Foam Gun has arrived at the Rawcember party, and it couldn't do it in any other way than by cannon fire.
Our Rawcember landing page has been taking over by her, and now there are some volunteers floating round. How many can you spot?
Just to make it clear, the "volunteers" are these little white fellas you can see in the card below. If you have already joined our playtest, you probably know what they are used for!
Find them all, and send us the response using this form (and answer a couple more Zet Zillions questions) to get a chance to win a Zet Zillions t-shirt and a Raw Fury Master Key. Yep, a Steam key that will unlock ALL THE RAW FURY GAMES TO DATE in your library. Is Foam Gun generous or what, people trash?
You can participate until December 17th, 23:59 CET, so don't sleep on it!
We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.
Good evening. I don't remember exactly what I wrote in previous devlogs, but maybe that's a good thing, because you probably don't remember too. I will remind you a little, add a little, reminisce a little, and make up a little. Today we are releasing a project that has cost years of exciting but overwhelming work. Theoretically, we've been putting together the snow adventure for a year, maybe even less than a year, but we must remember that the project was not created from scratch.
We took over Booze Masters, or rather a Steam card with some wishlist already built, from another studio, I don't even want to count how many years ago. The name was changed at least several times. First it was probably Moonshine Simulator, then Moonshine Empire, then Booze Empire... Or something like that. However, from the first day, when we took over the project, it was clear to us that we were not making a dry simulator. It's not that we have anything against dry simulators, we just always wanted to create games with a coherent personality, and we have already managed to achieve it in Infernal Radiation, Ultimate Summer, and Priest Simulator.
We were supposed to make a role-playing game set in a specific setting. A setting involving drinking booze, which was to be faithfully reproduced (yes, we did proper research, watched the series and consulted stuff), but which was not to dominate the experience. It was supposed to be a casual enrichment of a funny story.
As it happens in gamedev, somewhere along the way we went crazy. We decided that there was no point in limiting ourselves to moonshine - we added entire systems and quests dedicated to wine and beer. The environment was huge, the plot lasted a dozen/several dozen hours. We even released a demo, maybe some of you remember? The colorful one, with Jerry in prison clothes. I'm talking about it in the past tense, but we still have this content backed up somewhere and maybe we'll release it someday. Why not now?
This is, as you can expect from us, a strange story. Well, driven by the success of Heavy Duty, we decided to make prologues for each game. But such prologues, which are not an excerpt from the full version, only overlap with it. We decided that in the prologue to Booze Masters: Spirit Crusher (this was the name of the main product), we would move the miniature to a completely different place, that is, to a frosty place, and let us play with a different character. We would meet the main hero of the original production as a supporting character...
And, as it happens in gamedev, somewhere along the way we went crazy again. The project began to be so juicy (although neutered of many mechanics from Spirit Crusher) that Mati from Gaming Factory suggested that we should not play any prologues, but make two short premium games. This suited us, because Priest taught us that we feel better in shorter forms. I know that some people spend hundreds of hours here, but in our opinion, the games we make should last several hours.
Prolog was called Final Product, then we changed it to Freezing Moonshine. Classically, it has changed the concept several times. Because either something was too long, or something was too boring, or there was too much of something, or there was too little of something, etc... Until finally, it absorbed us so much that, together with GF, we decided to focus solely only on it, thus putting Spirit Crusher to, well, the freezer.
So, the names have changed, the mechanics, models, animations, plot have changed... But one thing has not changed: we had to create a casual experience, with cringe dialogues, vodka making and a ton of experiments that will allow us to feel satisfied with the fact that we've created something fresh. Fresh for us, because it's not a shooter game like Priest. It's not as gross-out comedy as Priest. It's a little bit darker, a little bit more serious, maybe a little bit weirder. There is more exploration, more walking and thinking, less cutscenes and action. It's different because we won't make the same game twice.
It's also fresh for you, because Booze, although clearly inspired by other well-known titles, is a unique experience. There is no game, I swear to the devil, that could fit Freezing Moonshine in one drawer. Even though we didn't manage to fit in many of the things we had planned (the budget isn't make of gum), the game mixes so many different ideas in such a ridiculous way and in such non-obvious proportions that you can expect something completely unexpected.
Okay, I see the wall of text here, and I still have a few interesting facts and anecdotes to tell, I'll do it in the next devlogs.
Play, leave a blue thumbs up, give feedback and be good to each other.
