“November 10th, we finally get to the Jolan District. Jolan District was the district that was kind of the al-Qaeda headquarters. The volume of fire started picking up on us. It was like, “Okay boys, here we go.” – SSG Paul Starner, 3/5
We’re back with our ninth entry in our SITREP developer diary series! Our Jolan Park Update is live now, and we’re taking a deep-dive into all of our newest content.
Community is one of the pillars of our development process, and we’ve collected a series of feedback across all of our channels since our release into Early Access back in June. One common thread has stood out from all the rest, and that is the community request for more in-game content. Today, we’re nearly doubling the amount of content available by introducing three brand-new missions to the game with Update 0.3.0—Jolan Amusement Park, Objective Virginia, and West Manor.
Located a quarter-mile south of the AO from our first set of missions, Jolan Amusement Park is an open-air playground that flips our traditional combat geometry formula. Instead of engaging in close-quarters, house-to-house urban combat, players will discover a play-space with more penetration points, longer sight lines, and fewer opportunities for cover. Dense houses have been replaced with hollow concession stands; Signature Buildings replaced with a Ferris wheel and octopus ride. Despite the landscape physically offering more breathing room to players, claustrophobia has never been stronger due to a psychological fear of a surrounding enemy force drawing closer and closer. How do you overcome a fatal funnel that’s everywhere at once?
The mission itself tasks players to locate and destroy mortar emplacements scattered throughout the park. This comes with two unique twists. Firstly, mortars are no longer situated above surrounding rooftops but concealed in shallow pits, making them more difficult to locate. Second, insurgents will use an extensive tunnel network that connects the park to neighboring buildings to ambush players one second and escape the very next. While players cannot traverse these tunnels themselves, they can collapse them with explosives to permanently take them out of commission.
“I think the deadliest thing they did in houses that I encountered was the tunnels from one house to another. Because we would attack a house, think we had them pinned down, and they would be gone. Then they would pop up somewhere else for us to fight.” – SGT Adam Banotai, 1/8
Destroy all mortar emplacements and eliminate all surrounding threats to secure the rally point for mission completion.
For the first time in Six Days, we’re introducing an M1 Abrams tank into the mission formula. While “Crazy Horse” cannot be manned, players are responsible for escorting the vehicle deeper into the city. The only path forward is a narrow one, and CH will be exposed not only at its flank but also at its sides—all serving as blind spots. The independently operated cannon may provide accurate coverage at 12-o’clock and neighboring areas, but this simply won’t be enough against the many, many threats that present themselves up close in Objective Virginia. What’s your plan of action when your strongest asset can also become your most vulnerable?
“And you can imagine, a tank is a huge target. A very well protected target, but it's a huge target.” – LT Elliot Ackerman, 1/8
Firstly, oncoming VBIEDs have their sights set on breaching the fireteam line to destroy the tank. Next, insurgents are occupying neighboring houses and lying in wait for their best opportunity to strike from any direction. Finally, our newest Spotter insurgents are prepared to detonate roadside IEDs if left unattended. Players must develop an aggressive offense in order to advance forward while simultaneously maintaining a strategic defense to keep CH in play. If the tank is destroyed or all players in the fireteam are KIA, the mission is a failure.
DEVELOPER COMMENT Insurgents can become “Spotters” when they have line-of-sight to players who are within a certain range of a roadside IED. After pulling out binoculars to identify the target, these insurgents will then pull out their detonation triggers. Players cannot disarm roadside IEDs themselves, but they can mark them and eliminate the threat posed by Spotter insurgents.
Even our most seasoned Second Lieutenants have never assaulted a stronghold like West Manor before. This al-Qaeda headquarters is positioned nearby, harboring an insurgent force that must be eliminated. While some similarities can be drawn to our Jolan Public Square (Compound) mission, the primary differences are clear—this fortress is not only much larger and less accessible, but it also requires two flags to be secured instead of one. With one flag on the rooftop and another buried deep in the basement, do you split the fireteam to simultaneously retrieve each flag or tackle each one as a unit? If the mission timer expires or all players are KIA, the mission is a failure.
