Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
My name is Andrea Sancio, and I am the Associate Technical Director working on Vampire: The Masquerade - Bloodlines 2 at The Chinese Room. Together with Nick Slaven, our Studio Technical Director, it has been my honour to lead our talented team on the technical side of the game.

I’m going to share with you now a behind-the-scenes look at what our team has been doing on the game, and when you play it, we hope that you will all love it as much as we do.

In the ever-evolving world of video game development, staying at the cutting edge is a continuous pursuit. With the release of Unreal Engine 5, the landscape has shifted dramatically, presenting game developers with an array of groundbreaking technologies and tools. I wanted to delve into our experiences and challenges with some of the experimental technologies that have come to define UE5: Nanite, Virtual Shadow Maps and Lumen. These technologies play a pivotal role in creating a realistic and dark world that aligns perfectly with the neo-noir art direction of our game.

An important milestone in our development was the upgrade from Unreal 4 to Unreal 5. It was a big risk because normally you lock in the version of your development engine early. The changes touched every part of the game, and all our scenes, lighting and assets had to be converted. All the dev teams communicated with us brilliantly to make sure the new tools were exactly what we needed to make the game look amazing and run smoothly.

Lumen is a new real-time global illumination tech. It brings a level of realism to game lighting with raytracing to simulate the path of light and how it interacts with surfaces and materials. It can simulate indirect (bounce) lighting and reflections. However, integrating Lumen into our games was no small feat. Ensuring consistent and smooth performance was the key to achieving the atmospheric lighting required for our world. Working with dynamic lighting and shadow has always been a challenge. In performance terms it was expensive, placing lights is an art and overlapping lights exponentially increase complexity and the costs of rendering the scene because a lot of calculation must be done for each pixel hit by each light. Normally, the solution is to “pre-bake” lights. All the shadows were saved to the level before release, and you couldn’t change them. This provided great quality results for a cheap cost, but the lights and shadows were... well... faked. You would then have to include other tricks like light probes to show that on objects moving inside that space.

Lumen lets us change the colour, position, and intensity of lots of lights that can change dynamically. So to figure out the best way to include these new lights, we spent a lot of time working with our artists. It works by storing all the surfaces hit by light in a memory cache. This cache is at a lower resolution than the output. This means it’s way faster to calculate the effects of lighting. Then, Lumen uses Temporal Upsampling which makes the lower resolution larger without losing quality and detail. None of this can work without Nanite, Cached Virtual Shadows and Temporal Super Resolution so we adapted all those technologies too!



Virtual Shadow Maps introduced a fundamental change in how we handle shadows in Unreal Engine 5. By decoupling the shadow resolution from screen resolution, this technology delivers razor-sharp shadows with minimal performance overhead. Implementing Virtual Shadow Maps required a rethinking of our shadow casting and rendering techniques, but the result was a marked improvement in the visual quality. This was especially crucial in creating the dark and mysterious shadows that are synonymous with the neo-noir genre.

If you want fast frame rates, Programmers have always had to contend with draw calls. Draw calls are instructions sent from the Central Processing Unit (CPU) to the Graphics Processing Unit (GPU). To understand it in simple terms, think of a draw call as a request to draw or render a particular set of graphics. Each draw call carries information about how to paint a part of the scene - this includes textures, shading information, and geometry (like vertices). However, too many draw calls can slow down a game because each call requires the CPU and GPU to communicate and process information, which is valuable time spent when one frame is a fraction of a second. Nanite marks a seismic shift in how we handle geometry in games. Rather than relying on traditional Level of Detail (LOD) systems, Nanite virtualises geometry, allowing for detailed assets and performance. With Nanite all the meshes that use the same material get placed in what is called a "bucket” and are processed on the same draw call, greatly reducing their number. It reduces the complexity of asset creation but also opens the door to photorealistic environments that were previously unattainable. Now we can have some ornate architecture and densely detailed environments in our scenes.




