I hope you’re excited for Aground Zero - it’s been a long journey to reach this point - nearly 3 years of development - and we have so much more planned!
Aground Zero is a 3D spinoff of Aground. It takes place in the same universe, but its story starts on Earth - while the main character in Aground was still aboard a colony ship heading towards their new home.
You are stuck deep underground after the bombardment that destroyed the surface of Earth, and you have to find a way to survive. There is mining, crafting, building, rescuing survivors, and putting them to work. There’s also a larger focus on base building and automation, allowing you to rebuild, thrive and return to the Earth’s surface to see what’s become of it.
If you played the original Aground, you’ll see plenty of references, easter eggs, and even a few familiar faces! If not, don’t worry - knowledge of the original is not necessary to play Aground Zero.
Why Early Access?
Early Access worked very well for the original Aground - we got a ton of useful feedback and suggestions, which helped us shape the game. Even the magic path - a large chunk of connected quests - was originally a player suggestion from someone who wanted us to expand the role of the Alchemist. We hope to do the same sort of expansions with Aground Zero!
The initial Early Access launch will have all the questlines up to the Surface - a large chunk of the main planned storyline. However, we also have a lot of planned additions (including spaceships) which you can see here: https://steamcommunity.com/app/1795570/discussions/0/7091547146194964814/
Try the Demo!
A lot of the original Aground players discovered the game through our lengthy free demo. So, we decided to have a lengthy demo of Aground Zero as well. The demo covers the initial “stage” of the game, with plenty of survival, base building and questlines up to finding the Professor. You can get the demo for free right on our store page: https://store.steampowered.com/app/1795570/Aground_Zero/
If you’re unsure about the game, the demo should give you a good idea of what to expect - and your saves will transfer to the full version should you decide to buy the game.
The demo is also a good way to test if the game will run well on your computer (if you’re worried about a 3D game running on your potato). I’ve gotten it working on 8+ year old laptops, so give the demo a try, and if the demo runs smoothly, so will the full version.
Aground Collection
Do you want to own both Aground and Aground Zero? Then get the Aground Collection - which will give you a 15% discount and includes both games! If you already own Aground, you can choose the option to “complete your collection,” getting just Aground Zero at the discounted price.
First update after Fuchian Chronicles’ story officially concluded! If you follow my social media (@ShenTzuGames on X/Twitter, u/ShenTzuGames on Reddit), you’ll see that I’ve been much more active in posting stuff from the game. Now that development of the game proper is winding down, I have more time for these things and making more promotional material, so look forward to those!
That’s not to say there aren’t changes to the game in the works. For starters:
Character profiles! They’re mostly done now and I will be/have been sharing them over time on my X/Twitter. Not every named character will have one, but I did make one for most recurring characters, as well as a few of the important ones. That said… you may have noticed who the profile is of: Fitz!
I originally didn’t have much planned for Fitz, and even planned to kill him off in Chapter 2 (hint: he can still die there depending on your actions!). But he got a bigger role as a development went on, and even became a temporary party member in certain points. With that in mind, I decided it was time he finally got his own portraits for all his appearances. I’ll also be expanding his introduction in Chapter 1 where he was basically another no-face NPC, and may expand his appearances in other chapters too.
Other parts of the game are slated for tweaking as well, one of them being increasing the number of autosave/quicksave slots from 1 to 3. That’s already finished, but I haven’t uploaded the change yet because IT WILL RENDER THE FIRST FOUR (4) SLOTS INACCESSIBLE. This means that if you have any manual saves in slots 1-4, THEY WILL BE OVERWRITTEN. So if you’re in the middle of the game, please make a manual save in one of the later save slots (slot 10 or higher to be safe). The plan is to publish this change when Fuchian Chronicles comes out of Early Access, but if you guys would like, I can publish this change earlier along with what I have finished. Let me know if that’s something you’d like, and I’ll make a small post warning you guys if I push the update early.
