The penultimate series of the Combustion Tour is here! This week you can immerse yourself in the golden era of Detroit muscle with V8 Heritage.
Go behind the wheel of the legendary 1969 Dodge Charger R/T, the latest Spotlight car with a sweet 30% discount.
The A Class Open Series in Featured Multiplayer invites you to build cars with 8-cylinder engines. Spec racing enthusiasts can take on the classics in the Vintage Le Mans Prototype Series.
Our 1.0 update for Final Stand: Ragnarök is now live! We’ve been working for the past few months to get everything ready for this update, and we’re thrilled to finally share it with you. This includes a lot of polish and updates to existing content (check out the new looks for our zones and Champions) and quality of life improvements to help the game run more smoothly. Take a look down below for more details!
State of the Build: Update 1.0
Map Beautification
Our Environment team has been hard at work polishing our current zones for the 1.0 release! We’ve got a number of changes to both the Towers of Vigrith (formerly ‘Horde') and Arena scenarios, which we’ll cover below.
The Towers of Vigrith scenario has been updated with an expansive new background and skybox. On top of these changes, we’ve been adding terrain props and environmental variety for more visual interest while defending the Towers of Vigrith from Hel! In addition, we’ve made improvements to the aesthetics of the health and mana pools, making them stand out a bit more from the background as places of import.
Arena has received a lot of attention on various terrain materials, helping improve the visual flow of the level. And just to show we’re not playing favorites, we’ve given a facelift to the health and mana pools in this scenario as well.
Champion Updates!
We’ve transitioned all of our current Champions to their new V2 models! This overhaul affects their base skins and all future skins, and allows us to iterate on any future cosmetic work much more quickly and efficiently.
In addition to the updates made to each Champion’s model, we’ve implemented several balance changes. This includes updated recharge times for ultimate abilities, ultimates now using mana, and an assortment of other small tweaks which you can read about in the Release Notes section below.
Quality of Life Improvements!
Over the course of our development of FSR 1.0 we’ve been working on a number of new systems that should improve a player’s general quality of life. The most major of these are the new Reporting and Muting system, allowing players to address bad actors in-game. If you run into a troublemaker or ne’er-do-well, simply click on their name in the game’s menu in order to report them so we can take care of it. We’ve also improved the UI for better flow and readability, added additional UI info for shielded NPCs (such as Slozas), and various smaller tweaks here and there.
Release Notes: Update 1.0
Major Features
XP Potions
We’ve introduced new XP potions for both Champion and Season XP. The Champion XP potions can be purchased now, while Season XP potions will go live with the upcoming Season Pass.
Reporting and Muting Features
We’ve implemented a system for reporting and muting bad actors in-game.
Art
Map Improvements
The current scenarios, Towers of Vigrith (formerly Horde) and Arena, have been updated with better set dressing, terrain reworks, and a new skybox on Towers of Vigrith.
Champion V2 Models
We’ve updated all Champions to use new V2 models. These are reworks of their skins to match the new base meshes we’ve been working on. So flex those muscles and check them out!
FX
Freeze and Burn VFX
As part of a series of visual updates, we’ve changed the “burning” and “frozen” FX applied to both Champions and NPCs for better visibility…and to look way more epic.
Audio
Wwise Update
We took the opportunity to update the version of Wwise (our audio engine) we currently use. While there’s outwardly nothing this impacts, it gives us access to more tools on the audio-side for future developments.
Soundbank Optimization
A major overhaul of soundbanks has been completed, massively improving their memory utilization. Players should see big improvements to their memory usage in-game due to this change.
Voice Acting for Dialogue
The biggest change players will hear would be new voice acting for all dialogue on both Horde and Arena. Our team contributed their voices to Final Stand: Ragnarok’s characters, bringing new life to the dialogue!
Assorted Other Audio Updates
In addition to the above, we have some other smaller audio updates for Champion Selection, SFX volume tweaks, and other miscellaneous areas of our soundscape. You may notice that Aella’s bow in particular sounds a bit more powerful with each arrow loosed.
UI
Store Item Tabs
We’ve added additional item tabs to the store for supporting several new item types - Sprint FX, Portraits, and XP Potions.
NPC Health Bar Shielded Status
An improvement to the final bosses has landed, which gives their health bar a special “shielded” status to clearly show their nigh-invulnerability while shielded.
General UI Updates
A variety of our UI pages have been given a visual update. This includes Season Pass UIs, the Match Summary, Champion Equipment selection, Rune Mods, and more.
Gameplay
Assorted Champion Balance Changes
We’ve implemented a number of balance updates to Champions. The most major of these impacts Champions’ ultimate abilities - they now have different cooldown times per Champion and require Mana to activate.
Bug Fixes
Fixed a bug where occasionally Champions would go straight into dead state instead of down.
Fixed a bug where the scenario summary page might not show the correct amount of XP.
Fixed some cases where alert stars were not created for rewards obtained through a quest.
Fixed a bug which caused the UI to fetch the player's profile many times.
Champion damage boosts are now applied correctly across all layers.
What's Next?
