We want to extend our heartfelt thanks for your support of our game, Orpheus Tale of a Lover. As a small independent game studio, we are grateful for the opportunity to share our passion and creativity with you.
We will continue to work hard to provide you with a delightful gaming experience, and we look forward to presenting you with enjoyable updates and events in the future.
Your ongoing support and belief in us during this process brings us great happiness. Once again, thank you so much.
With immense excitement and gratitude, Wendigo Games
Player Profiles are coming next week in the Emerald Bear (1.2.0) PC update. They can be accessed by clicking on your own portrait at the top of the screen in the main menu, or by clicking the portrai of another player. You can also find it by clicking the “...” next to the name of a player in several different menus.Player Profiles will contain information about ranked match rating, rank (a.k.a. rank level for those familiar with the web leaderboards), and some statistics about matches.
Like our web leaderboards, elo (a rating system measuring sill level) is per faction per match size, meaning that you have a separate rating and rank for 4v4 American and 1v1 American. The reason for this is to encourage players to experiment with different factions and strategies without impacting their score for the others. We understand that you may have a favorite and don't want you to lose standing for switching it up once in a while!
Overview of the Player Profile
Example statistics from 4vs4 Quick Match
Your profile will also contain info about Co-op vs A.I. although this mode does not have a rating. You can still measure your wins and losses and track hours played per faction.
Example statistics from the Co-op vs A.I. selection
You can jump directly to the web leaderboards from the player profile, which we hope helps the visibility of our competitive community and also helps new players join in the competition.
Some additional changes coming along with Player Profiles include:
Players now have ranking for their quick match elo rating (see below).
Updated artwork for faction icons.
Added elo rating, rating change, and rank icons to the post match stats screen. Only the current player's change will be shown, but all players' elo and rank is displayed.
The updated Match Stats will show ELO loss and gain
Ranking System
Multiplayer quick match rating now gives players a League and Tier rank based on their elo as follows. This corresponds with the "rank levels" previously displayed on the leaderboard.
Placement -- New players start here! Play a few matches and you will move into a specific league and tier. You will need 10 matches for each faction in a specific game mode to earn a rank.
Gold III: 1400-1499 rating Gold II: 1500-1599 rating Gold I: 1600+ rating, but not in the top 50 players per leaderboard
Challenger V: 1600+ rating, top 50 players Challenger IV: 1600+ rating, top 25 players Challenger III: 1600+ rating, top 10 players Challenger II: 1600+ rating, top 5 players Challenger I: 1600+ rating, current top player.
Player Profiles FAQ
Q: Ranking? I thought this was an unranked mode!
A: This was a difficult choice for us. While we would love to have a separate ranked mode, we also want to support players who queue for Co-op vs. AI plus all the different combinations of faction and match size for both Multiplayer PvP and Co-op. Each queue splits the player base and has the potential to lengthen queue times. We know that you value shorter queue times and don't want to lengthen them by splitting the queues even more. In addition, we are currently sticking to the historical realism of enforcing Axis vs. Allies, so it is possible for one side or the other to have a longer wait time. Adding a separate queue would put more pressure on this. Instead, we've opted to keep a single set of multiplayer queues and changed the wording in-game to remove references to "unranked" as this was misleading.
We already have web leaderboards for the quick match queue, and we intend to maintain that. It made more sense to expose the fact that quick match is ranked in a way that is easily accessible in the game, rather than it being a feature that players discover through the community.
Q: Will you reset the leaderboards?
A: This was another tricky one. We've decided not to reset the leaderboards at this time. Although there was not an in-game ranking system before, members of our competitive community worked hard to top the web leaderboards and we don't want to reset progress without a reason such as changing the underlying way that ranks are calculated. Since the release of player profiles does not change the underlying system, only expose it, it did not make sense to reset everyone's progress.
Q: Ranks? Leagues? Does this mean there will be seasons or seasonal resets?
A: Currently, no. We were focused on adding player profiles as soon as possible, as this was one of the big community requests we've been getting since the game launched. It was more important to us to get this into players' hands sooner rather than develop a more complex seasonal system. This means that for now elo is persistent and does not reset. It also means that placement is a one-time status per leaderboard.
- Networking fixes & more internal telemetry Reworked customization: - New colorable patterns - Old patterns removed - Added coloring using flags (will be further updated in +-2 days)
Welcome to the inevitable post-release bugfix update!
The DLC now works on Macs!
Trebuchets no longer block airflow.
AI should no longer send so many insults and delegations.
Reduced frequency of heroes appearing slightly.
Added settings for frequency of heroes appearing and frequency of diplomatic incidents.
Added toggle for hero victory.
Better spacing of modules in editor module list.
Disarm and Cripple abilities deactivate properly once they've taken out all weapons/propulsion.
Added one new player-contributed fleet.
Added the proper portrait for powered-up Zotullah. (Zotullah!)
I've been reading people's feedback and reviews. The most common negative feedback was the heroes happen too frequently, and that in general, messages for players to deal with turn up too frequently.
During development, I was frankly worried that the DLC wouldn't have enough of an immediately noticeable impact. So I erred on the side of too many things happening rather than too few. I've now toned down the frequency of heroes a bit, and also added game setup settings that let you choose if you'd like heroes to be a rare thing, of if you'd like to play Steampunk HR Simulator 2023.
As for balancing individual heroes, that will be an ongoing process based on your feedback, so do let me know about specific heroes that you find overpowered or underpowered.
The new update is out, introducing a brand new steam locomotive to Derail Valley, as well as many bug fixes and improvements!