That’s it for this update! As always, please let me know if you encounter any bugs and I’ll fix them asap. I would also like to ask for another favour: please consider writing a review for Fuchian Chronicles! It would really help with the algorithm, and I’d love to hear your thoughts on the game, both positive and negative. Thank you once again for all your support, and I hope you like my game!
Welcome to the first OTA Patch of 2024! It's going to be an exciting year for MARVEL SNAP, and we've got a lot of content coming down the pipeline that you're going to enjoy. For today, most of our attention is on reining in the metagame tyrant that has become Blob Thanos, but we're doling out a number of small buffs to underutilized cards as well.
Blob
[Old] 6/4 - On Reveal: Merge your deck into this. (and gain its total Power) Ongoing: Can't be moved.
[New] 6/0 - On Reveal: Merge cards from your deck into this until it gains 15 or more Power. Ongoing: Can't be moved.
Blob has been a metagame terror for a good minute, so the only surprising thing about this change is probably that it includes a text adjustment within the OTA. This card threatens to create absurd amounts of Power, and "release valves" in the format like Shang-Chi and Shadow King have proven wholly insufficient in restraining that. The latter is a fair bit on us–internally, we feared being so easily dusted by (at the time) 2/3 Shadow King, one of the strongest cards in the metagame, would be too punishing for the new card. But times changed, and it turns out that 4 "defensive" Power was totally unnecessary! It was important to retain a couple key elements of Blob. The first was rewarding eating large amounts of Power, especially from high-Power cards. The second was keeping the total Power of Blob variable for the opponent, to make the card more difficult to combat directly. This change accomplishes both, creating different Blobs depending on the order of the cards in your deck. It also weakens Blob in Thanos specifically, as smaller-Power cards are more likely to land closer to the threshold. Lastly, it adds an easy dial for us to tune–if our math on the right targets for Blob were wrong, the combination of base Power and this threshold give us room to adjust further.
Destroyer
[Old] 6/15 - On Reveal: Destroy your other cards.
[Change] 6/15 -> 6/16
This change is reverting a nerf to Destroyer from a while ago. The general Power values in the game have improved even among Series 1 and Series 2, where Destroyer's impact was most felt. We'll continue evaluating the relative Power of 6-Cost cards throughout the year, and expect to make more changes.
Viper
[Old] 3/4 - On Reveal: One of your other cards here switches sides.
[Change] 3/4 -> 3/5
We took a conservative approach to adjusting Viper over the holidays for reasons related specifically to Havok, and fortunately those fears were unfounded. However, we've decided to keep Viper at 3-Cost for a few reasons. One is that it lets Viper more naturally combo with locations like Savage Land or Shadowland, which reveal on turn 3 one-third of the time. Another is that it increases the design space for building cards like The Hood as 2-Cost cards, because Viper can gift them on-curve.
Selene
[Old] 1/-1 - On Reveal: On Reveal: Afflict the lowest-Power card in each player's hand with -3 Power.
[Change] 1/-1 -> 1/2
Selene was originally designed to explicitly combo with Viper and Black Widow, which is part of why her own Power was negative–it increased the risk/reward of these strong combinations. However, it turns out that subsequent changes to Viper and Black Widow also weakened these combinations plenty, and Annihilus hasn't been much of a factor for Selene, either. So we're adding some Power here to let the card better stand on its own.
Elektra
[Old] 1/1 - On Reveal: Destroy an enemy 1-Cost card here.
[Change] 1/1 -> 1/2
We’ve explored a variety of directions for improving Elektra, and we'll likely continue doing so. Elektra has an amazing story and a lot of great variants, but also plays an important role in teaching new players about sequencing cards and managing different locations. We've wanted to improve Elektra for a while to make this iconic character more enjoyable, but don't want to lose out on that important function for early play. For now, we're just giving additional Power and seeing how that goes.
Dazzler
[Old] 3/2 - Ongoing: +2 Power for each location that's full on your side.