Debugging and optimising our code and the world environment became increasingly complex, and we were acutely aware of the constant need to stay up to date with frequent engine upgrades. These upgrades were essential for acquiring crucial fixes and performance improvements. This is a process that many studios might prefer to avoid, as such transitions rarely occur without their own costs. With limited documentation and a scarcity of experienced individuals to consult, our journey involved extensive research, talking with Epic, trials and errors.

It feels cheesy to say but making all this work for our team made everyone’s bond stronger because we all had to communicate constantly. The results were worth it because our art team used it to realise the neo-noir direction they were looking for. And because games are made with tools and technology developed during previous games, The Chinese Room’s future titles will benefit from this hard work too. Everyone did a great job to best use the new workflows. Personally, after many years on projects that used similar approaches, this was a fresh and exciting evolution!

Your experience of playing the game should be seamless. In a way, the less you think about the tech as you’re playing, the better we did our jobs. It’s been a pride of our careers to take on a project that is already so complex on many different levels, and to give it a chance to be ground-breaking in the realm of visual fidelity.

What’s Next
Following the holiday break, we’ll be back in January with more dev diaries and an extended gameplay reveal of Vampire: The Masquerade - Bloodlines 2.
iRacing - OverdriveAlex
2024 Season 1 Patch 1 is now deployed and ready for racing!

The Release Notes for today's Patch have been posted to the iRacing Forums!

Read them below, or on the iRacing forums here: https://forums.iracing.com/discussion/52660/2024-season-1-patch-1-release-notes-2023-12-12-04#latest

========================================================================

2024 Season 1 Patch 1 Release Notes [2023.12.12.04]
This Patch Release contains a variety of updates, fixes, and improvements for the 2024 Season 1 Release. Among these included is the release of the New Damage Model for the Lotus 49 and Lotus 79, as well as a first wave of sweeping performance improvements for our 2024 Season 1 tracks.


iRACING:
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Paint Shop
A new sponsor, Coach Dave Delta, is now available in the Paint Shop!


SIMULATION:
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Cars
Fixed an issue where many external shift lights were not working correctly.

AI Racing
AI Drivers have received some specialized driver training relating to speed calculations for corners and chicanes to prevent crashing and spinning out. AKA: Use the brake!

New Damage Model
Fixed an issue where some vehicles could get into a state with a negative mass value for their chassis while crashing.

Graphics
Made changes to VRAM accounting for some objects to more accurately estimate the required memory budget for the Simulation.

Audio
Improved the audio levels for 3D curb rumble sounds.

Spotter - Foreign Language
The Italian Macro Arcidiacono Spotter Pack has been updated.
- - Grazie, Marco!
The Italian Renzo Olivieri Spotter Pack has been updated.
- - Grazie, Renzo!


CARS:
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<Car Class> GTP
Renamed setups to make them more clear.

Audi R8 LMS EVO II GT3
The center trunk light has been adjusted to perform as a rain light instead of a brake light.
Fixed an issue where the cockpit lighting could appear to flicker violently when dynamic cubemaps were in use.
Fixed an issue with some driver animation paddle shift timing.
For the New Damage Model, fixed an issue where wheels could re-attaching incorrectly when Fast Repairs were used.

Dallara F3
iRacing setup for Autodromo Internazionale del Mugello has been updated.

Dallara iR-01
iRacing setup for Daytona International Speedway - Road Course has been updated.

Dallara IR18
iRacing setup for Texas Motor Speedway - Oval has been updated.

Dirt Street Stock
For the New Damage Model, fixed an issue where aerodynamic downforce was increasing as vehicle damage increased.

Indy Pro 2000 PM-18
iRacing setups have been updated.

Lamborghini Huracán GT3 EVO
For the New Damage Model, fixed an issue where wheels could re-attaching incorrectly when Fast Repairs were used.

Lotus 49
The New Damage Model is now enabled for this vehicle!

Lotus 79
The New Damage Model is now enabled for this vehicle!

