Elite Dangerous - Frontier Developments
Greetings Commanders!

We will be performing some maintenance for Elite Dangerous 4.0/Live and Elite Dangerous Legacy servers on Tuesday 23rd January at 09:00 UTC. This will also include a minor client update for Live/4.0 servers which includes some security and stability improvements. We expect the process to take up to 3 hours with servers coming back online at approximately 12:00 UTC. There will be no Update Notes.

Schedule (In GMT/UTC)

  • 07:00 - In game messages will alert active Commanders of the maintenance
  • 09:00 - Maintenance begins and servers are offline
  • 12:00 - Servers back online

We will keep you informed should the maintenance be completed sooner or should any delays occur to the schedule.
Airship: Kingdoms Adrift - Ashe
Dear Airship Kingdoms Adrift Community,

It's now January 2024, and the long-awaited moment has finally arrived! Today, we're thrilled to unveil the completed storyline of Airship Kingdoms Adrift. As an extra challenge, we're introducing end-game higher-tier hunting fleets from your rival factions and formidable pirates, each boasting unique builds and playstyles to test your carefully nurtured fleet!




Major Update #4 (The Ending Update) - V.1.5.0.10
LIVE NOW: 19th January 2024
Older Saves: Safe to continue

The final chapters and the conclusion of the storyline

The arrival of the three final chapters marks a turning point, revealing events that will shape the destiny of the Suthseg Kingdom and the entire Europa. In our previous major release, we delved into the intricacies of the world through the tales of our officer companions. Now, it's time to reignite the momentum of the main storyline.

Agatha and the Wilkur sisters have dedicated their efforts to the Royal Garden and the Greener Pasture projects, while Oliver and the rest of the team have been tirelessly investigating the whereabouts and identity of Uncle Dan. If it's been a while since your last playthrough, I highly recommend checking the Story Progress menu. You can access it by clicking on the objective reminder in the top bar to refresh your memory with a summary of the story so far.


Higher-tier enemy fleets and challenges
As tensions rise throughout Suthseg, factions are deploying formidable fleets led by skilled officers and crews. The situation demands more powerful ships and personnel. If you've been at odds with specific factions, expect Cruisers and even larger ships to pursue you. Outlaws, seizing the opportunity amidst the unrest, are also reaping the benefits of the chaos.


Unlocking the Production of the Jormungandr Battlecruiser
As you progress through the final chapters of the story, you will discover the essential Blueprint required for the construction of the Jormangandr Battle Cruiser hull. We highly recommend creating copies of this blueprint rather than utilizing it immediately.


Salvaging Ship Parts from Defeated Enemies
After triumphing over your foes, you can now salvage parts directly from their ships. If you spot something appealing on a specific enemy vessel, defeating them repeatedly is an option if manufacturing doesn't align with your preferred playstyle.


Ultra-Wide Resolution Support
We're excited to introduce ultra-wide resolution support. While the implementation may not be flawless, it will provide you with a broader view of the world compared to the game's original resolution.


Introducing Additional Ease of Access and Quality of Life Features:
Shopping List: Easily accessible through the Journal menu, this screen consolidates all bookmarked items. It allows you to set desired quantities and provides an overview of your current inventory.
Remote Construction Cost Viewing: Now, you can mouse-over facilities in the remote settlement menu to view construction costs beforehand. This feature enables you to plan upgrades more efficiently, knowing the required materials in advance.




