Commanders, we’ve received a lot of messages requesting that we extend the event against hordes of motivated soldiers. It seems that even the motivated themselves want to continue the fight, here is an intercepted radio message from one of them: "The#r sc#e#ms #re so satis##ing wh#n I bl#w the#r en##re #eam up wi# my bo#b! Ha ha!".
As you wish.
Operation: Breaking Dead is extended until April 15th (13:00 UTC).
However, the "Testing new elite squads!" event will end on April 8th as we originally announced and we'll analyze your feedback and improve the operation.
Also, we've recently added a leaderboard to the event and a new prize, the "Horrors of the War" portrait, for those of you in the Top 10% of the leaderboard when the operation ends.
The portrait will be added to the Event UI a little later.
We are thrilled to announce that Dice Kingdoms 1.0 is officially available! A huge thank you to all our players who joined us through the Early Access and Beta phases. Your feedback and support have been invaluable in shaping the game.
🌐 What’s New in 1.0?
We've made monumental strides from Early access to the official release. Here's what you can expect in the 1.0 version:
🏰 New Civilization: The Mayans!
Immerse yourself in history with the Addition of the Mayan Civilization. Explore their unique research tree, custom units and buildings.
🤝 Team Mode:
Introducing Team Mode: Form teams of 2 or 3 to coordinate attacks, trade resources, and share victory conditions.
⚖ Gameplay Balancing:
Army and Defender Balancing: Adjustments made to priests, templars, and warlocks for more strategic combat. Villager and Building Adjustments: Changes to resource drops, building HP, and villager defense mechanics. Disasters phase: Shortened Disasters phases and synchronized disaster events across all islands. Research Costs & Rewards: Lowered costs for most researches and adjusted the rewards for pillaging and cultural proximity effects.
📚 New Research:
Trade Efficiency: Double the resources acquired through market trades. Rituals: send a skull to each opponent for every Sorcerer Tower you own. Ship Hold Optimization: Double the capacity of your ships.
🌍 Gameplay Enhancements:
Increased Player Support: Game now supports up to 12 players for larger battles (note: may increase lag on lower-end systems). Tutorial Improvements: Enhanced tutorial for a more engaging introduction to the game. AI Strategy Overhaul: Updated AI build orders and strategies for a more challenging experience.
🔄 Market and Resource Sharing:
Enhanced Market Functionality: Now allows for resource donations in FFA mode, fostering dynamic alliances and strategies.
🌌 Chaotic Options:
New Multi-Meteor Option: For every skull count above 12, add an extra meteor.
🔧 Bug Fixes & Optimizations:
Gold Rewards Fix: Addressed an issue with inconsistent gold reward distribution. Memory Optimization: Improved late-game RAM usage for smoother gameplay. Land Camp Pier Optimization: Enhanced performance for better gaming experience. Highlighted Element Silhouettes: Improved visibility for easier identification of key game elements.
🚀 Join the Adventure
Start your journey, build your empire, and compete with players around the world. Whether you’re a seasoned strategist or new to the kingdom, there’s something for everyone in Dice Kingdoms 1.0.
Thank you for being a part of our community. Here’s to many epic battles, strategic victories, and fun moments ahead!
I know you always appreciate that we keep you in the loop, so I just wanted to let you know what's going on. There are some big points for the quick ones, and then a little more.
The next update will be huge.
We will work on it as long as it takes to make it great. Therefore, the dates from the end of May might even shift to our 2nd anniversary in July.
We are moving the game from Unreal 4 to Unreal 5.
The two campaigns (Economy and Military) we talked about with the last update will be combined into one campaign, but it will be your decisions that will shape your experience.
From the first moment, we will let you decide whether you want to pick up a sword or a shovel. And later on, you will be able to fluidly mix your playing style and the adventures you will have.
We are moving the game from Unreal 4 to Unreal 5.
This is a bit crazy, but we would like to develop the game for at least 5 years after the main premiere. So, we need to upgrade the engine, and we think now is the best time to do it.
