Sun Down Survivors - kdodge
Hi everyone!

We just released Sun Down Survivors Patch 1.4: Final Boss update, now available on Steam! This patch includes a final boss and cutscenes for the game’s ending, some game rebalances, and more!

Before we get too into the updates and changes, we’re super excited to announce that Sun Down Survivors is participating in the Shoot ‘Em Up Festival this year! Sun Down Survivors will be on sale for 25% off from September 25th to October 2nd!




Grab Sun Down Survivors on sale for the Shoot ‘Em Up Festival!


Without further ado, let’s jump into the new update!

First and foremost, Sun Down Survivors now has an ending and more replayability! If you can survive through all four seasons, you can now face off against the mighty Demon King himself — King Minos! Can you defeat Minos and restore peace to the world of Sun Down before it’s too late?


Keep reading below to see a full list of all the new changes in this patch!

The End:
  • Added a final boss after you defeat Winter: Minos, the Resurrected Demon King
  • Added a cutscene after you defeat Winter
New Effect:
  • After defeating any seasonal boss, the Skill XP Magnet is triggered
  • Collects all current XP from across the map and brings it directly to you
Balance:
  • Added Difficulty Modes:
  • Year 1 - Easy
  • Year 2 - Moderate
  • Year 3 - Hard
  • Year 4 - Challenger
  • Increased likelihood to get upgrades for skills that have already been obtained
  • 2 and 3 Star Monster Camps are more challenging
  • Adjusted Monsters to scale better with difficulty over time:
  • Mammoth, Stampeding Giant Boss- 2000 Health -> 2500 Health
  • Torgo, Sandy Fortress Boss- 5000 Health -> 6000 Health
  • Hatorbee, Shinobee Assassin Boss- 90 Damage -> 100 Damage
  • Bulky, Permafrost Moose- 50000 Health -> 35000 Health
  • Bulky, Permafrost Moose- 250 Damage -> 120 Damage
  • Fall Slime- 300 Health -> 275 Health
  • Mole Monster- 700 Health -> 600 Health
  • Fire Octopus- 475 Health -> 450 Health
  • Squid Monster- 700 Health -> 600 Health
  • Magic Bee Monster- 800 Health -> 700 Health
  • Winter Slime- 1000 Health -> 900 Health
  • Winter Slime- 100 Damage -> 90 Damage
  • Leaf Lion- 275 Health -> 300 Health
  • Leaf Lion- 100 Damage -> 95 Damage
  • Snow Bro- 1400 Health -> 1100 Health
  • Snow Bro- 125 Damage -> 100 Damage
  • Winter Penguin- 1750 Health -> 1400 Health
  • Winter Penguin- 125 Damage -> 110 Damage
  • Midnight Bat- 2500 Health -> 2000 Health
  • Midnight Bat- 50 Damage -> 110 Damage
  • Cerberus Monster- 3000 Health -> 1500 Health
  • Cerberus Monster- 150 Damage -> 110 Damage
Bug Fixes:
  • Fixed issues causing players to lag in Winter
  • Fixed issues with the cliffs changing seasons before the environment


Can you defeat the Demon King Minos?


Don’t forget to join our Discord to find a group to play with, ask for game help, or just hang out with other members of the community!

Have fun, adventurers!

Tavielle, Community Manager
Pixel Sprout Studios

Discord: https://discord.gg/HvMPETUJcK

Twitter: https://twitter.com/SunHavenRPG

Instagram: https://www.instagram.com/sunhavenrpg

Facebook: https://www.facebook.com/Sun-Haven-RPG-108956407514643
Sep 26, 2023
TerraCodex: The Stolen Relics - waver leovet
Aiming to enhance your game experience so far, we've made some changes based on the feedback we've received and our continuous development efforts:
  • The initial character selection has been removed to improve the game-starting process.
  • Debug command buttons have been hidden (pressing the left controller's analog button will reactivate them).
  • A tutorial and introduction featuring Hector have been added at the beginning of the game.
  • Ghost versions of thief miniatures have been added to indicate each one's status.
  • Thematic hands have been introduced and will change according to the agent in action when visiting a Point of Interest.
  • A display showcasing the recovered Relics has been added in the Hub.
  • We've fixed issues with the materials of some miniatures and the feedback for George's Auto Investigate feature.
  • Other minor bug fixes have been implemented.
Thank you for your continued patience and support.
Inkbound - Shiny Shoe
Letter from the Team

We are continuing to watch feedback and play data to dial in some of our recent balance changes. This update reflects the latest tweaks.

