Thank you for supporting "Wizardry: The Five Ordeals". We will report the overall progress as of Aplil 18, 2024.
Overall
Currently, the development team is working on the game itself, editor, and some ports in parallel. We would like to inform you of the current status of each of them.
Game
There have been no major developments since the beta update. We do not plan to update the game until development of the version for other devices.
Editors
The English version will be released in June or later. Until then, we will continue to polish the functionality in Japanese only.
Ports
We are slowly making progress, but we need to work with outside partners on some development, so we will continue to take our time. We hope to be able to announce more details by the end of the summer.
Recent schedules
May:Development Situation updates Aplil~May:Polish the Editor (Japanese only) June or later:English Support for Editor *If there are any changes to the schedule, we will notify you in the next report.
We are afraid that we have not made much progress, but we plan to inform you of the editor's updates and other information in the next issue on Wednesday, May 8.
We summon you to playtest our game and leave your mark on the future of Inferni! Join us for the next Inferni playtest on Monday, April 29th at 14:00 GMT+1.
Immerse yourself in the world's first battle royale deck builder game, filled with 90s nostalgia, and let your feedback shape the destiny of Inferni!
Don't miss this chance to make your voice heard - {LINK REMOVED}sign up on Discord
As announced at the end of the last year, we've just released the Mobile version for Android and now that we have, many of you are no doubt wondering what we have planned for future updates of the game.
iOS Version
Players with iPhone should soon be able to join the other Psycogs, as we're in the process of finalizing this version, which requires a few more adaptations. Thank you all for your patience.
A Touch of Emotion
Many players have told us that they'd like to have more ways of communicating and expressing themselves during games, and the first step towards this is on the way: emotes. We're going to introduce a system of emotes that will make it a little easier to communicate your emotions in the middle of a game.
These emotes will be based on the various characters you've already met in the course of the game, such as Victor and Zula.
We plan to add new emotes regularly as patches are released, and they may also feature new characters appearing in future chapters. Once new emotes are released, you'll be able to make your own selection of emotes available in the middle of combat, from the list of those you've unlocked. This will take place in a dedicated interface outside duels.
Regarding this, let's move on to the next section, concerning the upcoming story chapter.
Junior Mutants League
At the end of the first chapter at the Panakéia orphanage, you were selected as Captain of your team after defeating Boris and Zula. Now it's time to test your skills against the other teams in the Junior Mutants League. The 6 most powerful teams in the league await you, each linked to one of the megacorporations at the centre of this universe.
Will you be able to defeat them and become Junior Mutants League Champion? Whatever happens, Uncle Vic will be there to support you, Boris and Zula in the challenges ahead.
This second chapter, which is longer than the previous one, will take place all over the world and will allow you to meet and face the other major teams in the league, while discovering their respective Captains, each with their own specialty.
We've included much more lore about the universe in this second chapter, now that you've left the Panakéia Orphanage. And to reinforce the atmosphere of each of the major megacorporations in the Mutants: Genesis universe, we'll also be adding arenas specific to each Champion, here are two of them:
All these new battles will be accompanied by new unlockable cards, usable in all game modes, with new mutants specializing in a single gene.
This chapter will be made available very soon, over the course of 6 patches, each containing one of the Junior Mutants League teams. All those fights will be playable in the order of your choice.
This chapter focuses on battles against other characters, but that won't be the only threat. There will also be a Boss to face.
Titanic Threats
Following the release of the content for the second chapter, we'll be unlocking access to the second Boss fight of Mutants: Genesis, which will take place in its own 2-level dungeon, to be completed in cooperation with other players.
This dungeon will be accessible directly from the map in the second chapter, and will require you to have progressed far enough in the story.
Don't expect this new boss to be as kind to you as the Simulacrum was - this time the Titan will be a strange, savage creature ready to destroy everything in its path, and the dungeon is full of deadly dangers!
This new Titan will feature all-new mechanics, and exclusive rewards obtainable in its dedicated dungeon: new maps and an exclusive Skin. It will also alternate with the Simulacrum in the Time Rifts.
The community expands
We'd like to thank all the new Psycogs who have joined the Mutants: Genesis universe, and we hope to see you all evolve along with our characters and the mutants you control in battle in all future patches.
This is just a teaser of the upcoming features that will be coming to the game, and we'll be sure to tell you more as they get closer to their respective releases.
Oh and here is a little gift, a Redeem Code:
TOEEANKENK
___
For the latest news and announcements, please visit our social pages!
As a special thank you to our Steam community and to celebrate the Switch release, we're offering an exclusive 20% discount on IKKI UNITE. But hurry – this offer lasts until April 28th only! Don’t miss this opportunity for you and your friends to join the riot!
Whether you’re a veteran of the original NES challenge or a newcomer eager to test your skills, IKKI UNITE promises an experience unlike any other. Gather your friends, strategize your survival, and dive into the chaos.
We see and understand the disappointment many of you have expressed after the release of Cities: Skylines II and the recent release of Beach Properties. We asked for your patience and support, and you’ve shown those. In return, we let you down. We thought we could make up for the shortcomings of the game in a timeframe that was unrealistic, and rushed out a DLC that should not have been published in its current form. For all this, we are truly sorry. When we’ve made statements like this one before, it’s included a pledge to keep making improvements, and while we are working on these updates, they haven’t happened at a speed or magnitude that is acceptable, and it pains us that we've now lost the trust of many of you. We want to do better.
