Go behind the scenes for a better look at the massive sandwurm, elite rewards, and roaring audio that comprise Aeternum’s greatest challenge yet. Skill alone is insufficient. Players brave enough to enter the Arena of Shah Neshen must coordinate throughout multiple phases. How will you defeat the Devourer?
REWARDS
Topple the mighty beast and wear your exclusive Sandwurm hides with pride. There are daily, weekly, and basic rewards:
WEEKLY REWARDS
The Major Sandwurm Spoils Reward Cache can be earned once per week and will contain:
1 Named Sandwurm Weapon (625 Gear Score fixed-perk weapon, trinket, or LMH armor piece. Guaranteed expertise bump)
3 Gypsum Orbs
Heartrune of the Devourer Tier 1
8000 Umbral Shards
200 Sandwurm Materia
DAILY REWARDS
The Minor Sandwurm Spoils Reward Cache can be earned once per day and will contain:
1 Timeless Shard
2000 Umbral Shards
1 Gypsum Orb
200 Sandwurm Materia
1 Sandwurm item:
50% chance to receive a Named Sandwurm item at 625 Gear Score.
50% chance to receive a Rolled Sandwurm item at 610 Gear Score.
BASIC REWARDS
The following rewards will be earned after each victory:
Players can use 1000 Sandwurm Materia to craft a named weapon or accessory from the Sandwurm loot table.
SANDWURM ITEMS
Light Armor
Silken Litham - Headwear
Silken Cocoon - Chestwear
Silken Femora - Legwear
Silken Barbs - Gloves
Silken Cerci - Footwear
Medium Armor
Dune Maxillae - Headwear
Dune Tagma - Chestwear
Dune Podomere - Legwear
Dune Arolium - Gloves
Dune Euplantula - Footwear
Heavy Armor
Sandlion Mandibles - Headwear
Sandlion Carapace - Chestwear
Sandlion Coxa - Legwear
Sandlion Claws - Gloves
Sandlion Tarsus - Footwear
Shields
Round Sclerite Shield - Round Shield
Full Sclerite Shield - Kite Shield
Tall Sclerite Shield - Tower Shield
Jewelry
Ring of Shah Neshen - Ring
Earring of Shah Neshen - Earring
Amulet of Shah Neshen - Amulet
Melee Weapons
Sclerite Maul - War Hammer
Sclerite Hook - Hatchet
Sclerite Stinger - Spear
Sclerite Epee - Rapier
Sclerite Stylet - Sword
Sclerite Tusk - Greatsword
Sclerite Pincer - Great Axe
Ranged Weapons
Sclerite Quarry - Bow
Sclerite Hollow - Blunderbuss
Sclerite Vent - Musket
Magic Weapons
Sclerite Illicium - Life Staff
Sclerite Photocyte - Fire Staff
Sclerite Hajdi - Void Gauntlet
Sclerite Ice Crawler - Ice Gauntlet
AUDIO
Sound Designer Kyle Bailey shared insight into the sandwurm’s audio:
“By now, players have likely seen the sandwurm roaming Brimstone Sands and are familiar with the sonic palette we’ve used to establish what it can currently do,” Kyle said. “For the epic trial, we expanded upon that palette to create intentional gameplay cues and evoke a more fearsome creature.”
ANCIENT VOCALS
“At the core of the sandwurm’s vocalizations is the ancient voice. Its tonality can be heard in the fight, layered with elephant vocals to create a base layer. Though, this wasn’t enough. More aggressive textures were needed to make the players feel that this beast was truly dangerous. So, I tapped our audio director Jean-Edouard Miclot to provide a fresh approach. Mixing his vicious creature design with the ancient voice gave us something new, yet terrifying with a hint of familiarity.”
SIZZLING ACID
“The sound effects associated with the various attacks were designed with vocals in mind. I looked for opportunities to highlight one or the other at specific moments so they weren’t fighting for space in the mix. You may have noticed, acid is a major part of the worm’s repertoire. The sizzling we often associate with the burning sensation acid brings can take up a lot of space. I found that leaning into the more liquid textures provided a believable acid sound, without an overbearing amount of hiss and sizzle.”