Lucas Oil Off Road Pro 2
Fixed an issue where the right-rear fender could appear detached from the vehicle at certain camera distances.

Lucas Oil Off Road Pro 4
Fix an issue that prevented the digital dash from functioning when using NDM.

Modified - SK / NASCAR Whelen Tour Modified
(Modified - SK) - For the New Damage Model, a tuning pass has been completed which improves bumpers for improved bumping and should reduce the frequency of 4x contacts.

Super Formula SF23
(BOTH) iRacing setups for Autodromo Internazionale del Mugello have been updated.

[Legacy] NASCAR Cup Chevrolet Impala COT - 2009
For the New Damage Model, tuned the engine to receive less damage when the car frame is heavily impacted.
For the New Damage Model, fixed an issue where aerodynamic downforce was increasing as vehicle damage increased.

[Legacy] NASCAR Cup Chevrolet SS - 2013
For the New Damage Model, fixed an issue where the nose of this car could appear to face the wrong way at certain camera distances.
For the New Damage Model, fixed an issue where aerodynamic downforce was increasing as vehicle damage increased.

[Legacy] NASCAR Cup Ford Fusion - 2016
For the New Damage Model, fixed an issue where aerodynamic downforce was increasing as vehicle damage increased.


TRACKS:
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Autodromo Internazionale del Mugello
Barney, Legendary Flagman, has been summoned to this track!
Tirewalls, tire stacks, catch fences, and outer walls have been optimized for improved rendering performance.
Track camera set has been improved.
Catch fences and outer fencing have been updated.
Additional speakers and security cameras have been deployed around the track.
A select set of tree models have been updated for improved rendering performance.
All trees have been optimized to consume a lower memory size.
Water drains have been added to some of the track surfaces.
Fixed an issue where some terrain was intersecting with the tunnels.
Fixed some obvious visual popping that could occur with structures around the Start/Finish line and pit entry ARMCO based on camera distances.

Okayama International Circuit
Trees have been optimized for performance improvements.
Tirewalls, tire stacks, catch fences, and outer walls have been optimized for improved rendering performance.
A variety of tarmac edge textures have been updated, and grass detail textures have been optimized for improved rendering performance.
Visitor cars in the parking lots will now be correctly removed at lower graphics settings.
Fixed a variety of issues with incorrect off-track surface types.
Fixed a feature where Barney, Legendary Flagman, would divinely levitate instead of using a worldly flagstand, when it was inadvertently hidden from view at lower graphics display settings.
Fixed a track edge surface issue that could cause the Simulator to crash at night.
Patched a small hole in the terrain near a Start/Finish wall.

Slinger Speedway
(Figure Eight) - Number of grid spots has been set to 50.
Caution lights and scoreboards are now plugged in and functional.
Some missing catch fences, outer fencing, and gates have been added.
A full artwork fixing pass has been completed including: ambient occlusion maps, UV texture mapping, terrain alignment, and grounding assets.
A complete artwork optimization pass has been completed on environment objects which includes a texture memory update to reduce oversized textures.
Catchfence appearance has been adjusted for improved rendering performance.
Environment and asset lightmaps have been regenerated based on the latest updates and optimization.
Some tree trimming has been completed.
Fixed a gap in the world between the close terrain and the far terrain.
Fixed an issue with track camera angles.


HAWKED - Kaeden
Look alive, Renegades! The following changes are available in HAWKED on Windows PC as of the latest update on Thursday, December 14, 2023. Update your game to the latest version on MY.GAMES Launcher or Steam to play HAWKED for free in Early Access.

NEW CONTENT

NEW SERVER: OCEANIA

A new server is now available: Oceania. This server will provide a smoother, more consistent gameplay experience for players in this continent, including countries such as Australia and New Zealand. 

This server was implemented as a direct result of the passion and feedback from Renegades down under. Thanks for speaking up, see you on X-Isle!

