Adapt - DanPos
Hello everyone! Dan, the community manager for Adapt here!

It's been a minute since our last development update so we thought it was about time to do another to explain what we've been working on! For the main update I'll hand over to solo dev Paul to explain what he's been up to recently.

Development Update

Adapt’s development continues to push forward, with one of the game’s first feature upgrades, and new groundwork for upcoming progression gameplay in the works. I’m very excited to announce that over the last few months, I’ve been putting a lot of time into outlining and prototyping the first major progression mechanics in the game; Requests.

Requests represent the wants and needs of the AI animals around the player, and offer a proactive means of befriending and courting other animals. In this first release, Requests will be limited to edible food for an animal, and random materials such as sticks and rocks, but in the future this system will be expanded to include encounter-based objectives such as deterring a potential threat, rescuing lost young, or building a new nest. As a huge bonus, this new infrastructure has allowed for a new and significantly improved Nest building mechanic, which requires players to collect stones in order to construct a new nest.



Note that these new mechanics are the starting point for critical future progression content, namely, daily quests; which will allow players to complete objectives to unlock new genetics, DNA, and other rewards.

Another major improvement which will be immediately obvious to active testers is a huge streamlining pass on all Attributes and Abilities in the game as well as more improvements to the still-young Status Effect system. It’s my hope that these changes will positively impact player’s understanding of their animal’s strengths and serve as a solid launch-pad for further improvements and additions with upcoming genetics.



A good deal of effort has been placed on some important improvements to vegetation and habitats. So I’ll dive a little deeper into each one separately.

Vegetation: Thanks to the recent introduction of sleep and daily cycles, vegetation now grows, dies, and reproduces when the player sleeps. This has many positive impacts in the background, including greatly reducing the amount of ongoing processing required by plants in the world, removing the distracting ticks of growth for semi-grown plants, and allowing for clear and efficient respawn times for berries, leaves, flowers, etc…

Habitats: Historically, Adapt’s habitat / biome types have been calculated using a combination of humidity (referred to as climate), and temperature, with pretty extreme ranges and overlap between many plant types. In order to streamline this system, as well as provide better scalability, I’ve recently added a 3rd metric, called nutrients, which represents the health and fullness of the soil. This addition has allowed for a drastic simplification of the biome system, which now supports 27 (3x3x3) sub-biomes. With each attribute containing a value from 1 - 3, or low, med, high. This system drastically reduces the number of possible combinations, while still offering plenty of range, with each combination having a much more clearly defined identity; opening the door for more future biome types such as Swamps, Shrublands, Grasslands, etc…



As with any complex game, optimization is an ongoing effort. Included in the upcoming patch, are a number of improvements to world generation which have a positive impact on performance; in addition to some other fun benefits.

What a year!

2023 was a crazy time for Adapt exhibiting at both PAX East in Boston back in March, and Tokyo Game Show this September, as well as digital only events such as a the Earth Appreciation Festival.

This marketing activity has seen the game grow beyond our expectation and we're so thankful for everyone who's taken the time to wishlist Adapt and join our Discord.

Community Creatures

Speaking of the Discord, we've got a channel where people show off the weird and wonderful creatures they've been making and I wanted to share just a couple of my favourites.

First up we have these monstrosities from user "Egg".





Followed by this little cutie from user "Strangest Creature"





And finally this Godzilla-esque creature from user "Turtlecroc_1332"


Action Taimanin - -
Greetings Commanders,

After the maintenance on November 7, 2023, we have identified the following issue:

The number of the event gacha ticket for the event 'Crusade of Hatred' has been reset to 0. We have currently identified the number of tickets before the maintenance for all Commanders, and have reinstated them. Please check your mailbox.

We have also sent out a reward for the error. Please check your mailbox.

- Error rewards: Limited Gacha Coin x 2

We apologize for any inconvenience this may have caused.

Thank you.
Nov 7, 2023
Black Gunner Wukong: Prologue - 小黑子寿司233
live streaming
DAVE THE DIVER - Dave_CM
Greetings, Divers! 🦞

We've conducted another hotfix for Dave the Diver!
This update tackles a handful of bugs and adds some tweaks,
all thanks to your valuable feedback and support.
Your dedication keeps us diving deeper. Check out the details below.

◈ Updated Version:
  • Windows: v1.0.1.1144
  • Mac OS: v1.0.1.262.mac
◈ Update Details
Potential spoilers regarding the main content of the game have been masked.

