Community Announcements - gentry

Thank you for playing "DEAD OR ALIVE Xtreme Venus Vacation!"

For more information, please check the "Update info" .

Thanks for your support, and please continue to enjoy “DEAD OR ALIVE Xtreme Venus Vacation!”
Euro Truck Simulator 2 - Tiktak
A few members of our Euro Truck Simulator 2 map set on a journey to Greece a few months back. Their quest? To gather references and inspiration to create the Greece DLC for our #BestCommunityEver as accurately as possible. Now, we interviewed them about their trip and how it benefited them!


The team consisted of Ilona, Michal, Karina, Jakub, David, and Artur. In the course of eight days, they journeyed through Greece, from its southern reaches to the north, exploring islands, coastal stretches, and inland areas.

"Our first destination was the drier and rockier Crete. The climate is reflected in the architecture, which is full of balconies and loggias shaded by awnings. Greece struck us as a very diverse, culturally and historically interesting country with lots of monuments and important sites. We mapped some of them in more detail, such as the Corinth Canal, the Meteora Monasteries, and the Rio-Antirio Bridge. As part of our travels, we also visited an olive farm in the Messenia region, where we learned more about the process of olive oil production, a symbol of Greek cuisine and culture," Michal shares with us.





The majestic Meteora Monasteries were probably one of the team's favourite places, as Ilona agrees with. "What I liked most about Greece was the omnipresent smell of diverse vegetation and the distinctive landscape, which I hope we will be able to capture in the DLC. The biggest gem for me was definitely the Meteora Monasteries," says Ilona.

As the team confirms, it's a big advantage to see the country for yourself before working on implementing it into the game. "It was definitely beneficial to see the places I'm going to be doing on the map live. A lot of details that you don't notice on Google Maps, or don't stand out as much, often give a completely different dimension and feel to a place in person," says David.





Starting our expedition fueled by the expectations set during our preliminary research, Jakub unfolds the tale of the team's voyage through Greece's varied terrains, which he fell in love with.

"When we were doing our preliminary research, we saw that some of the roads we looked at weren't exactly exciting. But after travelling through the country, I can say I was pleasantly surprised. Driving through the mountainous parts of Greece, there were great views one after another. Even the roads between fields offered something nice to look at. If I were to choose one memorable place, it would be the Rio-Antirio Bridge. It stretches about 2880 metres long and is surrounded by mountains and sea, with dark ominous clouds in the sky and sun peeking through them. That was the first time it came into our view and it was a dramatic scene," says Jakub.





One of the reasons we visit the countries in person is to get a general feel of it that would be difficult to obtain through internet research. "One of our tasks was to look at what type of houses are most common, so we could choose everything that needs to be made by our 3D artists to best represent the country. And we were quite surprised how difficult that was. It’s not an easy thing to do generally, as every country has different building styles etc., but what we learnt was also that almost every single house was different," Jakub shares with us.

Artur's journey through Crete not only opened his eyes to the vibrant tapestry of Mediterranean island living but also unveiled the rich landscapes and cultural flavours essential for infusing our game with genuine authenticity.

"It gave me important aspects that must not be missed in the game, that I would not have noticed otherwise if I had not seen them with my own eyes. You could see that life in Greece is very much geared towards tourism and olives, which were absolutely everywhere. I was very surprised on the trip by how different the north and south of Greece are in terms of landscape. The more southern areas were dominated by bushes and olive orchards and the north by forests and traditional rectangular fields. For me, the overall combination of sea, hills and mountains is absolutely divine and I can't wait to see what it will look like in our game," Artur tells us.





We cannot wait to bring you more news from this upcoming map expansion as it continues to be developed. Until then, stay connected with us and all the latest information through our social media channels, make sure to follow us on X/TwitterInstagramFacebook, and TikTok. If you are looking forward to trucking in this map expansion, make sure to add the Greece DLC to your Steam Wishlist!

https://store.steampowered.com/app/2604420/Euro_Truck_Simulator_2__Greece/
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX

Warlocks, Usurpers, Haemetics, Thaumaturges
Clan Tremere embraces scholars, academics, researchers, and other relentless pursuers of knowledge. These Kindred have an obsession with blood and vitae — vampire Blood — beyond even that of other Kindred, an obsession which extends to its control. Whether the blood coursing through their enemies veins, or a Tremere’s own vitae, a drop of red can turn into a deadly weapon in the hands of an experienced Warlock.