We're pushing a Fifth (and hopefully final) hotfix to to address some bugs that were introduced by our changes to the ways telestones work in the previous hotfix. Players were becoming unable to use their telestones on the world map, this should now be fixed.
Changelog:
Fixed TeleStone not being usable on the world map.
Fixed teleports being disabled at the GenCorp monitoring station but not turned off when you complete the area.
The guard in the goldeka palace now stays to the left of the door after letting you in, instead of standing in the middle of the hallway, as originally intended.
The guards at nyuuville now stand in the correct place if you return, one of them wasn't saving their location correctly.
Coming Next: Fingers crossed this will really be the last hotfix needed for the time being. Update 5 is well on its way and looking likely to be releasable soon.
Update 5 will contain some long needed updates to skills, skill learning with dozens more added along with more items and equipment!
We'll be giving some love to pleasure based attacks as well as fleshing out existing characters/enemies so that they have more versatility and usefulness.
There will also be other cool things such as some new skill animations and more!
Thanks as always for reporting bugs and for enjoying our game!
We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.
Hey, Renegades! Andy Duthie here, Executive Producer for HAWKED, back again with another Dev Diary.
HAWKED is now available in Early Access, and we’ve given console players a taste of what’s to come in the recent Crossplay Open Beta. Our team is firing on all cylinders, but it’s clear we’ve still got a lot of work to do. So we’re tackling issues and all of your feedback and reports head-on and shoring up HAWKED for a successful launch in early 2024.
In today’s Dev Diary, join me for a look at how the Early Access launch went, what our limited-time events will look like, and all the upcoming content and updates we’re focused on right now.
EARLY ACCESS LAUNCH
First of all, I’d like to say a massive thank you to all the Renegades who joined us already in the first few weeks. I know it’s a big ask to put your faith in a game Early Access, so we’re committed to repaying your faith by shoring up HAWKED and preparing it for an amazing 2024 and beyond.
The launch was not as smooth as we wanted. We faced a lot of challenges, bugs that impacted or prevented gameplay, and some unfortunate instances of downtime. Though frustrating, our downtime and maintenance—whether scheduled or unscheduled—have been necessary for us to apply fixes and roll out a smoother, more polished build. Now, though, we are starting to move towards a period with a lot more certainty and regular patches.
As thanks for sticking with us through the turbulence, we’re gifting all Renegades a 3-day GRAIL+ subscription. It’s available to claim for free via the in-game Shop now until Monday, December 18 at 08:00 CET / 01:00 PST.
WHAT WE’VE FIXED SO FAR
Here’s a rundown of some of the biggest improvements in the first couple of weeks, all possible thanks to your feedback and playtime:
Matchmaking improved
We want players to have a satisfying matchmaking and in-game experience no matter where they are or when they’re playing.
During busy periods, skill-based matchmaking prioritizes matching players into fully populated matches with low ping and shorter waiting times.
Matchmaking may take slightly longer in quieter periods, but matches will not be fully populated to prioritize low ping and a better play experience.
Crash instances massively reduced
We’ve worked hard to reduce the number of crashes you experience, and with your help, we’ve reduced this to below 3.8%. Our current goal is to have this below 1%, so we still have some work to do.
Server and client optimization
Hoverboard fixes
Frame drops resolved
After initial reports from day one players, we resolved most of these issues with hotfixes in the first week of December. This goes to show how important your feedback and reports are. We’re still actively monitoring all data and reports, and we’re keenly focused on improvements to matchmaking, technical stability, reducing crashes and their causes, FPS improvements, and authentication issues.
The team truly appreciates your patience as we continue working on fixes. Patch notes and hotfix notes are published regularly in English on the website and Steam, so please take a look for more details about what we’ve improved and fixed so far.
One final note. Feedback on bugs and needed improvements is crucial, but knowing what you like is good too! If you’re digging HAWKED, or if we’ve squashed your major bugbears so far, be sure to drop us a review on Steam. Your support means the world to us, and we’ll keep working diligently to earn it.
LIMITED-TIME EVENTS & HOLIDAY HEIST
We think it’s essential to give you new experiences to keep the game fresh and exciting, whether through map changes, quests, events, new rewards, or a combination of all the above. We have a raft of limited-time events penciled in for HAWKED in 2024, and we can’t wait to roll them out!
Kicking off this week, get ready for Holiday Heist. This festive update sees Cynthia Keene perplexed by a case of missing presents in the Riftwake—sounds like a job for you Renegades, right? X-Isle will be decked out in twinkling decorations, there’s a festive questline to tackle, and you can unlock a sleigh-load of free rewards. New items will also be available in the Shop to help get your Renegades in the holiday spirit.
