Stealth Assault: Urban Strike - victoria
Hey gamers, we've got an electrifying update for you! Brace yourselves as "Stealth Assault: Urban Strike" storms into the Steam FPS Fest!

Become part of the action-packed "Stealth Assault: Urban Strike" community on Steam to claim your copy to dive into the thrilling FPS experience that awaits!
Apr 15, 2024
Laysara: Summit Kingdom - Quite OK Maciek
Hotifx 4 (ID 13889) is now live!

Patch notes:

  • Fixed a game freeze (and massive RAM consumption) when loading certain games. As a side effect, loading all games got a little faster - well, we'll take it ¯\_(ツ)_/¯
  • Removed incorrect minus sign from number of required yaks when building is non-operational
  • Added some debug info for helping investigation a very rare bug when money balance just randomly jumps to +/- billion or some bizarre number like that

To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Apr 15, 2024
Dying Light 2 Stay Human: Reloaded Edition - radoslaw.maj
Hi, it’s Tymon here! Good to be back so soon. Last week, we shed some light on our Community Ideas initiative. I told you a bit about our approach and methods of getting your suggestions included in the game. I think it’s a fantastic project and your input in the constant shaping of Dying Light 2 Stay Human is incredibly valuable to us.

Today, I have the pleasure of letting you know that another one of your ideas goes live in just a couple of days! I’m talking about Nightmare Mode, also known as Nightmare Difficulty, which will provide the most challenging experience in the world of Dying Light 2 Stay Human. It requires total concentration and extreme caution on the part of the player and, in turn, delivers the highest level of immersion yet.



The main inspiration for this feature was, of course, a similar mode from the first Dying Light game – but we wouldn’t be ourselves without adding a lot of new and refreshed elements on top. Also, while implementing the changes to health stats and mob toughness, we paid attention especially to Volatiles, because we wanted to make sure they retain their status of the ultimate night predators.

To get you even more immersed in the terrifying world of our game, Nightmare Mode removes the majority of HUD elements. To notice an enemy, you will need to rely on your eyes and ears, instead of checking the UI markers. Additionally, we rebalanced some of the gameplay aids, such as Boosters, so that their use could become more tactical and involve a level of consideration on the player’s side. We took great care in making this mode as immersive and atmospheric as possible, so we borrowed the flickering flashlight from the first Dying Light. By the way, it’s another feature you asked for in Community Ideas that now lands in the game!

As I’ve mentioned already, we’ve built this new difficulty in Dying Light 2 Stay Human on the foundations of the first game – but there are updates and upgrades. The first noteworthy change is the stamina management system, which we called Tactical Stamina. It motivates the players to approach it more deliberately, as the repercussions of using it all up are more grave – it also gets restored more slowly. Additionally, we took a closer look at the chase mechanics and altered them considerably, so that every pursuit and escape can be even more terrifying and high-octane. So, you’ll notice the chases getting more intense pretty much right off the bat – and if you manage to evade the zombies for long enough, you’ll get to a new, 5th level, where Volatile Tyrants join in on the fun. Night roaming will get harder in general – for example, the inhibitors are going to grant less immunity.

Jan Rajtar-Kruczyński, our Game Designer, talks about the hardest difficulty co-op:
“Nightmare Mode overhauls a lot of settings that work differently in other difficulties. For example, normally, playing in co-op makes the game easier, but here it is quite the opposite – the fights are scaled to be very challenging. The idea here is that through good cooperation and communication, you will be able to overcome even the toughest enemies. During development, I had the most fun playing Nightmare in co-op – ever since the game’s launch!”

There is much, much more! I’ve listed the biggest changes, but bear in mind that while working on implementing this mode, we applied loads of smaller modifications – I hope you notice and enjoy them all. Actually, to make sure we deliver on your expectations, we carried out two rounds of playtests with some of our community pals and influencers. As I always say, we’re open to your feedback, so please be sure to share your thoughts on the Nightmare Mode on our social media channels.

And I almost forgot about the most important thing! You might be asking yourself why play in Nightmare Mode if it’s such a… nightmare? I’m not going to lie, this feature is mostly aimed at our most dedicated and hardcore players who are out there, reaping the Legend Levels. Janek explains:
“We’ve been noticing with each update that the players' characters grow, often outpacing even the newly added challenges. The goal of Nightmare Mode is to add a demanding yet fun layer to the game, addressing the needs of those who feel that they are too overpowered. In the end, we want Dying Light 2 Stay Human to allow players to be creative again.”

Additionally, all players who complete the game on this difficulty will be rewarded with a super unique outfit – can you guess whose? You’ll be pleased, I tell you!

