May 2, 2024
VTOL VR - Paolo
This patch contains fixes for various bugs reported over the last couple months.

v1.9.5f1 General - Fixed: Physics error caused by respawning a ship formation leader (error caused all subsequent physics related functions to fail, such as wings) - Added mission name to helmet scene - Fixed an error caused by a missile being destroyed by an explosion - Fixed: grouped carrier icons on the nav map did not rotate properly - Fixed: nav map icons would blink or jump around sometimes Multiplayer - Fixed issues caused by changing the mission while a connecting player is in the helmet scene - Fixed: issue with shadow distances after using spectator mode - Fixed error caused by a missile destroying another missile - Fixed floor material in Prototype briefing room - Fixed: GPS group datalink ID desync for occupants when multicrew vehicle owner shares the group Mission Editor - Fixed: Mission failed to load when switching from a campaign mission after saving - Fixed issues with Play BGM action test button AH-94 - Fixed errors when detecting unlaunched Decoy Launcher with ground radar T-55 - Fixed: incorrect TGP helmet display size in singleplayer
Fishing Planet - Dennis_FP


When we set out to create the ocean map, we weren't aiming to just add a new location in Fishing Planet. Our ambition was to go big. We wanted players to feel like they were stepping into a whole new world, with endless possibilities and giant fish waiting to be caught.

But let us tell you, turning that dream into reality wasn't easy. In fact, sometimes we joke that it would have been faster and easier to build a whole new game from scratch! And that joke is actually not too far from reality.

Now, after months of hard work, we're getting closer to the finish line, and it's been quite the journey. Today we're excited to present a new addition to our DevDiary series for you to take a closer look at the location and some of the new features accompanying it. Sit back and enjoy!

Discovering the immensity

You already know that the new location is going to be massive. We've discussed its size in previous DevDiaries — it's set to span 20 by 20 km, totaling 400 square kilometers, or roughly 40,000 hectares, which is almost 100,000 acres.

To give you a sense of scale, we previously attempted to estimate these dimensions by comparing them to all our other Fishing Planet locations combined and multiplied at least by twenty. Now, however, you can see for yourself with the following image.

Take a peek at all of our locations gathered in the upper left corner. We're confident you'll recognize some of your favorite maps by their outlines.



Now, let's zoom in for a closer look in the picture below. We've highlighted the Mudwater River for you with a red square so you can see it up close and truly grasp the enormity of the new map. Remember, when it comes to fishing, it's the size of the water surface that matters, so disregard the green areas on the maps. Take a moment to appreciate just how much blue there is on the new map, showcasing the vastness of the saltwater waiting for you at the Kaiji No Ri location.




Ocean water: mastering the waves
When it comes to video games, graphics play a crucial role, particularly in simulators. In Fishing Planet, water constitutes 90% of our graphics. Water is an incredibly complex element, like nothing else in the real world. Freshwater and saltwater have distinctly different physics, appearance, and behaviors. This is one of the reasons why crafting a saltwater location felt close to developing an entirely new game – we had to build 90% of the graphics from scratch. We're proud to say that we like the outcome of our efforts.

We've created different water shapes and technologies for various platforms - mobile, consoles, and PC. It actually consists of three different types of water, which are significantly different in terms of calculations, although they may appear the same. Some of them were created using the Gerstner wave formula, while others utilized FFT (Fast Fourier Transform) and tessellation technology to ensure the most realistic approach. Calculating buoyancy was a challenging task given the variety of water technologies involved, but we've managed to do it.

The appearance of the water also varies significantly depending on the weather and time of day, yet it maintains its stunning and remarkably realistic quality, whether it's day or night, sunny or cloudy.



The ocean isn't always serene; sometimes, storms brew, and waves grow sharp and tumultuous. For such occasions, we've developed a special water dynamic. And let us tell you, this one's our favorite!



No kidding, the ocean turned out so realistic that after our first trips, some of us even felt a bit dizzy! :)

The water you see in the videos above isn't the final version yet. We're still refining and enhancing small details to make it look as realistic as possible. It's also important to mention that optimizing such an expansive water mass is crucial to ensure all players can enjoy it across various platforms and devices. Therefore, our developers pay special attention to it.


Control panel and devices

If you've checked out the Fish Species Guide for our upcoming location, you already know that the majority of fish species in this area are highly migratory, covering many kilometers each day. With such vast movements influenced by natural factors like weather, wind, time of day, and depth, it will take anglers quite some time to study fish behavior. But fear not! We've got you covered.

