HELLDIVERS™ Dive Harder Edition - PS_6
The Helldivers universe is one of noble soldiers, heroic deeds, and heartfelt, unflinching patriotism in the face of giant acid-spewing bug monsters. In the words of Game Writer Stephen Flowers:

I personally love writing for a game with opportunities for comedy, and that doesn't take itself too seriously. I hope I can find a game like that soon...
If you want to catch up with the story of Super Earth and her valiant defenders, read on.


Since Helldivers…

HELLDIVERS 2 takes place a century after the events of the first game, with Super Earth having emerged victorious against its adversaries – the deadly, bug-like Terminids, the grotesque Cyborgs and the inscrutable Illuminates. With its foes vanquished and the Galactic War won, an era of peace and prosperity ensued. The Helldivers, Super Earth’s elite task force, were dismissed.


Super Earth entered its most peaceful and prosperous years.

The same faster-than-light travel technology, heroically liberated from the Illuminates, that gave Super Earth access to the galaxy, has since been used to colonize it. This period has come to be known as The Great Democratization. FTL technology is reliant on a steady supply of the precious substance E-710 which, luckily, can be found in decomposing Terminid bodies. So naturally, Super Earth has been farming Terminids on an industrial scale.


The success of Super Earth depends on the hard work of citizens.

Why Super Earth needs you

In a shocking turn of events, the Terminids have broken free of their farms and begun spreading throughout the galaxy. The Super Earth Armed Forces have been struggling to quarantine them on their farm planets, but are stretched thin – so when a mysterious new enemy enters the fray, Super Earth has no choice but to mobilize the Helldivers once again.

The Automatons are fully mechanized soldiers of a kind never seen before. But their emblem is eerily familiar …

It is now up to you, Helldiver, to don your cape and take back Super Earth’s colonies once and for all. You will be fighting these vile, freedom-hating foes on two fronts, as Super Earth works to implement a solution to the Terminid scourge.


Super Earth calls upon the Helldivers once again.

Doing your part

As the Helldivers battle the foes of Super Earth, you will not only change the face of the galaxy, but the course of its history. Super Earth will issue global, time-sensitive Major Orders, challenging all players to work together to achieve large-scale goals, the outcome of which will shape the story going forward. Meaning, the story is not something that happens to players, but something the players themselves have to actively make happen.

As Stephen puts it:

What's unique about the story of Helldivers 2 is that it's driven by the player community. Planning for that is a huge challenge – we have what we think will happen, but we ultimately can't control what the players do. Which as a player I find cool, but as a writer I find really scary.

As for the story ahead, all I can say is that the galaxy will look very different a few months from now than it does today.
Can the Helldivers pull together to defend vital strategic outposts against overwhelming numbers, or complete grand story missions before another faction makes their move? Not only time, but the blood, sweat and mangled bodies of Helldivers will tell.

The Continuing War

Super Earth’s struggle for supremacy doesn’t end there—your future as a Helldiver is secure! There’s so much more to come as we expand the game’s content offering. We’re excited to confirm that as players fight in the Galactic War, they will also witness events unfold through our planned free updates. The universe of HELLDIVERS 2 will grow and change to give our players refreshed gameplay, introducing new tools, new challenges, and new threats from around the galaxy.

Helldivers™2 releases on Steam this Thursday, February 8th. Pre-load is available today!

PSN account required.
©2024 Sony Interactive Entertainment LLC. Developed by Arrowhead Game Studios AB. Helldivers is a registered trademark of Sony Interactive Entertainment LLC and related companies in the U.S. and other countries.
HELLDIVERS™ 2 - PS_6
The Helldivers universe is one of noble soldiers, heroic deeds, and heartfelt, unflinching patriotism in the face of giant acid-spewing bug monsters. In the words of Game Writer Stephen Flowers:

I personally love writing for a game with opportunities for comedy, and that doesn't take itself too seriously. I hope I can find a game like that soon...
If you want to catch up with the story of Super Earth and her valiant defenders, read on.


