Balatro - LizPlaystack
Hi guys,

🎉 Exciting News! 🎉
The moment you've been eagerly anticipating has arrived – Balatro is now available on Steam! Don't miss out – grab your copy today and embark on your epic adventure!

https://store.steampowered.com/app/2379780/Balatro/

Language Update
After thoughtful deliberation, we've made the decision to hold off on introducing languages other than English in version 1.0. We want to ensure that each language meets our high standards for quality before release.

In the full game, all additional language options will still be included and labeled as BETA. If you decide to explore these options, we kindly ask for your feedback. Your valuable insights will play a crucial role in refining and improving the language experience for all players.

The languages in Beta are:
French
Dutch
German
Indonesian
Italian
Japanese
Korean
Polish
Portuguese - Brazil
Russian
Simplified Chinese
Spanish
Spanish - LATAM
Traditional Chinese

A Heartfelt Thank You
We want to express our deepest gratitude for the unwavering support you've shown us throughout this journey. Your encouragement and enthusiasm have been instrumental in bringing Balatro to where it is today. We truly couldn't have done it without you. Thank you from the bottom of our hearts.

Deathbound - Tate Multimedia
Greetings, Fallen Warriors…

Today, we extend our gratitude to you for visiting Akratya. We invite you to catch a glimpse of what awaits you in the full version of Deathbound. Watch our Demo Accolades Trailer to preview the journey that lies ahead.



Both the media and thousands of players have immersed themselves in the city of Akratya, expressing excitement about the meticulously crafted world we've created. We also want to express our thanks for every minute you've dedicated to providing feedback, opinions, and suggestions about Deathbound — your input is invaluable at this stage of the game's development. Rest assured, we are committed to carefully considering every opinion sent our way.

Stay tuned for further updates and news as we progress towards the release of Deathbound. Join us on our social media channels and the Steam Community Hub to stay connected and engaged with the vibrant Deathbound Community.



Follow Deathbound on Facebook, Twitter, TikTok and Instagram.
Wishlist Deathbound now and dive into a brutal and divided future where Death and Life were never more conflicted...
https://store.steampowered.com/app/1277130/Deathbound/
The Bloodline - CamillaHOOK


Harbingers,

A new BIG update is available now to improve your journey in Eudros!

Bug fixing, optimizations, adjustments to the HUD, and new content, such as new weapons, skills for the Necromancer, new events on the calendar, and much more ⚔️

As always, none of this would be possible without your support, so we encourage you to keep sharing your feedback here and in our official Discord.

