New Boss - Verdant Terror: This new plant-themed boss will always spawn on Forest maps, and has a chance to spawn in Arena and Invasions.
Dev note: This boss is very different from existing bosses and will likely need some tweaking. It utilizes large crowd control effects, area denial, poison, and a unique lash attack that pulls the target. Please send any feedback on this boss to me in Discord and good luck.
Neutral Dodge now initiates a quick backstep with fewer i-frames and faster recovery.
Improved Two-Handed Melee Heavy Attack animation timings.
New Starting Weapon Loadout - Primal: Start with two Focuses that utilize the new Primal Generator and Spender skills.
SKILL TAGS
Primal - Skills that generate or spend Primal Charge.
Transformation - Skills that transform your character or are granted by a transformation.
Primal Skills
All Primal skills are either Primal Charge generators or spenders. Spender skills have no weapon requirements as these are powered by your accumulated Primal Charge. Primal Charge can only be gained while in combat and caps at 100 stacks. Generators can roll randomly on gear, but Spenders must be purchased from the Skill Merchant.
Transformation Skills
Gain "Animus Lock" for three seconds after entering a transformation: "The rush of feral instincts from your recent transformation demands you hold onto this form. Cannot change form."
Instant cast spells may be cast while transformed, as long as your normal form meets the weapon requirements for the skill. This includes most buffs, Shouts, Entanglements, Auras, Toggles like Bladecrest and Bloodrage, Blinks, Consecration, Flame Dash, Phase Shift, and probably a few more. Visiting the Skill Merchant while transformed and pressing the "Current Usable" button will show you all skills usable while transformed with your current equipment. Traps cannot be cast while transformed.
NEW SKILLS
Bear Form
Transformation, Primal Toggle. While active, you are a bear. Gain 50% Total Damage, 30% Damage Reduction, and generate 500% more Threat, but lose the ability to Dodge. Gain Animus Lock for three seconds after casting, disabling your ability to change form again. Cost: 30 Mana/second while in combat
Bear Form Abilities:
Swipe
Melee, Strike, Transformation, Primal Swipe with your powerful claws. Hits grant 10 Primal Charge.
Maul
Melee, Strike, Transformation, Primal Viciously maul enemies with your claws, dealing 180% combined weapon damage and bleeding all targets for the same amount. Grants one stack of Grizzly Wrath for each target hit. Grizzly Wrath increases Total Damage by 10% per stack for 15 seconds. Additional stacks do not reset duration. All stacks are lost when exiting Bear Form. Primal Charge Cost: 20 Stamina Cost: 150
Ursine Slam
Area Effect, Transformation, Primal Slam the ground with your claws, dealing 150% Combined Weapon Damage to all nearby targets. Stamina Cost: 150 Primal Charge Cost: 25 Cooldown: 8 seconds
Ironhide
Transformation, Primal Gain one stack of Ironhide. While you have Ironhide, incoming attacks will consume one stack to block the attack, as with a shield. Uses your equipped shield if you have one, and otherwise reduces incoming damage by 25%. Successful blocks generate 15 Primal Charge and return 50% of the incoming damage to the attacker. All stacks are lost when exiting Bear Form, if your block is ever broken, or by attempting to Dodge Roll. Max 5 stacks. Mana Cost: 30 Cooldown: 1 second
Wolf Form
Transformation, Primal Toggle. While active, you are a werewolf with increased attack speed. Gain Animus Lock for three seconds after casting, disabling your ability to change form again. Cost: 30 Mana/second while in combat
Wolf Form Abilities:
Swipe
Melee, Strike, Transformation, Primal Swipe with your powerful claws. Hits grant 10 Primal Charge.
