We are thrilled to announce the results of the recent #DRIVE Rally Car Paint Design Contest! Your creativity has truly blown us away, and we can't thank you enough for making this contest an great new experience!
đ Winner: Congrats to mr.voyageur! Not only will their masterpiece be featured in the upcoming #DRIVErally game, but they will also receive an FREE #DRIVE Rally copy on Steam on release day!
mr.voyageur entry:
đ Honoree: But the celebration doesn't stop there! We want to recognize and applaud the outstanding creativity of three more individuals who have captured our attention: Vapordude, stalker_strelok and Grzegrze
Vapordude entry:
stalker_strelok entry:
Grzegrze entry:
As a token of our appreciation for their unique and imaginative designs they will also receive a FREE copy of #DRIVE Rally on Steam!
A heartfelt thank you to all participants who poured their passion into this contest. Your contributions have added a new layer of excitement to the #DRIVE Rally experience, and we are truly grateful for your enthusiasm.
What's Next? Stay tuned for more contests, updates, and exclusive sneak peeks right here on the #DRIVErally Steam Community Hub. Your support and creativity drive us forward, and we can't wait to share more exciting adventures with you!
Join the Discussion: Share your thoughts, congratulate the winners, and connect with fellow Drivers on our discord server.
Thank you for being an incredible part of the #DRIVE Rally community. Stay tuned for more information in the future!
Girl's Way to Survive 2: Bloody Museum - čś éťéĺ¸éąźä¸ćĄ
It has been a year and four months since I decided on August 15th last year to become a girl's survival journey 2. Due to the replacement of a new game engine and the transition from RPG type to ACT, there are many production methods that are not universal and can only be gradually explored. This is my first work to transform into an ACT game, but it won't be the last one. Although there are many flaws, the animation is colorful enough! [Update Content] 1. Five chapters: Starry Sky, Ocean Pavilion, Underground Research Institute, Ventilation Pipeline, and Final Passage are all unlocked. 2. Unlock animation gallery (20 pixel animation) 3. Unlock the ending: True ending+Evil ending. Please take your time to experience it in the game. In the future, I will continue to work on this series and make it better and better.
Heads up! We just released a small update to address a few issues with corrupted save games, cargo objects and more. If you've had issues getting past the initial screen, please let us know if this issue is now fixed for you!
Patchnotes Hotfix #9.3
Fixed situations where savegames were not written completely on application quit
Fixed situations where corrupted savegames prevent leaving the initial screen
Fixed multiple problems with syncing cargo objects which produced physics explosions
Fixed multiple situations where player can not join a multiplayer game
Improved the synchronisation of missions
Improved the synchronisation when filling vehicles in the gravel plant
Improved job overview: Tasks are now sorted in a better way in the job planning screen
Fixed some crashes when starting the game
Graphical improvements
Have fun on your construction sites and stay safe! đˇ
1.3 has arrived, there are a lot of subtle changes to dive into! We are extremely thankful for the outpouring of feedback and are committed to making Nickelodeon All-Star Brawl 2 the best game it can be â please keep your feedback coming!
In addition to some exciting ranked mode, training mode, and community requests, update 1.3 will be our largest early gameplay directional adjustment update: players have quickly pushed our mechanics to the limits and weâve decided to do an initial pass to adjust gameplay feel based on player feedback. While this update has a high number of very impactful character changes, do note that our future balance updates will be less heavy handed in order to let players dive deeper into counter strategies over time
Core Gameplay
Slime Cancel knockback soft cap was lowered from 30 to 25 knockback, and reduction increased from 50% to 65%.
Wall techs now take 9 frames and grant 14 frames of intangibility.
Ceiling techs intangibility increased from 26 frames to 34.
Jump back now overrides horizontal run/dash momentum.
Maximum shield health, depletion and regeneration rates have been decreased by 10%.
Perfect block is no longer bufferable and it has a 3 frame window. Visual input was added to perfect block frames.
Tech roll intangibility decreased from 28 frames to 20.
Tech in place intangibility decreased by 3 frames, for a total of 6 vulnerable frames.
Turnaround specials buffer increased to 15 frames.
Ultimate attackâs end lag is now punishable.
Decreased Slime Block per-frame cost from 0.8 to 0.4.
Attacks clanking with grabs no longer grant aerial state.
Slime cancel freeze no longer affects characters in Land Hard state.