LIMITED-TIME EVENT: HOLIDAY HEIST
Holiday Heist is available in HAWKED from December 14, 2023 until January 14, 2024! This limited-time event brings a raft of changes and a sleigh-load of holiday spirit to the game:

  • Holiday decorations can be found across the Riftwake and X-Isle.
  • A new line of Quests is available.
  • Players can earn a new holiday currency: Wonderment.
  • New holiday cosmetics are available as event rewards by exchanging Wonderment with Dr. Bjorn Bjornsson.
  • Additional holiday cosmetics are available to purchase in the Shop with GE-0 Cash.

IMPROVEMENTS & ADJUSTMENTS

GENERAL IMPROVEMENTS

  • Added Buff descriptions to relevant Artifacts and Gear. This was a popular request we received from players over on Discord!
  • Added new audio effects while using a whip on the Traverser.
  • Added audio effects for steps and slides in the pool by the beach furniture in the Riftwake.
  • Added voiceover lines for GE-0 in GRAIL.
  • Added new pop-up windows informing the player that “Game Restart is Required.” This will be displayed when we launch a new update or patch that does not require a period of maintenance and downtime.
  • Improved the pickaxe animation when using your Traverser on Wonderium nodes across X-Isle.
  • The [Heart] Glyph, previously exclusive to Lone Hunter (Solo), has now been added to Treasure Hunt (Squad). Unlike in Lone Hunter (Solo), your squadmate can still resurrect you, and in such cases, the extra life will not be expended. We will be closely observing any changes to the flow of matchmaking battles in connection with this change, as well as your feedback on it to further refine its design.
GEAR BALANCING & CHANGES

[Exo Gear] Doomerang
  • Basic damage reduced from 35 to 30.
  • Cooldown increased from 12 to 14 seconds.
  • Rare Upgrade: Cooldown reduced from 70% to 50%.
[Ward Gear] Flare Gun
  • Cooldown reduced from 50/43/35 to 45/40/35 seconds.
  • Effects of Rare and Legendary upgrades have been swapped.
  • Increased the fall speed of loot dropping from above.
[Exo Gear] Kick-back Coin
  • Cooldown is reduced from 20 to 15 seconds.
  • Ricochet radius increased from 9/11.7 m to 12/15.6 m. 
  • Coin traveling speed increased from 30 to 40 m/s.
[Ward Gear] Shock Rocker
  • Removed movement speed reduction while playing the guitar.
  • Base lightning damage is increased from 16 to 24.
Sprintide
  • Damage resistance reduced from 25/28/31/34% to 24/26/28/30%.
  • Legendary Upgrade: Damage resistance while sprinting at maximum speed reduced from 50% to 40%.
Survival Slab
  • Reload time of Survival Slab reduced from 45/40/35/30 to 35/30/25/20 seconds.
Ambusher
  • Camouflage activation time reduced from 2.6/2.4/2.2/2 to 2/1.8/1.6/1.4 seconds.
Dual-Edgend
  • Bonus Melee damage for each charge increased from 10/11/12/13% to 14/16/18/20%.
Pulverizer
  • Charge time adjusted from 1.3/1.2/1.1/1 to 1.4/1.2/1/0.8.
  • All shots from burst weapons are Empowered (not just the first shot).
  • Chambering bolt/pump-action weapons no longer interrupts Pulverizer charging.
  • Legendary Upgrade: The mechanics this upgrade grants altered:
    • Previously: Pulverizer charges 50% faster after Empowered shot.
    • New: Pulverizer charges 25% faster after Empowered shot (stacks up to 2 times).
Vessel Flute
  • Health restoration effect on fallen allies doesn’t stack if affected by more than one Vessel Flute. If squadmates have different levels of rarity of the Artifact, the priority choice is given to the Vessel Flute of the highest rarity.
  • Health restoration effect on fallen allies increased from 6/7/8/9 to 7/8/9/10 units per second.