Feral Slash
Melee, Strike, Transformation, Primal Swipe viciously, dealing 175% combined weapon damage. On hit, gain 30% Attack Speed for 3 seconds. Primal Charge Cost: 50 Stamina Cost: 150
Wolf Rush
Melee, Mobility, Transformation, Primal Quickly dash forward. On colliding with an enemy, attack for 150% combined weapon damage. Generates 10 Primal Charge per target hit. Can interrupt current action. Stamina Cost: 75 Cooldown: 4 seconds
Lycan Howl
Transformation, Shout Let forth a frightening howl, hindering all nearby enemies, reducing their attack and movement speed by 25% for 3 seconds. Mana Cost: 125 Cooldown: 8 seconds
OTHER NEW SKILLS
Sporebolt
Spell, Projectile, Area Effect, Primal Cast a poisonous seed pod that deals 20% Spell Damage and creates a toxic area on impact that inflicts targets with 1 stack of Poison per second. Poison deals 10% Spell Damage per second per stack. Max 20 stacks. Generates 10 Primal Charge. Mana Cost: 75
Thornbolt
Spell, Projectile, Primal Cast a viciously thorned seed pod that deals 125% Spell Damage. Generates 8 Primal Charge. Mana Cost: 50
Insect Swarm
Spell, Projectile, Area Effect, Primal Summon a swarm of insects upon your foes, dealing 40% combined weapon damage to all targets in its path. Generates 4 Primal Charge on cast and 2 Primal Charge per target hit. Mana Cost: 45
Twister
Spell, Projectile, Area Effect, Primal Cast out a twister that deals 60% Spell Damage to all targets hit. Generates 5 Primal Charge on cast and 2 Primal Charge for each enemy hit. Mana Cost: 100
Shillelagh
For 6 seconds, all Melee Hits generate 4 Primal Charge. Instant cast. Mana Cost: 150 Cooldown: 8 seconds
Storm Cyclone
Spell, Area Effect, Primal Call up a powerful lightning-infused cyclone for 5 seconds that chases nearby enemies and deals 120% Combined Weapon Damage to all nearby targets each second. Primal Charge Cost: 30 Mana Cost: 150
Razorleaf Tree
Spell, Area Effect, Primal Conjure the dreaded Razorleaf Tree. The tree decays over 7 seconds, shedding its wicked Razorleaves and dealing 70% Combined Weapon Damage per second to all targets in a large area. Primal Charge Cost: 40 Mana Cost: 140
Thorn Torrent
Channeling, Spell, Projectile, Primal Channel to continuously cast a stream of thorns that deal 40% Combined Weapon Damage each. Thorn fire rate is affected by attack and cast speed. Primal Charge Cost: 2 Mana Cost: 20/Missile Base Fire Rate: 5 Missiles/second
New Moon
Spell, Projectile, Primal Cast a beam of celestial energy that deals 120% Combined Weapon Damage and applies a 30% Chill to the target for 3 seconds. Once cast, you empower this skill to become Half Moon. Primal Charge Cost: 10 Mana Cost: 50
Half Moon
Spell, Projectile, Area Effect, Primal Cast down a wide beam of celestial energy that deals 120% Combined Weapon Damage and 50% of the damage to nearby targets. Inflicts all targets with a 30% Chill for 3 seconds. Once cast, you empower this skill to become Full Moon. Primal Charge Cost: 20 Mana Cost: 100
Full Moon
Spell, Projectile, Area Effect, Primal Call down the full power of the Full Moon to deal 130% Combined Weapon Damage and apply a 30% Chill for 3 seconds to all targets in a large area. This skill becomes New Moon after use. Primal Charge Cost: 30 Mana Cost: 150
Dawnray
Spell, Projectile, Primal Cast a beam of solar energy that deals 175% Combined Weapon Damage and empowers this skill to become Solarflare. Primal Charge Cost: 10 Mana Cost: 50
Solarflare
Spell, Projectile, Area Effect, Primal Cast down a wide beam of solar energy that deals 190% Combined Weapon Damage and 50% of the damage to nearby targets and empowers this skill to become Supernova. Primal Charge Cost: 20 Mana Cost: 100
Supernova
