Century: Age of Ashes - Mitche
From now on until April 18th 10:00 UTC, compete in a variant of Spoils of War and get rewarded for your courage!

In Plunder, Gold Carriers do not respawn. However, both teams can risk daring heists as gold can be stolen directly from the enemy coffers.

Manage to secure a place in the leaderboard to receive extra prizes.

Good luck Dragoneers!
EvilVEvil - Da'Tau

Join us on 5th April as badass Vampires for a weekend of adrenaline-fueled battles against the forces of darkness.
Carve, bite, and shoot a path through evil in this action-packed blood-thirsty co-op shooter.
Sign up for access, and wishlist here: https://store.steampowered.com/app/809090/EvilVEvil/
Turbo Golf Racing - bointyboy
Turbo Golf Racing has officially launched out of early access, so we're having a party... and you're all invited! 🥳🎉

What's new:
🎂 Season 4: Launch Party is now live, with 40 rewards to obtain
🏌️ 8 Player Golf, a new game mode is available to play
⛳ 10 new levels across the 5 existing biomes!
🌍 Urban, Wild and Industrial have been revamped
🌙 Night versions are available on some new and old levels
🔧 Garage Loadouts have been added, you can save cosmetic set-ups
🔩 Smash and Dash, a new passive core
🐙 32 new shop items, including the community designed Octoball, and more expensive items
🔄 Timed Events will now cycle each month, and some old events have been improved with new rewards
📊 Leaderboards have been reset to mark the start of a new season

Turbo Golf Racing is also now Steam Deck certified! 🏅

Check out the full patch notes:
[expand type=details]Highlights:

- Season 4: Launch Party is here, featuring 40 party themed rewards!
- Casual - Golf, a new 8 player game mode, has arrived!
- Loadouts have been added. You can save multiple customisation set ups in the garage.
- Urban, Wild and Industrial have been visually updated to be more distinctive, all now featuring exclusive night levels.
- 14 new items have been added to the shop rotation and random item chests, including the community designed Octoball!
- 10 new levels have been added, spanning across the 5 existing themes.
- Smash and Dash, the new passive core has been added.

New Features:

- Season 4 is live, with 40 rewards.
- Casual - Golf has been added as a new 8 player game mode.
- Loadouts have been added to the garage.
- 14 new items have been added to the shop rotation and random item chests.
- 18 new expensive items have been added to the shop.
- 3 new mastery avatars have been added for Bassline, Jester and Pupps car bodies.
- 10 new levels: Canopy Cruise, Canyon Skipper, Cascade, Dogleg, Dropshot, Go Hole or Go Home, Industrial Park, Space Raceway, Teccy and Vine Whip.
- Smash and Dash has been added; a passive core that increases dash power.
- Timed events now rotate each month.
- 3 new missions have been added for Bassline, Jester and Pupps mastery.
- 3 new missions have been added to unlock and master Smash and Dash.
- Claim all button has been added to adventures.
- Credits have been added to the settings menu.
- Text size options have been added to UI settings.
- Tilt inversion has been added to settings.
- New players can now choose which tutorial they want to play.
- Legal section added to options menu.

Updated Features:

- Leaderboards have been reset.
- Ranked - Race is now locked for new players behind Casual - Race games.
- Ranked rewards have been replaced with 9 new avatars.
- Season 3 rewards have been added to the random item chests.
- Lobby scene has been updated for Season 4.
- Permanent boost rings have had a visual update to distinguish them from non-permanent boost rings.
- Bunker visual ball and car effects now match theme colours.
- Tunnel and fan effects have been updated.
- Frost Beam effect now displays visual ice walls.
- Stomp’s boost has been updated to be longer if the ball is hit and shorter if the ball isn’t hit.
- Curve Ball now replenishes boost fuel while the ball is spinning.
- Grapple Hook’s duration has been increased.
- Magnet’s cooldown has been reduced.
- Shock’s cooldown has been increased.
- Ice Lock no longer refills boost, but players still gain unlimited boost whilst the ball is frozen.
- Cores now begin races on cooldown.
- Boost sound effects have been improved.
- Using the aerial golf camera also zooms minimap out.
- Aerial golf camera now shows out of bounds.
- Minimap now follows the ball after ball is hit in golf mode.
- Driving Home For Questmas timed event has been split into 2 events, adding Tis The Season timed event.
- Davy Jones’s Putter timed event has been split into 2 events, adding Pirate Putters timed event.
- Missions have been changed in Into the Deep, Shark Infested Courses, Sleet (Part 1), Sleet (Part 2), The Guardian (Part 2), The Life Bringer and Tricks ‘n Treats timed events.
- New rewards have been added to Davy Jones’s Putter, Pirate Putters, The Life Bringer and Tricks ‘n Treats timed events.
- Candy canes booster has been readded to the Driving Home For Questmas timed event.
- Bang, Bang, Bang and Blockade achievements are now achievable with Air Strike and Frost Beam pick ups.
- Urban has been renamed Urban Gardens.
- Wild has been renamed Wild Heights.
- Industrial has been renamed Industrial Drive.
- Summary screen now displays if a player placed joint first.
- Updated summary screen season level animation.
- Rewards for Albatross, Eagle, Birdie, Par and Bogey badges have been updated.
- Tilt UI has been updated.
- Tilt sound effects have been disabled in race mode.
- Updated platform icons.
- Updated emoji UI to indicate holding d-pad buttons.
- Splash screen art has been updated.
- Early access screen has been removed.
- Logo has been updated on artwork, decals and level adverts.
- Desktop icon has been updated.
- Car selection screen pop up text has been updated.
- Added disabled core pop up to cores screen when golf mode is selected.
- Motion blur option in settings menu has been removed.
- Font size has been updated on Steam Deck.

Level Updates:

- Urban, Wild and Industrial have been visually reworked to be more distinctive.
- Purple Urban, Orange Wild and Green Industrial levels have been revamped into night variants.
- Trees have been updated across Urban, Wild and Industrial themes.
- Adverts have been updated across Urban, Wild and Industrial themes.
- Planet colours in purple Space levels have been updated.
- Boost rings have been updated for gravity levels in golf mode.
- Ramp connections to the fairway have been improved across various levels.
- Pick up locations have been updated across various levels.
- Level icons have been updated for Urban, Wild and Industrial levels.
- Level name colours on loading screens have been updated.
- Flyovers have been updated for Urban, Wild and Industrial levels.
- Composition changes have occurred over various Urban, Wild and Industrial levels.
- Corner Skips have been added to Asteroid, Big L, Broken Pretzel, Bull’s Eye, Claw Canyon, Cloud Playground, Corner Madness, Downtown Blitz, Dual Route Dash, Dustbowl, Hurricane Lane, Inner City Circuit, Mountain Hideout, Nice Drive, Orbit Hotel, Spots and Shots and Trees Please.

Bug Fixes:

- Performance improvements across Xbox consoles.
- Network improvements across all platforms.
- Addressed various desyncs across race and golf.
- Addressed desync when using Air Strike and Missile pick ups.
- Addressed bug when using Sticky and Grapple Hook together.
- Addressed problems using aerial golf camera on gravity levels.
- Addressed respawn problems in golf mode.
- Addressed car explosions when navigating uphill.
- Addressed bug causing ball cam to be turned on/off between games.
- Addressed bug causing players to spectate hole when opponents remain in game.
- Addressed bug causing bots to not be awarded random placements when a player DNFs.
- Addressed inconsistencies tracking timed event missions.
- Addressed inconsistent visual and sound effects when spectating.
- Addressed water sound effect inconsistencies.
- Reduced distance of Frost Beam audio.
- Reduce Grapple Hook sound effect length.
- Reduced volume of pick up sound effects.
- Addressed bug causing golf timer sound effect to continue in lobby.
- Addressed bug causing player turns to not end in golf when the ball lands on moving objects or waterfalls.
- Addressed bug spawning players on waterfalls in golf.
- Addressed slow garage transitions on Xbox consoles.
- Addressed issue fading Nebula brake lights.
- Addressed bug causing black fade in game.
- Addressed bug showing 0 rank points on summary screen.
- Addressed incorrect icons for certain keybinds.
- Addressed key art size issues on widescreen monitors.
- Addressed skips across various levels.
- Addressed bug causing certain UI screens to shift to the left or right.
- Addressed bug where loot chest UI can appear in a match.[/expand]
Thank you to everyone who has supported us on our Early Access journey. We are extremely grateful for the passion and commitment.

See you on the starting line ⛳

Team Hugecalf 🐮

Balsa Model Flight Simulator - Curve_Ben
Hello, KitHackers!

