Fun parade floats move along the wide avenue of New Bay to the energetic sounds of drums and trumpets. Let's celebrate the bountiful harvest and collect rewards!
Rewards for victories
Win in Tier IV–X vehicles to get Pumpkin Donuts. Each first victory of the day will bring you 10 Pumpkin Donuts, while each victory after that will bring you 1 Pumpkin Donut. Use them to complete stages of the event and grab rewards, such as boosters and camos that include the cozy autumn-themed Leaves and Tails animated camo.
And the final stage of the reward progression is just the beginning! A Festive Container is waiting for you! Open it as many times as you wish. What's inside? 1 Acorn and a collectible item! Use Acorns to get Gold boosters, Camo containers, and the T23E3.
When does the Harvest Parade event take place?
Europe: November 22, 13:00 (CET) to November 29, 13:00 (CET)
North America: November 22, 05:00 (PT) / 08:00 (ET) to November 29, 05:00 (PT) / 08:00 (ET)
APAC: November 22, 14:00 (UTC+8) to November 29, 14:00 (UTC+8)
More bug fixes and tweaks, including some long-needed improvements to minion pathfinding.
Big thank you to everyone who sent feedback through the in-game tool! I also wanted to specifically call out to the person who asked about accessibility features; unfortunately that was beyond the scope of these small pre-thanksgiving-break fixes, but I will be looking at ways to make the game more usable for you soon. Thanks again to everyone for playing, and hope to see you all on the Discord! I'll be sharing WIP content as well as gathering your feedback on ways to improve the game and on what kind of content you'd like to see in the future.
Fixes:
Removed the target requirement for Shadow's Convergent Assault to avoid situations where generated cards can clog the player's hand. (It still requires allied summons to have any effect, though.)
Fixed a bug where cards copied by Mimic's Emulate were not being consumed after use.
Added a visual delay to attract VFX to better synchronize with card effects.
Fixed a bug where summoned allies would confuse enemies and allies for pathfinding purposes.
Fixed a bug where summoned allies would path unintuitively when facing multiple enemies.
Made healing full-health allies a less appealing option for the enemy AI.
Tweaked the Warchief's AI to summon totems more frequently.
Fixed incorrect VFX for Zephyr's Sudden Gust.
Changed enemy buff visuals to align vertically (for real this time).
Synchronized the visuals of Totem pulses with their effects.
Fixed a bug where the indicator for 'enemy will take turn' would stay on after the enemy took its turn.
The musical world of Fretless keeps expanding with new artworks by artists David Thor Fjarlason (Dead Cells) and Mari Quinto (Lumi and the Great Big Galaxy) that give us a new glance at the game’s colorful and zany characters.
To celebrate the occasion, the free game demo (first revealed during Steam’s Save&Sound event) will be available again on Steam for a week from November 20th to November 26th!
David Thor Fjarlason’s new key art immerses us in the game’s music-inspired environments, where instruments mingle with nature to create new architecture and landscapes - the perfect arenas for turned-based music battles!
Mari Quinto’s vibrant character arts give us a glimpse of Fretless’ colorful personalities:
Rob, the friendly musician fighting to restore harmony, inspired by Rob Scallon
Rick Riffson, Super Metal Records’ boss, trying to own every piece of music with his soul-binding contracts
The fan-favorite percushrooms, who will give you a strong beating,
Dr Strum, a disgruntled scientist helping Rob in his quest
SMR Larry: the first boss to discover in the game demo, playing sick riffs with his demonic keytar!
Discover or rediscover Fretless’ musical world in the demo available for a limited time on Steam!
Are you ready to dive into the world of Airhead? Well, you will have to be patient for a little longer, but we will make the time waiting a bit easier: on top of the new demo we also have a new broadcast with the freshest gameplay for you! So, tune in and get a good glimpse at what awaits you in the world of Airhead.
Airhead is an adventure through a sprawling interconnected world, where you must explore, evolve and overcome intricate puzzles to succeed. You play as Airhead, a small Body and the round inflated organism it uses as a Head. And while Head is slowly but surely deflating, you have a chance to save its life.
We have been focusing on polishing and improving the game as we get it ready for Full Release early next year. One complaint as the game content grew was that loading times were starting to take too long. That's why we had to redesign how things load each time the game switches from battle to menu scenes. This improves not only load time but also overall performance during battles.
In this update, we have also added the heavily requested feature of Steam Cloud save.
We also went through various bug lists for things like specific units, small visual bugs, and balancing for some of the units. Just tightening it all up.
We are halfway through building a feature that we're super excited about: the End Battle Charts. We asked you guys for ideas of what stats you would like to see at the end of the game. And we got amazing feedback that instead of showing total kills or other stats at the end of a whole game, we should show stats at the end of each battle that will help you determine what is happening in each battle. We figured that this is absolutely something that game is missing and decided to build it. You'll be able to see each unit's damage dealt, damage taken, healing done, and more. This feature comes with its set of complications to be built on top of our code that hasn't been planned for this. But we're making the necessary changes to make this possible.
We'll keep you updated on how battle stats and auto positioning features are progressing. You can join us on Discord to discuss more about this. For example, right now we're considering whether we should add a “Total Score” stat for each unit. This would be a sum of all the damage dealt, damage taken, and healing. To determine how much of an effect this unit had in total in this battle. You can also let us know what you think about it here in the post comments.
The display effect of the equipment quality icon box has been optimized to make it easier to distinguish equipment of different qualities. Full controller adaptation is also in progress, and some controller buttons can now be supported in-game.
Lethal Honor - Order of the Apocalypse - HG_Matthias
A lot has happened, and we have made a lot of progress with the development of Lethal Honor. To show you the current state of the game and what you can look forward to, we started a new stream showing you some of the freshest gameplay! So, tune in and get a good glimpse at what awaits you in the world of Lethal Honor.
Lethal Honor - Order of the Apocalypse is a challenging action-adventure roguelite, featuring precise and strategical combat against eldritch creatures, using melee combat and tons of different abilities in many different locations. Be part of a secret organization that operates within the realm of impossibilities an investigates - but most importantly - destroys paranormal events and interdimensional inconveniences.