BUG FIXES
  • Fixed issue with Druid tree not being properly linked to your druid level
  • Blood Magic spells now grant Blood Magic EXP properly
  • The 4th slot button to add resources to a building now allows you to hold it to add resources to the building
  • Assignments that don't grant skill-specific EXP no longer show "x NONE EXP" in the description
  • Fixed issue with skill tooltips being cut off for skills with longer descriptions on the skill book AND skill tree windows
  • Replaced various broken flintlocks with new, working ones (If you have a flintlock weapon that doesn't work with some skills, just destroy it!)
  • Fixed Mailbreaker dual daggers
  • Fixed issue at Whitebrook Haven that would cause cave ambience to take over exterior ambience when not inside the cave area
  • Fixed issue with Fletcher's Brew recipe
  • Optimized trading window
  • Overworld events can no longer be repeated by saving/reloading within the event area
  • Fixed issue with area ambiance not spawning correctly
  • Fixed day/night cycle at the Three Sister's Forest
  • Stafflight should now be unlockable at Staff level 1
  • All Pyromancy spells should now grant the proper amount and type of EXP
  • When respeccing a skill, it will now be removed from your skill bar and skill book immediately
  • The Mana Crystal grapple mod now works!
  • Warp Spikes can now be destroyed - they also now grant Warp Shards, which will be used in special weapon crafting!
  • Fixed shadow issues at the Three Sister's Forest
  • The Two-Handed passive skill, "Limb Chopper", now applies the correct amount of bonus damage
  • Fixed issue with some segments of the Harbinger Stronghold clipping strangely
  • Fixed issue with Ice Pillar that would cause some controls to lock-up after casting
  • Fixed issue where player could stance-swap 1H weapons while gathering, making the minigame break and the tool stick in the player's hand
  • The Assignment Board window can now be closed with the TAB or ESC buttons
  • Fixed issue where multiple music tracks would overlap when pausing and unpausing the game
  • Fixed issue where you could exit the dialogue with Geoffrey Woodkin, locking you out of certain parts of his questline
  • Fixed issue with double-spawning structures at your village
  • Fixed issue with player-built churches spawning benches above the church pews
  • Fixed bug when selecting "Aviary" from the building selection list
  • Fixed issue where building overview wouldn't open if you started the construction of an Aviary
  • Fixed issue where player's mana would stick at 350 max upon loading into an area
  • Rope is no longer classified as food
  • Fixed positioning of some plots to prevent floating buildings
  • Fixed building overview window for Engineer Workshop
  • Fixed issue where some deconstructed buildings would not properly despawn until leaving/returning to your village
  • Donating Divine Favor to a Statue of Arosa now properly grants you an Arcane proficiency point and closes the window
  • Fixed issue where multiple donation windows would open sometimes when attempting to pray at a church
  • Music should now properly play at all generic camping locations
  • Calendar Events happening at the Khenmoore Flatlands should no longer say "Khenmoore Woods" (For newly generated calendar events - already-existing events won't reflect this change)
  • Fixed issue where crit spots would spawn on dead enemies
  • Fixed issue where crit spots would remain on enemies even after death
  • Fixed dead-end dialogue in Millshade
  • Fixed issue where Upward Slash would rotate the players character by 90 degrees if you casted it after ragdolling
  • Fixed issue with player-built smithy smelter and anvil spawn locations that would cause the player to fall through the map
  • Fixed issue where Thousand Deaths would rotate the players character by 90 degrees if you casted it after ragdolling
  • Fixed issue with taming minigame creature (slimes, rabbits) rotation when Small Animal Trap was placed on an angled surface
  • Blessed Blaststones can now be thrown
  • Changing the players hair color with the preset color options now properly updates hair stubble color as well
  • Fixed Elderglen navigation mesh (NPCs should now walk around properly)
  • Vampirism level should now track properly
  • Curing vampirism with the console command will not prevent mana and stamina from regenerating any longer
  • Fixed issue where you could not become a Vampire again after curing your Vampirism with the console command
  • Ale and Rum should now get you drunk
  • Calendar Events should now properly spawn at the Moonhorn Cliffs (Specifically, Ethereal Airship, airship crashes and damaged airship events)
  • Fixed issue where level up screen would cause multiple music tracks to overlap one another
  • Fixed issue where gear would be deleted if your pet rabbit dies in combat
  • Roanan's Call now consumes mana properly
  • Spring Shroom now consumes mana properly
  • Goblin Form now consumes mana properly
  • Peck now consumes mana properly
  • Fixed dialogue with Geoffrey Woodkin when speaking to him when the "Proof" quest is active.
  • Fixed dialogue issue with Charles Hullett that would allow you to close the dialouge before the second stage of his quest is accepted, breaking the questline
  • Fixed placement of close button on One Handed Skill Tree
  • Fixed issue with 3rd plot to the right as you walk away from your stronghold that would not allow you to construct buildings properly in its location
  • Fixed Autonomous Bot Companion dialogue
  • Fixed dead-end dialogue with Prawix the Travelling Wizard in Khenmoore
  • Fixed issue where enemies would play a jumping animation when they weren't jumping
  • Frozen enemy VFX should be destroyed when the enemy unfreezes (Greatly optimized cryomancy!)
  • Fixed issue where the "Flamethrower" skill would apply multiple burn status effects to the player
  • Fixed tooltip for Dwarven Grenade Launcher
  • Fixed navigation issues in Khenmoore
  • Fixed issue where player would not unlock Fletcher's Brew recipe when completing the Fletcher's Brew quest
  • Fixed objective text for "Keeper of Cows" questline
  • Fixed layering issue with credit window on main menu
  • Fixed issue where some buildings wouldn't be completely destroyed when deconstructing them
  • Added quest marker for "Keeper of Cows" questline for the Khenmoore Physician
  • Fixed issue that would make the Sorrow Script at the Hills of Delvenaugh not show up
  • Removed floating skill book at the village of Ordwood
  • Overpowder should now have a much bigger damage cone
  • Flintlock skills with the timed UI element no longer add a bullet to your gun's magazine
  • Fixed issue that would cause crashes when leveling up Blood Magic
  • Collision on the Ogre Dens should now work properly
  • Goblin Shivs should now show the proper name, image and description
  • Reduced loading times
  • General optimizations
BALANCING/ADJUSTMENTS
  • All druid animal form spells now add Druid EXP for every 3 seconds in the form
  • Damaging enemies with the wolf-form attacks now grants Druid EXP
  • All Druid spells should now cost mana, and grant Druid EXP for casting them
  • Adjusted camera placement for wolf-form spell.
  • Damaging enemies with Boar Rush now grants Druid EXP
  • Damaging enemies with Bear Claw spell now grants Druid EXP
  • The spell "Carrion Flock" now grants Druid EXP for every second you continue casting the spell
  • Standard staff attacks now grant staff EXP
  • Reduced Blood Leech mana cost from 50 to 25