Since Helldivers…

HELLDIVERS 2 takes place a century after the events of the first game, with Super Earth having emerged victorious against its adversaries – the deadly, bug-like Terminids, the grotesque Cyborgs and the inscrutable Illuminates. With its foes vanquished and the Galactic War won, an era of peace and prosperity ensued. The Helldivers, Super Earth’s elite task force, were dismissed.


Super Earth entered its most peaceful and prosperous years.

The same faster-than-light travel technology, heroically liberated from the Illuminates, that gave Super Earth access to the galaxy, has since been used to colonize it. This period has come to be known as The Great Democratization. FTL technology is reliant on a steady supply of the precious substance E-710 which, luckily, can be found in decomposing Terminid bodies. So naturally, Super Earth has been farming Terminids on an industrial scale.


The success of Super Earth depends on the hard work of citizens.

Why Super Earth needs you

In a shocking turn of events, the Terminids have broken free of their farms and begun spreading throughout the galaxy. The Super Earth Armed Forces have been struggling to quarantine them on their farm planets, but are stretched thin – so when a mysterious new enemy enters the fray, Super Earth has no choice but to mobilize the Helldivers once again.

The Automatons are fully mechanized soldiers of a kind never seen before. But their emblem is eerily familiar …

It is now up to you, Helldiver, to don your cape and take back Super Earth’s colonies once and for all. You will be fighting these vile, freedom-hating foes on two fronts, as Super Earth works to implement a solution to the Terminid scourge.


Super Earth calls upon the Helldivers once again.

Doing your part

As the Helldivers battle the foes of Super Earth, you will not only change the face of the galaxy, but the course of its history. Super Earth will issue global, time-sensitive Major Orders, challenging all players to work together to achieve large-scale goals, the outcome of which will shape the story going forward. Meaning, the story is not something that happens to players, but something the players themselves have to actively make happen.

As Stephen puts it:

What's unique about the story of Helldivers 2 is that it's driven by the player community. Planning for that is a huge challenge – we have what we think will happen, but we ultimately can't control what the players do. Which as a player I find cool, but as a writer I find really scary.

As for the story ahead, all I can say is that the galaxy will look very different a few months from now than it does today.
Can the Helldivers pull together to defend vital strategic outposts against overwhelming numbers, or complete grand story missions before another faction makes their move? Not only time, but the blood, sweat and mangled bodies of Helldivers will tell.

The Continuing War

Super Earth’s struggle for supremacy doesn’t end there—your future as a Helldiver is secure! There’s so much more to come as we expand the game’s content offering. We’re excited to confirm that as players fight in the Galactic War, they will also witness events unfold through our planned free updates. The universe of HELLDIVERS 2 will grow and change to give our players refreshed gameplay, introducing new tools, new challenges, and new threats from around the galaxy.

Helldivers™2 releases on Steam this Thursday, February 8th. Pre-load is available today!

PSN account required.
©2024 Sony Interactive Entertainment LLC. Developed by Arrowhead Game Studios AB. Helldivers is a registered trademark of Sony Interactive Entertainment LLC and related companies in the U.S. and other countries.
StellarX - DoummeBoulou
Hello there, 👋🏻

Embark on an upgraded journey of StellarX with our team's latest release, featuring numerous enhancements and bug fixes that promise a more intuitive user experience. 🌞🚀


Improvements 👍🏾

🎉 Big rework of the radial menu 🎉

  • Radial menu items can now be selected with a simple flick of the joystick, instead or having to flick and click! This push-to select feature is meant to improve user experience by making selection quicker and more intuitive.


  • Introducing a UI revamp for both the asset radial menu and the canvas radial menu


  • Lock/Unlock can now be modifed within the Remix Panel


  • Now, you can easily drag videos directly from your ''My Media'' collection into your space


  • Aaaaand a bigger Shortcut Menu.. Stay tuned for what's to come!


🎉 Web Portal rework 🎉

  • Asset search bar located at the top of the dashboard
  • Sorting of assets by name, size, date created and last updated
  • View of assets by list, or grid
  • Subscription page now enabled for Meta users
  • And more!