General improvements:
  • Improved battle AI behavior further, boarding and evasion should now function as intended.
  • Production order now has notification preferences to reduce notification flooding on the screen.
  • Improved save file and autosave handling procedure to avoid producing corrupted save file crashing the game at start.
  • Check for facility upgrade requirements remotely by bringing up settlement menus and hovering over the facility button.
  • Made locked storyline content more obvious on the Storyline Progress GUI.
  • Added more contributors to the end credits. This included testers who provided reports/feedback/comments to the game after release.
  • Removed Rider Bay's interception tag to avoid misleading players to believe that they are meant to fight other riders.
  • Reduced valuable items price to compensate for additional value added from salvageable parts.
  • Improved scrolling sensitivity and consistency on scrollable UIs.
  • Quests journal and shopping list now memorize the tab you last browsed.
  • Optimized the system process when switching between item tabs.
  • Optimized transaction time for transactions with merchants.
  • Added auto-detect and graphic setting adjustment upon the first launch.
  • Sorted the contributor list in the credits screen alphabetically.
  • Added an information text to let players know when they don’t have enough hangar space for a new ship.
  • Enemies will now rarely surrender during a fight.
  • Reduced the performance spike when an item production is finished.
  • Added a hangar slot reminder to quests that provide a ship as rewards.
  • AI ships' boarding and evasion actions should now function as expected.
  • Adjusted the "How to Play" section to align with the current game reality and added more sections for new features.
  • Added a warning prompt informing players when items received via a quest overflow into the local warehouse.
  • Increased "Novel" stock on merchants from 5 to 250.
  • Improved visibility of officer promotion item icons.
  • Enhanced AI sensor precision, enabling more accurate range maintenance.
  • Increased consistency in the ways shield recharges are activated and deactivated.
  • Addressed some underlying AI principles to increase consistency in AI behavior.
Bug fixes:
  • Fixed crashes caused by the achievement handler function
  • Fixed Francine level up items being misplaced
  • Fixed legacy rendering logic causes random crash on some ports
  • Fixed the issue where you couldn't control the camera when turning off the GUI using the "/" button.
  • Fixed visual glitches from shield particles when ships are traveling across the world's chunk.
  • Proofread and improved text clarity on the GUI.
  • Proofread and improve text clarity on officers trait and tactic descriptions.
  • Fixed display errors in final encounter fight dialog.
  • Fixed missing final battle music.
  • Fixed crashes caused by escorts being set to Evasion after victory under some conditions (this caused some crashes during the final fight as well).
  • Fixed storyline progress status menu resetting itself to act 1 randomly.
  • Fixed random crashes upon starting a career as an industrialist.
  • Entering and exiting shipyards should no longer cause players to gain or lose crew out of nowhere.
  • Refilling resources should no longer cause discrepancies in crew count.
  • Fixed issues with AI states not recognizing multiple parameters correctly.
  • Fixed some officer skills that were not using resources and giving bonuses correctly.
  • Fixed weapons reload time calculation/display errors.
  • Fixed intimidation chance not resolving correctly at low percentages.
  • Fixed escort ships ramming causing screen shake.
  • Resolved inconsistencies in fleet travel speeds displayed on the GUI. You will notice that ships now cruise at a slower speed, but in fact, the UI has been exaggerated.
  • Fixed crashes caused by toggling commands on destroyed escorts.
  • Addressed button state inconsistencies on escorts.
  • Corrected game crashes when switching between accounts on the same device.
  • Fixed issues with raider bays not toggling on/off correctly in and out of battles.
  • Resolved problems with autosave being generated at incorrect times.
  • Fixed a bug where officers' skills incorrectly toggled shield generation on, even when manually turned off.
  • Fixed missing localization in various sections of the game.
  • Fixed inconsistencies occurring when items were removed after surrendering to revenge fleets and law enforcers.


As we look ahead, our focus remains on addressing bugs, fine-tuning balance, and refining existing use cases within the game. Additionally, the long-awaited playtester rewards, initially postponed since October, will be delivered. These rewards include an exclusive artwork collection featuring my personal notations and the much-anticipated War Corvette DLCs.

Simultaneously, we'll be releasing Steam's official soundtrack pack. The week promises to be filled with new additions leading up to Saturday, the 20th, when I'll be releasing a comprehensive retrospective write-up about the project. This write-up will delve into our experiences with the game, being the first project of our studio. I'll also outline the exciting future plans for the game series now that we've fulfilled our promise. Stay tuned for a week packed with new content and insights!

Fair winds and clear skies.

Jay


https://store.steampowered.com/app/1597310/Airship_Kingdoms_Adrift/
Prison Architect - PDX Ellinor
Look this way, Architects!
In this video, we'll be taking a closer look at the move from 2D in Prison Architect 1 into 3D in Prison Architect 2, what obstacles and possibilities arise when adding a whole new dimension to a game? How did the artists transform the art style from 2D to 3D? Take a look to find out 👇


🎥 In this video you’ll meet:

📖 Game Director Gareth Wright who speaks about the idea and concept of Prison Architect 2.

🧩 Designer Natalie Wicks who will tell you more about the possibilities adding a new dimension has given the Prison Architect concept but also some of the challenges they experienced throughout the development.