  • Blood Totem spell now costs 35 mana (was 0)
  • Viscera Storm spell now costs 35 mana (was also 0)
  • Reduced Consume Vitality mana cost from 50 to 35
  • Blood Spear and Ichorian Blade no longer require mana - but will draw from your own blood if an enemy or corpse is not targeted, resulting in self-damage.
  • Clot Orb will now drain your own health to cast and not cost any mana
  • Meat Puppet spell now costs less mana, but drains more health per second while puppeting an enemy
  • Reduced health cost for summoning a Blood Golem with your own blood from 150 to 100
  • Increased Undead Walker summon health from 125 to 350
  • Increased Undead Walker summon damage from 20 to 30
  • Increased Undead Ripper summon health from 250 to 450
  • Increased Undead Ripper summon damage from 35 to 55
  • Increased Undead Breaker summon health from 150 to 600
  • Increased Undead Breaker summon damage from 60 to 90
  • Increased Iron Flintlock Pistol from 80 damage to 125
  • Slightly reduced Iron Flintlock Pistol reload speed
  • Reduced Iron Blunderpistol damage from 25 damage per pellet to 15 damage per pellet
  • Reduced pellet spread for Iron Blunderpistol (from 15-degree cone to 10-degree cone)
  • Removed Quartermaster and Stable construction sites from inside the Harbinger's Stronghold
  • Replaced goblins spawns with Three Sister Cult spawns at the Three Sister's Forest
  • Reduced Copper Ultrasword damage from 50 to 35
  • Reduced Slimemetal Ultrasword damage from 75 to 50
  • Triple Shot and Druidic Bolts now grant 3 Bow EXP for each hit
  • Frost and Fire arrows now grant 3 Bow EXP on hit
  • Rimeshot now grants 3 Bow EXP on cast
  • Rain of Arrows now grants 6 Bow EXP on cast
  • Relentless Barrage now grants 2 Bow EXP for each hit
  • Mortar Arrow now grants 3 Bow EXP on cast
  • Balloon Arrow now grants 3 Bow EXP on cast
  • Overdraw now grants 10 Bow EXP on hit
  • Arrow of Arosa now grants 10 Bow EXP on hit
  • Devistation Arrow now grants 10 Bow EXP on hit
  • Mind's Eye Arrow now grants 10 EXP on cast
  • Reduced Mailbreaker dagger damage from 20 to 15
  • Hitting enemies with a thrown shield now grants 10 Shield EXP
  • Shield Plow now grants 10 Shield EXP upon hitting an enemy
  • Catapult Shield now grants 7 Shield EXP upon hitting an enemy
  • Shield Projection now grants 5 shield EXP on cast
  • Shield Foothold now grants 5 EXP when shield attaches to a surface
  • Shield Glider now grants 8 EXP on cast
  • Blood Rain now costs 50 mana and has a 60 second cooldown
  • Focused Shot now grants flintlock EXP if you hit an enemy (15 for perfect shots, 10 for on-time shots, 5 for missed-timed shots)
  • Buckshot now grants flintlock EXP if you hit any enemy (1 EXP for every pellet hit. 20 total pellets fired)
  • Overpowder now deals x3 weapon damage and grants 15 flintlock EXP
  • Explosive Bullet now deals x4 weapon damage and grants 10 flintlock EXP for direct hits and 5 EXP for explosion radius hits
  • Handheld Flamethrower now grants 1 flintlock EXP every damage tick
  • Poison Bullet now grants 10 flintlock EXP upon hitting an enemy
  • Instant Reload now grants 5 flintlock EXP
  • Suppressive Fire now grants 3 flintlock EXP
  • Poison Gas Bullet now grants 10 flintlock EXP (no hit required)
  • Bayonet Charge now grants 5 flintlock EXP for charging an enemy
  • Glue Glob now grants 10 flintlock EXP (no hit required)
  • Sleep Dart now grants 10 flintlock EXP
  • Blazing Trail now propels you in the direction you are looking (including pitch)
  • Optimized ground fire
  • Greatly increased the spawn rate of coal in Rocky Hill areas
  • Refined ore spawn positions
  • Increased Ash Tree spawns at Pine Forest areas
  • Removed broken Lionsmane assignments, until they are transferred over to new assignment system
  • Crafting an Autonomous Bot now adds it to your companion list!
  • Helots now spawn at level 15-20 (Spawn at Warp events)
  • Helots now have a stagger threshold of 150 damage
  • Helots now attack much more aggressively and rarely go on the defensive
  • Pausing the game now fades your HUD, preventing UI overlaps
  • The Three Sister's Forest now has a high spawn rate for Ash trees
  • Adjusted spawn location for player-built Churches
  • Adjusted the spawn rotation for player-built Wizard Towers
  • Reduced bandit spawn count for bandit ambushes
  • Greatly increased all tree spawn rates at Pine and Birch Forest areas
  • Greatly increased ore spawn rates at all generic camping spots
  • Staves have been reworked! Some still need to be transitioned to the new system, but they now act completely differently.
  • Reduced EXP requirements to level up mining, woodcutting and foraging (Expect to get a handful of levels up in each of these skills upon loading in to the new update!)
  • Changed the mount, companion and grapple mod buttons on the inventory screen to help with clarity
  • You can now either click OR press the interaction key for the gathering minigame
  • The Elecromancy skill, Electrical Remnant, now costs mana and grants Electromancy EXP
  • The Unarmed skill, A Thousand Deaths, now grants Unarmed EXP. (1 EXP for every other hit during the rapid-punch, then 5 EXP for hitting an enemy with the final punch)
  • Rabbit Bait is now sold at the Fletcher's Fowl in Elderglen
  • Moved Clayton Barret so player no longer can open the runereading minigame and dialogue at the same time
  • Increased price of Rotboar mounts
  • Improved inventory search bar functionality
  • Adjusted enemy health scaling equation - Enemies that are in the higher end of their level range should no longer have huge differences in health. Their damage and EXP drop increases did not change.
  • Volcanic Trap now consumes mana
  • Volcanic Trap now grants Pyromancy EXP
  • Disintegrating enemies with pyromancy spells should no longer cause significant frame drops
  • Reduced grenade launch speed for Dwarven Grenade Launcher
  • Fixed grip for many weapons, fixing odd hand placement and camera clipping issues
  • Fixed lighting issues in Khenmoore
  • Fixed missing footstep sounds from various animations
  • Enemy-eliminating objectives have been removed from city boards and now are exclusive to the Lionsmane Guild
  • Adjusted spawn rates for Bandits at the Hills of Delvenaugh
  • Reduced base volume for all goblin vocals
GOBLIN FACTION ADJUSTMENTS
  • Slightly increased Stitch Snitch health
  • Stitch Snitch levels now range from 5-10.
  • Slightly decreased health of Goblin Bonker
  • Reduced Goblin Infantry base damage from 50 to 30
  • Greatly reduced Jetpack Goblin health
  • Jetpack Goblin levels now range from 7-12
  • Increased Hill Troll health
  • Hill Troll levels now range from 12-17
  • Increased Hobgoblin health
  • Hobgoblin levels now range from 10-15
  • Reduced Goblin Whelp health
  • Reduced Goblin Looter health
  • Slightly increased Goblin Infantry health
  • Increased Great Ogre health
  • Great Ogre levels now range from 15-20
  • Increased Lobgob health
  • Lobgob levels now range from 8-14
BANDIT FACTION ADJUSTMENTS
  • Renamed "Bandit" to "Robber"
  • Slightly increased Robber health
  • Slightly reduced Firethrower health
  • Firethrower levels now range from 10-15
  • Highwayman Bandit levels now range from 4-8
  • Slightly increased Bandit Longbowman health
  • Bandit Longbowmen levels now range from 5-10
  • Slightly increased Bandit Shortbowman health
  • Bandit Shortmen levels now range from 10-13
  • Increased Bandit Cutter health
  • Bandit Cutter levels now range from 3-8
  • Increased Bandit Swordsman health
  • Bandit Swordsmen levels now range from 5-10

