Battle your way across the planet’s permanently frozen surface
Search for heat sources to avoid the lethal effects of the blizzard
Discover deadly new artillery to even the odds against a host of new enemies
Gain access through the System Map after completing the final mission on Oterion
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Holochamber
Extinction Dungeon now available in the start rooms
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Features a much harder experience
Player levels are maxed out; legendary weapons dropped
Enemies deal significantly increased damage
This concept may be expanded upon in the future or even transferred into a standalone variant of Holochamber: Arcade
Enabled Arcade Scoring for Holochamber Arcade
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Enemies add score based on their internal enemy value
The higher the current floor, the higher the score multiplier will be
More ways to earn score will be added in the future
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Characters Skills
Juggernaut
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New Skill: WASP Drone
Weaponized Autonomous Support Platform
Deploys a mobile support drone that fires independently and increases its fire rate as Juggernaut’s primary weapon magazine gets lower
This rate of fire is maintained even when switching to a power weapon!
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Stryker
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New Skill: Combat Stim
Boost weapon damage for a limited time
Causes a small amount of HP damage on use
New Skill: Speed Stim
Boost movement speed for a limited time
Boost reload speed for a limited time
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Weapons
New Laser Weapons
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High damage, relatively low magazine power weapons with incredible range
The Laser Rifle is designed to clear out a group of tough enemies
The Laser Beam is perfect for precise targeting on hard targets across the battlefield
A specialty of the new manufacturer Tawhiri but also available from Kadru, Nazuna, Olorun, and Wolf
Added New Manufacturer: Tawhiri Directed Energy
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Specialize in high damage at any range
Highly effective against all four enemy types
Produce only Laser Rifles and Laser Beams
(Currently only available in Campaign mode on Rygar – full Holochamber implementation is coming in a future update)
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General Updates and Fixes
Gameplay
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Secrets backend logic has been added. Expect to start seeing more secrets in future updates. There are a few currently in the Genesis II Station and on Titus as tests.
Updated footstep audio system for Player Characters
Added blob shadow for Player Characters and NPCs
Fixed Player Characters’ unarmed animations and blending
Fixed an issue causing players to load into the game with lower health and shields than intended
Fixed an issue preventing Lv 0 players from receiving stat increases on their first level up (Offense, Support, Special)
Fixed an issue allowing weapons to utilize Aim Assist without using the Laser Sight
Fixed an issue causing the Campaign save game logic to overwrite pre-existing Mission Objectives and Completions
Fixed issue causing Interactable objects to not work properly
Fixed an extremely rare bug where if a player selected New Game from the Campaign sub-menu, backed out, then selected Continue their save data, while not deleted, would not load
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UI
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Decreased Enemy HP bar size to de-clutter screen
Updated mission failed procedural screen to match campaign failed screen
Fixed issue where "Upgrade" and "Assign Skill" inputs would override Skill Details screen
Full screen map now has a "Close" button
Full screen map now shows map Sector info
Increased skill icon size on HUD
Skill error flash now is now easier to see
Fixed Graphics Menu “Resolution” button missing info bug
Updated slider option background to match the button hover texture
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Lockjaw Mining
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Updated the first console to say "unlock control room door" instead of "unlock door control room"
Fixed some off-center art on the stair landing after Loading Zone A
Solved some persistent collision issues on staircases
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Lockjaw Cell Blocks
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Updated the minimap with borders and increased opacity
Fixed a bug in the Atmospheric Control Room where the Fan Control terminal was activating too early
Optimized several lights
Added new carnage to the lower walkway areas in Cell Blocks A and X where Wardens are engaging pirates and/or prisoners
Other minor art updates throughout
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Titus
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Updated collisions to prevent players from getting stuck in the starting area
Fixed collision issues in the Sinkhole where players could climb up the wall and become permanently stuck between stalagmites and the wall
Fixed even worse collision issues in the Sinkhole where the player could “climb” the wall and ultimately fall out of the map
Closed off access to the underground river for both story reasons and to prevent players from entering unintended areas of the map (enemies are immune to Titus’ toxic water, making these encounters slightly more challenging than before!)