S060
Due to its small size, the new locomotive has very different characteristics from S282, making it quite a unique new experience. In terms of hauling capacity it sits somewhere between DE2 and DM3, and can sometimes be found in small industries, such as forests. The new locomotive can be accessed in sandbox mode without unlocking too.
Besides the new locomotive, there are many other notable improvements made in this update, such as updates to coal firing and economy, many new water towers, VRAM optimizations and more. Check out the changelog below for more information.
Changelog
Stability
VRAM optimization
Reduced VRAM footprint of dynamically generated textures
Reduced VRAM footprint of some large assets
We’re working on texture streaming, to drastically reduce VRAM usage
It’s currently in the testing phase. To enable it use console command:
Graphics.StreamingMipmaps.Active 1
This is still in development and may not be flawless
Fixed career progress corruption bug
Hardcore sessions were able to pull in saves from other sessions when auto-saving on game exit. It was possible for this to ruin one’s career progression
Fixed small memory leak caused by the window droplets system
Improved lag-spike optimization when printing out papers
Fixed brake sound getting stuck when stopped (introduced in #94)
Fixed shadows cast by terrain disappearing when turning around (introduced in #94)
Train Simulation
Added S060 locomotive
Small steam shunter, great visibility, high torque and medium range
Similarly to DM3, it’s more likely to spawn in smaller industries, like forests
Simulated efficient coal management during accelerated steam engine startup
Halves the amount consumed
Made partial shovel unloading possible
Reduced cost of coal by 75%
Reduced DM3 mechanical powertrain damage from engine running by 40%
Fixed cylinder cock steam particles being out of sync with the piston cycle on S282
Fixed reverser changing headlights orientation if the paired remote is off or in inventory
Made some tweaks to Auto Headlights logic when using the “Direction” setting
Removed accumulation of water in cylinders when the steam vehicle is in motion
IRL the tiny amount of condensing water gets expelled with each piston cycle
Fixed S282 fire not going out when coal is exhausted
Fixed firebox temperature not returning to boiler water temperature when fire is out
Adjusted S282 so it doesn’t go over 120 km/h
Reduced price of S282A/B subsystems (and thus repair costs)
Added a new, heavier, wheel rolling sound for locomotives
Fixed water in cylinders being audible at large distances
Lowered dynamos sound volume
Fixed exploded S282 retaining red valves and labels
Added numbers to S282 sand gauge
Allowed adding coal to firebox via the driving UI when the firebox doors are closed
Misc
Added 9 new water towers to the map
Pass-through in FF, OWC, FM, GF, MF, FRC, FRS, MB
Non-pass-through in CSW
Maps have not been updated with new tower locations yet
Made improvements to coal/water towers
Added alert sounds indicating steam vehicle alignment with chutes/faucets
Improved sound placement and volume, when using the towers
Fixed the water jet effect clipping through vehicles and taking too long to end
Reduced intensity of cab lights in locomotives
Fixed locomotives being able to despawn if coupled to an active order
Fixed steam engine controls not resetting when paying fees (fire, injector, blower, etc.)
Fixed text on comms radio sometimes getting stuck until put in inventory (introd. in #94)
Aiming at locked vehicles in sandbox now notes that they need to be unlocked in career
Tweaked audio mixing so the sound is less bassy in cabs
Fixed hotbar mousewheel scroll direction being inverted
Fixed main menu build badge button not leading to the news link on click
VR
Fixed some inconsistencies with Trigger/Grip usage (introduced in #94)
Fixed Vive wands not using Trigger to interact with buttons (introduced in #94)
Fixed held items being offset in left hand on some devices (introduced in #94)
Fixed log getting spammed on some devices (introduced in #94)
Improved interaction with rotary switches, notably the S282 exterior valves
Removed recenter button in main menu, should only appear in-game
Fixed carabiner slots resetting rotation on game load
Tutorials
Fixed “vehicle must be stationary” false-positives when auto-starting quick tutorials
Fixed vehicles attempting to start quick tutorials when the player isn’t licensed for them
Fixed multiple softlock issues around the coupling phase of career tutorial
Fixed multiple softlock points involving picking up money in the wrong moment
Fixed tutorial not recognizing movement and rotation in VR for some devices
Added the career tutorial step teaching how to crouch before coupling
We hope you'll enjoy this update. Thank you and see you soon with another!
We are thrilled to announce that DUBIUM is participating in The Steam Stealth Fest! 🥳
To celebrate the spirit of Steam Stealth Fest, we have prepared a series of exciting events for you and your friends to enjoy together!
With our recent update, we've introduced a party code invite system, making it easier for you to invite friends to join your game.
Additionally, we have lined up various promotions, including influencer streams, dare drops, and more! So gather your friends and dive into the thrilling world of DUBIUM. Stay tuned for more announcements about upcoming events!
What is DUBIUM all about?
For those new to DUBIUM, it is a survival social deduction game set in a near-future sci-fi environment. As one of the five Frontiers, your mission is to work together to complete various tasks and escape before time runs out. But beware, one of the Frontiers is a Traitor, whose objective is to escape and leave the others to face the abyss.
Key features of DUBIUM include:
👨🚀 Unique Frontiers with individual gadgets 🤷♀️ Unpredictable gameplay thanks to the new Traitor System 🥳 Party Play with party codes and chat invites 🥳 🔊 Proximity voice chat and Global Ping System 🔪 Unique Stealth Kill Animations 🥸 Diverse Cosmetics 🛠️ Unique Gadget Upgrade System
Check out our Gameplay Trailer 🎬
If you have any questions or feedback, feel free to share them in the comments below or on Discord. Remember, there's more in store for you with a variety of upcoming events prepared for your enjoyment!