We are happy to announce that we are officially taxiing for take-off! KitHack Model Club will launch on 15th April into Early Access. We’re incredibly excited to put the game into the hands of the community, giving you the opportunity to help shape our next steps.

Early Access
The journey from Balsa Model Flight Club to KitHack Model Club has been ever-expanding. The project is an ambitious undertaking for a very small team, and while we could continue to reiterate and improve internally, we realise there’s only so far this approach will take us. To propel the game to the next level - we need you.

With that being said, KitHack will be launching into Early Access in just under two weeks, allowing players a true hands-on experience. An Early Access launch will open the ability for players to help carve out the path of the game as we look ahead to a 1.0 release. During this time, our goal is to create a friendly and reactive environment where you, the community, can inform us on the most important improvements and iterations you'd like to see. You’ll be able to find more about how this will work, the scheduled progression of the game and the road to 1.0 in the Content Roadmap section below.

Why Early Access?
We are a three-person development team, and KitHack is a very big project.

Manpower is our most precious and limited resource. At any given time, there’s an infinite number of things we could be focusing on. We need help from our players now, to make sure we are making the best of our available time and effort.

Should we add more parts? New Missions? Do we expand the map, or focus on Multiplayer features? The array of possibilities is vast, so an Early Access Community is essential to ensure that we are putting our very limited manpower towards the best possible use every day.

Our intention has always been for the game to really be a platform, which developers and community creators can build on for a very long time. The foundations for KitHack are already very stable, and we feel that all the essentials are in place for this next phase, where we can put all our efforts into making meaningful updates with the help of our community.

Wasn’t this game already in Early Access?
Sort of. Its predecessor, Balsa Model Flight Sim was in Early Access some years ago. We chose to pull it back as we focused on what is now KitHack Model Club. This was the right decision to make at the time, because it allowed us the freedom we needed to do deeper changes, which we wouldn’t have been able to do while supporting a live game.

The Balsa/KitHack transition allowed us to completely rethink things, like for instance, which vehicle parts are your fundamental building blocks, how missions made with the scenario editor work, even how the basic game loop flows. Changes like those are very difficult to make in a published project, as they can be very destructive.

Thanks to that decision, the game has been transformed by the addition of fully procedural fuselages, car parts and drive train components, boat parts and buoyancy physics, internal stress simulation, new atmospherics, a completely rebuilt and expanded Wirraway Bay, NPC traffic and pedestrians, Scripting support in the editor, and so many more features.

What can the community do between now and launch?
We would love for the community to join our Discord channel, share their playing experience and provide their feedback on what is going well and what needs our attention.

We also encourage everyone to tweak and tinker with the game itself. KitHack was designed from the very start to be as open to modding as we could make it, and we are really excited to see what the community comes up with. Feel free to come talk to us over on Discord about anything related to modding.

We will put up a poll asking players to help us prioritise which features we should focus on ahead of 1.0 - ranging from parts and missions to multiplayer and optimisation.

What does the content roadmap look like between now and launch?
We’ve created a graphic to visualise what the roadmap looks like between the Early Access launch and 1.0 release. Phase #1 will see the launch of the game in Early Access. Phase #2 will be spent focusing on bug fixing and Quality of Life updates, as determined by player feedback. Phase #3 will be spent implementing community suggestions, and finally Phase #4 will mark a complete 1.0 launch of KitHack Model Club.



Beta
The Beta is available now! If you signed up to our email list in advance of the 4th April, you should have received your Steam key to your email inbox. If for any reason you haven’t received your key and have previously signed up to the email list, please message us on Discord and we’ll do our best to help you resolve any issues.

Please note, if you have signed up to the previous Alphas you will not require a new key. You will be able to load the application and start playing right away.

Beta Steam Workshop Capabilities
As mentioned in our previous newspost, we have opened the ability to upload to the Steam Workshop during the Beta. This means you can upload your designs ahead of the EA release and be some of the first people to showcase your extraordinary vehicles.

How do I upload content to the Steam Workshop during the Beta?
  1. Finish creating your masterpiece.
  2. Name your craft and write a short description inside the drop-down text box.
  3. Hit the blue ‘Save’ icon in the top right of your screen.
  4. Once saved, click the publish icon located at the bottom right of drop-down text box.
  5. Review your submission on Steam and set it to Publicly Visible.


If you haven’t already, make sure you join the Discord channel where you can speak directly to the developers, provide feedback, report bugs and help us improve the game.