Provided Stingers spawning over the large pit in the Sinkhole with nearly twice as many navigation options to reach the player
Slightly adjusted art in the caves to stop an issue where players would repeatedly “fall” causing an unwanted series of sound effects
Fixed a potentially game-breaking bug where players could walk around the East Gate, permanently ruining their mission progression if they reached Site 4 and spoke with Cpl. Tych
Updated grammatical and logical errors in dialogue for Cpl. Tych
Fixed an issue where players could fall into a sunken area near the tree between the Crystal Gorge Bridge, Drill Site 5, and Supply Storage
Updated collision on all the cliffs at Site 4 to prevent the player Warp Dashing or falling off into unintended areas or becoming permanently stuck
Cleaned up the collision on the locked staircase leading from Site 4 to the Lagoon Zone
Updated lighting
Solved an issue where dust decals on top of the shipping containers at the Supply Storage site were overlapping onto the Supply Crate and Crane
Fixed an issue where players could jump into the Crystal Gorge without updating their current location sector on the minimap
Massive art update to the Crystal Gorge – it should now live up to its name
Made major under-the-hood improvements to art in the Crystal Gorge which should improve frame rate there for players on older hardware (more optimization to come in future updates)
Improved collision at the end of the Gorge by the Battery which could cause players to repeatedly “fall” on seemingly flat terrain
Solved a collision issue that was allowing players to get behind the water tank at the end of the Gorge
Added new lighting down the length of the Crystal Gorge
Fixed an issue where the rocks blocking the path to the underground tunnels had no collision
Fixed an issue where some of the rocks blocking the path to the underground tunnels were not getting destroyed as intended
Corrected a scaling error causing the destroyed military robots throughout the level to have disproportionately small legs and feet
Improved fx particles on the destroyed military bots in the underground tunnels
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Titus Queen’s Nest
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Updated art in the boss chamber
Slightly adjusted the player start locations to try and prevent a rare bug where players would spawn inside of the wall
Added minimap (the "visited" color change is disabled for this minimap)
Enemies cannot spawn after the boss is defeated
Lowered Boss Power level from 20 to 15
Boss now has a segmented HP bar
Egg sacs surrounding arena will now explode at HP thresholds 1 and 2
New sub-area available after defeating the boss!
New final objective after entering the new sub-area!
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Oterion Wetlands
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Updated art near the Lost City Gate
Fixed some floating rocks in the Survey Zone
Adjusted the stairs on the way to the Lost City Gate to facilitate smoother movement
Toned down enemy encounters near the Lost City Gate
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Oterion Ruined Sanctum
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Removed several blockout and test art pieces that were still visible at the back ledge by the first interior door of the Outer Court
Fixed some issues with the miniboss encounter at the Outer Sanctum
Improved art on the moving glyphs in the miniboss chamber
Cleaned up some minor issues with the guideline art throughout the level
Updated collision on several piles of rubble
Solved a rare but game-breaking bug where the player could fail to activate the exit walkway from the Puzzle Path in the Inner Court due to behavior in the first puzzle chamber
Significantly decreased the number of enemy spawns in the Infested Corridor on Easy, Normal, and Hard difficulty settings
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Genesis II Station
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New Area: Dr. Hadley’s Lab!
After fully completing Titus the player can now visit Dr. Hadley in her lab while between missions
This will ultimately be where players can start quests, unlock secrets, and get to know the brightest (if one of the more scattered) minds on the Genesis II Station
(Hadley’s current model and dialogue profile picture are not final)
Updated dialogue on all NPCs after completing Titus! Many characters are in new locations, and some will respond differently to different player characters
Work on Post-Oterion dialogue is currently underway, and is already available for quest-giving NPCs
Made major updates to the chained dialogue animations on all moving NPCs, resulting in a much more natural look and feel (This is still a work in progress but most patrolling NPCs now use this new system)
Fixed a lighting issue causing some art and NPCs to appear very dark in-game
Unlocked the ring door leading from the Archives Ring to the Executive Ring
Unlocked the main hallway door leading from the Command Center to the Engineering Ring
Updated art in the Barracks Ring (now visible from the far edge of the Executive Ring) for consistency with other station ring area art
Major updates to art in Engineering; currently it is only slightly visible to players but will be fully accessible in an update this autumn
Fixed an issue where some NPCs were still using the legacy dialogue system, which could sometimes impact their interactivity with the player character
Significant art update to the Holochamber with new prop lights throughout and outer walls to match the rest of the rooms on the station (this remains inaccessible in Campaign mode for the time being, however)
Art updates throughout the station, especially in the outer ring areas
(Hopefully) solved a long-running issue causing NPCs in the Command Core to trigger the “sector” readout on the minimap
Fixed a major navigation bug in the Archives that was preventing NPCs from patrolling as intended
Fixed several minor navigation bugs in the Archives that were preventing NPCs from correctly interacting with objects
Solved several issues where NPCs seated at desks were severely clipping through their keyboards
Fixed a logic error that was preventing players from accessing their Vault while on the station
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Holochamber
[/b]
Max level updated to 50
Extinction Dungeon option now available in start rooms
Fixed an issue allowing unclaimed Function kiosks to spawn on top of one another
Enabled Arcade Scoring for Holochamber Arcade
Updated dungeon spawning behavior for Desert Caverns
Fixed a bug in Desert Caverns where some Spyders would spawn without animations or enemy AI
Updated lighting and post-processing in the Desert Caverns to match up with Campaign
Hello everyone! The game was just updated with version 1.41a
This is a fairly small update, which adds a new quest for level 40, set in Ertoron. The main purpose of this update was to fix and rework current King's castle in the city. The castle interior was unfinished for quite awhile. I've started working on it back in 2019, when the game was a lot different, and I had an idea for a particular quest involving king of Ertoron. During development the game was changed so much, that I had to abandon initial plans for it and move on with different idea. Now it's finally finished, and has bigger interior and an actual king sitting in there. You can follow the quest or you cank kill a king and become an outlaw.