[Bug Fixes]

1) Sea People Village
  • [After Chapter 3] Fixed an issue where Dave could not move under certain situations in the Sea People Village.
[/b][/list]
2) Sushi Restaurant
  • [After Chapter 3] Fixed an issue where certain misssions could no longer be progressed if they overlapped with the VIP Cooking Battle.
[/b][/list]
3) Underwater Exploration
  • [Chapter 2] Fixed an issue where the laser pointers were not visible in the Dolphin rescue mission.
[/b][/list]
4) Bosses
  • [Chapter 2] Fixed an issue where currents would remain after defeating the Wolf Eel in certain situations.
[/b][/list]
5) Other Bug Fixes
  • Fixed incorrect translations and incorrectly displayed texts in certain languages.
[/b][/list]

[Improvements]

1) Controls
  • Reduced the difficulty of actions that require quick left and right movements in QTEs(Quick Time Events).
[/b][/list]


Additional Information
Please note that if you're still experiencing issues after the patch, please compress the files from the path below and send them to our help center.

Windows:
%LocalAppData%\..\LocalLow\nexon\DAVE THE DIVER

Mac:
~/Library/Logs/nexon/DAVE THE DIVER/Player.log
~/Library/Application Support/nexon/DAVE THE DIVER/SData
or
~/Library/Application Support/com.nexon.dave/DAVE THE DIVER/SData

Steam Deck:
./.local/share/Steam/steamapps/compatdata/1868140/pfx/drive_c/users/steamuser/AppData/LocalLow/nexon/DAVE THE DIVER

◈ Notes
* If there are any changes to the details, we will update you through this notice.
* Please update Dave the Diver on Steam to the latest version for the changes to be applied.

Your reports are essential to improving the game and we’re happy that you guys are with us along the way. Please remember that if you have anything to share, feel free to let us know.

We want to thank all the divers who have provided us with bug reports, even if you’re not named below! Your feedback is always appreciated.

chschy / ArcBiter / 오조렌지 / Live-Whereas-9716 / Scootle_Tootles / Dvalinn25 / Zakmoe
/ O~o / Wendy
Warlander - tl_miwa
Greetings Warlander!

Check out the Shop for "Halloween Night" event items!
The event will last until Nov 10 (Fri.) at 9:00 am UTC!

Available in Shop: Oct 27 (Fri.) 9:00 am – Nov 13 (Mon.) 9:00 am UTC

Event Booster x5: 180 Goldings


Get 100 extra Candies from Battle Results; 1 Booster will be consumed per match and can be used only during the event period.

Unused Event Boosters will be carried over to the next event.

Weapon Glamour Bundle: 960 Goldings


  • Warrior Glamour - Spider Sword
  • Cleric Glamour - Candy Mace
  • Mage Glamour - Ghost Familiar
  • Event Booster x10
All equipment skins are available only in the bundle colors.

Banner Customization Bundle: 1040 Goldings
  • Stamp: Season 2 Halloween Night
  • Pose: Warrior Pose 15
  • Pose: Cleric Pose 15
  • Pose: Mage Pose 15
  • Backgrounds: Background 34
  • Frames: Frame 34
  • Event Booster x 10



5-Army Battle Changes

Starting 8:59 am Nov 13 (Mon.), 5-Army Battles will be held only on Fridays, Saturdays, and Sundays every week.

This schedule may be adjusted or changed in the future.



Bug Fixes

An update was released today to correct the following issues in Warlander.

・The default mode selection after the tutorial has been changed from Bot Battle to 2-Army Battle
・An issue causing uneven matchmaking numbers for 2-Army Battles and 5-Army Battles has been corrected.



⚔️ Your Warlander Team 🛡️

Join our community-focused game development discussions on your favorite platform:
❤️ Steam Discussions
💙 Discord
💜 Twitch
💛 Twitter
💚 Feedback and Bug Reporting

https://store.steampowered.com/app/1675900/Warlander/
Toram Online - Toram Team
11月 8日(水) 20:00からは、トーラムオンライン公式生放送を実施いたします!

生放送の番組ページにつきまして


放送内容(順不同)
配信日時
2023年 11月 8日(水) 20:00~予定
MC
ピロー北側
  • あなたのマイルームに行ってもイイですか!?
  • クリスタ(出れば)プレゼント!?ボス連戦!
※配信スケジュール、放送内容・出演者は予告なく変更する場合があります。
ご了承ください。
Runes of Magic - [CM] Fossilo





We’re merging some of the European servers on November 14th to give you a more exciting and varied gaming experience in Runes of Magic.
The server merge
The servers were merged as follows:
  • EU26 (DE) Kerub → EU5 (DE) KADMOS
  • EU27 (EN) Svidur → EU1 (EN) GAIA
  • Any more questions?
    If you’d like to learn more about the server merge, you can read our FAQ.We wish you all full servers, tons of fun and loads of action with plenty of new RoM friends!The RoM Team
Crossout - XO_Team

Hello, survivors!

