We're thrilled to announce the first DLC for Atomic Heart!
Debuting the Atomic Pass’ series of DLCs (included in the Gold and Premium editions, currently 40% off until June 29), Atomic Heart: Annihilation Instinct will release on August 2.
The Atomic Pass takes the Atomic Heart experience further with four DLCs, opening access to new areas and labs as well as new weapons, new enemies, bosses and more!
Check out the first DLC's bombastic new trailer!
This first batch is packed with all types of new content to keep your experience as thrilling as ever: a new area, new weapons, new enemies, a new glove ability…
Besides, we're the immediate availability of the highly requested New Game+ mode!
An explosive DLC crafted to bring out your Annihilation Instincts
Continue the story in the Annihilation Instinct DLC and learn what happened to this dystopian world after the climax of Atomic Heart. Prepare to embark on a journey through the new mind-bending Mendeleev Complex and its surrounding swamps, and discover the truth about NORA as Major P-3 is pulled back into Facility 3826.
Survive vicious, shape-shifting new enemies and take them down using two cunning new weapons - ranged one the Secateur and melee one the Klusha - as well as your glove’s new Techno-Stasis ability, allowing you to manipulate time itself.
Meet a new enigmatic character, as well as returning ones in surprising circumstances and dive deep into the AI’s insanity to curb its Annihilation Instinct.
New Game+ mode designed to test skills and enhance experience
For more player happiness, the New Game+ mode has now been made available along with the latest update. In the most difficult game mode yet, you will need all of your previously unlocked skills and arsenal to deal with the strongest enemies Atomic Heart has ever unleashed, thanks to their new specific resistances and attack effects, which will be reflected in the different colors of the enemies’ aura.
Here is Part 3 of the new Dimfrost Studio Documentary, taking you behind-the-scenes of the creation of Bramble: The Mountain King!
"Behind the Scenes" gives us a glimpse at the creative ways in which the Dimfrost Team tackled the challenge of making an indie game that truly represented their Nordic heritage.
Don't forget, Bramble: The Mountain King is available now on Steam! Experience the twisted tale for yourself and venture deeper into the Bramble forest.
We hope you have enjoyed these exclusive insights into the making of Bramble: The Mountain King and the Dimfrost Studio team!
As you can see, Bramble: The Mountain King means everything to our team, who have put a lot of love and devotion into this twisted tale across the past few years. Thank you for your continued support for our studio and our game - we couldn't have done this without you!
Another month, another update from the development front! There is quite a bit of progress that we are happy to report, so grab a beverage of your choice and sit by!
MOAR PERFORMANCE!
First of all - in the last update we were happy to report that the next Major patch will increase performance by about 30%. Well, last month we pushed that even more and decreased the usage of RAM quite significantly.
We know that performance and bugs are two big things that TAINT (<ba dum tsch>) your experience on Avalon, so our team is prioritising it pretty heavily.
Long story short - our codemasters are doing their magic, so that once the next major patch comes, the game will run super-smooth.
Map updates!
Now, last update we were talking a little bit about upgrading the current map. Happy to report that we have some first examples of that! We were able to make some locations much better looking, but also we were joined by new level designers - so we will change a few small things here and there for better gameplay experience.
Oh, and we finally have vertical cliffs, so things that are not climbable will look like it from first glance :D
Galahad new model (and dungeon)
We are also re-working Galahad a little bit. We wanted him to have his unique look (not a Caradoc copy :P) AND quest / personality.
In the current version, we feel like meeting him did not have the punch that it deserved. This is why we will be adding a bit more content around him, possibly a whole new dungeon and possibility to talk with him!
Questing beast!
Now, time for a big one! Last time we showed you quite a weird looking concept, right? Well, we already have this monstrosity almost finished! Say hello to Questing Beast!
Those of you familiar with the Arthurian lore might know Questing Beast as the mysterious creature that many great knights hunted without success. It is a symbol of wasteful pursuit and a hunt for “glory”. You can expect that in Tainted Grail, it will have its own dark version of this legend!
FX upgrades!
Now, we have also created a bunch of FX upgrades - in general in the next major patch you can expect to have tooooons of those, but here we will just showcase a few selected. Check it out!
NPC actively looking at you!
Well, ok, this one might not be a game changer - BUT it really helps the immersion ;) Also, might be helpful once we implement stealth and stealing systems (and they are coming too!)
Undead Enemies!
Last but not least - we also re-worked good, old undead enemies! Now, they should look much better ;) Check them out!
OK! That is it for this month. We are still working pretty heavily on everything and we really think you guys will be happy with the upcoming Major Patch. It is still some time away, as we need to pull everything together and test it hard - but we expect a drastic quality jump in all the major areas!
We hope those monthly updates cast a bit of light on what we are working on and get you a little bit excited for the patch! ;)
Racket Club takes all the fun of tennis or pickleball and puts it in a box to create a brand new racket sport, built from the ground up for VR. Wondering how we did that? Our Chief Creative Officer Mathieu explains. Wishlist today!
Kingdom Eighties has released and we have prepared a whole day of celebrations!
Tune in Twitch and join our Community Ambassador Vicki in our release stream, today at 5 PM CEST / 8 AM PDT. You'll get a chance of winning Kingdom Eighties keys!
And don't forget to check our Twitter and Discord channel this week because there is more coming.
first of all, thank you everyone who played our demo and provided valuable feedback. This means a lot to us!
We have carefully listened to all your suggestions and we have started to work on them. For starters, we're pleased to confirm that the final release of Verne: The Shape of Fantasy will include mouse support in both the main menu and the pause menu to enhance your gameplay experience. As a result, you will be able to navigate and adjust options comfortably with your mouse as you could with a controller or keyboard, both in the main menu and the in-game pause menu.
We hope you'll enjoy this new feature as we continue to fine-tune the Nautilus. We look forward to sailing the seas together soon.
The next update is almost ready! New missions, npc's and mechanics are already working, just missing final tweaks and more testing. You can check out the news in more detail in this post here.
However, this week I will be at BIG Festival presenting my other game, The Stone Cutter and the Mountain Spirit. If you are from São Paulo or are going to BIG, stop by the Philogames stand so we can talk.
We've won the Best Studio Award and the Audience Award during the Belgian Game Awards! 🏆
Thank you so much to Belgian Games for making it real, we had a lot of fun during the ceremony!
A thousand thank yous to all players who voted for us, it really means a lot! We are very lucky to have such a great community, we can't thank you enough!❤️