Edge Actions can no longer be bufferable while holding the Edge.
Audio
Items SFX volume is now controlled by the SFX slider.
Harmonic Convergence stage volume fixes.
Ultimates Hits and SFX are now working properly.
Campaign
Added campaign save slots.
QoL
Rematch option after selecting random stage now keeps choosing a random stage.
Rematch option after selecting random character in character select now keeps randomizing characters.
D Pad can now be set as a movement option in controllers.
C Stick implemented for keyboard players.
Ability to separately modify if C stick does charge or light moves on ground or in air.
Training Mode
Training mode DI visualizer and CPU DI Options.
Training mode Hitstun visualizer.
Training mode now saves settings when exiting to switch characters.
Balance Pass
A lot of characters had a balance pass, if you want to read about them, please visit nickelodeonallstarbrawl.com
Get dressed in your best explorer outfit, pick your most adventurous animal companion, and pack a few pumpkins for good measure. You have an incredible journey ahead of you when Disney Dreamlight Valley: A Rift in Time launches next week on December 5th!
A Well-Timed Invitation
While the Valley is no stranger to Night Thorns, villains, or peculiar potatoes, it looks like thereâs a disturbance in town. This time, though, itâs in the form of Time Anomalies and⌠a hologram of Jafar?! Youâll start your new Quest in this expansion with an investigation in the Plaza, where youâll receive an invitation to visit Eternity Isle. It looks like Jafarâs been cooking up his own brand of trouble while youâve been dealing with the Forgetting. Though the Isle may seem far away, the Dream Castle has been hiding the secret to getting there all this time. Have a chat with Merlin to uncover a magical new area that will grant you access to this land thatâs been lost to time.
Of course, arriving on the Isle is the easy part and some friendly faces will also brave the journey to help! Discover new recipes with Remy to keep you energized, build a Stall for Goofy so you can cultivate exotic new fruit, and even set up shop for Scrooge McDuck. What, you thought he wouldnât find a way to capitalize on your adventure?
Even though Night Thorns havenât taken over the Isle, youâll contend with new, equally meddlesome phenomena. Time Rifts and Swirling Sands can be found on your Quest to discover every nook and cranny of this new land, but youâll have some new tools to help.
Chart the Isle Across Three Unique Biomes!
Arriving on the shores of Eternity Isle, the first new Biome you will explore is Ancient's Landing. Once a port town that used to host an ancient civilization, youâll find it in ruinsâlikely due to experiments on the manipulation of time. Breathe new life into it by rebuilding a marketplace or by moving your Villagerâs homes over!
The next two Biomes to explore used to be one, but are now split in half by a time dilation caused by Jafarâs experiments. Will you choose to travel to the desert sands of the Glittering Dunes, or beat the heat in the lush and verdant Wild Tangle? Expect to find new challenges and secret areas in each Biomeâas well as plenty of space to transform them into a new home for you and your Villagers!
Each Biome comes with its own unique flora and fauna. This means new decorative plants and rocks await the avid decorator, and new vegetables and fruits await the Valley foodies. Each Biome also features a new animal critter, with different color variants, that would love to join you as your next animal companion!
Expand Your Set of Royal Tools
Previewed in our Showcase, your magical toolbox is getting an upgrade! Disney Dreamlight Valley: A Rift in Time introduces the Royal Hourglassâa Tool of equally incredible beauty and function. Youâll find this relic of times past on Eternity Isle, and once equipped, it will empower you with a new form of magic thatâs bound to help you overcome obstacles, hunt for treasure, and even craft new objects!
Speaking of crafting, youâll also find a new way to create items on the Isle: the Time Bending Station! Combining the magic of your Royal Hourglass with this station will allow you to create Quest items, Ancient Machines, and other exciting objects to help you on your journey, and of course, decorate your Valley. Youâll also be able to upgrade your Royal Hourglass here, so donât forget to visit from time to time!
But waitâwhatâs an Ancient Machine, you say? Using technology from the Isleâs mysterious past, youâll be able to increase your efficiency around the Valley. These Machines will not only help you cook faster but also automate gardening and other tasks so that you can maximize the "pumpkin to pumpkin puff" pipeline.