Spell, Projectile, Area Effect, Primal Call down the full power of the Sun to deal 210% Combined Weapon Damage to all targets in a large area. This skill becomes Dawnray after use. Primal Charge Cost: 30 Mana Cost: 150
Summon Elderwood Sentinel
Minion, Summon, Pact, Primal Summon an Elderwood Sentinel to fight for you. The Sentinel pulls in enemies from afar and roots them before slamming down and dealing damage to nearby targets. Hold Skill Modifier (default: Left Alt) while casting to dismiss. [h4]Pact Effect[/h4] Melee Hits generate 2 Primal Charge. Melee Hits from Minions contribute to their Master's Primal Charge. [h4]Stats[/h4] - Base Health: 325 - HP/Level: 15 - Base Damage: 70 - Base Resilience: 60 - Base Resilience Damage: 6
Summon Treant
Minion, Summon, Primal Summon a Treant to fight for you. Hold Skill Modifier (default: Left Alt) while casting to dismiss. Generates 15 Primal Charge. [h4]Skill Details[/h4] - Mana Cost: 150 - Cooldown: 5s - Max Summons: 4 [h4]Stats[/h4] - Base Health: 160 - HP/Level: 2.6 - Base Damage: 68.5 - Base Resilience: 28 - Base Resilience Damage: 1.275
Summon Frost Wolf
Minion, Summon, Primal Summon a Frost Wolf that delivers a powerful cone of cold. Hold Skill Modifier (default: Left Alt) while casting to dismiss. [h4]Skill Details[/h4] - Primal Charge Cost: 30 - Mana Cost: 200 - Cooldown: 8s - Max Summons: 2 [h4]Stats[/h4] - Base Health: 325 - HP/Level: 5.3 - Base Damage: 140 - Base Resilience: 58.5 - Base Resilience Damage: 2.6
SKILL CHANGES
Thorns Aura
Primal tag added. Now deals Resilience Damage. Now generates 5 Primal Charge on block and 8 Primal Charge on parry.
Call Lightning Rework
Area Effect tag removed. Primal tag added. Cooldown removed. Weapon requirements removed. Primal Charge Cost: 0 -> 35
Old Call down lightning that deals 300% spell damage to a large area after a short delay.
New Calls down lightning after a short delay that deals 200% combined weapon damage and chains to up to 4 total targets.
Spectral Claw Rework
Primal tag added Cooldown: 2s -> 0.5s Mana Cost: 75 -> 60 Stamina Cost: 75 -> 60
Old Cleave enemies with a Spectral Claw for 400% combined weapon damage spread among all enemies hit. Inflicts 2 Hits on each target.
New Cleave enemies with a Spectral Claw for 110% combined weapon damage. Generates 5 Primal Charge per target hit.
BALANCE
Spell Effect: Rooted
Now breaks when the target takes damage. No longer affects bosses.
SKILLS
Ruthless Charge
Damage: 200% -> 150% Combined Weapon Damage
TALENTS
Intimidating
Damage increase: 10% -> 15%
Menace
Damage increase: 10% -> 15%
Familiar
Damage Multiplier: 50% -> 30% Familiar now adapts its color based on your spells.
IMPROVED
Your minions will now teleport to you when you become dismounted by entering combat.
FIXED
Fixed Meteor not responding to volume settings. Fixed a bug where legendary items from The Gambler could not roll with influence. Fixed a bug where Circle of Influence would not apply to items from The Gambler. Fixed Act 1 Boss AI glitching out. Fixed bad spawns on Fort Ironhold (and probably every map). Fixed E key mounting. Fixed some collision debug visualizations being visible. Fixed being able to mount while meditating.
The following changes were added during today's real-time maintenance!
Character abilities
Increased the recharge time of the Shaman Heal ability from 20 to 40 seconds.
Increased the recharge time of the Shaman Lightning Claw ability from 15 to 20 seconds.
Optimization
Optimized the Wolf Shaman forest.
Optimized the Minotaur Fortress.
Optimized the Witch Queen Forest.
Optimized the Lost Empire
Optimized in the Land of the Dead
Other
Greatly increased the amount of gold you can get from your opponents (all maps)
Wildar, Eormenor and Mino's spirit chests now have optolos.