Release Timing

This patch will be released at approximately 10 am PT (UTC-7) on September 27th, 2023.

This link will convert that to your local time.

Full Patch Notes

General & Quests
  1. Fixed special Villain music failing to play in Villain battles.
  2. Fixed Blazing Barrier showing incorrect damage.
Enemies
  1. Slimpes no longer attack the turn they are spawned from Infestation.
  2. Sparring Dummy will no longer randomly direct attack on the turn it spawns.
  3. Reduced Nim health in book 1 and 2.
  4. Reduced slightly Lusk health in book 2.
  5. Increased slightly Janus attack in book 2.
  6. Adjusted down a few slightly too hard battles.
  7. Adjusted down the HP increase in daily challenges from 20% to 10%.
Defense of Nations - The Goodship Friendship
You ever had a moment where your car was giving you problems, so you took a look when you got home only to wonder how you even made it home in the first place?

That was me investigating reports of issues with loading saves. Turns out a piece of behavior in the engine that was reliable in editor was in fact not reliable behavior (not that it was promised to be, but I will put forth that it was somewhat implied to be) and frankly I'm now surprised myself and other players have any success loading a save.

Thankfully, this is a 15 minute Demo and not a 90 hour RPG so to avoid making promises I can't keep during your playthrough, I'm just gonna... turn saves off for now. 😅
Darkest Dungeon® II - RedHookMichaela
Our latest quality of life update has completed its public beta period and is now available for all game owners on Steam and the Epic Games Store. We want to thank everyone who submitted feedback during the beta. Overall, the changes received an overwhelmingly positive response, and we were able to take the feedback we received and use it to tweak and refine these new features.

Darkest Dungeon II remains our studio's whole focus, and we look forward to sharing more updates and expansions with you!

Monster Death Armor: We have introduced an entirely new mechanic for how monsters deal with Death’s Door. Previously, some monsters had Deathblow Resistance just like heroes. This sometimes led to incredibly frustrating moments where a lucky monster would defy all odds and survive endless blows.

We listened to the feedback and decided to rework the system. Now, death protection for monsters is token based rather than resistance percentage based. Monsters who previously had Death Resistance will now have one or more Death Armor tokens. When such a monster is reduced to 0 hp, the first Death Armor token is consumed. Further damaging blows consume one Death Armor token each. When the monster has no further Death Armor, damage will kill them outright.

We hope that this change will reduce the worst of the maddening RNG elements present in battle, and allow for more concrete tactical play. We have made adjustments to all skills, quirks, and items that have previously interacted with Death’s Door Resist to now engage meaningfully with the new token based system. Specifically, some skills and effects have the execution keyword, which allows for bypassing a set amount of Death Armor entirely.

Swap Hero Paths at The Inn: A much requested feature, now a reality! The goal of this change is to allow players to better strategize for the region ahead, and create a more dynamic party state across the entire expedition. Changing paths costs a nominal sum and will refund any mastery points spent on that character, allowing you to respec your hero.

Choosing Hero replacement at the Inn: Another community request brought to life! Now, when you arrive at The Inn after losing a hero, you are able to pick which replacement hero (from the available pool) to bring into the party. The intent of this change is to allow for more strategy when trying to save an expedition after losing party members.

Factions are back in Road Battles! Factions have been reintroduced to road battles to add greater variability to routes, and an additional challenge for those tired of the regular mix of Pillagers and Gaunts.

