Hello, dear players! We are releasing our second major update!
We have made the following changes and improvements to the game: 1. Added 13 new tasks. Some of them are quite difficult. We also added a wedding quest: now you can marry Masha and have a wedding!
2. Reduced the cost of the Ancestral nest to 900,000 rubles. Added more cash quests to make it easier to buy.
3. Fixed the disappearance of the "Save game" button. Previously, this button could disappear after exiting the transport. 4. Fixed the texture of the fishing rod.
5. Added a personal horse after the barn was built. ːRussianVillageSimulator1ː 6. Removed the duplicates of Maxim's Grandfather, russianvillagesimulator2, but the quest "Water Carrier" now needs 100 liters of water instead of 50. 7. Added Julia's icon on the mini-map. 8. Added a zone of animals on Hunting grounds, displayed on a mini map and a large map. 9. Reduced the number of cans in the quest for the village chairman. 10. Now all pets will come out of their stall. 11. The fence of the chicken coop has been returned to its place. 12. Various errors in the Russian translation have been corrected. 13. Added the Spanish language. 14. We added a cut scene after completing a quest to find guitars. 15. Grandfather Maxim's brother now also shows a place where you can buy seeds. <- This all works only with a new game. 16. The NPC behavior system has been changed, as a small optimization. 17. Other minor fixes and improvements. 18. Added titles to the game after 1 year of development ːrussianvillagesimulator4ː
Our game will also participate in the Farming Festival, which will be held from April 29th to May 6th!
We would like to thank all the players: this week was exactly 1 year since the beginning of the development of the Russian Village Simulator. Throughout the year, we worked literally 24/7, improving this game, responding as much as possible to all users in the Steam community, VkPlay, Discord, and even in the comments on YouTube from most bloggers.
All this time, we have been adding various content to the game: new locations, new features, music, and so on, without adding all this to the DLC, without introducing micro transactions, since we want all the content to be available to players immediately after purchasing the game.
At the moment, we are developing a new project at our own expense and if you have the opportunity to support us in our endeavors, you will soon be able to purchase a Developer Support Pack as we continue to plan not to make paid DLC related to the content in our games.
We thank you very much for your support and kind words, and it is only thanks to you that we have been improving our game for a long time.
P.S. the next update for this game will be after 1000 reviews, as activity is important to us. If you want to enjoy the rustic atmosphere, then we invite you to our next village-related project
We will try to implement the new project at the highest level. And we hope that you will support us in the next project, because there will be a lot of things that could not be implemented in the current project: multiplayer, construction, animal breeding and so on.
----------- tweaked ----------- -Summons now trigger the spike mechanic as well -Monster-Evil Clusters will move randomly when they fall alone, preventing Spell-Rolling Stones from hitting when they stop on the Abyss. -Damage floats are now disabled, as well as blood float to optimise performance. -Optimised the performance of Butterfly, Flamethrower, Star Vector, Parasite and Troll Serum. -Staff description optimised
----------- Fixed ----------- -Fixed the issue that when the Pillar of Fusion Light was damaged by the Bomb Monster, a nuclear explosion would occur, causing the game flow to get stuck. -Fixed the issue where Corpse Explosion did no damage when the Corpse Explosion summoner took too much damage. Corpse Explosion now has guaranteed damage. -Fixed an issue where the altar didn't update its colour when it had enough life.
We at Snapshot Games are honored that the PHOENIX RISING team has dedicated so much time and effort into customizing our game Phoenix Point. We believe that they have achieved an amazing re-imagining of our campaign, and we want the result of their hard work to be noticed and enjoyed by as many players as possible. Phoenix Point is also currently on sale to mark the release of the incredible mod - enjoy their great work! Now, let's give them some space to present their mod:
PHOENIX RISING team announces 1.0 release of Terror from the Void, a complete overhaul mod for Snapshot Games’ iconic Phoenix Point.
Mod Features
A complete reworking of the Phoenix Point campaign, with new characters, story, events and reports, and integrated and rationalised in-game lore, including a revamped Oneiric Delirium from the original release. Written by and for sci-fi horror fans!
Completely redesigned classes, focusing on sharply defined fighting roles and strong class identities, and on removing and rebalancing overpowered synergies from the vanilla classes.
Fight the nightmarish doubles and replicas of your deceased comrades! Revenants are special Pandoran combat forms invested with the mutilated consciousness of your fallen heroes – they will hunt you relentlessly over the course of your campaign!
Modular campaign settings, with both very easy and nightmarishly difficult settings, and more than 20 toggles that allow you to fine tune your playthrough to your liking.
Total rework of Legacy of the Ancients; redesigned missions, automata, and ancient weapons, with unique mechanics and reworked lore integration.
Total rework of Kaos Engines; massively expanded marketplace that will now sell you faction research, rebalanced Kaos weaponry, and mercenary soldiers with unique gear and abilities! Vehicles and modules have undergone an extensive redesign, with a focus on expanding and specialising their roles over the course of a campaign.
All other DLCs have been rebalanced or reintegrated
A series of UI changes and QOL improvements - loadable soldier loadouts, helmet visibility toggles, and more!
A reworked final mission, with new mechanics and access to unique support troops depending on your factional alliances.
Void Omens! Semi-randomised modifiers to your strategic campaign, that represent humanity’s slide into a waking nightmare.
AI fixes, a stealth overhaul, over 50 vanilla bug fixes, and many, many more features. Terror from the Void is a true reimagining of the vanilla experience from the ground up, made by fans who love Phoenix Point.
