Railbreak - CMM1215
It's your final chance to back Railbreak VR & Tailbreak on BackerKit! We'll be giving away games and playing tons of RE2 and RE3 until the end!
TAXINAUT - mosgrom
Tiny update that makes warp-jumps more "dramatic". See:

https://youtu.be/CwgJd7u-ems

Next I might do a round of bug fixes or something else (that's more fun to do like create some more planets).
Last Epoch - EHG_Kain
Bug Fixes

Skills

  • Acolyte: Ghostflame: Fixed a bug where the ailment duration increase from Occult Embers did not apply to bleed duration when the skill is converted to physical by Arteries of Malice
  • Sentinel: Smelter’s Wrath: Fixed an issue where it’s animation would break if it was the first ability used in a scene
  • Primalist: Spriggan Form's Healing Totems can now have cold visuals if your Spriggan Form or Thorn Totems are cold converted
  • Acolyte: Chthonic Fissure: Fixed an issue where Cthonic Fissure was causing a client performance dip.
  • Fixed an issue where occasionally using a transformation skill (Werebear, Lich form, etc.) the player character would become entirely unresponsive
  • Fixed a bug where the Falcon's thrown acid flasks could cause it to consume its own Falcon Mark
  • Fixed a bug where Transplant was using the incorrect VFX showing some necrotic VFX at the original position
  • Fixed a bug where Dive Bomb passive "Rush of the Hunt" was not scaling with points allocated


Controller

  • Fixed an issue where NPC’s that could not be interacted with would sometimes have an interaction prompt spawn when approached while using a gamepad.
  • Fixed an issue where, when using a gamepad, it was not possible to specialize points in the Bone Curse skill tree without relying on the Virtual Cursor
  • Fixed controller navigation on the Social Panel
  • Fixed controller navigation on Choose Mastery panel
  • Fixed controller navigation for "Quest Completed" popup
  • Fixed a bug where some controller inputs on the map locked after navigating the quest list
  • Fixed a bug where the Item Gifting D-Pad navigation could break if the player closed out of the Item Gifting window with an item still in it.
  • Fixed a bug where Configure Stash Tabs did not work with the D-Pad Cursor
  • Fixed a bug where the virtual keyboard could enter a state where it cannot be properly closed, locking the Player out of Gamepad inputs.
  • Fixed a bug where Upheaval's VFX was playing when you were just summoning the totem

Misc

  • Fixed an issue that would sometimes result in a disconnect on transition while in a party.
  • Fixed an issue in the Forgotten Graves where the Infernal Husk patrols would fail to spawn a map marker.
  • Adjusted the Music in scenes The Ancient Cavern, The Verdant Lakes, and The Ancient Forest
  • Fixed bug where skipping Risen Lakes and having "Admiral's Dreadnaught" quest active or complete, then returning to Risen Lakes would make the quest "Immortal Empire" incompletable.
  • Fixed bug where some enemies that join combat late were not animating.
  • Fixed a bug where a Last Refuge Guard's death animation was looping
  • Fixed Move Or Break Destructible left click option not working
  • Fixed some clipping issues on Rogue and Acolyte, and fixed short Sentinel
  • Fixed a bug where the Wraithlord would not despawn upon unequipping Wraithlord's Harbour

UI

  • Fixed issue where game version was not showing new revisions
  • Fixed a bug where an item label could fail to show if you were looking at another item when it dropped.
  • Fixed a bug where legacy characters could show up as an incorrect hardcore character
  • Fixed a bug where dodges did not display floating combat text
  • Localization changes and corrections
  • Fixed an issue where opening the Ladder menu did not properly close the inventory ui
  • Fixed an issue where occasionally the overlay map zoom would default to extreme zoom in making it seem like the overlay map didn’t work at all.
  • Fixed a bug where occasionally, the gamble/purchase prompt in tooltip item appeared at a very large size
  • Fixed a bug where non-equipable items (such as keys) would disappear if you tried to quick-move them to the forge
  • Fixed bug where UI Elements for some passives were continuing to display after points in that passive were removed
  • Corrected a layer issue with the Rogue T10 Helmet
  • Fixed several Rogue and Acolyte animations
  • Fixed an issue that would occasionally lead to a state where you can not see or pick up items on the ground.
  • Fixed an issue where occasionally player characters would not load their gear visuals or display name (instead displaying the default name of a bear emoji)
  • Fixed an issue in Thetima where quest icons above NPC’s would not always update properly