West Manor features one of the many new architecture layouts introduced with version 0.3.0, introducing new interiors and exteriors that are certain to keep players guessing. What’s more, this headquarters isn’t so easily breached, with barricaded doors preventing players from simply kicking in the front door. Here, players will be forced to apply the OODA loop—short for observe, orient, decide, act—to work through the ever-changing web of conflict presented by urban combat.
West Manor is also our first mission to explicitly present one of the most shocking aspects of the battle. Basements are filled with instruments of torture—cages, hooks hanging from ceilings, power saws, drills, hammers, and screwdrivers—and blood splattered across the walls. Terrorists even turned Fallujah’s amusement parks into torture chambers.
Using the same tunnel network employed in Jolan Amusement Park, insurgents will continue to navigate between these basement tunnels to escape, ambush, and flank players. How will you prepare for an enemy attacking from the dark?
“I remember we walked in and there was a basement. We opened the door, it's damp, there's jerry-rigged cages, hooks from the ceilings, and Al-Qaeda Flags in the corner. It’s like ah, this looks like one of the setups we seen in the beheading videos. It gets quiet, we look around.” – LT Elliot Ackerman, 1/8
After eliminating the insurgent threat inside West Manor, players must claw their way to the extraction point. Fortunately, players will also have the support from “Crazy Horse” here, thanks to the efforts of Third Squad during Objective Virginia.
DEVELOPER COMMENT Our three new missions still operate within the same ruleset as our previous missions, meaning each of them has a chance to roll one of the many Emergent Objectives available in Six Days. You may be tasked with assaulting Jolan Park, but will you steer from the main path to destroy an insurgent armory? “Crazy Horse” needs to advance forward, but an enemy sniper may complicate the forward push even further. With Procedural Architecture, players will never know what to expect—just like actual combat.
Looking to the future, we want to let everyone know we haven’t forgotten about our dedicated community of solo players. We’re very excited to begin discussing the function and implementation of friendly Marine AI teammates later next quarter. With our innovative “Go Command,” commanding your AI fireteam will be as easy as firing your weapon.
Thank you to everyone for taking the time to check out the latest in Six Days in Fallujah! We’re anxious to see the community response to three new combat simulations that fundamentally change the way our game is played. Remember to leave us your comments so that we can continue developing the most authentic military shooter to date.
Hi All, This weeks update is now live on the Main branch. I've been working on an update to the way Storage works. Harvest Silos and Item Warehouses are now required to hold more inventory than the default 128 limit. I've also added a new collapsible inventory HUD in the top bar, to see the amounts in real time, as well as some optimizations aimed at performance for larger farms.
Thank you all for playing, the positive community makes continued development for ACRES both exciting and rewarding!
Jimi Developer of ACRES
Patch Notes: ACRES.EA_0.23.1219
Storage Management:
Inventory Limits:
Crops and items now have limited storage amounts.
All items initially have a 128-item inventory limit.
Construction of associated buildings can increase the inventory limit.
Crops or items generated on the farm over this limit are automatically sold at wholesale rate.
Harvest Silos:
Introducing Harvest Silo Buildings to increase storage capacity for harvested crops.
Each crop type needs to be stored separately and will require it’s own Silo.
The crop selected in the right hand seed type menu will be the crop type associated with the Harvest Silo when built, similar to the seed bin building process.
Unlocked with 1 reputation point; each new building costs $1280.
Upgrades available, with a max level of 13 for a single silo; multiple silos can be built for further capacity.
Warehouses:
Warehouses enhance storage for shelf-stable items such as eggs, honey, and vegetable oil.
Unlocked with 3 reputation points; each new building costs $2560.
Warehouses can be upgraded to a max level of 5.
UI/UX Improvements:
In-Game Storage Inventory HUD:
A new collapsible inventory display in the top bar menu.
Use the "Show Inventory" button to expand and manage your storage items.
Highlighted Placeables:
Buildings now have a highlighted base when hovered over, indicating the active tool.
HUD Rearrangements:
The farm details window and all tabs are now integrated into a dropdown from the top menu for a more organized layout.
The loans window is accessible through the details tabs, eliminating the need for a separate currency display widget.
Performance Optimizations:
Tractor Implements: Tractor implements received major performance improvements. Implement actions are now batched and processed together within a 2 second window. It is especially helpful and noticeable when a large amount of tractors are working at once. A drawback of this method is the rendering delays when playing at fast speed, since actions don’t always happen the very moment the mesh passes over a cell.
