containers, wait no more! Coming to you this month is a new building block skin with the appearance of shipping containers and some new and unique features alongside it.
When you first build using the skin, the initial color of the container blocks are randomized. They come in 16 different colors - here is a lookup chart of the available colors:
If you wish to change the look of your crib, you can now use the spray can alternate function (RMB) to display a selection wheel of the available colors and repaint your walls.
It's worth noting that the last color you spray-painted with will now be the new building blocks color used when you build additional shipping container blocks.
We look forward to see how creative you get with this new skin!
We’ve made some improvements to the map marker system based on your feedback from their improvements in the April update.
You’ll now notice a new list of the current markers on the top left of the map screen. Clicking on these will move the map to that marker and you can delete the marker from that UI without having to move your camera, this should be helpful if you need to clear a marker quickly to place a new marker.
The marker labels can now show an extra character on the compass, the visibility of the marker labels has been improved when placed over snow, you can now hide your team leaders markers on the map and compass via the top left menu as well as several bug fixes.
Pings have also seen a set of improvements based on community feedback.
One area that was flagged was being notified when a teammate has placed a ping out of your view. To help this, each ping type now has a unique sound effect and the compass will flash briefly to indicate where the new ping has been placed.
General usability has been improved; pings can now be placed immediately when the binoculars are equipped (don’t need to zoom in) and binoculars now have a crosshair for more precise placement. Pings can also now be deleted regardless of what you are holding in your hands.
Finally, the ping UI itself has been scaled up slightly and pings now fade out once they time out instead of being deleted immediately.
We've improved the way our internal memory pool handles thread safety. This should not result in any immediate changes, but it allows us to ensure we won't introduce resource contention performance issues as our multithreading scales up, particularly around networking and serialization. If you're a server owner and you notice a performance decrease from this change, please let us know.
Players can now connect to a server using both the game port and the query port. This also fixes steam://connect link issues that were introduced back when we started enforcing separate query ports on servers. If you're a server owner and you want to use steam://connect links on your website, please make sure to use the query port in those links, not the game port.
For a while now we've just had one long idle. It's pretty repetitive & also if you're sitting on top of a horse, you end up just getting shook around every 4 seconds. I wanted to see more variation.
There is now a short base breathe anim, and lots of small idles that play randomly after a few seconds or so. There are larger actions ( like a shake of the body or head toss) as well as smaller ones ( like a tail swish or ear flick). The result hopefully looking more natural in game.
For server owners - I updated the logic for the server wipe timer to support timezones properly. The default configuration aligns with force wipes so it shouldn't need any changing for most people. Make sure the time is set correctly on your servers!
Monthly: First Thursday every month at 19:00 (London time)
Weekly: Every Thursday at 19:00 (London time)
Biweekly: First and third Thursday of each month at 19:00 (London time), but splits 3 week gaps into 2+1 weeks for months with 5 weeks
Internally it is now using cron expressions using the Cronos library. If you'd like, you can use a custom cron expression for your wipe timer by setting the wipeCronOverride convar.
You can also use a different timezone for wipes by setting the wipeTimezone convar to an IANA timezone name (see TZ identifiers on this page).
There is now a printWipe console command which shows debug info about upcoming wipes which can help you set up your configurations correctly.
From June 11th to June 17th, Twitch drops will be enabled to support the Bellum, a Hispanic community event featuring Auronplay, Grefg, Ricoy, Agustabell, Illojuan, Rubius, and many more.
New intel has been declassified regarding certain former Agency personnel 🥼 … Dr. Roxana Prism.
Do not underestimate Dr. Prism. Not only will she be accompanied by her sidekick 🤖 Robutler and other various robotic stooges… but she’s motivated to prove “machines can be better secret agents than humans.” And, as the one responsible for developing your signature telekinetic implants 🧠… well, let’s just say, you’ve got your work cut out for you, Agent!
And for those of you really paying attention, you should note, Dr. Prism is voiced by the talented Daisy Lightfoot, known for voicing Shuri in Marvel’s animated series Marvel's Avengers, LEGO Marvel Super Heroes: Black Panther - Trouble in Wakanda, and Marvel Rising: Operation Shuri.