The Halloween event is already over, so we wanna ask what you think about event brawls: “Adrenaline”, “Firefight” & “Deadly ritual”.

Write your feedback in the comments below.


For more information on Crossout, follow these channels:
Abiotic Factor - CrissCrossGal
Greetings esteemed colleagues,

First, we made a new vlog, and you simply must see it. It is to die for.

Q&A Vlog - Part 1



Now that you've certainly watched the vlog, let's get on with this feast of a status report. Happy November! Spooky season is over (though not for this dev. We have pumpkins in the game now and I am going to USE them!) and development continues onwards and upwards.

And speaking of upwards… Let’s dive into this week’s development sneak-peek!

The Ups and Downs of Travel

Verticality is a thing that exists in the real world, so why shouldn’t it exist in the game world too? While designing the Facility and other worlds beyond, we always take into account how much the player will want to explore both the highs AND the lows...

One primary goal is to invoke the feeling of classic 90’s games while utilizing modern day engine capabilities to make the world as interactable and large. You want to get to that distant ledge? Dang it, you can make it happen! And not only can you make that happen, you can go about it in a multitude of ways.

Want to get big ups?
If you make a strange discovery during your travels, like this Gaseous Nest, be sure to package it up for future use. You never know when it might come in handy!


#Discussions_QuoteBlock_Author
"The precise means by which these nests produce and release gas are still unknown, and their exact rearing purposes remain cloudy. But like so much fauna from [REDACTED], its metabolism is accelerated here. The result is a violent outgassing on contact, capable of launching objects large distances, before rapidly refilling." ~ Dr. Derek Manse
Traverse big pits?
The classic bed sheets tied together style rope is always an option. Though, with your scrawny upper body strength, it might be a one way trip.



Maybe you’ll be able to find some more… foreign rope materials to help you back up again. Wait, is this thing alive?



Building with BoB (Brains Over Brawn)
Of course it wouldn’t be a survival crafting game without some construction. Cobble together wooden scraps from around the office to build yourself platforms, bridges,



and ramps!



Use that freaky science brain to invent even more ways of getting vertical!

And there are, of course, more or less traditional scientific means of accessing hard to reach places. Such as rocket-powered backpacks and repurposing mobile gadgets.



Just remember, if you can’t walk it, you can craft it!

Deep in the Field

Each Status Report we take a little walk by some of the team and ask them what they've been up to, and have them tell us a bit about the stuff they've been creating.

Do NPC’s get spooked? Can you weaponize the very concept of redacting information? Let’s find out in this installment of Deep in the Field! Plus a look at some never before seen, nicely dressed Facility locations.

Jenny, Tech Artist

[REDACTION] Grenade


Upon activation, the [REDACTION] Grenade creates a gravitational distortion effect, which is visually represented by a swirling vortex. For this particular style of effect, I came up with the concept for it while reading Teenage Mutant Ninja Turtles comics.
Hailey, Level Designer

Manufacturing


At the heart of the GATE Cascade Research Facility’s industrial sector lies Manufacturing West, full of metal, concrete, and deadly health hazards. I’ve been working on various areas throughout this zone and have LOVED the challenges this theme presents. Pipes snaking everywhere and building row after row of pillars will always be a favourite past-time of mine.
Mines


Throughout the Facility, players will venture through large, underground, abyssal spaces. The mines are one such zone, hosting a mix of cool caverns and twisted tunnels. I’ve especially enjoyed capturing the dark and moody atmosphere as I fill out these lower spaces.
In-betweens

The Facility is wonderfully interconnected with halls, roadways, elevators and trams. Despite their relatively low foot-traffic, the in-between areas are just as enjoyable to work on as the main areas and are a great opportunity to show off some unique architectural and decorative styles, especially since these connecting areas visually link the style of the adjacent zones. This security checkpoint (I’m not allowed to tell you where this is) in particular has been a real pleasure to work on. Seeing areas become seamlessly interlinked and traversable is extremely rewarding!
Kecko, 3D Artist

Batteries!


Batteries are the life-blood of your base at night. When the power goes out, you’re on whatever reserves you have available. One way to prepare for that is by crafting batteries!