Instanced Plant Type Renders: Optimized rendering for plant types, reducing hitching during late-game farming. Renders now update sequentially over subsequent frames.
Additional Features and Quality of Life Improvements:
Camera Angle Range: Increased camera angle range to 90 degrees when max zoomed and 25 degrees when minimally zoomed. Previous range was from 80 to 30 degrees.
Land Icon in World Widget: Added a land icon during placement to indicate extra costs when building over an unpurchased cell.
Settings and Exit to Main Menu buttons added to the top toolbar.
Discord button now available in the pause menu.
Increased notification message icon size.
Gamepad/controller navigation cleanup for right menus.
Bug Fixes:
Active Loans: Active loans now save and restore correctly upon loading a game.
Placeable Removal: Added a pre-destroy method call for removing placeables, resolving potential issues with invalid addresses on shutdown.
EA_0.23.1219.1
Fixed issue which blocked building Harvest Silo if current seed was at max level.
Hi all! We're happy to announce that as of this week, The Talos Principle 2 is Steam Deck Verified. While you could always enjoy Talos 2 on your trusty handheld, now you can do so with the official blessing from the Steam team.
I mean, look at 1K's smile. If that doesn't tell you how good the game is on a Deck, I don't know what will.
Community-driven open beta
In addition to announcing that Talos 2 is now Deck Verified, we have another piece of important news for you. As preparation for a broader launch early next year, we have set up an "openbeta" branch for the game, much like we did for many of our previous titles.
The beta is available to everyone, and all you need to do to access it is right-click on the game in your library > properties > betas > and select "openbeta" from the drop-down menu where it says "beta participation".
By taking part in this open beta, you are helping us deliver the best update possible in early January, but you are also getting a chance to check out some of the changes the team has been working on in the past couple of months. Those changes include many visual, gameplay, and option changes, as well as various tweaks to puzzles based on community feedback we have received so far. There's also a brand-new Benchmark for those interested in numbers.
The full list of changes and additions is available at the bottom of this announcement.
In case you missed it
Did you check a look at the Talos 2 Behind the Schemes? We dragged Devolver to Croatia and took them to an abandoned hospital to talk about how this game came to be. You should watch it. It's good.
The Talos Principle series is 9 years old, and to celebrate all Talos related content is heavily discounted right now. You can grab whatever you are missing at a bargain, so make sure to do so.
Or wait, because we may or may not have a Soundtrack and a Deluxe Edition bundle in the works for you. I guess you'll know this Thursday.
Much love from Croteam!
The Talos Principle 2 Update 1.0.5 - Open Beta Changelog
Visual fixes:
Added water ripples.
Added extra lore content to the Lost Labs areas.
Added visual effect for locked elevator beam.
Toned down sky occlusion on some levels to avoid shimmering of DFAO effect and adjusted non-Lumen color to better match Lumen.
Fixed some of the ghost audio logs using incorrect models.
Fixed incorrect numbers on some of the character appearances in Photomode.
Fixed a lot of instances where light was abruptly changing when not using Lumen.
Fixed a lot of shadow and AO artifacts both in Lumen and Non-Lumen configurations.
Fixed a lot of instances of premature Landscape LODing when using extreme FOV values.
Fixed a lot of instances of inconsistent pop-in of far-away structures across all levels.
Fixed “crazy-swaying” trees and grass across all levels.
Fixed visual issues with volumetric fog in the Prometheus Sequence level when GI quality is set to ultra.
Fixed an issue where long triangles on certain meshes were sometimes not rendered on AMD cards.
Various minor environment visual fixes related to crumbs, foliage distribution, missing terrain and holes in cliffs
Gameplay:
Players can now sprint when moving backwards.
Left mouse button can now consistently be used to interact with objects.
A player is no longer required to press the Use button to use the elevator beam, instead it triggers automatically upon entering.
Dialogue options can now be navigated with keyboard arrows.
Most menus can now be closed by clicking the right mouse button.
Improved Guided Jump reliability.
Posters in the Chamber of the First Companions now display translatable text when aimed.
Most of the travel sequences are now skippable as long as story events related to those travel sequences have been experienced at least once (e.g. in another playthrough).
