Shadow of Fear - 看nm呢
Shadow of Fear Season 2 Major Update!
(This update has optimized a lot of content, so only this update has been decided to be deleted.)

Game Content

New Map

The Classic Survival Mode “Ahkok”
After escaping from the duel arena, we were transported to the Ahkok subway station and our communication with the command center was completely cut off. From now on, we can only rely on ourselves



Charge Forward Mode "Atlas"
The fireball of the Evil Spirit Freight Yard incident led us to the Atlas International Airport in the eastern United States. The former glory is now on the brink of death. What kind of secret is there here?



Reinforcing properties
Four different enhancement items have been added to the game
Max Ammo;
Insta-Kill;
Bonus Point;
Double Point
Kill zombies in the game and randomly drop them

Double experience token
We can see the double experience button in the bottom right corner of the main page. Upgrading the character level can earn more tokens. This update will send out two tokens for each player




Safe House

一,Add player level mechanism
The higher the level, the richer the reward. Most of the rewards in the game are tied to the character's level



二,武器迷彩
新增武器迷彩机制,玩家们在游戏中完成对应的挑战内容即可解锁武器迷彩,每一把武器的挑战各不相同












Equipment upgrade mechanism update
The weapon level in the game has been increased from level 5 to level 15; Character level increased from level 5 to level 10

Glove replacement
Now more gloves have been added for players to unlock and use. The gloves are bound to a certain level and can be used by completing the corresponding challenge after reaching a certain level!



Game optimization

Game performance optimization
Now the game has been modified with textures and lighting, and overall performance is expected to improve by 10-15 frames

Received damage notification
Now the game has added a screen prompt for receiving damage, which can indicate the direction of zombie attacks on players;

Sound optimization
The overall sound effect of the game is optimized. When the player's health drops below a certain level, there will be a heart beating sound and all surrounding music will decrease synchronously

Game capacity optimization
Now the game has been reduced from 22g to 7g, greatly reducing the capacity burden on players
Apr 1, 2024
Eons Away Playtest - Anoo
Add new enemy
Apr 1, 2024
Luck be a Landlord - TrampolineTales
The game has been patched to fix a few bugs.

Changes
  • Updated the Polish translator's pen name and website
  • Fixed a bug where Essences sometimes weren't being destroyed if the player had a disabled modded version of them
  • Fixed a bug where the types of added symbols being output to the logfile were incorrect under certain circumstances
Subterrain: Mines of Titan - Zigger
Version 1.25 [2024-04-01]

[Fixed]
- Fixed ammo always dropping to the ground when weapon was destroyed even when inventory has space to fit it.
- Fixed when using quickslot with oxygen canister can sometimes drop it on the ground instead of putting it back to the inventory.
- Fixed rare occasion where Tau teleporting to the wrong place during fight.
- Fixed a quest not giving perk to player when completed in certain way.
- Fixed pressing movement key will close the log window immediately.
- Fixed production ui npc status can be shown as idle when they are actually sleeping.

[Update]
- Implemented hot key for fast "Reload Ammo". Basically it works as below order:
1. It will look for the same type of ammo already loaded in the weapon.
2. If weapon is empty then it will look for the previously loaded type of ammo.
3. If nothing is found then it will scan the backpack to find any first ammo that is available to load.

- Implemented fast travel within the camp area by accessing it through Journal->Contacts.
Please note that fast travel may fail under very rare circumstances. In such cases, the player can attempt it again after a few turns.

- Updated tab for the production and list type inventory ui for easier access to the various items.
Exanima - Zetheros
We've been testing the many changes to the game and our engine with insiders this past month, which especially considering the extent of the changes to engine code, has gone very smoothly. It all seems very stable and we didn't really run into serious issues, though some proved tricky to fix. Insiders are always very thorough and meticulous, uncovering minute flaws and obscure little problems. We've done a few patches already, with many fixes and improvements to things both new and old.

We do still want to try to make a couple of improvements and additions for the full update, but things are in a pretty good place already so we're thinking to update the public test branch within the next few days to get things tested by more players and on more hardware. This basically includes physics engine improvements, some cloth physics, 64 bit, updated terrain system and assets, golems area graphical overhaul, a big expansion of the catacombs and a few other bits and bobs.