[Change] 3/3 -> 2/2
Dazzler is another card that could use some shine. Our intention with the initial change to 3-Cost Dazzler was to see if Silver Surfer players would be excited to pair Dazzler with Brood, but things haven't worked out that way. So it's time to try something else! Dazzler as a card rewards playing efficiently so that you can get all your cards out, which means an Energy reduction should be helpful.
Hercules
[Old] 4/6 - The first time another card moves here each turn, move it to another location.
[Change] 4/6 -> 4/7
Hercules released weaker than we'd like, so we're adding a little Power. Our goal remains to try and find an execution that builds an interesting "move card" at 4-Cost, because diversifying the strategic options across more Costs is key for ensuring we have a lot of gameplay variety. We may consider revising the effect in the future if it proves unworkable at this Cost.
Dagger
[Old] 2/2 - When this moves to a location, +2 Power for each enemy card there.
[New] 2/0 - When this moves to a location, +3 Power for each enemy card there.
Speaking of move cards, Dagger has been one of the weaker ones for a while. We'd like there to be some extra competition and strength for the archetype, so we're trying a change here that sizably increases the Power potential. This does make Dagger weaker to Shadow King, so it's not all upside, but overall it should improve players' options "moving" forward.— That's all for this week. Until next time, happy snapping!
This week in Destiny, we are back! Missed us much? Did you get some fancy holiday gifts, maybe accompanied by some treats while spending quality time with friends and family? We hope your start of the year was special and you are ready for the first TWID of 2024 because we have some highly anticipated updates to share:
New Season of the Wish content incoming.
Glimmer capacity increase.
Character customization, too!
Vote for the next Festival of the Lost sets.
Did you play the newest Exotic mission yet?
We made Riven into a plushie.
Game2Give turns 5!
New Prime Gaming drop.
The weekly Player Support Report.
And the Art of the Week and Movie of the Week winners.
We are so excited to announce that Son of the Dragon King now has its first Demo build up and running on our Steam page! Smash, dash, and kick your way through the first 4 levels of our game for free!
In the demo you can encounter enchanted miners, outmaneuver yokai skeletons in a haunted graveyard, confront the townsfolk in a bewitched village, and explore the temple's first floor. Each stage is packed with challenges and a glimpse of the epic journey ahead!
We’d like to invite all our heroes to our community on Discord where you can talk about the game with the developers, report bugs, and give feedback.
Forza Motorsport Update 4 introduces a historic, world-famous track: the high velocity Daytona Speedway, an engineering marvel featuring two distinct layouts. Meanwhile, a new Featured Tour invites you to build and race Italian Challengers!
RACE DAY AT DAYTONA
Build your favorite cars and race them at Daytona International Speedway, the latest free track update to Forza Motorsport!
This historic, world-famous track with its banked, high-speed corners introduces two distinct layouts: the high velocity 2.5-mile Tri-oval Circuit and the technical, more challenging 3.59-mile Sports Car Circuit.
Compete on both layouts in Career Mode and Featured Multiplayer, set your fastest lap times in any car class in Time Attack, or enjoy a Daytona race day either solo or with your friends in Free Play and Private Multiplayer.
ITALIAN CHALLENGERS AWAIT
Discover how Italian cars became an unquestionable staple of the automotive industry in Italian Challengers, the new Featured Tour in Career Mode.
Experience iconic rally machines in All-Wheel Driven. Pick your favorite between the Abarth 124 Spider and the Mazda MX-5 in Roadster Renaissance. Tour the world of luxury sports sedans in Alfa Performance. Race with track-focused, high-performance Ferrari cars in Prancing Power.
Complete all 4 Italian Challenger series before February 22 to unlock the 2010 Lamborghini Murciélago LP 670-4 SV!
CLASSIC OPEN CLASS RACING
Build your favorite cars to take on classic automobiles in C, B, A, and S classes.
Complete all 4 Open Class Series before February 15 to add the 1965 Alfa Romeo Giulia Sprint GTA Stradale to your collection.
