The "Guns&Dungeons" mini-game is now available in Warface: Clutch! Take a break from the routine and get a top-up bonus of up to 400%. Earn the event currency and obtain the Agent Fenrir, Bursti, Huginn or Corsair suits, the Imperial Helm charm, parts and temporary golden weapons. It's time to immerse yourself in the atmosphere of the games of our childhood!
Details
Starting now and until 07:00 GMT (09:00 CEST) on the 1st of April, try your luck, complete the game "Guns&Dungeons" and receive a bonus to a payment. The bonus value depends only on the results of the game and can be up to 400%! Intrigued? Let's get down to the details.
You can play the mini-game once for free, then re-play it for Kredits and earn the mini-game currency. Accumulate the event currency and purchase permanent items and weapons for 3 days in a special event store.
Please note: purchasing at least one set of Kredits with a bonus in the platform store is guaranteed to increase the amount of the mini-game currency you earn. The more Kredit packs you purchase, the more mini-game currency you'll earn as you complete the mini-game.
"Guns&Dungeons" Gaming Process
Main Character
You will control a flying spy drone. It has propellers, a manipulator arm, and even a taser that shoots an electrical charge. At the start, you will have 0 data intel and 5 points of energy.
Gaming Process
The spy drone must sneak into a mega-corporation building and steal as much data as possible!
The main building comprises various premises: reception, offices, server rooms, laboratories and much more. In each room, you will find yourself in a certain situation and will be offered 3 options for action, from which you can choose only one. Each option can have 2 outcomes with different rewards. Figure out for yourself which outcomes are the least risky or the most interesting to get the best reward. Depending on the choice, you will receive intel (and you may also lose points of energy).
Explore all rooms, choose the best option, and solve puzzles to find the most valuable information!
Enemies
You will not be alone - animals, corporation workers, security guards, and even drones with turrets will keep you company. As opponents, of course! Fight enemies and collect data archives. Remember, the higher the risk you expose your drone to, the higher the reward can be. All this you have to check by trial and error.
Rewards
The game ends when your drone reaches the exit from the corporation building/facility or if it runs out of energy. You will receive a notification with a reward - a bonus for payment - after the game. You will not receive a bonus until you have completed the mini-game.
FAQ
The bonus can be applied to the purchase of one of the specific Kredit packs of 500, 1,100, 2,800, 5,700 or 12,000 Kredits.
The bonus is capped at 2,000 bonus Kredits for the 500 and 1,100 Kredits packs, and at 3,000 Kredits for the 2,800, 5,700 and 12,000 Kredit packs.
The received bonus and the event currency are available only during the promotion period from now until 07:00 GMT (09:00 CEST) on the 1st of April. Don't put your purchases on the back burner.
You can purchase the items in the mini-game store only once for the mini-game currency, except parts (maximum 100 pcs.).
With PAX East 2024 now in the rearview mirror, we wanted to share some of our photos and experiences at the event!
Here's a photo of our booth setup showing all the games we featured!
We're so grateful for all the love and valuable feedback we got from so many of you who visited our booth to play Iron Meat! We answered questions from players, members of the press, and content creators, and we're so excited to be continuing with development from here!
This year, the Iron Meat demo featured 2 playable levels: Forest and Train. However, this time, we changed what skins were made available for players to pick and choose from--ranging from a shark with a water helmet, a Meat soldier, a robot warrior, and more!
We'd like to give a HUUUGE thanks to everyone who showed up to play at our booth, and we hope you enjoyed the most recent demo version of Iron Meat!
Look forward to even more as we continue on with development!
Be sure to follow Retroware's developer page to stay up-to-date on all our games, news, and more!
Today marks the beginning of the next chapter of Vellum. We've been working diligently as a small team for a long time to craft an experience that continually delights us. It's such a massive joy for us to be able share that experience with you.
With how pivotal feedback has been for the evolution of the game so far, we couldn't be more thrilled to enter the bright new phase of exploring the depths of what the Library has to offer - with new Scribes at our side!
Welcome to Vellum - we're honored for you to join us!
In the last update, we summarized all the hard work that went into rebuilding our RPG system and improving our game. We showcased some of the gameplay improvements on a small level. Since then, we've worked on building up the rest of the prologue chapter with new areas, new combat encounters, and an all-new story.
