Hello Riftanians! I am here with a small update with a few tweaks:
- Buffed Berserker HP slightly -Buffed Spellsword ATK and INT slightly
- Added a small repeatable fight after the Guard's Blade quest, by talking to the Rifthaven General in the Barracks, this will be simple fights everytime with a 500 EXP reward upon winning, with no game over penalty on loss!
- Took off the 1% HP per turn from the Health Ring, as it is broken just like the previous Phoenix Ring, it will just constantly regen the 1% HP even after death.... Added a +15 Defense bonus in place of the 1% HP a turn!
These are some small changes but hopefully they will help in the beginning and the repeatable fight is for the purpose of training and to get past the Tower of Arms 4 as I have made the fight decently hard in recent updates... a pro tip: Use Shield Bash as much as possible with Bernard for Tower of Arms 4 (:
Production of high-quality cars is essential for boosting your factory's reputation.
To make top-notch cars, we need to think about a few things. Quality is the outcome of both the skills of your mechanics and the quality of resources used in putting the car together.
Manage your current market deals with several suppliers, each having its pros and cons.
Check the quality of products on an assembly line with the use of a Quality Station. But keep in mind that using this station might slow down your production a bit.
If you choose to do so later, with the use of Repair Workshop you can either analyze or try increasing the car's quality.
If you are unhappy with the cars you built, you can always send them to Dismantling Workshop, which will break a car into parts for later reuse.
Or feel free to use a Shredder and turn your car into dust.
Hope you like it! Tell us what you think. Join us in the comments and our official Discord server.
Make sure to add Car Manufacture to your wishlist!
Before we dive in, we wanted to take a moment to thank everyone in our growing community for the massive support you’ve given us so far. Whether this is your first time learning about our game or you’ve been with us from the start, your support is so greatly appreciated, and it continues to provide us, along with ample amounts of coffee, with the fuel we need to push through those challenging moments that come with developing a game. So, again, thank you very much!
With that said, if you’ve been around since we first showcased our game back in 2022, you’ll know that a lot has happened since then. It’s now been over a year, and we figured it was time to start providing you with some regular updates about the game’s development, not only to keep everyone aware of what’s going on, but also so we can give you a taste of what’s to come. Starting off with a recap of information that you may or may not be familiar with already.
CREATURES
One of the first things we wanted to talk about is... creatures! While we plan to have a wide assortment of them upon launch, and already have the 3D models for many, we thought we would take a moment to focus on just three of the incredible creatures that inhabit the world of Under a Rock and tell you a bit about what we’ve been doing to bring them to life. These being the Fluffypuff – a large, adorable bunny-like creature –, the Snugget – a cute sabretooth-hamster hybrid –, and our beloved Dodos – a long thought extinct creature, brought back to life in our game!
An important aspect of the development process for us is ensuring we are creating a world that feels alive through the behavior of its inhabitants, and because of this, we spend a lot of time working on the creature AI in situations both inside and outside of combat. Recently we focused on how these three creatures react to different weather events, for example lightning storms:
Dodos will run around scared, or try to find bushes to hide in.
Fluffypuffs will burrow and hide underground, and you can find the mounds of dirt they leave behind and watch them come out when the storm abates.
Snuggets will either gather in groups under a tree canopy or shelter in a nearby cave if they can find one. Sheltering in a cave can often lead to them having to fight whatever is already lurking in the darkness within.
But it doesn’t stop there, and we have tons of different behaviors to add for different situations, including how they interact with each other and you as the new arrival on their island. Feel free to discuss and suggest creature behaviors on our Discord. We love hearing your ideas!
BASE BUILDING
There are two build modes that can be switched between seamlessly.
Default mode, for placing solid constructions directly, as long as you have the necessary resources.
Ghost-building, that allows you to plan and prioritize your base construction through the use of different colors – without spending resources and allows your friends to contribute to the construction as well, by adding the necessary resources.
