RKGK is a single player 3D platformer filled with style, graffiti culture, self-expression, and thrills. It will be released on May 22, 2024 on Steam.
Propaganda has been blasted on every screen in the neobrutalist Cap City, turning citizens into mindless conformists and draining the city of its vibrancy. A group of rebels, led by Valah, is fighting back by covering the screens with graffiti and restoring individuality to the city's inhabitants.
Valah utilizes her vibrant paint to navigate through the city by effortlessly jumping, gliding, and surfing amidst the dull infrastructure. Her mission: tagging and concealing the draining screens to thwart their mind-altering influence, part of our larger effort to dismantle B Corp's control and ignite a movement for reclaiming individuality before it's lost forever.
Gameplay
RGKG gameplay prioritizes being fun, fast, colorful, and fluid as you traverse the city to take down B Corp's CEO, Mr. Buff, and his lackies.
Valah sprays her paint for extra momentum, with the press of a button you can glide around on a colorful trail that coats the grey industrial complexes of Cap City. Surf, jump, and gain speed to get through the levels faster for a greater challenge.
As you come across unwanted enemies patrolling the area, attack them with a jolt of spray paint or your fisticuffs to make them explode! As you keep chaining together your attacks and movements in this fast-paced gameplay, Valah will activate Defacer Mode.
Defacer Mode
Entering Defacer Mode gives Valah an extra edge. Fill up the Defacer bar at the bottom of the screen, and you’ll have Valah moving even more quickly through those challenging levels and kicking even more B Corp butt! Your momentum will even create an indestructible force-field in front of you that you can use to destroy enemies just by running into them!
Players also get a 10X multiplier, for those looking to get the highest scores in each level. You’ll want to get into Defacer Mode as fast as possible and keep maintaining it for the best scores and times.
Progression
We start off in the Urban Ramparts on the outskirts of the city. As you progress in RKGK, each level gets you closer to the center and B Corp’s HQ where you’ll find the merciless CEO, Mr. Buff.
As you go through a level, you’ll receive a letter rank and gameplay stats based on your performance. Higher ranks are awarded based on how fast you make it through and how high your score is for the level. If you run out of lives, you’ll fail the level and must try again to keep progressing. After completing a level, they are re-playable, so at any point you can go back and try and get a higher score, complete challenges, or grab coins or Ghosts that you might have missed your first time through.
For players that love competition: While RKGK is a single-player game, we made the Session Result screen easily shareable to go head-to-head with other RKGK players and prove that you have the fastest times and highest scores!
Last devlog we talked about trains, so let's look at your other option today: Space Belts. You'll likely be using these a lot, so let's take a look at what we're working with.
We're really interested to learn if there are ways for us to improve the quality of the devlogs and/or align them more with what you'd truly like to know about shapez 2! This survey includes questions about quality, usage of visuals, your interests as well as a suggestion box where you can suggest topics for future devlogs. So whether this is your first devlog or you've already read all twenty(!) of them, we would really appreciate it if you could take the time to check out the survey!
Not only do you get Devlog 020 today, Patreons also just got access to Alpha 20! This new build includes everything mentioned in this blog, plus a bunch of new features and visuals. Updated content includes train collision avoidance, simulation improvements, map generation improvements, new visuals for a couple of buildings and much more.
Disclaimer
Just a reminder, everything shown in this blog is still in development and is still subject to change. They're not quite placeholders anymore, but the visuals of the Space Belts are not finished yet. Your thoughts and feedback are welcome, as always!
A brief history
Space Belts are an essential tool to transport large quantities of shapes between platforms. Ideal for short distances, they allow you to easily cross a gap or connect a train station to your factory for pickups or deliveries. However, their original design was quite different from what we’re working with now. Let’s walk you through it!
Just build it yourself!
Initially, you were expected to build connections using these platforms manually. You would place platforms and then build belts and launchers on them to create connections. It quickly became obvious that this is very burdensome to do all the time for every connection (as you may expect), so we started working on improvements.
Old build
Space Tunnels
One of the first improvements was the addition of special tunnel platforms. These allowed your connections to transport shapes under other platforms, making connecting across sections much easier. Additionally, their ability to consistently transport large quantities of shapes essentially made them function as Space Belts, but without the flexibility of seamlessly splitting and merging. The tunnels exist as their own form of transport alongside the buildings you know from shapez 1, as well as Shape Launchers.