I wanted to have consistent elements across these when conceptualizing them, and I thought the cyan capacitors were striking and tied the lower tiers together while allowing each tier of battery to fit both its style and sector-theme – that is to say, the area where you first get the materials to craft it.

For the highest tier battery I took inspiration from the interior of an IBM Quantum computer and stylized it, compacting it to fit in a small form factor.
Backpacks!


As you know, you can only carry so much in your scrawny scientist arms, and we make sure to remind you of that frequently. But with the help of backpacks you can live your best loot hoarder life!

The Makeshift Backpack is the first backpack you can create, scraped together with sections stolen from couches, chairs and spare lab coats. It will only provide a little bit of extra storage space and it's quite easy to put together.

The Research Backpack, a few tiers higher up the food chain, is a high-tech piece of equipment that will give you a very flexible amount of space and carrying capacity, as well as block some radiation from the items inside. It was a lot of fun designing both, but I’m quite partial to the metal shape of the Research Pack, there’s something rather neat about carrying around solid, non-flexible materials.
Barricades!


Gotta keep those critters out somehow, right? Due to consisting of all sorts of pieces around the early Office Sector, creating uniform, strong and defensive shapes proved a bit tricky but we got it in the end.
Jacob, Programmer

Startling Enemies


Up until now, enemies didn’t really have any startle behavior. Now they do. If an enemy is out of combat, just chillin’, and hears a loud noise they'll get startled. Or if you walk around the corner and are up in their grill, they'll get spooked. This grants the player a moment of opportunity to strike while the enemy is stunned and rewards stealthy players with an advantage at the start of a fight.


We’ve also made shoving - the quintessential unarmed attack of a scrawny scientist - work on some smaller (lighter) enemies if you catch them unaware. This is another way to get a quick stun before they wise up and ruin your day.

Async Level Loading

The GATE Cascade Research Facility is rather large, and it’s going to feel that way as you walk from one end to the other. I’ve been working on some major optimizations to make the experience of moving between large sections of the map more seamless. You’re used to seamless travel in most games, and we aim to please.
Wow, that was quite the run-down from the team. What's next?

Stay Tuned

When you descend into the GATE Cascade Research Facility you’re going to be facing a lot of unexpected challenges. Follow these Status Reports for tips, insights and strategies to keep you safe, as well as fun looks-behind-the-scenes at development!

You can also subscribe to our Newsletter to keep up-to-date on news about Abiotic Factor, and gain access to testing environments. Keep your eyes peeled because things are ramping up behind the scenes!



You can also join us on Discord!


See you next time, Scientists!

Wishlist Today!
https://store.steampowered.com/app/427410/Abiotic_Factor/
Nov 7, 2023
Elite Comet - Kofi—S#0001
We are thrilled to announce the release of Elite Comet Ver 0.1.0, marking the start of an exciting journey that promises to reshape your gaming experience. We have undergone a transformation from Light to Kanea, and now to Elite Comet, with more thrilling updates right around the corner. This update is just the beginning of the fantastic improvements we have in store for you.

What's New:

Name Change: With this release, we've transitioned from Light to Kanea to the new and improved Elite Comet. This transition not only signifies our commitment to the game but also the start of something great for our community.

We're excited to introduce a brand-new multiplayer feature. You can now challenge others in our newly added Versus (VS) mode. Compete, strategize, and have a blast with your fellow players and/or AIs.

Multiplayer VS Mode Lobby: Creating your own VS mode lobby is now possible, giving you the freedom to organize and host your own matches. Play with friends, test your skills, and prove you're the best Elite Comet player out there.

Important Note:

While this update is a significant step forward, please keep in mind that we're still in the early stages of remaking the game. As such, there may be some bugs or issues that you encounter. Your feedback is invaluable in helping us identify and fix these problems. Please keep us posted on any errors or suggestions you may have; your input is what drives our progress.

What's Coming Next:

We are excited to let you know that in the near future, we'll be opening an official Discord server. This will be your direct line of communication with us, the developers. It will serve as a hub for discussions, bug reporting, and an easy way to connect with fellow players. We believe this will significantly enhance our community's ability to reach out to us and contribute to making Elite Comet even better.

We want to express our sincere gratitude for your continued support and enthusiasm for Elite Comet. We're dedicated to making this game the best it can be, and with your help and feedback, we'll continue to refine and expand this gaming experience.

Stay tuned for more updates and enhancements coming your way. Elite Comet Ver 0.1.0 is just the beginning of an incredible journey. Thank you for being a part of it!

Happy gaming, and see you in the Elite Comet universe!
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