🎨 Lead Artist Tim McCluskey who will tell you how the art team worked with the 2D art style and how they worked to retain the look of Prison Architect 1 whilst switching to 3D and also exploring the new possibilities a new dimension offers.
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Next up on YouTube: Our first Prison Architect 2 Tutorial!
We have a tutorial made by CharliePryor coming up this Tuesday the 23rd - Tune in to learn about Building Tools, tap the bell on YouTube to get notified.


‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Join our communities
Website
Forum
YouTube
TikTok
X (formerly Twitter)
Facebook
Reddit (fan-run)
Discord (fan-run)

https://store.steampowered.com/app/233450/Prison_Architect/

https://store.steampowered.com/app/1257610/Prison_Architect_2/
Jan 19, 2024
Imagine Earth Demo - SeriousMartin
Read the changelog for the main game here: Imagine Earth Update 1.15
Prison Architect 2 - PDX Ellinor
📢 Meet the developers at Double11 who created Prison Architect 2!
In this video, we'll be taking a closer look at the move from 2D into 3D, what obstacles and possibilities arise when adding a whole new dimension to a game? Take a look to find out 👇


🎥 In this video you’ll meet:

📖 Game Director Gareth Wright who speaks about the idea and concept of Prison Architect 2.

🧩 Designer Natalie Wicks who will tell you more about the possibilities adding a new dimension has given the Prison Architect concept but also some of the challenges they experienced throughout the development.

🎨 Lead Artist Tim McCluskey who will tell you how the art team worked with the 2D art style and how they worked to retain the look of Prison Architect 1 whilst switching to 3D and also exploring the possibilities a new dimension offers.

‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Next up: Our first Prison Architect 2 Tutorial!
We have a tutorial made by CharliePryor coming up this Tuesday the 23rd - Tune in to learn about Building Tools, tap the bell on YouTube to get notified.


✅Join our communities
Website
Forum
YouTube
TikTok
X (formerly Twitter)
Facebook
Reddit (fan-run)
Discord (fan-run)

https://store.steampowered.com/app/1257610/
Tin Hearts - kamil
We are delighted to reveal that Tin Hearts has won the Games Village Game Pro Award 2023 for Social Value. This has been awarded to the character of Albert Butterworth as they wanted to pay tribute to the Toy inventor Albert for sharing with us, through his inventions and his tin soldiers, the extraordinary emotional power of an ordinary story. Something that modernity seems to forget, every day more and more.

Game Pro got to sit down with Rogue Sun Kostas Zarifis (as seen in the photo below). Here are some highlights of the meeting.


Game Pro: What was your main goal in creating Tin Hearts? It’s the first game you developed since Rogue Sun was born in 2016.

Kostas Zarifis: Our primary aim with Tin Hearts was to blend storytelling with puzzle-solving in a novel way. We’ve been driven to create games that push boundaries. Tin Hearts, was conceived from an initial VR idea involving puzzle-solving with cute small creatures in a relatively constrained space around the player. As the project and the target platforms evolved so did the concept and our love for deep, meaningful, and memorable storytelling started shaping things. I am very proud of how the end result manages to pull these two pillars of puzzle-solving and storytelling together in a very player-led and immersive way, which is where our interactive medium really shines I feel.


Game Pro: Albert J. Butterworth, protagonist of Tin Hearts, looks like a real person. Is he a mix of the team’s personal experiences?

Kostas Zarifis: Albert is indeed a mix of different experiences and imaginings, as are all the characters in the game including Helen, his wife, his daughter Rose, and other supporting characters like his sister Lydia and Lucien, the Guild of Toymakers liaison. We wanted characters players could believe and relate to – human, flawed, with drives and ambitions, but constrained by the realities of life and always navigating that balance. There are definitely various personal experiences in there, which have been infused with a touch of Victorian whimsy and magic, to give the game that Dickensian feel which results in a very unique package.

You can read the full article in its native Italian here: https://www.gamesvillage.it/7183770/game-pro-awards-2023-intervista-esclusiva-a-kostas-zarifis-per-tin-hearts/

Find out more about Games Village and Game Pro Here: https://www.gamesvillage.it/

Play Tin Hearts now!
https://store.steampowered.com/app/1831700/Tin_Hearts/
Hell Let Loose - Greg_Team17


First off, a huge welcome to our new players; our recent influx of players who've joined us on console and PC. It’s completely normal to be closing down your machine for the day after an abundance of deaths, compounded by disorientation and dubious reactions from veteran players.