Increased the number of last stored Dialogue Logs from 10 to 20.
Added a slider that controls the Photomode window’s opacity.
Added HUD hints when using the Gravshifter.
Fixed the bug where third-person animations and camera were not working correctly after using Fast Travel.
Fixed the issue where photomode would sometimes be invoked with the field of view being set to zero and impossible to change.
Fixed the issue where the objectives panel would appear in a puzzle if the player restarts checkpoint while being inside one.
Fixed the issue where the character rotation slider in Photomode was not accounting for changed gravity.
Fixed an issue where using keyboard or gamepad to navigate in settings menu would not play respective sounds.
Fixed QR codes in the museum being readable from the backside of their panels.
Fixed the bug where the player could softlock themselves by falling out of the elevator with the help of the Photomode.
Options:
Added controller vibration (can be switched off in Controls settings).
Terminal font size option will now affect content in palm reader terminals.
Photomode inputs can now be remapped.
Sprint toggle option now behaves as sprint lock.
Added "Player Speed" setting. Does not affect sprint speed.
Added a setting to switch audio output devices.
Added a setting to change the third person camera’s relative position behind the player.
Added a setting that allows instantly teleporting to a gravity surface, instead of smoothly transitioning to it.
Added a setting to switch camera behavior when transferring to another body.
Added a setting to change subtitles size.
Added a setting to change compass size.
Added a setting to toggle developer console.
Added video previews for motion sickness settings and image previews for color blindness settings.
Enabled ambient occlusion in high GI quality preset.
Improved accuracy of auto-detection of GPU performance.
Limited texture and shadow quality options based on graphics card video memory size.
Fixed the bug where Video Settings auto-detect would set upscaling method and/or preset incorrectly.
Fixed an issue with sRGB gamma setting not saving between game sessions.
Puzzles
Moved S3 Sphinx puzzle element to the correct location as indicated by the map.
Improved S3 Pandora secret setup.
Fixed a number of easy exploits where the player could enter a puzzle in an unintended way and/or finish the puzzle without solving it.
Fixed a number of errors related to collisions and item placements inside puzzles which were making puzzles too hard/too easy when encountered.
Fixed the bug where Avatar monuments statues didn't have proper collision, which enabled the player to target Pandora receiver from any position.
Fixed the bug where some metal fence doors wouldn’t stay open in solved puzzles after restarting the game or checkpoint.
It is no longer possible to connect devices through one side of the plasma door which had collisions set up improperly.
In E2 “Loop” puzzle it is no longer possible to place drill hole and place it on pressure plate
In N2-5 puzzle it is now possible to turn off the fan instead of jumping into it to remove the cube from bouncing fans.
It is no longer possible to connect to the emitter in puzzle N2-1 from N2-3.
It should no longer be possible to connect to blue receivers before plasma doors are open on the N2-Lost1 “Field of View” puzzle.
S2-Gold “Out of the box” cannot be cheesed by putting a gravity beam over the plasma door and jumping into it anymore.
In W1-2 It is no longer possible to place the Connector on top of the Rail Drone + Cube using a metal beam which the player could climb on.
It is no longer possible to cheese E2-Gold puzzle by simply putting Connector onto the cube.
Other:
Changed shader compression algorithm to eliminate crashes on certain system configurations.
Reworked audio engine for better surround support.
Star Trucker is joining Rawcember! Our 3-week celebration of all things Raw Fury with exclusive reveals and news.
We start today with nothing less than a brand new gameplay trailer. A new glimpse into the daily life of a star trucker: accepting contracts, transporting cargo... and being prepared for the unexpected in a sometimes hazardous galaxy.
This is not our only early Christmas gift: We are giving away two exclusive caps! Come to X (you know, that Twitter thing) to learn how to win one and feel like an authentic star trucker. Well, without the big rig and all that...
And finally, come join us on the Raw Fury Twitch channel this Thursday, December 21st, at 9AM PT / 6PM CET for a fireside chat with Dave from Monster and Monster, and get your Start Trucker questions answered. If you have any in mind, share it with us on our Discord channel.
Do you hear the jingle bells? And do you see the SNOW?!?! (get me out of here please it's so cold)
We let you know in last week's Bulletin to look forward to this week, and maybe you got a sneak peak during one of the streams (the real ones showed up).
