The Faewilds are ready for any intrepid adventurer hardy enough to explore its distant mysteries and take on its many challenges. But, sometimes, it’s more fun to go on the adventure with a friend or two. Whether you’re looking to transform a cosy estate into a sprawling village together, or team up for a formidable Apex creature hunt, there’s no limit to what you can achieve as a team in Nightingale.
Here’s a quick guide on how Nightingale’s multiplayer will work at Early Access launch.
ALONE IN THE REALMS?
In Nightingale, you have the choice to venture forth alone or within a group of up to 6 players. Nightingale is a PvE survival crafting game with no PvP or friendly fire within the Realms at Early Access launch. By default, you will not encounter other players in your Realm unless you’re in a co-op party or set your Realm to ‘Public’.
Public Realms
A ‘Public’ Realm allows players to see everyone else occupying that specific Realm on their map. Anyone who joins these Public Realms can complete encounters independently and interact with structures that other players have built. This means that anyone can help build (...or destroy) other players’ estates. You can even choose to party up with any players you encounter.
You’ll be given the option to open a ‘Public’ Realm for any realm you visit after your Abeyance (starting or home) Realm. From here, each portal archway you find or build has a Realm Card machine (where you can insert your desired combination of Realm Cards to open a portal to a new destination). It’s in the portal machine interface that you will find the option to make a Realm ‘Public’.
PARTY MECHANICS
Playing together with friends in a party is available within any Realm (‘Public’ or otherwise) outside of the opening tutorial. All players who wish to party up while playing Nightingale will first need to complete the opening tutorial segments within the Byway Realms before party invites can be sent or received. Once the tutorial is completed and you’ve arrived in your introductory Abeyance Realm, the ability to join and send party invites becomes available. At this point, you’ll be able to join friends either in their Realm or invite them to join you in yours, as well as start in-game voice chat with the people in your party.
Whether you have friends who are seasoned Realmwalkers or friends who are new to the game, that’s okay too. There are no restrictions in terms of the level of player you can group up with when playing cooperatively - just keep in mind that lower-level players may need a bit more assistance during difficult encounters!
Once you’re in a party and sharing a Realm with other players, then you can begin your adventure together. Here are a few things you can expect:
Establishing Your Home
If you and your party dream of sharing a Realm to call home, then there are a couple of things you’ll need to do. Players can set their ‘Respite Realm’ (aka home Realm) by placing down an ‘Estate Cairn’ (this acts as a beacon transmitting through the multi-Realmic void, always guiding you back to your estate). Each player can set one ‘Respite Realm’ at a time, so if you all want to live in the same Realm, then you’ll each need to place your cairns in that specific Realm.
Similarly, anyone who sets a location as their ‘Respite Realm’ can return to that Realm and play, regardless of whether or not their other party members are online. This way groups can play asynchronously without needing a third-party hosting platform!
To Share or Not To Share
When traveling with your friends, loot chests from completing encounters are instanced per player (unlike loot you find or gain elsewhere in the Realms). Also, if you want to trade or give items to your party members, you can do that by dropping the item you want to share. Sharing is caring!
Adventuring with Friends
Quests, on the other hand, are tracked per player. Each player will need to complete the various quest steps to progress further. However, in the majority of cases, players are always able to join friends to help each other out and are not restricted by individual completion levels. When it comes to encounters like fighting an Apex creature: if the encounter is completed with everyone in the group participating in the encounter, everyone will reap the benefits/get the same completion rewards.
We wish you the best of luck as you traverse the Faewilds of Nightingale, whether you choose to do it alone or with a choice coterie of fellow Realmwalkers. We look forward to seeing you when the portals to Early Access open on 22nd February, 2024.
Vlog 8 is here, and it's been increasingly clear to us over the past several months that we're finally approaching the full release goal for Empires of the Undergrowth. The long road of early access is drawing to a close, and release plans are being worked on.
We will be releasing the game fully during 2024.
[vlog]
This vlog goes into a bit of detail about where we are with it, and while we're not ready to commit to an exact date (and never will do unless we're sure we can meet it) I hope you can gather from my enthusiasm that it really is a-comin'.
The demo has been updated to include the following changes and bug fixes. The inclusion of the recipe book (default keybind 'i') should help players to find recipes based on materials they have found.
Expect further improvements in the future such as click and drag placement for tiles and walls, a friendly NPC who will give the player basic instructions, and other quality of life improvements.
V 0.4.8
UI: Improved ingredient and recipe icon frame Improved font system Added Recipe Book Added a message to inform players if someone spawned a boss Added some messages to inform the player of their actions Added messages to inform the player if their spawnpoint was set or reset
Items: Increased the power usage of the second tier wands Trees now drop plant fiber when chopped down Added mushroom stew Reduced regen bonus and buff length of cooked meat Items scooped up by the shovel no longer stack with other items in the world as they are scooped Items produced by interacting with an object (mushrooms and flowers) will no longer stack with other item stacks already in the world
Units: Added Goober Ghouls will no longer spawn at night unless the player is level 2 Critters and Units will no longer spawn if a boss is currently spawned on that level
Networking: Added a version check to the server client handshake - older versions will no longer work with this version of the game.
Other: Night time now starts later and is 2 in game hours shorter Added missing special characters to the small font Fixed a bug where certain server properties were not being reset between sessions Fixed a bug where entering the gameover screen while paused would result in a stuck game state Fixed a bug where respawning while on the pause menu would not close the gameover screen Fixed a bug where too many sounds playing at once could crash the game
Her Heart's Desire: A Landlord Epic - Mr Big Chungus
Hey all, this is the holiday "let's make it even more awesome," update. There isn't much for spelling (only two minor issues I found) and there was the heartbeat sound that I've swapped out for a premium asset which is far better.