BUGFIXES

RIFTWAKE
  • Fixed an issue where markers would disappear after remaining in the main hall of the Riftwake when leaving the Shooting Range.
  • Fixed an issue when transitioning from speaking with GE-0 to entering the GRAIL interface.
  • Removed the mention of Artifact in the “Rare Artifact Hunter” Quest, as the Quest revolves around Trinkets.
  • Fixed an issue where Cynthia and the Aztec cosmetics from the Renegade Pass would disappear from their respective UIs (GRAIL+ and Renegade Pass) in the Shop.
  • Fixed an issue where Cynthia’s head position would appear strangely during some dialogue.
  • Fixed an issue where a red “alert” icon would not appear when the Shop is updated with new content.
X-ISLE
  • Dr. Bjorn Bjornsson no longer reminds Renegades of basic mechanics after undergoing training.
  • Fixed the display of names in areas and locations on X-Isle when playing in Arabic.
  • Fixed an issue where a Legendary Trinket could not be picked up if a Renegade already held two Epic Trinkets.
  • Fixed an issue where a melee animation replaced the Gear usage animation if the Gear was used immediately after finishing a melee strike.
  • Fixed an issue where multiple sound effects would play when Disciples would spawn.
  • Fixed an issue where a delay would occur when the Familiar emerged from the Captured Familiar puzzle after Disciples were killed.
  • Fixed an issue where Renegades would not grab ledges on some occasions.
  • Fixed an issue where the camera would glitch during camera blending on high FPS.
  • Fixed an issue with A-pose animations in all sequences.
  • Fixed an issue with sound positioning when pinging an enemy directly.
  • Fixed a bug where the Party interface became unresponsive after kicking a player from the Squad.
  • Fixed an issue where the game would sometimes crash when Disciples would spawn.
  • Fixed an issue where the camera would shake when stepping on the bodies of fallen Disciples.
  • Fixed an issue where the Knucklehead’s Shroudbasker became stuck in mid-air after the Knucklehead perished in battle.
  • Fixed an issue where Ripclaws would stumble when running.
  • Fixed an issue where scanning effects no longer highlighted the caravan.
WEAPONS
  • Fixed an issue where additional actions of melee Armaments could be utilized on the Hoverboard. This was not intended, and they have been disabled.
  • Fixed an issue where contextual action callouts would show when holding a charged attack with the Ultra Hammer.
  • Fixed an issue with bullet drop while wielding the weapon Dark Spark. This is not intended as no energy-based weapon should have bullet drop.
  • Fixed an issue where Islander Staff damage was dealt incorrectly with jumping or falling attacks.
  • Fixed an issue where it was not possible to climb ledges when using the Islander Staff.
  • Fixed an issue where players could attack immediately after jumping. This was resolved as some players were abusing a jump-and-attack animation cancellation exploit.
SETTINGS & STARTUP SCREEN
  • Fixed an issue when managing the Game Interface selection with a gamepad. The points “Language” and “Melee Targeting Assistance” could only be selected once.
  • Fixed an issue where the hints for “Slide” would still appear even with the “Hide Hint” setting activated.
  • Localized the name of the selected region within the Settings interface.
  • Updated the description of Hoverboard and Sprint options in the Settings interface.
  • Adjusted the display of Ping values to represent connection stability: Green (Good Connection), Orange (Acceptable Connection), and Red (Bad Connection).

HAWKED is now available in Early Access. That means that development is still ongoing and is reliant on your feedback to help improve and polish the overall game experience before the full launch in 2024. As such, you may encounter gameplay and technical issues while playing. 

We are closely monitoring gameplay sessions and your feedback, and HAWKED will undergo regular maintenance to deploy patches and hotfixes to resolve any issues. Please keep an eye on Discord and future patch notes for more updates. 

If you need troubleshooting for common technical problems or account-related queries, or if you can’t find a solution to your issue, please visit our Support page.

Play HAWKED for free now on PC via MY.GAMES Launcher and Steam!

