With this update we are adding some more bug fixes and quality of life improvements. Ladder disappearing bugs in nun quarters and attic have been fixed.
Also problems with starting a new game after playing the game have been addressed in this update. Related inventory and event bugs (for example: fireplace hallway wraith encounter) have been fixed. Also lots of other minor tweaks have been added with the update.
Unfortunately we have come across some issues regarding the mac support for the game. The state of the mac support is currently uncertain and we apologize for that.
Thank you to everyone for playing Keep The Lights On and giving us valuable feedback for the game!
We've just went live with our latest patch which has a total overhaul for the progress system and graphics. We will soon go live with the demo version as well with (most likely) the same build.
With this patch we want to try out a new approach for the progress. ex. Rather than having 3 levels within one, we now have one level for each map. If you complete the level, you'll unlock the next one. At start there are multiple levels unlocked, so the player can discover more suitable levels and places to get levels + unlock new Seekers without requiring to play through level by level.
We hope you like this new approach and let us know what you like!
Here it is! Our biggest update yet! It's only just the beggining of all the features we have planned! For now, Gauntlet Mode (v1.1) is only avaliable via public beta, as there are still some placeholder UI/images and some bugs and balancing issues may still be present.
We would really appreciate providing balance feedback and bug reports on the Steam forums! Here's how to get access:
Open Steam
Nagivate to the Library Tab
Right-click on EdgeLords from list of games
In the pop-out menu, select 'Properties'
Select the 'Betas' tab
In the 'Beta Participation' drop-down, select 'External Beta'
You have now opted into the public beta
Your client will automatically update, or you can update by clicking the green button
You can opt-out at any time
Any progress made in beta will carry across
New Game Mode - Gauntlet:
New Multi-Choice Event System
20 New Story Events, each with 3 outcomes
30 New Event Illustrations, 50 more on the way
New Upgrade Mechanic - Make your cards more powerful
New Promotion Mechanic - Bosses now scale over the campaign
New Essence Mechanic - Manage your resources on upgrades
4 new 'Victory' CGs for completing Gauntlet
Overhauled system for logging completion
Deck inspector to view you and your opponents cards
Persistant Health across the campaign
PROGRESSION
In Gauntlet mode, your health is persistent throughout the campaign, so be mindful of how much HP you have at all times.
Between battles, you will see two progression bars, the top one is the campaign progression with three areas, the bottom bar is the current area progression
There are three areas, clear them all to win the campaign
GAINING NEW CARDS
Boss cards get stronger the further you progress, and their HP increases dramatically with progression
There are two bosses in each area (character portraits), defeating a boss grants you one of their cards to add to your deck
There are two story events (book icon) in each area, you can make choices in those events to reveal new outcomes, each choice leads to a unique card
UPGRADES
The Anvil & Hammer icon is the upgrade screen. Here you are given 250 Essence to spend on upgrades, such as Healing to Full HP, Increasing your HP cap, Removing cards from your deck and upgrading a card in your deck
Each time you use an upgrade, it becomes more expensive
Any unspent essence is kept for the next upgrade event
Removed cards are removed for the rest of the campaign
Cards can be upgraded (called 'promotions') any number of times, and it increases their base values until the end of the campaign
Stuff we're working on right now
Interactive tutorial
Deck editing for 1.2 Ascension mode
Secret new features
Even more artwork
Even more animations
Voiced interactions
Interaction UI overhaul
Thanks again for all of your continued support! We couldn't do it without you!
Reminder that if you need to swat up on gameplay there's a rulebook on the forums check it out here
You can review and suggest the planned quality of life improvements on the Steam forums. And you can review and suggest balance changes over here on the Steam forums.
HAWKED is about to enter Open Beta on PC, and this time it’s a total free for all. Prepare to board the Riftwake and explore, fight, and loot your way across X-Isle from August 3–17!
Preload now on MGLauncher and Steam to play HAWKED for free from August 3. Join the hunt during Open Beta to unlock a bounty of rewards from the FREE Renegade Pass, plus exclusive Twitch Drops!
New ‘round these parts? HAWKED dares you to become a Renegade and commence the ultimate treasure hunt. This free-to-play extraction shooter features adventurous exploration, daring PvP and PvE encounters, and a bounty of ancient treasures ripe for the taking.
You’ll start your journey aboard the Riftwake, a vast submersible vessel that’s your only way to get to and from the mysterious island of X-Isle in one piece.
Here are a few pointers before you rush in guns blazing:
JOIN THE HUNT: The adventurers guild GRAIL has recruited a band of Renegades—treasure-hunting mercenaries—to infiltrate X-Isle and retrieve powerful relics from a lost civilization. That’s where you come in! Squad up with pals to explore this new world as you battle to claim these ancient treasures, then get them safely back into GRAIL custody.
FIGHT DIRTY: When the chips are down, fortune favors the bad. Outfox and outgun rival Renegades and monstrous Disciples in a race for the best loot!
ADAPT YOUR LOADOUT: Switch up your playstyle on the go with new weapons and ammo, gear upgrades, special abilities and tech, and mystical powers.
EXPLORE X-ISLE: Use your trusty Traverser to journey across the island’s lush plains, into dense jungles, and through ancient ruins.
LOOT 'EM UP: Solve puzzles and dodge deadly traps to locate Glyphs, unlock the Treasury, and snag valuable Artifacts. Extract your bounties to upgrade and customize your Renegade!