Playing a Tremere in Bloodlines 2
As a Tremere in Vampire: The Masquerade - Bloodlines 2, you use your arcane powers to control your own Blood and that of your foes. The playstyle is rewarding when keeping your distance in combat, making enemies scream in agony as you boil their blood, shaping your own vitae into projectiles, or even ripping the blood from their veins.

In vampire society, Tremere are often mistrusted. Some characters in Bloodlines 2 may respond differently in dialogues depending on whether you reinforce or challenge their expectations of your clan.



Abilities
As you select your clan, you unlock the clan’s unique passive ability. By spending Ability Points, you can then unlock abilities from the Ability Tree, starting with your chosen clan. Ability Points are earned when completing missions, combat and exploration. When you’ve unlocked all abilities for a clan, you can unlock the clan Perk, a permanent passive upgrade for those dedicated enough to unlock all abilities for a clan.

Corrosive Touch
Clan Passive: Bodies will dissolve away after being fed on.

Cauldron of Blood
Torture your victim by boiling their blood slowly from the inside, making them drop to their knees screaming. Nearby enemies/civilians are drawn to their screams.



Recall
First Use: Mark your current location with a ward.
Second Use: Deconstruct yourself, and explosively reconstruct yourself at the marked location obliterating any enemies standing in that spot.



Blood Curse
Curse a victim. The next time they take damage, their body swells horrifically and they explode, doing damage to all around them.



Blood Salvo
Conjure a set of blood daggers that can be thrown at enemies.



Greed
Clan Perk: A chance when feeding, that the last used ability receives twice as much blood, increasing the rate you can perform abilities.

Customizing your playstyle
In Vampire: The Masquerade - Bloodlines 2, you can play your character in different ways. Tremere are a ranged, glass-cannon type, and the clan abilities are focused around supporting that playstyle. We want it to be straightforward playing a clan, and this is therefore not an ability optimization game where you have to go through a multitude of abilities and weigh them against each other.

For those who prefer a more advanced playstyle, you can customize your playstyle by visiting important Seattle vampires that are sworn to assist the Sheriff (you) , including offering their Blood to help unlock abilities from their clan. Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Tremere Disciplines are Auspex (the supernatural ability to become aware of more than meets the eye), Dominate (the power to mesmerize and control the actions of others) and Blood Sorcery (the ability to control blood with your arcane knowledge). If another clan has a Dominate ability not part of the innate Tremere kit, it would cost less AP to unlock than an ability for a Discipline Tremere don’t have, such as becoming faster which is a part of the Celerity Discipline. Clan Perks stack, and unlocking several elevates your power much closer to elder level.

In contrast to the activated abilities and Clan Perk which can be learned from the other clans, your clan passive can not. This means that you can combine features from other clans in hundreds of different ways, but your Tremere playthrough will remain unique from playing as another clan who branches into Tremere abilities.


Ability tree for Tremere with all clan abilities and the clan perk are unlocked. An ability from the Banu Haqim branch has been equipped, replacing Recall.
Squad - [O] Ceeg
“Communications inbound. Ready to receive!”

Thanks Squaddies for taking part in the latest Squad Q&A, where you, the players, get to ask the developers who made Squad all about the game! We were extremely excited with the number of responses to our call for questions. We have taken the time to select ten (10) questions to answer. This will be a slightly shorter Q&A document in comparison to the last one, as we have quite a few topics we are not ready to discuss, but will in the near future!

Aiding in answering the questions are three members of our development team
  • CANNON - Senior Producer - Squad
  • Ceeg - Community Manager
  • BaronVonBoyce - Lead Game Designer - Squad
If your question was not answered this time around please feel free to ask it again next time.

With that we want to thank all of our Squaddies for their participation. To not delay any further let's get into these questions!


Gameplay


Question: How long does OWI intend to develop Squad? UE4 is starting to show it's age, what are the plans for continued development? Will this ever be upgraded to UE5 or another engine?