Introducing brand new Echo Sounders and Fish Finders installed on all saltwater boats, along with a comprehensive GPS navigator map built right into the boats themselves, ensuring convenience for all the anglers.



As you can see in the videos, the depth varies significantly. With the Echo Sounder, you'll have visibility of the depth and bottom relief beneath the boat, and different depth zones can be identified on both the Fish Finder and the GPS navigator. The Echo Sounder will display fish directly beneath your boat, while the Fish Finder will detect fish in a wider radius around your location.



The Fish Finder also displays fish across different layers - upper, middle, and bottom - helping you determine the most suitable tackle to use. Indeed, certain spots on the map are teeming with fish, tempting you to cast your rods non-stop!

Sea Life Simulation System
Another addition tailored specifically for the saltwater location is the Sea Life Simulation System. Mirroring real-life phenomena, when tuna schools pursue smaller fish, they drive them towards the surface, attracting flocks of seagulls eager to snatch their share. Fishing in these spots promises excitement, with tuna leaping out of the water just as they do in reality!



We’ve made sure to provide anglers with clues on locating bottom-dwelling fish on the map. While they won't be leaping out of the water like tuna, there will be other indicators of where to find them in the location. These hints are left for you to discover, when the map is released.

Navigation Buoys

We mentioned earlier the GPS navigation built into the boats, but there will also be already familiar to you Tablet with the map and other useful features. Given the vast size of the location, traveling from one end to the other can take quite some time. To simplify navigation, we've created the Navigation Buoys for saltwater locations. These special buoys allow you to mark your favorite spots and teleport directly to them, streamlining your journey.

Setting a Navigation buoy is simple: travel to the desired location, open the map, and click the plus button. The buoy will mark the spot instantly.



If you wish to travel to any of your Navigation Buoys, simply click on it and hit the button. You'll be instantly transported right there!



But Navigation Buoys don’t only exist on the Tablet navigation map, they are real objects in the water. You will be able to see them when you are passing by.



At night Navigation Buoys illuminate with red light, making them visible from afar. You can also enjoy the sight of stars in the night sky, with the lighthouse and port lanterns adding to the ambiance. These features take extra time, but it was important for us to create a cozy atmosphere for nighttime fishing.



Picture yourself stepping onto that boat in the hazy dawn, starting the engine, and gliding slowly and silently out of the marina. Then, as you gain momentum, you cut through the waves and venture into the vast open ocean!



We appreciate how much you're looking forward to this update, and we're working tirelessly to bring it to life. It is crucial for us to ensure that the experience you have in this location is everything we envisioned for you and we thank you for holding tight until it’s released.

Keep an eye out for the next DevDiary, where we'll delve into the details of saltwater tackles and gear. Until then, tight lines, and enjoy your fishing adventures!
P.S. Just a little treat for you

We know you've always wanted to approach those yachts and ships that you can see in the distance at various locations in the game, and at Kaiji No Ri, you'll finally have the chance! For example, there will be Cruise Ships in Japan. You can sail to one, take a close look from all angles, sail alongside it and…



…even crash into it! We know you wanted to try it! Have fun! :D



___________________________________________________________________

Follow us on social media to stay tuned and be in touch with our lovely community:
Discord
Facebook Group

Read previous DevDiaries on the ocean update:

https://steamcommunity.com/games/380600/announcements/detail/4156329795249248305?snr=2___

https://steamcommunity.com/games/380600/announcements/detail/4214880391847589527?snr=2___

You are always welcome to ask for help in our support: support@fishingplanet.com

*All visual content in this DevDiary is crafted to showcase the upcoming features; however, there may be slight differences upon the actual release of the update

May 2, 2024
The Mildew Children - Jesse Kellor


Hello, players!

The first update is out now!
Here's the changelog:
  • A lot of text corrections.
  • Added a new save system – you can save the game at any time, roll back to any chapter or a previous save.
  • Fixed a bug that prevented the game from running if any save was corrupted.
  • Fixed a bug that displayed gamepad control hints again after a scene change.
  • Fixed a bug that rendered dialogue choice selections in wrong color.
  • Added a hint in Chapter 11 after you talk to the spirit.
  • The game is now "Steam Deck Verified"!

Thank you all for your support!

Feel free to ask questions and share your thoughts on the Discord server.
And, don't forget to leave a Steam review! It helps a lot.
May 2, 2024
Quasimorph - Supertehteh
Hello, Mercenaries!
Not long ago, we were collecting questions for our first Q&A session. It's time to answer them and also talk about our upcoming plans.