What happens when your base gets destroyed?
Spent hours, days, weeks or even months on building an amazing looking base? Cannot stand the thought of doing all the nitty gritty details again after it was destroyed by another player or creature? Well, this is where ghost-building truly shines and comes in handy. When any elements of the base is destroyed, from the largest pieces to the smallest details, the item will automatically be saved as a ghost element. Then, all you need to do is trigger it, and add the necessary resources again, and boom, your base is back! And since it will be ghost-building, your friends can easily help with the reconstruction process.
Will you be able to share your ideas with others or between worlds?
We plan on eventually making it so that construction blueprints can be saved for later use and be shared with other players. You cannot pack up your base and unpack it again later, but you will be able to make blueprints and reuse these at other locations as part of the ghost building system. Use them to quickly establish a campsite, a small outpost, or even a large base provided there is ample space available for placement.
What kind of limitations can you expect?
There will be very few rules limiting where to build. On the ground, in the trees, inside of caves, even underwater. We won't stop you, although the wildlife might try to.
UNREAL ENGINE 5 UPDATES
Making Under a Rock requires a powerful game engine, and we are using Unreal Engine 5 with all the latest bells and whistles it has to offer. This includes nanite for infinite view distance, lumen for lighting, groom for creature fur, and with our latest upgrade to UE 5.3 we are now using VSM (Virtual Shadow Maps) which brought the visuals to a whole new level by allowing us to have infinite shadow view distance with a minimum performance impact. In many areas this new wonder from the engine increased the performance across the board, including for our minimum spec target.
SNEAK PEEK AT WHAT’S TO COME
Looking at what’s coming down the pipeline, we can already see what we want to share with you in future blog posts. This includes showcasing some of the fun and unique items and structures within the game, breaking down what you will be able to do upon release – from fighting to taming creatures – as well as revealing more of the island's inhabitants including the natives, but let’s save those details for future posts!
We simply cannot wait to show you more of what we have in store, and if you haven’t already, we would encourage you to Wishlist and Follow us, so you can stay on top of it all. For those who are eager for more up to date information we regularly share screens and short videos on Discord, Instagram and on X, all of which you can find here : linktr.ee/underarock .
We are pleased to announce that Sweet Dreams Alex is now available on Mac. Alongside this, we have a number of fixes in this update for you. The patch notes are below:
Updates
Added mac x64 build
Added frog and snake pajamas
Updates to various levels
Added alternative resolutions to the settings, and a proper scaling for non 16:9 screens
Discord button on main screen now has visuals when reacting to hover/click
Fixes
Fixed issue where credits scroll speed would vary per settings / computer
Fixed being able to place structures out of bounds of the level in play mode
Amended typos in tutorial text and translation keys in diaries
Achievements are now unlocked at game start, which fixes the issue with missing achievements for some players
Pressing esc during play now pauses the game
Tutorial buttons are no longer clickable behind esc menu
Diaries and tablets are now always clickable in campaign, they were previously unclickable when going to next level
Quality of Life Improvements
Added the indicators for resources that have variations and that have rotations
Theo/diary/tablet are decorations in custom levels
When toggling between solution and build mode using spacebar, game retains the previous speed
You can now duplicate custom levels with a new button (replaces "explore" button)
We want to thank our Dream Builder community for the support so far.
To join the conversation, join us in the Sweet Dreams Alex Discord.
From October 13th to November 3rd, the haunted return to the Doktor's Castle as the Hunters begin their hunt for the horrific Monsters. This year, new Hunters are joining the roster of horrors to fuel your twisted nightmares! Step into the abyss and slay every damned Monster this Halloween in *Doktor's Curse 4: Night of the Hunters!* Will you survive the horrors that await, or become just another victim in this dark tale?
