I hope you are doing great. I am doing super great! We just got featured on the Gamescom Opening Night Live, this is the second time Geoff Keighley has given us the chance to share Post Trauma with the world I can can't say thank you for it enough times.
Thank you to all the people that have been there from the beginning, thank you to the people that got here from the Game Awards and thank you to all the new people that just got here! Please remember to wishlist the game if you can, it's a free and easy way to help us out!
There's a lot of stuff I want to talk about, so I'll start with this. What did you think of the trailer?! I really hope you liked it, we tried to tease a lot of stuff without spoiling anything from the story. Where's Roman? What are those creatures? Is that the same spider lady from the original demo? And who is that woman on the speaker?!? I know all the answers but you will have to wait until the game's out .
And speaking of when the game is out... We just announced that the game will come out SPRING 2024! That might sound super far away but trust me, in game development it's just the blink of an eye. Though the team has grown a little since the last time, we are still suuuper small, so a lot of those extra hands will be working to make sure the quality of the final game will be awesome.
This week at Gamescom journalists will be able to get a glimpse of the game, it's the first time we are letting several people try the game this way since we released the original demo, so I can't wait to read what they think! I hope they will enjoy playing it as much as we enjoyed creating it.
I really don't know what else to say besides THANK YOU for supporting the game and making the dream of this indie dev become true!
I hope you have a great day and I will see you all in The Gloom.
Over the past few updates we've been mentioning multiple potential changes, and now we've solidified a few of them and they'll be making their way to Soul Stalker in the game's next major update! Check out the update plan below:
(By the way, we would really appreciate it if you left a review! It's the best way to support the game!)
The first thing you'll notice is that we're adding new content! That is, a new character, new trinkets, and new weapons! On top of that, we're adding new ascensions, and a new stat (dodge). Some of the new trinkets will also interact with this new stat! The last addition is the new "campfire" node, which will function similarly to the upgrade/healing portion of the current shop node. Because of this, weapon upgrades will be tweaked as well.
In regards to the tweaks, the regeneration stat will no longer heal you after combats, and instead will be limited to the new campfire node. However, to counterbalance this, the regeneration of all characters and relevant trinkets will be boosted!
Lastly, we've also adjusted the frequency of weapons in shops after you're maxed out, and we have bug fixes too of course! :)
Anyways, that's it for this update! We look forwards to finishing it and improving the game for all of you! As always, we would really appreciate it if you left a review! It's the best way to support the game!)
As of a few minutes ago, Towers of Thana is finally available in Early Access!
The moment we've all been eagerly waiting for is finally here! We're beyond thrilled to announce that Towers of Thana is now in Early Access and available for everyone to experience.
To further whet your appetite, we've prepared an exclusive Early Access trailer that offers a visual treat of the adventures that await:
Being in Early Access means we are still in the phase of refining and improving. Your feedback will be invaluable in shaping the final version of Towers of Thana. So, jump in, explore, and let us know your thoughts, ideas, and any bugs you might encounter. You can share your feedbacks by replying to this email, or by letting us know on Discord.
We wouldn't have reached this milestone without your unwavering support and enthusiasm. To each and every one of our subscribers: Thank you! Your feedback, comments, and encouragement have been the wind beneath our wings. We're looking forward to experiencing this next phase of the journey with you.
The moment you've all been waiting for has arrived – Version 1.0 is here! This update marks the end of Early Access and the official full release of Superior: Vengeance.
We've packed a lot into this update, including a new playable character, new boss, new powers, our first Battlebook, enhanced audio, full localization in six languages, and more!
Here’s what’s new:
New Character: Renegade
Meet Renegade, Superior: Vengeance’s second Bruiser! Like Ronin, Renegade relies heavily on getting up close and fortifying his armor. Unlike Ronin, Renegade sports an affinity for shotguns and getting under people's skin. Utilize Renegade’s unique Taunt skills to keep high damage targets off of your allies and control the flow of the fight!
New Feature: Battlebook 1
Introducing the Battlebook - an all new way to unlock new cosmetics, snacks, and characters! Battlebook items are unlocked via Battlebook Credits - a new in-game currency which is earned 1:1 with XP. Whether you're at the Max Level or still on the climb, you'll continue to rack up Battlebook Credits as long as you have items left to unlock in your Battlebook.
