Isonzo - Wilson
It’s a very special day today, as we mark the anniversary of the start of the Battle of Verdun. Our very first game in the WW1 Game Series was named after this massive clash between the French and German armies, and it can certainly be considered one of the most significant battles of the war.

As well as looking back at the Battle of Verdun, we also have a new campaign event with the possibility to win a teaser reveal, another image from the upcoming Isonzo cosmetic DLC, and we compare the types of weapons you can use in each WW1 Game Series title. Off we go!

A map of the Verdun area.

The Battle of Verdun
The Battle of Verdun began on this day 108 years ago, on February 21st 1916. It was the longest battle of the war and one of the longest in history. The German plan was to capture strategic defensive positions from the French and then destroy their reserves when they tried to counter-attack.

It began well for the Germans with the stunning capture of Fort Douaumont without a shot being fired. French commanders had ordered the fortress almost entirely emptied of men after Belgian forts were destroyed early in the war, and small German patrols were able to climb inside through (unoccupied) firing slots intended for machine gunners. Once in German hands the extent of the mistake by French command became clear – Douaumont was a more modern fortress, and proved entirely capable of withstanding the kind of heavy artillery that had devastated the Belgian positions.

Fort Douaumont in Verdun.

However the attack soon bogged down, and French reinforcements organized a strong defense. French General Nivelle gave the famous ‘On ne passe pas’! declaration which can be translated as ‘they shall not pass.’ In the event of German advances immediate counter-attacks were to be organized. This might seem to be exactly what the Germans had hoped for, but they had not established the impenetrable defensive positions they hoped for. Instead, by late March French artillery was pounding their positions and causing heavy losses.

Fierce fighting continued even as both sides pulled troops away from Verdun in July to support the Battle of the Somme. The Germans gradually reduced their commitment further, until in September and December the French were able to recapture most of the ground lost earlier in the battle. It officially ended on December 18th, almost four months after it began.

Change history, win a teaser in our new campaign event
For those who haven’t fought before, our campaign events are special multi-front battles in Verdun and Tannenberg, where every kill is tallied up, and the side which manages to lose the least troops wins. You can earn a medal for participating in the campaign, with a shinier medal for fighting on multiple fronts. The Battle of Verdun Weekend Campaign will run from Friday February 23 through (surprise!) the weekend, and end on Monday.

Did you know that the Central Powers haven’t been able to secure a win so far? To give them a bit of a boost, let’s up the stakes a little this time around: if the Central Powers manage to come out on top, we’ll give you the first big teaser for the upcoming new game mode in Isonzo!

We’ve been working on a grand map showing every battlefield in the series – here’s the Western Front part, with a bit of the Italian Front.

Can you change history and see the Central Powers win the battle for attrition as planned for Verdun? Or will they once again be unable to pass?

Guns Across the Fronts
Every game in the WW1 Game Series so far features rifles, bayonets, pistols and grenades. But if you want a shotgun, you’ll need Verdun. Sabre? Tannenberg. Rifle grenades are only in Isonzo. Why the differences?

Verdun
Our first game has quite the variety of weapons, and this is a function both of gameplay design choices and the setting: the Western Front saw some of the greatest weapon variety in the war. With some of the largest and most heavily industrialized countries gradually moving to a total war footing, all kinds of weapons were tested, improved, and invented.

Unique weapons to Verdun include the Winchester Model 1897 ‘trench gun’, the MP 18 submachine gun, flamethrowers, and even an anti-tank rifle, albeit only in the Attrition and Team Deathmatch game modes.


One notable omission is the heavy machine gun. On the sometimes narrow maps of Verdun there can be a fine line between places where an HMG would be overpowered and places where they would just be useless. In any case, the LMGs available to specific squads can provide weight of fire when needed. Heavy machine guns would become part of the WW1 Game Series though, with the release of...

Tannenberg
Yes, heavy machine guns made their debut in Tannenberg, where more open maps and freedom of movement for players allowed for both better fields of fire and more flanking routes. They were part of a number of new map features alongside things like command posts for calling in support, and ammunition crates. Also new to the series were swords, used by specific members of specific squads and offering unrivalled close combat power.


A number of the more advanced or unusual weapons were not present in Tannenberg, like the flamethrower and light machine guns. While these did see use on the Eastern Front historically, they were less common than in the west. It was also an intentional design choice to increase the importance of maneuver and positioning rather than having special weapons breaking gaps in defensive lines as you sometimes saw in Verdun.