The scale of limited-time events may differ. Holiday Heist is an Early Access test for larger-scale events—not all events will last so long or come with full map makeovers, for example. Still, we thought the first holiday season in HAWKED was worthy of a fitting celebration.
Look out for the new update dropping on December 14.
NEW FEATURE INBOUND: CONTRACTS
Back in Open Beta, you told us you wanted more things to do in-match, from tackling new activities to earning rewards. We will deliver this in a near-future update with a new feature: Contracts. Undertake them to add extra goals to your match, including more PvE- or PvP-focused gameplay challenges or specific requests like extracting a particular color of Trinket.
As we develop this feature, these time-based quests will offer incentives like currency (including GE-0 Cash for top hunters), XP, and more upon completion. Compete with other players to raise your standing on the leaderboard and enjoy even more rewards from the GRAIL Shop!
WHAT ELSE ARE WE WORKING ON?
Whether you’re actively sending feedback, completing surveys, or just playing the game as intended, you’re helping provide valuable data and learnings so we can improve HAWKED. It’s been incredible to hear all your feedback so far and we are continuing to improve the game to match this. Through Early Release, we will continue to raise the bar and get the game where it needs to be for full launch.
Here’s a quick rundown of what we’re working on in the immediate future:
2024 Roadmap: In the next Dev Diary, we’ll reveal the 2024 roadmap for HAWKED. That includes launching on more platforms like PS5, PS4, Xbox Series X|S, and Xbox One.
Holiday Heist: Our first limited-time event, launching December 14.
More Patches: New updates and hotfixes will roll out as soon as they’re ready to address issues. Keep up the great work sending us feedback so we can keep pumping out updates, Renegades!
Australia/Oceania Server: As a direct result of the passion of Renegades down under, we’ve ordered a new server, especially for this region. Thanks for speaking up, and stay tuned for more updates!
Crossplay Open Beta Feedback: The second Crossplay Open Beta ended on December 11. Thanks so much to everyone who played. A special shoutout to our first Renegades on Xbox! We’re still processing feedback and data from this playtest, but I’m happy to say we’re full steam ahead to launching on PlayStation and Xbox in early 2024!
Technical Performance Survey: If you’ve joined our Discord, keep an eye out for a survey asking for your expectations around technical performance.
This is just a taste of things to come. Keep an eye on our website and official social channels for the latest news, updates, and hotfixes.
With HAWKED in Early Access, we’re relying on your feedback to help push us over the finish line to a full launch. We try to be vigilant regarding fixes, improvements, and new features, but ultimately, our work and success hinges on you. So please jump on Discord to join the wider Renegade community and share your thoughts, feedback, and ideas with us.
Tomorrow is finally the Early Access release of Soulslinger! Woohoo! And while we're feeling extremely proud of it and confident that you'll have a great time (and can't wait to share it with you!), I think it's always a good idea to lay out the features of the game in black and white, so you know what to expect before spending your hard-earned money!
So without further ado, this is the Soulslinger: Envoy of Death Early Access release in a nutshell:
Soulslinger is a roguelite first person shooter
The game will release 8am PST / 5pm CET
We worked on the game for 3 years so far
The Early Access release contains roughly one-third of all planned game content
It is based on the latest version of Unreal Engine 5
The Early Access release includes the first realm, "Land of Memories"
It includes the first intermediate boss fight as well as the first "real" boss fight
You will fight 11 various enemies in Limbo
A total number of three weapons is included (two revolvers, a shotgun)
There is a total of 4 essences with over 40 active abilities and passive skills
You are going to visit 20 different maps
There are 22 unlockable Steam achievements included (good hunting!)
It should take you 3-5 hours to defeat the boss for the first time
Doing so will unlock two additional levels of difficulty ("Difficult" and "Insane")
The first difficulty adds a new type of enemy and opponents in general have more health, but you are rewarded with an additional craftable relic for completing this!
When playing on "Insane" you will die by only one hit (good luck!)
That's it for now! That's Soulslinger: Envoy of Death. Should we be lucky enough that you deem our humble opus worthy of your hard-earned money, we really really hope you enjoy playing it as much as we’ve enjoyed making it for you.
Whilst the Early Access phase we are going to add the additional content through a number of four major content updates, joined by QoL updates based on your community/player feedback.