DWARVEN FACTION ADJUSTMENTS
  • Increased Dwarven Spearman health
  • Increased Dwarven Stonesplitter health
UNDEAD FACTION ADJUSTMENTS
  • Slightly reduced Undead Bonebag health
  • Undead Breaker levels now range from 7-11
  • Slightly increased Crypt Targe health
  • Crypt Targe levels now range from 10-15
  • Slightly increased Undead Lancer health
  • Undead Lancer levels now range from 8-13
  • Increased Vampire health
  • Reduced Undead Walker health
  • Reduced Undead Shambler health
OTHER FACTION ADJUSTEMENTS
  • Three Sister's Disciple levels now range from 7-13
  • Greatly reduced damage from Bees
  • Bee levels now range from 1-3
ADDITIONS
  • New console command: UnlockSkill {Skill} NOTE: Some skills don't work with their displayed name - I'm working on a list for every skill name that will work with this console command. (:
  • New console command: IncreaseSkill {SkillName}. Example: IncreaseSkill One Handed (All skills with skill trees should work with this command. Skills like woodcutting, fishing, etc., have not been added to this command yet!)
  • Re-added Leaping Smash to 2H Weapon Skill Tree
  • ESC now closes the radial menu without opening the pause screen
  • ESC now closes the pause screen (You no longer must click "Resume"! Yay!)
  • ESC now closes the job board window
  • ESC now closes the shop window
  • ESC now closes the inventory screen without opening the pause window
  • Added new LVL1 2H skill - Rush! - a short-range dash, allowing you to close the distance to enemies.
  • Added new LVL1 Necromancer spell - Summon Shambler! A spell that summons a very weak skeleton companion - the spell only has a 1 second cooldown, allowing you to raise an army of shamblers, if you wanted!
  • New craftable weapon (Engineer) - Double Barrel Iron Rifle
  • Added 7 new Necromancer passive skills
  • Added 3 new Two Handed Weapon passive skills
  • You can now enter Ogre Dens! They are a great source of basic mining resources.
  • Fogroaches can now be found in caves at Whitebrook Haven
  • Replaced level up banner
  • Added exp counter to HUD (under current level)
  • Added "Coming Soon!" text to skill trees that are not yet available
  • Added "Must be Vampire" text to Vampirism skill tree banner
  • Added new food recipe: Coffee!
  • Added "CAPS" to offhand skill bars to help players understand how to access offhand spells
  • Added a new special bow: One Above Death
  • Began expanding the Three Sister's Forest
  • Added a new cave, which contains the new bow (will also contain a questline involving the use of the bow)
  • Added Taming Hearts to Rocky Hill areas
  • Added Taming Hearts to Autumnal Plain areas
  • Added Taming Hearts to Autumnal Birch Forest areas
  • Added Taming Hearts to Birch Forest areas
  • Added Taming Hearts to Grassy Plain areas
  • Added Taming Hearts to Snowy Plain areas
  • Added Taming Hearts to Pine Forest areas
  • Added new items
  • Raw Beef
  • Added Vampirism to detailed character stat sheet
  • Added popups to Tomb of the Betrayer, Brittlebean Hold and The Necropolis of Dornhurst, explaining their current status
  • Lionsmane Assignments now grant the proper amount of iuba (Lionsmane currency, which will be used to purchase lionsmane-themed gear!)
  • Replaced all Lionsmane Contract Boards with the new style of boards
  • Added new book type: Cookbooks! Reading these will unlock recipes! If you already know the recipe in the book, you'll be granted cooking EXP!
  • Began adding new staff animations
  • Added new calendar event! Astral Rifts.
  • Added basic control text to Overworld HUD
  • New ingot type available to smelt - Moonstone Ingots (Level 6 Smelting)
  • New weapons available to craft! (And 3 new Weaponsmithing levels)
    ○ Moonstone Daggers (lvl 5 weaponsmithing)
    ○ Moonstone Sword (lvl 6 weaponsmithing)
    ○ Moonstone Staff (lvl 6 weaponsmithing)
    ○ Moonstone Ultrasword (lvl 7 weaponsmithing)
  • Added a mirror to your bedroom at the Harbinger's Stronghold that allows you to change your appearance!
  • Added new hunting shop to Velosia - The Huntsman's Haven
  • Added new basic potion shop to Velosia - The Potion Pantry
  • Added new butcher shop to Velosia - Griffin's Cuts
  • Added new fishmonger shop to Velosia - The Royal Trawler
  • Added tailor shop to Velosia - The Best Stitch
    ○ White Toga Top
    ○ White Toga Bottoms
    ○ Pink Toga Top
    ○ Pink Toga Bottoms
    ○ Red Toga Top
    ○ Red Toga Bottoms
    ○ Black Toga Top
    ○ Black Toga Bottoms
    ○ Commoner's Sandals
    ○ Black Scholar's Hat
    ○ White Scholar's Hat
  • Added tailor shop to Woodhurst - Linens of Woodhurst
    ○ Boarpelt Harness
    ○ Boarpelt Guards
    ○ Boarpelt Armguards
    ○ Fur Boots
    ○ New armor/clothing to the clothing shop in Arema:
    ○ Red Belted Garb
    ○ Blue Belted Garb
    ○ Green Belted Garb
    ○ Red Belted Bottoms
    ○ Blue Belted Bottoms
    ○ Green Belted Bottoms
    ○ Red Short Sleeves
    ○ Blue Short Sleeves
    ○ Green Short Sleeves
  • The Drunken Bard in Elderglen now functions as an Inn
  • The Castleside Inn in Woodhurst now functions as an Inn
  • Added new stable to Woodhurst
  • Added new mount! Brown Direwolf (Available at Woodhurst stable!)
  • City job boards now offer city-specific jobs (Bard work, street sweeping)
  • Added various quest markers for quests around the world
- - -

