The Last Case of Benedict Fox Definitive Edition - taj14
Dear Detectives,
We are thrilled to unveil that The Last Case of Benedict Fox: Definitive Edition is coming on March 26, 2024! The Definitive Editions brings new content and improvements. And all current players will receive the Definite Edition update at no extra cost.
So what’s new that’s coming with the Definitive Edition? Well, first we’ve included the Limbo area, a new place in which you can test your combat skills. We’ve added new terrifying secrets and puzzles that are waiting to be solved in the Mansion. We’ve also worked hard to improve the combat, making it more fluid and dynamic and we enhanced the exploration too. Plus, we're excited to announce the inclusion of Brazilian Portuguese and Chinese (Simplified) languages in the game. And finally, for the very first time, The Last Case of Benedict Fox will be available to play on PlayStation 5.
Mark March 26th in your calendars, detectives. It’s time to re-enter the world of Limbo.
We are beyond thrilled to announce that we have done it! The Trilogy is finished! Now you can explore three unique settings all in different eras of the EMPYRE Universe.
We're scheduling a maintenance shutdown from 6:00 AM to 10:00 AM (UTC+8) on March 13, 2024.
Post-maintenance, each player will receive 300 gold, 300 stardust crystals, 3000 silver, and 3000 chaotic crystals (please claim within 7 days from the mail).
For every hour of delay, an additional compensation of 100 gold coins and 100 stardust crystals will be added.
SEASON UPDATES
= New PVP Season Now Live =
Season 6 kicks off with exciting rewards, including premium characters and a vast array of weapons.
Note: We'll be moving directly to Season 6 globally, bypassing Season 5. The Season 5 annual medal will be sent via email post-update.
MAP ADDITIONS
= New Bomb Defusal Map =
Speed Zone
■ A border town that has hosted the motorcycle town obstacle race for three consecutive terms. During the third challenge, a special agent carrying top-secret information attempted to shake off his pursuers amidst the crowd here, yet his actions plunged the entire town into battle...
■ The map will be available in Ranked Bomb Defusal post-update.
WEAPONRY EXPANSION
= New at the Chroma Store =
Sky Party Series (Available: March 21, 2024 - May 8, 2024)
■ QBZ192 - Sky Party (Immortal)
■ Glock18C - Sky Party (Legendary)
■ Saiga12K - Sky Party (Legendary)
■ Twin Claw Blade - Sky Party (Legendary)
■ Smoke - Sky Party (Legendary)
= New BT PLUS Monthly Weapon =
Crimson Dragon series (Available: March 1, 2024 - April 30, 2024) ■ SCAR ■ AUG ■ MK14EBR
Fatewheel series (Available: April 1, 2024 - May 31, 2024) ■ M4A1 ■ SG550 ■ XM8 ■ MK14EBR ■ 92FS
GAME ADJUSTMENTS
= Time Zone Update =
Game servers in all regions will henceforth operate on the same time zone (UTC+0), thereby unifying the timings of events, rewards, and listings globally.
EVENTS UPDATE
= Firepower Carnival =
Event Duration: March 18 - March 23
Dive into the action and enjoy increased drop rates!
■ On March 23rd, enjoy boosted item drops in Infestation (including flashy drops) and seasonal XP gains - double from 12:00 to 22:00 and triple from 19:30 to 21:30.
■ From March 18th to 22nd, between 12:00 and 22:00, all game modes will feature increased drop rates, enhancing both 'Infestation' rewards (including flashy drop) and seasonal XP gains by 1.5 times.
= Glory Challenge =
Event Duration: March 13 - April 9
■ Complete tasks to earn Glory Coins. Redeem these coins for exclusive items at the Glory Mall.
= Lucky Ballky =
Event Duration: March 13 - March 26
■ Test your luck by unlock mystery balls using GP. Each player can open the same ball up to three times after each event reset.
= Infestation Portal =
Event Duration: March 13 - April 9
■ Visit the Purification Portal to exchange materials for Starlight Force or head to the Respawn Portal to use Starlight Force for obtaining unique materials.