One more thing – introducing Nightmare Mode to the game is another example of how we're making an effort to listen to the feedback that our players give us via the Community Ideas initiative. It’s the best way to get your voice heard. I’m pleased to let you know that we have just opened the next round of submissions – send us new ideas and vote for your choices on Pilgrim Outpost! And, as usual, let us know what you think on Reddit.

Enjoy Nightmare Mode and other features coming with the Nightmare Mode Update this week!
Stay safe, Pilgrims!
The Wild Case - ryadchikmax
We've fixed the Safe-breaker achievement.

Apologies to everyone affected by the issue.
Beach Invasion 1945 - Pacific - aix2games
Small fix for broken killcams for some vehicles
Apr 15, 2024
Lunars Playtest - Onizuka
  • Board Bug fixes
  • Minigame bug fixes
  • Customization page Bug fixes
Asgard's Fall — Viking Survivors - Assemble_Made
Fellow Godslayers!

This one is a straight follow-up to our last news, and is just as exciting. The number of enthusiasts that are waiting for Asgard's Fall is wildly growing - and we're truly thankful.

We are heavily working on the new version after we've changed the engine from Unity to Game Maker Studio 2 a while ago. Things are coming together and we're constantly changing stuff there, adding new things here...it's so much fun! ːsteamhappyː

Soooo, 20k wishlists already...wow, just wow! Stay tuned for more stuff to come.

Cheers.

Apr 15, 2024
Secret Backrooms 2 - MXRSHY
hello everyone.

im sorry for not posting an update on the game.
life's gotten over me so i had to focus on that aspect for a bit,
but im here now and i'll tell you the new update coming out.

multiplayer will be released in later updates (more likely on the full release of the game)
right now im working on "sub-levels" basically extending the first part a bit so that i can focus on a save and load feature on a newer update (not the one that is currently going to be dropped)

2 sub levels will be added and later there will be more to make a complete backrooms experience.
(also a plans for a mall level soon so be on the lookout as well as a new entity coming within the game alongside the mall level)
Ravenswatch - MXiaa


Greetings, Ravens!

New Dev Diary incoming! After being quiet for a few months, this one is going to be a good and long read! We were very busy with this update, which turned out to be a MASSIVE one.

Last week, we revealed that the Fall of Avalon would be released on April 22nd, that's in a week! Today we’re diving into all (or almost) the details of what's coming in this update.

Brave enough to continue? Let’s go!

Chapter 3: Avalon

The third Chapter of Ravenswatch is finally here! Or at least, it’s coming out very soon! 😇 On April 22nd, explore a new map with new enemies, new challenges, and a new Master Nightmare to defeat!

Avalon is the last stop on the heroes' journey to overcome the Nightmares (or is it?). Meet dangerous Witches, dishonored Knights, and corrupted Wolves in the fallen city of Avalon. We’re also keeping the last enemy type a secret so there are still some surprises on the release day, but do you want to take guesses? 😏

The Coven is waiting for you

WOLVES!!!

Along your journey, you may find a mysterious woman named Morgan, asking for your help in the abandoned city of Avalon. Her brother, the King, is threatening the last hope of light on the corrupted lands of Reverie. Defeat the Headless Horseman (Dullahan) in this new themed quest available in the third Chapter of Ravenswatch.

Help Morgan to defeat her brother

Slay the Dullahan

Finally, are you up to the challenge of a new Master Nightmare? We couldn’t resist a little tease in our Reveal Date trailer, but sorry that’s all you’ll get today! Maybe tune in tomorrow during our Devstream for a first official look at this new boss.

Ravenswatch's Early Access is not done yet, even with the Fall of Avalon update! We're getting closer to the end but we have still a lot of work ahead of us for version 1.0. If you’ve missed it, watch our latest trailer showcased at the Triple-i Initiative event last week for a good look at the Fall of Avalon update:

https://steamcommunity.com/games/2071280/announcements/detail/4206999092512712267

Custom Modes and Challenges

Custom runs and Challenges are making their big debuts in the Fall of Avalon update! In addition to a whole new Chapter to explore, we thought: why not even more replayability with a way to customize runs?

With modifiers, players will be able to tailor their Ravenswatch experience the way they want it to be. No more timer? Done. Play only during Nighttime? Done. All enemies are Corrupted? Done. No Mini-Map? Done. We could go on… But we’ll let you discover all that on April 22nd! You’ll be able to lower or increase the challenge with the Custom Modes.

With those modifiers, we created pre-made Challenges that you can select both in solo or in co-op. Here’s an example of a Challenge we curated for you 😈 :

Terra Incognita
  • Explorer: No countdown before Master Nightmare awakening
  • One Chapter: Play a single random Chapter
  • Angry Birds: Heroes start with no raven feather, and none can be recovered
  • Shadowy Fog: The map is not displayed and cannot be used
  • Lack of Imagination: 1 offers less for each choice of Talent or reward


Want to see this live? Join us tomorrow on Twitch for an exclusive showcase of the custom modes and challenges!