Bug Fixes 🐞
  • Fixed a major issue where StellarX would not launch properly on Quest if permissions were not accepted under a specific time frame
  • Fixed an issue where the Space size was not calculated properly
  • Fixed an issue where Spaces bigger than your available bandwidth could be downloaded
  • Fixed an issue where linking a boolean value node to a follow path node would break the visuals of the canvas
  • Fixed an issue where imported medias located in nested folders would not upload with your Space during the sharing process
  • Fixed an issue where closing a Remix Panel while grabbing it would make you grab the next Remix Panel
  • Fixed an issue where playing the same sound three times very quickly in a Media Panel would make that panel stuck in an infinite loop.
  • Fixed a ui issue where asset names could overlap with the close button of the Remix Panel
  • Fixed a multiplayer issue where the Remix Panel would not close after undoing modifications of Remixed asset
  • Fixed a multiplayer issue where the connection to the server would not close after failing to open a Space
  • Fixed an Asset Hub issue where cloud assets would be duplicated in your library after downloading a Space containing said assets.


We wish you all an amazing new Year and as always, stay tuned for future updates. 🎉


Cheers,

- The StellarX Crew ✨
Realm of Dread - DeltaBright
Hi everyone!

This new patch brings:

  • Progress now will be saved in the correct location after Offices chapter.
  • Decreased difficulty in Chapter VI.
You can report bugs or send your feedback via Steam Discussions, Discord or an e-mail!

E-Mail: support@deltabright.com

Discord: https://discord.gg/hg2A3bPb3h
Feb 6, 2024
Lost In The Shadows - Malastin
Version 1.0.7

New:
- True Shadow Upgrades
  • More true shadow xp (+25% true shadow xp Max 10 levels)
  • More ore (+200% ore Max 5 levels)
- Now you can spend legendary ore in True shadow box to gain permament stats buff
Roots of Yggdrasil - Alexis_Manavoid
Introduction
Our goal in these two weeks after release was to adapt to player feedback and fix as many of the new issues you would discover. This patch contains over 100 fixes, ranging from localization issue, misleading tooltips, bugged events to weird item combinations.

We also notice a lot of you found the game too easy. We took that opportunity to prepare an interesting update on the game's difficulty. This time, we've played a lot with the timeline and the population mechanics. Let's take a look!

Update is now live for everyone! - February 8
Preview Branch
The patch will be available on the Preview Branch for now. As we finish the testing properly throughout the week, it will be made available to everyone. If you want to try it out early, here is the process to go on the Preview Branch :
  1. Go in the game's properties on Steam.
  2. In the "Betas" tab, enter the code "YggdrasilPreview".
  3. Confirm to switch to the preview Branch!

Content
  • Timeline now changes during Night!

  • New building : The Drakkar
    It’s time to conquer the seas.

  • New Trial : Lethargy
    The weight of the world on their shoulders.

  • New Artifact : Carved Wood
    The opposite of the Lethargy trial, this new artifact reduce population required to draft by 1. This will be useful when you see the changes on population below!
Quality of Life
  • Artifacts tooltip will now display the cards they mention.

  • Negative Events now have a unique look
  • Notifications have new icons based on their type
UI Updates
  • Added animations to end of loop panel.
  • Revamped the Trial of the Gods panel’s UI.

Balance
Population Changes
  • Population requirement to draft a new building now increase by 2 every draft.
Drafting Changes
  • Common card chance per level changed from (85%, 75%, 67%, 58%) to (90%, 80%, 75%, 65%)
  • Uncommon card chance per level changed from (15%, 20%, 25%, 30%) to (9.5%, 18%, 21%, 27%)
  • Rare card chance per level changed from (0%, 5%, 8%, 12%) to (0.5%, 2%, 4%, 8%)
  • Upgraded cards can now be drafted. Odds per level (0%, 10%, 20%, 30%)
Timeline Changes
  • Reduce amount of turns per islands before Ginnungagap Spawns
  • Events are now condensed during day and dusk time.
Card Changes
  • Shrub’s supply per house in range effect decreased from +3/+5 to +2/+3.
  • Water well’s suppler per house in range effect decreased from +5/+8 to +3/+5.
  • Increased Treaded Crane’s placement requirement from 1 house to 3 houses.
  • Fishing trap’s tag changed from Industry to Water
Artifact Changes
  • World Tree Expert” changed from +10% bonus income to supply and Eitr per bloomed saplings to +50% Eitr income per bloomed saplings.