Other changes:
I've rebalanced gameplay for heavy melee endgame sets a little. Now all heavy endgame sets have a little bit more armor, you can actually knockdown heavier enemies and Powerful strike/Whirlwind/Charge dont hinder stamina regeneration after level 50 of your character, which should improve your damage output a lot.
Fixed the bug with woman's version of enduring set not looking like a male version
Fixed the issue with being stuck on story box quest in Volflar Fields
Magic shield now absorbs more damage if your player level is higher (more info in ability tooltip)
I've added some loot back to the Darklands bosses. Without it, it felt really unrewarding to kill bosses in Darklands. Now you will be able to get some epic set items from bosses.
Hemmorhage in blood demon form now have 1 second cooldown instead of 0
Fixed stuck problems in Frozen Temple
Fixed new armor sets showing on some companions
Mods:
You can now create Animal NPCs and companions
Fixed the bug with stackable toggle in effects tab
Added advanced manager for merchant assortiment which will allow you to remove or move around certain items
Would you like to know more about our movement options? Then let's go over one of the most essential abilities - wall running!
So I'm going to address the elephant in the room:
Yes, you can run on almost any wall in the game. If it's vertical and looks flat enough, you can run on it. This wall isn't even that flat
So how do you actually perform a wall run in The Burst? It's quite simple! Start running, then hop onto the wall and just keep on going. Don't forget to swing your arms! Doing pretty good so far
You can maybe run for about 2 seconds before you start to slide off. But you can always jump to the next wall! Think of the possibilities! Don't forget to swing your arms upward when jumping
And of course, you can wall run for extra style points. Those guys will have no idea what hit them. You don't want to know how many times I had to retake this one
In conclusion, wall running is easy to do, but it's up to you to take it to the next level. Wait, what's that glowing thing up there?
And while you're at it, don't forget to follow us on Twitter and join our Discord community! Until next time, agents ːB1ː
We're back with some exciting updates for Garage Flipper that we're thrilled to share with you. Our team has been hard at work to bring you fresh content and improvements that will enhance your garage flipping experience.
1. New Maps and Environments 🗺️
We've expanded the world of Garage Flipper with brand new maps that utilize entirely different terrains, environments, and settings. From suburban garages to rustic barns, these new locations will provide you with a fresh and diverse set of challenges. Each map has its unique charm and requires a different approach to achieve flipping success.
2. New Items and Elements 🧰
To keep things interesting, we've introduced a range of new items and elements for you to discover and interact with. From vintage collectibles to modern gadgets, you'll find a wide variety of objects to flip or integrate into your garage designs. These additions will not only expand your inventory but also give your garages a unique touch.
3. Updated Tutorial System 💬
We understand that mastering the art of garage flipping can be a daunting task, especially for newcomers. That's why we've revamped our tutorial system. It's now more comprehensive, user-friendly, and will guide you through the essential mechanics of the game step by step. Whether you're a seasoned flipper or just a beginner, you'll find the tutorial system more helpful than ever.
4. Enhanced Gameplay Experience 🎮
Our commitment to improving the overall gameplay experience remains unwavering. We've listened to your feedback and made various tweaks and optimizations to ensure smoother gameplay, better performance, and an even more enjoyable garage flipping adventure.
We're thrilled to continue this journey with you, and we can't wait to see how you tackle the new maps, utilize the fresh items, and create stunning garage designs. Your feedback is invaluable to us, so please don't hesitate to share your thoughts and suggestions in the comments or on our discord! 👇
It’s been a while since you’ve heard from us but we’re finally back with information about another content patch. 🤩 Today, we’d like to give you a glimpse of what’s going to be introduced in the future update! 🔥
The developer works tirelessly to bring new content to the game and the first feature he’s prepared for you is in-game biome modding! 😀
With this we’d like to give you even more freedom. Create custom biomes using various resources available in the game such as animals, objects and more! 🤯 Once saved, you’ll be able to obtain and place the biomes just as you’d do with the standard ones. We can’t wait to see where your creativity will take you so make sure to share your projects with us on our discord! 👇
Let’s take a look at a biome we’ve prepared for demonstration purposes- the Moth Biome.🔍
The sheer amount of possible combinations will allow you to have a world like no other player! 🙂
This content patch will also bring new objects, like a healing statue ➕ which as the name implies gives a healing aura in a small area around it. This object will allow you to heal up after a tough battle or even support you during combat if built strategically. ⚔️
On top of that, you’ll encounter new enemies - witches. They are aggressive beings skilled in magical art who use their AOE degeneration magic to bring demise to the players. ☠️ You can meet two kinds of witches, the normal ones reside in the main dimension while the other, even more dangerous dwell in the depths of the enchanted dimension.