Depending on which origin you choose, you will enter the prologue chapter with a different background story and motivations. Instead of a linear main story like in our previous demo, the story will present you with a number of possible goals, and it will be up to you how you want to solve them. It's a playground for learning about the game world, its cultures, conflicts, and game mechanics and seeing how it all comes together. It enables you to confidently take on epic challenges in the main campaign.
You will get to meet the leaders of your faction, see how they approach ruling their people, where they failed or succeeded, and plan how you want to forge the path ahead. So, what comes next?
The initial pass with the quests is 70% complete, and we'll continue working on finishing the quests in the prologue chapter and preparing the project for the upcoming beta tests. It will involve adding and polishing missing dialogue, refining hunting and siege mechanics, and enhancing the overall game experience. As soon as the project is reasonably polished, major bug-free, and ready for player feedback, we'll commence the beta tests!
Dev With Community
Since day one, we've aimed to build The Way of Wrath with input from players and our community. We used to have numerous activities in our Discord channel but had to pause them while we focused on technical aspects. Now that we're back to creating content, it's time to restart our activity sections! One such section is our "Dev with Community" segment, where you can share your ideas and desires regarding what you'd like to see in the game and help us research some topics.
In addition to all that, we'd like to share major topics that we'd love to receive your feedback on! We'll be sharing these in future development updates. To kick things off, we want to begin with something unique and interesting!
Yarbogha Cult
One of the origin stories you can select during character creation for your character is the mysterious wandering shaman Yarbogha. You mediate between your people, the Thein, and the ever-ravenous manifestation of death that they believe in. To Thein, the cycle of decay and rebirth is dark and terrifying. They see the earth as a cannibal that devours what it gives birth to, stealing souls destined for the skies and dooming them to roam the earth. It is up to you to keep its hunger in check with rituals and balanced judgment.
The ten-year war your people fought has left countless corpses for the earth to feed on. It has upset the balance, and according to Yarbogha's beliefs, this can lead to an apocalyptic outcome. If the war continues, death's appetite could become insatiable, and great calamity will follow.
As a Yarbogha, you seek to prevent this outcome at all costs. You will have a unique opportunity to inspire your allies with spiritual zeal, wrest control from warring chieftains, and inspire(terrify) Thein to walk a more righteous path.
Basically, start your own cult.
Even as one of the playable origins in an RPG, the cult mechanics cannot be as expansive as they would be in a dedicated cult simulator game, we thought a lot of interesting things could be done even with the limitations we have.
So as the first “Dev with community” topic, we wanted to ask this question:
If you were to start your own dark cult, what kind of mechanics, roleplay options, and stories would you want to encounter?
Thank you for supporting us! As always, if you have any questions, you can reach us through comments, Email, or our Discord Channel. Cheers, The Way of Wrath Team
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!
This is just a small update for 3.7.0 as we had a few more fixes we wanted to release for public testing before the Easter weekend.
Bugfixes:
Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them.
Secton eyes now glow when Psionic Triangulation is active.
Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them.
Fixed some display issues users could experience if using multiple monitors while mirroring one or them to different screen.
Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
Spring has sprung, and so has a new Developer Update! In this post, we’ll share everything we’ve been working on for our next update. As always, these changes will first head to the Public Test Build on Steam. We encourage you to give them a try if you can and let us know what you think!
The Twins
[CHANGE] Reduced the time it takes to switch back to Charlotte to 1.5 seconds (was 3 seconds).
[CHANGE] Reduced the time it takes to unbind Victor to 0.75 seconds (was 1 second).
[CHANGE] Reduced the time it takes to charge Victor’s Pounce to 0.85 seconds (was 1 second).
[NEW] Added the ability to recall Victor at any point while he is unbound.
[NEW] Added the ability to change between Victor & Charlotte near a hooked Survivor. *
Dev note: We have made switching between Charlotte and Victor more responsive and given the Killer the ability to recall Victor at any time so they feel better to play.
* Be warned: The anti-face camp meter will still fill if you’re too close!
[CHANGE] Updated 7 Add-Ons.
[CHANGE] Victor’s Pounce no longer latches onto healthy Survivors.
[CHANGE] Victor can no longer be kicked after successful pounces which do not latch onto a Survivor.
[NEW] Victor’s Pounce now latches onto Survivors when they are put into the dying state. Other Survivors can crush Victor during this to help the dying Survivor. Victor will automatically return to Charlotte after 20 seconds.
[NEW] While Victor is attached to a Survivor or holding a Survivor in a locker, Charlotte gains a 10% Haste effect. This effect will be lost prematurely if Charlotte hits a Survivor.