Thank you again for taking the time to check out KitHack. We really appreciate all the support. We can’t wait to continue the journey with you!
Apr 4, 2024
Nebula Flow Playtest - After Nap Games
Fixed issue where bug reports would not be sent correctly.
Infinity: HexaDome Tactics - Blindspot Games
Hi everyone!

The Blindspot Games team has been working very hard since our last Alpha Playtest, which happened in early February. Our closed beta playstarts starts today at 1PM from April 9th.

Since then, we've created a whole new onboarding, added Laxmee's full animations (with some super cool VFXs), stunning emotes, and more!

Here’s a recap of our latest Patch Notes:

📖 Onboarding
  • ONBOARDING – The tutorial was a big complaint during the Alpha. We worked on a new version; there’s now a tutorial to learn the basics, and an advanced tutorial to dig deeper. Onboarding is a huge focus for The Hexadome, your feedback is going to be very valuable.
⚔ Game modes and waiting time
  • DUEL MODE – We added a duel mode to play against a friend.
  • QUEUE – You can now play versus an AI while you wait to be matched in an online game. When an opponent is found, your AI game will stop, and you will join the multiplayer game.
🎲 Gameplay mechanics
  • TIMER – The timer’s duration was changed. Previously, you could stack 30sec, making your total timer 1m30. We reduced it to a maximum of 1m15 to allow for quicker games without compromising too much on thinking time.
  • SPONSORS - Sponsors have been added to Pick and Ban. Each Sponsor comes with their 2 new Tactics and 4 new Rewards. 6 Sponsors are currently implemented. You will not be able to see which Reward comes with the Sponsor you pick yet. We’re working on it!
  • KO – We’re still working on the gameplay mechanics around KO’d Champions. Their behavior will be the same as during the Alpha, except for the fact that they’d be down on their knees instead of lying dead. During the Alpha, some players hated KO’d Champions blocking paths, other enjoyed the added strategic layer. We’re still working on finding the right balance for KO’s.
  • INITIATIVE – The initiative stat isn’t used anymore. A Champion moving to a timestep will automatically go after the Champion already present.
  • TIMELINE – The timeline was something players struggled with during the Alpha. We worked on a new visual representation to make it clearer. Let us know what you think.
⚖️ Balancing
  • ULTIMATES – They now cost 60 Cheers instead of 80. Ultimates were a little too expensive and were not used as often as we would have liked during the Alpha. We want to make them a more attractive option for players. We’re also considering applying different costs for the Ultimates of certain Champions.
  • HANNIBAL – Programmed Strategy is now limited to a range of 10 hexes and now requires LoS on its target. On top of that, a Champion who can play an action by using Programmed Strategy or the Code:<Dive> Tactic can now upgrade their attributes, their skills, or use Tactics. The range reduction is a nerf that will require players to position Hannibal more strategically, but we’re offsetting it by enabling upgrades and Tactics when using Programmed Strategy and Code:<Dive>.
  • PARVATI – Her Reset roll values have been tweaked: we added more 2s and removed the 3s that were useless since her max HP is 3.
🖌️ UI
  • ROLL RESULTS – The have a new UI and new VFX. We also hid all other UI during rolls to help players focus on the important information.
  • OVERWATCH – We wanted something visually more interesting than the plain red text we had before. It feels a bit out of place for now, but it’s a work in progress and we’d love to know your thoughts!
  • TACTICS – You can now see your opponent’s Tactics! It will allow the player to know which Tactics have been used by their opponent and make strategic decisions accordingly. Do they still have their Cleansing Tactic, or can I safely Dazzle Lunah? 😎 The players will be able to know what Tactics and what Sponsor their opponent picks during the pick & ban phase, so it’s only fair for them to keep having access to that information during the match instead of having to memorize it.
  • DISENGAGE – We added color to the Disengage feedback text to communicate the chance successfully disengaging from an opponent. Green means high change of success, Orange means average, Red means low.
  • CHARACTERS – They all have new avatars.
🎨 Visuals
  • EMOTES – We added Emotes! They’re adorable and we love them.
  • LAXMEE – Her model and animations are now in-game! She also has VFX for her D/Buffer and Purge skills.
  • MAJOR LUNAH – She has a new animation for her victory pose. She no longer waves at the crowd but does a military salute. She also has new VFX for her Suppressive Fire skill.
  • HEXXER – She has a new Idle Breaker animation.
  • GATA – New Contender animation
  • SPONSORS – The sponsors you capture will now take the color of your team, regardless of the sponsor’s branding. It helps communicate which team controls which Sponsor.
  • ARENA – The floor texture was changed for better visibility + the stadium now has screens and holograms.
  • VFXs – New permanent VFX for Dazzled.
  • FIGURINES – Champions who are still figurines are now slightly animated to give players better feedback on the states and actions of the Champions.
🎶 Sound
  • MAJOR LUNAH – New SFX on Called Shot and Suppressive Fire
  • 8-BALL – New SFX on Eat my Fa Jing and Be Water Dude
  • GATA – New SFX on Misdirection and Contender
  • ARENA – New SFX on the Sponsors
  • TUTORIAL – New SFXs everywhere