COMBAT

General
  • Fixed an issue in which extra actions were incorrectly being granted when a Hero was already on a turn granted by an extra action
  • Stygian Flame no longer increases Deathblow RES on monsters
  • Stygian Flame now provides an additional 1 Death Armor to relevant monsters on combat start
  • After equipping a torch or pet, other pets and torches will be removed from the store
  • Choose your skill order: The order in which you select your hero's active skills will be the order they appear on the bar.
  • New VFX added to the Bounty Hunter poster to improve visibility in the Inn
Combat Items
  • Death Cap Spores no longer reduce Deathblow RES
  • Death Cap Spores now remove 1 Death Armor from the target
Trinkets
  • Covert Cloak no longer pierces Deathblow RES
  • Covert Cloak now has “Execution 1” property for Ranged skills
  • Staggering Striker no longer pierces Deathblow RES
  • Staggering Striker now has “Execution 1” property for Melee skills
  • Dismas’ Head no longer pierces Deathblow RES
  • Dismas’s Head now has “Execution 1” property for Ranged skills
  • Vengeful Kill List no longer pierces Deathblow RES
  • Vengeful Kill List now has “Execution 1” property for all Bounty Hunter skills
Deliverables
  • Hero Remains: Now provide +2 Mastery upon delivery. Mastery bonus not available for Hero Remains found in the Valley.
Quirks
  • Slayer of (Faction) quirks no longer pierce Deathblow RES for their relevant faction
  • Slayer of (Faction) quirks now have “Execution 2” property for their relevant faction

HEROES

Bounty Hunter
  • Mark for Death now removes all Dodge/Dodge+ from the target
  • Finish Him no longer pierces Deathblow RES
  • Finish Him now has "Execution 2" property
Grave Robber
  • Glint in the Dark now removes all Stealth from target instead of 1
  • Glint in the Dark+ now removes all Stealth from target instead of 1
  • Glint in the Dark no longer pierces Deathblow RES
  • Glint in the Dark now has "Execution 1" property
  • Glint in the Dark+ no longer pierces Deathblow RES
  • Glint in the Dark+ now has "Execution 1" property
  • Glint in the Dark+ now has "Execution 3" if Grave Robber has Stealth
Hellion
  • Bloodlust DMG bonus increased from +20% to +30%
  • Bloodlust now has a cooldown of 2
  • Bloodlust+ now has a cooldown of 2
  • Bloodlust+ now provides Execution 1 vs. Bleeding targets for 5 rounds
  • Bloodlust+ no longer provides +20% Bleed RES
Highwayman
  • Wicked Slice no longer pierces Deathblow RES
  • Wicked Slice now has "Execution 1" property
  • Wicked Slice+ no longer pierces Deathblow RES
  • Wicked Slice+ now has "Execution 1" property
  • Double Tap no longer pierces Deathblow RES
  • Double Tap+ no longer pierces Deathblow RES
  • Double Tap+ now has "Execution 1" property
Leper
  • Fixed an issue in which the self-inflicted Vulnerable on Revenge & Revenge+ could sometimes be resisted
Occultist
  • Sacrificial Stab+ now has "Execution 1" property
  • Binding Shadows no longer generates Unchecked Power vs. Combo targets
  • Binding Shadows+ no longer generates Unchecked Power vs. Combo targets
  • Binding Shadows launch ranks changed from 1 2 3 to 2 3 4
  • Binding Shadows+ launch ranks changed from 1 2 3 to 2 3 4
  • Binding Shadows now inflicts a -10% Debuff RES debuff vs. Combo targets for 3 rounds, non-resistable
  • Binding Shadows+ now inflicts a -15% Debuff RES debuff penalty vs. Combo targets for 3 rounds, non-resistable
  • Binding Shadows now has a 50% chance of generating Unchecked Power
  • Binding Shadows+ chance of generating Unchecked Power increased from 50% to 66%
  • Binding Shadows no longer moves the Occultist
  • Binding Shadows+ no longer moves the Occultist
  • Malediction now lasts for 3 Rounds instead of 3 Turns
  • Malediction+ now lasts for 3 Rounds instead of 3 Turns
  • Weakening Curse now applies 2 Weak tokens instead of 1
  • Weakening Curse+ now removes all Strength from the target before applying Weak tokens
  • Vulnerability Hex now applies 2 Vulnerable tokens instead of 1
  • Vulnerability Hex+ now removes Block/Block+ before applying Vulnerability tokens
  • Wyrd Reconstruction minimum HP threshold has been raised from 33% to 50%
  • Wyrd Reconstruction+ minimum HP threshold has been raised from 33% to 50%