Quests & Scenes

  • Fixed an issue where a boulder was in the way in Lost Catacombs Monolith Echo Scene
  • Added multiple failsafes for unlocking Heoborea waypoint after completing The Scorched Grove.
  • Fixed object collision on railway-stop in The Osprix Warcamp
  • Fixed unreachable chest in The Burning Pier
  • Fixed NPC in The Burning Pier not animating
  • Fixed ground texture in Forest Trails Monolith scene
  • Fixed shrine placement in The Wengari Fortress
  • Fixed a section of floor being visually missing in Mak’Elka Lower District
  • Fixed Alric’s Cage not visually open in The Dreadnought’s Deck
  • Fixed bug where If you die on the step for killing Yulia and then return to the zone later, the positions for the Soul Cages are not shown.


Changes

  • Added a way to remember the last chat language selected so it doesn't always default to English, and uses the system lang the first time instead
  • Added gold spawning animation
  • Made performance improvements and added Scene Variants for five additional Monolith Echo Scenes, and improved performance for Welryn Outskirts
  • Changed "Jump the Deck" completion to only complete when entering the next scene. This allows the quest tracker to continue pointing to the next scene if the player does not travel there for whatever reason.
  • Now unlocks waypoint to End of Time after Pannion creates the Rift to chapter 2 to allow players to proceed without using the timerift
  • Added check for completing Artem's Offer for players that had the quest before the previous patch.
  • Added waypoint unlock for Lake Liath when you complete the Deep Harbor questline for players that leave after completing Deep Harbor, but don't proceed to Lake Liath.
  • Added support for merging faction progress when leaving either Solo Character Found (SCF) or Solo Account Found (SAF) Challenges
    • When you abandon a SCF character this merges the faction progress with your SAF progress.
    • When you abandon a SAF character this merges the faction progress with your normal progress.
  • Fixed the options in the settings panel so you can't accidentally abandon SAF as a SCF
  • Switched Brigandine Boots to use T25 boots' 3D art for Primalist
  • Added refresh on start function to social panel so it loads friends list on start instead of waiting for the social panel to be opened.
  • Reduced size of Ulatri Scavenger's Firebreath ability
  • Spriggan Form's Healing Totems can now have cold visuals if your Spriggan Form or Thorn Totems are cold converted
  • Fixed a bug where the ailment duration increase from Occult Embers did not apply to bleed duration when the skill is converted to physical by Arteries of Malice in Ghostflame tree

More Fixes Coming!

Thank you all for your continued submissions of bug reports and feedback. The team is hard at work on addressing many additional bugs, improvements, and other changes. We'll continue to release patches like this one in the coming days and weeks.
Nucleares - Iwa
The following improvements and fixes were implemented:

  • Universal access to experimental modules was disabled. To activate it manually, see the following blog post: https://nuclearesgame.blogspot.com/2024/02/experimental-modules-chemical-treatments.html

  • Added a new option to the settings to be able to regulate the zoom sensitivity (mouse wheel).

  • Added a new option to the settings to determine whether or not the last applied zoom level should be remembered.

  • Unified the zoom control to be activated by right-clicking, then the mouse wheel or the [W] or [S] keys.

  • Fixed bug that allowed the "Plant ready to start operations" option to be changed when the game had been started.

  • Fixed bug when loading saved progress in some situations when "Plant ready to start operations" has not been selected.

  • Fixed bug that did not allow you to see through the steps of the stairs in the main building.

  • Fixed bug that zoomed instead of scrolling the text in the tablet apps.

  • Fixed bug in weather monitor not displaying the rain icon correctly.

  • Fixed bug when loading a saved game, where the weather was not reset correctly.

  • Fixed bug that prevented the zoom from being adjusted using the [W] and [S] keys.

Chemical treatments module (experimental)

  • Fixed bug that allowed starting an experimental game with the "Plant ready to start operations" option disabled.

  • Fixed bug when saving progress, where the Xenon concentration within the core was not saved correctly.

  • Corrected the densities of xenon gas and boric acid.

  • Pending bug: Xenon gas continues to leak into the coolant abnormally.

This update is compatible with all previous savegames. If you're having trouble loading a saved progress, please let me know!

The experimental chemistry module is not compatible with previous saved progress.

