Vindictus: Defying Fate - Vindictus: Defying Fate
Greetings, Mercenaries! This is dev team of <Vindictus: Defying Fate>.


This is dev team of <Vindictus: Defying Fate>We are super excited to introduce this game and the upcoming global pre-alpha test on Steam.

▶ About <Vindictus: Defying Fate>
<Vindictus: Defying Fate>is an action RPG taking place in the same realm of 2010 MMORPG Vindictus, but completely developed into a new game with the Unreal Engine.

It tells the stories of various characters progressing towards the truth of the world's fate within a fantasy universe based on Celtic mythology.

While the story is not revealed during this pre-alpha test, we plan to present a new interpretation of the original story in the launch version, taking it in a different direction.
For other questions and curiosities, detailed answers can be found in the official FAQ.

▶ Our Development Story
Original <Vindictus>, serviced from 2010, was acclaimed for its great action from the initial launch with many unique characters with amazing narrative.

Our team decided to focus more on substantial action-oriented experience and creating a game structure that allows deeper immersion in the narrative.
So, after three months of prototyping in early 2023, we commenced the development from April with this goal in mind.

In the future, we plan to support not only PC (Steam) but also console platforms, allowing even more players to enjoy the game.

▶ Key Feature of the Game
Our gameplay is based on single-player mode.
Based on single-player gameplay, we aimed to create unique action styles and exciting combat.

Each character has unique abilities and combos with different aspects of attack & guard, allowing players to choose actions that suit their style.
This provides a fresh experience of battle against the same monsters.
By utilizing each character's weapons, skills, and combat skills, players can continuously challenge fearsome monsters with unique patterns, exploiting weaknesses to defeat them.

Another aspect of enjoyment in the game is the variety of character outfits.
We will provide sample outfits for the pre-alpha test, but plan to offer even more outfit designs that meet the expectations of players upon official game launch.

▶ About the Pre-Alpha Test
We hope to provide an even better game by listening to players' voices and gathering feedback through our early build stage.

[Pre-Alpha Test Schedule]
  • March 13, 2024 6PM – March 18, 2024 1AM (PDT)
  • Platform: PC (Steam)
    ※ Please note that data during the test will be all reset after pre-alpha
During the pre-alpha test, you can choose from the two playable characters.
The dev team is planning to add new characters from the original IP and also some new original characters that are unique to our game through continuous updates.

Next, you’ll have access to the combat system in the early stages and some outfit customization features.
However, please note that the costumes and gestures applied in this pre-alpha are for testing purposes, so they may not necessarily match the characters' actual personalities.

As this is an early-stage test, you may encounter optimization issues such as lag.
In such cases, please adjust the graphics settings from the menu.
The dev team will gather feedback from players throughout the test schedule and work hard to ensure you can enjoy the game smoothly in the future.

We appreciate your understanding and cooperation.

▶ Pre-Alpha Test Spec and Future Plans
As it's the early stage of the game, please note that the story system is not implemented yet, so we may not fully showcase the specific universe of Celtic mythology.

For the pre-alpha test, please understand the main focus is on the combat system.
The storyline, growth system, character stats, exploration, items, and strong attacks on the boss enemies in 'groggy state' have not been implemented yet but will be updated upon the official launch.

Please note that characters’ parry actions are currently under development but are not implemented in this test version.

We appreciate your understanding.

▶ Official Community
Stay tuned for our game’s latest news and information by joining our official communities!
We will share more details, including the test schedule, through our official communities.

The development team eagerly awaits mercenaries’ participation and feedback.
Based on your heartful input, we will continue to work diligently to further make a better game.

Thank you.
TELETEXT - div
> Progress now gets saved correctly
> Added a "fullscreen" mode ( NOT RECOMMENDED ) as it was requested by a lot of players
The Sinking City - foxywitchery
Today we're saying goodbye to the old version of The Sinking City, it has been removed from Steam.

The new version is available to play. It includes the bug fixes and optimizations previously released for the game on other platforms.

More details are on our F.A.Q.
Swordai Playtest - castavernas
This patch has some focuses on tweaks to the new player experience and changes to the controls.

  • Gave click-drag mode a more clear indicator that is designed to help new players adapt to the mouse controls more easily. When you click and hold a direction selection display appears and you can see your current drag direction as an arrow that grows as you continue to drag. A direction is selected only when the arrow reaches a certain size that is determined by your click-drag sensitivity. This gives you the ability to observe and correct your direction input at the cost of being a bit slower. Playing with sensitivity 1 is exactly as it was before, while playing with a low sensitivity means that you can very easily verify that your drag is in the direction you intended prior to executing your block/attack. The goal of the system is that the game will be less frustrating due to input errors when you are new while also giving more clear visual feedback on your mouse movements. As players improve I imagine they will increase the sensitivity towards 1. I can fight almost as well as normal at 0.5 sensitivity and as well as normal at 0.8
  • You can no longer combo off of your opponents block. The time after which you can't act is very short so that you can react to an immediate riposte and is ping normalized. Because of this you can still attack again quite quickly, but you don't get the combo bonus for doing so and the lockout is still enough to slow you down a good bit so if you try and immediately attack again its harder to combo block off it and if you fail to do so and trade into a riposte you are likely taking ~10x the damage you deal (full charge attack vs light attack + riposte damage reduction).
  • *The buffering system changed so that your direction input is captured at the time that you try to buffer the action rather than as soon as you are able to block or attack. Buffering a second action overwrites the buffer. Your buffered action immediately executes as soon as it can. So for example you swing and miss, and while recovering try and attack up and then change your mind and block upleft and then turn your head to look right, all before the swing recovery ends. At the instant it ends if you are still holding RMB down you will be blocking upLeft.
  • A myriad of very minor tweaks and changes to some of the single player content, I still have another round of polish to do on some of that.
  • Added an attack trainer to home so that you can practice kicking / feinting / comboing against a blocking opponent of varying difficulties. Be sure to hold TAB to see his information panel as he has some good tips.
  • Reordered the challenge of initiation and memories
  • Changed the drag click smoothing function, I think it should feel a bit more precise
Feb 28, 2024
Lifeform Zero - WorstGenAce
Fix UI text issue
Fix the problem of selecting object distance
Feb 28, 2024
IROMAZE Ink Shop - ScreenPocket
Korean Support
Indonesian language support
Added important notice at startup
STAND-ALONE - LIFUEL
Hello, this is LIFUEL.

