It's 2024 and it's time to change the yearly Skinbox that's available as a reward in our Battle Royale game mode.
You can obtain this box by winning a Battle Royale round or from a random premium drop after a round. We will not put the previous one as a legacy because of further events.
We also added some new character clothes with the same style available for the Park Ranger and The Mechanic.
We hope you guys like this style and good luck everyone!
Yesterday, we pushed the last major update before the 1.0 release. We know that some of you have questions regarding the Campaign. As a reminder, the Campaign is still scheduled and will be added with the 1.0 version. On our side, we are still making good progress on it, and we really are excited to know your thoughts when it launches, and we think it's time to share our new updated roadmap until the 1.0 release! As you can see, we plan to release the game in July 2024, so be ready for the Campaign coming soon!
Now, back to today Dev Diary about the general mechanics of the squad management!
General Campaign mechanics
Squad management
The Squad Assembly screen you know from the preparation phase of a mission in the other game modes will be familiar, but with many, many changes that befit the new and changed mechanics of the Campaign.
One of the most important differences is that you have a fixed starting roster of 30 marines, including your avatar, the returning crew of U.S.C. Wraith (15 marines), and 14 (randomized) marines from your fleet. All of them have preset skills and ranks, with some spare skill points left, so you can start training them in the direction you want to from the get-go. Unlike non-Campaign games, units will gain Experience Points (XP) for all kinds of actions they perform and, with that, achieve promotions that give them new skill points and other perks. “Demoting” or re-organizing their skills will not be an option, nor will resurrecting the dead (yes, we are talking about permadeath!). Sometimes you’ll have to wait until you can re-deploy a marine (if they are seriously injured or assigned to a somewhat longer task or mission, etc.), so you’ll have to make sure you don’t only have an “A-Team” of 6 killing machines but more reliable individuals to send on missions.
The other big difference is how global inventory is handled. In the Campaign, all items are “status persistent”, which in this case actually means that if they’re gone, they’re gone. There are no “loadout configurations” that are reset after a mission, as every bullet you fire or medikit you use is spent forever; your inventory can change swiftly, and you have to work with what you have, not with what you’d think is optimal. You will, however, start with a great assortment of weapons, ammo, and equipment, as well as a good pool of crafting materials; you’ll feel powerful and unstoppable… until you realize that reinforcements are weeks away and your supplies deplete quickly. The time will come to clear the dust from those good old, reliable .44 pistols! Of course, you will be able to craft anything if you have the resources. And don’t forget, “status persistence” for items also means that what you pick up and bring home is truly yours to keep (or to disassemble for materials…)!
With that, “squad configurations” are also gone. For each mission, you can decide freely who to deploy. You can configure up to 3 squads of 6–6 marines in many cases. Having good intel will help you decide how many marines to bring and what equipment they should carry for a specific mission.
Missed our previous dev diaries on the Campaign? You can read them here:
It's been real, it's been fun. I may even say it's been real fun
It's finally time for YOU to embark upon YOUR Athenian Rhapsody! Please enjoy the game in all its glory, its quirks, messages, aspirations and all it tries to accomplish - I tried my very best alongside great support to make this a game that really, really stays with you for a lifetime. I hope this story really impacts you in your heart for years to come.
Check out our new launch trailer, pick up the game, and REMEMBER TO LEAVE A REVIEW!!!!!
As recently announced by Microids, the much-loved Smurfs are returning at the end of the year in The Smurfs - Dreams, an epic platformer adventure for the whole family. But what lies in wait for the little blue-skinned characters? Read on to smurf out more!
Gargamel is back with a stack of tricks
Michaël Duport, Game Lead at the studio Ocellus Services, told us that this episode will reunite players with the Smurfs’ little village, as well as their old enemy... Gargamel! The wily wizard is bent on snatching our heroes to turn them into magic potion.
Together with his cat Azrael, he devises a new evil scheme: to cast a spell on the Smurfs’ sarsaparilla bushes that will send them into a slumber when they feast on the leaves. “At a banquet held by Chef Smurf, most of the village falls into a deep sleep,” Michaël revealed. “Something has to be done to stop Gargamel netting the dozing Smurfs with his dreamcatcher...”
Fortunately, Papa Smurf is one of the few villagers who did not eat the cursed leaves. Turning to his books, he discovers that he will have to dive into the dreams of the snoozing Smurfs to awaken them and save the village!
Come to the rescue with Ordinary Smurf
There’s not a moment to lose: Papa Smurf sets up a huge pillow as a gateway for players to enter the dream world. From Smurfette to Chef Smurf, eleven iconic characters will need to be roused from their slumber in The Smurfs – Dreams.
“Most of the action will take place in the dream world, which changes depending on the character who’s dreaming,” Michaël shared with us. “Between each level, players return to the village; it will be the hub of our story and will gradually come to life as the Smurfs wake up.”
So, which character will we play as? It will be Ordinary Smurf, a plain hero who can be personalized with various outfits to be found in the levels! “Players will be able to decide if it’s a male or female character,” Michaël added.
Set off on a fun adventure packed with surprises!
The Smurfs – Dreams promises plenty of entertainment! “It offers so much potential for us to be creative,” Michaël Duport told us. “With dreams, anything is possible.” Players should be prepared for a few twists and turns in the story, as well as some gameplay features they might not expect to find in a 3D platformer.
