Master the controls of your oddly shaped Pin to claim victory over your enemies. Quick reactions, stealthy steals and precision flicks are a must if you want to outscore your opponents in the field.
Featuring:
A custom map editor
Support for up to 8 players
A single-player target smash mode to hone your skills against the clock
The day we’ve all been waiting for is finally here! We're bursting with excitement to crown the victors of our biggest and most thrilling contest ever!
Remember when we challenged you, our incredible community, to unleash your inner monster-maker? To conjure up the most intriguing, spine-tingling creature to stalk the barren lands of Blood West? Well, the wait is over!
As a reminder, the winner’s design will be immortalized within the game and their name will take the rightful place in the Blood West credits! Talk about legendary!
And for the three runner-up masterminds, their phenomenal creations haven't gone unnoticed. Each of them will receive a double dose of gaming glory: two game keys from our selection, a well-deserved reward for your fantastic work.
Drumroll, please...
The moment you've all been craving: the winning entries!
MAIN PRIZE WINNER
Wraith Wolf by Emmanuel Falaras
These woods used to echo with the sounds of the Wolf Packs around here. But as Ranchers and Frontiersmen settled in, they were wiped out, hunted to oblivion. Now though, since the dead have been rising again, the Wolves have come back... And they seem intent on returning the favor.
There are two variants of the Wraith Wolf, the Alpha, and its Summons.
The Alpha is a Skeletal Wolf with a ghostly body, and glowing eyes and heart. And the Summon is the Skeleton with only the glowing eyes. The Wraith Wolf Alpha starts patrolling its territory alone. But when it engages with a target, the Alpha howls, summoning additional skeletal wolves around itself that attack the target directly. While the Summons attack the target, the Alpha circles from the outside, quickly darting back and forth, occasionally stopping to summon additional skeletons at different angles around its target. The Skeletal Summons pull themselves from the ground when spawned, and are brittle, falling relatively easily with no damage resistances. The Alpha is heavily resistant to all damage types outside of Silver, with the glowing heart acting as a greater weak point as opposed to the head. When the Alpha is defeated, any active Summons also fall with it. When defeated, the Alpha's ghostly body evaporates while the bones fall to the ground, and the Skeletal Summons simply fall to the ground.
The Wraith Wolf may drop its Jaw on death as an equipable item. When worn, it will summon two skeletal wolves to aid the player in combat once every 5 minutes. The skeletal wolves, and the item cooldown are both triggered when an enemy targets the player. The goal of the Wraith Wolf is first, to have more Spectral enemies to encourage greater use of Silver Ammo. Second; to be an enemy encounter that offers many targets to fight at once, giving more value to high-capacity weapons like the Lever Rifle and the Chain Pistol. And thirdly; to have an enemy that offers a more intense, faster paced combat if the player seeks it, or to be a dangerous enemy rewarding a stealthy play style.
And here’s what the team said about giving this concept a key to being animated in Blood West:
“The Wraith Wolf's concept as a whole captivates us; the synergy between its design, mechanics, and lore creates an exceptional entity. While each element on its own is strong, it's their cohesive integration that truly stands out. Among many impressive submissions, it stood out and clinched the team's vote. It's a perfect fit for Blood West's varied biomes, enhancing the game's "wild" areas seamlessly. The creator aimed to introduce a spiritual foe encouraging more use of silver ammo, a touch we find brilliant. Essentially, the Wraith Wolf triumphed by melding a striking visual idea with game mechanics as if tailor-made for Blood West.”
RUNNER-UPS
Here are the three masterpieces that earned the second prize!
Tombstone Scorp by Pavel Pavlenko
Gilded Huntress by 30mil user
Tormentor by Cormac Bate
We want to give a monstrous shout-out to every single contestant who stepped into the arena! Your unleashed creativity and sheer passion were the fuel that kept this contest burning bright. Stay tuned, as we will be sharing with you the process of how Wraith Wolf becomes a monstrosity that will hunt you in the next expansion!
Expeditions: A MudRunner Game has officially been out for two days and we’d like to extend a huge thanks to all of you for the feedback received so far. Everyone in the team is on deck, watching streams, videos, and reading your comments and reviews.
