Kingdom Rush Vengeance - Tower Defense - Octarina IH
Did my ears deceive me? King Malik? KING MALIK? The audacity! Have they all taken leave of their senses, forgetting the true sovereign that reigns supreme in this Kingdom?
Did they ACTUALLY believe Hammerhold could stand a chance against my Dark Army? Until now, I merely dismissed them, occupied with more important matters. But no longer.
Now, General, seize the hour! Lead a surprise assault on the desert’s shores, catching them off guard. Let’s wake them up from their delusions and get this little rebellion done and over with.
Let our dark dominance be absolute! Take my Vengeance to Hammerhold once and for all!!
What's in the Hammerhold DLC:
5 new stages: A whole new campaign packed with action and powerful enemies.
3 minibosses and 1 boss: Familiar faces are back… and they’re not thrilled to see you!
New hero: Behold Isfet, a formidable mummy warlock with an arsenal of curses.
New tower: The Sandworm Hollows' appetites are (mostly) at your disposal.
New achievements: And savor the sweet taste of bragging rights that come with them!
Easter eggs galore: The desert may hold secrets, but it also has a sense of humor.
🌟Continuously exploring the abyss, you will dive into the current's depths and find out the new species, the Merfolk. 💪Leviathan Hollow is the place where all mermaids return to, their final resting place. As a Merfolk, Shinnah spent her time alone reading so many scrolls, and as an adult became the mayor of this silent town. With her, what fortuitous meeting will you encounter? It's now a call for adventure, for paths awaiting your feet. 🚀Brand-New Season! Grand-New Game! 🔥Download Dragonheir NOW: {LINK REMOVED}https://bit.ly/dragonheir-downloadnow
Build Your Bulwark on PC and consoles! Bulwark will launch on PlayStation and Xbox consoles!
Bulwark: Falconeer Chronicles is coming to PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Steam, EGS, Utomik and GOG.
Rebuild a civilization devastated by the aftermath of a war. Create the last great settlement upon the Great Ursee - a vast, fantastical oceanic world.
This world and its choices are yours to make - what legacy will you leave behind? What creations will bear your name?
Build your empire from Vienna to Constantinople in Railway Empire 2’s DLC
The post train has brought exciting news, revealing that Railway Empire 2's first DLC, "Journey to the East" is on track for arrival in February 2024 on PC, Xbox Series X|S, and PlayStation®5.
Meet the visionary businessman Georges Nagelmackers and help him realize his dream of a new and opulent railroad connecting Western Europe to the exotic luxuries of the Ottoman Empire. On the way, treat your esteemed passengers to the best accommodations with the new Luxury Train Connections. These specialized carriages will only carry passengers but allow you to set higher ticket prices to maximize your revenue... assuming you can entice travellers wealthy enough to afford them. Take in the beauty of the misty Carpathian Mountains, witness their pinnacles pierce the sky, and trade with cities and regions rich in culture and history across the Balkans of South-Eastern Europe. Make the journey across a new Balkan regional map in one of six new historically accurate locomotives including the Bavarian S 3/6 with over 10 new luxury goods to transport across your rail network.
Railway Empire 2 – Journey to the East, will arrive in February 2024 on PC, Xbox Series X|S, PlayStation®5.
Destination Constantinople: This Railway Empire 2-DLC features the new, fully voiced scenario, Journey to the East (1881-1890).
Eastbound: New regional map “Balkan" with new city buildings and station building for the southern regions of the map.
Variety of goods: More than 10 new luxury products, including Golden Honey, Exotic Olives, and Luxurious Carpets.
Colossal Power: Six new locomotives, including the Bavarian S 3/6 and the CFR 142 Carpathian Pride.
The Glamour of the Fin de Siécle: The new feature Luxury Train Connections can be researched from 1870 onwards providing new luxury wagons. Adjust the pricing for those lines to reach a higher revenue per passenger.
Go with the Vibe: Ten new music tracks and more to create a more immersive campaign and map.
Enjoy {LINK REMOVED}Dance Dash without the hassle or discomfort to jack into your VR rig, within the game easily calibrate your body in a few seconds with any cam and jump right in.