[REMOVED] Survivors near Victor while he is latched onto another Survivor are no longer revealed by Killer Instinct.
Dev note: Previously, The Twins’ Power heavily encouraged ‘slugging’ (leaving Survivors in the dying state) since Victor could chain together pounces on multiple injured Survivors, but only pounce a single healthy one. Furthermore, Survivors could often save each other before Charlotte could make it to them.
We have flipped this around: Victor will now be much more effective at injuring multiple Survivors and instead assist Charlotte – who now moves faster while Victor is latched on – in picking up the Survivor. This makes it possible for Victor to both injure and down a Survivor without being forced to switch back to Charlotte in between.
[NEW] The Visual Terror Radius accessibility setting will now include Victor’s grunts.
[NEW] Victor will now glow red whenever he is vulnerable to being crushed.
Dev note: We have updated the Visual Terror Radius to include Victor’s grunts to improve accessibility, and added a red glow to Victor whenever he is vulnerable to being crushed to improve visual feedback.
The Blight
[CHANGE] Improved collision detection to reduce cases where The Blight slides off objects.
Dev note: It could be frustrating to slide off an object you were trying to bump into and end your Rush prematurely. We have improved the collision detection to make The Blight’s Rush more consistent. This also fixes an issue which allowed The Blight to incorrectly slide along obstacles and lunge around tighter corners than intended.
Haddonfield
[CHANGE] Updated map layout and reduced the overall size.
[CHANGE] Reduced the length of hedges and fences to create more openings.
Dev note: The map’s long & narrow shape and rows of unbroken fences and/or hedges made getting around very time consuming. We have reduced the overall size and added more openings to make it easier to traverse.
[CHANGE] Adjusted various houses to reduce the strength of strong loops.
[CHANGE] Reduced the number of houses in the map. All remaining houses can be entered.
Dev note: Many houses were closed off, making the map larger without any room for gameplay. We have reduced the number of houses that spawn, though each one that remains will now be open and playable. We’ve also reduced the strength of some of the strongest window loops to be fairer and more interesting to play.
[NEW] Added pallets and lockers along the edge of the map.
[CHANGE] Updated street tiles to feature more pallet loops.
[CHANGE] Adjust pallet loops in park tiles.
Dev note: The outdoor areas were fairly empty before, encouraging Survivors to make a run for the nearest house when they were chased. Since we’ve reduced the strength of houses, we have added some additional loops to the street & edges of the map to spread out chases and reduce deadzones.
Decisive Strike
[CHANGE] Increased stun duration to 5 seconds (was 3 seconds).
[NEW] Added a new stabbing animation when Decisive Strike is used successfully.
Dev note: The Survivor is locked in place for part of the stun while they are being dropped by the Killer, so it didn’t leave them with much time to run away once they hit the ground. We have increased the duration of the stun to give the Survivor a fair chance to create some distance.
While we were at it, we added a new animation which plays when a Survivor successfully uses Decisive Strike to break free to give some visual flair to the Perk.
Adrenaline
[CHANGE] Adrenaline no longer activates if you are hooked when the gates are powered.
[CHANGE] Adrenaline no longer causes you to wake up when facing The Nightmare.
Dev note: Adrenaline had a lot of exceptions which made it difficult to play around. If a Survivor was hooked while the exit gates were powered, they would be healthy and receive a substantial speed boost upon being unhooked, making it very difficult for the Killer to catch them before they could escape. We have made it so Adrenaline no longer pauses when you are on the hook.
Finally, we’ve removed the wake-up effect when facing The Nightmare to clean up the Perk as we’ve moved away from Perks that affect specific Killer Powers over the years.
Ultimate Weapon
[CHANGE] Now reveals Survivors aura instead of causing them to scream.
[CHANGE] Reduced activation time to 15 seconds (was 30 seconds).
[CHANGE] Increased cooldown to 80/70/60 seconds (was 40/35/30 seconds).
Dev note: Ultimate Weapon was a jack of all trades, providing both information and a consistent way to interrupt Survivor actions (allowing it to synergize too well with other Perks). Rather than screaming, Survivors will instead have their aura revealed. This means it will no longer interrupt Survivor’s interactions, though Survivors won’t know that they are being revealed to the Killer.
Since Ultimate Weapon is easy to activate, it was possible to keep its effect active throughout the entire match. We have increased the cooldown and decreased its activation window to ensure some downtime between uses.
Emblems
[CHANGE] Removed the ability to lose a pip.