A New Adventure Means New Friends
In addition to the familiar faces youâll encounter on your travels through the Isle, this expansion introduces a cast of new Villagers to befriend and discover new stories with:
- EVE joins you as the ever-watchful guardian of the Royal Hourglass. Youâll need to gain her trust before she grants you access to itâand itâs going to take more than a plant in a boot to win her over. Of course, with every Villager in the Valley, youâll unlock their own unique and exciting Friendship Quest storylines, and EVEâs begins with a grand reunion with WALL¡E.
- While exploring Eternity Isle, youâll also discover Rapunzel and a very thirsty Gaston. Help one rediscover their love for painting, and treat the other to a non-egg-based meal. Doing so will gain you another two new companions for the journey ahead (weâll leave it up to you to figure out who is who).
While Act 1 of Disney Dreamlight Valley: A Rift in Time will bring 3 new Villagers to playersâ Valleys, you can expect additional Characters to be added as the expansion story continues. There will be two additional acts released in 2024, bringing new Villagers, stories, and surprises!
Scramblecoin Arrives in the Valley!
New friends, places, critters, and stories await you on Eternity Isleâbut thatâs not all! Weâre introducing a brand-new way to strengthen your Friendships with your favorite Villagers: Scramblecoin!
This easy to learn but difficult to master board game can be played with your Villagers and includes a wide range of Disney and Pixar characters as game pieces that ensure every game you play is unique. Collectors can also rejoiceâyouâll be able to discover and craft new game pieces with their own attributes and abilities using the Time Bending Station.
Bonus Rewards for Early Adopters
Weâre so excited to see everyoneâs enthusiasm for the Disney Dreamlight Valley: A Rift in Time expansion pass and intend to celebrate the first players to land on Eternity Isleâs shores! All expansion pass owners who check their in-game mailbox from December 5 to December 12 will be able to claim two exclusive bonusesâa Jester Monkey and a royal costume.
Additionally, ALL players who check their in-game mailbox between December 5 and December 19Â will be able to claim two more exclusivesâa Dreamlight Gaming Chair and a Dreamlight Valley's Savior Jacket.
See you in the Valley, and on the Isle!
Want to stay up to date on all things Disney Dreamlight Valley? Sign up for newsletter updates here and be sure to follow us on our social media channels:
Update 6.2 is scheduled to release in the coming week and here is an overview of everything thatâs new as part of this update.
Weâve summarized the biggest changes for you here:
MCS-880, G428, VHX weapon balance changes.
Suppressors & Subsonic Ammo balance changes.
Air vehicle aiming improvements such as computed impact points, aligned crosshairs for all air vehicle cameras, and HUD aim indicators.
Thank you for continued feedback which helps us to make further changes and improvements for you.
//The Battlefield Team
Protocol EstablishedâŚ
A band of misfits, spurred on by the Penguins been crafting an interesting treat as we approach the end of the year!
Expect to see new ways to play, new cosmetic rewards and a mischievous mode in the coming weeks.
Stay Informed
Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes weâre making via our Battlefield forums.
Tune in
Check out the Inside Battlefield Podcast if youâd like to listen to the team talking about the new content.
Areas of Focus
Weapon Balance Pass
With Update 6.2 we are deploying a series of Weapon Balance changes and improvements based on your requests and in line with the overall game intent of these weapons. Take a look at some of the specific changes below and more broader changes within our changelog!
MCS-880 Rebalance With the recent introduction of a pure Close Quarters map in Redacted, player feedback highlighted that the MCS-880 was performing beyond expectations, and we agreed. This was particularly creating unfair instances of one-hit-kills at longer ranges. Going forward, OHKâs will no longer be possible over 25 meters with the MCS-880 and it will be rarer to do so between 20 to 25 meters. Additionally, the #4 Buckshot (Ammo Type) performed the strongest at almost all ranges with Update 6.0, this will now be reduced to its intended short-range role.
G428 The G428âs role is to be a close-range DMR, as such we are reducing the Standard Issue Ammo 2-hit kill range from 40 meters to 20 meters. Weâre also including a new 4-hit kill range over 125 meters. These changes will readjust this weapon into its close range, as intended.
You will also see further changes such as High Power ammo remaining viable at longer ranges, and more broader changes to recoil, accuracy and more to bring this weapon in line with other DMRs.
VHX The VHX-D3 has received mixed feedback with some of you being for or against its damage output. While we will continue to monitor and tweak this weapon, we have decreased its starting accuracy and increased its dispersion build-up in response to players feeling it is packing too much of a punch.