MONSTERS

Beasts
  • Carrion Eater Mutated: Deathblow RES changed from 15% to 1 Death Armor
  • Gander: Deathblow RES changed from 25% to 2 Death Armor
Cave Swine
  • Brute: Deathblow RES changed from 25% to 2 Death Armor
  • Wilbur: Deathblow RES changed from 33% to 3 Death Armor
Cultists
  • Evangelist: Deathblow RES changed from 0% to 1 Death Armor
  • Deacon: Deathblow RES changed from 25% to 2 Death Armor
  • Deacon: Exultation now grants 1 Death Armor
  • Cardinal: Deathblow RES changed from 25% to 2 Death Armor
  • Cardinal: Exultation now grants 1 Death Armor
  • Exemplar: Deathblow RES changed from 50% to 2 Death Armor
  • Exemplar: Pillar of Sacrifice now grants 1 Death Armor
Fanatics
  • Masterful Kinred: Deathblow RES changed from 25% to 2 Death Armor
  • Her Ladyship: Deathblow RES changed from 25% to 2 Death Armor
  • Pit Fighter: Deathblow RES changed from 25% to 2 Death Armor
  • Pit Fighter: Accelerant is now a regular initiative action
  • Pit Fighter: Accelerant is now a high priority skill to use in round 1, rather than being delayed to round 2+
  • Pit Fighter: Accelerant now grants 1 Strength and 1 Dodge token on use
Fisherfolk
  • The Hullkeeper: Deathblow RES changed from 25% to 2 Death Armor
  • Docker: Deathblow RES changed from 25% to 2 Death Armor
  • Leviathan: Deathblow RES changed from 25% to 2 Death Armor
Gaunts
  • Woodsman: Deathblow RES changed from 25% to 2 Death Armor
  • Ghoul: Deathblow RES changed from 0% to 1 Death Armor
Lost Battalion
  • Bullseye Barrett: Deathblow RES changed from 15% to 1 Death Armor
  • Fallen Templar: Deathblow RES changed from 60% to 3 Death Armor
  • Fallen Templar: now gains +30% DMG / +2 SPD for every hit survived at Death's Door
  • Fallen Templar: En Garde now grants 1 Death Armor
  • Fallen Templar: En Garde can now be used on Death’s Door
  • Foot Soldier: Deathblow RES changed from 0% to 1 Death Armor
  • Knight: Deathblow RES changed from 60% to 3 Death Armor
  • Knight: En Garde now grants 1 Death Armor
  • Knight: En Garde can now be used on Death’s Door
Pillagers
  • Antiquarian: Deathblow RES changed from 25% to 2 Death Armor
Plague Eaters
  • Lord: Deathblow RES changed from 25% to 2 Death Armor
  • Lord & Lady: Feeding Time regen increased from 3 to 4
  • Lord & Lady: Feeding Time SPD buff increased from 1 to 2
  • Lord & Lady: Feeding Time no longer grants an immediate bonus action; instead, it grants an additional regular initiative action on the following round. This action is subject to DOTs, Daze, Stun, and all of the usual combat effects.
  • Lord & Lady: Feeding Time now grants 1 Death Armor
  • Dinner Cart: Deathblow RES changed from 25% to 2 Death Armor

MINIBOSSES

Chirurgeon
  • Deathblow RES changed from 0% to 1 Death Armor
Collector
  • Reduced chance to use Collect Call when 1 and 2 heads remain
  • Deathblow RES changed from 5% to 1 Death Armor
Death
  • Deathblow RES changed from 50% to 3 Death Armor
Shambler
  • Deathblow RES changed from 25% to 2 Death Armor