Join the community on Discord and follow Shieldbearer Studios ( TikTok | Twitter ) & HOOK ( Twitter | Facebook | TikTok ) to be updated in real time on what’s happening in Eudros 🏰
Drakensang Online - m.richards
Sargon the Terrible has returned, and it needs heroes to stop his subordinates and foil his plans. Travel to Kingshill and talk to Jon Sunlair and help save Dracania once more!

Adventurers - rise up to the challenge, defeat Sargon and earn great rewards during Drakensang Online’s Terrifying Shadows - A New Era event!
Feb 20, 2024
SpeedRunners - Gert-Jan Stolk
The mapmaker contest at Frosty Fight Club has come to a close, drawing in ːsteamhappyːthousandsːUnicː of votes! The top three levels were neck and neck in ranking, showcasing exceptional quality. As a result, we've chosen to include all three on the curated workshop list. Without further ado, here are the three deserving winners.

https://steamcommunity.com/sharedfiles/filedetails/?id=3095903531
https://steamcommunity.com/sharedfiles/filedetails/?id=2376184180
https://steamcommunity.com/sharedfiles/filedetails/?id=3157484074

Big thanks to TheSilentChaos for organizing this event!

Enjoy!
Everafter Falls Playtest - squarehusky
Bugs Fixed
- Fixed critical issue with UI buttons not allowing game progression
- Fixed parsing <nb> characters in UI for localization
Feb 20, 2024
Deep Rock Galactic - GSG - IT Guy

Patch Notes: S04.15 (96589 - 20/02/2024)

Hello Miners,

Due to demands from the Miners Union, Hunters can now Rock and Stone during prop hunt. We also fixed a pretty bad crash caused by losing a mission with bare arms, how humiliating!

With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Options: Added more space for percentage text for volume sliders
- Fixed a bug that caused Boomstick mod ‘Improved Shockwave’ tooltip showing 0 damage.
- Prop Hunt: Hunters can now rock & stone
- Prop Hunt: Fixed a bug that caused the bio tank prop to hover above the floor
- Removed a visible box surrounding Engineers Lure Grenade
- Fixed a crash when failing a mission while wearing sleeveless armor

Community Announcements - [BI] Evan
Attention Soldiers,

We updated the Steam and Xbox Experimental applications of the game. This version brings new assets, fixes, optimizations, changes, and a brand new scenario: Combat Ops Everon.