We’re happy to see many of you enjoying Expeditions and what it’s trying to achieve, although we also are aware and understand that some of you aren’t satisfied with the game's current state.
Our current priorities
Some of your most recurrent feedback is about UI/UX. We cannot overhaul it in one night, but this is a big focal point for the team right now, and it will be improved through several updates. Our first update releases with this message, to bring some immediate improvements.
We’re also hard at work on bug reports, and today’s patch brings a lot of fixes based on your feedback. Be assured that we’ll continue to squash as many technical issues as we can in the coming updates.
We’ve also noticed many requests for a photo mode in Expeditions, and we’re glad to add it with today’s update. It only needed a few extra days of cooking!
About the co-op mode
The co-op mode, which we talked about before launch, will be added as a free update in the coming months, as part of our regular updates to bring new content and features to the game, the same way we’ve supported SnowRunner after its release in 2020.
Co-op is an important feature, for both MudRunner veterans and newcomers. That’s why we want the multiplayer experience in Expeditions to feel as polished as possible, which means taking a few extra months.
About Expeditions’ content
Our intentions for Expeditions was to deliver the same amount of content as SnowRunner but with a new approach with unpaved lands, access to new gadgets and a focus on exploration. To date, Expeditions features 80 missions and over 120 side activities, spread across 9 different maps located in 3 different regions. The game has over 30km² of drivable terrain, which is the same size as SnowRunner at its launch. On top of that, we’re planning to add a lot of new content, missions, vehicles, tools, specialists, maps and more. If you’re curious, check out our Year Pass & Editions Trailer
About SnowRunner support
Finally, for those of you worried about the future of SnowRunner, we want to be clear about the fact that Expeditions offers a different experience, centered on exploration, and isn’t meant to replace SnowRunner in any way. Both games will receive updates, content and fixes over the course of the year, and we hope you’ll enjoy both for what they have to offer.
First update out now
Our first update is out now on PC, and will follow next week on consoles after going through first parties certifications. You’ll find the patch notes below.
It’s only the first of a long series of updates, so please keep the feedback coming! We can be found here, as well as on social media and Discord. Our support is also ready to help here.
See you soon for a new update.
The Expeditions Team
Change List
New feature
Photomode
Crashes
Fixed the crash reporter
Mods - Fixed crash when spawning the default truck mod
Fixed crash related to interaction with the modules
Fixed crash related to using the Echo Sounder in the Tutorial
Fixed crash if specify empty slots for KEY BINDINGS on 'Controls' page and then try to open the 'Control Scheme'
Fixed crash related to selling a module
Art
Fixed a bug where the ground texture had low graphical resolution. The issue was encountered on the first map of the Arizona region.
Fixed soapy landscape textures on ultra settings
Fixed engine start animation for Afim 1960, Cotco Canyon, Collie Pug trucks to match new sounds
UI/UX
A comment from players was taken into account when the Map was not centered on the place where a player will deploy. To address the issue of player confusion when deploying far from the first quest point, the first car's deployment zone list will open immediately, so the camera will center on the car.
Significant changes have been made to all car description variants. Now, the information is structured to display truly important details for a player. Elements have a more comprehensible layout, both in terms of meaning and visual composition. Interactive elements have become more apparent. These modifications have affected all instances of displaying information about the car (the Garage, the Truck store, the Map).
Additionally, improvements have been made to the car card in the store: DLC content display has been added, and layout flaws have been corrected. Now, the card precisely shows the information that is crucial for a player when adding a car to their garage.
Added the ‘Recommend’ label for the Little Colorado region. It’s a sign for novice players that they should start with the easier Little Colorado region and gradually move on to the main quests in Arizona and Carpathians.
Notification of the scanned area did not disappear after using the radar. Fixed a bug where a notification that the zone had been scanned was left on the screen after using the Radar. Previously, the notification could be cleared by re-entering the menu. Now notification disappears correctly.
The movement between addons in the Garage were blocked after returning from the Codex. Now the controls are fixed and working as usual.