Rerolls?! New Magical Objects?! Reworked rewards system?!

If you’ve been around since the launch of Ravenswatch in Early Access (or even before with the Closed Alpha?), you’ve probably noticed we haven’t touched the Magical Objects and reward system too much!

Well, we were waiting for a better vision of what a complete run (3 Chapters) would be and we’ve now made significant changes. Here’s just a short list of what’s been modified or added:
  • Rerolls! You’ll get to use reroll to control the randomness of Talents, Magical Objects, and Rewards at Grimoires of Monsters
  • The Sandman will have some new offers in his store…
  • …As well as the Grimoires of Monsters.
  • New Magical Objects! (and some changed…)
  • Magical Objects will now have a ‘super-effect’, triggered by the number of identical objects you have in your inventory.
  • Check our patch note on April 22nd for a detailed description of all the changes.
Upgrade your Ultimates and new Talents

The more you progressed into a run, the less your Ultimate ability could compare to your regular abilities that were upgraded with Talents. Now reaching Level 10 will let you upgrade your Ultimates to add even more power to your builds!

Alongside the Ultimates, we’ve also added 1 talent per hero so you can bring, once again, more variety into your builds! In total, that’s 24 new Talents available!


A good example with Volcanic Rage for Beowulf's second Ultimate!

Live Showcase and Q&A

Bookmark our future Devstream for an exclusive showcase of the Fall of Avalon Update! We’ll chat, show some gameplay, explain our decisions, and reveal almost EVERYTHING from the upcoming update! Oh, and it’s going to be 4 hours long… Check our program down below :

Fall of Avalon Update Showcase:
📆 April 16
🕚 4 PM CEST

16:00 - 17:00 CEST (w/ Margaux and Mathilda)
  • Welcome to the Fall of Avalon showcase!
  • General Q&A session (w/ Margaux and Mathilda)
  • First showcase of new features and balancing
17:00 - 18:30 CEST (w/ Romane, Pascal, Max and Margaux)
  • Q&A session with the Map team
  • Artworks and concept arts of Avalon
  • First runs on Avalon
18:30 - 20:00 CEST (w/ Adrien, Valentin, Margaux and Mathilda)
  • Exclusive reveal: Custom Modes!
  • Runs with new Challenges


Passtech Games

Passtech Games had the chance to participate in the Triple-i Initiative, a whole new online showcase of trailers, demos, and game announcements! We gathered the team for a live watch party and we were beyond excited to see Ravenswatch during the event!



You can watch the full replay of the showcase here and also check out all the great games and DLCs that were announced on Steam:

https://www.youtube.com/watch?v=S9eP0JWIk8U

We’ve been hosting cool community events on our Discord server! From a Build Your Hero Workshop to playing with the Devs, the team at Passtech and the community has been busy haha

Hero concepts by ZeRG, notfuegonasus, weijak, RedRan6er, and Deka

If you’d like to be there for the next ones, join Passtech Games’ official Discord server here.

- The Passtech Team 🍉

Social Channels

Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website
Diffraction - mellodrawmatic

For those that missed out on grabbing our Kickstarter merchandise, a few of the items are returning in our Pre-Order Merch Store for a limited time! This opening, and any conventions we attend, will be the last time we plan to make these items available.

Store Opening Information:

Pre-Order Store Period: Monday April 15th - Tuesday April 30th, 2024

Store Link: https://diffraction-otome-visual-novel.backerkit.com/hosted_preorders

Where to find Store Updates/Notices: https://twitter.com/diffractionvn


Pre-Order Merch Shipping Timeline: As we will only be shipping the merchandise AFTER the release of the game, all shipments are projected to start in early 2025.

Merch Available:

Only some of the Kickstarter merch items will make a return, including one that was not sold individually during the campaign. The returning merch will be:

  • Sticker Sheets Version 1 and 2 (Non-transparent);
  • April, Faine, and Hendric Acrylic Keychains;
  • Faine and Hendric Transparent Photocards; and
  • The Handmade Resin Teardrop Necklace (Very Limited Individual Item Sale).
For Those Attending Dokomi 2024:

Rain Droplet Atelier will be in Artist Alley of Dokomi 2024 from June 28-30th! For anyone attending Dokomi, there is a separate pre-order form where you can reserve your merch items, these will be paid for and picked up at the convention itself. Please fill in the form below to reserve your items as merch stock for the convention is very limited and stock cannot be guaranteed.

Dokomi Merchandise Reservation Form: https://forms.gle/P8tbHthuzqJRWwjA7

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For all of those that make a purchase or share our store opening, thank you for supporting our project!
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