Answer: There is no end in sight for Squads development, we have lots planned and we’re excited to keep the game going with new features, content and gamemodes for as long as we can. Regarding Unreal 5, we currently have a small team dedicated to looking into this shiny new tech. They are looking at what impact it will have on the current game, what improvements or setbacks we might see and how long it might take to upgrade.

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Question: Would you consider hiring a workshop mod developer contract to reach your achievements?

Answer: We are currently in contact with a few modding teams and individual modders to help us with various areas of development. This can include anything from creating new content, to helping us set up or improve existing content. Historically we have always been open to working with modding teams, and we do not see that changing!

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Question: What is an area of the game you're looking to address next, what problem with the game flow is looking to be solved, if anything?

Answer: We’re looking at addressing pain points for new players, including closing the game loop off with more detailed feedback for players. This will allow them to see how the overall team did as a whole, where ticket losses and gains were, as well as onboarding newer players more easily into the experience. We plan on working on it iteratively over the next year, with each update hopefully including something pushing us closer to this goal.

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Question: When will thermal sights and laser rangefinders be added for MBTs and IFVs?

Answer: Thermal optics are something that we would like to add in the future, however we can’t commit to timelines due to limitations with resources and technology. We would wish for a Thermal system to not only look and feel authentic, but to work realistically, rather than be a post process effect. Laser rangefinders are already present in some IFVs and all tanks.

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Question: Can we see more tutorials in the future? I'm thinking of a basic SL guide on how to make FOBs and call command strikes, basic vehicle gunnery tutorial, dedicated AT tutorial.

Answer: Yes, we plan on completely reworking our tutorial into a set of shorter tutorials that cover a wide variety of topics, beginning with the basics and moving into more advanced areas and topics. We also plan to add more tools for players to have better visibility on information that is currently hidden or considered tribal knowledge. Our goal with this is to have players be able to search for this information more easily from within the game.

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Question: Does the Dev team have plans for any kind of player progression?

Answer: We have no plans at this time for a traditional progression system, but we do plan on adding a socially-driven progression system that allows players to recognize each other for their contributions. More on this in upcoming communications!

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Question: Any plans to bring in new commander assets?

Answer: We are in the process of adding new commander assets, and in the future, we plan to completely rework the current commander system up to a higher standard, that also leans into the asymmetric design of different factions and units within those factions.

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Question: How far along the pipeline is the TOW-launcher rework

Answer: We are in the process of reworking our missile system in-game to be more authentic, as well as more flexible with the intent to enable us to add more types of missile systems in the future. We will have more to share on this topic in the coming months.

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Question: Are you going to balancing the factions with the upcoming voting system so it doesn't become too one sided

Answer: Yes, faction balancing will be an ongoing and iterative process using data points from analytics, as well as feedback and observations. We want to make sure every faction feels fun to play, and no one gets left behind with the Voting system!

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That’s all for this month's Q&A! Thank you all for your participation. While we may not host a Q&A like this every month, expect to see some other forms of communication that you are sure to enjoy. If you missed your chance to ask a question this time around, Keep a close watch on X and Facebook, where we always announce our latest rounds of Q&A and other Blog posts!

Offworld Out.
TerraTech - Matt
We're taking a look at some of the awesome Techs that have been built by the TerraTech Community.
Songs of Silence - Migem79
We are truly humbled! After reaching total funding for Songs of Silence in under 8 hours and achieving the first Stretch Goal in less than 3 days, we have just reached a second Stretch Goal.



This means we can enrich our game with brand-new cutscenes and a lore-rich intro and outro. From this place, we want to extend a BIG thank you to our community and everyone who has supported us so far! PS. If you haven't yet pledged but want to grab some cool awards, here is the link:
👉 https://www.kickstarter.com/projects/chimeraent/songs-of-silence 👈

We will add a new lore intro sequence at the start of the game and extend the outro video at the end of the campaign. These will be animated using our beautiful blend of 2D art nouveau stylized and 3D mapping animations, which you’ve already seen in our map introductions!



The intro will guide you into the lore of Songs of Silence - where you can learn about the background of our world. Our extended outro will explore the protagonists' fates more deeply and illustrate the story's outcome more beautifully than we could have done in-game and with voiceovers.

Finally, we will ensure that the end-game credits get some extra love: they will be illustrated with a selection of artworks and scored by a particular theme from Mr. Sakimoto.