Improved the layout of the pop ups Completed quest and New task. The interface now uses the patterns defined on the HQ screens, it gives better understanding on rewards.
Trucks, Vehicle addons, Base modules and Specialists are now properly displayed in the Reward pop ups of expeditions, contracts and tasks. Previously players have received these rewards as they should have been, but there was no mention of these rewards in UI.
Improved PROS pop ups
Added the slider when selecting base modules to build
HQ - It is possible to open the inventory of the car using the cursor
Garage - Fixed bug when fuel quantity does not change after changing the measurement system
Garage - fixed bug related with unexpected changing the balance when selling/buying items before the expedition
Garage - fixed selection on the truck when a player remove the car in the Garage, the focus shifts to the car above
Disabled installation of sideboards if it cannot be installed on the car
The remaining space for gasoline calculates correctly incase of taking any car without a sideboard, installing it, and buying any amount of fuel
Added treasure icons when using the Metal detector
D button in the Tire Inflation System screen can be clicked by LMB
In the DLC store it is impossible to switch by Q/E buttons
Truck engine can be turned off on XboxOne, Xbox X
Gameplay
Feature: upon exiting to the HQ, all incomplete tasks and contracts will be reset. Previously this led to softlocks: if a player returned to the HQ after completing a contract/task stage with a unique item and then returned to the same map with new expeditions, the unique contract/task item wouldn't respawn, so the player had to restart the contract/task manually.
Increased number of attempts to complete the Echo Sounder minigame to simplify quests for players. We received negative feedback about the difficulty of the minigame where a player has to scan fish.
Upgrades opened with binoculars are not displayed on the map. After fixes, objects discovered with binoculars are displayed on the Map.
Added the key to use the car's honk with the gamepad.
Fixed sound of the Drone’s bad signal. The sound would start when a player wasn't far from a truck. Now a player can understand the signal status from the interface.
Fixed Seismic Vibrator’s sounds
Tutorial - You can't open a refuel hud in a stage with a refueling truck. At the stage, with the car being refueled and repaired, the HUD opens and immediately closes. You cannot go through a stage without re-entering the main menu (after re-entering, you are thrown to the next stage).
Minigame Camera - Too many fireflies in the minigame at night. The fireflies VFX were displayed on pictures taken by a player. Sometimes there were so many of them that they covered the entire scene.
Minigame Camera - The completed stage disappears immediately after completing the minigame, without necessity in opening/closing the map.
Minigame Visual Inspection - Removed the CLOSE control from the bottom
PS5 Activities are counted as completed
Economical system issues
Repeated installations of DLC allowed a player to endlessly receive money from the sale of DLC trucks. Now uninstalling DLCs removes DLC trucks from the game so the money exploit is not available anymore.
WIP truck frame modules were available for purchase in the garage. Players were able to access the Living and Workshop truck framemodules, even though they were not intended to be available. As a result, players could waste money on the Workshop module without being able to install it. Living Module didn’t have any functionality but was possible to buy and install. Now both frame modules are not available for purchase.
Addon purchase is blocked in case of buying invalid module
Mod support
Added localization in the cheat pop-ups on the Polygon map
Added the new Expedition’s Readme file in the folder Guides
Fixed bug related to the Mod Browser - The control in the saves screen disappears after remove/installing the mod in the mod browser
Localization
Fixed description of the Expanded parking and Tow truck modules
Fixed description of consumables in the trade window for the sideboard
Garage - The requirement to open the "Complete _ to unlock" addon is displayed in all supported languages
Removed Korean technical text from the sell button in the Garage
All the Blindflug titles are on sale this week to celebrate a milestone of our new game, the World War II base builder GROUND OF ACES! Our team has finished its first alpha version which we will release on the 14th of March.
All the Blindflug titles are on sale this week to celebrate a milestone of our new game, the World War II base builder GROUND OF ACES! Our team has finished its first alpha version which we will release on the 14th of March.
All the Blindflug titles are on sale this week to celebrate a milestone of our new game, the World War II base builder GROUND OF ACES! Our team has finished its first alpha version which we will release on the 14th of March.