The physics are working better than ever, with more improvements we made during testing, and the performance increase is big, giving us a lot of headroom for more upgrades, new features and richer content. We are currently looking into some very interesting further core improvements we might be able to make, but it's a bit uncertain still and we are trying to move on to other things. There have also been general performance improvements, and better loading times too.

One of the features we're actively working on is the late game "save system", which is something that ties into the content and the player needs to discover and interact with, and comes with a few other additions. To support this we need new interaction mechanics, which we're implementing through a "placement zone system" which will support many things, like socketing items into elements of the environment, snapping objects into logical positions (e.g. torch in a holder, bar across a door) and just triggering all sorts of events when a particular thing or type of thing enters or is placed in a specific location. This opens up a bunch of new gameplay elements and interactivity. The concept is fairly simple, but the physics and persistence of the game do introduce a few complications, and we're going for a very versatile system, with core features that can be useful for other things too.

We did the thing again, where we invested in big core technologies and features for the future of the game, but we're wrapping this up now and moving on to gameplay systems and content additions. A lot of what we did here will be invaluable for some future content, and we like to tackle the most difficult problems first. The role system will be our next major focus, but we have a long list of features and additions to suit everyone's taste.

Best,

Bare Mettle
My Exit - Y
・The volume was increased and adjusted overall.
・Fixed a problem that full screen was automatically canceled when returning to the title.
・Fixed some anomalies.
・Reset function for clearing anomaly status was implemented.
Apr 1, 2024
MY DESTINY GIRLS - steam
1. Add Zhuang Shiying JK uniform sweet moments
2. Fix several subtitle issues
3. Turn off the final bgm when you choose none
4. Archive related bug fixes
Warspear Online - oksana.kuzyk


Sorcerers of Arinar!

Now that many of you have mastered the basics of Light and Reflection Magic, it’s the perfect moment to test out your newfound knowledge in a real-world setting! Venture into the holiday Dungeons, where the Spring King has lined up some splendid rewards with a chance to earn additional Reputation for all students at the School of Magic!
  • King of Clubs, Cheshire Cat, Admiral Octopus, and Captain Swordtooth costumes can now drop in all holiday Dungeons (with higher drop rates in higher-level dungeons);
  • the rarest non-class Book of Physical Toughening can now drop in select holiday Dungeons, including Bouncy Hut V, Bouncy Hut VI, and Bouncy Hut VII (with higher drop rates in higher-level dungeons);
  • x2 drop rate for unique Accessories (rings, bracelets, amulets, and cloaks) with Physical/Magical Power, as well as Skill Cooldown and Attack Strength bonuses, in all holiday Dungeons;
  • x2 Reputation daily cap with the Magisters of Light and Reflection for completing all holiday Dungeons;
  • x2 Reputation with the Magisters of Light and Reflection in all holiday Dungeons;
  • x2 Guild Points in all holiday Dungeons.
Event duration: 01.04 13:00 CEST – 08.04 12:00 CEST

Plus, take your chance to seize one of the 50 winning spots in the holiday Weekly Ratings Tournament! Rank high in the Completed Holiday Dungeons rating to compete for amazing prizes:
Rank 1: King of Clubs and Admiral Octopus costumes, and Mirror World Cache x100
Rank 2: the King of Clubs costume and Mirror World Cache x75
Rank 3: Mirror World Cache x50
Ranks 4-10: Mirror World Cache x20
Ranks 11-20: Mirror World Cache x10
Ranks 21-50: Mirror World Cache x5

Tournament duration: 01.04 00:00 CEST – 08.04 00:00 CEST

See you in the game!
The Warspear Online Team
Deep Rock Galactic - GSG_Aaron


Hello Miners,
We’re back with another installment in our 'Below Decks' series, to give you a peek behind the scenes at Ghost Ship Games. This time we’re following Arvid, an intern at GSG, to learn about his work as the company’s official Loot Bug Keeper. Enjoy!


Meet the loot bug
It’s a cold gray Monday in March, and Arvid’s feeding the loot bug.

If you’ve played Deep Rock Galactic, you know the loot bug: It’s the passive critter that populates the caves of Hoxxes, rooting around for chunks of gold and Nitra to gobble up. In the six years since DRG launched, the loot bug has become something of an in-joke among players, dividing the pacifist loot bug preservationists from those who see the creature as an easy source of extra resources.