Luckily, there’s still time to prepare! You’ll be able to enlist in new missions when I Expect You To Die 3: Cog in the Machine launches this Fall. So, be sure to use your time wisely and prepare with the Agency Approved I Expect You To Die Duo Bundle or by joining our digital Agency HQ on Discord. 🔍
Finally, as an added bonus, we’ll be hosting a special Dinner w/ the Devs tonight, June 1, at 6pm EST — where we’ll talk to some of the devs working on our upcoming projects (like IEYTD3)! Come join the discussion for even more behind-the-scenes intel!
I Expect You To Die 2: The Spy and the Liar - Schell Games
🚨 HQ has news for you, Agents! 🚨
New intel has been declassified regarding certain former Agency personnel 🥼 … Dr. Roxana Prism.
Do not underestimate Dr. Prism. Not only will she be accompanied by her sidekick 🤖 Robutler and other various robotic stooges… but she’s motivated to prove “machines can be better secret agents than humans.” And, as the one responsible for developing your signature telekinetic implants 🧠… well, let’s just say, you’ve got your work cut out for you, Agent!
And for those of you really paying attention, you should note, Dr. Prism is voiced by the talented Daisy Lightfoot, known for voicing Shuri in Marvel’s animated series Marvel's Avengers, LEGO Marvel Super Heroes: Black Panther - Trouble in Wakanda, and Marvel Rising: Operation Shuri.
Luckily, there’s still time to prepare! You’ll be able to enlist in new missions when I Expect You To Die 3: Cog in the Machine launches this Fall. So, be sure to use your time wisely and prepare with the Agency Approved I Expect You To Die Duo Bundle or by joining our digital Agency HQ on Discord. 🔍
Finally, as an added bonus, we’ll be hosting a special Dinner w/ the Devs tonight, June 1, at 6pm EST — where we’ll talk to some of the devs working on our upcoming projects (like IEYTD3)! Come join the discussion for even more behind-the-scenes intel!
Thanks to everyone who purchased and played our little constellations game!
We added the new content (and some QoL) we made for the Switch version to the PC version completely for free. There's two whole new constellations with new mechanics, and a bunch of small QoL changes.
Off the top changelog (it's been a while and I'm missing stuff for sure): - Two new constellations with new mechanics: Bufo and Monoceros - Gamepad controls! - Introductory hint on first game execution - QoL details: Clearer navigation and tutorial - Reduce build size significantly
1.99.1 -brand new Sheathing feature! -Players can now sheathe their weapons to leave their hands free to do all kinds of other adventuring activities! -Option added to auto-sheathe your weapon -some weapons cannot be sheathed; including bows and certain dual equipped items (ie. a sword and shield) Release notes provided for 2 of 2 languages
Pirates! Today we want to present you a small, but quite tasty update:
- New quest "Taking care of Julia". - New scene 18+ in the bathhouse with Julia. - New quest "Maria is furious". - New scene 18+ with Maria. - A new little event in the captain's cabin with Scarlet. - New 18+ scene with Scarlet. (without animation) - A new little event at Jack's Tavern at night with Jaina. - Fixed a bug with language change.
1. Icons for joystick that supports DirectInput’s technology have been added. 2. Proportional scaling of image has been implemented. 3. Sound track for title screen has been updated. 4. Steam Client API’s library has been updated. 5. Detected bugs have been fixed.
6 years after starting the development of our first turn-based strategy game, Myriads: Renaissance, we’re very excited to announce that the game is now available for purchase! And with a 10% launch discount for a week!
As a small 2 person team, our goal isn’t to make the next big 4X game. Instead, we took a different approach and focused on delivering a shorter, more intense gameplay experience. Myriads: Renaissance is our personal contribution to the genre, and if you like the idea of a small but challenging 4X game with city-builder and tower defence mechanics then Myriads: Renaissance is the game for you!
And if you’re curious about the game but are not sure if you want to buy it or not, there is a demo! It offers 60 turns of gameplay which represents about 1 hour of gameplay. It also includes a step by step tutorial so that you won’t get lost trying to understand our game. Give it a try!