With our 1.0 release of Final Stand: Ragnarök, we’ve completed our core content and are looking toward expanding it going forward. While we have a lot of future content in development right now, we’re particularly excited for a new scenario we’ve been hinting at the past few updates! This will be our first zone set indoors, with the Champions venturing deep into Hel’s territory. Stay tuned for more news on when players will be able to enter the Dungeon Maze!
Final Note
And that wraps up everything we have to cover for our 1.0 release. With our new map edits, Champion changes, and quality of life updates, there’s a lot to enjoy right now. Not to mention, we have a new scenario to look forward to in the coming months! As of this writing, 1.0.1 has shipped, and you can read more about the hotfix here. Keep an eye for more updates coming soon!
If you’re looking for other Champions to play with, you can check out the FSR Discord server here.
We have improved some lines in the English translation. Also, some minor bugs, and in particular one interaction at the bus stop that shouldn't be there (depending on previous choices) has been fixed.
The Objectively Better Update is now live! Thanks again to everyone who playtested the beta branch these last few weeks.
This update has a bunch of new additions, changes, and bug fixes - here’s the TLDR:
New Pardner Objectives:
Pardners now have 7 unique objectives available (with a few reworked objectives too!). These get chosen at random at the start of the game, with Fueling The Train being the only consistent one. The number of objectives and which ones can be chosen can be set in the match settings in lobby.
16 Player Lobbies:
The lobby cap has been doubled from 8 players to 16. Great for streamers or larger gaming communities! (Our playtests in the official Wormtown discord (Discord.gg/Wormtown) were pure chaos!)
Wormtown Goes International:
Wormtown has now been translated in 9 languages! Simplified Chinese, French, German, Italian, Japanese, Korean, Polish, Brazilian Portuguese, and Latin American Spanish. You can swap your language at any time from the main menu.
New Scoring System:
With all of the new gameplay additions, the scoring has now been simplified. Gain points for completing objectives, reviving Pardners, damaging the Worm etc. - on the Worm side of things, you’ll gain points for damaging and eating Pardners and props. And we finally have Worm stats that appear at the end of the round, too!
The Town Well:
Is the map running low on fuel items? Head to the Town Well and fish out a fuel item from it. This new mechanic is a way to always ensure there’s enough fuel on the map to complete the objective - especially in those new 16 player lobbies!
Revamped Pardner Tutorial:
The old Pardner tutorial was very outdated and difficult to add additional content to - so it's been remade with cutesy video tutorials!
Terrain Updates:
Additional smoothing passes have been added to the terrain during map generation. This not only makes it look and play much better, it also means those annoying sand berms around the train are finally fixed!
Host Moderation Changes:
Everyone can now see all connected players from the pause menu. This also allows Hosts to kick players during a match if they ain’t behavin’.
Additional Balance Changes:
- Cactus Seed Pouch uses increased to 7 (was 5) - Snake Oil random health gain rescaled to 2-8 (was 1-10) - Magma Trail damage increased to 6 per second (was 3) - Lowered minigame inputs required to escape Sandtraps to 8 (was 12) - Increased zipline acceleration - Escape minigame changes for better readability
And lots of bug fixes! If you’re curious about any of them in detail, you can check out the Patch Notes channel in the Discord (Discord.gg/Wormtown).
The time has come and now you can finally play Buckshot Arena.
In the current game version you can expect:
A variety of items that will brighten up your gameplay
A lot of character customization
Quick match mode in which you can fight with random opponents from all over the world
Custom lobbies, where you can gather with friends
And this is just the beginning! Expect more items and game modes in future updates.
If you like the game, the best way to support us is by writing a review on Steam. It will help us a lot in promoting the game. We would appreciate it very much!
Join our Discord server, where you can share your experience, get support, and even find friends to play with!
I'm pleased to unveil a significant update to Eternal Trails that'll enhance your exploration experience!
First off, I've updated the horse models to look more like horses and less like Camels!
Second I've introduced a Horse Selector—now, you have the power to choose your companion from two noble steeds, each with unique appearances.
We're also debuting a stunning New Starting Location: Canyon Country. With breathtaking vistas and serene trails, it's the perfect place to start your journey or find new inspiration.
Plus, I’ve implemented a plethora of fixes and optimizations to ensure your adventure is as smooth as the gentle gait of your horse.
Get ready to ride into the sunset with this exciting new update!
With Easter coming up, we have to alter our schedule for game updates/patches for this and next week. We decided to skip the early week update we intended to do today and roll its content into a larger game update this Friday.
Similarly, there won’t be a smaller update right after Easter, but again a larger one at the end of next week.
Going forward, we also want to change how we approach updating the game. The idea is to have a smaller game update early in the week (on a Tuesday in most cases) that will mostly focus on balancing and tweaks (unless there is a critical and time sensitive issue that requires fixing).
That smaller update will be followed a much larger and more significant game update at the end of the week (on a Friday in most cases). These end of the week updates will contain new things and bigger changes and improvements.
“Why the change?” you might wonder. We are not slowing down, quite the opposite actually as we are approaching the point where we will be adding new content to the game soon and this in turn requires more testing internally. It will be more efficient for us to split game updates into lighter ones early in the week and heavy ones at the end of a week since many of the bigger changes and fixes simply require more testing. So the bigger things get more time in testing throughout the week rather than just a couple of days.