We are thrilled to announce that Dorfromantik will be part of Digital Tabletop Fest – the Steam festival celebrating all-things related to digital tabletop games. From today through the 11th of March, you can save 30% off Dorfromantik.
In addition to that, you will also be able to experience some of the latest and greatest digital tabletop-inspired titles and see what the future holds for the tabletop genre with coming soon games. The festival will feature deckbuilders, board games, and titles inspired by tabletop IPs.
That's right -- we're talking about wolverines today! Of all the animals we've wanted to add to the game, wolverines have been one of our favorites. Wolverines are notoriously fierce and feisty -- with their formidable claws and jaws, they can and do take on larger and more powerful animals. The problem has been that they don't really live in Yellowstone National Park. A survey in 2009 found a few wolverines in only two areas of the park: the southeast and one area of the northern border -- which, as it turns out, is where our upcoming Hellroaring Mountain DLC map is located! So we took this opportunity to add wolverines to the game, only on this new map.
Wolverines will put up a heck of a fight if you challenge them over a carcass. And they've got some new moves you haven't seen before (thanks to animator Zoltán Záhorszki, who created all of the wolverine's animations). Get a sneak peek at our wolverines in today's devblog!
Get a sneak peek at our wolverines in today's devblog!
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The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!
Once the game is completed on PC/Mac, we will consider porting the game to other platforms.
We do not announce specific release dates. We will release them when they are ready.
It's time to boot up the stream again! Let's take a look at the state of Early Access of WWA PC version, chat, play some 2v2 and talk about what's coming next!
First off, we want to share a big thank you for your feedback on our recent update.
We've been truly inspired by your positive comments and we're buzzing with excitement to tackle the new issues you've helped us uncover. They're opportunities for us to make the game even better. We're always amazed at the many nuances and unique ways to play the game. Even with our small team, we're giving our all to cover as many scenarios as possible. To keep the development ball rolling while ensuring a constant rise in quality with each iteration, we've teamed up with external partners to help us with the QA process.
On another note, our team is fully immersed in working on the next update, which is set to introduce some thrilling features that we're sure you'll love. However, we don't want any existing issues to hang around until that major update. So, we've whipped up a new hotfix packed with improvements and critical fixes.
Combat and Gameplay Fixes:
Fix the kick perk's damage registering multiple times.
Repair the issue of NPCs randomly consuming items, interrupting other animations, and unequipping weapons.
Resolve the issue of weapons unequipping during daily routines.
Improve drone combat.
Correct the issue of not receiving kill experience.
Fix the NPC fear state not functioning correctly.
Correct the wrong enemy orientation after strafing.
Enable auto holstering of weapons upon entering scripted animation.
Interface and User Experience Fixes:
Address the instances where the character window closes without closing the inventory.
Rectify the game freezing when item info appears at the cursor position.
Fix resolution combobox click inaccuracy.
Quests and NPCs Fixes:
Fix the issue of the Herbalist not teaching when diplomacy is greater than 2.
Resolve the Lockjaw not progressing Asymmetric Warfare issue.
Fix instances where NPCs cannot reach the interaction position.
Address situations where NPCs refuse to exit interaction for quest tasks.
Rectify the issue of Military Ruse cutscenes not equipping weapons.
Items and Inventory Fixes:
Replace the "dog" label with "Erg Hound".
Add money to Rusty Nails' trade inventory.
Correct the Abori bat handle description and label.
Sound and Animation Fixes:
Correct the endless scanning bug.
Correct the issue of all sounds stopping in some quests and cutscenes.
Navigation and Movement Fixes:
Rectify animals getting stuck in the jumping state.
Fix minor bugs in the navigation system.
We're so grateful to have you with us on this incredible journey! We can't wait to deliver a fantastic game that we hope you, and many new players, will absolutely love!
Please join our Discord to say hi, share what you like or hate about the game!
The final version of Between the Stars is here, and with it comes some new additions. We have also fixed some outstanding bugs, so this will be the most polished experience of the game.
