Six Days in Fallujah - AmperCamper
Just a heads-up that we’ll be releasing another major quality update next week.

We’ll share a deep dive of new features, improvements, and bug fixes in the patch notes on release day. In the meantime, here is a highlight of some of the items players can expect:
  1. Dedicated Server soft-launch (for matchmade games)
  2. Incremental Matchmaking
  3. Interaction System rework
  4. Game Difficulty balancing
  5. Emergent Objective improvements
  6. Additional crosshair option
We’ve been hard at work improving the core experience of Six Days, and we’re excited for these quality changes to hit the live game!

As always, join the community conversation and offer us feedback on our official Discord server! https://discord.gg/SixDaysGame
Apr 25, 2024
Battlefield™ 2042 - TOTALfps
The Stadium was once a secondary point of interest with sporadic combat within Hourglass. On April 30, it becomes the point of interest as Stadium returns as a standalone infantry-only map!

Let’s venture back to last year, and how the team worked to bring it back.

A PLACE OF TRIBUTE

Released alongside Update 5.2, Hourglass represented the final rework of our launch map offering. It brought with it improvements to flow and cover, and included new locations and capture points.



As part of this rework process, and to meet our goal of increased pathing, cover, and flow throughout the map, we removed Stadium as a flag location within Hourglass. As a result, this allowed us to create new areas across the entirety of Hourglass to create a better overall gameplay experience.

Once the reworked version of Hourglass launched, it was clear through feedback from many of you that we weren’t done with Stadium just yet.

We soon decided to bring it back not only to say thank you for your patience as we underwent the rework process of some of our base locations on Battlefield 2042, but also to meet your request for more infantry-only maps.

FAMILIAR SANDS. NEW OPPORTUNITY.



With Stadium also releasing during Season 7: Turning Point, we wanted to ensure it contrasted Haven, this Season’s brand new map, which focused on urban warfare and combined arms. That means we decided to make Stadium an infantry-only experience, which also fits well with its overall layout and already existing gameplay opportunities.

Within the map itself there is also a contrast between open outdoor spaces, and further linear close-quarters combat scenarios. For you as a player this opens up the opportunity to use different weapon ranges, and utilize new routes and access points to your encounters with enemies.

As a final contrast, this will also make Stadium stand out from Redacted, our other infantry-only focused map within our roster.

EXPLORING THE STADIUM.

Alongside its gameplay flow, we also improved lighting across the Stadium, and its flags have received improved visuals.


BEFORE


AFTER

We’ve also added cover and line-of-sight blockers that fit within the themes of each flag. For example, we expanded the Promenade’s exterior with more structures that match the architecture of the Stadium itself alongside a clear military presence buildup in the location.



The new areas of cover we added across the different floors of the Stadium also offer many new opportunities for gameplay. In place of the elevators you’ll now see ziplines, which provide better pacing and navigation throughout the floors.



But cover is only one side of the coin when it comes to the core tenets of a map, flow is even more vital. Stadium will therefore feature additional entrances to ensure multiple routes to tackle any military buildup that may await you inside.

PLAYING THE OBJECTIVE.

To turn the Stadium into an infantry-only level and suited for sustained combat, we also needed to increase the amount of objectives that exist on modes such as Conquest, with the ultimate goal to ensure that each area feels distinctive and unique to the next.


BEFORE


AFTER

Within this new flow of objectives you’ll find that the exterior will result in you fighting through the Promenade and into the Entrance. The interior area now consists of the Weapon Cache, Supply Depot and the Surveillance Network objective locations.



Promenade
The promenade presents the first challenge in your journey to conquer the Stadium. Its open space will test the skill for those who prefer mid to long-range combat. You’ll find cover by moving around the park structures, and by using the broken truck to protect yourself from enemy fire while fighting those who expose themselves on top of the stairs.



Entrance
As you make your way into the fortified entrance you’ll find danger lurking behind the barricades, the overlooking balconies and the stairs. It’s up to you to decide how you’ll navigate through the several entry points and make your way to the core of the building, towards the Weapon Cache and Supply Depot.



Weapon Cache
The heat of an infantry-only map builds up as you progress towards the Weapon Cache, expect intense close-quarters combat as soon as you’ve made it into the interior of the Stadium. Cover throughout the corridors will protect you as you try to claim control over the top floors.



Supply Depot
An additional path along the stands can be used for long range shots, or to flank your enemies. You’ll also find the Weapon Cache and Supply Depot placed close to each other, and combat will be intense as you and the enemy fight for dominance of these locations. Don’t forget to keep your eyes peeled on the ziplines!