Optolo gear is now more likely to be available from the Naga Queen and Spider Queen chests.
The description of the gold bar now shows its value converted to gold.
The price of optolos has been reduced by 50%
The Cloak of Courage is now available for trade.
Magic stone now gives a percentage mana bonus ( 10% - 30% )
Defense Stone now gives a percentage defense bonus ( 10% - 30% )
Battleground Arena
Achievements in Battleground as well as trophies obtained by the character are now displayed as separate tabs in the Profile window.
We have changed the small map that appears in the top right corner under the battlegrounds: - The entire battleground will be continuously visible. - The background of the small map can be removed using the eye icon in the top left corner.
The elements of the group UI can now be moved, the settings UI can be unlocked and the original layout can be restored using the corresponding buttons.
Issue Fixes
Addressed an issue where Power Hunting losses and gains were not being recorded.
Improved the clarity of the warning text when exiting Observer mode.
Resolved a bug that allowed players to sign up for the Battlegrounds game mode, which is currently not permitted.
Fixed the situation where players were being placed in one of the Battleground groups even as spectators.
Corrected the display of actual values for wins and losses in the stats GUI.
Fixed a bug that caused an uneven distribution when creating battles.
Continuously updated the Battleground Observer Mode leaderboard.
Closed a gap in Wolf-Shaman and the Harbor neighborhood.
Enhanced the mechanism that refills the lives of bosses when they no longer perceive a threat.
Improved Movement Speed bonuses to apply in all situations.
Addressed the issue where typing long texts in chat would hide the full text until the window was resized.
Fixed a bug where Intelligence was not properly affecting Petrun's Disable ability.
Resolved the conflict where two Big Warehouse bonuses could be active simultaneously.
Corrected the damage output of Shaman staffs' 2nd hit.
Fixed the issue where the linked inventory would sometimes shift while moving.
Adjusted the character menu button lighting to only appear when there is a skill or stat point ready to be deployed.
Addressed various graphical issues in the Witch Queen's area.
Fixed instances where characters would become stuck in demon gates, not attacking, and their health would constantly replenish.
Prevented item loss when there was insufficient space to repack items during a withdrawn trade.
Restored the music in the Witch Queen's Realm.
Fixed a graphical bug that caused characters' faces to shatter while in hiding.
Improved the reliability of the online GM list, ensuring that GMs consistently appear on the list and reflect their availability accurately.
Resolved inaccuracies in the map placement of certain quest NPCs.
Corrected the displayed attack value for the Petrun Flame Shards ability.
Fixed a bug in Naga Run that caused the Minotaur ghost to slide on the ground instead of walking.
Fixed an issue where the Master of Stone Evasion stone would give Defense instead of Dodge.
Fixed a special fix has been implemented due to the game maps loading late. (Required Steam update)
Fixed an issue where the icons of some power stones were duplicating each other.
Fixed an issue with getting stuck on the login screen.
Fixed a walking issue in the capital city due to a collider calculation issue. (Arena Stairs)
Fixed an issue that caused remnants to remain on maps after events ended.
The game is finished, but the development is far from over. More exciting innovations are coming soon! Thank you for your signals, help and patience so far. We are counting on you in the future! We wish everyone a pleasant time in the world of Magic To Master!
[✨Update v0.6 is in development. I'll give a release estimate when ready!]
Greetings, Researchers!
For the past couple of weeks, I've been working on more NPC content! Based on our Discord poll and general sentiments, Luke is definitely being added to the bachelor list in the next update 💗 Each romanceable candidate currently has the following content, as do the upcoming ones:
4 Heart Event Cutscenes (💜💙💚💛).
3 Hangout Events (2 Hangouts and 1 Date) with interactable activities.
Special dialogue, mail, and character portraits.
Since I've mostly been working on characters' stories, I won't be able to share too much of them without spoiling~ Here's one of the Hangouts you can go on with Luke, though!