PROPANE TANK WORM PELLETS
“The worm pellet mechanic was very fun to work on. I took inspiration from the Gleamite meteors and the sounds they make when mined. I recorded a propane tank, as well as a metal bowl with a small layer of water. Filling metal receptacles with water and swishing it around can give you some awesome, tonally pitched sounds.”
EPIC ENCOUNTER
“We wanted to kick this fight off in epic fashion. Players strike a drum and send ripples across the arid hills of Brimstone. Something shifts beneath the sand — its rhythm striking fear into the hearts of Aeternum’s travelers. Shah Neshen circles the creaky wooden structure, bursts open the gate, and finally destroys the drum. The fight has begun.”
Thanks for your support and good luck in the arena! You’ll need it.
- Fixed the bug that the two nurse NPCs in Sisters' Clinic could be attacked after player defeated Tristan - Fixed the bug that the flying robot in Big Brother store could be attacked - Fixed the bug that unable to switch characters in Mecha storehouse - Fixed the issue that the boss portal in Greenhouse map wasn’t random under high alert levels - Fixed the bug in the second level that the character would turn invisible during passing through pipes before the boss fight with Ripper Wright - Fixed the bug that possibly unable to leave the battle room after finishing a battle - Fixed some key binding conflicts
Optimization
- Optimized some terrains in the second level, which prevents players from getting stuck in terrains when using skills with displacement effects - Optimized the sound effects of some enemies and weapons
🔥The speedrunning event on Speedrun.com is in full swing
After 6 years of being on Steam, I will be retiring Final Storm. This game was an indie project and a fantastic experience, however, I will be retiring the company and will no longer supply support to the game. I deeply appreciate everyone who supported this game. Thank you..
• Fixed two of the most common causes of crashes related to path placement and the generation of automated paths when placing a Flat Ride or Shop/Facility.
Added some more AI car types to race against (to match players chosen car) Added tyre friction variations to AI cars, Tweaked the racing AI (ongoing) Added more ambiance to some tracks, Added pit lane messages, to warn of low fuel etc, Added engine damage, car now gets progressively slower the more damage your car has upto a max value (approx -5 to -10MPH), repair it by going through pit lanes, Added game tips to the loading screens, Custom Tracks now temporarily locked, Fixed some bugs.
We wanted to take just a short moment of your time today to bring you the first video DevLog! In this video Dax, Adam, and Ingmar take you through who Whatboy Games are, why we're all very excited about Stellaris Nexus, and the vision behind the game.
Also, we are entering Steam Next Fest today with a playable demo that will be available through the event from June 19th (today) until June 26th! Also, there will be videos streaming on our store page that shows extended gameplay from our team, as well as some content creators who got an early look at the game, so be sure to check the page out and tune into those!
We are keen to hear stories of your games with your friends, how an online game with strangers went, and of course, any feedback you have for us.
This is a major overhaul on the game, we did rework a good bunch of the gameplay systems in the game, added and reworked content on the level and improved settings by adding new options like FOV, Subtitles, etc.
Changelog:
GAMEPLAY
Obrez - Weapon Rework
Now the Obrez has an ancient artifact attached to it called 'The Key'.
The Key will react to nearby Hidden Objects, you will be able to interact with some of them as well, in order to do so, focus your sight while wielding the Obrez on them and Enchant the weapon (Right Mouse Button by default). Some Hidden Objects will require the Eldritch Vision Spell to be ON to interact with them.
Added new SFX / Reworked old ones.
SMG
Added new SFX / Reworked old ones.
Seals - Rework
Seals now require The Key to be interacted with, instead of shooting an enchanted Obrez shot as it was previously.
Some Seals might open more than one Gate now.
Gates - Rework
Improved visuals.
Some gates might require more than one Seal to be open.
Shield Spell - Rework
The Shield Spell has been reworked to be both a defensive and offensive ability.
The Shield Spell visuals and audio have been reworked.
The Shield Spell now only has an upfront of 25 Eldritch Energy.
The Shield Spell now has a Duration and a Cooldown.
The Shield Spell has its own HP now.
Once the Duration its met, or HP gets to 0, the Shield will be destroyed.
Once a Shield is destroyed it will explode, causing damage to nearby enemies or objects in the world.
The Shield has a base damage, but for every point of damage it has taken, it will do a bonus damage point.
Eldrich Vision Spell - Rework
The Shield Spell has been reworked to avoid players constantly having it on, and creating an interesting tradeoff.