🎶{LINK REMOVED}Camera Tracking: Just with your PC with webcam or mobile camera and you're set to groove! Only a few seconds of calibration needed in-game, WOW. 🕹️{LINK REMOVED}No Extra Gear: Super easy to start up without any VR equipment. It's all about simplicity and total freedom while you jam! 👥{LINK REMOVED}Open to All: VR not required. Everyone's now invited to the ultimate dance party!
*For all Dance Dashers on Steam, simply select launch options to switch between VR and Desktop (Non-VR) modes. For detailed instructions on the PC Desktop (Non-VR) mode, click here or join our community for more information!
Don’t forget to join our Discord community and jump in the biggest Winter Bash to WIN BIG - an XR Elite headset, VIVE Ultimate Trackers, Trackstraps and more!
A new patch for Stranded: Alien Dawn has just landed on Steam. Thank you again for all your feedback and suggestions since launch.
Keep on reading for the full changelog:
Stranded: Alien Dawn - 1.21.231212
Survivors
● Fixed a rare case when a survivor couldn't dismantle or pick up an item. ● Fixed cases when relaxation routines would not provide survivors with relaxation or happiness buffs. ● Fixed issues preventing survivors from healing animals that were tamed after getting injured or ill. ● Fixed a rare case in which survivors could get stuck outside the map/world. ● Fixed a rare case where a survivor would not board the rescue pod in the Crash Landing scenario. ● Fixed an issue where a crafting station remained reserved for a survivor, but that survivor is no longer present. ● Improvements to the logic for units using surgical automatons. ● Various adjustments to survivors' pathfinding.
Construction
● Improved access points logic for construction and scavenging sites. ● Adjusted structures for the visibility of items such as ceiling lamps for multistorey buildings. ● Furniture can now be placed in front of windows. ● Fortifications, gates, fence doors, and fence gates now snap onto corners or to the centre of tiles in the same way as fences. ● After upgrading a tower, its roof is also upgraded. ● General updates to logic and interface to mitigate instances of devices being wrongly disconnected from the power grid, after they have been moved or upgraded. ● Fixed a case where after upgrading a normal roof to a solar roof, the solar roof would not produce power. ● Adjusted the consistency of requirements for support strength when building and upgrading. ● Removed the ability to place doors leading to a staircase when the wall isn't tall enough for the door. ● Fixed instances where ladders would sometimes exhibit problems due to overlapping roofs. ● Fixed cases where survivors couldn't access construction sites, due to being blocked by a staircase. ● Fixed logic which allowed players to build flooring over a ladder, so survivors will no longer clip through the flooring while climbing. ● Fixed various placement and access issues when building ceilings and roofs. ● Survivors now fall from stairs if those stairs are destroyed. ● Balconies are now destroyed when the wall which they are built upon is destroyed. ● Balconies can now be constructed from the side if they are obstructed below. ● Balconies will now shield stairs beneath them from snow.
Combat
● It is now possible to change the size of the target area when using the missile barrage with a Mech. ● Mechs can no longer leap into shelters. ● Aerial-based hostile units check on each step if they are still outside rooms to avoid situations in which they attack units that are inside. ● Laser pikes and swords now deal piercing damage as well as energy damage, and these energy weapons are now more effective against living targets, having been previously only more effective against robots and structures.
Robots and Guardians Scenario
● Hope will no longer experience meltdowns when the "Cognitive stabilizers" trait is enabled. ● Hope no longer spawns with a Railgun Sniper when playing with the "Random Survivors" rule enabled, due to being a pacifist. ● Hope's body parts are more accurately highlighted in the Health panel after sustaining injuries. ● Fixed an issue where Hope attaining full intellect could sometimes block the resolution of Guardians scenario. ● Henry Caldwell can now avoid some attacks due to his "Close combat specialist" trait. ● Service robots will now run towards distant activity targets. ● Fixed the "Hunter without ranged weapon" notification that would sometimes appear for Harvest bots. ● Battle drones are now able to attack flying enemies such as hummingflies. ● Fixed rare cases when hostile robots would not attack after landing and/or would flee instead of engaging. ● Adjusted Robot Attacks AI. ● Androids are now broken into separate parts upon death.