  • Sap Stained Goblet” can now be stacked. Will offer multiple card removal when triggered.
Level Changes
  • Asgard
    • Added 4 Saplings at the entrance to Gimle. The doors of Gimle require at least 2 bloomed saplings.
    • Removed Gleaming Acorn reward from bridges since there are now saplings on Asgard.
Adventure changes
  • Astrolab
    • Astrolab (study the stars event) no longer requires a leader and 6 turns to be completed. It now requires an Eitr source in its range to be activated.
Trial of the Gods changes
This first pass on the Trials aims to make them harder, but we have more changes planned soon!
  • Ginnungagap’s time pressure first level reduced from 60 seconds per turn to 45.
  • Difficult terrain’s seedbed curses per seedbed increased from +1/+2 to +2/+3.
  • Supply shortage’s amount in starting deck increased from 2/4 to 3/5.
  • Hard to crack’s objective difficulty increased from 15%/30% to 25%/50%.
  • Bad draugr’s AoE increased from +50%/+100% to +100%/+150%.
Scion powers changes
  • Thrasir
    • Builder’s boon’s cooldown reduced from 5 to 4 turns
  • Lif
    • Green thumb’s cooldown increased from 3 to 4 turns
    • Green thumb’s amount of trees created reduced from 5/8 to 3/5.

Bug Fixes
Most of these fixes were directly reported our community on Discord and on the Steam Forums. Thank you and keep them coming!

Tutorial
  • Fixed issues where tutorial could end up stuck if game was closed before it was completed.
Cards
  • Fixed Exhausted Cards that are then removed from Deck to come back into the deck next level.
  • Exploited buildings will now count when checking proximity with buildings of same type.
  • Repurposer” now exhausts itself when played.
  • Fixed inconsistencies in a few cards descriptions.
Artifacts
  • Harp of Second Winds” now stacks with Thrasir’s “Early Bird”.
  • Harp of Second Winds” now works on Turn 1.
  • Vial of Syphoning Haze” now only triggers on discarded cards with uses remaining.
  • Vial of Syphoning Haze” can now trigger a maximum of 5 times per turn.
  • Evercooking Cauldron” doesn’t trigger on initial deck shuffle at level start.
  • Exploited “Farms” will still allow “Fields” to be placed nearby.
  • Artifacts that triggers based on amount of seedling bloomed now track the amount properly.
Events
  • Opening Hand” event will now properly give you chosen card at the start of every island.
  • Mysterious Trader” will now open take one feather instead of your whole stack when you trade for an artifact.
  • Events that upgrade, add uses or keywords to cards will now only target buildings.
  • The “Stargazing Results” event will no longer carry over to the next island if it is not redeemed before departing with the Ship.
Text & Localization
  • Numerous localization fixes in both English and French.
  • Reworded various artifacts and scions entries to make them clearer.
UI
  • Reaching 100 population will no longer break the indicator in the HUD.
  • The settings menu will now properly display in ultrawide and 16:10 aspect ratios.
  • Fixed Overlapping issue in Dialogue window when “Big” option is selected.


That is it for now! Work on the second update has already begun, so it's the perfect time to share your feedback with us on Discord!
Netherguild - David [Netherguild Dev]


Hey Guild Leaders!

Here's what I've been working on recently:


New Mechanic
"Waiting" is a new mechanic added to the game!

It makes the current character wait right until your next character's turn (or if they're already there, to wait right after your next character's turn), instead of ending your turn outright.

This is especially handy for buffs, or for giving block to allies before the right enemy turn.