Follow HAWKED on Discord, TikTok, Reddit, Twitch, Twitter, Facebook, and Instagram, subscribe to our YouTube channel for the latest videos, and sign up for the official newsletter to stay on top of the latest news, updates, special offers, and more via email.

All details in this article are accurate as of the time of publication. Follow HAWKED on Discord and via social channels for up-to-date information.
OMSI 2: Steam Edition - JulianTM [Aerosoft]
The OMSI 2 Add-on Heuliez Bus-Pack GX x37 Electric Edition is available now!



With the OMSI 2 Add-on Heuliez Bus Pack GX x37 Electric Edition, a very modern electric bus enters the OMSI stage.
Heuliez, the long-established company from France, has selected an attractive design and the latest technology for this bus. The unusual shapes affect both the exterior bodywork and the interior of the buses. For example, some variants have visually striking wheel covers, while the interior is equipped with comfortable seats and curved handrails and beams.

Electromobility is playing an increasingly important role in local public transport, and Heuliez is helping to make bus transport increasingly low in CO2 emissions with its GXX37 solution. In addition, the buses are significantly quieter than the models with combustion engines and therefore contribute to less noise pollution. This advanced technology is now also finding its way into the bus simulator OMSI 2.

The buses of the series X37 are also sold by the parent company IVECO under its own brand outside of France, as IVECO is one of the world biggest names in vehicle construction.

Features:
Realistic electric motor sounds
Various solo and articulated bus variants
2 different modern dashboards
Accurate displays in the dashboard
Authentic passengers information screens
Multilingual ticket printer
Repaint templates are included
Dec 13, 2023
Karos - Julia


On December 14, the game servers will be undergoing maintenance. In this regard, the game may be unavailable from 10:00 to 11:00 Moscow time.

Please note that the time of maintenance is tentative and can be changed. We apologize for any inconvenience.
USC: Counterforce - Lau_Rad
Hey Marines!

The Campaign in USC:CF will feature a grand strategic layer on a planet map, persistent global inventory management, unit progression with XP gains and permadeath, narrative elements with lore & choices, and even more, compared to the non-Campaign game modes. But how will the Campaign start, what choices will the player have in creating a Campaign session, and how will those affect the course of the game? Today, we’re going to tell you a bit more about this.

Starting a Campaign


From the Main Menu you’ll find yourself on the Campaign setup screen. The Campaign will feature a slot-based save system, but that doesn’t mean you can’t save manually or have multiple saves if you’re not playing on Hardcore (“Iron Man")—the main purpose of this system is to let you easily differentiate between save files belonging to different playthroughs!

In addition to the Difficulty setting known from the other game modes, which will not only control enemy number and strength but also the amount of loot and some other elements (don’t forget, in the Campaign, what items and ammo you spend will remain spent—you'll have to find means to replenish the stock!), there’s the Campaign length/complexity setting that controls how big a war you’re getting yourself into. With the Story option, the background simulation that runs the alien hordes and controls the flow of the whole Campaign will be more simplistic, letting you follow a clear path and finish the story in 15-20 hours if everything goes well. On Normal, you’ll see much more alien activity and more battles, will have to make more strategic choices, and will have to be wiser with your spending and overall management to be able to complete the story in about 50 hours. Full-scale is for the real strategy enthusiast who is not afraid to micro-manage everything—many, many battles await against an enemy on multiple fronts, against the scarcity of resources, and the weight of all choices that cannot be unmade.