The very first thing we’re doing is to compensate those who purchased Beach Properties. We will change the pack to be a free addition to the game, refund it to the extent possible, and provide additional content within the Ultimate Edition. Unfortunately, it will not be possible to offer refunds for Ultimate Edition buyers. This is due to the distribution of the Ultimate Edition across digital and physical storefronts, which create significant complexities for executing a partial refund. We realize that this is far from ideal, especially given the dedication those who have stayed with us since launch have shown. We are committed to repaying that loyalty, and therefore, we will compensate Ultimate Edition holders by adding 3 Creator Packs and 3 Radio Stations which, together, sum up to a value of USD 39.99. This solution hopefully ensures that you, regardless of purchase method, feel you receive fair compensation.
Looking ahead, we also want to make immediate and meaningful changes in the way we approach the game’s development and our communication with you. Firstly, this means a complete focus on improving the base game and modding tools, and secondly, we want to better involve you, the community, as we choose our priorities going forward. We will focus on additional free patches and game updates in the coming months before Colossal Order spends time on new paid content, resulting in a move of the Bridges and Ports Expansion to 2025. In addition, the aforementioned Creator Packs are being produced independently, and will not take any focus away from the work on improving the game. To make sure we focus on the right things, we’re putting together an advisory meeting, where a small group of player representatives, together with Colossal Order and Paradox Interactive, will discuss the development plan for this year. The people in this group are chosen for the size of their following within the community to represent as many people as possible. The teams from Colossal Order and Paradox Interactive will provide them with full transparency and answer any questions and critiques voiced. Our hope is that together with you, our community, we can make sure that we do not repeat the same mistakes we have made in the past and bring this game into a bright future.
We also want to address the pending Console release. As you know, our plan was to release in Spring of this year. We have been hesitant to communicate an actual release window because of the uncertainty we are facing, and to not make further promises we might not be able to keep. We have been struggling to get Cities: Skylines II to the necessary level of optimization for a console release, but are now hopeful that an upcoming build delivery in April will demonstrate sufficient progress for us to progress with a release candidate, and then a release build targeted for October. Before we have seen and evaluated the progress made in these builds however, we will not be able to confirm the release date, and even then, some uncertainty always remains. Our ambition is to deliver the experience that you all deserved at launch, but it will take time. It’s important to note that the team working on the console release operates separately from our PC development team, so it will be progressing without splitting our focus or time.
In closing, we want to reaffirm our dedication to making Cities: Skylines II the best city builder it can be. We appreciate your support and feedback, and hope we can regain your trust going forward. It’s our responsibility to earn it, and we hope these actions are a first step in the right direction. We are deeply grateful for your continued passion for our game. Please stay tuned for further updates on the game and the refund process, and thank you for being a part of our community. Sincerely, Mariina Hallikainen CEO, Colossal Order
Mattias Lilja Deputy CEO, Paradox Interactive
We have created an FAQ page with information on how your refunds will be processed and further information about release timelines.
The Mustang is a legendary American propeller fighter aircraft, and the one we’re presenting today was in service with the Chinese Air Force. It’s going to be the aircraft reward for the upcoming Battle Pass season!
P-51C-11-NT Mustang: A Premium Fighter for China at Rank III
Features:
High speed!
Good rate of climb.
Possibility of using bombs.
Mediocre weaponry.
Vehicle History [expand type=details] American Mustang fighters began appearing in China in 1944, flown by pilots of the Chinese-American Composite Wing (CACW), which was under the direction of the ROC Air Force. The first P-51s that China received were the B and C modifications, and towards the end of the war more modern modifications appeared. Later on, American Mustangs became part of the PLA Air Force, but in 1953 they were finally written off due to wear and tear of parts and for being obsolete. P-51s remained in service the longest at Flight School No.7, where future pilots practiced taxiing them off of takeoff airfields. [/expand]
Meet the P-51C-11-NT!
When it arrives to the game, the P-51C-11-NT Mustang is going to be a fighter for China and the aircraft reward for the new Battle Pass season that’s starting on April 24th. All-in-all this premium World War II propeller-driven aircraft will be a great addition to the early ranks of the Chinese aircraft tree when it arrives. Let’s take a look!
In-game, the Chinese P-51C-11-NT Mustang is a transitional modification from earlier variants to the more advanced ones. Let’s take a look at the details. This variant has received a high-altitude Packard V-1650-7 Merlin engine, which significantly exceeds the earlier variants of the Mustang that had Alison engines in almost all aspects; most importantly it increases the altitude ceiling that this plane can fly. In battles at its rank, the P-51C-11-NT will be one of the fastest aircraft thanks to its high rate of climb and ability to conserve energy, perfect to attack from higher altitudes and then fly back up using the boom-and-zoom tactic. This new fighter differs from the Japanese P-51C-11-NT premium by its dorsal fin design, which helps solve the problem of insufficient stability of the aircraft in full control mode.
In terms of weapons, unlike later variants of the P-51, the armament of the P-51C-11-NT is only 4 x 12.7 mm machine guns. While these weapons are good enough in air duels, destroying bombers and even attack aircraft will most likely require multiple attacks and extra precision while shooting. Regardless, despite taking a bit to destroy, enemy tail gunners won’t be happy to see you — be sure to aim well against them to show who’s boss! Additionally, there’s good news if you enjoy ground battles, as this aircraft can separately carry either 2 x 100, 250 or 500 lb bombs!
At the time of release, the P-51C-11-NT will be the second premium aircraft at rank III in the Chinese aviation tree. With this reward, you’re going to have an excellent plane to learn the ropes of aircraft and of course research the lower and mid-ranks of the Chinese aviation tree faster.
That’s today’s blog done! Keep an eye out tomorrow, as we’re planning to tell you about the tank reward for the upcoming Battle Pass season. Until then, have fun flying!