= Spring Bonus =
Event Duration: March 21 - April 9
= Hero Expedition =
Event Duration: March 13 - April 9
■ Expend Contract*1 to secure one of the multiple unique rewards, with no duplicates.
= Stand By You =
Event Duration: March 21 - April 18
■ Expend Contract*1 to secure one of the multiple unique rewards, with no duplicates.
= Bingo Eggs =
Event Duration: March 21 - April 9
■ Engage in daily 30-minute battles to unlock up to 3 bingos, revealing one of 3 colored Easter eggs each time.
■ Accumulate and exchange specific quantities of similarly colored Easter eggs for rewards on the exchange page.
= Exclusive Offer =
Event Duration: March 27 - April 3
= Annual Crystal Core Discount =
Event Duration: March 27 - April 9
■ Purchase Crystal Cores once during the event at a 20% discount.
= Vespa Drone Program =
Event Duration: March 13 - April 9
■ Spend points to access the Drone Program. Daily logins increase your program level and unlock rewards.
We greatly value your feedback and we are working hard to continuously improve our game. We are excited for you to experience the latest Battle Teams 2 has to offer!
Bulwark: Falconeer Chronicles will contain Twitch Integration features at launch! Bulwark x Twitch Integration will allow content creators to bring their viewers into the Great Ursee. If you are a Creator, you can try these features right now by playing the demo on Steam!
The brand new trailer gives you a glimpse of the Integration features available at launch in a livestream test from streamer D3gausser, who after creating a custom in universe avatar, finds out that the chaos isn’t just limited to the style of creativity in Bulwark, but in the impact that chat can have on his gameplay.
Watch the Twitch Integration features Trailer:
Bulwark: Falconeer Chronicles x Twitch Integration features:
A custom avatar with simple lipsync (responds to microphone) that can be used in place of creator's webcam feed.
NPC's in-game will get the names of people from the chat.
People in the chat can cause a hostile raid to spawn and attack the streamer's settlements.
People in chat will be able to force the outcome of negotiations with settlements, starting a war, negotiating trade, or settling for peace.
In the updated demo, there is NO freebuild limit within this build!
We've been reading your feedback and have implemented a substantial update for Boxes.
We replaced several of the puzzles with more original, more diverse, and a bit harder ones. Additionally, we adjusted the clarity and difficulty of some of the puzzles, based on feedback and statistics.
We also changed the ending of the game, and we added a Story Notes menu, where you can read all of the unlocked story cards. Finally, we fixed several bugs and polished the art a bit.
Happy gaming and thank you for your ongoing support!
Join us for this exclusive behind-the-scenes look into the Career mode of Prison Architect 2 featuring our devs at Double Eleven 👇
🎥 In this video you’ll meet:
🧩 Designer Natalie Wicks who will tell you all you need to know about the Career Mode in Prison Architect 2 as well as give us a look into the history of the feature.
📖 Game Director Gareth Wright who talks about how things evolved from the original Prison Architect to Prison Architect 2 and the possibilities of the Career Mode feature.
🎨 Lead Animator Craig McMullen who will tell you more about the animations used, specifically how their work with facial expressions on characters could be used in the Career Mode’s features.
You have not missed the first episode of the Dev Highlight where Double Eleven talks about how Prison Architect 2 was made right? If you against all odds have, you can check out that video here:
Do you have a topic that you wish to know more about regarding Prison Architect 2? Add a comment about it in the discussion below so we can give you all the fencetastic facts before the game release on the 7th of May!
Next up: Prison Architect Academy - Finances with TheGeekCupboard
We have a tutorial made by TheGeekCupboard coming up next week - Tune in to learn how you can manage your finances in Prison Architect 2, and tap the bell on YouTube to get notified 🔔
Make sure to subscribe to the Prison Architect YouTube to not miss out on any new tutorials, teasers, and more!
Need something to play whilst waiting for Prison Architect 2?
We are hosting weekly giveaways on our Facebook and X(Twitter). This week you have the chance to win the Island Bound DLC! Make sure to tune in on Wednesdays to join the giveaways! 👇 Join the Giveaway!
