The time has come to reveal our new upcoming unique horror. Are you ready to face unknown dangers? We welcome you to our new project! With the premiere of the first Jinn trailer, get ready for a thrilling journey as you solve a mystical murder case.
Police can't solve the wealthy magnate's death. They turn to a local medium, a kahina, for help. As Menna, you'll investigate and find more than just murder - a dark world of occult practices and invading demons awaits.
This first-person horror game focuses on story, exploration and puzzles. Beware, the demonic force could lurk around any corner, examining your deepest fears. How far will you push your limits to confront the danger?
Immerse yourself in the unique setting of the Middle East atmosphere, filled with luxury and occultism. Jinn utilizes the latest technology to deliver outstanding visuals, while the fear-checking system will track your every action to intensify your deepest fears.
Happy holidays Heroes from all of us at Harbinger Arts! We wanted to thank everyone for all the support and positive feedback. Stay sunny and have the best festive season!
As 2023 comes to a close, the teams at Amazon Games and Smilegate RPG wanted to thank our players for another fantastic year in Arkesia and celebrate with a special gift! Following the December 20th downtime, the Year End Gift will be sent to your product inventory for one character on your Roster to claim. It includes:
2023 Mokoko Cahni Skin Selection Chest
Special Legendary Card Selection Pack - This pack contains Varkan and Vairgrys as selection options
Legendary Elixir Support Chest - Contains 500 Stabilized Ductility Catalyst and 5 Splendid Elixir of Wisdom
Processed Chaos Stone Chest - Contains 30 Processed Chaos Stones (Weapon) and 90 Processed Chaos Stones (Armor)
Book of Judgement Chest - Contains 4 Books of Judgement
Collective Battle Item Chest x10
Chaos Dungeon Rest Bonus Brew x 2
Ancient Platinum Coin x100
Happy holidays, and we’re looking forward to celebrating a new year with you in Arkesia! You can see what the first part of 2024 has in store in our 2024 Roadmap - Part 1.
Hi everyone, this will be most likely the last patch until next year unless there are any urgent bugs to fix:
- Added 6 new hairstyles (3 hairstyles for male, 3 hairstyles for female) - Updated visual effects for some skills: Inferno Lightning Storm Ice Storm Earthquake Arrow Rain - Added missing icons for some skills - Fixed some spelling mistakes
Functional Carrier movement on Treasure Island. Within the next few days we will work to get some "drag" added and improve the turning. We are aiming for an experimental by this weekend. What's on our to do list:
Keep testing and refining since this is a completely "custom" path finding solution
Give the Carrier LOS
Make it supply ammo/gas for anything on it
Beaching/Docking Logic
Winters change
Controllable Doors/Elevators
A lot of this will come online at the eleventh hour as the hardest tasks are relating to path finding/movement and just supporting unit movement on a moving object.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
Fixed a Mortar autofire crash, from trying to access a null autofire target
Fixed a Mortar damage crash, from passing invalid information to repair actor
Added a 'Specials-Only' targeting mode for the Hold Fire Button
Avenger Turret - Adjusted 'weapon attach point' offset so the turret won't clip with its base as much
Avenger Turret - fixed the sphere outlines around the turret
Avenger Turret - Adjusted some matters for the construction holograms to look a little better (not perfect, may need some mesh adjustments to get these holograms to be correct without too-hacky solutions)
Adjusted a Strategic Resource Point in Angel Island that was too close to a fire tower
Fixed Mouse Hover and minimap POI for Strategic Resource Points (places where you build SOCs for money)
Fixed some distance checks for vehicles not properly differentiating between distance for one weapon and distance for another
Fixed selective firing being applied to vehicles
Shawnee 30mm: Increased firing angle by 15 degrees (5->20) / Increased rotation speed by 50% (Horizontal 40->75, Vertical 25->37.5) Result: Shawnee 30mm should be considerably more reliable
Tracked down an issue where custom field constructs might feed outdated construction data to the Construct Builder. This resolves an issue with Dual Barbed Wire Walls getting offset when construction is complete (though this may not fixed dual-barbed wire construction points that were saved before this patch)
Speculative fix for 'accept guardianship' civvies suddenly running off to a world building
Minor adjustments to civilian management/evacuation to try to smooth it out
Some adjustments to the SUPPLY (scavenging) civilian faction squad order, to make them 'jitter' less when in FOW. Also made them slightly more active in moving around zones, while being less jittery: should be better for performance and appearance.