NEW AND RETURNING COLLECTIONS
Ready to terrify your opponents with a nightmare version of your favorite Operator? Fear not, you can find all the previous and new Operators in the Doktor's Curse Collection, including uniforms, headgear, weapon skins, and Operator Card Portraits. For true fans of terror, a Signature Pack is also available with an exclusive drone skin and weapon skin for the 556 XI.
All Doktor's Curse bundles will be available for 1680 R6 Credits or via the collection packs at 300 R6 Credits (12,500 Renown) each. If you connect to the game during the event, you will also receive one Collection Pack for free, and additional ones when completing weekly challenges.
EXCLUSIVE GAME MODE: HIDE AND SEEK
Both teams do not have access to firearms of any kind in this game mode. The Hunters only have a modified version of Sledge's Hammer and unique abilities to track the Monsters. Monsters cannot attack Hunters directly but have access to traps and abilities as well. Hunters win if they hunt down all the Monsters while the Monsters take the round if they survive the night!
NEW OPERATORS & ABILITIES
In Doktor's curse, the deadliest game of hide and seek ensues between the Hunters (Attackers) and the Monsters (Defenders). Returning Operators from last year, alongside a rebalanced Oryx, are joined by newcomers Dokkaebi and Nøkk with their own exclusive accursed cosmetic bundles. As a special surprise this year, Iana will also have her own exclusive Doktor's Curse bundle for a limited time too!
In this fast-paced chase of terror, Hunters are equipped with hammers while Monsters have access to the Nightstride ability, granting temporary invisibility with increased movement speed along with their traps. Nightstride has a cooldown effect and may only be used three times by a player during a round. This year one of the Hunters also will have this ability to keep the chase frantic so keep watching your six while running!
The Official Blood Bowl 3 Ladder is in full swing, and we are thrilled to reveal more details about the competition planned on PC for the end of the season. As we announced with the launch of the Underworld Denizens, top PC players will have the chance to compete in a tournament after the end of Season 2.
There are different ways to qualify, all leading towards the Season Finals and the title of “1st Blood Bowl 3 champion”, along with 5,000$ cash prize and numerous other rewards.
The Season Finals, scheduled for early 2024, will be a 16-player double knock-out tournament. Only 2 players are guaranteed a spot in these finals: the rank 1 and the rank 2 of the Season 2 Official Ladder when it concludes.
To fill the 14 remaining seats, players will need to participate in a Play-In event starting right after the end of the season in December. This Play-In will host 56 players:
The players ranked 3rd to 28th of the Season 2 Official Ladder.
The top 2 coaches of each faction in the Season 2 Official Ladder, not within the top 28 of the general ranking.
The 2 finalists of the NAF satellite tournament organized by the community.
The 14 victorious players from the Play-In will join the Season Finals alongside the 2 players who had already qualified.
This detailed overview provides you with a glimpse of what it takes to reach the Season Finals. Stay tuned for more information about the rules, dates, Play-In format, as well as specifics about the teams qualified players can use in the Play-In and the Season Finals.
Season 2 is all about competition and is a condensed version of the circuit that will unfold over the next few years, involving community competitions as well as finals where the best players will compete for ultimate titles and rewards. While this first edition is only for PC players, we will integrate other platforms to the circuit once cross-play is made available. Get ready for an exhilarating journey in the world of Blood Bowl 3!
Fixed a bug that prevented the use of the crafting button when playing as an Engineer.
Fixed a bug where bottles containing water and empty bottles were stacking incorrectly.
Fixed a bug where already read crafting recipe books and cooking pamphlets were not displayed as dimmed.
Fixed a bug where the difficulty level was not retained upon restarting the game.
Fixed crash issues that occurred under specific conditions.
Thank you for your feedback! If you have any problems, please let me know in the comments, discussions, or by email at ingeon.shin@gmail.com. Thank you.
How to participate in the beta: Go to your Steam Library > Right-click on Terminus: Zombie Survivors > Select "Properties" > Navigate the "Betas" tab > Select the “beta – Beta branch.”