Happy Anniversary Vault Hunters! Here’s 11 Golden Keys for 11 badass years adventuring the Borderlands – and a little extra too!
SHiFT Code: CTWTB-X9ZHB-XBXT9-B3JTJ-3JKW6
Borderlands Collection: Pandora’s Box
Whether you're a longtime fan or a series newcomer, you can snag every Borderlands game to date with Borderlands Collection: Pandora's Box, available on Steam.
If you own any Borderlands game within the Borderlands Collection: Pandora's Box, you'll only pay for the content you don’t already own.
Throughout September, we'll be rolling out one video per week, each introducing a different character from our game. Stay up-to-date by following us on our social media platforms to access this exclusive content.
Pierre is a seasoned resident of Nouvelle-France driven by a thirst for fame and fortune as a Coureur des Bois. His moral compass often takes a backseat to his own desires, yet his generous nature shines through, especially if there's something in it for him. With deep wilderness knowledge and a penchant for risk-taking, Pierre's pride and greed make for a captivating mix of decisions.
Coming soon to Eco 10: ports! With the introduction of Boats, coastal infrastructure will be crucial to opening up trade and travel between continents. We’ve added lots of new block types you can place directly on water like docks, and other decorative elements to give you that nautical appeal.
Port towns will be very important to the overall economy, and become hubs of trade as resources pass through them between land and sea, connecting far-flung towns with the resources they need from the other side of the world.
Overview of past and coming up blogs: - Boats and Trade - Coastal construction (This blog) - New avatars - Face tracking avatars - Photography/painting - New graphical improvements - Expanded tech tree - Twitch plugin - Towns, Countries, and Federations - Culture
Coastal Construction in Eco 10
Docks
Original concept art for hewn log docks
We've created a set of dock-specific forms in the Hewn Log blocksets. These specialized blocks were designed for building and expanding your coastal creations, but we aren't going to judge you if you find other creative uses for them.
We’ve also made blocks have much more detail in their close LODs, and we’re going to retrofit all our old blocks to do this as well. This will give us the ability to create more interesting building pieces for you to create with.
As we add more forms to blocksets, we will be looking at ways to improve the UI and UX of form selection. Please feel free to leave feedback related to this, we plan to be giving a lot more time to blocks in future updates.
Buoys
Moorage Posts can be added to your docks so they are locked in and can’t drift away. These can be crafted from both wood and steel.
Wood Mooring Post
Steel Mooring Post
We’ve introduced two floating buoys that can be placed in the water and used for navigation, additionally these can be used like the moorage posts to stop your boats drifting away.
Steel Buoy
Plastic Buoy
Nautical Decorations
We have also added a series of decorative, nautically themed objects to dress up your coastal areas.
Life Preserver
Ships Wheel
Hanging Buoys
Glass Buoys
Fish Rack
Stay tuned for more updates as we continue to explore upcoming features for Update 10. If you have thoughts, questions, or stories to share, connect with us through our Discord channel. We're eager to see the coastal constructions you'll create in the Eco 10 update.
Hey everyone, Redbeard/Brendan here with another lore update! This time with a peek into something I’m personally excited for in one of our future updates: Vestige Lore!
As I mentioned in my previous post, there's a lot of lore for the world of Inkbound both because it’s necessary to create a believable world but also because it’s just fun to write. Since there's so much of it, though, and it often doesn't relate directly to what's happening in the game or with characters at the time, I still wanted a way to expose some of those less-relevant-but-still-interesting facts for those who wanted to dive deeper into the world of Inkbound.
In our previous game, Monster Train, we had a similar feature: all cards, enemies, and items in the game had lore/flavor text that you could read and learn a little bit more about the card/enemy/item/thing itself and how it fits into the larger world. In Inkbound, we've taken the same approach to our vestiges: not only giving them flavor text but designing their visuals from the ground up with that lore in mind. We always want each new asset in the game, whether it be a Vestige, Trinket, character, Book, or Aspect to feel grounded in the game universe and that means making sure that the visual design for those assets has a strong lore foundation to give it context in the larger world of Inkbound.
That's not to say that the gameplay design of these items isn't what ultimately drives the creation of new vestiges, aspects, etc. (it often is), but that once the gameplay details have solidified a bit, I can come in and provide some in-world context for "why" this new thing exists in the world. So, in a sense, the lore for all of these vestiges has always existed, we're just polishing it up and making it visible now!
Here are a few examples:
The Dam wasn’t all bad, just mostly. The original intention of the DARVe, to study the written creations for sentience, was a noble one. It was just led by people who couldn’t handle the chaos that ensued.