Last but not least, it's almost 3 gigabytes lighter since now nearly all the image frame animation has been swapped out for video animations in webm. This ensures playback is buttery smooth in all the scenes, and makes the overall gameplay infinitely better.
Happy Holidays from Big Chungus Productions (that's me), Brosef Chungus. Cheers.
Ship in Stasis My ship was destroyed. I was the captain so it should have remained in stasis until I could recover it. I hailed the ship but there was no answer.
Fixed hail reply from ship in stasis.
Recovery of Ship in Stasis Went to an aircraft repair shop to have them recover my destroyed ship. They happily said it was recovered but it wasn't. My ship did not appear overhead in orbit like it was supposed to.
Fixed.
.CHR File Bug An error occurred because of a .chr file that got saved without the .chr extension.
Fixed .chr file saver to append the .chr extension if it is not provided.
Program Settings FPU Info Information was added to the bottom of the program settings window that shows the FPU configuration.
This only appears on the Windows versions. If you have experienced the yeet bug, please tell me what your FPU bits of precision are.
The Outlast Trials - Red Barrels Community Manager
Dear Reagents,
As we look ahead to what’s coming to The Outlast Trials, we wanted to connect with you all and discuss what's on the horizon.
Consoles
We're thrilled to share that our team made significant headway on the console versions and are set to launch March 5th, 2024! We've heard the anticipation from console players eager to dive into The Outlast Trials experience ever since Early Access started. Remember, Outlast Trials will offer full cross-play functionality across PC, PS5, PS4, Xbox X/S, and Xbox One, without cross-progression however. We truly appreciate everyone’s patience, and can’t wait for the lobby to be filled with new Reagents! Pre-order on PlayStation Pre-order on Xbox
Winter Event
Brace yourselves for a new limited-time winter event coming to The Outlast Trials next week! More info to come.
Return of All Events
For those actively engaged in Outlast Trials, you may have participated in our special events such as Program Omega, Program Geister, and the Weekly Programs as well. These events during our Early Access phase serve as a means for us to refine our tools and set the course for the future of The Outlast Trials. It is through these limited events that we can gather feedback and fine-tune the game before exiting Early Access. Rest assured, ALL events occurring during Early Access will return in the future, ensuring both our existing players and our new players can relish in these experiences.
Special Halloween Event
Program Geister marked our inaugural limited-time event with unique gameplay elements and rewards. We've gathered invaluable feedback and insights from all participating players. Thanks to your contributions, we have incorporated some suggestions for the next limited-time event coming soon. The upcoming limited-time event will be:
Less time consuming
More generous with rewards
Provide an extended period to claim rewards beyond the event duration
Weekly Programs
Designed as experimental therapies by Murkoff, Weekly Programs aim to test Reagents in unconventional situations that diverge from normal Trial rules. They are intended to be inclusive for everyone—be it new or seasoned players—rather than strictly challenging. Murkoff has prepared numerous therapies to be introduced in the weeks and months ahead, some will focus on co-op play while others will bring more of a challenge to both solo and multiplayer experiences. Your feedback as test subjects is crucial, and we welcome your ideas for future Weekly Programs! We're closely observing how these Programs are played and will make adjustments upon their return in the Weekly Program rotation based on your feedback.
Difficulty
We understand that some seasoned players may be looking for more challenging Trials. Our primary focus is on welcoming new players after our official departure from Early Access as console releases happen. Simultaneously, however, we're exploring ways to offer veterans an ultimate challenge to spice things up for them. We’ve seen how many of our players loved harder game modes, and have become reborn, so with this in mind, we want to introduce a more daunting threat from Murkoff for these Reagents. We appreciate your patience as we work on this!
Road to V1
Our goal is to exit Early Access in sync with the console release set for March 5th, 2024 accompanied by a new Trial in Toy Factory, new MK challenges, additional cosmetics, and amps, among other surprises. The progression level cap will also be raised. This marks just the beginning of an extensive journey for all Reagents and Reborns once the full release occurs.
Future Plans
We know you’ve all been asking, and we're meticulously crafting a roadmap for post-release content. Alongside the release of new Trials, MK-Challenges, Events, Enemies, Amps, and Rigs, we're keen on experimenting with unique twists and game modes, as well as new reward systems. The Outlast Trials is a live game and we are molding its future live-ops and features with our players at heart.
Fixed issue that could cause terrain tiles to not load, which appears to have been contributing to a memory leak. (RR-92)
Fixed Copy to Coupled affecting cars not owned by your railroad. (RR-109)
Fixed Automatic Waybill Cycle button not clearing when both are Not Set.
Fixed interchange-spawned cars with a reporting mark that matches yours getting marked as owned by your railroad, preventing them from being despawned when the interchange is served. To fix existing saves, switch to sandbox mode temporarily and delete the cars. (RR-111)
- StrangerZ 2.0 Announced - Coming Soon - Fixed Stranger not entering house and getting stuck outside bug - Reworked Small House lighting - Reworked Family Home lighting - Added system requirements popup on first time login - Removed new status for blitz mode - Added helpful hints - Season 2 delayed indefinitely
StrangerZ 2.0 Information:
Over the coming month or two I will be completely reworking gameplay across the board based on feedback and reviews.
I have postponed all short term plans and the start of season 2 will be delayed indefinitely until StrangerZ 2.0 development finishes.
Key changes coming in StrangerZ 2.0: - ZCoins will be earnable through playing the game - More progress / progression mechanics - Reworked gameplay for Stranger
Stay tuned by joining the discord server, i'll be posting frequent updates