Hangout with Luke at the Violet Archive. Finally, Luke with a Blue Heart! 💙
I've also been working on QOL and other improvements, such as:
Polishing visuals for dialogue options
Overall optimisation
A progress tracker for relationships
Balancing for NPC relationships
Minor fixes
Hearts Progress can now be seen in the Friendship Tab!
What's next 📝
The next bachelorette to be added is... Eira! 💛 The poll results was tied between Eira and Yan Yan. I decided to start with Eira, because I wanted to add Yan Yan together with her brother, Ming, so that I can keep their stories more consistent. Thank you for your patience!
Welcome to the 86th War Thunder Steam Screenshot Competition!
Your screenshots from last week looked fantastic! In many situations, small guns can still pack a punch! The three most popular and three selected by us will get 300 GE. See the winners down below!
Let’s begin the 86th edition of our competition!
Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen86. You have time until 29.09.2023 to submit your screenshot.
After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.
Terms:
Your screenshot must include a vehicle in motion.
You must add the #WTscreen86 tag (title cannot have any other text in it).
[/b]
Screenshots need to be compliant with the War Thunder rules.
You need to be the author of the screenshot.
Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
You can use filters and settings built into War Thunder.
You can use the replay functionality built into War Thunder.
Rewards will be delivered to the author's account within 14 working days.
[/list]
And now, time for the winners of the competition’s 85th edition - Small Caliber!
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
We've got another small incremental testing build for y'all this week. This is mostly for iterating on a bunch of the constructs that will be showing up in the new Take & Hold level, while we continue working on the actual environment.
Things go well and we're at the 95% mark on actual level geometry & lighting setup. Next up is visual effects, more props, and getting the mode specific game logic in, which means we're in spitting distance of actually being able to have you folks test it! Looking like mid-October, assuming everything keeps going well.
Anywho, if you're running the Experimental build I'd love it if you could play around with the new Constructs in the Institution Preview scene and let me know what you think so far!
Have a WONDERFUL weekend.
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e5
Additions:
Added Floater, Iris and Blister Constructs to Sosig Spawner
Changes:
[TnH] Tweaked Floater explosion rate to be much faster and tweaked physics behavior
[TnH] Made Floater explosion radius larger and added further VFX
[TnH] Replaced Floater Sound FX
[TnH] Node projectiles now spawn a trio of Vaporizing Energy bullets
[TnH] Blister now has far more transparent detection beams, uses an ambient sound, and has multiple speeds
Tweaked Vaporizing Energy Bullet
Fixes:
[TnH] Fixed Floater node not detecting player
[TnH] Blister scan beams now properly disable on destruction
[TnH] Fixed damage multipliers on a number of destructibles
[TnH] Fixed destructibles that function like environment objects not receiving explosive damage
API Changes:
Added FVRLoopedAudioEntity class. NOTE THIS IS STILL IN PROGRESS and a bunch of its features are just stubbed in.
Known Issues:
Vaporizing Energy Bullets do not do ‘normal’ damage, and only invoke the Vaporize effect on Sosigs. This will be amended soon.
The big day is a week from now! Lost Paws well be releasing September 29th so mark your calendars for doggo antics. We are extremely grateful for the support from our community and are excited to to see what you all think when the game is out!
That all being said we do have out latest update out which will be the one before out release update! This one includes stuff like our new dog (yes we got another in there), two new locations, partial controller support, and several quality of life features.
New Doggo
We have added a third doggo and he is very friendly! The doggo is in the same general class of the other two which allowing you to do very similar actions. This doggo has slightly different physics reactions allowing for a variety of physical reactions that are slightly different from our original good boy. All of this gives you more options to be the kind of doggo you want!
What a handsome boy:
Look at him go:
We plan on adding more breeds after our early access release. Which ones we are still planning on but we hope to present some options for you all when we gear up for it.
New Locations
Two new locations now exist in the game. Both the Mansion and the City Park Apartment are now enterable locations in the game.