Surveillance Network
The floor is filled with servers that once helped with gathering intel data for a variety of Arkangel’s projects. Now these servers are used as cover from the enemy. Move around using the multiple stairs and elevator shafts, or drop from the floor above to initiate a surprise attack. Just be sure to keep your shotgun ready.



A FINAL COMMENT…
With the standalone version of Stadium on its way we want to say: Thank you. Your continued support throughout the Seasons of Battlefield 2042 means a lot to the team. When you step foot on the familiar sands of the Stadium and play through its battle-torn halls, we hope that you’ll enjoy playing it.

//The Battlefield Team

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Age of Water - pryanick


Dear players, in light of the heated discussions on the forums currently, we would like to run through exactly how these bonuses affect your gaming experience.

All bonuses in the premium editions were designed to give a starting boost to help with the first few hours in PvE, and not to influence success in PvP or PvE beyond the first few hours of gameplay. We also want to note that there are no microtransactions in the game. The Medallions available in premium editions can be earned in-game.

We want success in battle to depend solely on players themselves, and we will not sell this for money. If we see that the bonuses are not working as they should, we will promptly make the necessary changes to the game as a matter of priority. Currently, the team is carefully studying your feedback and statistics.

Also, please note that the additional boats ("Dory", "Skadi Boat", "Sofiya Longboat") will be available for construction at the base. We’ve seen some messages from players who can’t find these in game.
Thank you for reading, we wish you an enjoyable gameplay experience!

Minicology - ben
------------------------- Cosmic Date 25.04.2024 -------------------------
ALERT! ALERT!

CALLING ALL E-CORP PERSONNEL!


It’s happening! Helperbot here, reporting live from the scene!


Minicology is here!

After a sudden shift in space-time, our universe is now a part of the Steam platform - priced at $14.99 / €14.79 / £12.79.

Better stand your ground a bit longer, because now the intergalactic event has passed, a huge influx of new E-Corp recruits is expected! We understand; the promise of a life of boundless creativity in the Mini-verse is too tempting to pass up. And all that shiny, advanced E-Corp technology… Wow…

Sorry, I got carried away. I cannot wait to meet all you new space-dwellers in person!

Comments about your time at E-Corp? Feel free to assess your time in the Mini-verse using the “Review” feature.

Not sure if you’re fit for a career at E-Corp? Try weathering the harsh realities of the Mini-verse in our brand-new demo!

What a blast!

I hope you’re excited, space travelers.



------------------------- END OF TRANSMISSION -------------------------

To stay up to date join our Discord, and of course, tell your friends about Minicology!



Minicology
Erannorth Renaissance - [ER] Raven
Hi folks,

The development of Erannorth Renaissance is progressing smoothly. Oh, and I've updated the Early Access details and the store page. That'll be all :)

Are you still here? Did you see how long this text is !? Hmm, let's see.

In the latest development journal, I briefly mentioned my first game, Erannorth the Unfinished Tales. I want to dig a bit deeper into that story, but feel free to jump to the main dish below.

Back to the Future II

I first embarked on the journey to create Erannorth the Unfinished Tales in mid-2013, driven by a blend of passion and audacity. We indie developers are akin to gamblers, staking our time, energy, sanity, and often our financial stability on the dream of creating something unique and impactful. More often than not, we face various degrees of failure. Of course, I wasn't an indie developer back then, and I didn't know that years later, I would be calling myself one.

In the case of Unfinished Tales, "Unfortunately, I didn't have the finances to support its sole server running back then, and it never kicked off." This translates to: I dedicated about three years of intense labor to finishing that game, often working 12-hour days, fueled by the vision of what the game could become. This period was exhilarating and grueling, a true test of endurance and commitment. Despite the immense effort and the dream driving it (financially), the project flopped spectacularly.

Having worked for free for three years and paying money on top of that to do that, and then thinking, let's do it again! It is something only a special kind of idiot does.

Or someone who doesn't want to have regrets in their life. The only way for that is to be true to yourself.

But anyway take your pick.

Here's a random screenshot to break up the monotony of the text wall.



Seven

Today marks a significant milestone—seven months since I started working on Erannorth Renaissance. It's been a thrilling journey filled with challenges, doubts, and breakthroughs. So, what was done, and what is still missing for you to get this game in your hands finally?

In the early stages of development, the idea was crafting a fully narrative-driven experience centered around a main campaign within a somewhat open-world setting.