So, let's get started!

Q: Are modular weapon and armor upgrades planned?
A: There will be the ability to upgrade weapons, armor, modify classes, operatives themselves, and augmentations a little later.

But it's not quite a modular system, and it seems to me it turns out to be slightly more flexible for the player. Most likely, properties can also be transferred from one weapon to another.

As with many systems, we're not looking for easy ways out, and it doesn't always turn out perfectly right away, but we try to improve and optimize new systems based on user feedback. So let's see the players' reaction and draw conclusions.

Q: What is your favorite class/build?
A: For the team, the most exciting thing is to see your build options. All the existing systems in the game are supposed to be like a constructor where it's interesting to look for cool, weird, or just funny combinations. With the addition of future mechanics, classes, and tools for customizing classes and operatives, there will be even more such combinations.

Q: Is official mod support and Steam Workshop planned to be added?
A: Yes, we plan to gradually provide opportunities for the community to mod the game. Supporting this whole system is a labor-intensive task, so in terms of priorities, it's slightly lower than all our planned game features. But once we finish with the core part of the game, we'll supplement this entire system, and then I think we'll not only enable access to the Steam Workshop but also try to provide additional tools that we use ourselves in game development.

Workshop support will be added before the game exits Early Access, but after most of the key mechanics are implemented in the game. Gradually, the functionality available for modifications will increase and expand.

Q: Do you plan to further expand the available planets of the Solar System beyond Mars? Do you plan to add new bramfatures?
A: Yes, the entire Solar System should appear in the game and become accessible, including bramfaturas. At the moment, we're just running into the volumes of this new content that require time to add to the game.

Q: Do you plan to increase the number of locations available in orbits of already accessible planets?
A: There are currently no such plans. In one of the recent updates, we added new satellites, significantly expanding the number of stations, but there haven't been any new plans for increasing the number of locations.

Q: The roadmap mentions "mission mutators." What are they, and how will they work? Will it be possible to influence these mutators through sabotage or other interactions?
A: "Mission mutators" will affect mission conditions. It is assumed that this will contribute to a better understanding of what exactly the player will have to face during the mission and react to it, prepare for it, adapt. But we haven't discussed any separate gameplay systems that could allow the player, at the mission preparation level, to cancel or change the action of the mutator.

Q: Will co-op be possible in the future?
A: We would like to, but no. It won't be possible to add multiplayer mode within Quasimorph.

Q: Will there be difficulty without emergency crates? Or any other way to increase the difficulty of the game? Will there be sandbox-like settings as in other games?
A: Yes, we plan to add world difficulty settings in the future. This will allow both a more hardcore gaming experience for those who find it too easy and to simplify the game for those who find it unfairly difficult.

Q: Will there be a combat log and quest log?
A: Both are planned for the future.

Q: When can we expect achievements on Steam?
A: Achievements will appear closer to the game's exit from Early Access.

Q: Can we expect more story missions in the future?
A: Story missions will appear along with major quarterly updates.

Q: When can we expect the next update? What are the plans for the near future?
A: We plan to release a QoL patch in a couple of days, which will bring a bunch of useful stuff that will make the game more convenient. Then you can expect an important patch with Magnum modification mechanics. Next, we plan a major quarterly patch, but the release date may shift, so we'll tell you more about it closer to the time.

Q: When will the game be released?
A: I hope the game will be released according to the roadmap schedule.
But I would take into account that usually in development, there is always a shift in deadlines for a later time.
I optimistically think that we'll need another six months after the end of the roadmap to polish and finalize the state of the game.

Q: Is further barter rework planned?
A: The barter mechanics were reworked in the 0.6 version; it still requires polishing and balancing, but in general, it will remain the same. Currently, we are discussing possibilities to simplify rewards for missions and bartering with factions. The main idea is to make this process more convenient for the player, possibly completely or partially abandoning randomness.

Q: Why can't all items be traded now?
A: More options for trading with stations will appear in the future, but the main idea is not to take it to the absurd and not to create simple mechanisms for abusing the game system. Think of it this way: if an item can be crafted in makeshift conditions on board the Magnum, why would it be needed at a fully equipped specialized space station?

Q: Can your composer tell us more about what instruments are used in the soundtrack?
A: For the recording, two guitars were used - a six-string and a seven-string, as well as a MIDI keyboard. The number of tracks varies, usually from 10 to 15. Simple and straightforward!