The City Park Apartment was added to punctuate the various building that are not enterable thanks to mean humans locking their doors. This place has a lobby and allows you to explore one of the apartment units. Hopefully, you won't run into any baddies in there. The apartment also features many new interactable elements like new bonkable waste bins, decorations, and drinkable fountains. Together it makes it a great stop for the discerning doggo looking for a place to rest from bustling city life.
Doggo is cozy here:
The Mansion is on the far side of town and is there to give a special location for a little world building. If you go in, you might find out where all those falling items are coming from. The mansion is a first class joint with all the luxuries you'd expect from big dinning tables to massive beds. The Mansion also has a special room with many things your doggo can play with. Peeing around in there to find out exactly what we mean.
Be a shame if these were peed on:
Partial Controller Support
This one is a little older but we finally got Partial Controller support approved on Steam! You will be able to run, jump, bonk, use skills, and use your inventory among all other important doggo actions in the game with use an Xbox or Xbox like controller. A few changes has to be made to accommodate the controller mainly with sounds and the UI. For the sounds things should be improved overall as they have been edited for more rapid and varied inputs. As for the UI, the menu's now all have a selection order which in in the main menu start by default. All other menus have it active based on type of device connected . In fact the menus and inventory change slightly in look to adjust for if a controller or keyboard and mouse are active giving you the best experience based on what kind of input device you have plugged in.
Dynamic Controller Help Screen:
Quality of life
A few new quality of life features were added as well including:
RPG Skill Auto-assign
Zone text notification
Tutorial Activation prompt on start of new game
Audio base volume adjusted
Retuned graphics for better look and cleaner presentation
Optimized camera to improve performance
Thanks for reading! We will be unveiling our current planned road map in the next story so we can get to the work of making one of the best dog games out there! If you liked what you read please consider wishlisting if you haven't already and joining our discord to let us know what you want to see in the future. Thanks again for reading and see you all in the next one!
Changed : Stamina and water reset after fail or when healed by Doc. Changed : Increased torch battery life. Changed : Diamonds easier to see. Added : Water above Coober Pedy mine. Added : Ride Shotgun achievement.
All feedback welcome and please report any issues in the Bugs section.
Titan1Studios, has announced that their debut video game, a Story-Rich, Dark Fantasy, Action, Adventure and Magic Combat PCVR title, the EVENTS AT UNITY FARM, will enter Early Access on Steam on September 23rd, 2023. The game’s demo which first launched during Steam Next Fest in February has received over 18,500 activations on the platform and is currently in development for PlaystationVR2®.
In the EVENTS AT UNITY FARM, players must prevent the Multipocalypse by solving the mystery of what happened to a ghost girl named Alliss. By using an ancestral journal that empowers physical magic casting, solving unique puzzles, and gathering materials to improve their skills, players will experience a fresh-take on Open-World VR that combines survival and RPG elements with shooter-style spell combat and pits you against a variety of souls-like creatures and persistent enemies in an ever-expanding story universe.
The game mixes the best of Lovecraftian Horror and Fantasy with a dash of Steampunk, inspired by classic 1990’s point and click adventure and RPG games from publishers such as Sierra Online, Origin Systems and LuscasArts.
Ruth Bowie, the game’s unlikely hero, is a shy BIPOC teen from a matrilineal line of occult scientists that she only comes to learn of after arriving at Unity Farm. It’s her grandmother who sends her back in time to prevent the Multipocalypse and her great-grandmother’s journal she must learn to wield to defeat the hordes of creatures from myth, legend, technology and human experimentation gone wrong.
The decision to enter Early Access was a strategic one, driven by the studios’ commitment to delivering an exceptional gaming experience while involving the passionate community in shaping the game's future. After years of development and after receiving both player and content creator feedback through various phases of production; Closed Beta to Demo, moving to Early Access will provide the additional opportunity for the development team to engage in more broad community-based development.