As someone accurately put it, "Hand holding? How lewd." ;)

But, let's be honest: the primary reason was that starting development from zero is a tedious process without considering all the other moving parts; for convenience, let's sum them up as content.

However, as the development progressed and the parts started to click, it became evident that a narrative-driven approach within an open-world format was fundamentally busted. The more the world opened up, the more the structured narrative felt constrained and forced.

This led to a pivotal decision. I could either reduce the game's scope, with no map or open world, in the true or tried Visual Novel style and tell my story. I would be done with working for free, there would be no Early Access headaches, you'd have a game to play, and we could all move on.

Because we all know that a) Early Access doesn't fund anything, and it shouldn't. b) Early Access paints the game in a darker shadow and limits sales. c) VNs are a less niche market than this.

Or: increase the game's scope, use the whole of our beautiful world map (it did took time to paint it), work a few more years (in practice for free) and instead tell our story.

Here's another random screenshot to build anticipation for the obvious decision.



The jury's back and the verdict is...

Of course, I picked the red pill.

I've decided to broaden rather than narrow the experience. The main story is still here but serves as a (long) introduction to Erannorth's sandbox world rather than the main dish.

After completing this story, you won't see the credits (my name in a hundred roles) rolling, nor will you save the world from a terrible threat.

Instead, you'll find yourself in the shoes of someone living in Elos.

If you could be anyone whom you'd be?
Erannorth Renaissance will let you answer this question instead of telling you.

Choosing what story arc to pursue next is entirely yours. Whether you delve deeper into the lore I've woven into every corner of the map, take on new quests, or explore and interact with the environment and its inhabitants, the world of Elos will adapt and respond to your decisions.

This shift from a primarily linear campaign to a more dynamic sandbox approach reflects my fundamental belief in creating games emphasizing player agency, what you've come to expect, and what most of you are here for. Right?

Presenting our final random screenshot of the day!



Detailed Progress Update: Recap

As we gear up for the new chapter in the development of Erannorth Renaissance, the part you come in, let's recap the significant strides made across the game's core systems in the past seven months.

These are all completed systems in the current build 0.4.77, not the final feature list.

Introductory Storyline

The initial campaign, serving as your gateway to the vast sandbox of Erannorth, is fully fleshed out and playable. This storyline offers a concise yet rich experience, lasting about 3 to 4 hours with multiple paths and companions to discover. It's crafted to be an engaging introduction without overstaying its welcome. Still, it remains optional, allowing you to choose how deep you dive into this narrative or live your life in this expansive world.

Exploration and Interaction

The overworld map is a dynamic playground where:

  • Fog of war conceals unexplored tiles.
  • You can engage with roving warbands in tactical combat.
  • You can set up a camp to talk to your companions and harvest resources.
  • Tiles can spring random events leading to mini adventures, lore fragments, or loot.
  • Tiles can contain fixed stories or let you follow up on quests.

Custom Quest and Relationship systems

Initially, I tried to use the Dialogue System's two sibling systems, which could have significantly reduced the development time. Still, I ended up developing homebrew systems that better suited my needs.

Combat System

  • Turn-based combat that takes place on a hex grid.
  • A variety of action effects, tactical choices and diverse play styles.
  • Opportunities to harvest resources post-battle / quick looting of enemies.
  • Automatic shortcuts for each action.
  • Panels to inspect actor status and actions.

Town Dynamics and NPC Interactions

Towns have evolved into hubs of activity where you can:

  • Build relationships, whether friendly, romantic, or adversarial.
  • Barter and purchase equipment.
  • Receive new quests and tasks.

You can track and review all your relationships through a tab in your character sheet.

Character Progression

Your party characters can grow and evolve:

  • Level up systems to enhance your skills and acquire new abilities.
  • The perks system will offer new capabilities and gameplay dynamics.

Itemization and Equipment

  • Core systems for itemization / large variety of equipment slots.
  • Drag and Drop inventory system.
  • Free trading with your companions.
  • A diverse array of items and actions will provide numerous strategic options in and out combat.
  • Consumables.

What's missing to open the flood gates?

While the structure is solid, there are still areas in need of development before you can dive into playing.

  • I am still working on the early-level perks, equipment, and actions.
  • I still need to finish the initial "Woodlands" and "Generic" event packs covering the early game environments.

Once these are done, the Early Access can start. I had to re-evaluate my original plan to keep the game in Early Access for a year. The new estimate is at least for 2 years.

If you wishlisted the game before, please check the new store page and Early Access information to make sure it's still a project you want to support.

That's all folks! If you have any thoughts or questions feel free to share them below!