We encourage everyone to jump into the Experimental Game and try out the new additions. We would also like to remind you that this version may not be as stable as optimized as the Main Game.

There are several known issues with the Combat Ops scenario, whereby certain objectives may not complete properly. We are aware and will be implementing fixes as soon as possible.

In addition, we would like to remind modders, especially map and scenario creators, to read our Modding Update addressing potential data loss caused by entity-class changes, and how to avoid it.

1.1.0.8 Changelog

Playable content
  • Added: Combat Ops Everon
Conflict
  • Added: More defensive positions for FIA bases
  • Changed: FIA supply caches will no longer be depleted on session start.
  • Changed: The rate of progression through ranks has been significantly reduced when transporting troops by helicopter.
  • Changed: Requests for transportation are now limited to deployable radios positioned by the player's group.
  • Changed: The victory timer no longer fades out when the game is paused.
  • Changed: The rate of progression through ranks has been increased for killing enemies.
  • Changed: The rate of progression through ranks has been increased for deploying radios.
  • Changed: Vehicles requested in a base without a fuel supply point now start with only a limited amount of fuel.
  • Changed: Fuel supply points built-in bases no longer affect the seizing timer.
  • Changed: Defending radio relay stations in an enemy's radio range now also triggers rewards for the defender.
  • Changed: Friendly bases will no longer generate supplies while under attack.
  • Changed: Increased deploy time on bases under attack
  • Tweaked: Rules for supplies being generated in bases
  • Tweaked: Supply storage placement in the vicinity of military bases
  • Fixed: Building and dismantling support structures in bases now has a real-time effect on the seizing timer.
  • Fixed: Enemy faction can no longer observe map icon flashing when you start capturing a base.
  • Removed: Respawn on non-deployed radio backpacks
Assets
  • Added: M16A2 camouflaged variants
  • Added: M16A2 carbine
  • Added: NSV heavy machine gun and 6T7 tripod
  • Added: UK-59L machine gun
  • Added: 1P29 rifle scope
  • Added: PGO-7V3 launcher scope
  • Added: SPP scope for NSV machine gun
  • Added: AK-74N assault rifle
  • Added: RPK-74N light machine gun
  • Added: Carry handle red dot sight
  • Added: RF-10 radio backpack for FIA
  • Added: UAZ-469B armed vehicle, version with PKM and version with UK-59
  • Added: Orlik watch for FIA
  • Added: KLMK oversuit
  • Added: TAZ83 blouse and pants
  • Added: KZS blouse and pants
  • Added: SSh-68 helmet with KLMK, netting and KZS cover
  • Added: Civilian clothes - denim jacket, turtleneck sweater, pants, suits, raincoat, hats
  • Added: Civilian vehicle Šárka  S1203
  • Added: Civilian vehicle Šárka S105
  • Changed: M203 grenade launcher model 
  • Changed: M16A2 was reworked, divided into parts and remastered
  • Changed: M21 texture
  • Changed: 4x20 Carry handle scope
  • Changed: GP-25 grenade launcher model
  • Changed: AK-74 textures and model
  • Changed: M9 pistol reworked
Stability
  • Changed: RegionalDestructionManager and DestructibleEntity replication is safer in case of errors
  • Fixed: Removal of dead bodies, abandoned items and vehicles not working correctly (T177376)
  • Fixed: Crash caused by reloading while a turret was being deleted 
  • Fixed: Possible crashes where TurretControllerComponent expected presence of BaseWeaponManagerComponent
  • Fixed: Crash when leaving compartments of a vehicle without a physics component
  • Fixed: Crash when death ragdoll ends on remote proxy
  • Fixed: Crash on navmesh when building Compositions 
  • Fixed: Crash on turrets with no sight component 
  • Fixed: Navlink edges falling out of bounds of heightfield causing crash
AI
  • Added: Cover system
  • Added: Agents received basic training in the use of smoke grenades in medical situations
  • Added: Agents reactions to explosions 
  • Added: Group investigation of potential sources of detected grenades 
  • Changed: Door links now use navmesh agent radius for pass and intersection checks
  • Changed: Renamed AILimit methods so they make more sense
  • Tweaked: rules for selecting targets for AI
  • Tweaked: now AI will not attack enemy vehicles that are already burning
  • Tweaked: All vehicles now utilize SCR_VehiclePerceivableComponent instead of VehiclePerceivableComponent. NOTE: This change might break vehicle prefabs. Please ensure you have backed up your work.
  • Fixed: Incorrect shifting of paths to the right
  • Fixed: AI character was not able to aim while reloading
  • Fixed: Animals could get triggered by disabled AIs
  • Fixed: Birds flying in place
  • Fixed: Crash when AI is switching weapons and is put into the unconscious state 
  • Fixed: AI shooting at disabled AIs 
  • Fixed: Birds not being visible 
  • Fixed: PerceptionComponent now properly determines its FOV
Modding
  • Added: Properties to systems at the project level 
  • Added: Access to LOD index in anim expressions
  • Added: HijackDamageHandling, a function that gives a large control of DamageHandling to script 
  • Added: DamageManager.ShouldCountAsHit, moddable function to ignore hits on damage managers
  • Added: UpdatePosition/UpdateAAB/UpdateRadius to respective grid maps 
  • Added: RegisterEntity/UnregisterEntity to TagSystem 
  • Added: DamageContext class interface
  • Added: Visual warnings when entities with damage managers are missing hitzones or a default hitzone
  • Added: Entities with damage managers without hitzones will not be spawned when going into play mode
  • Added: Workshop: Script API to get the list of contributors 
  • Added: SetIKTarget and SetIKTargetPlane functions on CharacterAnimationComponent
  • Added: Event for showing/hiding player loadout gear during vehicle get-in/out animation
  • Added: Anim event for spawning/despawning prefab with RplComponent in L/R hand prop bone
  • Added: BaseCompartmentManagerComponent.GetOwner to script
  • Added: ItemUseParameters can now specify the Binding Name to which the item's animation graph should be bound
  • Added: Support for Event_Item_Action_MakeItemInvisible to make an item invisible during ItemUse
  • Added: SetMaxHealth forces health sync to clients
  • Added: GetHitZoneByColliderID and GetHitZonesByColliderIDs
  • Added: Getters for finding actions of provided type in AIBaseUtilityComponent
  • Added: Script getters for various components in BaseTarget class
  • Added: Ability to change IKPoses per magazine and ability to provide IKPose override based on stance for weapons and items 
  • Added: InventoryStorageManagerComponent.CountItem to count the number of items from a predicate inside the inventory
  • Added: AIWeaponTargetSelector.HasWeaponOfType
  • Added: AIWeaponTargetSelector.FindWeaponOfType
  • Added: AIWeaponTargetSelector.GetMagazineCount
  • Added: InventoryOperationCallback.GetItem to be able to know which item is used in the operation
  • Added: Optics - Ability to standard reticle colors via attributes of SCR_2DOpticsComponent
  • Added: AttachmentSlotComponent.ShouldSetResource/ShouldSetAttachment API
  • Added: On SightComponents on weapons you can force the nearby DOF to be the simple depth of field for this sight
  • Added: Option to lower player weapon when using SCR_ScriptedUserAction.OnActionStart
  • Added: Graph API 
  • Added: SCR_ContainerBudgetManager class for managing budgeting on game systems or frame-dependent logic
  • Added: "Save In Loadout" property on BaseInventoryStorageComponent, to decide if the storage should be saved in the loadouts
  • Added: Vehicle overall drivetrain damage can now be retrieved using the GetMovementDamage method 
  • Added: SCR_WheeledDamageManagerComponent which can take in account wheel damage 
  • Added: NwkPhysicsMovementComponent to synchronize generic physical objects in multiplayer
  • Added: Systems can now decide if they are only on client, only on server or on both 
  • Added: Systems can now save and load replication data between client and server 
  • Added: Systems can now send broadcast RPCs from server to clients 
  • Added: UpdateBlacklist, OnInsertRequested and OnBeforeDelete to provide scripted control over the GarbageSystem (T176454)
  • Changed: The GarbageMananger was replaced by the GarbageSystem. It is now configured only through the ChimeraSystemsConfig.conf. The config layout has been adjusted to give mods finer control over rule priority
  • Changed: TagManager entity is now the TagSystem. Any usage of the old entity class in custom maps needs to be fixed.
  • Changed: SCR_WheelHitZone now inherits from SCR_VehicleHitZone 
  • Changed: EWheelDamageState renamed to SCR_EWheelDamageState 
  • Changed: HitZoneContainerComponent is now sealed
  • Changed: Renamed ScriptedHitZone to SCR_HitZone
  • Changed: Renamed SCR_DestructionBaseComponent to SCR_DestructionDamageManagerComponent