Virtual Reality Adventurers who are familiar with the demo will be treated to hours of new content in Early Access including: an updated combat system with spell shooting combinations, an XP system with skill upgrades, potion crafting, lore, unlocked locations, new puzzles, and a new boss battle, all with improved and optimized visuals. Early Access will also include a first look at the game’s thrilling Arena (Horde) Mode which will introduce the fictional Western town of Rockslide and test the limits of player’s spell casting ability.
What’s in Early Access vs Final Release?
EARLY ACCESS
Story Content - 3-4 hours
Boss Battles - 2
Mini-Boss Types - 2
Spells and Combos - 3 spells and 6 spell combinations
Locations - 6
Arena Mode - 1 Act with 5 waves and 1 Boss Battle
FINAL RELEASE
Story Content - 10-12 hours
Final Boss Battle - 1
Boss Battles – 4
Mini-Boss Types - 8
Spells and Combos - 4 spells and 10 spell combinations
Locations - 7 + 5 Shrines
Arena Mode - 3 Acts with 5 waves each and 3 Boss Battles
Steam users who purchase the game during Early Access will have access to all future content updates, improvements, and expansions without any additional cost.
To commemorate the launch of Early Access, Titan1Studios will also release a series of poster images featuring creatures from the game. Pictured earlier, the Ghost Witch, a creature based on the Skadegamutc from Indigenous folklore, will be accompanied by The Risen, the game’s iconic Portal Creature, The Risen Brute, and The Lady of Straw.
Released weekly on socials and at select Location-based entertainment centers around North America, the posters will promote Early Access and Steam Scream: Revenge participation from October 26th – November 1st, 2023.
The game marks the beginning of a new era for Titan1Studios, as it takes its IP from Comics to Gaming. The Multipocalypse, which originated in the hit ZOMBEN comic series, is a result of cataclysm on multiple Earths that results in three unique apocalyptic events from three separate Earths all occurring at once.
Staying close to its graphic novel roots, the studio has created a unique visual style for the game’s Cinematics moments by utilizing a set of tools to illustrate and animate them in virtual reality. The result marries the traditional comic book look with animatic style animation and a haunting yet hopeful musical score.
Titan1Studios prides itself on inclusive storytelling and that is evident with this game. At present, only a handful of virtual reality video games feature BIPOC characters, let alone leads. The EVENTS AT UNITY FARM leans into the opportunity to subvert the horror genre and deliver a rich narrative that is diverse, cultural, and 2SLGBTQIA+.
About TITAN1STUDIOS
Founded in 2016, TITAN1STUDIOS is an award-winning Cross-Media Content & Technology Studio specializing in Original IP. The studio embraces diversity and representation across all facets of the creative process, which is reflected in our executives, artists and technology talent.
While our stories span the far reaches of time and space, our themes often hit much closer to home with a key emphasis on family, identity, mental health, and building a better tomorrow.
Our initial wave of comics and graphic novels included the KNIGHT GUARDIANS OF RELATIVITY and the all-ages hit ZOMBEN, properties that served as a bedrock of two separate and distinct universes: the Relativity Universe and the Multipocalypse Universe.
In TV, the company has an eclectic slate that includes an all-ages animated adaptation of ZOMBEN, a live action take on the successful YA novel series THE COSEEMA SAGA, and a young adult drama inspired by the EVENTS AT UNITY FARM video game. Titan1Studios also recently launched a new animation studio, Missing Socks Entertainment, based out of Calgary, with a slate of adult animation titles including MODERN ROGUE based on the hit YouTube channel, a medieval workplace comedy entitled DRAGONS & WARTS, and WTF! WRESTLING THE FEDERATION from creators Kanja Chen (Fraggle Rock) and Atul Rao (Deepa & Anoop, Ghee Happy).
In Video Games, the studio has a variety of projects in production. EVENTS AT UNITY FARM, a fresh take on open-world virtual reality, with magic shooting combat, puzzle solving, exploration, and a rich narrative, is in the late stages of production with a scheduled release in October 2023 on PCVR platforms. Also, production is underway on LOVE IS A ROUGELITE, a turn-based action game set within a procedurally generated love story, slated for release on Valentine’s Day in 2025.