Super Crazy Rhythm Castle features some amazing music from a variety of awesome artists. The game actually covers all four of the pillars of modern music: rock, pop, electronic and flamenco. We’ve already heard demo players get Time to Wiggle stuck in their head, and sing along to Hippo and Frog, but what awaits in the full game?
Wonder no more, here is the full list!
Wag the Dog Mark Cook
Time to Wiggle Music2Sync
Gold Lizzy Ashliegh
Superstar The Hot Rocks
I Got Money James Nagel
Hippo and Frog Barey Music
On The Way Brait
Badass Rookie
Heavy Metal Mr. Claps
The Little Things Sweet Wave Audio
AOK The Hot Rocks
Rainbow Melodies Nash Music Library
Sneaking Music Art Spirit Studio
The Heist tunes2go
Quicksand Mojave Bloom
Money Ghillie Suess
Vampire Killer (from Castlevania) Castlevania Sound Team
Smooooch (from Beatmania) kors k
Gradius Remix Tokyo Machine
Bloody Tears (from Castlevania) Castlevania Sound Team
Thank you for your feedback. The contents of this update are as follows: 1. The settings interface has added an option to enable or disable defeat illustrations. 2. Fixed an issue where the values of the self-restraint enemy-killing skill did not match the description (the actual damage effect was previously only 120%). Slightly reduced the negative effect (energy recovery reduction decreased from -50% to -45%).
Note: To obtain the best gaming experience, please make sure you have downloaded the latest version of the game.
Announcement from the Home Sweet Home : Online Team
The server is undergoing weekly maintenance on the 9th of November 2023 from 10:00 AM to 06:00 PM (GMT+7) In order to ensure the security of players' IDs, We kindly request all players to log out of the game during the mentioned period.
We apologize for the inconvenience this may cause.
Today marks the culmination of our four-year journey as we proudly launch our game, Artifice: War Tactics on Early Access. The dedication of our team, combined with your incredible support, has given life to a game filled with innovation and strategic depth.
We're thrilled to present a game that adds a unique twist to the turn-based strategy genre. And we would like to thank everyone who has been a part of this journey and has helped us to get here. As we move forward from today's launch, anticipate ongoing updates and steadfast support to refine the gaming experience based on your valuable feedback. We're excited for you to experience the game. Welcome to Artifice: War Tactics!
Day 1 Patch Log:
Build v1.3.0b
Blocked overhead text can no longer be spammed on selecting the unit
Fortuitous Blade - Critical chance reduced from 75 to 60
Berserker and Pathfinder base critical chance reduced from 30 to 10
Berserker base HP reduced from 12 to 10
Pathfinder base HP reduced from 10 to 9
Interaction fix with Artifact and Emissary in Retrieve and Rescue missions respectively
Added a tutorial tip for champion abilities
Seigebreaker, Shaman and Terrodon HP reduced from 12 to 9
Fixed a bug where player could undo last enemy's action from previous turn
Threat tiles now updated based on triggered Overwatches
Fixed a bug where duplicate champions were given as rewards
Ember bomb flickering fix while trying to reposition
Fixed LODs for Spectre and Shroomguard
Updated item names
Disabled audio muffle effect while Paused
Updated tutorial flow
Reduced the kill count for completing the tutorial objective from 4 to 3
Updated Ranger's spell name to Achilles heel
Updated tutorial spawn positions
Fixed stats incorrectly showing for Critical Chance
Updated the logic of Opportunity tiles to include enemies who have overlapping paths but are currently blocked by one of their allies
Great news for all rail network enthusiasts – Update 17 has officially pulled into the station! It's crammed with enhancements that will redefine how you manage your railways. But before we dive into the buffet of new features, take a moment to join our Discord community. It's the perfect place to chat with fellow members and the devs, share your insights, and maybe pick up a few pro tips along the way!
Now, let’s get to the good stuff.
Shunting: The New Era of Train Control
Shunting is not just moving trains around anymore; it’s about smart automation and precision. Queue shunting commands and watch your trains follow orders flawlessly with the help of the newly introduced shunting circuit. This innovative feature breathes new life into your control strategies.
To understand how this elevates your gameplay, let's delve into the mechanics: When a train with any shunting command queued approaches an auto signal with a shunting circuit attached, the system kicks into high gear. The first command in the queue is executed with pinpoint accuracy—whether it’s routing to another signal, stabling into a designated tracks group, or making its way back to the platform to prepare for the next leg of its journey. And this is just the beginning. With the next update, we're gearing up to expand the list of commands even further, including the ability to attach or detach locomotives, enhancing your control and customization options even more.
Multi-leg (Regional) Trains Automation
With the hustle and bustle of your growing network, platform space is gold. Update 17 allows you to automate the intermissions of regional trains more effectively, "shunting" them to stabling areas to keep your network flowing smoothly.