Inspired by the comic books and the cartoon series, which dealt with dreams several times, this new episode is based on an original storyline. You don’t need to have played any other Smurfs games to enjoy this one. “So, this is the perfect opportunity to start playing,” Michaël suggested. With single-player and coop modes, this is a title for all gamers: young or old; casual or experienced.
Ghost of Tsushima DIRECTOR'S CUT - Nixxes_Community
Hey everyone,
Ghost of Tsushima Director's Cut is releasing on PC soon. We're excited for you to experience Jin's journey, the Iki Island expansion, and Legends co-op multiplayer!
You can now pre-load the game on Steam. By doing so, you can download the game ahead of its release on May 16. Ghost of Tsushima Director's Cut launches on May 16 at 8:00 AM PDT / 5:00 PM CEST / 7:00 PM GST. Check out the infographic below for more time zones (click to enlarge).
Legends co-operative multiplayer
As previously announced, Legends co-op multiplayer mode will include cross-play between players on PS4 consoles, PS5 consoles and PC. Legends will be functional on PC at launch, but you won't be automatically matched with players on different platforms. Cross-play will launch in beta, meaning you can try it out by inviting your PlayStation Network friends. We would love your feedback as we continue to make adjustments in the weeks following launch!
Steam Deck support
We know many of you are eager to play Ghost of Tsushima Director's Cut on handheld gaming devices like the Steam Deck. We're happy to share that the single player experience, including the Iki Island expansion, can be enjoyed on Steam Deck and similar handheld gaming PCs as we’ve worked extensively to optimize performance and deliver the best possible experience on these devices.
You may notice that Steam marks the game as 'Unsupported' for Steam Deck. This is due to the Legends co-op multiplayer mode requiring Windows to access PlayStation Network integrated features.
On behalf of everyone at Nixxes and Sucker Punch, we can't wait for PC players to start their adventure and fight for the freedom of Tsushima!
Patch Notes #01 for Dynasthir Speedrunner Demo - Bloodline (Skill Tree) Hovered, Activated and Unavailable Nodes updated to better reflect expectation - Bloodline Essence Growth description renamed to reflect "HP" upgrade. HP also renamed to Life Essence in Stats - Bloodline (Skill Tree) Tooltips for Upgrade Points should display, *this is untested* - Hitting Cultist (Hooded guys) should be MUCH more consistent - Player Weapons hitbox has increased slightly in size to match player expectations - Graphical Settings added for Potato PCs, might break the visuals of the game, but they are there. - Landscape should no longer pop out of Existence on the lowest Render Distance
It's 2024 and it's time to change the yearly Skinbox that's available as a reward in our Battle Royale game mode.
You can obtain this box by winning a Battle Royale round or from a random premium drop after a round. We will not put the previous one as a legacy because of further events.
We also added some new character clothes with the same style available for the Park Ranger and The Mechanic.
We hope you guys like this style and good luck everyone!
Can you believe it's been 5 years since the full launch of Descenders? And more since we put Descenders in Early Access? Neither can we!
To celebrate, you can grab Descenders for 70% OFF as part of Steam's Replayability Fest!
To keep the celebrations going, we thought we'd go over some pretty cool milestones over the last few years and recap all the cool stuff we've brought to Descenders, and the future of it too... 👀
Over 25 maps added since launch
We haven't been shy in giving you new content since the launch of Descenders, adding over a whopping 25 maps, including some fan favourites such as Stoker, Jump City & more!
We launched Descenders on consoles, Game Pass, and added crossplay
We've managed to bring Descenders to pretty much every platform you can think of! This has included adding Descenders to Game Pass, 4K support on Xbox consoles, and we've even brought it to mobile! Because there are so many of you who were wanting to play with your friends on different platforms, we added crossplay between Xbox & Steam!
Added new customization options
We've added a bunch of customization options to your rider since launch, including snazzy beards, LGBTQ flags for your bike, and a bunch more gear!
WE ADDED A BOUNCY CASTLE!
Enough said.
What's Next?
Well, you're probably wondering about the future of Descenders, but don't worry... there are some big things coming Next. We're still working on our beloved Descenders so don't worry, we'll be dropping more news for you soon with more detail on everything we have planned, which you don't want to miss!
Thanks for tuning in to this very wholesome recap, and we'll see you soon!
With 0.9.6 we have introduced the following changes:
Alliance Balance Changes:
Increased alliance progression rewards from 5 to 10.
Increased alliance currency reward per progression chest, from 250 to intervals of 250, starting at 500.
Final chest of alliance progression reward gives a much larger amount than previous chests, to incentivize maxing it out.
Increase alliance battles exp from 250 to 1250.
Reduced alliance power up node requirement from 25 to 15.
Created a proper ratio between alliance currency - latinum. Now, 100 alliance crystals = 2000 latinum.
Tweaked all alliance store prices.
Added better biogels to the alliance store, based on player level.
Added summon shards to an alliance store slot, shared with the existing power cell slot. Which of the two appears there is going to be random.
Reduced points required to unlock alliance chests from an interval of 25 to an interval of 15.
Alliance UI Fixes:
Alliance currency now displays on all screens while in the alliance menus.
Alliance info is now not obscured while in the alliance menu.
UI functionality changes:
Hovering over info buttons with your mouse will now require a click for that info pop-up to open thus eliminating unwanted information overload for players.
The player ID “copy” button has been made functional.
Bug fixes:
Further improvements to the Mission menu selection screen.
Resolution and Quality settings will now save between sessions.
Display issue for Seven of Nine
Thank you for playing!
Live Long and Prosper, - The Star Trek Legends Team