Isonzo
Which brings us to the present day and Isonzo, which in many ways is the best of both worlds. Light machine guns and sniper rifles share the battlefield with heavy machine guns and the newly added mortars and field guns. One major factor was the new class / loadout system in Isonzo, where instead of players choosing squads and each squad having different roles each with different loadouts, you simply pick a class and a suitable loadout. The key difference is that class limits can be set as part of the map design – in Verdun there was nothing to stop every German squad going Landser and having their MG-Schütze take an LMG. In Isonzo the number of potential LMGs and snipers can be limited to prevent them getting out of hand.


There were also new utility weapons and equipment added, from the flare guns used by officers to target support call-ins to the canteens and instruments used for buffing yourself or others. Of course the bulk of the fighting is still done with trusty rifles, pistols, grenades and bayonets – but the more specialist weapons and map based heavy weapons can make all the difference if used right.

The Warming Continues
We’ll round off with a few more teasers from the upcoming cosmetic DLC, full of extreme cold weather clothing. You enjoyed last week’s Sgt. Chungus Italian engineer, and we hope you’ll be as enthusiastic for this pair of Austro-Hungarian assault troops and their impeccable mustaches.

Both men have goggles ready in case of blinding sunlight off the snow, and the man on the left is wearing a ski suit and shoes.

Good luck with the campaign soldiers!
Let’s see if you can earn that teaser…
MimiCries - miniversal.games


Today marks a full week since the full version of MimiCries was launched!

We appreciate all your support so far, and are continually working to improve the game with player feedback in mind.

Game Updates:
Some minor graphical changes to various scenes in the game.
Aesthetic improvements to the end credits sequence.

Bug Fixes:
A minor bug was found where the game froze during a specific cutscene.

We hope that you have been enjoying MimiCries so far!


Thank you for your continued support and patience.

Get in touch with us via our Socials, or Email us directly at Miniversal.games@gmail.com


Soulworker - Breathing_Is_Fun


Hello! This is an announcement from SoulWorker.

We would like to inform you about the current development status of SoulWorker.

The transition progress is running smoothly and we plan to complete it by February. Further updates will be released sequentially from March onwards.

We are also excited to announce some of the content which is currently in progress.

Future Updates:

Content:
- Addition of Hidden Hideout: Heroic Mode, entry-level 82 / number of participants: 1~4 players.
Once the raid is opened, this content can be participated in indefinitely.
- Golden Maze (Tentative name): Additional content necessary for expanding functions of reinforcement will be scheduled.
- A new maze will be added at Episode 2.5. With the addition of the new story, the level will be raised to 85 and the Mastery Level will be adjusted too.


Future Sale Items:
- [Dhana] The Lord of Dark Forces

System changes related:
- DirectX 11 Support: We are going to apply updates for DirectX to provide better game optimization. With updates in DirectX 11, gameplay in an improved environment will be applied where several characters and NPCs appear simultaneously.
※ Depending on the condition of gameplay, there are cases where it may not be possible to experience the effects.
- Skill adjustment: Skill balance will be adjusted for all characters.
- Upgrade: The maximum enhancement value will be increased from +9 to +15.
- Scheduled addition of Mystic Akashic Records [Tenebris]

Regarding the update schedule, we are currently adjusting it, so we will inform everyone once the details are decided.

Furthermore, we will be re-running past in-game events to make it easier for players to strengthen their equipment that can be obtained from the current content until the next update.

Once again, we apologize for keeping everyone waiting. In the future, we will keep you informed of the development status and update the schedule to the extent that it can be disclosed.

Thank you for your cooperation.
Feb 21, 2024
后室重生Backrooms Rebirth - SJGZS
We fixed a little bug
Fishing Planet - Dennis_FP


Dear fellow Anglers,

We're here to announce that the First Season of Club Leagues, the Icebreaking Angler Rivals, has drawn to a close. You can check out all the winners in the Leagues Tab within the game. Although there are too many to mention across various platforms in one post, their names will be marked in the Fishing Planet history.

​​​​​​​First and foremost, a huge congratulations to all the winners! We extend our gratitude to all who participated, as well as to the clubs that persevered until the very end. You have shown an impressive dedication, strength, and persistence.

It’s been a long journey and we understand that the road hasn't been without its bumps. Throughout the season, we've been diligently gathering and forwarding your feedback to our developers. While we refrained from making mid-season adjustments, we carefully considered all of your comments, suggestions and ideas for future improvements. We deeply appreciate your willingness to share your opinions and help us enhance the game.

Looking ahead, we've decided that a comprehensive overhaul of the Club Leagues feature is necessary. We intend to take the time to thoroughly review all your feedback and devise improvements in your gaming experience. Given that our primary focus at the moment is the upcoming ocean map, which we're eager to release as soon as possible knowing your excitement, we've made the decision to give the Club Leagues  our undivided attention after the launch of the new map.