LAIR BOSSES

Dreaming General
  • Deathblow RES changed from 33% to 3 Death Armor
Harvest Child
  • Deathblow RES changed from 25% to 2 Death Armor
Leviathan
  • Breath of the Sea now occurs as a regular initiative action instead of as a Start Round skill
  • Leviathan now receives an additional initiative action during rounds in which he would use Breath of the Sea
  • Undertow now occurs as a regular initiative action instead of as a Start Round skill
  • Leviathan's Hand now receives an additional initiative action during rounds in which it would use Undertow
  • Blight and Burn RES increased from 30% to 40%
  • Bleed RES increased from 50% to 60%
  • Debuff RES decreased from 40% to 30%
  • Fixed an issue where Eyes of the Storm could target corpses
Librarian
  • Deathblow RES changed from 25% to 2 Death Armor

SPOILERS BELOW

Confession 1 Boss
  • Speed of all monsters has been adjusted to reduce likelihood of clustered actions
  • Latch of Regret SPD reduced from 4 to 3
  • Bolt of Lamentation SPD increased from 4 to 5
  • Padlock of Wasting SPD decreased from 4 to 1
  • Shackle of Despair SPD decreased from 4 to 2


Confession 2 Boss
  • Deathblow RES changed from 33% to 3 Death Armor


Confession 3 Boss Changes
  • Updated Academic View and Seen token descriptions
  • Seen token max stacks reduced from 4 to 3
  • Seen tokens are fully removed when a hero is in Stealth
  • 1 Seen token is removed from a hero when an enemy misses that hero
  • 1 Seen token is removed from a hero landing the killing blow on a Cloistered Eye
  • Blind is no longer ignored on certain skills for eye stalks and the Focused Fault
  • Eye stalk attacks Gaze, Glare, and Glower now apply -10% Debuff RES (1 Battle) when a target has 2x Seen tokens
  • Cluster of Eyes: Now has a chance to apply 1, 2, or 3 Seen tokens rather than always 3. Speed reduced from 4 to 3
  • Bifurcated Eye: Now has a chance to apply 1 or 2 Seen tokens rather than always 2
Focused Fault
  • No longer gains an immediate action upon phase 2 starting
  • Actions per round increased from 2 to 3. The first turn will always be Behold
  • ‘Apply to Attacker when Crit: Combo’ buff has been removed
  • Reduced Bleed, Blight, Burn RES from 50 to 40
  • Reduced Debuff RES from 30 to 20
Behold
  • No longer a free action on round start
  • No longer has a chance to apply Weak tokens
  • Now applies 2, down from 3, random tokens from a selection of Vulnerable and Daze
  • Now only targets heroes with a Seen token or a random hero if there are no Seen tokens present
Suppress
  • No longer targets the hero party when 2+ heroes have a combo token
  • Now requires targets to have no Seen tokens and 3+ Positive Tokens
  • Can still hit multiple heroes as long as they meet the conditions
  • No longer guaranteed to use this skill when conditions are met
  • Damage increased from 1-2 to 6-8
  • Now deals +2 Stress and reduces Flame -10 for each target hit
  • Now has a chance to apply Weak tokens
Limerence
  • Limerence damage scaling per token increased from +25% to +100% per token
  • Now when the target has 2x Seen tokens it applies -10% Debuff RES (1 Battle)
  • Now when the target has 3x Seen tokens it has +100% CRIT Chance
  • Now applies a Daze token to non-Seen heroes when possible


Fixes
  • Fixed Chirurgeon’s Unique Leucotomy buff for Ghoul that wouldn’t properly converts all Block tokens
  • Fixed Grave Robber hero story issue where the husband wouldn't riposte against non-damaging skills
Unbearable - Farelas
-Fixed the error that allowed objects to be duplicated when playing in co-op.

-Fixed the bug that caused the save to be corrupted in the final levels when playing in co-op.

-Fixed issue that would not let player 2 interact with certain objects.

-Adjustments in combat.

-Fixed bug that caused flying enemies to not attack.

-Camera improvements.