Here's an example of how it works:


I thought it'd be an important addition, especially with the upcoming healing and buffing classes (':


New Bandit Stronghold Content

I've added a new rare enemy to the Bandit Stronghold! There'd be one "Loot Bandit" per floor, they're a slow yet tanky enemy with a big loot chest that you can salvage after you defeat them.

Progress on the New Areas






I asked the players over on the Discord to vote on their favorite color option for the upcoming Sewers area...



They ended up picking this dark orange option!

While it's less visible compared to the other options, it will make the Sewers feel a lot more unique, and I think it would work well with the creepy Sewer enemies.
I still want to try it out with gameplay before I commit to it though haha




The upcoming Damp Caves area below the Sewers will be colored blue! (it was green before). Not to worry though, the green underground jungle area will be right below it.

What's Next?

Improving Fleeing and Small Improvements
-Two weeks
I want to make the fleeing mechanic feel more polished alongside smaller improvement and as much progress on the new areas as I can muster! More improvements and new stuff afterwards.


The End?

And that's all for this update!!

Thank you for checking it out, see you next time! (:

-David
Netherguild - David [Netherguild Dev]
Change log 6/2/2024 | Version 0.222

Additions:
  • Added "waiting" mechanic which lets a character wait until the turn of the next allied character or until after the next allied character.
  • Added rare "loot bandit" enemy to Bandit Stronghold (appears once per floor)
  • Added lore oddity "bloody spikes" for second Bandit Stronghold teasing the appearance of moths later on

Balancing Changes:
  • Buffed Sheepskin Jacket to also provide Burn status resistance
  • Buffed Leather Jerkin to provide 5 health and 3 speed (+1 health +1 speed change)

Bugfixes:
  • Fixed Mist City shopkeeper invisible
  • Possibly fixed a rare crash related to item dragging

Minifixes:
  • Fixed double sound when exiting character inspection in-dungeon
Gone Rogue - Askalot
  • The highest "survival" difficulty has been added. Recommended for experienced players or for repeated playthroughs. This difficulty cannot be lowered during the game.
  • Quality of Polish localization has been improved. Thanks to Mateusz Kwapisz for this!
  • Vegetation quality setting has been added to improve performance on weak computers.

More information about the new difficulty:
  • Food supplies
    After each robbery, Jack needs to leave a supply of food in the house. If not enough food is stored, Jack will feel hungry during the next robbery and some of his stats will decrease. But if Jack manages to fill his food stores to 100%, he will be full of strength and will be able to carry 5 kg more. Note that more food will need to be stockpiled with each new housemate.
  • Police search
    The more evidence Jack leaves behind during robberies, the more the police search for Jack, and the more difficult it becomes to commit further robberies. Accordingly, Jack can be in one of four states: unsuspected, suspicious person, wanted, public enemy.
    The increase of the police search is affected by: general alarm on the robbery, attacks on hostile characters, the amount of stolen items.
    There are several ways to lower the police wanted level, for this we advise you to talk to Bill or Albert.
  • Hostile Character Behavior
    Characters behave more unpredictably. They now change their routes more often, wait different times, look in different directions, etc. Hostile characters have an increased field of view as their alertness increases.
Why Chicken? Why? - #77
HEY GUYS!!! Boy, it's been a long time since I have posted any updates or news about this game. First off though, Happy Anniversary to WHY CHICKEN? WHY? !!! This game was released on Steam 5 years ago to this day. Long story short, currently I am not able to update the game itself any further because I need to try and retrieve the file off my old PC that won't boot...lol. So the chicken will have to remain as it is for now. I hope to update it someday though. I did this project to mostly prove to myself I could finish and release a game, but wanted to make something fun & old school. Are there bugs? Probably...Should I have used consistent art & non-paid assets? Yep. ...Should my text fonts all been the same in the UI. For sure. Did I do any marketing? Not much....These are all failures I'm willing to take to learn & live my dream of game creation. Stay tuned for announcements on my upcoming project (MALOIK: THE METAL HAND). A platformer/metroidvania with a heavy metal theme. \m/
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