SPOTLIGHT CARS
Your Spotlight cars for Update 4 are the 1992 Lancia Delta HF Integrale EVO, 2017 Abarth 124 Spider, 2017 Alfa Romeo Giulia Quadrifoglio and 2007 Ferrari 430 Scuderia. Get them at a 30% discount each.
CAR PASS
Car Pass deliveries for Update 4 include the 2019 McLaren Senna GTR, 2019 Ferrari #62 Risi Competizione 488 GTE, 2022 Aston Martin Valkyrie AMR Pro and 2018 Cadillac #57 TA CTS-V.
MULTIPLAYER
Stage 3 of the Logitech McLaren G Challenge is here! In addition, new Spec Series and Spotlight events rotate every week in Featured Multiplayer and Rivals!
Introducing Forza Newsletters
We know our players like to keep up with the latest events in the world of Forza across a variety of sources, from our official social and community channels, in-game messages and livestreams to our blogs on Forza.net.
We’re adding newsletters as a new way to stay up to date with everything related to Forza. We expect to deliver these around once a month via email, and they will feature the latest news from our game teams for both Forza Horizon and Forza Motorsport, all in one place.
Sign up at forza.net/newsletter and if you later decide that you no longer wish to receive these emails, there is an option to unregister at forza.net/myforza.
Welcome back to another Dev Blog. Today we want to show you what will come to the Next Update. The Next Update will focuse on 2 Level Reworks and some Level Changes. Lets get started!
LEVEL REWORKS
LEVEL 96
In the current Version of Level 96 you have to find the "Save House" to Escape. However we wanted to change that. Thats not because the current Level 96 is too Easy, its also not balanced enough. The New Level 96 will feature only 1 Escape Way. Find the Open House around the Level to Escape. Also to make it a little bit harder, we added a Day and Night System to this Level and also some better Hills.
ELECTRICAL STATION
The current Version of the Electrical Station is ok, but the Design of the Level is not what where intended for the Backrooms. So the New Version of this Level will feature some new Looking Models and a new "Tunnel Network". Also its a little bit clearer on how to Escape from this Level. We also removed the PIN Puzzle from this Level.
NEW SOUNDTRACK
With this Patch we also added a New Soundtrack to the Game. The Poolrooms are getting their own Music! So when the Update goes Online you will hear a new Music when playing the Poolrooms Level! We cant wait to see what you think about it.
We also changed some smaller things on other Levels that will be revealed when we share the Patch Notes. This Patch will go Online in February. Stay Tuned!
- Now you can switch between contacts from the company page (view director to board of directors); - Fixed a bug where the last company on the second page of the stock exchange was not displayed; - Fixed a bug where the game crashed due to a message from a yakuza;
Hello. It's been wonderful to follow the first ever competition we had for an endless map this past 2 weeks.
Here are the winners. Congrats to all, I don't know how you did it but you did it. Thanks to all for participating and as this was such a positive event I'll be sure to do similar ones in the future!
Winner - MuskelBiber (25e Steam gift card)
2nd place - Joo Caju (10e Steam gift card)
3rd place - Noohs (5e Steam gift card)
The best part for me as a developer is the added activity and since it's a competition the game is pushed to the breaking point. And sure enough many bugs and unbalancing were uncovered as a result. I didn't want to push any updates while the competition was ongoing but there will be a juicy update tomorrow so stay tuned for that. Cheers
Foreign Language keyboards, such as Japanese, Korean, or Chinese, should no longer break the game when pressing the "Chat" key. This has been an elusive bug that has existed since the game launch. Please let us know if this is not resolved for any of you.
A few players have mentioned being unable to exit the language menu when first launching the game. We are not able to replicate this issue, however we have created a failsafe. When the game is first launched, the language menu will auto disappear after 30 seconds if no language is chosen.
Thank you to the players who have reported menus being stuck on screen from the Gun Customize UI, after the wave has started. We have put extra code on the UI buttons to ensure no menu can be double-opened, which we believe was causing the additional UI to be stuck on top.
Please let us know on the discussion forum if you continue to experience any of these, or new issues. We will always try to address them as soon as possible!