The full campaign features over 160 main events, but also over 200 side quests. You have 25 ships to choose from, and you can customize them with the numerous available weapons and abilities.
The final moment has arrived: rise up against the Children of the Sun and save the galaxy!
We've added a new module: the Automatic Repair System. This module grants the ability to use repair kits during combat to repair the ship.
The Arcade now has additional difficulty levels.
The Arcade increases in difficulty when you win at it.
When you win at the Arcade, you obtain a credits reward. The reward gets higher as you level up.
Event #279 (Retinal Persistence) has been modified. Now a password is no longer required to advance in the event.
We've fixed a text loop in event #344 (Reunion) that caused a softlock that didn't allow the player to progress.
We've fixed a configuration error that caused the game to freeze when playing it on a Steam Deck.
We've fixed a bug that allowed a ship to be destroyed unintentionally with missiles when pausing the battle in order to board it.
We've fixed a text error in a button of the mission "The Black Sheep".
We've fixed a bug that would cause the same mercenary to be loaded twice, leading to softlocks when trying to add other companions, for example in the "Heads or Tails" mission.
We've fixed a softlock that could occur when changing ships.
We've fixed a possible softlock in the initialization of the ships.
We've solved an error that caused weapons or systems not to be returned to the inventory and be lost when removing them from the scrap shop.
We've fixed a bug that caused some medals to get locked if the crewmember they'd been assigned to died.
We've fixed an exploit that allowed one to unassign medals for free when putting a crewmember on reserve.
Crewmembers on reserve can now have medals assigned to them, but they don't offer bonuses.
We've fixed a bug that could cause the stations not to work correctly in the prologue.
We've fixed a bug that could cause items to be purchased without subtracting credits.
We've fixed a bug that caused codes to be displayed in some event texts instead of displaying the name of a crewmember.
We've fixed a bug that caused a softlock in the prologue if a saved game was loaded just before fighting Nartos.
We've fixed a bug that caused shields not to load correctly when loading a save game.
We've fixed a bug that caused a repeated text to be displayed in the "Requiem" event (the cursed tablet questline).
We've fixed a text error in the "Control of Xeah" mission that caused a text to be repeated.
We've fixed a bug that caused mission #301 "The Emperor" not to start correctly.
We've fixed a bug that caused the difficulty of the random event dice fights not to increase as you progress in the campaign.
We've fixed a bug that caused a mismatch between the Simplified Chinese subtitles and the voicelines.
We've fixed a bug that caused the inventory to appear in the prologue when the first text event appears.
We've fixed a bug that caused controller icons to appear when playing the game with mouse and keyboard.
We've changed the color and slightly increased the size of the text indicating the status of the hull in the lower left panel of the interface so that it can be read more clearly.
We've fixed a bug in a particle system that caused unnecessary memory allocation.
We are thrilled to announce that our friends from Tiny Trinket Games have just released their RPG called Zoria: Age of Shattering 🥳 This squad-based tactical RPG is a testament to the love for gaming and a tribute to the genre by the dedicated trio from a Romania-based indie studio.
See their Launch Trailer:
Zoria: Age of Shattering is a love letter to classic RPGs, imbued with a fresh, dynamic approach to turn-based combat. The game highlights the developers' fondness for world exploration, inviting players to create their own characters and form a unique party of four with followers recruited on the way. Each character brings their unique skills and perks to the table. This mix-and-match approach allows players to find a composition that works best for their play style.
But the adventure doesn't stop at combat. Zoria: Age of Shattering offers a rich outpost and follower management system. Players can recruit followers, send them on various missions, and upgrade their outposts for additional perks. The game also invites players to immerse themselves through crafting, cooking, brewing potions, and resting systems. With collected ingredients, players can forge powerful tools and items. Managing the party and equipment for optimal bonuses is essential for staying battle-ready!
Zoria: Age of Shattering is more than a game; it's a passion project, a dream realized, and a tribute to the games that inspired its creators. It's a journey crafted with love, dedication, and a profound respect for the RPG genre. So, gather your squad, prepare for battle, and step into the magical world of Zoria. Your epic adventure awaits!