For you, this means much better graphics in the next update, but for some of you, it might mean that you will need to upgrade your hardware.
The next update will be huge.
Our main focus will be to structure the game in such a way that you will make all the decisions.
Do I want to be a robber, a knight, or maybe a city builder? Do I want to build up my army or my city? Have I robbed enough, or would I like to return to "normal" life? Do I want to micromanage my city, or would I like it to just live?
etc. etc.
The next major point is to drastically increase the number of quests, RPG elements, and the size of the game world. Expanding the world was a key improvement many of you requested to make it bigger.
We will work on it as long as it takes
Our goal is to establish a very solid foundation for our entire player base, encompassing both economy and military players.
We've decided that for the next update, we'll take as much time as needed for development and testing. The planned timeframe is from the end of May to July. However, if a feature requires more time to perfect, we're prepared to extend our development period.
The next information update will be around the middle of May, when I will be able to show you some of the progress.
Your scribe and developer Sartorian Have a great day!
Needed to get an update out as became aware of trader bots not working. Thanks to LogrusUK for the info, along with a save slot issue details and a good idea of adding a new message notification sfx.
Patch notes:-
Improve: New messages now gives a sound notification.
Fix: Trader bot could have speed set to zero, so became stuck.
Fix: Save selection incorrect when selecting different saves slots in one session.
Now that we got the Mechabellum update 0.8.0 in your hands, and had the time to read your feedback, we wanted to share a few quick updates.
Unscheduled server maintenance:
Yesterday we encountered a bug that caused server stability issues, and affected the matchmaking experience of some of our players. We’ve introduced a temporary measure to allow you all to play together, but to resolve it permanently, we’ll need to do a short server maintenance today, at about 1p.m. GMT. During that time the servers will be down for about 30 minutes.
New Specialist portrait art:
As some of you pointed out, AI art was used to generate new Specialist portraits in the 0.8.0 update. That was an error on our part, and we wanted to offer our apologies. We will revert the Specialist portraits to their previous state, during the server maintenance later today. Since we also updated our UI, the previous Specialist art will likely not work with it perfectly, and might look a bit odd at times. It’s an issue we’re aware of and will address in a future update, when we also add a new set of hand-drawn Specialist portraits.
UI changes:
The 0.8.0 update is the first step of a general UI overhaul for Mechabellum. After reading your comments, we see there are a few issues with this UI iteration, mainly concerning readability. Just like with other parts of Early Access, we will use your feedback to improve the UI as well. You should expect to see more improvements in the coming weeks.
We also want to quickly mention that we're paying close attention to your comments about gameplay and balance changes in the 0.8.0 update. During today's server maintenance, we'll release update no. 0.8.0.1 with a number of a balance changes:
Mechabellum Patch 0.8.0.1 patchnotes:
Balance Adjustments
Overlord
ATK is decreased from 3435 to 3195 (7% decrease)
Scorpion
ATK is decreased from 10388 to 9661 (7% decrease)
Sabertooth
The price of [Missile Interception] is decreased from 250 to 200
The price of [Double Shot] is decreased from 250 to 200
[Launcher Overload] has been removed
New Tech [Field Maintenance]: Increases HP by 30% and automatically restores 4.5% of Max HP per second upon taking damage
Typhoon
ATK is increased from 78 to 84 (7% increase)
[Homing Missile] damage is adjusted from 450 to 675 per level. Missiles now travel faster.
[Armor Enhancement] has been removed
New Tech [Mechanical Rage]: Increases the movement speed of units by 4 and increases ATK by 50%
Unit Drop
Increased the chance of rare units appearing in the early game
Bugfixes
Fixed an issue that would cause the game to freeze.
Thank you again for your feedback! We hope what we shared here addresses your immediate concerns!
The new version of Keep It Running for Steam, which includes the new Deliveries update, is almost finished. I'm currently focusing on accessibility, testing, fixing & polishing. The new gameplay is becoming great fun and offers a nice break from toiling away on the Factory floor. Though... It isn't any less stressful with the kind of boss you are working for!