This update has greatly improved convenience for many of the features that were highly requested and added a new enemy wolf for a diverse combat experience! Additionally, there have been improvements across many areas, including the UI.

※ Update ※

Addition of Young Bomb Wolves


For a new combat experience, we have added the Young Bomb Wolf enemy. The Young Bomb Wolf attacks in a parabolic trajectory, throwing bombs that target the y-axis range.



Interaction Key


We received feedback that the keys were quite confusing for first-time modifiers. After analyzing the problem, it was due to using X for passive combo switch, Y for interaction, A for select, and B for cancel, all based on the XOBX controller.
Therefore, we have changed the keys to minimize the excessive switching between selection, interaction, and transition.

The keys for passive and combo switching have been changed.
PC: Switched to Q, E (Z key can still be used)
XOBX: Switched to LB, RB (X key can still be used)
PS: Switched to L1, R1 (Square key can still be used)
Nintendo: Switched to L, R (Y key can still be used)
When selecting modification parts, you can now select modifications with the interaction key. (Selection is still possible with the previous keys)
On PC, the interaction key has been unified to the <V> key instead of <Up Arrow>.
The directional keys were overlapping when using the UI, so we designated a separate key for interaction.
(This change may cause some confusion for existing PC players.)



Skill Modification

Players can now move even while selecting rewards during skill modification.
Skill modification repurchases can now be made during the reward selection stage at the shop.
If an unwanted reward appears, it was previously not possible to cancel, but now you can move on by repurchasing.
Added VFX to enhance visibility.



Trains

Trains without rewards no longer need to be boarded and can be bypassed for faster and easier travel to the next map.



Option Addition

Added options to turn controller vibration on/off.
Added options to turn screen shake effects on/off.



Start Menu UI


The design of the start menu has been changed.
The menu language has been fully translated from English to the respective languages.



New NPC


A new NPC can be encountered at the start of combat.
This NPC has a function to facilitate the start of combat.

This NPC is planned to be updated in various ways in the future.



Trap Resource Changes


The mechanism of traps has been changed.

Traps damage monsters.
Only players can activate traps.
The resources for traps have been changed to enhance visibility.




※ Modifications ※

[Modification] UI Text Change When Switching Controllers

[Modification] Vulnerability Damage Increase Rate Changed from 50% to 30%

[Modification] Method of Granting Vulnerability Changed from Hit Count to Time (Seconds)
Accordingly, the values of skills have also been changed.
Passive → Changed to 0.2 seconds per hit
Acid Beam Cannon → Changed to 5 seconds
Z Rocket → Changed to 3 seconds

[Modification] Fixed an Issue Where Booster Reward Text Was Obscuring the Inventory

[Modification] Changes in Monster Appearance in Early Stages Due to New Monster Addition

[Modification] Changes to Elite Bomb Wolf's Explosion Effect and Judgment

[Modification] Changes to Dynamite of Elite Wolf's Minions



This update has made improvements on many aspects based on your feedback. Your feedback has been a great help in development. While it may take some time to apply feedback, we are always watching with interest and plan to actively accept it.

Thank you for all the opinions provided.

We still have much to improve, so feel free to give us your opinion anytime!
Feb 28, 2024
Gnomber - nikaoto
Made minor adjustments and nerfed the snails a bit - their trail lingers for a shorter time, which should also help with FPS drops when they show up.

More significant updates coming in the following weeks.
Please, let us know what you think!
Enlisted - [CM] Ungorisz

With the release of the upcoming major update, the Gaijin.Net store will expand its range with a very distinctive US APC, the LVT-4 amphibious vehicle!

On land and sea


The LVT-4, with its all-round bulletproof armor, is packed with machine guns! The large-caliber M2 Brownings are mounted in the two shielded front turrets, while the less powerful M1919A4s are on the sides and in the enclosed bow. A total of 5 firing points!

You can deliver this firepower to any comfortable position either on land or on water - since the LVT-4 can swim, which will come in handy in the Pacific. And on land, its maximum speed is 40 km/h.

The crew consists of six specialist soldiers of different classes with their appropriate weapons. And like all APCs, the LVT-4 also functions as a mobile rally point.

The LVT-4 squad will be available for purchase individually.
Community Announcements - Marten_GOP


Surf's up! The sea creatures are making waves in GOP3! 🌊🐙

Embark on the Aquatic Journey! 🐠 Dive into the underwater games in the 'Under the Sea' Timewarp Event until March 3rd! 🦀 Begin your quest to earn magnificent oceanic hats from this legacy event! 🐬🎩

-Your Governor of Poker 3 Team
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