Affiliation


As a Fleet Commander of the USCF, you’re not above the intricacies of global politics and corporate espionage. The greatest mega-concerns that run Earth in 2308 have a huge stake in all United Space Command activity, and not everyone is always playing by the book—of course not! At the beginning of the game, you’ll have to choose an affiliationor you can choose not to have one outside of USC. This choice will affect your Relations and Renown, two new systems that will be important during the Campaign. By navigating the world of politics, agreeing to or rejecting (or failing!) secret missions, selling information to, or withholding intelligence from the different firms, your Relations with them will change. A good relationship will grant you perks, like access to exclusive weapons and items. Renown, on the other hand, measures your dignity as an officer, and if you don’t engage in fishy agreements with non-military agencies, that will boost it dearly. Renown may be used in a far subtler way than Relations, like facilitating a resolution between warring factions, requesting additional reinforcements, or holding the morale of your crew high even when things go awry. The Relations and Renown system will be a secondary layer to the Campaign, one you can mostly ignore if you’re only interested in the war strategy, but it will give your choices even more weight in certain situations. And of course, every mega-concern may have a hidden agenda that can influence the course of the war, so you’d better be prepared!

Personal avatar


You didn’t think you could wage war remotely on a planet many lightyears away from Earth, did you? You, as Commander, will be among your marines aboard the deck of your flagship and will have the option to go into battle with them when you want, or when the necessity arises. At the start of the Campaign, you will be asked to customize your avatar. This avatar will be one of the many units on the roster, representing you, personally. You can choose not to go into battle yourself, and if everything goes well, you’ll never have to; but fighting alongside your marines can boost their morale and your Renown. Some secret missions from affiliations will also require that you oversee the operation in person. And, of course, if the flagship—horribile dictu!—ever gets attacked, you’ll have to fight for your life alongside your fellow crewmates. If your avatar dies, the game is immediately over—but, of course, you can always reload a previously saved game… granted you’re not playing on Hardcore!

Stay tuned for more updates on the Campaign. We're not done sharing sneak peeks at what we're working on and what's waiting for you!

❄️ The USC: Counterforce team 🎁
Dec 13, 2023
Great Houses of Calderia - Lau_Rad
Oy rulers!

Game development is quite an adventure! We're really happy and thrilled by the thorough feedback and support we get, it helps us move forward and improve the game. Many of you requested information on our roadmap, and here we come with this early Xmas present: our new updated roadmap!

Because we are in Early Access and game development is an organic process, we've made a few adjustments to our initial roadmap. We adapt to your input, and there are a few things that we decided to prioritize, like the "Siege" feature, reinforcing the family's traits and traditions, and new winning paths.

Since the game's Early Access release, we've implemented new elements such as more traditions, traits, character customization portraits, conflict resolution adjustments, AI improvement, community suggestions, polish, and balancing based on your feedback.



Throughout the development process, your feedback is incredibly important to us. We value actively connecting with you and carefully assessing the ideas you share with us. We will still answer any questions you may have while working on adding more depth and content to the game.

Updated Roadmap



New major features are coming very soon, like the "Bandits", who will bring trouble with incidents on the map, affecting your trade delegations and causing diplomatic matters to be solved with other Houses. A new winning path is on the way to let you win with a more pacifist route (we know you love that too!). We still have new traditions and family traits in store to reinforce the identity of your noble family and the impact of your choices. In the coming months, we're planning to add the Civil War, which, as you can expect, will disrupt the seemingly peaceful land of Calderia and let the rivalry between Houses boil even more. It will add not only a new winning path but also more events related to Civil War. As for war (and not only the Civil War), we're adding the Siege feature that you'll be able to implement in your strategy to subdue your enemies.
Many rounds of balancing and polishing will be pushed, as we've continuously been doing so far. This also includes AI and other features.

We will keep on sharing our progress and highlight the biggest additions and modifications in our Monthly Development Update as we work towards the full release of Great Houses of Calderia.

Stay tuned for more updates as we strive to craft the best version possible of our take on the grand strategy genre. We want to thank you, your support fills us with determination, and we are confident that we can succeed with your help.

- ❄️ Great Houses of Calderia Team 🎁 -
EA SPORTS™ WRC - esnelling
13 new tarmac stages are being added to the already impressive roster of stages in a Free update to EA SPORTS WRC. Grab the wheel and try to claim victory on the 18th location, Central European Rally.