New Boss Fight: Smash & Dash
Smash and Dash are a pair of muscle bound brothers infected by the Xeno parasite who are ready to give you a serious workout! Their routine includes dodging high velocity barb wire, avoiding extra sharp cutlery, and generally running for your life! Fight Smash and Dash on Beta Earth.
New Powers: Duos
10 New Duo Superpowers are now available to unlock via the Hero Hit List! These powers utilize the strengths of two different power families and will only show up when a player has invested in both of them. Duos are unlocked by facing Smash and Dash. Learn more about Duos here.
Audio Updates
Fighting Superiors has never sounded so good! This update features a fresh audio mix, updated weapon sfx, and more!
Growth Fight Updates
They say you can’t teach an Old Growth new tricks. Yeah, we’ll see about that. The Growth is more dangerous than ever with new friends and attacks to keep you on your toes!
Improved laser tracking and made it more reliably blocked by terrain
Greatly increased the number and variety of enemies that spawn
Improved the Growth’s animations and effects
Improved feedback on the Growth’s Pustules’ health
Pustules and Polyps drop ammo when destroyed
And more!
Other Boss Updates
Reduced the number of projectiles Overmind fires on each attack
Reduced Wind-Up’s health when he appears as the first boss
Destroying Wind-Up’s mines will deal more damage to enemies
Bosses will now trample turrets
Weapon Updates
Added the Sweeper - Tier 2 wide spread shotgun with bullet penetration
Plasma Rifle Damage increased from 13 to 15
Plasma Repeater Damage increased from 9.5 to 11
Ranger Magnum Damage increased from 60 to 70
Ranger Magnum Critical multiplier increased from 1.45 to 1.6
LMG, Plasma Repeater, and Kingbird damage falloff greatly increased
Other Updates
Full localization for French, Spanish, Portuguese, Italian, German, and Korean
Ronin Updates
Beatdown changed from restoring Armor on Close Kill to restoring Armor on damage
Armor Efficiency bonus Max Armor increased from 1/2/3 to 2/3/5
Back To The Fight now allows the player to collect Armor Pickups even if they are at Max Armor
Back To The Fight armor and overdrive boost increased from +1/2/3 to +2/3/5
Blade Master no longer resets bonus when using Superweapons
Overhauled superpower RNG, allowing for more build flexibility
Players now have a window of opportunity to dodge Slime Scrap’s Slime spray
Slime Scrap no longer vomit right after landing from a jump
Invader damage now scales based on the depth of the run
Updated Lobby navigation UI
Added a new Aiming Sensitivity scalar to the Settings Menu
Removed cooldown penalty for stopping a Self-Revive
Stopping a Self-Revive will now remove a portion of the remaining bleedout time
Allergic Reaction time between draining armor increased from 1 second to 10 seconds
Picking up a duplicate power now gives the player 30 cred
Removed Fire Resistant Armor
Storm Mission fixes
Revolt now properly appears when the encounter escalates
Rebalanced the rate of storm appearance as well as reinforcements
Overall improvements to storm collision and positioning
Storm only stuns when it detonates at the end of its cycle
The Storm is formatted to fit bunker better
Bug Fixes
Fixed Charge Weapons audio and vibration persisting if you drop the weapon mid charge
Fixed Muzzle flash being visible while scoped
Fixed Force Jump causing players to get stuck in terrain or placed out of bounds
Fixed Force Jump not always spawning Force Platforms appropriately when moving at high speeds
Fixed Force Dash shield jittering when the player has high latency
Fixed Scraps performing melee attacks on downed players
Fixed flying enemies being immune to stun
Fixed a condition that was limiting damage dealt to Revolt
Fixed Xeno Jump ignoring Party Barrels, will not destroy other hazardous barrels
Fixed Weapon Capacity Kit not applying its magazine bonus when purchased
Fixed Headshots failing to cancel their attacks properly when stunned
Fixed Headshots tracking cloaked enemies
Fixed a bug where occasionally the player would lose the ability to self-revive
Join our Discord to share your feedback, submit a bug report, or chat with us about this update!