We are waiting for you in the game's Discord!
Feb 29, 2024
Brigador Killers - dudeglove
Before anything else, everyone at Stellar Jockeys would like to thank you for your reception earlier this month. Considering what we were up against, and how deliberately narrow we made the announcement, we were taken aback by how much attention we ended up getting for the first public build of Brigador Killers.

Wait, what? There’s a build of Brigador Killers I can play?
Yes, and we wrote a few paragraphs to prime you on what to expect. Please read it, especially if you are a complete newcomer. And yes, it’s only over on Itch for the time being.

What’s the music track that plays in the menu?
It’s called Approach and it was composed by Makeup And Vanity Set. It has been uploaded to our YouTube channel.


What’s the font for the two new splash arts?
The loading screen splash is an homage to the title cards in Katsuhiro Otomo’s "Memories" (it’s free to watch on the Internet Archive).

The English text is set in Arial, regular and bold, with the Japanese set in GL Tsukiji 5go. The “haze” effect is achieved by making an outer glow and a drop shadow in photoshop with the following settings:

The text color is an off-white with a hex code of #e8f2fb. The outer glow color is #cdf4e9 and the drop shadow is #dcf4ec.

For the revised Brigador Killers logotype that can be seen on the recent Makeup And Vanity Set video posted to our YouTube.

“Brigador" is set in Cassannet bold with the color code of #e8f2fb. "Killers" is set in Times New Roman Bold Italic with a color code of #db214c. The Japanese text is set in Kozuka Gothic Pro Heavy (H) with the same color as "Killers". Here are the outer glow and drop shadow settings for for “Brigador”.

The drop shadow color is #d2f6f6 and the outer glow is #81b4d7.

The outer glow on the Japanese text uses the following settings with a color code of #ff0000.

The two splash arts and just the logotype can be downloaded by clicking these links.
Sidenote regarding most issues
Things that have not yet been dealt with and that aren’t covered in detail here – for example “Why do the menus look the same as in Brigador?” – are typically because those things overlap with so many other parts of the game’s code or are connected to systems that haven’t yet been set in stone. In other words they’re not just “one thing”. Instead, they are multiple things often tangled up with even more things, so tackling “one thing” would in most cases mean doing all of them at once. This is not unique to us or to Brigador Killers, and is better known as tech debt. That said, there were plenty of frequent questions or observations.

Why could I possess Froggy?
There’s a flag on the data of all mech-type NPCs that, if enabled, permits the player to “enter” it as if it were a vehicle like a tank or a mech [Side note: almost all NPCs are considered “mechs” in the game engine - even the agravs]. Usually this flag is for empty vehicles, but they weren’t set properly for every NPC placed on the maps and it wasn’t intended for people to “drive” Froggy or other non-hostile NPCs either. This is also the reason why players could enter multiple NPCs like a kind of Russian nesting doll even if it made no physical sense.

Needless to say very quickly many players in our discord server reported gleefully driving around as Froggy and setting off Froggy’s flop animation, before getting their Froggy into a Fork and stomping around.

We have since changed the data on various units including Froggy to no longer permit this behavior, but it is trivial to reenable Froggy piloting for those experienced with the debug panel.

Why does the Settings menu not change the movement of the cars?
There are three categories of things that can be changed in Brigador Killers’ settings:
  1. Mech & Tank movement
  2. Agrav movement
  3. “Suit” (or infantry) movement
These three categories cover four movetypes, but behind the scenes each “mech” in the game can actually have one of six movetypes. This is most noticeable when driving any of the new wheeled vehicles, but the wheeled vehicle movetype cannot be altered via the Settings menu because there is currently no category for it.

Why was the Fort NPC repeating the same line over and over?
It was due to a bug with the storylet system not working as intended. It has since been fixed.

Why was my character stuck in a particular pose after getting out of a vehicle?
The short version is “because it’s an alpha”. The longer version is that the game’s finite state machine broke in a way that stopped things from animating properly, hence why the player character could remain seated in mid air after getting out of a car.

When can we get our hands on SJTiled?
SJTiled is the tool we use to make maps in Brigador Killers and in the Secret Alpha post it is mentioned that this tool will be made available - and that will happen. A few things need to be pointed out.

The first is that although there are plenty of props to make maps, there is little in the way of enemy spawns to make interesting combat encounters. For instance in the BK build you can acquire the Fork mech or the Betka tank, but you don't get much of a challenge with them as there is nothing equivalent in force to those vehicles to give you a challenge.