The first round of public testing for our new Warfare and Offensive map, Mortain, starts now! Taking place over the weekend, running until Monday 22 January, 11 am GMT.

We loved seeing your excitement for Mortain’s reveal in our previous Dev Brief [read here], so we’re opening the doors early for feedback. Mortain is still a few months out, so we want to collate your impressions as soon as we can, to ensure it’s polished and balanced for release.

This testing period aims to gather your insight on the overall level design – we want your thoughts on capture points, playstyles, vehicle spawns, artillery positioning, pre-placed garrisons, flow, art, and any issues you may encounter.

Please scroll to the bottom of the page for links to the forms to fill out feedback. Thank you to all of you who are taking the time to participate and help improve Mortain.

Historical Summary of Mortain

In 1944, German forces attempted a counter-offensive against the allied Operation Cobra breakout from Normandy. This counter-offensive was known as Operation Lüttich. This was planned to cut off the US spearheads, establish a German defensive perimeter in Normandy, reach the coastal port of Avranches, and seal the Operation Cobra breakout.

On the 7th of August, German forces assaulted the US-held Mortain and was successful in capturing key locations. This assault led to bitter and fierce fighting at Hill 314, with the US forces being surrounded becoming one of the recognisable heroic stands of WW2.

The Ambient Sounds of Mortain

As this is the first full map release after taking the project on from Black Matter, we wanted it to have as much detail as possible from a sound perspective.

Mortain uses a newly developed audio system, where random ambient sounds are switched out depending on your location on the map. In short, these ambient sounds follow you wherever you go and are playing all the time, but will dynamically change when you enter a new location. This covers urban areas, forests, destroyed buildings and so on. A similar system was already in place for explosions, so it seemed like a nice progression to move this into the ambience system to support the lush areas created by the environment art and level design teams.

In the last major update, we added functionality for weapons to sound different when fired in enclosed spaces like churches, bunkers, houses and so on. We wanted this to continue in Mortain; so all interior spaces have this treatment, from pillbox-type bunkers in the forests, right up to large houses in the destroyed town. We loved seeing the positive reactions when players first heard these changes last time and would like this to continue when playing in Mortain. We really hope you enjoy the sound of this new map as much as we enjoyed creating it.

Richard Blackley - Audio Director, Expression Games

The Art of Mortain

Mortain introduces extra detail not previously achievable on Hell Let Loose maps. It's important to us as a team that we strive to improve the visual quality with every new map and so I'd like to mention a couple of changes we’ve made when creating Mortain that gives examples of where we’ve improved previous workflows.

The foliage has been reworked from the ground up. On previous maps, this was procedurally spawned using the landscape materials, which added a huge performance impact when blending several surfaces. Every tree, bush and blade of grass has been hand-painted to allow us more flexible control over foliage density, variety and different species. New meshes, shaders and textures have been implemented across foliage types, which visually are a marked improvement on previous iterations.

Given the density of this new foliage, there may be cause for concern surrounding performance, however in our testing so far, foliage has shown to be very performant. Although PCs in general tend to have more processing power than consoles, console players should expect the same foliage quality as PC players without impact.

Almost every building in Mortain has been reworked with new textures, geometry and shaders, which in extreme cases have up to 100x fewer draw calls than buildings in other maps. These buildings all utilize detail normal maps, which is a technique used to enhance visual fidelity up close, while not making a significant impact on performance. This technique has also been applied to props where possible to offer similar benefits.

Something we’re proud of, is providing players with an accurate depiction of the region, so the terrain uses real-world DEM/height data and has been compared with maps from the period to ensure we stay true to the shape of the battlefield at the time, accommodating for gameplay where needed.

Being the first map without Black Matter input, there has been a tremendous effort from the team to understand how Hell Let Loose maps are built and thanks to this we believe that Mortain offers a unique experience that no other map does, but also sticks to the principles that make them so immersive and believable.

We’re looking forward to hearing your feedback, listening to any concerns and implementing changes where necessary so that when Mortain releases officially, we can offer an enjoyable experience that players are excited to play.

Ryan Thomason-Jones - Senior Environment Artist, Expression Games

The Level Design of Mortain

Mortain is officially the first map the team at Expression Games has researched, designed, and built from the ground up with new workflows and processes.

It was important for the team to choose a map that offered something different compared to other maps we currently have in Hell Let Loose.