The next goal is for the hardcore gamers, the achievers, the winners, and the players who want to focus on the story. Let us introduce you to the extra difficulty levels!

This goal, unlocked at a €70,000 funding, will incorporate two new difficulty levels: Story and Warmaster. Story mode makes the game challenge easier, lowering the battle difficulty to let players focus on our carefully crafted narrative with a reduced chance of an embarrassing Game Over screen.
Warmaster is the opposite—an unforgiving, challenging experience in which enemies pose much more danger while your troops are less effective.

Pledge now, and help us fund the goal! 👉https://www.kickstarter.com/projects/chimeraent/songs-of-silence



CLOSED BETA - UPDATE V3 - Change notes

We also have great news about our Closed Beta! Not only did we update the demo last time, but we have an updated closed beta that will go live now!

Here’s what changed:

  • We have rebalanced and updated campaign maps 01-03. This also includes some smaller tweaks towards the scripting and voiceovers.
  • We have implemented a set of fixes & improvements towards map02
  • We introduced the first version of Campaign Map 04.
  • You can now test all 3 factions in skirmish & multiplayer (1000 Kingdoms, Old Race, Crusade) and one neutral Hero (Rogue Prince). Please notice that the Old Race and Crusade have a particular faction mechanic. You can also find more info in the game manual draft we shared on Discord.
  • We've updated all cards, units, and factions balancing.
  • We've added new content, including units, cards, locations, and battlefields.
  • We've added the new skirmish maps, which you can also find in our freshly released demo.
  • A new tooltip system to make information on locations, units, heroes, and cards more accessible and easier to understand.
  • A new objectives system to give better information on what to do on a map
  • The much-wished feature for disbanding your units!
  • We changed how the retreat card works in battles.
  • We reorganized the inspection screens.

And as we know that you all want it, an improved AI is now more capable of playing cards, creating buildings, healing, and transforming units. Please note that this is only the first update; we are still working on more improvements.

Make sure to join our Discord Server here: https://discord.gg/p3eEBrWaCj

We have a dedicated section for Beta-Testers and will also have a survey for you sometime this week.
Please play the Campaign and leave us feedback and suggestions! We appreciate your insights, as they help us improve the game!

Are you keen on trying out Songs of Silence in Multiplayer? Then this is for you! All you need to do is apply here with your Mail and Discord ID:

https://docs.google.com/forms/d/e/1FAIpQLSc1wO4s21i_Ib0XzRGGJobQ6RNE5jRVAtlF1t6T2aoGGGuKBA/viewform

Good luck, and see you on the battlefield!

Apr 3, 2024
Dark Moon - Magnificat
Welcome to the devblog for "Dark Moon," where we delve into the intricate world of our game's graphic style. In this installment, we'll explore how the visual aesthetics of "Dark Moon" are more than just pixels and polygons—they're the very essence of the game's identity. Drawing inspiration from the dystopian ambiance of "Blade Runner 2049," our aim is to craft a visual experience that plunges players into a realm of existential dread and awe-inspiring desolation. Join us as we unravel the artistic tapestry that defines the haunting allure of "Dark Moon."





Inspirations

While "Blade Runner 2049" serves as a foundational pillar of inspiration for "Dark Moon," our creative palette draws from a constellation of cinematic marvels. Films like "Interstellar," "Passengers," "The Martian," "Space Man," "Far from Home," and "Mortal Engines" have all contributed their hues to the canvas of our imagination. From the haunting desolation of interstellar voids to the mechanical marvels of dystopian societies, each of these works has left an indelible mark on our vision for "Dark Moon."

The solitary struggles of astronauts adrift in the cosmos, the gritty realism of Martian landscapes, and the relentless pursuit of survival amidst the ruins of civilization—all find echoes in the corridors of our game world. By weaving together these diverse strands of inspiration, we aim to create a visual tapestry that not only pays homage to its predecessors but also forges its own path through the cosmos of gaming aesthetics.


fragment from Game Development Document

The game will feature a dark and heavy mood as indicated by the title. The atmosphere will be established by a brutalist sci-fi art style reminiscent of the movie “Blade Runner 2049”. Bleak aesthetics of the lunar landscapes mixed with enormous machines moving through the silvery plains should invoke the feeling of existential insignificance, which adds to the robust character arcs and the exploration of human nature in the story.