Q: Can you provide more details about the upcoming Magnum modification mechanics?
A: Ship customization will include 6 large ship compartments. Each of these compartments will have 3 key upgrades, each with some built-in mechanics: active abilities, passive abilities, or applying additional properties to existing game mechanics. Plus, there will be 10 to 15 minor upgrades that will enhance the properties of these three basic upgrades.

Q: What will class customization look like in the future? Will we be creating custom classes in-game, or will there be a separate menu for creating our own class with a backstory?
A: The module responsible for this will be called the Memory Deconstructor. Essentially, we'll be improving the classes that already exist in the game: based on them, you can create your custom classes. You'll be able to replace individual perks in classes you're familiar with with perks from other classes. This will significantly increase the combinatorics and variations of builds.

Q: Will we be able to individually choose perks, or will there be restrictions on them?
A: There will be certain restrictions. They are related to the fact that each class has a limited number of trigger perks and passive perks, and this, in fact, will be preserved. Each class has 3 passive perks and 3 trigger perks. In our custom class, this proportion should be maintained.

Q: What new factions can we expect in the future?
A: New factions will be added, that's 100%. We have a long list of both minor corporations and hexarch corporations that are currently outside the scope of the narrative. Within the idea we're trying to develop within Quasimorph, we're trying to achieve that the player creates situations themselves. It's quite possible that some of the existing quasi-morphic factions may become more independent or new ones may appear, influenced by the player in such a way that they too break into reality. I won't reveal all the cards right now, but I'll say this: the level of madness will be maintained.

Q: Can a person invade the realm of Quasimorphs? Maybe we can experience an ecollapse in their world, as they do with us?
A: Yes, it's possible! This was in the Demo version of Quasimorph. Technically, it's possible, but it requires fairly rare and complex scientific equipment. Specifically, the Ecollapse is a method of movement used by Quasimorphs. So a person doesn't necessarily have to emerge from some Quasimorph to end up in a bramfatura. The mechanics will be different, but the technical process of this procedure and the backstory of the main game can be seen in the demo version of Quasimorph. Unfortunately, it's not currently available for free download from Steam. But it's available to buyers of the game's support edition. In any case, stay tuned to the news SBN. Who knows, maybe we're in for a new scientific breakthrough?

Q: Enemy action points. Was there an idea to show action points above the enemy's head? For example, in the form of barely noticeable dots or other signs.
A: Some additional information like the number of moves, hit chances, and possibly something else will be part of the augmentation. But this doesn't eliminate the risk of losing a clone with all these trendy cyber eyes.

Q: Are there any planned changes to the roadmap?
A: There are no planned major changes to the roadmap, but fixes or improvements to the mechanics that have already been added are possible. In addition, we tend to think that it would be better to cut large parts into several pieces to make it easier to implement new mechanics and work on player feedback and balance.

Q: Post-release support. Is there planned post-release support for the game in the form of patches, content updates, or DLC?
A: The main plans and tasks at the time of exiting Early Access are modding tools, achievements, and porting the game to other platforms. DLC seems like a tempting opportunity, but after release, personally, I would like to work on some other game in a different setting and possibly in a genre different from Quasimorph. Let's see what comes out of it. In any case, it's too early to talk about it. Let's get to the release first 😀

Q: Is controller support planned?
A: Controller support will definitely be added, but closer to release. We'll revisit this question later, but it's on the roadmap.

Q: Have you considered adding exclusive contracts where we can only work with one corporation? Is it planned to allow players to create their own corporation?
A: A proxy-corporation mechanic is planned, but it doesn't imply a full transition of PMCs to corporation status; most likely, it'll be some limited tools for influencing the goods market. Overall, we weren't keen on shifting the game towards an economic simulator where we simply manage some corporation. Let's be honest - that already sounds like a completely different game.

Q: In terms of gameplay, it's not entirely clear, and sometimes not even obvious, what actions of missions are responsible for sabotage, espionage, elimination, capture, defense - and how much they affect the enemy and friendly company. Will we have the opportunity to get more information about these mechanics?
A: Yes, we will. We plan to add a window with mission results information. This element will be more informative, showing changes in faction parameters and items received by the player as a reward.

Q: Will upcoming planets highlighted in red be a permanent source of missions, like the existing trio, or will they only have storyline missions?
A: All new locations will function similarly to those already in the game.