As HAWKED is still in active development, your playtime and feedback from Open Beta will be used to improve the overall gameplay experience. All progress made in Open Beta will be reset in the release version of the game (except for Renegade Pass rewards and Twitch Drops).
ISSUE #0 & FREE RENEGADE PASS
Turn the page on your Renegade’s origin story in Issue #0: Open Beta! Inspired by the epic scale and adventure of comic book arcs, Issues are major seasonal updates that bring new content, rewards, special events, and other surprises to HAWKED.
Every Issue will also launch alongside a Renegade Pass, with each containing a payload of exclusive rewards across Free and Premium tracks. Renegade Pass #0 is totally FREE throughout Open Beta—claim yours in-game from August 3, play to progress, and earn sweet cosmetics, including:
Weapon Patterns
Renegade Outfits
Color Schemes
Renegade Gear
Renegade Pass #0 is only available for a limited time, but the rewards are yours to keep permanently through Open Beta and beyond!
TWITCH DROPS
Tune in to official Content Creator streams on Twitch from August 3–17 to earn a bounty of Twitch Drops:
Space Purple (Color Scheme): Lay claim to a new galactic Color Scheme for your Renegade.
Dead Drop (Weapon Pattern): Get the drop on enemies with this deadly new Weapon Pattern.
Simply rack up enough viewing time, then claim this loot from your Twitch Drops Inventory to receive it in-game. Any Twitch Drops earned will be available throughout Open Beta and into the full release of HAWKED.
JOIN THE HAWKED COMMUNITY!
Don’t get caught out, Renegade. Subscribe to the official HAWKED newsletter to stay on top of the latest news, events, and special offers by getting hot intel straight to your inbox. Also, join the wider Renegade community by following HAWKED on Discord, Twitter, Facebook, Instagram, and YouTube.
Times and dates are target estimations and may be subject to change. Follow official HAWKED social media channels, including Discord, for up-to-date information.
Check out the Avatars Update together with some fixes!
Hello adventurers, we are thrilled to announce that we have exciting updates for you! 💪😊
Today we have the opportunity to thank you again for the warm welcome of Rooms of Realities. We always believed that the combination of Escape Rooms, VR technology, and the ability to play co-op and solo will be something that many people have been waiting for. Bringing a game like this into Early Access, however, means it needs to be cared for properly! And that's why we recently showed you a Roadmap that will guide us through the next updates. 🗺️
Today, we are delighted to introduce a series of fixes that will enhance your gaming experience even further. After the successful launch of the Asylum Update (we hope you enjoyed this thrilling scenario!), we have been diligently working on addressing various issues and making the game more enjoyable for all players. These fixes will ensure a smoother and more immersive gameplay experience:
🔥 Voice chat & microphone output 🔥 Avatar preview in the menu 🔥 Player avatars will be able to high five!
Stay tuned for more exciting updates as we continue to deliver outstanding VR escape rooms for you to explore. Thank you for your ongoing support and feedback. 📝
Soon, in August you will receive a new scenario, consisting of three fresh chapters. Nemo's Mysterious Formula! It's going to be something really unique, but we won't reveal too much now... 🦈
📢Greetings, Survivors! We’re excited to announce that game update 1.22 is now available on experimental branches on Steam! We’ve got a lot of new bugs bags and backpacks – coming in this update. We won’t dive deep into what they are or how they look, but let’s just say that our focus was on increasing the variety in lower tiers. That’s because we felt there weren’t enough options, and it was fairly easy to obtain a high-capacity backpack early on in the game.
Next on the menu is a major balancing pass on melee combat. We introduced the mace and sword in update 1.21 and observed that it was fairly difficult to balance how these weapons behaved against each other. As a result, we did some balancing on both the attacking and defending side of things, and tried to do a better job distinguishing between tools and weapons in their stats (i.e. a tool is not necessarily made for combat, unlike an actual weapon). Additionally, clothing items with meaningful protection should actually provide much better protection now to those who wear them. The chances of bleeding were reworked as well, and we also fixed the issue regarding infected bleed attacks ignoring protection. This should greatly improve your odds of surviving a fight with the infected, particularly when wearing an item like chainmail. Furthermore, we removed the ability to stun opponents with certain light items.
Players on Steam will be happy to hear that the launcher server browser has received a number of improvements, such as:
All tabs are now automatically refreshed at the start of the launcher and queries are not restarted whenever a tab is switched. A direct connect window now allows you to connect to a modded server and offers the option to add the server to your favorites. The player count is no longer obfuscated and the actual number of players on a server is displayed instead.
The change in displaying the player count is also reflected in the in-game server browsers, which means console players will also be able to benefit from this improvement.
We made a lot of changes “under the hood” and would love to know if you have any issues with the following during your experimental testing:
Joining a modded server with the queue in place. We changed the data verification process so that players with incorrect data get kicked out the moment they enter the queue, instead of getting kicked out after going through the queue.
The hit registration. We made some improvements and would like to know if you experience any issues hitting targets in the mid to long ranges.
The mouse cursor while in the window / full screen. We’re trying to resolve some issues with the mouse cursor being stuck during certain conditions.
The AI navigating the environment, and doors in particular. We fixed a lot of bugs on the navmesh side of things.
Player collisions with the bodies of bigger dead animals to prevent players from hiding inside them.
As usual, please report any issues you may encounter to our feedback tracker. Thank you!
A new decorative object that goes on the walls, like a tank of water but screen like. It has some small background animation. It was placed on corridor type maps.