-------------------------------------------------------------------------------------------------------------


We’ve got lots of exciting news coming up in the next week! Our closed beta playtest starts TODAY until April 9th, and we’re participating in Turn Based Thursday Fest at the same time (April 4th to 8th). To register for the closed beta playtest, head to our Steam page, scroll down to “Join The Hexadome: Playtest” and click on “Request Access”. Remember to share the news with friends you’d like to play with: https://store.steampowered.com/app/1498550?utm_source=steam&utm_content=devblog


Want to stay in the loop on the latest developments? Be sure to join our Discord, Wishlist The Hexadome on Steam, and follow us on Twitter, Tik Tok and Facebook for exclusive sneak peeks, playtest updates, and exciting news!
Apr 4, 2024
The Battle of Polytopia - redish2098
We are happy to announce another month of Polysseum! This month we are playing Xin-XI!

How to join?
  1. Open The Battle of Polytopia -> Multiplayer -> Tournaments. Once you find the tournament that suits you, click "Join".
  2. Follow our Tournaments Hub on Challengermode and find your favourite tournaments.
Don't forget to confirm your participation 15 minutes before the tournament start.
You can find more details on how to join in the FAQ.

This April
We are making multiple changes this month, the main change is we are going down from 36 tournaments to 27, but don't worry each Daily will now have €10 of prizes available and a new tournament PolyBash will be running (more details later :p)

Leaderboard scoring
  • 1st - 400 pt
  • 2nd - 250 pt
  • 3rd-4th - 125 pt
  • 5-8th - 40 pt
  • 9-16th - 10 pt
Maps

Week 1
Archipelago
Week 2
Continents
Week 3
Lakes
Tournament capacity
Players will be split between up to 3 tournaments.
  • There will be a maximum of 16 players per tournament.
  • If there are 10 or more on the waiting list, then a new tournament will be created for them.
  • Players will be distributed evenly based on their check-in time. So if 16 players confirm participation and 10 are on a waiting list, it will create 2 tournaments with 13 players in each.
  • All of this means that if you are on a waiting list, don't go too far from your device because you might have a tournament to play.
April schedule


A reminder about Polysseum format

Daily tournaments
  • 9 weekly tournaments - Monday, Tuesday, Wednesday, Thursday, Saturday, and Sunday. 27 tournaments per month.
  • Up to 48 players, split into a maximum of three 16-player tournaments.
  • 1v1 Single elimination, finals Bo3.
  • Live games, Might, Small map.
  • Tribe of the Month.
  • Prize pool per tournament - €10.
Monthly Leaderboard
Players will be automatically placed on the leaderboard once they participate in the tournament. The top 16 players will be invited to the Monthly tournament.

Monthly Finals
  • April Finals - April 27-28th
  • 16 players.
  • Live games, Might, Small map.
  • Prize pool - €200 and 4 spots in the Season Finals.
  • Bracket format TBA.
Season Finals
  • Up to 16 players, Top 4 from January, February, March and April Monthly Finals.
  • Live games, Might, Small map.
  • Prize pool - €500.
  • Bracket format TBA.

How to follow Polysseum?
Community Announcements - TREE OF SAVIOR
日頃より「Tree of Savior」をご愛顧いただきありがとうございます。
「Tree of Savior」運営チームです。

本日以下の内容を含むリロードパッチを実施いたしました。

【対応内容】

(22:47 実施)

・封鎖戦モンスターのHPと防御力が過度に高い問題を修正

啓示者の皆様におかれましては、上記の内容についてご理解とご了承の程よろしくお願いいたします。

今後とも「Tree of Savior」をよろしくお願いいたします。

「Tree of Savior」運営チーム
Apr 4, 2024
EVE Online - EVE Online
Pioneering capsuleers,
Something new is taking shape among the stars, in the highsec system of Auviken. The Upwell Consortium, through member corp Propel Dynamics, has just deployed a new research and prototyping facility in orbit of the planet Auviken VI. They’re offering capsuleers the chance to contribute by collecting items called “Drone Graviton Emitters” from Rogue Drones in empire space, as well as containers within highsec Rogue Drone combat anomalies, and bringing those items to Auviken VI. This gives capsuleers of any experience and skill level an opportunity to visit the system and contribute to the development of the facility.