We hope you'll stand with us on this decision, recognizing it as the best path forward for now. The Club Leagues will come back after the improvements that we will take care of while you’ll be enjoying Saltwater fishing.

Regarding the new map, we sincerely appreciate your patience. Rest assured, we'll be providing a series of Dev Diaries detailing the features awaiting for you, starting with a focus on the Fishing Together feature in just a few days.

Plus, mark your calendars! Today at 7:30 pm Central US Time, Fishing Planet’s Game Designer Andrii will be live on {LINK REMOVED} channel, answering all your questions about the ocean map. Don't miss out!


Thank you for your continued support.
With the warmest regards,
Fishing Planet Team

Ruins of Majika - Ayeng
ver 1.4r (2024/02/21)

  • Added visual indicator of Steam Achievements per level in-game.
  • Adjusted fire orb and ice orb purchase price.
  • Fixed some buildings with incorrect colliders.
  • Fixed some enemy Health bars with incorrect height.
Feb 21, 2024
Deep Rock Galactic: Survivor - Stidsholt
Hello Survivors,

An amazing launch!
What a week it’s been. First of all, a huge thanks to all of you for making the early access launch exceed our wildest imagination. We never imagined the game would sell more than 500.000 units in just a week. We are humbled, grateful, and very very busy working on the game.

Let's talk about the future of Deep Rock Galactic: Survivor.

The Road Ahead
The game launched in Early Access one week ago, and we've deployed a couple of hotfixes since. More hotfixes are inbound in the coming days and weeks to address various issues with the game. A massive shoutout to everyone who takes time out of their day to send us bug reports and error logs that help us track down these bugs. We know there are still a ton of things to fix, but thankfully, that is what Early Access is for, and we hope you will stick with us on this journey.

On our Discord there is a #feature-suggestions channel where you can type /feature to add an idea that other people can upvote. If you think your idea might already exist in the channel, be sure to use the search function before adding it. There’s also channels for discussing feature additions, and one for general feedback about the current state of the game. We try to read everything.

Work on the first content update is already well underway. The sharp eyed Scouts among you will have noticed a Roadmap on the Steam store page. We'll post it below for good measure. The top part of the roadmap is a list of things we'd like to add to the game in the coming weeks and months, but these sections are very much subject to change, and they are not in order of priority.

We’ve already gotten a sample of your spirited and passionate thoughts around the game, and we hope you’ll continue to give your honest feedback. We’re still learning to navigate the ins and outs of early access so bare with us, and know that we are doing our best.

Rock and Stone!
The Funday Dwarves

Feb 21, 2024
Russian Fishing 4 - Levo


Server restart
On February 21 at 10:00 PM CET / 04:00 PM EST the game server will be restarted. The approximate duration of the work is 2 hours.

FishSoft Team
Bootstrap Island - Bootstrap Island
Dear, Survivors!

Tomorrow is the day! Bootstrap Island Early Access Launch! There will be a 20% Launch Discount for a limited time.

Our small team has worked for years to make a VR game which would feel so immersive that it`s graphics, systems, gameplay and narrative would blend together to create something that completely transports you into another world and lets you experience an adventure which isn’t possible in any other medium.

The road has been difficult but we are still committed to our ambitious vision. Early Access lets the players’ voice direct the core gameplay to simply make a better VR game.

Thank you, survivors, for all your support and feedback up to this time. The work is not done - it will continue throughout Early Access!

The Gameplay Reveal for the Early Access! Spoiler alert!



We welcome you to join the conversation:
Discord https://discord.gg/x48uSXbUyv
Twitter- https://twitter.com/BootstrapIsland


Geometry Survivor [0] - Alex_Gekko


NEW STUFF:
Now in Boss Arena, you can spend Time and other types of souls for quick HP and Mana cell recovery, as long as you have something to pay (new selling items in progress)
Press "E" to trigger it (i forgot to add button, update tomorrow)
The store is still not fully open, someone is missing there. He will appear in the game after adding the new Explosive Aim type (maybe later)


REBALANCE:
  • Torus enemies pink material fix
  • Pyramid Bullet Homing radius increased from 3 to 6
  • LVLup scale changed from 10% to 15% and every enemy score was reduced
  • For the first 90s you collect more exp for a fast start, use this opportunity
  • Elite item Adeptus Cubus speed reduction reduced from 50 to 25
  • Elite item Adeptus Orbitus now adds 20% of the mass, instead of doubling it
  • Elite item Adeptus Triadus Bullet damage reduction reduced from 50 to 25
  • Elite item Adeptus Lustratus now gives you +1s to Invincible time
...