Second is that we don't want to run into a problem we had with Brigador with breaking people's maps by performing any major revisions to the game’s assets. We don't expect to do this frequently but we do want to add in some newer stuff to both SJTiled and BK first so that you can make something more interesting than on-foot gunfights before we potentially break things.

Third is the modding document alluded to in the post that helps explain some of the new features is a work in progress and will definitely be rewritten (and probably re-rewritten) over time.

Once SJTiled is ready to be distributed, it will be done so initially via our discord server.

I have a crash bug!
Report it to the #bk_bug_reports channel on our discord server or email it to our team account. For the time being we are keeping any feedback to as few channels as possible. It makes our jobs much easier if we can reliably reproduce the bug you’ve encountered, so detailed explanations of the problems you have encountered are greatly appreciated.

If you’d like to support our development of Brigador Killers, consider sharing the fact that our first game Brigador: Up-Armored Edition is on sale on Steam until March 4th

https://store.steampowered.com/app/274500/

Slime Rancher 2 - erin


Patch 0.4.1 tackles bugs that really bugged out with the Gadgets My Way update.

Bugfixes:
  • Fixed an issue where slimes would sometimes disappear from their corrals
  • The teleporter line west of Powderfall Bluffs now displays correctly on the map
  • Fixed an issue where some players were soft locked after getting knocked out
  • Fixed an issue causing some players to fall through the ground in Starlight Strand
  • Updated the Fabricator grid to correctly indicate new items
  • Fixed an issue where a gadget in the first favorite slot clears when using a controller and the gadget bar was full. Your favorite gadget should remain #1 now
  • Players can now obtain the Tall Amber Cypress in a new pod in Ember Valley
  • Fixed Slimepedia entries to correctly show a total current count of 262 items
If you think you’re experiencing a bug, please check our list of known issues first. Don’t see your potential issue on the list? Make sure to submit a ticket to the team so we can investigate. The more details the better!

We’re still on track for our Summer 2024 and Fall 2024 updates this year, and we hope to share more details with you soon. In the meantime, keep tinkering away with the new gadgets system. We love to see all the wacky and creative contraptions you come up with!

As always, thank you for your support and keep an eye out for more Slime Rancher 2.
Challenger's Odyssey - tobenot
What's new:

Multiplayer Conversation System
Your teammates will now join in on your interactions! Whether you're exploring unknown caves or uncovering the secrets of ancient ruins, your teammates will actively participate, bringing more surprises to your journey.

Long-Term Memory System
Your adventure companions and every element in the game world will now have a "memory". They will remember previous interactions and conversations, and all interactions will shape your unique gaming experience.

Adventure Theme Update
We have completely refreshed the event themes in the game with an "Adventure Theme". We've moved away from the previous humorous style to allow players to experience a more authentic sense of adventure.

Interaction Experience Enhancement
We've optimized the dialogues with interactive items throughout the game world. Every detail and action will feel more realistic and vivid.
Secrets of Grindea - Teddy | Pixel Ferrets
Wow! Is This A Dream?

We sure hope not! Even (especially?) for us it feels a bit surreal that this day has finally arrived!

Thanks to everyone who have been with us on this crazy journey, and for all the encouragement and feedback we've been given to make this game what it is now - after a total of 13 years (!!) in development - and thanks and welcome to all the new player who will join in shaping it into what it will eventually become!

Wait, 13 years?!

Yep! We've been in Early Access for nine, but before that we were making this game on the side while going to school! Thirteen years became the grand total oven time for this brightly colored bun. It's quite insane when you put it like that, but we're very grateful for being able to create this game the way we wanted

And now?

Bug fixes! Then the first big post-release thing we will tackle is a New Game+!

So, without further ado... thanks for playing, and we hope you enjoy :)

- Teddy, Fred & Vilya
Snufkin: Melody of Moominvalley - Daria_Driver
Dear wanderers,

We are inching ever so closer to Snufkin: Melody of Moominvalley’s launch date on March 7. And we are excited to announce that you can pre-purchase Snufkin: Melody of Moominvalley on Steam now! There are two pre-purchase options: a Standard edition, with the base game, and a lovely Digital Deluxe edition with extra goodies - including a cosmetic DLC titled Cherished Keepsakes!