GUI/Text & Controls
● Added "Scavenge" to the Orders menu. ● Devices pending construction are no longer categorised as being affected by disasters such as solar flares. ● Unfinished items are no longer counted towards finished resources in various notifications. ● Added "show/hide upper floors" option to toggle outlines. ● Streamlined the GUI for roof types within the roof and room construction info panels. Room roofs are on the first row, single roofs are on the second row. ● Added option for Flat roof (ceiling only) construction roofs and rooms. ● Added a direct order to robot stations, providing the ability to rebuild the robot when destroyed. ● The direct order list no longer includes objects from other floors, nor any objects from a different room. ● Fixed the case in which the "resources unavailable" error would prevent the player from using direct orders to construct a device placed while the game was paused. ● Adjusted the promptness of feedback which marks a plant for harvesting after it's fully grown. ● Added option to disable Enemy combat UI, making for a less busy view if set to 'Off'. ● Fixed a case that could result in the "Lead" action for tamed animals failing to render the direction line. ● Fixed the pre-game survivors selector and dialogue being cut off on the right when using lower resolutions and a higher UI Scale. ● PC, PS5 and XBOX Series X|S - Added option for a striped line of sight area visualisation, which is now the default. The original squares visualisation is still available as an option. ● PS4 & XBOX One - Options for UI Scale and Brightness are added to the Video settings. ● Added information for resource output when deconstructing a device and using a controller. ● PC - Implemented a shortcut key [C] to cancel construction.
Miscellaneous
● Fix for various cases in which a tutorial task would be repeated or not displayed at all. ● Adjusted tutorials to complete even if their tasks aren’t executed in the exact order anticipated by the underlying design. ● Fixed cases in which fields would not be fertilised by either survivors or harvest bots. ● Solar eclipses and other disasters now affect solar roofs. ● Snow is now correctly depicted on the tops of roofs. ● Added frames to Photo mode. ● If a survivor is operating a combat mech and Spaceship debris lands in their vicinity, the survivor can now be injured so long as the mech is not protecting them at the time. ● PC - Fixed a rare issue that could prevent the game from saving. ● Steam Deck - Removed "Take Screenshot" button from Photo mode as there is built-in functionality for this via (STEAM+R1). ● Steam Deck - Updated the default Video Preset. ● Additional optimisation, stability, and adjustment of animations.
PC/Steam Mod Tools
● The in-game research dialogue now supports horizontal scrolling for cases in which mods add new research groups. ● The in-game Mod manager now has an option to sort mods by "author". ● The Mod manager search bar now updates the list upon text change if not using a gamepad. ● The Mod editor window now shows the title of the opened mod. ● Fixed cases in the Mod editor where the "Import" button/process sometimes failed to import assets. ● The ADD button in the Mod editor no longer overlaps the scrollbar. ● The scenario tag is updated to include scenarios from other mods. ● Added `Msg(ApplyModOptions)` when loading mod options, to fix the issue where CurrentModOptions are not available. ● Mod items are now loaded during initial Lua loading. ● Renamed Android class to HumanoidRobot, and renamed AndroidStation class to HumanoidRobotStation. ● Added Msg "ModUnloadLua" which is triggered when a mod that includes code is being disabled. ● Fixed disappearing translated texts when saving mods. ● Mod descriptions now support Steam-specific formatting when displayed in-game.
The Christmas update is now live! For the next month, you’ll be able to complete special missions to deliver presents to unsuspecting residents. As you complete more missions, you’ll unlock limited edition Santa cosmetics, as well as a brand new sleigh getaway vehicle!
The new mission type can appear on any mission (aside from the tutorial) and will require you to deliver a number of presents to the christmas tree located in the level. Santa would probably prefer if you didn’t bash the residents with a hammer, but he’s not watching.
We’ll also be holding discord challenges to celebrate the holiday season, and give out some Expert Burglar roles, so stay tuned to hear the details soon!
Merry Christmas, Happy New Year, and I look forward to working on the next big updates to the game for 2024!
We have a small patch for you before Christmas so you could enjoy Diluvian Ultra as much as possible during the days off! We've managed to fix two serious issues that you reported.
Change Log:
fixed replaying a completed level removing weapons
fixed levels in level select sometimes staying locked
Thank you very much for supporting us, you are most welcome to join our Discord server and chat about the game!