The Eldritch Vision Spell visuals and audio have been reworked.
The Eldritch Vision Spell now has a Duration and a Cooldown.
All hidden actors now animate once they're hidden or shown.
Energy Altar - Rework
Charge Stations require interaction from The Key to be activated.
Charge Stations have limited amount of Eldritch Energy to give to players (AKA they can be depleted)
Charge Stations visuals and audio have been reworked
Movement - Rework
Players can now Run and Slide
Visuals, audio and feedback for all Movement Modes has been reworked
Players now have Stamine Points. Stamina Points get consumed while players Run and they replenish over time if you're not running.
You can now destroy boxes while sliding.
Footstep Audio has been reworked.
Death - Rework
Death now has an animation to improve feedback
Death now doesn't move players to a menu, instead allows players to go retry directly.
Player HUD/UI - Rework
Player HUD has been reworked to accomodate new mechanics but also old UI has been improved.
Player HUD has animations to improve readability when player is damaged, spends ammo or Eldritch Energy.
Player's Crosshair now animates when succesfully hitting an enemy to improve readability.
Added Eldritch Vision and Shield icons with Cooldown and Duration.
Events log now has animations
ENEMIES
General Changes
All Enemies now drop ammo pickups
Light Fenrir Trooper
Light Soldiers are now a projectile based enemy.
Light Soldiers now commit to all their cartridge ammo, unless the lose line of sight with player, before reloading.
Fixed some animation bugs, still a full rework expected for full game but it should look a bit better
Increased damage.
Heavy Fenrir Trooper
Reworked AI to now be more aggressive and try to fight players in close combat.
Increased damage.
Fenrir General
Projectile now only burns Player's Eldritch Energy if they don't have the Shield activated.
Increased damage.
Fenrir Zombie
Fixed a bug where Fenrir Zombies didn't face moving direction, instead always looked at target.
Added new audio when Fenrir Zombie is triggered, to improve positional feedback.
LEVEL
Level has now been reworked, it's about 30% bigger than before.
Added Destructible Walls to the level, these are only destroyable using the Enchanted Fire mode of the Combat Shotgun.
Initial Tutorial section of the level has been completely reworked to be longer and feel more natural.
Tutorials are now reworked to be animated notifications that can be closed with the expected tutorial input.
Encounters now have increased enemy amount.
Added 2 new encounters/rooms to the Necropolis section of the level.
Added 2 new encounters/rooms to the Trenches section of the level.
Reworked the Forest section of the level.
Reworked the Minefields section of the level.
There's now new 3D models and textures for some parts of the levels and objects.
Minor lighting changes to improve readability
A bug related to Trap Walls in the Necropolis area has been fixed, thanks FELLOW KVLTIST Bassem for reporting it!
Fixed lots of collision issues in the level.
SETTINGS
Subtitles have been added to the game.
Subtitles can turned ON/OFF.
Subtitles background can be turned ON/OFF for increased readability.
Fixed Master Volume not working.
FOV Setting has now been added to the game.
Some bugs related to sliders have been fixed in the Settings menu.
Steam Next Fest is starting and we have several announcements to make! ⚔
Demo Update available now!
To kick-off Steam Next Fest, we have updated En Garde!'s demo 🤗 The update features mostly bug fixes and quality of life improvements. But by popular demand... we've added the ability to kick doors open for your dramatic entrances! 🔥
Exclusive Livestreams!
We're doing LIVESTREAMS on Steam for Steam Next Fest! Join us on Monday and Tuesday for exclusive developer commentary on the demo! We will be answering all your questions on the game!
This is now the perfect time to play En Garde! demo ✨ If you want to support us, make sure to wishlist the game on Steam, spread the word about it and maybe ask your favorite streamer to play it? 👀
Massive shout out to those who have tried our demo prior the Next Fest and gave us feedback - we're now BACK with a PATCH that will make everyone's experience even better!
Now go PLAY some Diebrary! Wishlist it! Spread the word!
Diebrary Patch 0.9.1: Steam Demo
Features
:steam: STEAM SUPPORT! Our demo is now playable on Steam! :steam:
Added many common Steam features:
Fullscreen, windowed, and borderless fullscreen
Resolution support, including reworking many screens to work at lower resolution
More keybindings to navigate menus
Added controller support! We're still working on improving this, so we'd love to hear your feedback! https://discord.gg/62tHysxjny
Added our splash screen
Visual enhancements, like godrays, screen effects, animations, PFX, and more!