It’s a pretty tremendous undertaking, the cataloging of the Atheneum, so it’s no surprise it only happens maybe once an Age. Didn’t stop those Counselors from reindexing the whole damn library, though. Gave each book a chit and everything for easier retrieval. Takes all the fun out of the hunt, I say!
A gift from Allyra with the inscription: “Perhaps we were wrong”. Sent to Allyas, no doubt. How juicy! Lys bet me those two would get back together someday, and this feels like sure proof that they haven’t yet! Lys doesn’t agree… As to what they were wrong about, your guess is as good as mine.
Ahh, another memory best left forgotten. The poor couple’s introduction to the shadows and the Whispers. Oh, it was a carnival once upon a time, but after Witt… left… it became something much darker.
There used to be more of us. Lots more Binders if you can imagine! It really put a squeeze on the Ink going around, though. So these little badges were given to Trackers for the Vowed to exempt them in their use of Bindings.
So, there are a few things that are important when designing a vestige and the lore around it:
1. Where does this vestige come from? Is it from the Atheneum? Another world that's been written? Answering this first helps narrow down from designing 'anything' to 'fewer things.' In the case of ‘Predator’s Quintessence’, we knew it would be related to a sci-fi world (the Derelict Starship DARVe from our most recent update!) so that narrowed down the possibilities significantly to something related to that book.
2. How can the visual design closely match and convey the gameplay function as closely as possible? This will usually determine more specifics of 'what' the vestige actually is/does/looks like. The “Predator’s Quintessance’ vestige started with the gameplay prompt: “When you kill an enemy, you permanently deal more damage.” Knowing that this vestige would be connected to the Starship, it made sense to have the vestige relate to one of the captured predators aboard the DARVe, the Thantaloupe (an enemy you can also fight in the latest update!).
3. How does the surrounding universe support this item existing? Is there something that already exists in the world that could be used as an opportunity to reveal more lore or story about the world? This is where the vestige design starts to go from something 'normal' to something 'Inkbound'. It's where we make sure that the item feels rooted in our universe and not something that could just be found anywhere. Cheesecards were a concept for a long time that I wanted to find a place for in our vestiges and putting the visual design to this vestige seemed like a decent spot for it. It’s certainly a vestige where the mechanics tie to the visuals a bit more loosely, but the payoff it gives in terms of worldbuilding makes up for it.
4. What does our lore writer have to say about it? Lore on its own can be interesting, but it's even more compelling when told through the lens of a character within the game; a narrator that can have their own opinions on what they're talking about to reveal information about character dynamics and other tidbits that might not be possible if the same information were just delivered as plain facts. In Inkbound, all lore is written from the perspective of the Chronicler.
Once all this lore and visual description has been written and any additional reference is collected, it's sent to our very talented artists to make my ugly words into something awesome to look at!
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I hope this gives you a bit more insight into how I design the initial visuals for our vestiges and the lore that supports them as well as give you a little sneak peek into the massive lore dump coming in the not-too-distant future!
We’ll have more details for you as we get closer to launching this new feature, but until then, thanks again for playing Inkbound and see you in the Atheneum!
During this event, which usually lasts 5-6 days, with daily replenishment, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.
Don't miss your chance to get one of the strongest units for 19 stars. also, bonus rewards will be for 3 | 7 | 15 stars and for 19
-Fixed the audio slider in the settings. -Fixed a bug where the glass windows wouldn't break. -Adjusted the time on the ghoul cages, which would respawn too fast before.
After monitoring the recent changes to Unity's pricing policy, we've made the difficult decision to move away from Unity as our engine of choice for "THE HALLWAY - Escape Room."
While Unity has already backtracked on a few of these statements, and the changes might not affect us as of yet, and potentially never will, our trust in Unity as a company and as a game engine has been broken. Continuing to build our games with Unity feels like too much of a risk for the future.
What does that mean for THE HALLWAY?
We are deeply committed to our game and can't wait to show you the whole picture of what we have envisioned. However, this will now take a little longer than originally expected, as we have to rebuild the game in a new engine and potentially acquire new skills as a team to do so.
So please be patient with us as we work diligently to deliver the next update, allowing you to continue your journey in THE HALLWAY.
Thank you for your understanding and continuous support! Cheers uqGames
Today is the day you may find yourself trapped in an unlikely vessel, and undead hordes slithering towards you hungrily. Eldritch Exterminators is released!
We are excited to finally be able to share this with you all! This is an early taste, with more maps, enemies, and weapons already in the works. We plan to bring you patches on a biweekly basis, with a mix of content and gameplay tweaks to ensure a steady supply of new experiences. We are looking forward to your feedback, and hope you have as much fun playing it as we have making it. We are releasing today with our first map, the Endless Forest, with 6 weapons to unlock. Explore the Revelations tab and figure out how to expand your armory with exciting new options!