Mind Over Magic Playtest - Sparky-Jason
Gameplay and Balance
- Reduced Bitterrice cost for Bitter and Honeyed Stir-Fry recipes. Honeyed Stir-Fry grants slightly less Conviction to compensate.
- Runewood Trees now drop ~2.5x more Runewood.
- Runewood Trees grow approximately 4x more frequently in the Forest.
- Bristlecone, Sweetleaf, and Runewood Trees grow ~3x faster.
- Skill bonuses for casting now actually help as much as their bonus display seemed to indicate.
- Indoor planters now correctly use the room's lighting calculation.
- Support columns are built 500% faster.
- Golden Berries event guarantees Honeydrop drops.
- Croa drop Eyeballs and Brains instead of Meat.
- Sinew x4 recipe is now Sinew x5.
- Intermediate Classroom, Advanced Classroom, Mage's Study and Mage's Tower allow Large Bookshelves as an alternate to Bookshelves.
- Added the ability drag to prioritize schedules.
- Founder ghost can now be used on the access list for teaching stations.
- Make it so Corpses produced by Hunting inherit the original animal's priority.
- And… more wallpapers!

Other Changes
- Tutorial access button available on center control panel, replacing the Feedback button, which has moved to Settings.
- Updated recreation Medallions to be about dancing.
- When using the room type filter, hovering a keyword will do highlight all the room type displays with that keyword.
- Show item dimensions when hovering their Research or other links.
- Show a block count when dragging out walls and floors.
- Added Icon over stairs when spiral stair exit is blocked by furniture.
- Added display of available vs unavailable potions in battle ritual UI.

Fixes
- Added additional interact points on Graves to fix issues with Funerals.
- Characters who already have an Oraculum boost are now no longer eligible to perform that ritual.
- Removed references to healing Trauma across the board, now that Trauma is only healed with time.
- When work stops on a quilted and ingredients are dumped out, remove the placeholder quilted render.
- Conservatory, Common Room, and House Commons correctly grant their Conviction statuses to dancing Mages.
- Savant Scrolls now say Tier II AND Tier III graduates are a Source.
- Fix not being able to hover for tooltips for statuses when more than 2 statuses in combat.
- Fix so wallpaper selection does not show up in Underschool rooms.
- Fix false claim in summoning that there are no available wands.
- Fix missing Rotate tooltip info for non-spiral stairs.
- Fix issue where rooms were sometimes considered Isolated incorrectly.
- Prevent creatures from going through closed dungeon doors.
- Don't show Breaking characters in the idle alert.
- Updated the text on Eater Trials to correctly link their meal.
- Updating Isolated room keyword text for accuracy.
- Fix Crit display often not showing when it should during combat.
- Bonuses to Casts from skill levels are now treated as a flat modifier rather than a % one, and are added to the spell’s base work amount before further % modifiers are included. This will generally result in casts by skilled characters in appropriate room types getting more done.
- Fix cases where dungeon battle cannot start because too many objects are close to the door
Dec 13, 2023
Reus 2 - Firesquid
Hey there titans!

After a few months of development, we’re back with a public playtest and new mechanics! We’re testing new biomes, a space hub to see your collection of worlds and make metagame progress, and more new mechanics. You’ve got plenty of new features to experiment with!

Request access to the playtest now on the Steam page!



The playtest has some metagame progress, so it can take some time to see everything. It’s very much work-in-progress, without much tutorial or onboarding. This is a vital moment for us where we can still make some turns, so your input and effort in to wading through the game is greatly appreciated!

You will be able to discover:
  • New characters
  • New biomes
  • New way of completing the game
  • Space and metagame progression
We again went a little overboard with adding new features to the game, but we’re almost there! This will be one of the last times that we ask for significant input on the core of the game. After we’ve processed the feedback, we hope to work on much more content! Exciting times!

Find a video tutorial to discover the game smoothly


We hope you’ll have a good time with the Reus 2 playtest, and can’t wait to read your feedback!
Fill out the Feedback form

Adriaan and the monks at the Abbey

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