Those are just some of the features the patch will bring to the game 📝 so make sure to keep a close eye on the notifications and newses because we’ll reveal even more features as the update is near! 🔥
Gonna be honest lads, I have no idea if uploading an updated build will screw with save data. Just in case it does, back up your files!
Thank you all for playing, it means the world. I'm glad everyone is enjoying my project!
I'd also like to thank my homie Osiol for his extensive playtesting and script editing, Franzen would be no where near it's current quality without that help.
Tomorrow's update will fix a softlock, and some general improvements all around.
Baker Street Breakouts: A Sherlockian Escape Adventure - HiSv Studio
Embark on a Sherlockian Adventure: 'Baker Street Breakouts' Coming November 13, 2023
Prepare to dive into the world of mystery and deduction as never before. After months of anticipation, we are thrilled to unveil the official release date of our highly-awaited game, 'Baker Street Breakouts,' scheduled to launch on November 13, 2023!
Step into the shoes of the legendary detective, Sherlock Holmes, as you navigate through ten gripping escape rooms, each packed with mind-bending puzzles and riddles. It's a battle of wits against the infamous Moriarty, and only the sharpest minds will emerge victorious.
What Awaits You in 'Baker Street Breakout's:
🔍 Engaging Storyline: Dive deep into the world of puzzles and experience an original storyline that will keep you on the edge of your seat.
🎩 Iconic Characters: Interact with beloved characters from Sir Arthur Conan Doyle's world.
🧩 Challenging Puzzles: Put your deductive skills to the test with a wide range of puzzles, from classic ciphers to intricate mechanical contraptions.
🏆 Epic Showdown: Prepare for a thrilling showdown with Moriarty that will require all your detective prowess to overcome.
But the excitement doesn't stop there! In the lead-up to the launch, we invite you to add 'Baker Street Breakouts' to your Steam wishlist. By doing so, you'll be among the first to know when the game is released.
We are confident that 'Baker Street Breakouts' will push your puzzle-solving skills to the limit. Our team has poured their hearts into creating a rich, immersive experience that captures the essence of Sherlock Holmes' world. We can't wait for you to join us on this journey.
Thank you for your unwavering support. Together, we'll unravel the Moriarty’s mysteries and face the ultimate challenge in Baker Street Breakouts.
About Baker Street Breakouts: 'Baker Street Breakouts' is an upcoming escape room adventure game that immerses players in the world of Sherlock Holmes. Developed by HiSv Studio, the game challenges players to solve puzzles, outwit Moriarty, and uncover secrets in ten intricately designed escape rooms. With a compelling storyline, iconic characters, and challenging gameplay, 'Baker Street Breakouts' promises to deliver an unforgettable gaming experience.
Sapphire Safari has turned 2 years old! She has come leaps and bounds since we started building our game! To celebrate this fantastic happening, and the two years of labor we've poured into the game we have a 50% off sale running for the next four weeks. Get in while you can! As for a look back, the earliest stuff we have is quite cringy but I figured I would contrast it with the progression of work so you can all see how we started and where we have ended up. First, let's look at our mascot for the game, our lovely bunny girl!
Originally we wanted a Lola Bunny-type look, but realised it was... erm... not... great. And moved more toward a cuter type of mascot.
The characters in the game swapped around considerably as well, mostly due to our experimentations with the art pipeline and attempting to find a perfect balance so our small team could build all the important things we needed.
The next reference piece is our our game looked and felt overall over the past 18 iterations of releases.
We quickly found our desired look, but the mechanics grew and changed a whole lot.
Sapphire Safari started as an on-rails shooter, moved to a semi-open world on-rails shooter, then became an open-world voxel-based exploration game, moved onto a small semi-open-world shooter, then finally a fully open-world shooter with a focus on calendar events and quests.
The current iteration has found a perfect spot for our team, both in what we can build, and what we want this game to ultimately become. We still have a lot to decide on, specifically around how the end game feels. For now, the motions the player goes through, the overall focus, and the goals the players will have have all been found. I want to thank our lovely community for giving us this chance to experiment and find Sapphire Safari in all our experiments. We hope you'll join us for the final push to a full game!