Mod Vision
Phoenix Point was a visionary game from an acknowledged master in the genre. Terror from the Void takes that vision and runs with it, asking the question: what more could be done in terms of balancing and harmonizing the base game and the DLC content? How could the systems be adjusted with reference to experienced TBT players who value interesting tactical decision-making, while also making the game even more enjoyable for novice players? If the original horror setting was pushed into and explored more fully?
This is a total conversion, created by fans for fans, that seeks to realise the untapped potential in the original product, and elevate one of the hidden gems of the genre by polishing, streamlining, and, where necessary, re-imagining the original. The scope of the work cannot be overstated, and the points above are only a rough guide to the changes. Almost every system has been touched, chopped, and changed, with an insistence on maintaining the original feeling and identity of the product.
Terror from the Void has been built in the grand tradition of fan reworks in the TBT space. Our community response during the open beta has been overwhelmingly positive, and we are enormously proud of our product. We invite you to once again pick up your Ares AR-1, stare into the abyss, and embrace entropy and madness in Terror from the Void, available now on Steam workshop, and on GitHub for the Epic Games Store and GOG editions.
Soul-rending truths and black, indifferent cosmic vistas await you… Director.
Today, our little team has released our very first game. POOLS is now available to play on Steam. To be able to say those words is an absolute blast.
To all of you who have supported us throughout this time, our friends, family and you, beautiful online people, thank you so much for your words of encouragement, comments, and feedback. Without you all, this would’ve been a very lonesome development.
We hope you’ll have a wonderfully eerie time in POOLS.
Strap in for an exciting ride along scenic Nordic routes as Truck Driver® - Heading North DLC has arrived today on Steam. All for the price of €12.99/ $12.99, you can enjoy extra hours of gameplay as you meet new faces and take on fresh trucking missions in the beautiful country of Mangefjell. But wait, there's more! To celebrate the launch, we're offering a limited-time 15% discount!
Please note that you must have the base game installed on your PC to play the Heading North DLC.
Check out the new trailer for a sneak peek at what Truck Driver®: Heading North has in store!
Our beasts have been training hard and it shows! Not only has Ramox learned some new moves, but Panteliz has also been honing new skills. We can't wait to show you two of their new moves - what do you think?? 😀
Charged Pounce
Deadly Spin
Damage types and stacking effects
In our discord we had some interesting discussion around damage types and effect stacking lately, and questions about how it works in Coridden came up. For you who are interested, here is a quick overview for how damage over time and damage status effects currently work:
Damage over time stacks. So if you successfully scorch an enemy with 10 dmg for 4 sec and then successfully scorch the same enemy 2 seconds later with 5 dmg for 2 sec, the enemy will take 15 damage for the remaining 2 seconds. However, the debuff from the damage status effect does not stack. For example, a scorched enemy always takes 50% more physical damage no matter how many "stacks" of scorch it has. Concerning area of effect (AOE) damage, if an enemy stands in 2 AOE attacks it will take damage from both. It works in the same way for both singleplayer and multiplayer. More than inflict damage over time, each status effect also debuff enemies in different ways:
🩸 Bleeding: enemies take additional elemental damage. ⚗️ Poison: prevents enemies from healing. ⚡ Shock: causes enemies to deal less damage, it will also decrease their accuracy and cooldown speed of abilities. 🔥 Scorch: enemies take additional physical damage.
Minimap
And finally, we're in the process of implementing a mini-map. We're still tweaking its looks, but we're excited to give you a sneak peek 👀
Remember, the mini-map is still a work in progress, so stay tuned for more updates!
🛠️ 1.8.1 PATCH NOTES These changes are live now on the Steam version of Trailmakers. Console patch coming early next week.
♻️ Changes Updated Police Officer outfit. Clamped values on Propellers, Buoyancy Block, Power Coupling and Energy Shield to prevent modded values persisting when loading Blueprints saved with them.
🔧 Fixes Fix for Fireworks yeeting you to oblivion and Oh No'ing. Fix for Explosive Salvage and Tractor Beam interaction in Stranded. Fix for Camera Block being blurry in certain cases. Fix for Gravity Slider value not correctly being set. Fix for broken shader on some Rally and Race Island Barricades. Fix for the Wooden Crates missing textures. Fix for the shrubs missing textures. Fix for some Cacti missing textures. Fix for colors on Head and Hat reverting to previously set colors if changing Outfit. Fixed selecting new heads not correctly updating the outfit, causing weird clipping with certain head/outfit combos. Fix for cases of entering seats that remove hats whilst seated not correctly rendering them again upon exiting seat. Fixed text wrapping issues for the Event Names on Main Menu. Fixed rocket part of Firework block not rendering again if entering builder when it was on cooldown. Fixed the Signal Flare light not correctly turning green again after being fired. Fixed black Fireworks not having particles. Fixed Firework explosion sometimes being offset to where it should be. Fixed Flare and Firework interaction with water. Fixed Dinghy Blocks incorrectly being marked as Frame blocks causing an incorrect new block notification to show up in the Frame Category. Fixed some Race related UI not correctly being suppressed when entering Cinematic Camera in a race. Fixed cases where Player Event feed could cause overlapping UI. Fixed respawning at certain race checkpoints in Race Island not facing you forward.
🧩 Mods Fix for Transform incorrectly being disabled if activating then deactivating mods in a session.