Suppressor Minimap Stealth & Subsonic Ammo Update 6.2 will also include changes to Suppressors, Subsonic Ammo and their beneficial intent of Minimap Stealth. While also factoring in the combined benefits of these two components being used at the same time. Check out our changelog further down in the Update Notes to discover more.
Weâll continue to react to feedback and to monitor both of these aspects of gunplay, our intention is to promote as much variety in weapons and builds as possible and weâll continue to work on that goal.
Looking more broadly, weâll continue to look for opportunities to improve both Shotgun, Suppressor and Subsonic Gunplay, and you can continue to expect more improvements in these areas in the future.
Air Vehicle Impact Improvements
Throughout recent months we have heard players request further improvements when it comes to vehicle aiming and crosshair alignment. With Update 6.2, the Vehicles Team will be rolling out computed impact points that take into consideration several factors such as Vehicle Velocity, Angular Velocity, Gravity and Drag to draw an accurate impact point of up to 300m.
Additionally weâve also aligned the Vehicle Crosshair on all cameras that are available on Air Vehicles with this point, ensuring that player crosshairs are as accurate as they can be.
This feature will behave as a reliable impact point on vehicles with one weapon such as on Jets, however Air Vehicles that feature two weapons under their wings like the MD540 Nightbird will perform slightly different. We will therefore calculate the distance on both weapons and draw the average of both as the impact point so the actual weapons depending on your distance to target could still hit the sides of this center point but players will now be able to anticipate and read this.
Air Vehicle HUD Improvements
A common request from our air aficionados is for improvements to be made that would allow for an improved state of communication between Gunner and Pilot. The Vehicle Team have been working on bringing a featurean feature from previous titles into Battlefield 2042 where the HUD will now feature aim indicators which will highlight the direction of aim for the Gunner and Pilot.
As a Gunner, this should now help orient yourself in respect to the direction that the Pilot is heading in, and it will also allow for the Pilot to understand what your current priorities are when it comes to engaging with ground targets.
Changelog
AI, Soldier and General Improvements
Player Cosmetics are now sorted by Equipped, Default, Unlocked and then any remaining items within the Collection screens.
Fixed an issue where some Vehicle Loadouts would not correctly apply ingame.
You will now be able to alter the color identifier for Armor via Options / Display / HUD General / Colorblind / Custom list.
Fixed an issue that prevented AI from using the zipline near the oil rig on Breakaway.
Fixed an issue that could cause the recoil reduction bonus to not apply when in crouch and prone with some weapons
Maps and Modes
Fixed an issue on Redacted where some ladders had appeared as scalable, while the intent was for them to be the opposite.
The Penguins have ensured us that the EOD Bot will no longer fall through the metal grids on Redacted.
Fixed the high contrast on the cliffs placed on Spearhead. They're back to their natural beauty.
Escalators on Kaleidoscope now have structural integrity back - you should not be able to see through walls anymore.
Some walls on Redacted have also regained its structural integrity. Projectiles are not able to pass through it and into US HQ anymore.
Provided further instruction manuals to AI Soldiers, resulting in them no longer getting stuck on walls within Redacted.
Fixed spelling in the Codex. It's "Namaqualand".
RU HQ doesn't offer protection anymore over the stones next to it on Arica Harbor.
No more sneaky placement of the insertion beacon near C sector on Redacted.
We have decided that moving platform on Spearhead can't kill you anymore.
Gadgets & Specialists
Fixed an issue that could cause players to automatically switch from Grenade to Primary weapon when exiting a vehicle.
Ammunition and Health Pouch icons should now be easier to see.
Fixed an issue where certain gadgets would trigger an ammunition warning where it was not applicable.
You will no longer benefit from minimap stealth when shooting with underbarrel launchers whilst having a suppressor equipped.
Vehicles
Air Vehicles will now benefit from computed impact points on select weaponry, this will result in further improvements to vehicle aiming and crosshair alignment.
Improved audio mixing for air vehicles.
Fixed an issue causing prone players to take reduced damage from vehicle blast damage.
Helicopter and Jet anti-vehicle missiles now have the same 800m range.
Aligned crosshair with impact point on all cameras for air vehicles.
Fixed several TOR Tank visual issues during matches and within the loadout screen.
Fixed an issue that caused Concussion Grenades to not correctly apply to open seat vehicles.
Reduced the 30mm tracer visual intensity on Attack Helicopters.