  • Changed: ActionManager in the PlayerController isn't assigned if the PlayerController doesn't belong to the locally controlled character
  • Changed: Renamed PlayerController.OnPlayerRegistered to PlayerController.OnLocalPlayerRegistered as it better describes when the method is called
  • Changed: Reworked functionality of SCR_AdjustSignalAction to support click, click and hold as well as hold and scroll actions 
  • Changed: SCR_ResourceContainer.SetResourceValue to SetResourceValueUnsafe
  • Changed: SCR_ResourceContainer.SetResourceValueEx to SetResourceValue
  • Changed: PIP Optics - Parallax m_fProjectionDifferenceScale replaced with m_fVignetteParallaxScale that accounts for optic FOV 
  • Changed: Integrated rest of muzzle attachment classes (pistol and 308) present in Attachments Compatibility addon with vanilla game. Please remove any dependency on the Attachments Compatibility addon in your mod, since it will clash with vanilla classes. Names of the muzzle classes are the same so it is not necessary to change it in the data itself.
  • Changed: Game Master now takes character Groups, Characters, and Vehicles from the Entity Catalog rather than the Game Master specific list. This means that the two lists are now merged into one and the catalog entry requires the editor data type in order for it to show up in the correct modes. While the old list is still supported (and stays for things such as compositions, systems, and props), any new entities of the named types will be added to the catalog only. 
  • Fixed: Previous params fetch fail when publishing an addon for the first time was logged as an error
  • Fixed: BaseContainer.Cast was always returning null
  • Fixed: Crash in anim editor when adding event to very long animation 
  • Fixed: SCR_Shape.DrawCircle precision issues with small radius
  • Fixed: It was not possible to call super method in overrides of PerformReaction of SCR_AIDangerReaction-derived classes, which made it hard to mod those methods
  • Removed: SCR_HitZoneContainerComponent
  • Removed: BaseScriptedDamageManager
  • Removed: EMISSIVE_GLASS_SLOTS property from StreetLampComponent. This is not supported anymore. 
  • Removed: SCR_FuelNozzleComponent is not needed anymore
  • Removed: InventoryItemComponent.SetCanBeGarbageCollected method and attribute, replaced by UpdateBlacklist calls to the GarbageSystem directly
General
  • Added: JIP functionality for after death deactivation of character
  • Added: Character can now be forced into fall by applying enough up impulse
  • Added: Allow rebinding lean and stance adjustment modifiers
  • Added: Support for multiple sight components on turrets 
  • Added: Player's movement speed and stamina consumption is influenced by the slope of surface they move against
  • Added: Game modes can now have Supply resource system disabled and Spawn cost now has a multiplier dictating how many supplies it costs to spawn
  • Added: Saved loadouts are now available after a disconnection or a kick
  • Added: Arsenals with repair kits to Tool Racks in the world  
  • Added: Server restart timer to end screen
  • Added: Inventory - Press F/Y to equip, and hold F/Y to use an item directly. Thanks to Scalespeeder for the suggestion! 
  • Added: Game master mode now allows for placing vehicles with crew and/or passengers using the toolbar buttons when placing a vehicle 
  • Added: Vehicle ground and water collision VFX and SFX
  • Added: Free Roam Building mode is now used for requesting vehicles and AI soldiers. Possibility to command AI in base via Free Roam Building
  • Added: Parallax projection for PIP sights
  • Added: Rotor collision particles and sound effects for helicopters
  • Added: Static compositions are blacklisted from GM asset browser and are only available at specific places in world
  • Added: All weapons have a tailored depth of field intensity when using Bokeh
  • Added: Game Master now features a "Create Player" action and the associated Controller input is to double tap "a."
  • Added: Spawning with loadout takes the cost of the entire loadout 
  • Added: BTR-70 can be set on fire when ammo storage, engines or fuel tank are hit with penetrating ammo. Ammo storages are located above second axle and below the turret, where the ammo boxes can be seen inside cargo compartment. Engines are located above fourth axle. Fuel tanks are located in the back. 
  • Added: First iteration of simple controller keybinding
  • Added: Synchronization of physical weapon drop 
  • Added: ScreenShake for occupants effect when crashing any vehicle 
  • Added: Game Master now supports Replicated Visibility setting where if enabled, when the visibility of a Game Master Entity changes, it is replicated to all Clients
  • Changed: Vehicle inventories have been changed. Items have been updated and some vehicles now have arsenals with specific items
  • Changed: Optimizations around InteractionHandlerComponent
  • Changed: Relays now only work if the encryption matches the transmission
  • Changed: Vehicles - Default fuel consumption multiplier reduced from 12 to 8 
  • Changed: Game Master Content browser now supports entries from the Entity Catalog and is used to spawn vehicles and groups in build mode
  • Changed: Increased the fuel support station range of fuel pumps to make refueling with larger vehicles easier 
  • Changed: Arsenal items in catalogs can now have separate costs for arsenal items depending which system asks for the cost. Magazines in resupply kits, for example, will have a separate cost from magazines in arsenals to balance out use cases 
  • Changed: Rotors now take collision damage at lower speeds 
  • Changed: Inspect Casualty Widget now disappears after 5 seconds 
  • Changed: Vehicle ramps in the world now have the ability to repair vehicles fully with the Repair wrench
  • Changed: Ragdoll simulation is now independent of server FPS
  • Changed: The garbage collection behavior was adjusted to minimize the impact on gameplay:
    -Items on the ground will not be removed while a player is within a 5-meter radius of it
    -Vehicles loaded with at least 25% of their supply cargo capacity have twice the lifetime (40 instead of 20 minutes)
    -Getting within a 25 meters radius of a vehicle will reset its lifetime to at least 5 minutes and will only start to count down once no more players are nearby (T177753)
    -The Game Master clean map button no longer removes items dropped, or vehicles exited within the last minute (e.g. reduce disruption to players working on their loadout)
  • Tweaked: Prone weapon deployment offset of buttstock from shoulder has been changed to prevent weapon clipping into the head
  • Tweaked: Unconscious ragdoll parameters, so it doesn't end so quickly
  • Tweaked: Significantly reduced secondary fire damage and removed impulses from them 
  • Tweaked: Increased reload time of M60 and PKM on tripods to 7.5 seconds 
  • Fixed: False positive weapon deployment positions, where the weapon would undeploy in next frame
  • Fixed: Character would be teleported on top of another character if they run into each other
  • Fixed: When a character enters fall and is unconscious it doesn't interrupt it but makes it ragdoll instead
  • Fixed: When a character becomes unconscious when falling it didn't exit fall command
  • Fixed: Freezing of game when player ejected from flipped vehicle
  • Fixed: Dropping ALICE Automatic Rifleman with machine gun ammo and picking it up will place magazines outside of pockets 
  • Fixed: Character was slowly sliding away from the turret at certain angles
  • Fixed: Character orientation in unconscious animation is now calculated using normal of surface
  • Fixed: Particles were not paused anymore 
  • Fixed: Character can no longer fall through small gaps
  • Fixed: Character doesn't get pushed away from surface when landing during jump
  • Fixed: Jerrycan could be desynced if left inside vehicle while in hand
  • Fixed: Character movement uses mousewheel speed adjustment even when input type is analogue 
  • Fixed: Character turning at a spot on a slope leads to continuously interrupted turning animation
  • Fixed: User actions were sometimes hard to access/view 
  • Fixed: Character exiting from a turret propped up on sandbags would exit in the air and drop down 
  • Fixed: Gadgets - Equipped gadget was sometimes still attached to character's hand when pointing 
  • Fixed: Character could interrupt continuous action and continue it right away, breaking anim 
  • Fixed: Character - Selecting an item/gadget while loitering will equip that item once loiter is cancelled 
  • Fixed: Street lamps were not correctly disabled when playing during daytime 
  • Fixed: Replication flags of throwing did not reset on the server, leading to bugged out throwing animations
  • Fixed: Character - Ragdoll started inside/on top of the vehicle when a character dies at the beginning of getting out animation 
