Survivor Mercs - Wolpertinger Games
Commanders, are you geared up for Boot Camp?

We are excited to share our latest Early Access Roadmap News with you, giving a preview of what's to come in the next weeks for Survivor Mercs!

In the last update, "Evolution" (0.9.9), we laid the groundwork for more interesting squad builds and meta progression, introducing many new Traits and ways to configure your Commanders, alongside many improvements and new features like the Armor system.

This last update was inspired by your feedback and input, and we were able to patch multiple annoying and hard-to-reproduce bugs based on your reports. THANK YOU very much for caring about the game and helping us make it better ❤

If you aren't already part of the community, join our Discord to get in touch with us and help with improving the game:




So, Commanders, report in for the briefing on updates 0.9.10 and beyond!

Our primary focus with the next update(s) is making the game deeper and more fun for both our veteran Commanders as well as our new recruits.


More Synergy & OP Squad Build Potential
Since you're now able to configure your Commanders to your liking, it's time to give you more choice over the rest of your squad and how it works together in your build.

This is happening in two major steps, with the first one going into the next major update 0.9.10 "Boot Camp" - a skill tree overhaul for all Mercs - followed by another huge change, Commander Weapons. Additional adjustments for Gear and Traits will leverage that to give you many more creative ways to synergize and combine everything into your OP killer squad.

The primary goal of the skill tree rework is to provide you with meaningful choice between at least two, mostly 3-4, very distinct profiles for each Merc. We will provide a full list of these changes with the respective update notes. Overall, we're working on this:
  • Many more Mercs can specialize in different damage types.
  • Some Mercs will receive completely new, additional attack options.
  • Others receive additional Utility skills that may affect your Commander or whole squad.
  • Most skill trees will have more notable impact on attack, targeting, and movement patterns.
  • More special skills with new status and proc effects will await you in or at the end of these new skill trees.
We are testing new status effects for Mercs and Commander Weapons, potentially also for enemies, to give you more control over the action and add more variety:
  • Decay - temporarily reduce target's Armor
  • Marked - target is prioritized by your Mercs
We will also use status effects for our new proc effects system. We will start with "on crit" procs that are enabled by Gear, Merc skills, or Traits, and offer new ways to cause mayhem, especially together with the status effect procs that can trigger if certain status effects are combined in the correct order. But they come at a trade-off: some status effect procs may cancel each other out.

Update 0.9.10 brings some of these procs, others are following with the Commander Weapons that are less focused on damage but on status effects to give you more control over your squad and its combat effectiveness.


Improved Level-up System
The next update will bring some improvements to the level-ups and reduce the randomness, specifically supporting you to choose the Merc skill tree options.

Upgrades for Mercs, Commander Abilities, and Gear are separated from the Generic Upgrades, and we want to ensure you can pick from all exclusive skill tree options when you reach a branching point. The Generic Upgrades appear frequently in your upgrade rotation as a similar special case. Overall you are going to be less dependent on randomness, your Commander's Luck attribute becomes more meaningful, and Re-rolls & Excludes are more useful.

We're also trying to reduce the sheer number of level-ups to make each upgrade choice more impactful.


Battle Decorations & Awards
We are about to introduce a new "Trophy Room" for your bunker, with a huge amount of new Awards for completing different challenges and Steam Achievements to complement them.



The Awards are divided into ribbons, badges, and medals based on their challenge difficulty, neatly sorted into the Trophy Room. But they are not just for the completionists among you! They also serve our new recruits to learn more about the ways to play the game, and will inspire some of our veteran Commanders to experiment with new squad builds and Commander configurations.


Elite Operations
Starting with the upcoming update, we are going to introduce a new Elite Operation Type for the existing maps.

Elite Operations are harder variants of each map's Standard Operation.
We see a lot of players struggling in the first runs since our difficulty is currently balanced to provide an interesting challenge for both new recruits and veteran Commanders.

The new Standard Operation will be a bit easier compared to the current one, allowing you to learn more about the basics of the game and experiment with different squad builds. But you will only find common loot!

So to upgrade your bunker rooms to higher levels, you have to play the new Elite Operations. These will be tougher than the current Standard Operations, so you need some Bunker upgrades and advanced Traits to get the rare loot required for improving the Bunker rooms further. We're trying to find an interesting balance and different enemy setups for each Operation Type to add more variety and fun surprises. Expect these changes to come in multiple steps! As usual, we'll lay the groundwork in the next major update and will refine it based on our insights and your input and feedback.