Welcome to our sixth Dev Diary! Join us for an exclusive behind-the-scenes look into the development of Last Train Home, a survival strategy game centered on the Czechoslovak Legionaries and their challenging odyssey following the Great War. In this edition, we shine a spotlight on in-game Missions.
Dozens of handcrafted missions
Last Train Home uniquely combines real-time missions with a tactical pause feature and train management. It includes nearly 40 missions, and the game spans 40+ hours on average. All of the mission maps are meticulously handcrafted and, therefore, unique.
In the main game, you assume command of small squads of soldiers, ranging from a minimum of three to a maximum of ten members. We intended to emphasize the individuality of each soldier, reflected not only in combat but also in train management.
Your soldiers are equipped with Combat Roles, such as Machine Gunners, Medics, Riflemen, Grenadiers, and Scouts. Each profession possesses a unique skill set. That means you must carefully consider each member's abilities when composing the squad and navigating the challenges ahead.
Additionally, our recently launched DLC, Legion Tales, introduces an extra ten missions, further expanding the game's depth and replayability. In the DLC, you embark on missions with pre-set narrative squads and gradually unlock new selectable challenges for them to conquer.
Types of missions & quests
Last Train Home features various mission types to keep you engaged and challenged. Some missions revolve around defending or capturing specific objects, while others focus on sabotage, aiding civilians, or carrying out assassinations. Additionally, a few missions are centered on stealth gameplay, requiring players to utilize mechanics such as Silent Mode and Concealment to navigate and succeed.
However, most missions in Last Train Home are multifaceted, blending various types of main and side objectives to offer a rich and dynamic gameplay experience. For instance, you may start by aiding villagers in repairing fences and carrying heavy boxes, only to later receive a main quest to eliminate enemy soldiers. Optional objectives allow you to make progress in the main quests easier or earn valuable resources as rewards.
Additionally, we intend to inspire you to explore the maps further by concealing numerous loot opportunities. Certain loot caches are strategically placed behind locked gates, enticing you to engage in thorough exploration and complete quests to unlock them. This approach provides tangible rewards for players who invest time and effort into thoroughly exploring the game world.
An intriguing aspect of the development process is that each Level Designer takes ownership of their missions, resulting in a distinct signature style infused into the game. Some focus on realistic military scenarios, while others highlight civilian suffering. Despite these differences, a clear standard ensures players can navigate all missions easily.
First designs
The Level Designers dedicated extensive effort to crafting mission designs and refining various gameplay mechanics, collaborating closely with Technical Designers and Programmers to bring these visions to life.
Coordination with the Art Department was also crucial in the development process. Based on thorough research, the Level Design team created detailed wishlists outlining the necessary models for each mission, such as diverse building types. In most cases, placeholders were initially utilized, allowing for seamless integration until the Art department created the final models.
For example, one of the significant tasks in our model creation process was to develop a large set of objects designed to function as cover elements, as the core gameplay revolves around strategic positioning and movement between those points.
Every object ranging in height from 30 centimeters to 1.5 meters was crafted to serve as a cover. We classify them into two main types: soft and hard. Soft covers include objects that are relatively easy to shoot through, such as thin wooden fences or boxes. Conversely, hard cover consists of things resistant to gunfire, such as boulders or sandbags. These distinctions are visually represented by their respective icons, providing clear indicators during gameplay.
Evolution
Since the start of development, the missions underwent significant transformations. Initially, the plan was to create an extensive collection of short missions with simple objectives, intending to reuse maps for multiple missions. However, as development progressed, we shifted towards crafting unique and detailed maps for each mission, aiming to make them more immersive and engaging.
Integrating new mechanics drove the evolution of missions and features into the game. As soldiers gained additional skills for battles, missions became more complex, requiring players to employ strategic thinking and utilize available features effectively.
We experimented with different sizes of maps, too. Initially, missions were designed on larger maps to accommodate more units. However, as we adjusted their number to optimize gameplay, we correspondingly scaled down the size of the maps. This adaptation ensured that missions remained enjoyable and engaging.