Art Style

In "Dark Moon," the graphic style is a testament to the intricate dance between nature and technology, where every creation pays homage to the sublime wonders of the natural world. Drawing inspiration from the awe-inspiring beauty of nature, each entity in the game is a fusion of organic elegance and mechanical precision.



Robotic arachnids scuttle across the lunar surface, their metallic exoskeletons echoing the graceful movements of spiders weaving their intricate webs. Drones take flight with the delicate grace of butterflies, their wings shimmering with iridescent hues as they flit through the air on their silent missions.

Transport vessels lumber across the landscape like colossal beetles, their armored shells gleaming in the harsh lunar sunlight as they ferry their precious cargo across the desolate plains.
But amidst the echoes of nature's beauty, there is an undeniable sense of otherworldly strangeness to be found in "Dark Moon." Each creation is a testament to humanity's hubris, a reflection of our desire to bend the natural world to our will. And yet, amidst the steel and silicon, there remains a glimmer of the sublime—a reminder that even in the darkest reaches of space, the wonders of nature still hold sway.



In "Dark Moon," the graphic style is a symphony of stark contrasts and haunting beauty, echoing the themes of existential dread and industrial grandeur. At its core lies a fusion of brutalist architecture and sci-fi futurism, reminiscent of towering edifices and sprawling megacities. Lunar landscapes, bathed in the silvery glow of distant stars, stretch out in desolate majesty, while colossal machinery looms on the horizon, casting long shadows across the barren plains.

The visual aesthetic of "Dark Moon" is defined by its meticulous attention to detail, from the intricate rust and decay of abandoned structures to the gleaming chrome of futuristic technology. Every pixel is imbued with a sense of history and purpose, hinting at the untold stories that lie buried beneath the lunar dust.

Lighting plays a crucial role in shaping the atmosphere of "Dark Moon," with harsh, angular shadows cutting through the darkness like knives. Neon hues punctuate the gloom, casting an eerie glow on the steel and concrete monoliths that dominate the landscape.



But amidst the desolation and decay, there is a haunting beauty to be found in the ruins of humanity's ambition. The juxtaposition of natural wonders and industrial marvels creates a sense of awe and wonder, inviting players to explore every corner of this hauntingly beautiful world.

In "Dark Moon," the graphic style isn't just a backdrop—it's a character in its own right, shaping the player's experience and immersing them in a world where every shadow hides a secret and every reflection holds a glimpse of the sublime.



Mood and Emotions

In "Dark Moon," the mood is a haunting symphony of emptiness and isolation, a relentless tide that sweeps players into a world devoid of warmth or companionship. Against the backdrop of vast, empty expanses and the distant glow of Earth on the horizon, players are confronted with the crushing weight of loneliness and the gnawing ache of homesickness.

The lunar landscape stretches out before them, a barren wasteland devoid of life or laughter. There are no bustling cities or bustling markets here, only the cold embrace of endless silence and the distant hum of machinery. The absence of human presence only serves to amplify the sense of desolation, as players wander through the ruins of civilization, haunted by the specter of what once was.



But amidst the emptiness, there is a constant sense of threat—a feeling of being hunted, of being pursued by forces beyond comprehension. The harsh glare of the sun beats down relentlessly, forcing players to seek shelter in the shadows, to retreat into the darkness in a desperate bid for survival.

And yet, amidst the darkness, there is a glimmer of hope—a flickering flame of defiance that refuses to be extinguished. For in "Dark Moon," players are not alone. They are the last survivors of a dying world, the final remnants of a civilization on the brink of collapse. And as they struggle to make sense of their surroundings, to find meaning in the chaos, they are driven by a desperate desire to confront their demons, to confront the darkness within, and to find redemption in the face of oblivion.





Graphic Techniques

In "Dark Moon," the visual experience is crafted using a palette of cutting-edge graphic techniques designed to immerse players in a world of stark beauty and haunting desolation. Drawing from the latest advancements in rendering technology, our team has employed a variety of techniques to bring the lunar landscape to life in stunning detail.