But what most people don’t know is that the in-game loot bug is directly inspired by a real-life creature. It lives at the Ghost Ship office in Copenhagen, and it’s actually older than the game itself. Taking care of the creature is a full-time job, and it's one of few positions at the studio not directly connected to game development.

This task is left to Arvid Aspeborg, an intern at Ghost Ship Games and the company’s newest Loot Bug Keeper.

Before joining Ghost Ship Games, Arvid spent a year as a student worker at the Skånes Djurpark zoo in Sweden, where he cleaned the bird enclosures. But he'd never worked directly with animals like he does now, especially one like this.

“I was a huge fan of Deep Rock Galactic before I started working here, so it kind of blew my mind that the loot bug from the game actually exists,” he says. “But it definitely wasn’t what I was expecting.”


Arvid enjoys a spirited interaction with the loot bug during the start of his shift.

A day in the life of a loot bug keeper
Arvid’s day starts with a 4:30 AM alarm, so he can make it to the office and finish the loot bug’s morning care routine before anyone else arrives.

Most of this routine focuses on regular hygiene. The creature hates water, but a daily cleaning is necessary to prevent it from producing a sulfur smell that overpowers the office. Arvid uses an industrial pressure washer for this, but also has to use his hands to clean in between the creature’s folds.

“I wish they’d told me to bring gloves on my first day,” he laughs. “That was the only time I ever touched it with my bare skin, and I still can’t get the smell off. It felt like that hand was like, really sunburned for a long time after too.”

In real life, the loot bug is about the size of a child’s bean bag chair, and it weighs around 90 kilograms (200 pounds). Compared to the in-game depiction, the real creature is almost completely sedentary, which means that Arvid needs to reposition the creature throughout the day to prevent pressure ulcers from forming. As he points out, another big difference from the in-game version is the noise that it makes.

“I get why they gave the loot bug a different noise in Deep Rock Galactic, because it sounds totally weird in real life. That threw me off a lot when I started, because I couldn’t really place the noise. But after a few weeks, I realized it actually sounds a lot like a grown man weeping,” he says.

In the afternoon, Arvid engages the loot bug in a series of enrichment activities. Most often, this means reading aloud from The Lesser Key of Solomon, or playing recordings from recovered aircraft black boxes. Arvid typically leaves the office around 8 or 9 PM, though he’s technically on call around the clock via satellite radio, in case the loot bug causes another Contamination Incident.


Undated photograph of a creature similar to the loot bug under examination by researchers at Fort Detrick, Maryland. Photo courtesy of the U.S. Army Medical Research Institute of Infectious Diseases.

The creature’s origins
Phillip Mygind, co-founder of Ghost Ship Games, received the loot bug in 2016 as a gag present from his cousin, who worked on a fishing vessel in the North Sea. The cousin claimed to have dredged it up just offshore from the Barsebäck Nuclear Power Plant in Sweden.

Back then, the loot bug was just known as “Elefantfoden” (Danish for ‘The Elephant’s Foot’). Philip kept the creature in his garage for a few days, before his family insisted it had to go.

“I didn’t want it either, but I really couldn’t get rid of it. I tried driving it out into the countryside and leaving it there, but it was back in my house when I woke up the next morning. Same thing happened when I tried throwing it in the harbor,” he says. “It was a really difficult period. For all the time it lived in my house, my whole family would wake up feeling sick.”

At one point, Phillip got so tired of the creature that he tried having it euthanized with a captive bolt pistol, the type used to kill cattle at a slaughterhouse.

“It didn’t seem to do anything. The bolt just punched down through its skin and crunched into something, but it was like the loot bug didn’t even feel it. I’ll never forget the noise it made," he says. "I expected it to bleed, but all that came out was this sort of milky mucus. I don’t know why, but I feel like it got some sort of pleasure from it. I hate it more than anything.”

Since then, the loot bug has been kept in an underground enclosure at the Ghost Ship offices. The company officially denies any knowledge of the creature's history before it came into Phillip's possession.


Illustration from the Dictionnaire Infernal (second edition, 1825) depicting a tribute to the deity Moloch.