  • Fixed: Character - ADS toggle in rejected while obstructed in 3rd person view 
  • Fixed: Flickering powerline shadows on world leaf boundaries
  • Fixed: Streamed in dead bodies didn't have their physics destroyed
  • Fixed: Dropping your clothes while a tool is in your hands won't leave you stranded with the tool stuck to the hand, visible to everyone
  • Fixed: Character stuck in the falling animation after jumping off a ladder
  • Fixed: Character got stuck in item changing when they started falling right after exiting a vehicle
  • Fixed: Server Browser - Stuck in a password loop when displaying details 
  • Fixed: Climbing on a ladder and running away could cause a character desync
  • Fixed: Character got stuck if they started using an item immediately after using the previous item had finished
  • Fixed: Forced freelook now does not reset toggle freelook input
  • Fixed: Dropped jerrycan cannot be refueled
  • Fixed: Vehicle 3rd person camera offset was too extreme
  • Fixed: Host would loose mouse control of character when a client dies
  • Fixed: Ladder command is not cancelled when character is teleported away from it while climbing 
  • Fixed: Hide gadgets in hand when doing picking up animation 
  • Fixed: Helicopters involuntary take-off when ground assist is enabled
  • Fixed: Player could get stuck in inspect animation  
  • Fixed: Magazine/Grenade stuck to players hand when reloading is interrupted 
  • Fixed: Collimator sights were jittery
  • Fixed: Character preview was very slow
  • Fixed: Major character shaking during weapon deployment while moving weapon using A/D in first person view
  • Fixed: The grass was flattened under helicopters even when it was high in the air
  • Fixed: Game Master button being visible in debriefing menu when it should not be
  • Fixed: Destruction multi-phase component plays duplicate destruction effects when destroying it with RPG in multiplayer
  • Fixed: Keybindings - Missing input filter preset names on Game Master category bindings 
  • Fixed: Keybindings - Missing input filter preset names on Manual Camera category bindings 
  • Fixed: Keybindings - Missing input filter preset name on Common - Perform action binding Kicking and banning player as client in admin mode
  • Fixed: Moving inventory items within character inventory while virtual arsenal was open would cause them to get refunded
  • Fixed: Opening virtual arsenal within character storages caused it to become bugged
  • Fixed: Supply explosion VFX for vehicles was paused until vehicle appears on screen 
  • Fixed: Turret freelook was influenced by weapon elevation 
  • Fixed: Fall damage is now applying damage to physical hitzones and can be healed 
  • Fixed: Listen Server - Dropping weapon as the Host would drop them for connected clients 
  • Fixed: "Clear dead or destroyed entities" GM action is available for client GM
  • Fixed: Moving Items directly to a vehicle while the vehicle storage is opened and the trunk is full will now move the item into cargo if it is available and has space
  • Fixed: Arma vision player character effects are not applied to enemy faction
  • Fixed: Windows are not destroyed
  • Fixed: Random Weather Changes parameter in mission header is now working correctly
  • Fixed: M72 launcher had excessive depth of field effect in ADS when using Bokeh
  • Fixed: Vehicle refund action works properly now
  • Fixed: Character/Soldier/Group refund action works properly now
  • Fixed: Conflict - Transporting dead crew members no longer awards rank progression
  • Fixed: Supply count not updating properly on build mode
  • Fixed: FIA arsenals did not have the system filter assigned to them 
  • Fixed: Supplies not updating correctly when Game Master moved compositions with supply storages 
  • Fixed: Game Master: Updated entities in the game master to have a default Entity name instead of a placeholder name 
  • Fixed: SCR_ResourceSystem.OnUpdate VME when deleting a vehicle
  • Fixed: Conflict - FIA enemies should no longer appear in player's near proximity
  • Fixed: "Trucker Joe" achievement would not be unlocked even when the condition was met
  • Fixed: Controls - Radial menu does not block aiming with mouse 
  • Fixed: Tasks were not able to be assigned via map marker
  • Fixed: PIP Sights - Reticle lines were significantly thicker compared to 2D sights, despite using the same texture 
  • Fixed: Car engine stop sounds were not being played 
  • Fixed: Players couldn't spawn on a base that doesn't have enough supplies 
  • Fixed: Conflict - "Base seized" jingle playing when connecting to a match
  • Fixed: Smoke trail of a rocket disappeared right at the moment the rocket exploded
  • Fixed: Building preview could be possibly spawned to player who doesn't use his shovel or the preview is out of his reach
  • Fixed: Arsenal did not refund dropped weapons
  • Fixed: Moving items after interacting with Arsenal caused them to get refunded
  • Fixed: Sandbox resource container decay and gain grace/timeout periods now take effect
  • Fixed: Empty groups on Game Master are no longer visible
  • Fixed: Debriefing screen Chat and GM buttons could not be used via keyboard/controller
  • Fixed: Debriefing screen could not be opened via keyboard/controller
  • Fixed: Tasks with unassigned faction threw VME on UpdateMapTaskIco
  • Fixed: U.S. Command Post now properly shows up when searched through Asset Browser within
Game Master
  • Fixed: Character's stance wouldn't reliably change when character was colliding
  • Fixed: Character was sometime falling straight down from flying helicopter
  • Fixed: CWU-27/P Pilot Coveralls have spots on the rear of the characters that clip through the model 
  • Fixed: Removing uniforms and/or helmet in a vehicle will no longer make your backpack reappear 
  • Fixed: Shells were not getting replicated over long-range distances
Server Administration
  • Added: RCON - Configurable limit for max connected RCON clients (maxClients)
  • Added: Server config parameter to completely disable AI (disableAI)
  • Changed: RCON - Exposed logs to normal log level
  • Fixed: RCON - Minimum length for password (3 characters) was missing in config validation schema
  • Fixed: RCON - Update interval for better responsiveness when processing commands
  • Fixed: RCON - Removed null-terminator in response packets for Protocol Compliance
  • Fixed: RCON - Whitelist and blacklist params could not be defined with empty arrays
  • Fixed: Server will now shutdown with proper error message when it is launched with blocked addons.
Gamepad
  • Changed: Control scheme for character has been adjusted based on community feedback and current possibilities 
  • Changed: Jump out actions - 2x instead of Hold, to better prevent accidental ejections
  • Changed: Freelook - RB Hold instead of RS Click toggle
  • Changed: Temporary sprint by keeping LS pressed allowed again
  • Changed: Adjust lean changed to RS + LS Horizontal
  • Changed: Adjust stance changed to RS + LS Vertical
  • Changed: Helicopter engine to LS + X (was View + X)
  • Changed: Helicopter brakes to LS + B (was View + B)
  • Tweaked: Simplified WeaponSelectionContext
  • Reverted: Quick slots reverted to Hold View
  • Reverted: Lower weapon reverted to RB + B Click
  • Reverted: Safety reverted to RB + B Hold
  • Reverted: Weapon selection back to View + XYAB
  • Reverted: Drop back to View + DPad Left
  • Reverted: Unequip back to back to View + DPad Right
  • Reverted: Point hand back to RB + DPad Right
  • Reverted: Switch optics back to RB + Y Click
  • Reverted: Toggle illumination back to RB + Y Hold
  • Removed: Focus from RS Hold
  • Removed: Toggle freelook from RS Click
Scenario Framework
  • Added: SlotWaypoint with extended waypoint API for SlotAI
  • Added: New attributes for SlotAI such as formation, combat type, and perception factor
  • Added: AI actions for SlotAI 
  • Added: Action Spawn Objects Based On Distance with many options
  • Added: Action On Compartment Entered Or Left
  • Added: Audio Voiceline Actions and processing based on spawned objectives
  • Added: Action Show popup notification
  • Added: Action to feed string parameter according to the prefab display name
  • Added: New vehicle actions to start/turn off engine, Set Fuel, OnEngineStarted/Stop events, and DamageWheels
  • Added: Randomize ragdoll attribute for Kill Entity action
  • Added: SpawnPoint Plugin API
  • Added: Better descriptions, new prints to inform scenario creators about improper setup, and simplified getting entities
  • Changed: Wait and Execute action extended by randomization and looping settings
  • Fixed: Action Show hint not working on dedicated
Feb 20, 2024
Parasitic Evil - s0300455
0220 New Updates!!

1. Add the option to adjust the font size.

2. Increase the transparency of the hiding bushes.

3. Fix the problem with the game starting in plural.

4. Some UI and file size display adjustments.

Thank you for your support and encouragement💌!
Playmeow Games
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