Accessibility:
I'm spending some extra time implementing multiple languages and subtitles, since the game has a pretty strong emphasis on following instructions and reacting to the angry shouts of the Boss.
I've added a language select to the options menu, as well as an option to enable subtitles:
I lucked out with some people providing assistance with translations, so currently these languages are supported:
Deliveries:
The Factory part of the game has been thoroughly playtested and is currently fully finished, though I may add some small things later on. The Deliveries part of the game is new however and adds fun new gameplay to the game for some extra variety.
In Deliveries you have to control an old steam lorry, which is loosely modeled after the Sentinel brand of steam lorry produced in Britain back in the day:
These hulking, 7+ ton, machines of pure steam power are challenging to control and to make things worse... the Boss is sitting next to you to give you directions and punish you should you get it wrong!
The steam lorry has several controls which you have to manage manually, making for some chaotic and fun stressy gameplay. Especially now that I've further tweaked the lorry to feel more scary when barreling down the windy roads of the town. Don't crash or flip it!
Of course you will be able to unlock Custom Deliveries when you've made it through the entire week, in which you will be able to freely tweak all the parameters to create fun challenges, or maybe to have a relaxing sunday drive through the town?
Achievements:
Can't have a survive-the-night game without some fun achievements! I'm adding a plethora of of them, some are easy to get as you naturally progress through the week, others provide extra ways to challenge yourself and go for that completionist streak!
Release:
Currently the game is set to release on the 22th of April, on a Monday. Go wishlist if you haven't already!
Hey, everyone! 🌠 🌌 Time has flown while we’ve been heads down, leveling up Kagura Survivors: Endless Night with some game-changing updates. We’re almost ready to serve up the first slice of the action with our upcoming OPT-IN BETA BRANCH for Stage 1. Let’s look at what’s been in the works and what you can look forward to in the near future.
Beta Branches Explained
For the uninitiated: Beta branches are like getting a backstage pass to the game’s next big hits. These unique versions let us share new goodies, tweaks, or whole new levels with our incredible community (yep, that’s you!) before they go mainstream. Eager to get on board? Keep an eye on your Steam library and our upcoming instructions on how to opt into the Kagura Survivors beta madness.
The Lowdown on Stage 1
We’ve given Stage 1 a total makeover, including new landmarks and secrets to discover. But hold your horses; we’re just warming up! Stages 2 and 3 will follow as juicy updates, each upping the ante and adding to the Kagura saga.
Calling All Kagura Champions!
Even though the beta isn’t live yet, we’re already scouting for heroes to help us fine-tune the experience. Once Stage 1 beta drops, your mission will be to test your might against new challenges and share feedback on what feels right and needs more polish.
Out of the gate, you’ll have 5 out of 16 killer abilities to play with, each one brimming with potential. As the story unfolds, you’ll unlock even more power, especially after showing those boss enemies who the real boss is around here.
Your Future Foes
Stage 1 will introduce you to 6 foes; they and the rest of the enemies have gotten a visual upgrade. There are also 3 additional bosses that are sure to keep you on your toes. Get ready for unforgettable battles that’ll make those victory moments all the sweeter.
Sounds of the Showdown
We’re in the “blockout” phase for our sound effects, giving you a sample of the sonic boom that’s to come. Based on your feedback, we’ll be dialing up the audio experience to make every spell cast and enemy takedown an auditory delight. What’s on the Horizon?
Your adventure with Kagura is about to get much more epic, and your input is the secret sauce that’ll make it all come together. As we gear up to launch Stages 2 and 3, your insights will light the way to making Kagura Survivors a legend in its own right.
So, hang tight a bit longer—the Stage 1 beta is coming mid to late April. We’re counting down the days until we can dive into this journey together and transform Kagura Survivors into the adventure of a lifetime, with you leading the charge.
Strap in, get excited and stay tuned for more updates. The beta is just around the corner, and we can’t wait to embark on this next chapter with you. Let the countdown begin!
Let’s continue to evolve Kagura Survivors: Endless Night together! Keep exploring, and stay tuned for more updates.