A significant change to the mission gameplay was the introduction of the Fog of War, which was uniquely designed to introduce exploration mechanics. Thanks to this feature, you must explore and reveal the maps piece by piece. It also enabled quests such as 'explore the designated part of the city' and similar objectives.
Another important addition was the introduction of Silent Mode, which aimed to restrict enemy awareness and prevent them from being omniscient. This addition wasn't intended to force players into stealth gameplay throughout the mission but rather to provide them with strategic options and varied approaches to completing objectives.
Challenges of the environment
Transitioning from working on first-person shooters to a different genre posed a notable challenge for most of our Level Designers. It required a shift in focus to accommodate the game's isometric view.
Designers had to ensure that most elements were visible from the default camera angle, minimizing the need for camera rotation. This influenced various aspects of level design, such as spacing between buildings and consideration of verticality. For instance, the number of stories in buildings, height differences in terrain, and foliage density were adjusted to streamline gameplay and reduce complexity.
As for the depiction of cities and villages in Last Train Home, it leans towards a romanticized aesthetic. As mentioned in the Dev Diary dedicated to Worldbuilding, adjusting the real environment for gameplay was necessary. For instance, abundant vegetation and fences were added to enrich the visual experience and provide strategic elements despite not being common during the era.
Furthermore, the game offers diverse environments, ensuring you encounter varied landscapes as you progress. In addition to villages and cities, you can explore airports, factories, enemy camps, and fortifications.
Three gameplay tips by the Level Designers
Players often resort to frequent save loading, but it's not always necessary. For instance, reloading a save isn't the only solution when an alarm is triggered. Often, a simple change in approach, such as seeking cover, can resolve the situation.
It's not necessary to eliminate every enemy on the map. Sometimes, it's more advantageous to evade them altogether.
A thorough exploration of missions is encouraged, as alternative routes and strategies may offer better outcomes. The most direct or obvious path isn't always optimal, so experimentation and creativity are crucial to success.
We wanted to let everyone know that Wartop will be releasing imminently as we iron out a couple of bugs and verify that everything is ready for this initial release.
We also wanted to lay out our plans for the future of Wartop and how we're going to approach this. While we have no marked this game as early access, the game is by no means finished. We have so much content coming in the form of new game systems, assets like models and terrain as well as building more features into the game itself.
What is coming in the base game? The base game will include 2 full games, Many Ages and The Streets of Erekh. These are both fantasy based skirmish games and come with enough terrain and miniatures for a couple of people to get started playing. The fulls for both games are in there, along with some quality of life automations for various facets of the games.
Our launch line up of available game systems that can be purchased includes:
Deadzone From Mantic Games
Zoontalis: Battle Royal from Dice Heads
Invaders of Zylon from Foxcraft
Ultracombat from Dishdash Radio
The response from the industry has been very large and we have a significant line-up of games and systems coming to the platform. We've also partnered with miniature and terrain makers to bring their assets to the platform as well.
We aren't only going to be bringing paid content to the platform. There will also be several more free game systems implemented that will make up the base version of the product. This includes the Nebula Starter Set from Cast N Play, and we'll be adding free terrain and miniatures to support various themes. There is a Sandbox area you can use that does not have any specific built in rule sets to play games you might own the books or PDFs for with your friends. Do stay tuned as there is a lot of exciting things coming.
In terms of features we won't be putting a full road map in this post, however we building things like a unit builder for systems that provide their miniatures in modular pieces, we're looking at full terrain and model painters to help customize your game, and we're going to be expanding the way that army builders work and how you can build up your army, army sheets, maps and other assets before games so that they're ready and sorted the way you want.
Most importantly though is we want to hear feedback from the community as we'll be using that to help shape the road map and things we add to the game.
Hello again from Community Ambassador Firefly. Halfway through the five tutorials on Millennia we have for you to get to grips with the game and it's mechanics. So lets join JumboPixel and learn about the Economy of Millennia!
Play as Curly, a young balloonist on a mission to deliver a mysterious letter 📫, you will embark on an unforgettable journey with your hot air balloon 🎈 (of course, you can customize it with different designs).
Who knows where you will go, whom you will meet? If you're ready for all these uncertainties, buy the game and start the cozy journey right away! 🎒