The new Elite Operation will be interwoven with the new Awards, and much of the other content and features, particularly late-game progression. As always, we'll try to make it compatible with your existing savegames, but we cannot promise that we won't reset at least part of your progress to make everything work.


Meet "Conduit"
We're about to introduce "Conduit", your heli pilot. She's your helpful assistant and will appear on multiple occasions to provide little hints or bits of background information to help you understand some of the inner workings of the game.



Her appearance also marks another step in adding more lore and flavor to the game. We aim to show more of the personality of the individual Mercs and M.E.G.A. Corp.'s big bosses. We hope you'll welcome Conduit to your bunker with open arms!


General Improvements
In addition to these highlights, the upcoming update(s) will bring many more additional improvements, like various UI changes and additions, e.g. damage type icons to identify quickly how Mercs, Gear, and Traits work together. We also continue working on performance improvements, better Merc behavior, and juicier boss fights.


The Road Ahead...
We are working on many other things at the moment, too. The following list of items is neither complete nor final!

But we want to provide an outlook as to what's coming, and are always happy to hear your thoughts:

⏩ A new Airlift room allows you to save some loot instead of extracting.

⏩ Choose between different Commander Weapons to gain additional firepower and control over your squad, utilizing many of the new status effects and synergies.

⏩ Enjoy a better, more polished UI and configure your input mappings alongside other improved settings and options, specifically to support accessibility.

Apart from these, we're always looking to add new maps & bosses, enemies, Mercs, and other content as they fit these updates.

We continue in Early Access and plan to release these updates over the course of the next weeks and months.

Please join the discussion on our Discord server and let us know which of these new features or improvements you are most excited about.



Apr 18, 2024
Constelleum - constelleum
This month we put a lot of effort into polishing our keyboard / controller experience and improving our tutorials. With Constelleum feeling more and more complete, we are working hard to better our new player experience so we can broaden our community and get fresh players testing our game! As part of our input updates, we completely revamped the settings menu, making it fully navigable with a controller only. We hope the menus feel snappier and more intuitive than ever, and that our new players have a better experience with the tutorial!

In addition to that, this version comes with many bug fixes and exciting new art. See below for details!

Tutorial
  • Added our first visual tutorial for move path creation; more to come if players find this helpful
  • Cleaned up the tutorial text and cut a few popups to make things snappier
  • New navigation to re-show any closed tutorial popups
  • Phase change banners are now delayed until the tutorial popups are closed
Art
  • Characters now have shadows on the field
  • Fixed jumps in animation transitions
UI/UX
  • Rework settings menu for full usability without a mouse or keyboard
  • Improved and unified UX for list selections (ex character select, tutorial select, etc.)
Gameplay
  • Made the new map Defender a little easier for the team on the offense (Dusk)
Bug Fixes
  • Fixed delays with Selene's Swift Exit
  • Fixed re-entry bug where characters were moved off the field (to Kansas)
  • Added a full solution for re-entry when all starting positions are blocked
  • Fixed forced animation for Tophat and Mulberry
  • Fixed crash for new hand toggle setting that attempted to switch to a decks for companions
Cards and Castles 2 - Vontre
The gods are invading Lyndris! Prepare now for our first major expansion, featuring over 100 new cards to collect! Harness the destructive power of ZEUS, THOR and other gods alongside NEW DRAGONS and other legendary characters! This expansion introduces the new SANCTIFY keyword; sanctify cards can be upgraded in your hand for a price, giving flexibility between cheaper or more expensive plays. New units can also have the REGENERATE combat keyword, allowing them to survive and recover from one source of damage.

Log in now to receive free City of Gods card packs!
BAD BLOOD: 1926 - Coder4Life
One of our favourite bug fixes lets players pickup the switchblade, which was previously falling through floor, never to be seen again.



As well as fixing some bugs, we made some changes to AI behaviour, sped up the animations for changing weapon, and tweaked auto-switching. We've tried to tweak the AI so that it is less likely to shoot you in the back from miles away, at least on the easier settings.

We have also added a few more rewards for players who explore more thoroughly, and removed some of the more dangerous enemies from easier settings - since we never intended them to be there anyway.