Dev note: With Emblems being used solely for monthly rewards these days, it felt needlessly punishing to lose a pip after a rough match. This quality-of-life change will make the Emblem system less stressful. This also applies to Modifiers – you can enjoy these limited time modes without worrying about your grade!
Store Improvements
[CHANGE] Visual overhaul to the entire store menu.
[NEW] Added “Specials” tab to highlight items that are on sale.
[NEW] Added “Collections” tab to find cosmetics from a specific collection.
[NEW] Added bundles, containing multiple items at a discounted price.
[NEW] Killer mori animations can now be viewed in the store.
[NEW] Added a weekly gift that can be claimed for free.
Dev note: The store hasn’t changed much since it was introduced in 2018. This update makes it easier to find what you’re looking for and allows us to bundle content together at a reduced price. For example, it’s now possible to purchase an entire DLC pack through the in-game store rather than purchasing each character separately.
The Archives
[CHANGE] New Tomes & their respective Rifts will now open at the same time as the update.
[NEW] New Rift Bundle option, which grants the Premium Rift rewards & a 20 tier head start at a discounted price.
Dev note: Rifts have historically opened the day after our Mid-Chapter updates, but no more! You can now get cracking on those challenges right away. We have also introduced a new Rift bundle which includes the Premium Rift Pass and 20 Tiers at a discounted price. (The Premium Rift Pass can still be purchased separately if you prefer!)
One more development update, one step closer to the launch!
Here’s a summary of what we’re talking about today:
New cinematic: second fragment
Packages: how to (not) break, wet or mess
Tarot cards ingame: gotta find em all!
OST: Mark Sparling x Adrian Berenguer collab
New cinematic: second fragment
Here you have some new frames of the new cinematic that our friends from Alkimia Animation Studio are preparing for Mika and the Witch's Mountain. https://www.alkimiastudio.com/
As you know these new animations will support some parts of the gameplay to enrich your game experience.
It looks like Greff is having some trouble carrying all those packages, he sure could use the help of a certain little witch and her magic broom!
Packages: how to (not) break, wet or mess
Good news: all the deliveries of the critical path of the game are proudly implemented and tested.
Also bad news: for those who thought Mika and the Witch's Mountain would be as simple as carrying packages back and forth without worry or difficulty, there’s more!
Not only are you going to have to find the recipients of the packages being the newcomer to the Island of the Winds, but you're going to have to be careful not to break them or get them wet - you're even going to have limited time to do so in some cases!
But it's going to be fun, promise! Of course, for those of you who want to have your delivery card full of positive ratings (green stamps) you may need to repeat a few deliveries.
Tarot cards ingame: gotta find em all!
Another feature of the game successfully implemented and tested are the tarot cards, which you will be able to collect inside the game...but we’re not going to give more details!
We will only say that you will have to go all over the island to get them, which means that you will have to improve your broom to the maximum.
Another bad news is that some of you might want to get the tarot cards in physical form after playing Mika and the Witch's Mountain. Sorry! haha
OST: Mark Sparling x Adrian Berenguer collab
It’s treat time! One of the many stretch goals promised on the Kickstarter campaign is completed: the special song composed by Mark Sparling and Adrian Berenguer is done!
As you may know, Adrian Berenguer work is present in previous Chibig’s games and A Short Hike is one of the biggest inspirations for Mika and the Witch’s Mountain, so this collab is something really special to us.
It was an honor to have such a unique piece in the game OST, hope you’ll enjoy it as much as we do!
A pretty long update, sorry! See you next month with more new about Mika and the Witch’s Mountain development.
On March 29, maintenance work will be carried out on the game servers. In connection with this game, it may not be available from 17:00 to 17:30 Moscow time.
Please note that completion times are indicative and subject to change.
Hey Anglers! One year ago today, we released DREDGE to the world. Today we have released our new One Year Anniversary Trailer to celebrate this day, which takes a look back at the key moments of the last twelve months.
We want to say a huge thank you for your continued support! Here's to more adventures across the Greater Marrow later this year... 👀
Our donation to NZ Whale & Dolphin Trust 🐬🐋
To celebrate DREDGE's one-year anniversary, we've made a $100,000 donation to the NZ Whale & Dolphin Trust to further their research and conservation efforts. We want to thank the community again for playing our game in the last year- your support has made this possible!
Since our release:
🐟 100,000+ caught all species of fish ⛵ 500,000+ fully upgraded the boat 🗺️ 250,000+ saved the world, for now...