Old build
Hyperbelts
The first step towards improving space platform connections was Hyperbelts. Despite the fancy name, it was just a tool that allowed you to easily place prebuilt versions of the space platforms with belts & launchers without having to build all of it yourself. It was based on the idea of belt placement in your factory, but very simplified - it didn't support merging or splitting unless you manually made platforms to do so.
Old build
This system is what you saw in the demo and this is – as expected – something we got a lot of feedback on. Technically we could’ve made more prebuilt versions to allow for more complexity, but it would still be clunky and not very pretty. We can do better.
Space Belts
With a ton more feedback under our belt, the Hyperbelt’s flaws became clearer and clearer. Aside from the lack of complexity we already mentioned, it was also just very slow. They moved shapes at the same speed as all other belts in your factory, and when you’re crossing larger distances, it really did take a while before your shapes got anywhere. Essentially, what we needed was a system that had all the functionality of regular belts, but much larger, faster and independent of platforms. So, we made just that.
Enter: Space Belts. They’re huge belts that support up to 12 regular belts across 3 layers, move shapes way faster and retain the flexibility you expect from belts, all without needing platforms to build on! This makes Space Belts your best option to connect platforms over shorter distances. If you need to move something over long distances however, Trains are the better option.
Shapes moving across the Space Belt
When there are Space Belts, you also need Space Pipes. With the recent fluid system rework, it became possible to transport fluids across notches with pipes. This then allowed us to make the prototype of the Space Belt’s younger brother, Space Pipes! These work identical to Space Belts, but move fluids instead of shapes and have a different look to reflect this. Have a look at the concept below.
This may or may not be what it will actually look like
Merging with Tunnels
For close-distance transport, we would now have both Space Tunnels and Space Belts & Pipes. The key difference between the two is that Tunnels can move shapes under a platform, bypassing it without slowing down. However, they can only go straight and have a range of 4 chunks, which is where Space Belts and Pipes come in.
Now, you’ll likely come across a situation where you’d like to place your Space Belt across a platform, without connecting to said platform. That’s where you connect a Space Tunnel to your Space Belt! However, keeping Space Tunnels and Space Belts separate doesn’t make much sense anymore as they work closely together now. So, Space Tunnels now have a brand new visual that matches that of the Space Belts, they’re both part of the Space Belts category in the UI and Tunnels can now be integrated into the smart-placement tool.
What’s next?
Space Belts are already in a really good state, but there are some improvements yet to be made. As we just mentioned, the Space Tunnels still need to be integrated into the placement behaviour of Space Belts. That’s to say, Tunnels should automatically be placed when you drag a Space Belt across a platform.
We are already considering other ways of improving them even more, however: a topic that has come up internally is that merging or splitting across different factory lanes and layers in space is too troublesome for too small of a result. To make this easier, we are evaluating Merge/Split Balancers. These special space platforms would have one side that can receive up to 12 belts and another 36 split across 3 other sides. The Merger takes up to 36 input lanes and distributes contents evenly across up to 12, while the Splitter takes up to 12 input lanes and distributes the contents evenly across up to 36.
Well, that's everything for now. The bottom line is that Space Belts should act similar to regular belts, but a lot bigger. Anyway, progress is going very well and we have plenty more to show, so we hope to see you again for the next devlog.
Last devlog we talked about trains, so let's look at your other option today: Space Belts. You'll likely be using these a lot, so let's take a look at what we're working with.
We're really interested to learn if there are ways for us to improve the quality of the devlogs and/or align them more with what you'd truly like to know about shapez 2! This survey includes questions about quality, usage of visuals, your interests as well as a suggestion box where you can suggest topics for future devlogs. So whether this is your first devlog or you've already read all twenty(!) of them, we would really appreciate it if you could take the time to check out the survey!
Not only do you get Devlog 020 today, Patreons also just got access to Alpha 20! This new build includes everything mentioned in this blog, plus a bunch of new features and visuals. Updated content includes train collision avoidance, simulation improvements, map generation improvements, new visuals for a couple of buildings and much more.
Disclaimer
Just a reminder, everything shown in this blog is still in development and is still subject to change. They're not quite placeholders anymore, but the visuals of the Space Belts are not finished yet. Your thoughts and feedback are welcome, as always!