But it's SNOWY NOW IN THE HUB!
We've also got a snowy rooftop for y'all to use for your snowbrawlin':
And we've also got cozy outfits and a new present that you can give to your friends!
Changelog
New Card: Present
Not collectible in packs
You can only get this card if someone uses it in the same match you are playing. Unless you're lucky, or are on the Nice List
You might be lucky enough to automatically get the present! Make sure you check to see if you can spread the holiday cheer!
New Skins: The "Unpaid Toy Maker" skin has been added for EVERY CHARACTER!
The Hub has been decorated with everything Christmas
The Xmas Rooftop map is back!
Bugfixes and Improvements
Fixed: The heart from the "Heartless" card can no longer be placed on the bottom of the Rooftop and Asteroid maps
Players can no longer get out of bounds with a Teleport Grenade on Subway
We’re shedding the mythological shackles of the game’s previous title and proudly announcing a new name perfectly suited for our ambitious sci-fi setting!
Hello Players!
Earlier this year, as part of the summer edition of the PC Gaming Show, we revealed our next game - a unique mix of base building, exploration, resource management, and combat on an alien planet torn by a catastrophic cycle of destruction caused by its life-giving star.
Now - we’re excited to reveal the game’s new title—one that we feel is much more representative of the unique world we’re creating—say hi to “StarRupture”.
In addition to this news, we’re launching our devlog series about the game. In the first part, we want to show you a deeper look into the name change and everything that the team’s been working on since the game’s reveal. Check it out below:
As we work towards StarRupture’s Early Access PC launch, we will release further devlogs in the coming months for exclusive behind-the-scenes looks at the development process.
Everything from production milestones to sneak peeks at some of the game’s many mechanics, enemies, and mysteries are all on the table.
We’re excited to continue sharing with you more updates on StarRupture, as much as we were focused on doing so with Green Hell. Be assured that we’re still supporting Green Hell with new & free content updates - we recently released Update #18 Fortifications, which is the prelude to our next, awesome update - but more details about it will be posted soon!
Wishlist and follow our game here on Steam - it will help us a lot! - and our brand-new social media channels, to be the first to know about our future news for the game.
Stay secure within your fortifications! Creepy Jar Team
As you may know, Skyclimbers has pivoted to a 3rd person experience along with a visual and gameplay design overhaul.
If you purchased a copy of Skyclimbers VR, the new version of the game has been added to your Steam library!
- Skyclimbers is currently in Alpha, planned to reach Beta in mid-2024
- The Alpha is playable on Windows and Steam Deck
We plan to reintroduce VR support for the new game direction eventually, though it is low priority.
Standalone VR experiences within the Skyclimbers universe are also of interest to the dev team at some point.
This store page and app ID will remain in your Steam library as [retired application] playable with the last public build.
Showcase of the Skyclimbers engine
If you have any issues redeeming the new license, please contact support@paratope.co via email for assistance. From the team at Paratope, we greatly appreciate every customer who chose to support Skyclimbers in its earliest form as a VR experience. We hope you continue to follow along as the game develops!
We’re shedding the mythological shackles of the game’s previous title and proudly announcing a new name perfectly suited for our ambitious sci-fi setting!
Hello Players!
Earlier this year, as part of the summer edition of the PC Gaming Show, we revealed our next game - a unique mix of base building, exploration, resource management, and combat on an alien planet torn by a catastrophic cycle of destruction caused by its life-giving star.
Now - we’re excited to reveal the game’s new title—one that we feel is much more representative of the unique world we’re creating—say hi to “StarRupture”.
In addition to this news, we’re launching our devlog series about the game. In the first part, we want to show you a deeper look into the name change and everything that the team’s been working on since the game’s reveal. Check it out below:
As we work towards StarRupture’s Early Access PC launch, we will release further devlogs in the coming months for exclusive behind-the-scenes looks at the development process.
Everything from production milestones to sneak peeks at some of the game’s many mechanics, enemies, and mysteries are all on the table.
We’re excited to continue sharing with you more updates on StarRupture, as much as we were focused on doing so with Green Hell.
Wishlist and follow our game here on Steam, and our brand-new social media channels, to be the first to know about our future news for the game.