One of the key techniques used in "Dark Moon" allows to simulates the behavior of light and materials in a physically accurate manner. This allows us to achieve realistic lighting and material effects, from the gleaming metallic surfaces of robotic constructs to the rough, weather-beaten textures of lunar rock formations.



Dynamic lighting is another crucial element of the game's visual aesthetic, with real-time lighting and shadow effects adding depth and atmosphere to every scene. As players navigate the lunar landscape, they'll witness the shifting interplay of light and shadow, casting eerie silhouettes across the barren plains and abandoned structures.

In addition to traditional 3D rendering techniques, "Dark Moon" also makes use of advanced shader effects to create visually striking environments. From the ethereal glow of neon signage to the subtle distortion of heat haze rising from the lunar surface, these shader effects add an extra layer of immersion to the game world, blurring the line between reality and illusion.

But perhaps the most powerful technique employed in "Dark Moon" is the use of atmospheric effects to convey mood and emotion. From the oppressive glare of the sun to the suffocating darkness of the lunar night, these atmospheric effects serve to heighten the sense of isolation and despair, enveloping players in a world where every shadow holds a secret and every ray of light offers a glimmer of hope.





Artistic Concepts

In "Dark Moon," the artistic concepts serve as the foundation upon which the visual identity of the game is built. Drawing inspiration from a myriad of sources, our team has crafted a world that is both hauntingly beautiful and eerily familiar, a landscape where the remnants of humanity's ambition are scattered amidst the desolation of the lunar surface.

At the heart of our artistic concepts lies a commitment to realism and authenticity, tempered by a sense of artistic license that allows us to push the boundaries of imagination. From the towering spires of abandoned megacities to the rusted hulks of derelict spacecraft, every detail is meticulously crafted to evoke a sense of awe and wonder in the player.



The visual aesthetic of "Dark Moon" is defined by its fusion of disparate elements, blending the cold, industrial beauty of sci-fi futurism with the organic elegance of nature. Robotic constructs are inspired by the graceful movements of animals, with arachnoid drones scuttling across the lunar landscape like mechanical spiders and transport vessels lumbering through the darkness like armored beetles.



In addition to its thematic inspirations, "Dark Moon" also draws from a rich tapestry of artistic styles and cultural influences. From the stark minimalism of brutalist architecture to the intricate ornamentation of steampunk design, these influences converge to create a world that is at once familiar and alien, inviting players to explore every corner and uncover its secrets.

But perhaps the most important concept underlying the artistic vision of "Dark Moon" is the idea of storytelling through visuals. Every scene, every object, every texture is imbued with meaning, hinting at the rich tapestry of lore and legend that lies beneath the surface. Through the careful use of color, composition, and symbolism, we aim to create a world that not only captivates the eye but also resonates with the soul, inviting players to lose themselves in its depths and discover the truth that lies hidden within.





Summary

In "Dark Moon," the convergence of artistic vision and technological prowess has given rise to a world of haunting beauty and existential despair. Drawing inspiration from a myriad of sources, from the dystopian landscapes of "Blade Runner 2049" to the awe-inspiring wonders of nature, our team has crafted a visual experience that is as immersive as it is evocative.

From the towering spires of abandoned megacities to the desolate expanses of the lunar surface, every detail has been meticulously crafted to convey a sense of isolation and desolation. Dynamic lighting, advanced shader effects, and atmospheric techniques work in concert to create an environment that is as oppressive as it is awe-inspiring, enveloping players in a world where every shadow holds a secret and every ray of light offers a glimmer of hope.



But amidst the darkness, there is a flicker of defiance—a reminder that even in the face of oblivion, there is beauty to be found, and hope to be kindled. In "Dark Moon," players are invited to embark on a journey of exploration and discovery, to unravel the mysteries of a world on the brink of collapse and uncover the truth that lies hidden within. It is a journey that will test their courage, their resilience, and their humanity, as they confront their demons and forge a new destiny amidst the ruins of a dying world.





Join our Discord server today
The Magical Mixture Mill - CamillaHOOK
Hey, magical mixers!

We hope you are enjoying 1.0 and are always curious to hear your thoughts!

This is a small update that includes some of the changes and fixes that did not make it into 1.0 as well as some newly discovered bug fixes.

More to come later!