A brief history
Space Belts are an essential tool to transport large quantities of shapes between platforms. Ideal for short distances, they allow you to easily cross a gap or connect a train station to your factory for pickups or deliveries. However, their original design was quite different from what we’re working with now. Let’s walk you through it!
Just build it yourself!
Initially, you were expected to build connections using these platforms manually. You would place platforms and then build belts and launchers on them to create connections. It quickly became obvious that this is very burdensome to do all the time for every connection (as you may expect), so we started working on improvements.
Old build
Space Tunnels
One of the first improvements was the addition of special tunnel platforms. These allowed your connections to transport shapes under other platforms, making connecting across sections much easier. Additionally, their ability to consistently transport large quantities of shapes essentially made them function as Space Belts, but without the flexibility of seamlessly splitting and merging. The tunnels exist as their own form of transport alongside the buildings you know from shapez 1, as well as Shape Launchers.
Old build
Hyperbelts
The first step towards improving space platform connections was Hyperbelts. Despite the fancy name, it was just a tool that allowed you to easily place prebuilt versions of the space platforms with belts & launchers without having to build all of it yourself. It was based on the idea of belt placement in your factory, but very simplified - it didn't support merging or splitting unless you manually made platforms to do so.
Old build
This system is what you saw in the demo and this is – as expected – something we got a lot of feedback on. Technically we could’ve made more prebuilt versions to allow for more complexity, but it would still be clunky and not very pretty. We can do better.
Space Belts
With a ton more feedback under our belt, the Hyperbelt’s flaws became clearer and clearer. Aside from the lack of complexity we already mentioned, it was also just very slow. They moved shapes at the same speed as all other belts in your factory, and when you’re crossing larger distances, it really did take a while before your shapes got anywhere. Essentially, what we needed was a system that had all the functionality of regular belts, but much larger, faster and independent of platforms. So, we made just that.
Enter: Space Belts. They’re huge belts that support up to 12 regular belts across 3 layers, move shapes way faster and retain the flexibility you expect from belts, all without needing platforms to build on! This makes Space Belts your best option to connect platforms over shorter distances. If you need to move something over long distances however, Trains are the better option.
Shapes moving across the Space Belt
When there are Space Belts, you also need Space Pipes. With the recent fluid system rework, it became possible to transport fluids across notches with pipes. This then allowed us to make the prototype of the Space Belt’s younger brother, Space Pipes! These work identical to Space Belts, but move fluids instead of shapes and have a different look to reflect this. Have a look at the concept below.
This may or may not be what it will actually look like
Merging with Tunnels
For close-distance transport, we would now have both Space Tunnels and Space Belts & Pipes. The key difference between the two is that Tunnels can move shapes under a platform, bypassing it without slowing down. However, they can only go straight and have a range of 4 chunks, which is where Space Belts and Pipes come in.
Now, you’ll likely come across a situation where you’d like to place your Space Belt across a platform, without connecting to said platform. That’s where you connect a Space Tunnel to your Space Belt! However, keeping Space Tunnels and Space Belts separate doesn’t make much sense anymore as they work closely together now. So, Space Tunnels now have a brand new visual that matches that of the Space Belts, they’re both part of the Space Belts category in the UI and Tunnels can now be integrated into the smart-placement tool.
What’s next?
Space Belts are already in a really good state, but there are some improvements yet to be made. As we just mentioned, the Space Tunnels still need to be integrated into the placement behaviour of Space Belts. That’s to say, Tunnels should automatically be placed when you drag a Space Belt across a platform.
We are already considering other ways of improving them even more, however: a topic that has come up internally is that merging or splitting across different factory lanes and layers in space is too troublesome for too small of a result. To make this easier, we are evaluating Merge/Split Balancers. These special space platforms would have one side that can receive up to 12 belts and another 36 split across 3 other sides. The Merger takes up to 36 input lanes and distributes contents evenly across up to 12, while the Splitter takes up to 12 input lanes and distributes the contents evenly across up to 36.
Well, that's everything for now. The bottom line is that Space Belts should act similar to regular belts, but a lot bigger. Anyway, progress is going very well and we have plenty more to show, so we hope to see you again for the next devlog.