-General bug fixes.
Backwater Playtest - build
Changes
[Mobility - Platformer Controls] Add momentum effect to platformer controls
[Mobility - Momentum] Add momentum free fall used by jet packs, hand carried turret weapons, and exiting vehicles
[Mobility - Walk] Convert Walk - Sprint from 'push to toggle' to 'hold to walk'
[Camera] Add new surface to space camera transition
[Camera] Add player tracking when under water
[Camera] Add EVA zoom when exiting a vehicle
[Camera] Add overdraw camera system to enable screen sampling and know when objects are obscured from view
[Clouds] Fine tuned clouds for visual appeal with new space camera transition
[World Surfaces] Major refactor to how surfaces are constructed enabling complex Bezier curve derived surfaces, improves ease of world editing and enables features such as overhangs and caves
[Moon] Double size of Moon and reworked surface
[Moon] Update moon sky sprite
[Pluto] Add cave system to pluto to explore new surface features, check out the updated 'Debug Moon' as well
[Surface Water] Update water surface for new surface system, enables cave pools
[Surface Water] Fine tune water bouyancy
[Vehicles - Life Pod] Add new small rocket
[Vehicles - Andromeda] Rework rotation torque values for gimble and rocket engines for a faster rotation
[Vehicles] Add trajectory info, press 'z' to toggle
[Inventory - Quick Equip] Press 'v' to store held item to appropriate equipment slot
[Inventory - Menu Drop] Click and drop item from slot to empty space to drop
[Inventory - Hotbar] Enable mouse scrolling to cycle through hotbar slots
[Weapons - Grenades] Add grenades: timed fuse & contact grenades
[Turret Weapons] Add force when firing hand carried turret weapons
[Effects - Lens flare] Add intermittant lens flare to sun
[Effects] Standardize effects like burn, push and dust across weapons, vehicles and explosion
[Effects] Bullet impact decals attach to nearest animated bone
[Effects - Solar System Sky] Transition improvements and fixes when transitioning sky sprite from on-screen ellipse position to true position
[Director Menu] Move cheats from Escape Menu Settings to Director Menu - Player tab
[Director Menu] Add infinite fuel, ammo and O2 cheats
[Director Menu] Add player invulnerability cheat, also affects current vehicle
[Director Menu] Add weather controls
[Window Menus] Improve tab visuals
[Graphics] Overhaul UI scaling to enable a much wider range of windowed aspect ratios
[Graphics] Sky sprites no longer light up background landmarks through new camera sampling technique
[Startup Info] Add text screen explaining state of the game with changelog
[Credits] Add credits screen

Bug Fixes
[Bug - Graphics] Fix graphics settings to no longer override windowed positioning
[Bug - Construction Mode - Move] Fix physics issues when moving objects
[Bug - Save] Fix regression from ES3 package upgrade breaking custom DynamicRef solution
[Bug - Survival Mode] Fix player suffocating despite wearing space suit and helmet with O2 supply
[Bug - Feedback] Fix feedback menu UI layout issues
[Bug - Vehicle] Reduce accepted time between taps for double tap to turn wheeled vehicle around
[Bug - Vehicle] Fix teleporting from breaking turret mounted on vehicle
[Bug - Parallax] Fix parallax breaking after teleporting
[Bug - Item Aim] Fix head not tracking with aim
[Bug - Item Aim] Fix thrown or dropped items not preserving aim position
[Bug - Solar System Sky] Fix sky sprites going invisible after teleporting
[Bug - Building] Fix buildings not moving with structure when moving surface platform
[Bug - One Way Platform] Fix fall through platforms not dropping player correctly
[Bug - Character Animation] Fix player staying in fall animation after death or vehicle exit
[Bug - Wrapping Bounds] Fix universe bounds being centered around (0, 0) instead of around the current sun position
[Bug - Tow Cable] Fix VTOL tow cable, can pickup objects with 'v' to attach
[Bug - Rabbit] Fix rabbit not being able to be picked up
[Bug - Axe] Fix swing animation
Sep 26, 2023
Happy Mask - Error_Esc
-Just adjusted a specific audio trigger that only occurs during Death Creature chases when dying from something other than the Death Creature.
Sep 26, 2023
Victim - Error_Esc
-Just adjusted a specific audio trigger that only occurs during Night Creature chases when dying from something other than the Night Creature.
Shadows of Forbidden Gods - fallen.oak.games
A quick fix to an issue which some people were having with mod configurations, following the V1.1 update
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