Feeding time
Every two weeks, Ghost Ship Games receives an 80-liter plastic barrel from a hospital in Poland.

This is Arvid’s cue to take care of the loot bug’s bimonthly feeding. He considers this to be the most difficult part of his job. The drum contains around 65 kilograms of biomedical waste, mostly organic tissue from amputations and other surgeries.

Just like in Deep Rock Galactic, the loot bug is a scavenger, and eats directly off the ground. Unlike the game, however, the real-life loot bug sprays its food with corrosive enzymes that dissolve the meat proteins into a drinkable slurry. This aspect was omitted from the game due to content age rating concerns, and its diet was changed to mineral chunks instead.

“The first time I saw it eating, it made me throw up. Now when I have to feed it, I just dump the barrel out and leave the room as fast as I can. I wear earplugs too, so I can’t hear when it starts to eat,” Arvid says.

Once the creature finishes eating, it enters a hibernation-like state for several days. As Ghost Ship’s employees quickly learn, disturbing it in this condition isn’t a good idea.

“One time I tried entering the enclosure the day after it ate, just to check up on it, but it completely freaked out,” Arvid explains. “It let out this huge scream, like a man in pain but way deeper, and it just kept going. I remember the air started smelling like burnt electronics, and I could feel my lungs vibrating because it was so loud. After that, my nose kept bleeding for like a week. I’ve never experienced anything like it.”

The creature's strong reaction in this state was actually the inspiration for the “It’s a Bug Thing” perk in Deep Rock Galactic.


Arvid (left) pours out a meal for the loot bug (right).

Challenges of the job
In Arvid’s own words, working as the loot bug keeper comes with its ups and downs.

"It's cool to see all the memes and stuff about loot bugs, and to know I'm working with the actual creature that inspired all of it," he says. "But being around it also makes me feel weird sometimes. I get headaches and nausea a lot, and lately I've been bruising more easily for some reason. I noticed some of my hair falls out when I shower too, but I guess that could be anything."

With five months of experience, Arvid is the longest-lasting loot bug keeper in the company's history. Ghost Ship Games has always had this position as an internship, and only ever hired Swedes for the job.

For Arvid, it’s been an exciting opportunity to start in the video game industry. Plus, he says, the nature of the role allows him to learn new skills, and share some fun jokes with the rest of the Ghost Ship Games team.

“I basically had to learn everything from scratch,” he says. “Ghost Ship didn’t tell me much about the job beforehand, and I’m not allowed to contact the other interns who used to do it. I once heard someone say that all of them left on sick leave, but that was probably just to mess with me.”





Are you Ghost Ship Games’ next loot bug keeper? Comment "ME NEXT" below so we can reach out in case something happens to Arvid. Thanks for reading!




Apr 1, 2024
Xanadu Land - Land Master
BUG
The final shadow BOSS has no aggro red circle BUG

optimization
If the red weapon is on the permanent death map, the chance of drop after death is doubled.
The ratio of fruit returned to fetus is reduced to 15:6 (original 15:8)
There will be a 12-hour CD after receiving it.
Temporarily blocked - Treasure - Emblem of Glory purchase of 170 gold coins

Combat related adjustments
Strength restores life, and wisdom restores energy more effectively.
Chainsaw, the probability of triggering the chainsaw when attacking is reduced (after the new barrage is added)
Chainsaw, the chance of triggering the chainsaw when attacked is increased.
Thunder Sword, trigger probability adjusted to 15% (originally 12%)
The gap between tier 1 and tier 2 hammer attribute values is widened
The gap between tier 1 and tier 2 bow attribute values is widened
Fixed the bug that bow and arrow weapons are not subject to mastery bonus
(Reducing the main attribute of sniper/scattering/penetrating bow, it will not actually affect the final damage)
(If any, it will continue to be adjusted to normal values)
(High-level maps have no impact, low-level maps will have reduced map correction)

New recipe for Cube
99 Flame Elf + 10,000 Silver Coins = Random Red Weapon
Random red weapon + Purple Blessing scroll + 10,000 silver coins = random red weapon, with a lower chance of getting a ring
Random red weapon + legendary Blessing scroll + 1000 silver coins = Red weapon optional box
...