Q: Will there be a possibility to play as a full-fledged quasimorph in the future? Like our operatives, but with corresponding traits and classes.
A: We've discussed a similar question, currently pondering what classes quasimorphs should possess. What talents should they have? And similar questions. If we answer these questions, then we'll try to add them to the game. So we're thinking in that direction, but we're not promising anything yet.

Q: Will there be Forces of Light?
A: Oh... I don't think so, friends. I don't think so.

Q: What games inspire you when creating Quasimorph? Do you have an ideal example in the same genre?
A: All sorts, honestly. In all games, especially of a similar genre, there are good and not-so-good solutions. We try to somehow look at what other developers offer and how they solve similar problems we encounter. The list of such games is very long: Stoneshard, Cataclysm: Dark Days Ahead, Project Zomboid, and so on. A lot of different games! And because they are interesting to us as players, we see things in them that we like, and based on that, we make decisions about developing our own game.



Not all questions and answers made it into this post, but we've prepared a video in which Sergey reads and answers your questions. The video is in Russian, but we've also prepared English subtitles ːsteamthumbsupː

Thanks a lot to everyone who asked us their questions! We hope we've covered the hottest ones. And if not - come visit us on Discord!

Good luck in battle!
Best regards, Magnum Scriptum Team.


Touhou Danmaku Kagura Phantasia Lost - unknownx
The Steam update version 1.1.1 is now live.
The changes in this patch, as well as planned changes for the future are as follows:

■Newly Implemented
・The song "Beneath the Purple Cherry Blossoms Once Again" from "Touhou Mystia's Izakaya" has been implemented in-game as part of the collaboration content. It can be played by applying this free DLC.
https://store.steampowered.com/app/2920470/
・Rewards such as achievements and bonus stages can now be viewed in the Mitama Card/Heroine info screen.
・The note speed type (Manual, Easy, and Auto) is maintained as the last played setting.

■Fixes
・Fixed a bug sometimes causing audio to disappear when returning from the sleep mode of the computer.

■Known Bugs
・Mouse not responding to the reward confirmation dialogue on the Results Screen.
・Enemy bullets not disappearing when using bombs in the Shoutoku Densetsu ~ True Administrator Danmaku stage.

■To be addressed soon
・Added options to display Perfect, Tap Accuracy, etc. on the Results Screen.
・Corrections to some partial inconsistencies in the Traditional/Simplified Chinese localizations.
・ Fixing incorrect display priority of hit detection indicator, FAST/SLOW, and combo display
・ Adding bar line indicators
・ Adding a folder function for the song selection screen and Team screen
・Ability to adjust the judgment position (tap timing)
 ※The system will support both direct input on the Settings screen and automatic input by tapping the screen.
・Adding an autoplay function.
・A toggle setting to show/hide the player character hitbox for the Danmaku stages.
・An opacity slider for the player character for the Danmaku stages.
・ Strengthening in-game eye candy (visual effects for “Perfect”, animation on FC, visual effects for high combo strings, etc.)
・ Adding damage animations for all characters
・Separating the display for the play records and song details.

■To be addressed in the future
・Adding mouse input
・Adding touch input
・ Adding more customizability to the Kagura stage UI (lane opacity settings, hit effects, etc.)
・ Adding a toggle to the Kagura mode blind setting
・ Adding a setting to allow players to change the lane location in Danmaku stages (split/left side/right side)
・ Adding Emblems, allowing players to change the background skin in Kagura stages
・ Adding a course function allowing players to play multiple songs in succession
・ Adding a setting to change the position of hit detection in Kagura stages
・ Adding another Kagura stage layout optimized for touch inputs

We are continuing development to improve the player experience with a primary focus on fixing current known issues.
We look forward to your continued support of “Touhou Danmaku Kagura Phantasia Lost.”
May 2, 2024
Adapt - francescasoph
Hey creature creators!

We know it can be tough to keep up with what your favourite games have got going on, so we're starting a new monthly round-up of all the latest from the world of Adapt.

So, without further adieu, let's take a look at what we got up to in April, shall we?


Earth Appreciation Festival 2024 & WASD London

Adapt took part in two incredible events last month, Earth Appreciation Festival 2024, and WASD in London, both of which brought lots of new wishlists to our game; whether you're new here, or you've been following along from the beginning, we appreciate anyone who takes the time to try our demo and wishlist the game!

Creature Creations

Of course, we couldn't do a monthly wrap up without sharing some of our favourite creature creations from the incredible Adapt community, could we?


This first incredible creation comes from shekus_khan on Discord, and is called the 'Farquadasaurus primigenus'. A small but mighty creature (just look at that tail!), predators had better stay far away...