Mortain was not only of historical importance during WW2 and Operation Lüttich, but also the location itself and how it could support the Hell Let Loose game modes. Mortain provides our community with a new, but still ‘tied to its roots’ experience and stood out to us as a location with lots of potential.

Mortain has a lot of history both before and during WW2, with iconic and memorable locations, including the battle-scarred town of Mortain featuring the US headquarters - Hotel De La Poste, Hill 314 that was held by US forces against German attacks and the stunning Petite Chappelle Saint-Michel that sits on top a cliff south of Hill 314.

It was very important for the team to include all of these locations and do it the right way, with extensive research and careful consideration for historical accuracy, but with a little room for creative license that still felt grounded and believable.

Mortain offers an abundance of variation, one of which is the elevation of the map, including cliffs, steep slopes and hills. The map also features lots of dense forests, fields, rocky formations and farms, and it is this level of variation that will challenge squad teamwork and tactics in different ways and emphasise the importance of different roles, which we feel is critical to creating memorable Hell Let Loose battles.

I’m incredibly proud of the team and the amount of love and care they have put into the map. We hope our community enjoys playing the map as much as we’ve loved making it.

Chris Robinson - Lead Level Designer, Expression Games

Capture Point - Hill 314

For Hill 314, we wanted to take a location that is both historically accurate and exciting for a Hell Let Loose experience never seen before in a central Europe map. The high elevation provides excellent vantage points and supports rugged challenging terrain for vehicles to have to navigate. The defensive trenches provide opportunities for gritty infantry-focused crossfire battles to take place.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Hill 314

Capture Point - Petite Chappelle Saint-Michel

To capture the majesty of the Petite Chappelle Saint-Michel, we decided to make that the heart of the Capture Point theme. Taking reference of the existing countryside at the time, this enabled us to cater a dense woodland experience to break up those long sight lines. The natural terrain encourages players to build their defensive network to maintain maximum control of the point.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Petite Chappelle Saint Michel

Capture Point - Hotel De La Poste

Situated as the last bastion of the U.S. defence of Mortain, the Hotel De La Poste tells the story of how battered the town was with artillery fire during Operation Lüttich through a Capture Point blend of narrow, partially destroyed streets, fragmented urban warfare and close quarters combat.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Hotel De La Poste

Capture Point - German Recon Camp

With this Capture Point, we wanted to create a fictitious yet believable outpost that the German forces could have used to scout the Allied forces at Petite Chappelle Saint-Michel and Hill 314. This camp features two netted trench systems, tiered in height to allow for infantry crossfire between them. Both trenches surround a lookout tower, which is the prime position for Officers to mark approaching enemies through their binoculars and coordinate the team's defensive strategy.

Kienan Southern - Junior Level Designer, Expression Games


Capture Point - German Recon Camp

Capture Point - Destroyed German Convoy

The Destroyed German Convoy captures the theme of a true story based on fleeing German forces that was stopped in their tracks by artillery fire. We knew these events happened but were unsure of where exactly. Because we found the story compelling, we decided to use this event as a Capture Point theme and provide routes along a main road that vehicles would have to either carefully navigate, or employ their strategic battle plan to circumnavigate the area.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Destroyed German Convoy

Development Approach

Our approach to map creation follows a series of stages from our internal workflows and processes, with feedback and reviews to follow each stage. With Mortain we focused on the layout and theme of the Capture Point first, going through several rounds of iteration and feedback to make sure that they flowed nicely, and were believable, before expanding this process out into what we call “Transitional Areas”. A “Transitional Area” is defined as a space in between that connects each of the Capture Points, to allow the player a seamless transition from area to area.

With a close collaboration with the art team, we have been able to create a believable map from the ground up that not only looks amazing but also functions well for a Hell Let Loose experience. The art team was given the flexibility and freedom to add their artistic flair on top of the existing blockouts, and really bring the story of the map to life.