This is what the Early Access roadmap looks like:
And that's it for today, friends. See you tomorrow in the realms of Limbo! Ede out!
Improved graphics: New post processing, better lighting and nicer textures
Visual destination displays and bus licence plates: The destination display is set automatically or can be overwritten manually
Fleet numbers: Each bus can be given an individual fleet number, which is also displayed visually
Countless performance improvements
Several bus stops can now be upgraded at once
Added sorting options for the employee and bus list
Props and plants can now be placed using drag & drop
Optimised passenger volume for schools: A distinction is now made between kindergartens / primary schools, secondary schools and colleges / universities
Fixed several bugs that could lead to cancelled shifts for no reason
Other new features:
Christmas decorations added
Bus details can now be displayed at any time using the C key
Added option to pause the game after loading
Added setting for FPS limit
Added electricity costs for buildings
Missing translations added
Performance:
Performance improvements at high game speed
Performance improvements with high number of buses and employees
Performance improvements for Apple ARM processors
Fixed performance drops after accepting some events
Improved performance with high number of service centre customers
Performance in the paint shop significantly improved
Performance in external depots significantly improved
Balancing:
Fundamental adjustment to the passenger volume: Normally, with a higher interval, passengers are distributed over the additional tours, which should reduce the number of passengers per tour. Due to an error, this has not been the case for some time and passenger numbers have risen sharply when the interval has been increased. We have now corrected this. To prevent passenger numbers from falling too sharply, we have increased the general passenger numbers to compensate. Please give us feedback on the adjustment and we will make further adjustments if necessary.
Buses:
Fixed bug where not all buses were displayed in the list of defective buses
Fixed a bug where buses could get stuck in the ground in rare cases when being repaired
Fixed a bug that caused buses to stop breaking down in some cases
Fixed a bug that caused buses to be displayed as "Not operational“ in rare cases, even though they were ready for use
Fixed an error when sorting buses by licence plate number
Fixed a bug where buses could not find a free parking space even though there was one available
Fixed bug where you could click on buses from other external depots
Map / Lines:
The destination of a line, which is displayed on the destination displays and at bus stops, can now be adjusted manually in the extended timetable
Fixed a bug where editing a line could not be completed in rare cases
Fixed a bug where the stop range was not consistently displayed when building a line
The stop range setting is now no longer changed when you press H in a text field
Waypoints are now only displayed when editing a line
Fixed a bug where clients no longer reported that there were changes to the timetable
The route evaluation now shows which bus travelled on each completed tour
Shift schedule:
Fixed a bug that caused shifts to overlap during automatic assignment, resulting in cancelled shifts
Added option "Ignore preferred vehicle group if no suitable bus is available"
Fixed a bug that caused tours with different preferred vehicle groups to be assigned to the same shift
Fixed a bug where preferred vehicle groups set in the shift schedule were not saved
Events:
Range of event bus stops increased so that points of interest that are far away from a road can also be connected
Fixed a bug in the evacuation event that caused you to receive multiple calls in rare cases
Fixed a bug that caused you to receive an extremely high number of calls
Sick employees no longer submit holiday requests
Bus callback panels are now displayed more reliably
Building system:
Fixed a bug that caused walls to be highlighted in red even if you closed the building menu
Fixed several bugs that could cause „Not reachable“ exclamation marks to be displayed for no reason
Bushes no longer strick out through walls
Fixed a bug that could cause some objects to be placed between grid cells
When extending a building, existing doors are no longer demolished
Objects are no longer displayed as „Not reachable“ if they are placed directly behind a door
Employees:
Employees no longer complain about too much stress while they are sick
Fixed a bug where bus drivers would sometimes take a long time before starting a shift
Fixed a bug that caused employees to get stuck when queuing and form an endless queue
When assigning an employee to a shift, the skill is now also displayed
Miscellaneous:
Numerous improvements to the UI and usability
Fixed a bug that caused the account balance to rise sharply for no reason
Fixed a bug in the network coverage task
Fixed overlapping roads in the village background
You no longer receive 1-star ratings for missing Wi-Fi if you have not yet activated Wi-Fi
Fixed bug where the game was permanently paused after closing the settings
Fixed a bug where the service centre opening hours were not saved reliably
Fixed a bug that caused the fleet menu to open again and again in rare cases
Fixed a bug where an already earned silver or gold medal was overwritten by a bronze medal if you played again in the same location
Loading screen progress optimised when loading maps
Fixed a bug that the loading screen was not displayed in Korean
We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.