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
The Clan of the Hunt, Assassins, Children of Haqim, Saracens, Mediators, Lawmen
Cursed with a thirst for the Blood of other vampires, the Banu Haqim stalk the night as judges and lawbringers. To this end, most Banu Haqim adhere to a strict code of conduct - derived from law, faith, or personal ethics - sating their Hunger on those that breach these convictions.
Playing a Banu Haqim in Bloodlines 2
Banu Haqim takes the role of a strategic stalker, using shadows to their advantage. You are a predator on a hunt, and your discipline powers focus on stalking, assassination, and silently moving faster than your foes can track. These skills are great assets when stalking the city for prey.
Abilities
When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points (AP) to unlock which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.
Silence of Death
Clan Passive: All your actions become entirely silent for a period after feeding.
Mute
Silence an enemy/civilian. Any sounds they produce, from screams to gunfire, are completely undetectable to others.
Split Second
Move so fast that time appears to stop around you.
Bladed Hand
Slash swiftly in front of you, beheading mortal opponents.
Unseen Aura
Become temporarily invisible to enemies and civilians. Note: You can still be heard unless combined with Silence of Death.
Prowl
Clan Perk: Can remain crouched whilst sprinting.
Customizing your playstyle
There are many different ways to play your character in Vampire: the Masquerade - Bloodlines 2. The clan Banu Haqim focus on a stalking based playstyle to take out your enemies one by one, and the clan abilities are built to empower that. As we want to make sure this is not a game where you are required to optimize your abilities to the extreme, we’ve focused on making the base playstyles easy and straightforward. But for the players who want their experience to be a bit deeper and more customizable, you will be able to do so. By visiting important vampires who are sworn to assist the Sheriff (you), you can unlock abilities from their clan by drinking a bit of their blood.
Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Banu Haqim Disciplines are Celerity (speed enhancing abilities), Blood Sorcery (the ability to control blood with your arcane knowledge) and Obfuscate (abilities to easily hide, move without being noticed, and cast illusions.). If a Banu Haqim wishes to unlock a Blood Sorcery ability from another clan, it would cost less AP to unlock than an ability for a Discipline Banu Haqim don’t have. Those who unlock all abilities from a clan and get the Clan Perk, are able to stack them and have the effects of them all, elevating your power.
The activated abilities and Clan Perk can be learned from the other clans, but the clan passive can not. Because of this, you combine the clan powers in hundreds of different ways, but a Banu Haqim playthrough will remain its own gameplay experience.
Ability tree for Banu Haqim with all clan abilities and the clan perk are unlocked. An ability from the Tremere tree has been equipped instead of Split Second.
On Mai 3, maintenance work will be carried out on the game servers. In connection with this game, it may not be available from 17:00 to 17:30 Moscow time.
Please note that completion times are indicative and subject to change.
Hi! It might not be a historical game per se, but it still very much has the Charles Games DNA it it: Playing Kafka is a narrative adventure based on the work of life of the famous absurdist writer. It comes out May 21 here, on Steam, 100% free. The fully-voiced game (in English, German and Czech) was developed with Kafka experts.
We poured our hearts (and evenings reading The Castle, The Trial and Letter to His Father) into the game. If you like what you see, wishlist, spread the word and help us
Playing Kafka follows in the footsteps of Svoboda 1945 and Attentat 1942. A narrative adventure that adapts three books, but is still rooted in real-life: Kafka’s biography as well as his apt social criticism.
We are really proud, so I hope you’ll also allow me to share the latest trailer, showcasing all the three chapters, based on three Kafka’s books: The Trial, The Castle and Letter to his Father.
We can’t wait to hear what you think on May 21st! So see you at the castle in three weeks.
It’s time to introduce a brand new location - Sushi Restaurant🍣! Though lack of windows will surely save you some work with removing the boards and cleaning, make no mistake - there is still plenty to do in this charming, cozy spot. Here are some screenshots to prove it.
Here is the front view:
And here is the backroom near the staff entrance:
Last but not least - view of the kitchen:
And let’s not forget about a short clip showing off the new restaurant:
That’s it for now. We hope you liked it and remember to share your opinion on Steam, Discord or here in the comments!
Don’t forget to add the game to your wishlists on Steam to stay in touch with all the latest news from the game!