Vampire Hunters - Gamecraft Studios
Hello Hunters,

Dropping another hotfix to keep improving your hunting experience!

Changelog:

  • Fixed a game breaking bug that could happen when playing with the manual level up and the lucky clover. Big thanks to our players that helped a lot with this issue.
  • Fixed an issue that was causing the manual level up to return to the pause menu.
  • Fixed an issue with the lucky clover animation not hiding correctly.
  • Fixed an issue with Stomp when collecting the Ank.

And as always, have a great hunt!
Cheers!
Meta-Ghost: The Breaking Show - LANDLORD南波万
Dear Players:

We are writing to sincerely apologize for the server and offline game mode disconnection issues that occurred on the first day of our Early Access launch. We understand your frustration and disappointment, and we take full responsibility for not being fully prepared.

Despite these challenges, we have been touched by the positive feedback and support we have received from many of you. Your kind words have given our team the motivation to continue working hard to improve the game.

In the next couple of days, we will be focusing on addressing the following issues:

Server connection stability Issues: We are continuously working on resolving server issues. We have already made significant progress, and we expect to see a noticeable improvement in online performance soon.

Offline Game Mode: Starting from tomorrow's update, we will remove the network requirement for offline mode, providing you with a truly offline playable experience.

Bug Fixes: We are also prioritizing the fixing of other bugs that significantly impact gameplay. We will address less critical bugs once the core issues have been resolved.

Alien Walker Skin:

We understand that many of you are eager to learn how to obtain the Alien Walker skin. Here's a quick update:

Since the skin is part of our collaboration with Alienware, our main official distribution will be through a giveaway on the Alienware Arena website. The giveaway is expected to start sometime between this noon (or even earlier) and tonight. To participate, simply create an account on the Alienware Arena website (https://www.alienwarearena.com/) and wait for the giveaway to begin. You can claim the skin for free!

Thank you again for your understanding and support!

Future Updates:

We are currently gathering feedback from players to determine the future direction. We will share our plans with you before next week.

Thank you for being a part of our community. We are committed to providing you with an enjoyable and rewarding gaming experience.
Ravenswatch - MXiaa


Greetings, Ravens!

We have another hotfix today for the missing localization of our Fall of Avalon update, as well as a fix for a crash at the launch of the game, and a potential fix for a connectivity issue. Read the patch note below for more details.

Hotfix 0.17.02

Fixed issues
  • Added localization for German, Spanish, Korean, Portuguese, and Russian
  • Fixed a crash that occurred at the launch of the game
  • Potential fix for the "Unable to join party (Authenticator disconnected. Call login before using the UsersApi" online issue
Known issues
  • No code in the lobby may occur for some players: please reach out here on our Discord server if you’re encountering this issue
  • The ‘Hungry Grass’ Magical Object effect doesn’t work if the ‘Black Lotus’ Magical Object is equipped
  • The ‘Balor’s Eye’ Magical Object doesn’t properly work with abilities that don't directly hit enemies (examples: Scarlet and Geppetto’s bombs)
  • Cinematic issue after killing the Cyclops for peers
  • A sound of healing is played when the custom modifier “Dried up fountain” is selected
  • Witches can sometimes disappear for Peers before they die
  • Softlocks are possible if getting disconnected in co-op while in the inventory
  • Softlocks are possible if the player is disconnected while on the Abandon pop-up box
  • A crash can occur when changing the texture quality (from low to high) during a run
  • A crash can occur on the Steam Deck while returning to the lobby
Thanks again for the outpouring of love for this new update! The team is beyond happy with your feedback and we're already working on the future of the game :)

Stay tuned for more info on version 1.0.

Ravenswatch is still 30% off until April 29:

https://store.steampowered.com/app/2071280/Ravenswatch/

Social Channels

Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website

- The Passtech Team 🍉
Glowstick - santonicolor
This minor update includes:
-Updates to Player mode UI icons
-Updates to the Jefferies project movie set
-New characters
Apr 25, 2024
Kumitantei: Old-School Slaughter - AgentRaze
Meet Kaguya, the Absolute Enigma!

A mysterious girl lacking any knowledge of her past, or even knowing if she has one. What little she does remember is limited to short phrases, being her name, a string of numbers, and a fixation on the moon.




Visit our Website: https://www.mangofactory.win/kumitantei

Watch us on Youtube: https://www.youtube.com/@MangoFactoryEN

Join our Discord: https://discord.gg/mangofactory

Follow on Twitter: https://twitter.com/MangoFactoryEN

Follow on Bluesky: https://bsky.app/profile/mangofactory.win
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