Shunting Track
The update introduces Shunting Track Groups, a practical tool for organizing your rail yard. You can now group several tracks together into what is known as a 'Stabling Group.' With this feature, you can issue a shunting command for a train to move directly to one of these groups, which optimizes train dispatching and yard management, making your rail operations more efficient.
Stabling Sensor
The Stabling Sensor allows for automatic command execution for trains that finish their leg at sensor-equipped platforms. Set up commands to manage end-of-line procedures, ensuring trains are directed to the correct facilities or prepared for their next service without manual intervention.
Improved Contracts Planning
Your operational clarity just got a significant boost! The overhaul in contract planning now displays every stop in a train's journey, enriching your station timelines and simplifying routing sensor configurations.
All Stations Inclusion
The updated system now includes all stations on the train's path within the schedule, granting you visibility of your train at every station it traverses. This comprehensive overview ensures that no part of your network is left unchecked and enhances your ability to monitor and manage the station platforms.
Add/Remove Waypoint
With the ability to add or remove waypoints in your train's schedule, you're given complete control over the route configuration. Each modification automatically recalculates the route and adjusts the rewards, providing a dynamic and responsive planning experience that adapts to your strategic changes.
Building Made Better
The build menu has received a facelift. Enjoy an enhanced, neatly categorized bar that promises a more organized and accessible construction process.
A Clear View of Offered Contracts
Keep an eye on potential business with the new Offered Contracts panel, conveniently located for easy access and better decision-making.
Streamlined Sensor Configuration
Configuring sensors is now an integral part of your layout planning. This direct approach is set to minimize confusion and enhance your dispatching flow.
Music to Your Ears – Or Not
Need to focus? The new music configuration option mutes all game music when Rail Route is not the active window. Stay in control, even when you're multitasking!
We hope you're as excited about these updates as we are. For a deep dive into the new features, join our community on Discord and let us know how these changes are shaping your Rail Route experience. See you next week for more behind-the-scenes insights!
Until next time, keep the switches switching and the locomotives rolling! -The Rail Route Team
Full Changelog
Notable Additions
A hint in the station configuration view about not getting red contracts for stations that are without a dispatcher office
Added hint for changes to trial contracts
Added offered contracts panel
Arrival sensor configuration view
Build dispatcher office narration hint on unlocking a red contracts upgrade
Coach Yard can dispatch individual trains as ECS
Departure sensor configuration view
Full schedule! All stations en route included in trial train schedule
Full schedule; Add & Remove waypoint actions to set up own route
Full schedule; Finished trial train indicates delayed / faster run to schedule & requests schedule modification
Full schedule; Trial train departs at scheduled time or after ShorterPossibleStop & commuter trial trains stop at scheduled stations only as the schedule is pre-configured
Particle effects when build bar is opened
Reuse icon in the regional train label when it is waiting for next leg train
Routing sensor configuration view
Shunting Track building added to facilitate assigning tracks to Shunting Group; target of 'Go to Shunting Group' shunting command.
Shunting commands introduced to control stabling of regional trains and turning the locomotive around the train
Shunting commands mini tutorial
Shunting commands upgrade & Shunting Circuit building item
Shunting queue displayed in focus view with shunting commands placed in front of signals they command the train to
Stabling Sensor building added to facilitate automated assigning of shunting commands to trains requiring shunting (e. g. Reg trains during their intermissions)
Stabling sensor mini tutorial
The game mutes audio when not in focus
Notable Updates
AcceptContractTask now have a subtask to adjust the Bubny's station visit's platform
All core Endless maps updated to be more open (part 1)
Background color of some buttons and checkbox made brighter for better visibility
Better animation at the start of offered / active contracts views
Building buttons on bottom bar for recently installed upgrades show animation when first shown
Building item texts refined
Changed building bottom bar visuals
Coach Yard Automation upgrade discarded. Coach yards are capable of automation once built.
Coach Yard price increased to 50000 + upkeep of 5000 per cycle introduced; it is an end-game building
Coach Yard stables instances of trains, not only counters. Reg train is always dispatched from CY where previous leg was stabled.
Configuration 'Paste all' button now copies configuration of currently edited sensor to neighbours instead of config in clipboard
Contract connector bends over autoblocks or tunnels en route instead of short-cutting them
Currently edited train has different color in Station Timeline
Currently edited train shown on board in contract configuration and shunting focus views
Improved visuals for checkbox hover states
Improved visuals for toggle button hover states
Improved visuals of station visit panels in contract planning
Increased size of small buttons
Increased targeted framerate for slow loading operations
Notice: Following Change only happened with Simplified Chinese version of the game.
To all players: Thank you for purchasing and supporting Dragon's Gear - Fragments of New Era. Based on current player feedback, we have now fixed the following issues within the Simplified Chinese version of the game: 1. Fixed some of the plot text; 2. fixed labeling errors in some UI.