Changes
  • The shop broom now has more friends and sometimes show up in the workshop as well.
  • When interacting with a workstation, a small colored square at its foot will make placement more intuitive.
  • When looking at an area you have discovered but is not currently located in on the map screen, it is now grayed out not blacked out.
  • Improved footstep sounds.
  • Removed a collider so you can now walk around the burned shed at the wheat fields.
  • Emptying a potion now creates a mixture puddle on the ground.
  • Added a notification above signposts so more players notice them.
  • Map & Journal screen had a small polish pass.
  • Tweaked some audio.
  • Added a confirmation screen when returning to the main menu from the pause menu.
  • Crates now count as Workstations, making certain Alchemical Society trials and achievements easier to complete.
Bug fixes
  • Accepting the quest Due Credit part 8 no longer results in random issues with importing and earnings.
  • The Shroompedia should now correctly display the highest achieved power rating, enabling you to perfect all mixtures again.
  • Movement key binding now works even after changing keybind multiple times.
  • Tier 2 Supplier investment bottle subscription now works correctly.
  • Tier 2 Tavern investment shop bonus now works correctly.
  • You can now complete Certified Supplier even though all customers are level 30.
  • The Alchemical Society trials Expert Mixer and Master Mixer should now be possible to complete.
  • Hovering over an undiscovered resource in the Shroompedia no longer discovers it.
  • When a herb patch is harvested and the sickle also hits a tree, the tree felling sound is no longer triggered.
  • Quest rewards are now correctly shown in sequence when completing a quest.
  • Fiona the Cat now has smoother transitions between her animations.
  • Selecting mixtures in the Shroomepdia Mixture overview should now be easier.
  • Fixed workstation scrubbers having odd rotations.
  • Ability telegraphs should now correctly render on top of the environment.
  • Birds should no longer spawn at strange locations - like inside a crate.
  • Dung Beetles no longer trigger their rolling sound after being harvested.
  • Tweaked a bunch of impact irregularities when targeting with tools.
  • Fixed various shader artifacts.
  • Fixed some misaligned landmarks on the Bubbling Bog map.
  • Changing vegetation settings while in-game should no longer make grass visible while inside the workshop.
  • The ‘close’ button on the hand-in-quest screen now works.
  • You can no longer become invulnerable to bees by canceling going to bed.
  • Rolling while targeting the wizard origin ability will no longer get you stuck.
  • Targeting a bracket fungi stump with a pick now shows the correct cursor icon.
  • Blade Dash can now hit resources that are down-hill from you.
  • Mandrake VFX no longer lingers if you use Recall Services while it is active.
  • You can no longer get stuck in the crates near Tully.
  • When triggering Frenzy with the Beard Berserker axe, it no longer applies to your other equipped tools.
  • Divine Intervention no longer triggers inside the shop.
  • Alchemical Society Expert Mixer now updates correctly when brewing mighty potions with a tier 1 ingredient.
  • Odie and his camp are now easier to select using a controller.
  • Fixed some grammatical errors.
  • Tier 2 mixtures no longer have their essence types scrambled in the Shroompedia.
  • Cecil should no longer disappear into thin air when you complete their quest.
  • Fixed a collider that could appear outside the shop bridge.
  • Paladin origin ability should not make it possible to reach Forgotten Forest before doing the appropriate quests.
  • Agility and Resistance mixtures no longer have their names swapped.
Void Sols - ModernWolf_Lydiah
Hello Triangles!

A huge thank you to everyone that downloaded the Void Sols demo.

We hope you've been enjoying battling it out through the shadows and uncovering the many hidden passageways. Of course, our players are the driving force of what we do so now we want to hear from you!

Be sure to fill out our survey (click banner below) and let us know what you think so you can help us shape the future of Void Sols. 🔻



Don't forget You can also come hang out with us and the rest of the community over on the official Void Sols Discord server. We've also got lots more to share with you soon, so it's the best place to keep up to date.



--
🔺 Follow Void Sols on X (Formerly Twitter)
🔺 Join the community on Discord
🔺 Subscribe to Void Sols newsletter
Apr 3, 2024
How Little We Wait - trappedbystatic
+Fixed timing issue
+Fixed final cutscene not playing
+Added a hint after opening blue door
...