Fixed bugs:
  • Enemies will sometimes not move, can be worked around by restarting the level
  • An intended speed run route skips a checkpoint
  • No collision on switchblade drop (so it would drop through the floor)
  • Fixed breaks in navmesh
Known bugs:
  • Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead
  • Physics can force the player out of the world
  • Framerate can really suck in general
  • Controllers can not operate the pause menu, only show or hide it
  • Inventory screen doesn't work
  • Objectives screen is nonsense
  • Random opening door sound when starting the level
  • Enemies turn around too slowly
  • End section buzzsaws do not always kill the player
  • More animation jank than you can shake a stick at
  • Weapon swap will not change to correct pose for gun arms
Crossing The Sands - jason
The demo for Crossing The Sands has been updated. The main focus for this update has been getting the game ready for release (tomorrow!). The demo only includes approximately the first third of the game, so much of the new late-game content won't be visible, but there are still a lot of good game-wide content additions included in this update. If you want to play the demo and then move on to the full game later, your saved games are stored in the Steam cloud and will carry over to the full release version.

Changes since last release:

  • Game controller support has been added. It should be considered "beta" for now due to the limited amount of testing (I don't have a bunch of controllers to test with).
  • Added the "Damage" value to the character sheet. This will show the average amount of damage a character does per hit, which will be helpful for comparing weapons.
  • Added more monsters and reworked the random encounter tables to match the area/level difficulty better.
  • Added a bunch more items and reworked the random loot drop tables to match the area level/difficulty better.
  • Added a bunch of Steam achievements to the game.
  • Added a bunch more quests to the game.
  • When leveling up, characters will be notified if they gain new spells.
  • There is now a confirmation popup asking you if you're sure you want to quit to the desktop or menu because losing your progress due to an accidental click on the wrong menu item is no fun.
  • Sound effects and music can now be turned on and off independently of each other, and many spells now have accompanying sound effects.
  • Improvements to the quest log, including saving and loading quests that are in progress.
  • Shamans and Healers now get a slight bonus to healing if they have high wisdom scores (+4% with a Wisdom of 19, for example). There are also a few items in the game that will increase a character's healing power, but you'll have to discover them through observation.
  • Items can now give initiative bonuses to make a character act faster in combat, and a bug with how initiative was calculated has been fixed. You'll find that a hidden character's "Late Attack" skill is much more useful now.
  • Poison resistance now makes a character take poison damage more slowly. Before this change, it would only reduce their chance of initially becoming poisoned. This means that the Resist Poison spell is more useful now.
  • Added the Magic Spikes spell for Wizard classes. It's about the same as Force Bolt, but it's a different damage type option.
  • A huge amount of translation improvements for Spanish, Portuguese, and German versions of the game.
  • Reworked the character sheet and various parts of the UI so that text fits better in non-English translations.
  • Added a lot more music for various zones.
  • Added more plants, trees, and other terrain throughout the desert zones.
  • Rearranged the Forgotten City ruins.
  • Replaced a bunch of road textures.
  • Improvements to minimap and overview map icons.
  • Redesigned the hidden bandit stash cave.
  • Added a fur trader shop to the Nomad Camp.
  • Added a shield shop to the Grand City bazaar.
  • The PDF manual has been updated.
GROUND BRANCH - Scopey
Hey, everyone!

Patch V1034.2 is now available. Though we have not yet been able to work out the online rubber-banding issue, we had a lot of changes and fixes that were not worth holding back any longer.

Thanks for your patience and reports so far! We hope to have a fix for the rubber-banding soon, along with the official modding implementation.

📢 IMPORTANT NOTICE to server owners re: rubber-banding

We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.

👉 As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.
❗ KNOWN ISSUE: Ready Room aiming bug

Due to complex fixes to weapon zeros, aiming down sights may cause the camera to align with the top rail rather than the sight. This is limited to the Ready Room only.

👉 To fix it, simply re-equip your kit (via locker or workbench) or deploy to the play area.


Patch notes

AI
  • Made suppressed weapons less audible for AI (range reduction by 40% — WIP, testing things out)
  • Increased influence of light scale to the overall character visibility: AI should no longer easily spot players in the dark
  • Big AI update:

    • Added AI coordinator system — the basis for exchange of information between AI bots
    • Added target handling to GBKytController to register with the AICoordinator
    • Enabled new hearing system for gunshots (now uses same system as footsteps)
    • Gunshot range is treated differently for suppressed and unsuppressed weapons
    • Fixed AI going prone when close to enemy, now require distance > 40 m
    • Fixed a bug where AI wouldn't shoot when advancing towards the target
    • Added new separation between cover behaviors for crouching and when leaning out of cover
    • Reworked engagement rules for AI taking into account the current enemies that are engaging the player through the AI coordinator system
    • Fixed an issue where Guard AI would follow noise but Patrol AI would not (reversed)
    • Adding new behavior sub-trees for firing from cover
    • Updated spatial queries for cover generation
    • Slightly increased hearing distance for AI on 747, Compound and Depot
Audio
  • Major audio overhaul to improve and fix ambient sounds:

    • Improved audio quality conversion — more details in the soundscape should now be hearable, and levels should now generally sound better and more "alive"
    • Ensured ambient sounds update correctly when time of day (TOD) is changed
  • Fixed audio-related crash
  • Updated attenuation for third-person footsteps (should no longer be loud and just cut off)
  • Fixed third-person prone movement sounds
  • Added further logic to prevent Ready Room sounds being hearable from play area (and vice versa)
  • Fixed power boxes not emitting the electric buzz on first play

Animation
  • Ongoing rework to improve/fix animation for NVG being lowered/raised in different stances and with different items being equipped
  • Fixed animations to follow the new finger outside of trigger guard
  • Fixed Specter DR 1x/4x lever animation being offset

UI
  • Updated keybinds list in Settings > Controls to improve the names of a few actions and to ensure consistency between Keyboard/Mouse and Controller keybinds
  • Added tooltip hint to "Night Vision Goggles" keybind to reinforce that goggles must be equipped on the character for the bind to be functional
  • Hopefully fixed wibbly-wobbly VOIP indicator issue
  • Attempted fix for reticles not keeping their color and different laser dot effects occurring when using colorblind filters
  • Changed colorblind filter notice text at top-right to be smaller and less obtrusive
  • Made Headcam the default spectator camera, by popular request
  • Returning to Settings menu (from play area) no longer re-selects the Controls screen (now leaves it on whichever settings screen was open previously)
  • Hiding the HUD in Headcam spectator view (default H) now hides the minimap and displays basic player info
  • Tablet now shows player names for everyone, if in Training mode
  • Updated City minimap so as to encompass the bank vault area
  • Fixed bug where clearing an inventory item in character editor did not clear the [CUSTOM] tag and color scheme
  • Cleaned up radial menus:

    • Style consistency pass (background, hover, font, formatting etc.)
    • Renamed attachment functions for better clarity
  • Minor art/style pass on Rangefinder overlay to be closer to reference (increased text size and made it all-caps, tweaked HUD color and position)
  • Updated Patches menu/dialog (Customize Operator screen) to allow hitting Esc to close it

Gameplay
  • Prone is no longer affected by stamina and arm strength (WIP, temporary)
  • Removed ability to re-pin grenades
  • Water: fixed bodies of water blocking projectiles, grenades colliding with water surfaces, and clean water blocking lasers (should still block if dirty water)
  • Dying underwater and/or resurfacing should also correctly clear the underwater effect
  • Fixed retention reloads dropping the first magazine with certain weapons (e.g. M110, MK46)
  • Big cleanup of iron sights and optics zeros — let us know if you catch any bad ones still!
  • Fixed some scopes seeing through walls (may require new weapon builds to be created)

Art and customization
  • Art pass on Roster whiteboard (Ready Room):

    • Replaced font with more readable alternative
    • Replaced status icons with text (OK = alive, KIA = dead, Prep = in Ready Room, Spec = in Spectator Mode)
    • Minor alignment and formatting changes
    • Updated text for Team Element selection instructions
  • Changed font for Ready Room locker name plates
  • Fixed Male 04's Short Beard using the wrong mesh (model geometry)
  • Moved FAL rear sight mesh back to 200 m setting (issues with gun zeroing to 600 m)
  • Updated various iron sight meshes to fix zeroing issues
  • Removed suppressor socket from Wz88 as it should not accept one
  • Changed SA58 OSW's suppressor (now uses SureFire FA762K, same as the MK14 EBR's)
  • Created Black skin for the SureFire FA762K (available as an alternate skin for the MK14 EBR and SA58 OSW)
  • Removed socket from AccuPower 1–8x that allowed RMR (Flat Mount) to be attached

Maps and missions
  • Miscellaneous mission fixes:

    • Fixed random barrels in deck in Rig (Defuse)
    • Fixed up some floating laptops in Small Town (Intel Retrieval)
    • Tweaked laptop position in building D basement in Small Town Uplink
    • Minor cleanup on 747 intel retrieval mission (moved laptop off Cessna struct even though placement was FINE really)
    • Tweaked 747 PVE missions to remove AI from the avionics room (collision, clipping into ceiling and pathing seemed a bit tricksy overall)
    • Adjusted OnHit logic in Defuse mission object so as to only run on server and ignore any hits except from bullets (so players can jump on bombs without consequences)
  • Fixed a few light portal bugs in City
  • Turned a few lights on in the City bank for all times of day
  • Fixed a few LOD/mesh culling issues in City and Run Down
  • Fixed a few mesh-culling issues in Rig
  • Overhaul of Mission Editor and mission structure to add version control and fallback AI loadouts:

    • Missions with out of date version number won’t show in mission selection screens
    • Old missions (V1033, V1034.0, V1034.1) need to be loaded and resaved in editor
    • If saved AI kits don’t load, mission loadouts will be used. If they don’t load, AI won’t spawn
    • All standard missions updated via script
    • Lots more changed under the hood, including in kit validation systems
    • Ran script to remove AI spawn points from Deathmatch missions
    • Ran script to convert Deathmatch missions to Last Man Standing versions
  • Optimized and cleaned up collision on some Rig and Docks assets
  • Small tweak to ladders on Small Town to make it less likely that AI gets stuck here
  • Fixed LOD and culling issues on City and Power Station
  • Fixed nasty LOD on building in Compound
  • Added UV offset to conifer LOD materials to fix a strip of ground that would appear on the tree when playing on lower graphical settings

Miscellaneous
  • Fixed problems with ResAtMe and ResNear commands
  • Fixed up player names not appearing on Tablet: slightly changed behavior so names appear whether in play or in Ready Room, but not if not assigned to a team (e.g. when in a free-for-all mode, or in Ready Room reception lobby)
  • Fixed spectator-only players getting stuck at loading screen, not seeing the correct sky, and being shown respawn option
  • Many, many under-the-hood changes and fixes
Rockets, Planes, Soldiers - leandrro
0.24.04.18b - Bug fixes - Campaign 2 first enemy base mislocated
HUMANITY - SuperPac


Watch the replay of our 04/17 weekly stream, where we recap HUMANITY's STORY MODE for newcomers to the game and then jump into the latest user-made stages. Want us to play one of your stages? Share it with us on social media or our Discord server!

Watch it on YouTube here!

We stream HUMANITY weekly, usually on Wednesdays at 4 pm Eastern / 1 pm Pacific time. Stay tuned to our News posts on Steam to know precisely when we're streaming that week. We play through user-created stages, STORY MODE, and talk to other HUMANITY fans and content creators. Join the chat and hang out with us on our Twitch or YouTube channels.
The Game of Sisyphus - creamGames
Difficulty Increase Notice

Due to a previous patch that lowered the difficulty, some segments became too easy. Instead of altering the core mechanics, we've decided to raise the obstacle difficulty. While there haven't been significant changes, the overall difficulty remains easier compared to before April 12th.

  • Increased difficulty in intermittent cliff segments
  • Raised difficulty in reconfigured segments
  • Removal of some obstacles in ice segments
  • Fix for sliding bug on ice bridges
  • Fine-tuning of Oak Tree segment
  • Introduction of new obstacles in bamboo segments
  • Minor adjustments in other segments

Difficulty increase in the mid-to-late game
Although we've increased the difficulty in some segments, it's not our intention to make every segment challenging. Our goal is to create a game that most people can clear with time investment. Some segments are designed to be easy when rolling down or ascending quickly.

The game is not challenging yet. We need your opinion on this.

However, there are concerns about the mid-game difficulty being too easy. We will actively consider and incorporate user feedback. Please leave your comments below. Thank you.
Ryclaw: Save Yourself - Ryclaw
After May 3rd 2024, Ryclaw: Save Yourself will no longer be available for purchase on the Steam Store.

If you already own Ryclaw: Save Yourself or purchase it before May 3rd this will not effect you. You will still be able to download, install and play the game as usual.

While Ryclaw: Save Yourself will always have a special place in our hearts as our first game, it doesn't reflect the vision that we have for Ryclaw Games of creating heartwarming games that emphasize love and compassion. As such we've decided to retire Ryclaw: Save Yourself from the Steam storefront.

We thank you for supporting Ryclaw: Save Yourself and, by extension, Ryclaw Games. We wouldn't be able to create the games that we love today if you hadn't supported our first title. Thank you.

To properly send off Ryclaw: Save Yourself we have put it on sale for 51% off the last two weeks. We've also uploaded a guide to both of the game's endings for those of you who may have been stuck or simply wish to experience the game during the refund window.

The removal of Ryclaw: Save Yourself is limited only to that title. Our other games will remain available on the Steam Store. Going forward, we hope to bring you more games like My Little Sister Fiona and Ryclaw: Hope. We hope you will look forward to them.

Thank you again for your understanding and your support.
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