Carl Rutter - Senior Level Designer, Expression Games


Mortain - Tactical Map - Work in Progress


Mortain - Transitional Area - Early Blockout



Mortain - German HQ - Early Blockout



Mortain - German HQ - Early Blockout


Mortain - Le Hermitage Farm - Early Blockout



Mortain - Destroyed German Convoy - Early Blockout



Mortain - Town - Early Blockout



Mortain - Hotel De La Poste - Early Blockout

Playtesting

With regard to playtesting, it was important to not only enjoy the fruits of the teams' labour but to highlight and catch any fundamental issues with how the map flows and functions. Dedicated Commanders, Officers, and Tank Commanders, who had a lot of experience with Hell Let Loose, were assigned beforehand, to ensure that no matter what stage of development the map was at, the match would be played as close to authentic as possible. Following the conclusion of the match, a debriefing session was held, to discuss any issues/feedback from the team, these were always captured and collated so that we could take appropriate action to strengthen the map.

We were also not afraid to contrive our playtests to cater to specific scenarios, for example: If we were unsure of how a particular Capture Point worked from a Level Design point of view, we would spend time focusing only on the single Capture Point and address any feedback afterwards.

Carl Rutter - Senior Level Designer, Expression Games

Known Issues

  • [WIP] The client will crash when choosing to leave the server.
  • Floating Artillery - Offensive only - Functionality OK
  • [Mortain] The user is unable to place down outposts or garrisons when standing on rubble piles or sidewalks

Where is the Roadmap?

It’s essentially finished. The content is all planned and dates have been set. We just need to do our due diligence and ensure that all disciplines agree on timelines, to ensure we can deliver promised content on time. Then we can focus on turning an exhaustive spreadsheet into an appealing asset. We’re hoping to share this in February! We’ll keep you posted.

Work In Progress

These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on Steam, we encourage everyone to take part to be able to share feedback.

Streaming & Recording PTE Sessions

You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs and other issues.

Feedback Questions

Once you have completed a game and are ready to provide feedback, please use the forms below!

How to Take Part

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the new game mode!

Submit Feedback: https://forms.office.com/e/ZcW9ccDYbi

Share Bug Reports: https://forms.office.com/e/UWa8kRYhMQ

Please note:

Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any XP and your progress will not be carried over to the live game.
Warspear Online - oksana.kuzyk


Warriors!

We're glad to announce a special deal: this weekend receive a 50% bonus with every Miracle Coins purchase!

This bonus will only be active for purchases more than 1000 Miracle coins.

Discount starts: 19.01.2024 15:00 CET
Discount ends: 22.01.2024 10:00 CET


Have a nice weekend and good luck!
The Warspear Online Team
Fabledom - Terry_Dear Villagers (Com Dev)

Dear Princesses & Princes,

We are so excited about the next update – A Wedding in a Chateau which will be released on 01 February.

Let’s get into the details of the new contents!


Finally, the palace is here! We spent so much time making the palace feel unique and added a ton of new features connected to it.

In the palace, you can produce feast supplies or build ministries to gain different passive bonuses for your kingdom. This is also where you will build the wedding hall, which brings me to our next feature.


We also get nobles who can work in the palace to provide different bonuses but can only be “recruited” through different challenges and events.



The third dates are now available and each one comes with a unique structure with its own feature connected to the date's objective.
Once you completed your third date you can finally get married, but first you must of course throw a feast! Feasts can be thrown with any ruler using your feast supplies and lasts for a certain number of days, during these days you get a VERY strong bonus for your kingdom.

Once you are married you get your partners “True love’s gift” passive, which is unique to each ruler. Also, don't miss out on the new book sequence you'll be able to see once you're finally married!


Grapes and grape juice are the new resources for this patch and are used to produce feast supplies!
The Arena of Trials is a new military building that provides a fun new challenge for your military, defeat all the waves of enemies and receive a special reward!

We’ve also finally added river bridges so your fablings don't have to get their feet wet!


We could go on for ages about all the new features and systems connected to the palace, nobles, ministries, third dates, marriage, feasts and more, but lets not spoil all the fun! It's by far the most content we've delivered in a patch yet and we are so excited for you to try it!



We hope you enjoyed the Dev Diary!

For suggestions, feedback & bug reports, feel free to share with us in the Official Grenaa Games Discord!

See you soon!

With love,

https://store.steampowered.com/app/1651560/Fabledom/

Jan 19, 2024
True Reporter. Mystery of Mistwood - Evanesca


🧩Everyone around is hiding something, the puzzle doesn’t fit, and it’s completely unclear what the evidence says. A thorough search does not yield any results, and it’s time to despair. But Betty isn't ready to give up, and that means neither are you!

Right now through the end of Monday, Merge Items and Collectibles have a 20% higher drop rate. 📎
...