Performance improvements, especially on chapter 10
stories
Gameplay
Upgrades
Poisonous Concoction [:recycle: Rework]: Now spreads poison to nearby targets
Pierce: Removed damage penalty
Chaining Attack: Removed damage penalty
Rapid Deployment: Now grants reload speed to everything, not just your character's skill
Only A Spark: Ignite chance buffed
Dry Heat: Ignite chance buffed
Poison-Coated Weapons: Poison chance buffed
Dripping With Venom: Poison chance buffed
Kill Trigger: Now requires 150 kills to trigger the (now bigger) explosion, and fires a random secondary weapon instead of *all* secondary weapons
Boss Upgrades
Broken Heart Weeps Open: Damage taken reduced, max hearts buffed to +3
I'd Rather Be Rich: Now makes you much richer
Joker's Wild: Adds luckiness to upgrades
Master of Elements: Ailment potency buffed, damage penalty reduced
Faster Than Before: Attack rate buffed, damage penalty reduced
Weapons
Spear [:recycle: Rework]: Base damage massively buffed, and most upgrades that granted damage now grant base damage, which stacks better with other damage% upgrades
Spear upgrades that were buffed: Better Grips, Whirling Dervish Style, Stalwart Soldier Style, Naginata Mastery, and all three Evolutions: Dragon Naginata, Saint's Spear, Grand Pike
Boomerang: Catch 'Em All [:recycle: Rework]: Now grants huge attack size, and buff power increased substantially
Boomerang: Outback Boomerang: Massively buffed swirling damage, and grants a bonus projectile
Boomerang: Angular Momentum: Swirl radius slightly decreased to feel better and strike the same enemy more often, now has a large damage bonus
Boomerang: Hard Knocks: Now grants base damage
Boomerang: Evolve: Outback Ringer: Now grants a second orbiting boomerang
Wand: Lightning Always Strikes Twice [:recycle: Rework]: Now triggers on Wand kills and more often on Wand shots, but less often on other weapon damage
Wand: Noxious Leak: Ammo buffed, base damage of pool buffed, and pool now grows much faster
Wand: Mark Aim Fire: Now grants massive Doom potency
BEES: Base speed buffed, pause after spawning shortened
BEES: Absolute Units: Now has a Pierce multiplier
BEES: Attack of the Killer Wasps: Poison potency buffed
BEES: Bees Forever: Pierce multiplier buffed
BEES: Weight Training: Now grants a bunch of pierce
BEES: CHONKERS: Bee size slightly reduced, but still chonky
Characters
Barbarian
Aura: Range buffed
Ranger
Trap: Slowing area buffed
Ranger's Mark: Damaging Mark: The mark will now immediately jump to another target when the current target dies
Cone Dog
All Cone Dog upgrades: Will now roll more frequently
Frenetic Activity: Now increases Thorn damage
Spiney: Thorns now travel further
Natural Defense: Thorns now chill
Pets
Massive buffs to the cooldown of Shiny (crystal pet), Lil' Ninja (cat pet), Rot Son (poison pet), and Bucky (unicorn pet)
Other Stuff
Boss health increased for all acts
Hearts now fade away after 60 seconds
Improved the glossary (tooltip) text for damage-over-time, explaining their mechanics better
Made a few hectic "choreograph" Plot Twists a little bit easier (these are the ones where enemies spawn in silly patterns)
Bug Fixes
There were over 150 bugs fixed from the web version of the game, so we'll detail some of the most important ones:
Fixed issues with Spear's hitbox, especially the unevolved form
Fixed an issue where Magic Tomes you earned didn't show up until you reloaded the game, or bought a Perk
Fixed several issues with Solo stories not immediately showing their new Plot Twist, or awarding Magic Tomes in some cases
Fixed several issues with Voting indicators for Plot Twists
Fixed a lot of small issues with different Plot Twists, such as Shambling Towers being revived by Twice Dead, or Combat Arena spawning right on your head and trapping you
Fixed many spammy sounds playing simultaneously and getting too loud
Performance improvements to many laggy weapons, upgrades, and PFX