The release of the Aftermath trailer at NACON Connect 2024 generated lots of comments and expectations, and we would like to thank you for all the excitement you've brought to the game. The trailer has raised a lot of questions, some of which have already been answered on our socials and Discord, but we wanted to gather and detail here some more information.
Why did we choose this timeline for Terminator: Survivors?
We chose this timeline for its riveting narrative potential – a chapter of history so captivating yet vastly unexplored. We've witnessed Sarah Connor's efforts to avert Judgment Day, the Resistance's struggle against Skynet. And yet, while Judgment Day looms large in the Terminator mythos, the aftermath, the resilience of survivors, and the genesis of John Connor's Resistance have remained largely untold.
Sarah Connor succeeded in preventing the Judgment Day event of 1997, but this did not halt Cyberdyne and the birth of Skynet, merely postponing the inevitable. In September 2005, Skynet attained self-awareness and initiated a global nuclear assault, resulting in the extermination of billions of people.
Those who were distant enough from the epicenters or who found refuge in anti-nuclear bunkers had to confront the onset of a new era amidst radiation and societal collapse. With long-range communication systems offline, people congregated in small, often conflicting communities, striving to secure the scarce resources available.
In Terminator: Survivors, players traverse an environment affected by the explosions and scarred by years of radiation. It’s 2009, and various factions are competing for dominance over territory and vital resources. Very few people are aware of the events that led to the dropping of the bombs and, especially at the beginning of the game, only a few know about Skynet's existence.
Skynet, of course, isn't just sitting idly by, both in the present preparing for war and from the future to win it. If you've wondered why there's a T-800 so far back in the timeline from watching the trailer, you'll discover while playing that the one dispatched to 1984 is but a solitary pawn in Skynet's elaborate scheme to tilt the scales of war in its favor.
Is the game going to be in first or third person view?
The game is a first-person shooter / in first person view.
Is the game playable solo offline?
The game is fully playable in a single-player offline mode, through an original story.
Is the co-op mode going to be PvE or PvP?
The multiplayer co-op mode enables you to experience the entire story of the game alongside up to three friends. There are no plans for player versus player functionality.
Are you using Unreal Engine / Unreal Engine 5 for the game?
Yes, we are indeed working on Unreal Engine 5.
Why Judgment day in 2005?
The Judgment Day date in 1997 was averted by Sarah Connor during Terminator 2. During the game, you will discover what occurred after the events of the movie Terminator 2 and before the start of the game.
Is it a narrative driven game? Is there a quality story in it?
The game features a rich original storyline alongside secondary storylines and quests, each shedding light on the world's history and its diverse inhabitants. Throughout the journey, players will cross paths with iconic figures from the saga as well as fresh faces, pivotal to this timeline.
One Terminator hunting us or multiple?
The game features a single T-800, a relentless and formidable hunter that cannot be stopped. There are multiple reasons behind this decision:
Lore Consistency: The game unfolds in 2009, shortly after the cataclysmic Judgment Day, during a period when Skynet's production capabilities hadn't yet reached their peak. The T-800, an infiltration unit, serves as a reminder of Skynet's relentless pursuit across time. The T-800 encountered by players is one of these units, sent by Skynet in its desperate attempts to rewrite history and secure victory in the Future War.
Tone and Atmosphere: We aimed to capture the essence of the first two films, where the looming threat of an unstoppable machine instilled a sense of dread and urgency. By featuring a lone T-800 as the relentless antagonist, players are immersed in an atmosphere of constant peril and tension. Much like the protagonists in the movies, players will experience the harrowing sensation of being hunted by an adversary that knows no mercy and cannot be reasoned with.
The inclusion of a single T-800 in the game serves not only to uphold the integrity of the franchise's lore but also to deliver an immersive gameplay experience that pays homage to the films that inspired it.
Would we be able to create/custom our own base or is it a prefabricate structure?
You'll start your journey with an existing base, tied to the story we're unfolding. You can then have the opportunity to expand your base through constructing and enhancing facilities.
Will we be able to use our own vehicles?
In Terminator: Survivors, multiple drivable vehicles will be available. The Vehicle System aims to support players movements across the game world and the gameplay flows, creating various exploration experiences, encouraging tactical thinking, and promoting multiplayer cooperation.
Will there be a beta phase?
We will be organising private playtest when arriving closer to the EA release so if you're interested follow us everywhere to get among the first to be informed.