35mm canon and Wildcat will now correctly eject both casings when fired.
Fixed the camera snap into the vehicle when colliding into certain objects at high speed.
Fixed the M1A2 in Portal not taking turret systemic damage.
BMD-3 in Portal will now correctly display health and vehicle icons.
Lowered elevator response time on jets, it should now be easier to pitch correct when flying and making micro adjustments.
Updated sticky input on jets when flying using a mouse.
Dev note: This might take some getting used to. try it out and let us know how you feel.
Fixed an issue causing Hack and EMP effects to not properly apply on civilian vehicles.
The Repair Tool will now work slower on vehicles with systemic damage.
Fixed an issue with the TOW guided mechanic where missiles would fly towards objects behind obstacles leading to inaccurate shooting.
Updated missile spawning from weapons.
Dev comment: This should lead to a more seamless, tight and connected experience.
All aircraft missiles will now fire in a single shot pattern rather than full auto.
Weapons
Fixed the description of the Spook Y Suppressor.
Fixed stats for Factory Mounts underbarrel.
Fixed Type 88's Foregrip's hip fire Accuracy penalty sometimes not having the right effect.
Fixed some animation issues on L9CZ sights while shooting.
Fixed minor issues in sound effects when using muzzle brakes on L9CZ.
Fixed incorrect descriptions for Suppressors in Portal weapons.
Fixed an issue where receiving melee damage could cause a reload action to be stopped.
Bipod is now visible in the PKP-BP's weapon icon.
MCS-880 crosshair now better displays the different pellet spread angles depending on equipped buckshot ammo type.
Subsonic Ammo
Increased subsonic magazine capacity for MP90 from 21 to 25 bullets.
Increased subsonic magazine capacity for K30 from 21 to 30 bullets.
Suppressor Minimap Stealth
Light Suppressors will now benefit from Minimap Stealth from 30 meters and below.
Light Suppressors + Subsonic will now benefit from Minimap Stealth from 15 meters and below.
Heavy Suppressors will now benefit from Minimap Stealth from 15 meters and below.
Heavy Suppressors + Subsonic will now benefit from full Minimap Stealth when firing.
Suppressors
Updated Muzzle Flash Visibility Reduction stat for some barrel attachments
PB Heavy Suppressor
Damage multiplier has changed from 0.85x to 0.9x
Bullet velocity multiplier has changed from 0.8x to 0.85x
Type 4 Heavy Suppressor
Damage multiplier has changed from 0.9x to 0.95x
Damage multiplier has changed from 0.75x to 0.8x
Box Suppressor
Bullet Velocity has received a slight increase
Buckshot Ammo
Updated the ammunition type description to better reflect their gameplay effects.
G428
Standard Issue ammo: 2-hit kill range reduced from 40m to 20m. New 4-hit to kill distance over 125m.
High Power ammo: 2-hit range reduced from 50m to 40m.
Increased vertical and horizontal recoil.
Slightly decreased stability effect when firing bursts in full auto.
Increased maximum dispersion during full auto by 15%.
Increased dispersion per shot in both single and full auto by 7%.
Slowed ADS speed slightly.
Tweaked animation settings to match the increased recoil.
VHX-D3
Decreased initial standing accuracy
Increased dispersion per shot
AP Grenade launcher ammo increased from 1-2
This change affects AK24, LCMG, SFAR-M, SVK
RPK-74M
Corrected the amount of ammunition shown for the extended magazine size in the collection screen.
Fixed an issue where the mesh of some muzzle attachments
LMG
Corrected the amount of ammunition shown for the extended magazine size in the collection screen.
Commando Knife
Fixed an issue that caused the animation after a melee attack to not work properly.
AEK-971
Fixed an issue causing the Flash Suppressor to sometimes overlap with other attachments.
MP412 Rex
Fixed an issue with the swapping animation when equipping the MP412 Rex.
M240B
The extended magazine in the plus menu is now equipped by default.
SWS-10
Fixed sound effect issue when using PB Heavy Suppressor.
12M Auto
Fixed shell ejection when using Flechette Ammunition.
XM8 Prototype
Fixed M320 Buck Crosshair Size for Bad Company 2's XM8 Protoype
MTAR-21
Fixed incorrectly placed muzzle smoke visual when using PB Heavy Suppressor.
AC-42
Fixed ejected casing textures when using subsonic ammunition.