“Chief, we just unearthed some old and dusty blueprints from another Endzone referring to something called the ‘Pathfinder’. Their records show that they used it to cross the treacherous terrain far beyond. We should have our researchers take a look at it!”
Amazing News, Survivors!
In celebration of our recent announcement (more on that below) we took the time to publish an update with a new decorative asset, a new side mission and several minor bug fixes.
Important Notes We have removed the ingame Feedback tool. This, however, does not mean we are no longer interested in bug reports. You can reach us using the following form.
Missions: Added a new mission to unlock a decorative Building
Buildings: Added a new decorative Building
Feedback: Removed the Feedback Tool (STOMT)
Achievement: Removed the Achievement concerning the Feedback Tool
Localization: Fixed a number of Localization issues
Expedition: Fixed a bug that caused the game to crash while loading
So, what's the announcement we were talking about above? Well...
We've just unveiled Endzone 2, the successor to "Endzone - A World Apart" - a project we've been secretly brewing behind the scenes!
In short, Endzone 2 will feature vehicles, multiple settlements, a completely new expedition system and much more. Head over to our dedicated Steam page to learn more and wishlist the game!
Also check out our Discord server for exclusive bits on the development and the most direct link to share your feedback and discuss with us about what you would love to see in Endzone 2.
We’d also like to thank all of you for giving us the opportunity to work on the next installment for Endzone. We can’t wait to shape the game together and venture into the next big journey within the Early Access phase, starting in the first quarter of 2024!
Your Teams from Gentlymad & Assemble | 1.2.8630.30586
Hi all, we hope everyone is doing well. As always, thanks so much for your continued support, great comments and engagement in here, Discord and on social channels.
Firstly we'd like to remind you that we're going to be part of the Future Games Show's Livestream tomorrow night - we'd love for as many of you to watch it as possible to check out our exclusive trailer and give the game some love in the comments! Here's a couple sneak peeks into the trailer that we couldn't hold back:
The show will be broadcast on Wednesday, August 23, 2023, at 11am PT / 2pm ET / 7pm BST / 8pm CEST on YouTube, Twitch, Steam, Twitter, Facebook, TikTok and GamesRadar.
the time has come to surpass the confining limits of these lands. Our brightest minds have constructed machinery that allows us to break free and venture beyond our borders!
Let there be no doubt – even after centuries, Mother Nature's anger remains unbroken. She is the same untamed beast she was when our ancestors stepped out of the Endzone. Our way will be filled with obstacles, misery, and death. Yet, we are pioneers, born with an unwavering curiosity to expand, rebuild, and thrive. Together, we will rekindle humanity.
Jeremiah Sawchyn, Leader of Expedition 01
Dear Community,
today, we are incredibly excited to officially announce the direct successor of Endzone - A World Apart, called Endzone 2. When the Early Access phase of Endzone ended, we knew that the journey was not over but merely beginning. There were many ideas we had internally, and so many more contributed by you and the awesome feedback you provided that we felt we needed to start fresh. And now we can finally talk openly about what we have in mind for the time to come!
If you would like to know more, head over to our store page where you can also wishlist the game.
Many of you wished to be able to start your settlement at a location of your choosing. It was also something that we wanted to do internally but never found the time to implement. With Endzone 2, you can do just that. Pack your people into your bus, discover a location of your choosing, and start a new settlement. This brings us to the next big addition: Vehicles. Yes, Endzone 2 will have vehicles. They will be directly controllable and used to discover lootable ruins and new habitable lands. But that's not all. You will also be able to use them to establish automatic trade routes to provide your multiple settlements with much-needed goods or scarce resources. This leads us to potentially the biggest addition. Multiple settlements. Differently than in Endzone - A World Apart, you will start and manage multiple settlements on different plots of land. These locations feature different sizes and specific or unique resources. These habitable lands are divided by the badlands, treacherous terrain filled with valuable loot and points of interest to uncover. To make managing multiple settlements feasible and enjoyable, we have introduced a completely new job and path system that is clearer to understand; one that won't result in strange settler paths or unexpected job switching. So basically, no more of this:
Where to get the latest News...
You can check out our Discord server for exclusive bits on the development and the most direct link to share your feedback and discuss with us about what you would love to see in Endzone 2.