Our second creature creation comes from Lance on Discord. This adorable creature might be large, but we think its poofy lil tail makes it plenty cute, too.

Want to be featured in one of our monthly round-ups? Come and share your latest creatures on our Discord!

That's all for this month's wrap-up, but come over and join us on TikTok, Facebook, or Twitter for all the latest news.
Bloodstained: Ritual of the Night - Question_505
Hello, Bloodstained Fans!

We are excited to present the final Development Roadmap for Bloodstained: Ritual of the Night!

Here is what we have planned.



Update 1.5

May 16, 2024

8am PDT/4pm BST/5pm CEST/11pm HKT/Midnight May 10 JST


Chaos Mode / VS Mode / 1 Free Miriam Cosmetic Pack / 3 Premium (Paid) Miriam Cosmetic Packs

Update 1.5 will contain two new game modes, and one free Cosmetic Pack. Along with this, three Premium DLC Miriam Cosmetic Packs will be available for purchase.

This will be the final update to the game.


Chaos Mode

Chaos Mode is local or online co-op action that you can play solo, with a friend or be matched with other players on the same system.



Fight through a series of randomized rooms to defeat demons and bosses.

Complete challenges before each boss to get powerful upgrades!

How long will you survive?


Versus Mode

VS Mode is a special PVP mode created just for Ritual of the Night.



At the beginning of the match, players will enter a room exclusive to the match battle. Wave after wave of demons will begin to attack both players. When you defeat the demons, you will gain souls. Souls can be spent at the central statue (shop) to upgrade your weapons, armor or items.

You will be able to purchase attacks that will negatively affect your opponent. Fill their room with fog, reverse their controls and more!

The winner is the player that survives the longest.

Versus Mode supports local and online play with friends or matchmaking with other players on the same platform.

Please note that Chaos and Versus Modes do not support cross-platform play.

More details on each game mode will be revealed when they go live.


Cosmetic Packs

1.5 also includes three premium (paid) cosmetic packs and one free pack for Miriam that will change her appearance in the game.

Each cosmetic pack has multiple unique clothing items and weapons, each with upgradeable stats. Premium Cosmetic Packs will be available for purchase on each platform's online store.

Equipping a complete set of cosmetic pack items will enable a special stat bar for that specific pack.



Included with 1.5 is a free cosmetic pack for Miriam that will automatically be added to everyone's inventory when it is released.



Premium DLC Cosmetic Pack assets will only download after purchase.


Classic II: Dominique's Curse - Premium DLC

Date To Be Announced



Following the 1.5 update, we will release Classic Mode II, a premium DLC game mode!

It brings the same retro-gameplay as Classic Mode but with a bigger map and its own canon storyline!

Classic Mode 2 assets will only download after purchase.

More information on Classic II will be provided when it is closer to release.


We hope that you are as excited for these upcoming modes and DLCs as we are!

Stay tuned to any of our social or news channels for more information.



Thank you very much!

The Bloodstained Ritual of the Night Team
Jusant - Sophie_DNE
Hi climbers!

We’re delighted to share that the award-winning Jusant soundtrack will be available on vinyl this summer! You can be transported from your home straight to the tower by listening to the melodic sounds of composer Guillaume Ferran.

The soundtrack will be a double vinyl with a gatefold that includes a large-format interior visual. The vinyl contains and features:

  • Double vinyl: gatefold with a large-format interior visual
  • Colored vinyl: in true tower style, one record will be mint green and one light blue



An illustrated booklet: a booklet detailing the soundtrack creation process, with comments from the team and Guillaume, as well as some beautiful concept art featuring landscapes and research pieces.

We’re also proud to tell you that this vinyl is eco-friendly! This physical edition has been made using the BioVinyl process, which is one of the most innovative and environmentally friendly processes on the market right now. It replaces traditional PVC with a material of organic origin and has ISCC certification for its life-cycle analysis.
How To Hack In? - redbuffalo
  • Fixed: fixed issue with not displaying messenger chats correctly (too small number of chats, or not visible chat for location-counter mission - white hat option)
May 2, 2024
Hell Shuffle - Darmone
Just a small update:

- Fixed a bug which caused the game to crash when you use Dreadful test while your board is full
- Fixed a bug which could show you undesired UI in the main menu, especially on the Steam Deck
- Fixed a bug which lead to double Elites or Bosses HP bars
- Added a small extra text on the initial Covenant perks that shows that this ability will only work if exact covenenat is choosed.
...