Added Zoom Speed and Minimum Camera Speed sliders to the Game Options
Updated the Civilian Holding Area 'list' widget to support mobs/groups of civilians. A mob of civvies will be listed as a 'Group of X' now
A mob of civilians won't have a male/female icon listed next to it. The 'capacity' indicator at the top will properly reflect groups of civilians now
Updated Tower Guards (both HEMTT and regular towers) to no longer have regular movement enabled (they can still rotate, but no longer do regular movement checks). In a busy save, this ended up saving ~.5ms in-editor
Fixed collision on the Guard Tower Atlas that was interacting oddly with the Camera
Fixed scaling issues with DNA widgets (and capped size a bit smaller than it was before, for larger DNA piles)
Added most infected types, and regular civilians, to perception monitor thread (to save performance cost on perception system)
Fixed Ravens blocking camera
Our Sight sense now suspends for 2 seconds (instead of FLT_MAX) if it determines there are no queries to examine =If queries are added during this suspension, the system properly boots back up after those 2 seconds, and doesn't shut down anymore (previously this period of time would result in 'invisible enemies' until something else kickstarted the Sight sense examination again, such as the spawning of a new unit within sight range of a CERC units (should resolve this report: https://discord.com/channels/469412014427602944/1179623841560019036/1179623841560019036 )
Safety added to prevent 'multi-hitting' the same Actor due to hitting multiple components/child actors/etc. that belong to it
Check added so that gate doors won't 'intercept' damage for their owning gates, so that absolute radius explosions can reliably damage player gates Result: TUGS should no longer be destroyed if you carpet bomb within its detection radius. Might also be a bit more performant when hitting a group of characters, too.
Added save/load of Mortar Auto-Reload and Autofire Active settings
Added an extra check for clearing the Auto-Reload button for Mortars, since it sometimes 'stuck around' incorrectly when selection swapped
Fixed a crash that could occur when units try to deactivate their perception stimulus component when they no longer have one
Fixed an issue with some infected being invisible when civilians look at them
-Enhanced 'Are you Sure' setup. Supports a 'second option' (other than No) now. Used this to create an 'Are you Sure' popup when right-clicking regular civilians
This popup has a second option "Don't Ask Again" which stops the popup from occurring again (and functions as 'yes'). This "Don't Ask Again" value is saved/loaded (per save file, not in the options)
Updated some recruitable civvie units to have the same 'Register for Senses' setup that normal CERC units do
Updated several Game Options to have hovertips properly (fixing them, or adding as needed)
Hid the Operator Crouch Toggle option for now, since it's not yet used
Fixed bridges not properly referencing their mesh (which caused issues with airstrikes not being able to damage them)
Fixed a remnant of Zone Capturing sometimes modifying player population capacity
Fixed tower guards taking up regular unit population capacity
Fixed a potential crash should a unit be destroyed (completely - due to something like falling out of the world, not just death) while selected, due to wrongly trying to update their move preview
Fixed the 'status icons' for Unit Group Windows being too large for the newer setup (so if a unit was low on ammo, it should no longer stretch the UI vertically
Fixed the Ammo Tent's description (no longer references old system)
Line trace added to unit-DNA-drops, to prevent aerial DNA (such as if you kill an LT while they're on a chopper)
Updated a Crane mesh to use a non-camera blocking collision profile
Fixed not being able to turn off 'evac to other zone' from the Civvie Admin widget
Boosted Leviathan start day to 3 for Director's Cut difficulty, and 4 on Recruit.
Disabled explosive damage falloff on infected tunnels, so they won't ignore damage from SMAWs (and potentially other explosives) from certain angles
Added 'BlockAllButCameraDynamic' collision profile. Used this to make infected tunnels NOT block camera
Fixed vision not being properly shared to 'gun-enabled passengers' for certain vehicles (such as the Sparrow helicopter)
Smoothed out some of the 'activation' of 'holding area to evac helipad' logic, so civilian evacuations should run more smoothly now
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type=details] Everything goes towards expanding the team and building a better game!
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
I'd love you to join the huge Discord community by clicking the image! After this enormous gain of knowledge and experience in developing, maintaining a videogame with a lot of difficulties while providing updates and managing community wishes, requests and concerns I'm currently trying to put everything together and give it a new shot. I really learned a lot about my mistakes and to develop more interesting and engaging games for you!
The next project is already in production and some of the development process is shown in the Discord server. It'll be a real coop survival game this time ;-)
I'd really appreciate if you join me on this journey and join the Discord Server for future updates! :)