If you pre-purchase now, get 10% off either the Standard edition or the Digital Deluxe edition!

Pre-purchase options🌿

Standard edition - price: 19.99 USD + 10% off!

This edition contains the following:
  • Snufkin: Melody of Moominvalley base game
Digital Deluxe edition - price: 29.99 USD + 10% off!

We are also offering a Digital Deluxe edition for those who love the beautiful, whimsical storybook-like art and the soothing soundtrack. In addition to the base game, players will also receive the Cherished Keepsakes DLC.

This edition contains the following:
  • Snufkin: Melody of Moominvalley base game
  • Digital Artbook
  • Digital OST
  • Cherished Keepsakes DLC


Digital Artbook 🎨
The digital artbook is 230 pages of beautiful illustrations and concept art. Get a behind the curtain look on the techniques, philosophy and styles to make this game a storybook come-to-life, including characters, environments and fauna. Take your time and make yourself a cup of tea - there’s no need to rush through all 230 pages in one sitting.



Digital OST 🎵
The digital OST has 25 tracks composed by Oda Tilset and contains tracks in collaboration with the renowned Icelandic band Sigur Rós! The soundtrack is inspired by Nordic landscapes, from harsh weather to unique stunning views of nature and wilderness.



Cherished Keepsakes DLC 🏕️
The Cherished Keepsakes cosmetic DLC includes lovely blooming flowers for Snufkin’s hat and a wooden mouthpiece for when you are lost in thought. If you are interested in only the Cherished Keepsakes DLC, it will be offered separately from the limited edition bundle as well.



To purchase the Standard edition and Digital Deluxe edition, visit Snufkin: Melody of Moominvalley’s Steam page!

Launch Times 🌿

Are you curious about when you can start playing Snufkin: Melody of Moominvalley exactly? Check out the list below for the launch times on Steam in different regions.

March 7, 2024
  • 8:00 AM PST (Los Angeles)
  • 11:00 AM EST (New York)
  • 13:00 PM BRT (São Paulo)
  • 16:00 PM GMT (London)
  • 17:00 PM CET (Stockholm)
  • 18:00 PM SAST (Johannesburg)
  • 18:00 PM EET (Helsinki)
  • 1:00 AM JST+1 (Tokyo)
  • 3:00 AM AEDT+1 (Sydney)
  • 5:00 AM NZDT+1 (Auckland)



Join us on social media: ✨Twitter (X), Facebook, Instagram, TikTok and Discord.✨

Subscribe to our 🍃whimsical newsletter🍃
Vampire Hunters - Gamecraft Studios
Hello, Hunters,

Vampire Hunters' biggest update is live! Check out the new goodies in this gameplay trailer:



Vampire Hunters has improved a lot since the Early Access release. It's now a completely different game, and we are extremely happy with what Vampire Hunters has become after this Major Update. We believe that Vampire Hunters has achieved a whole new level of how fun a Survivors in FPS game can be.

Your feedback has been paramount, and we are super excited to keep creating more content for Vampire Hunters, delivering an amazing experience for you, hunters!

It's time to dig deep into the new content, so come with us!

Changelog:

New Map: Brotherhood Chateau

One of our bases is under attack by the Underworld Army. They have found and freed the soldiers sealed within our Iron Maidens. Hunter, your mission is to hold off for 30 minutes so the seals can be remade, and then manually close each Iron Maiden.

We have got a lot of valuable feedback about our first Survivors Mode Map. We have used it to create an amazing new map! We are super excited to hear your thoughts about the Brotherhood Chateau!

New Monsters:

There are 12 new monsters introduced for the new map:
  • Cockatrice
  • Nightwalker
  • Cultist
  • Centipede
  • Plague Doctor
  • Mosquito
  • Nurse’s Imp
  • Little Eye
  • Reptilio
  • Specter
  • Twisted Specter
  • Dementor

New Bosses:

There are 6 new bosses introduced for the new map:
  • Draryu, The Ashmaker
  • Slayme
  • Nurse
  • The Swarm
  • Saci
  • Teyeth

New Character System:

Before this update, each primary weapon was a character. Because of the number of weapons we have, we couldn't make each character unique. We've decided to uncouple the characters from the weapons and create a new character system that focuses in a unique playstyle for each character.

Skill Tree:

Each character has its own progression and skill tree. As you keep evolving your characters and purchasing new skills, you'll unlock new ways to play the game. Are you excited to try the Scout's double jump and dash!?