CONTRIBUTE, COLLECT, CASH IN
While its purpose is as yet unclear, the prototype structure is a sight to behold, and offers exciting activities for industrious capsuleers. Pilots will have the option of gathering materials from specific sites and bringing them to the structure site to contribute to construction and trade reward crates. These contain Upwell Consortium Loyalty Tokens, which can be exchanged for ISK like reward tokens from any other group, and have a chance to contain blueprint copies (BPCs) for brand new faction module blueprints. Specifically, the blueprints in question are for the Consortium Tractor Beam and Consortium Mobile Tractor Unit. This is merely the first stage of construction, with more coming.



JOIN UPWELL FOR A GRAND VENTURE
Upwell always does things on a grand scale, and now is your chance to be a part of that, but only for a limited time. Make sure you don’t miss out on this unique opportunity and warp to the Auviken system today to be a part of something bigger.

Fly safe.
o7

Apr 4, 2024
Fantasy Madness: Bloodbath - Borys
Greetings Our Friends!

Update 0.7.145 has arrived. It’s a small one, mostly implementing various fixes and just a few balance changes. But please stay assured we are working on new content as well! Nevertheless, our current priority is to polish the existing content by removing bugs and optimizing as much as possible.


BALANCE CHANGES
Jungle Squadron
We have received feedback on this skill several times and finally agreed that the skill is not very useful on a regular basis and definitely overpowered when it comes to taking down Elites and Bosses.

Therefore, following changes have been applied:
  1. basic cooldown reduced from 60 to 45 seconds,
  2. damage reduced from 5000 to 3000,
  3. additionally, birds deal only 50% of damage against Elites and Bosses.
Thanks to these changes, the skill will not be a “must-have” when fighting against Elites/Bosses, but still remains as a powerful option and at the same time, becomes a more reliable skill when it comes to fighting hordes of regular enemies.

Red Artillery
Changed multiplier of a critical hit against direct target from x4 to x3. The basic damage and AOE damage remain as they were. This way it will be a little bit less OP against Bosses/Elites.


PERFORMANCE
  • some minor tweaks applied to Vengeful Roots and Combat Sickles skill that should slightly improve performance.


FIXES
  • added missing skill icons on the summary screen (mostly Barbara’s skills),
  • button/field of the CTM stage now should appear black & gray if there is no high score and in case player achieved any high score (at least 1 delivery) the stage field/button should appear as a violet ring and dark-gray fill,
  • Minimap should not remain active after a finished run (we know you liked the fact it remained until the end of a game session, but that was a bug, sorry for confusion),
  • fixed hits by Walnut of the Red Artillery (in some case the Walnut could either not hit a target at all or hit multiple times);
  • missing description of Count Hootu skill on level 2-5 has been restored,
  • fixed possibility to choosing confirmation options (Yes/No) on the quit game confirmation popup using mouse,
  • fixed incorrectly displayed percentage of loading progression when starting a run,
  • treasure chests dropped outside of arena (in case Elite enemy was killed outside of arena) will now appear on the edge of the arena,
  • fixed a bug that prevented immediate confirmation of selection of a champion after a finished run;
  • added missing icons of runes of Drunken Gaze skill; moreover, Greater Runes of D. Gaze should also appear for purchase in the Merchant store,
  • fixed or several text typos, missing or wrong translations, as well as changed few PL translations because the text was too long.


OTHER
  • added new animated timer-icon for item selling (then one that appears when you hold a button/key to sell an item from the inventory screen,
  • increased number of booze bottles required to complete the quest of unlocking Hexxer from 5 to 10 (the recent number was set mistakenly; it was intended to be a little bit more challenging to unlock this champion),
  • replaced some fonts to match the majority of fonts and display some texts correctly.

Known Issues
Sweet Little Carnivore Bunnies and Wolven Puppy may occasionally get stuck on an obstacle (we’re working on it).
...