AS-Val
Fixed an issue where an iron sight mesh was showing unintendedly when using some scopes.
Super 500
Damage and dispersion tweaked to provide more consistent and higher damage over 10m, but lower chance to get a OHK.
GEW-46
Damage over 100m changed from 22 to 20 per bullet.
Ghostmaker R10
Updated Minimap Stealth stat, and added suppressed icon.
NVK-S22
Icon for #01 buckshot has been updated.
NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Weâre happy to have you back again in another devlogâŁď¸ As youâre well aware, just staying at work is not healthy. Thatâs why in Animal Trainer Simulator you can go to the town hall and buy yourself a brand new home with different coloristics and furniture.
Although you can only buy one home, youâre free to change itâs interior any way youâd like at any point throughout your gameplay. đď¸ Donât forget it does come with the cost but as a wealthy trainer youâll be able to afford it easily. đ
At home youâll be able to satisfy the most basic needs your character will have such as thirst, hunger, fatigue etc. Without meeting those needs youâll not be able to train or the training will be suboptimal, to say the least. đ It doesnât mean itâll be a big obstacle, these are all simple, unrequiring activities and a great way to visit your own pet once in a while. đś After all, as weâve already mentioned before you can adopt a cute animal from the animal shelter to accompany you in your training journey. đ¤Š
Weâre wondering, what other elements would you like to have at your home? Let us know in the comments! đ
As always, weâre happy to have you read the devlog and weâd like to invite you to join our discord đ and add the game to your wishlist on Steam!
In todayâs Dev Blog, we want to take a look at the big picture of The Tribe Must Survive. Namely, its big game loops and the RNG elements that make it a roguelike. Our goal is to make each playthrough feel unique, whichâll keep the gameplay fun and challenging even after many runs.
The Acts
A single playthrough of the Tribe Must Survive is divided into Acts. Each Act has its own characteristics, such as special Act Perks, new Buildings, and a unique Disaster. Naturally, the latter Acts will provide a greater challenge thatâll keep testing your skills and resourcefulness.
Disasters are drastic changes in the environment unique to each Act. They are the final challenge which measures the strength of your Tribe before they can continue to the next Act. If you have only been able to crawl your way up to this point, the Disaster will probably cut the playthrough short. You will have to adapt and switch up your priorities in order to survive through them.
The Disasters also provide visual variety by drastically altering the gameworld. Whether their origins are natural or otherworldly is unclear. The Disasters test not only the Tribeâs physical capabilities, but also their mental fortitude. To reflect this, each Disaster also includes a set of unique story events.
Escalation
Beyond all other challenges, even the Disasters, there is something more dangerous brewing. Tensions keep rising as the world around the Tribe threatens to crush them. The longer the game goes on, the harder it becomes for them to survive in an increasingly harsher world.
Fear of what awaits in the Dark becomes a bigger danger as time goes on, and you will have to learn to manage its effects on the Tribe. With more people, it will be harder to deal with the problems that emerge, especially as people get more and more desperate.
Even the strongest minds might not survive through such struggles unscathed. Eventually, something breaks. The Tribe must then ask themselves, what will they do if they cannot rely on their sanity anymore?
The Loops
One of the central motives of The Tribe Must Survive is loops. Like other roguelike games, ours is meant to be played repeatedly. You will learn more about the game with each run, which will improve your mastery of it. The RNG elements also introduce an element of luck, and you will have to form your strategy based on the knowledge you have gained and what the game offers you in this specific run.
Perhaps the most important parts of such loops are the beginning and the end. In the case of The Tribe Must Survive, the end is inevitable, and your success is measured by how long you can stand against it. That end may, however, be followed by a new beginning. Just like the survivors of the Tribe can escape and start anew, you too can use what you have learned to build things bigger and better next time.
This endless pattern of beginning and ends also extends to the history of the world. You will find traces of ancient civilizations who rose to great highs, only to be brought down to ruin. Their knowledge can be a valuable asset in your fight against the Dark.
You can enjoy the thrills of this roguelike experience once the game releases. For this, remember to wishlist The Tribe Must Survive on Steam, and click the Follow button on the store page to receive notifications about our announcements.
Feel free to also share your thoughts with us! You can do it here or on our TTMS Discord server, where we will share more information and you can get directly involved in the discussions.
And remember; whatever it takes... The Tribe Must Survive!