There are 4 types of skills in the skill tree:
  • Passive Skills
  • Blood Ability
  • Special Ability
  • Artifacts

New Blood Abilities:

Each character has a unique blood ability (the one that you press "F" to activate) that can be unlocked in the skill tree. Are you ready to blood rush in the Survivors Mode? Or maybe make it rain blood?

Special Ability:

You can unlock each character's special ability, like dash or stomp in the skill tree. This is a new mechanic activated by pressing SHIFT.

Artifact System:

You can purchase artifacts in the skill tree and choose to equip up to 3 to get some extra power for your runs.

New Characters:

Three characters will be introduced in this update:

  • Arseny, the Berseker:
    • Likes: Drinking, calisthenics.
    • Strengths: Damage, blood gain, high HP.
    • Weakness: Low mobility.
  • Sosuke, the Scout:
    • Likes: Hunting onis, long runs on the beach.
    • Strengths: Mobility, evasion, luck.
    • Weakness: Low endurance, no means of healing.
  • Exagorá, the Paladin:
    • Likes: Spreading the word of light, musicals.
    • Strengths: High endurance, self-healing, crowd control.
    • Weakness: Low damage.

New Relics:

We have introduced 6 new relics to the game:
  • Magnet Keychain
  • Modified Magnet
  • Soul Vacuum
  • Leather Armor
  • Iron Armor
  • Blessed Armor

Ragdoll and Hit Feedback Animations:

We have started experimenting with some ragdoll animations for the death of stronger monsters. For now, only Nijam has it, but we plan to add more in the future.

We are also introducing hit feedback animations for every time a monster gets hit. All the new monsters have it and we plan to add more in the future (you can also turn it off in the settings).

Achievements:

We have introduced the new map, Brotherhood Chateau, as the first map in the progression. This way, we have added a new achievement to unlock the Village Yard: Survive 8 minutes in the Brotherhood Chateau.

We have also adapted some older achievements to fit to the new character system.

New Leaderboard:

The new map, Brotherhood Chateau, comes with a new leaderboard! Can you reach the top?

We are also resetting the leaderboard for the Village Yard. There have been many improvements and fixes to the Village Yard since the last reset, so take this change to get to the highest score!

Bug Fixes:

  • Fixed Great Hall wall and boss wall colliders and pivot.
  • Fixed auto fire not working well on Great Hall doors'.
  • Fixed a bug that was causing more than one active Constellation in the Classic Mode.
  • Fixed a bug when selecting Constellations in the Classic Mode.
  • Fixed a bug that was causing Thunderstroke to not push the enemies right in front it.
  • Fixed a bug that was causing the player's camera to move a little when rotating up and down.

Balance:

  • Changed the character's level up curve to fit in the new character's system.
  • Modified the shield relics to fit in the new character's system.

Overall Improvements:

  • Improved the movement when lots of enemies go down a high place at once.
  • Improved the Elemental Pistol level 5 passive description.
  • Added the Killerfrost level 5 passive description.
  • Added the Statikola level 5 passive description.
  • Updated the Lightbringer level 2 text.
  • If you level up during a blood ability, the level up screen will only show up after the ability time is over.
  • Improved Sam Gun with auto fire.
  • Changed Contract Despair description from Elite to Bosses.
  • Improved Eye for an eye text.
  • Optimized the main menu performance.
  • Improved how push works on the enemies.
  • Improved the enemies' animation LOD system to improve the game's performance.
  • Improved all the game's UI to fit to the new content.
  • Increased the number of Bosses' health bar that fits the screen to 7.
  • Improved the Blood Rush's VFX.
  • Improved the enemy detection system.
  • Improved how shield is showed on HUD.
  • Improved the Orb's behavior.
  • Improved the crosshair.
  • Added the Rat and Sunblast to the collection.
  • Added sound to unequip all Constellations button.
  • Improved the damage text when hitting the enemies.
  • Updated the Flamethrower alternative shot text to match its current behavior.
  • Updated Shield Generator tooltip.
  • Optimized enemies' damage texts and health bars.
  • Renamed Bloody Rush to Blood Ability on Key Bind Screen.
  • Improved aim assist while auto fire is on.


We have crafted this new content with a lot of love for you all! We can't wait to hear your thoughts!

Happy hunting!
Cheers!
...