Today I’m happy to announce that Firekeep’s getting a long-awaited, much needed overhaul in this latest update. I’ve completely overhauled the UI, the core building systems, the level selection AND rebuilt the upgrade trees to make them modular!
This update has been a long time coming, and is based on all the great feedback I've been getting from players. In previous versions, the only major challenge was learning how all the different buildings upgrade, then choosing your preferred optimal building combinations, then using that combination until you reach the final island. With this update, I'm hoping to give players a wide array of options to express themselves and explore, while also having to plan strategically around their current building options - that being said, there's still a ton of buildings to come, so you likely won't be able to complete tougher islands in this build just yet. Don't worry - more buildings are coming, and you won't have to wait as long as it took for this update. There's also an updated Demo with all of the new changes if you just want to sample the new stuff!
Thanks again for your patience, I really think this update was needed, and I can't wait to hear your feedback in the Discord!
Want to make sure your custom tracks are coming through crystal clear and you’re always shooting in sync with the beat?
Then take part in our epic launch giveaway for a chance to win a brand new pair of AKG K702 professional studio headphones 🎧
The winner and 4 runners-up will also receive a free copy of ROBOBEAT and one of our exclusive ROBOBEAT-themed bucket hats!
To enter, follow the link here to the giveaway on GLEAM and complete one or more entry methods*. The more entries you have, the higher your chances are of winning!
The draw will take place after the giveaway ends on Tuesday May 28th, where the winner and 3 runners-up will be chosen at random.
Good luck!
*Terms and conditions apply. However, the eligibility for the Competition is only for those who are 18 years and above of age as of the date of entry. To enter the Competition you must be a resident of North America and Europe (excluding Russia and Ukraine). This Competition is not open to all residents Worldwide. We may ask you to submit proof of your eligibility to the Competition. The Competition is void where prohibited by law. Employees, independent contractors, interns, officers, directors, and agents of Kwalee Ltd. (the “Sponsor“) their respective affiliates, subsidiaries, advertising and promotion agencies, suppliers and their immediate family members and/or those living in the same household of each are not eligible to participate in the Competition. The Competition is subject to all applicable federal, state, and local laws and regulations.
Welcome to “This Week in The Crew” article! Every week, we bring the news of the weekly novelties in The Crew Motorfest to you to help get you started!
This week, Motorfest showcases the teamwork spirit of Forsberg Racing on both the circuit and offroad tracks. Join the excitement as the versatile skills of Forsberg Racing shine in diverse racing environments.
SUMMIT CONTEST
Which do you prefer the off-road tracks? Or the circuits? Either way, you will need to dominate on both turfs to be number one this week.
CUSTOM SHOW
Circuits or Off-road? Whichever you choose you better look good while doing it if you want to claim the top spot.
Finally, here are the bundles of the week!
MAIN STAGE BUNDLE
FORSBERG RACING TEAM SPIRIT BUNDLE
Forsberg Racing Nissan GT-R Nismo GT3 (2020) – Racing Car
IVORY-TOWER Falcon IVT-R1000 (2023) – Rally Raid Car
CUSTOM BUNDLE
Jeep® Gladiator (2021) - Rally Raid Car
Dystopia Tire
Earthbreaker Underglow
Japanese Nitro
COMMUNITY ROUNDUP
TCM photo by XRedKirbyX (Discord)
TCM photo by Faiz (Discord)
TCM photo by $ully_06 (Discord)
For more information on The Crew®, check our official website. Join the The Crew® community on Reddit, TC Social, and Discord, and be sure to follow us on Twitch to never miss a livestream.
Ever wished for a certain kind of game and wondered why it hasn’t been made yet? That's exactly what happened to me with Primal Planet.
I’m Albert van Zyl, the solo caveman behind this dinovania. Today, I’m thrilled to share the journey and inspirations that have shaped Primal Planet, giving you a glimpse into the heart of this game.
Passion for the Prehistoric
Rewinding back to a few years ago when I was watching Jurassic Park for the first time since I was a kid. The nostalgia hit hard, reigniting my childhood love for dinosaurs. Growing up in South Africa, I was surrounded by breathtaking nature and wildlife, which left a lasting impression. Combining this with my love for metroidvanias, the idea for Primal Planet was born—a game where you could immerse yourself in a world of dinosaurs.
Crafting a Living World
My vision for Primal Planet was clear: create a metroidvania where the environment feels alive. Not just obstacles to overcome, but a world where creatures interact with each other—predators hunt, prey flee. Inspired by the conceptual depth of games like Rain World, I wanted to craft a dynamic ecosystem that keeps players on their toes.
Inspired by the Greats
In Primal Planet, I aim to immerse players in the life of a cave dweller who must hunt, gather resources, and craft tools. However, I'm cautious to avoid turning these activities into a tedious grind. My objective is to ensure these systems are streamlined, sustainable, and enjoyable. Three of my favorite games — Subnautica, Far Cry Primal, and Peter Jackson's King Kong: The Official Game of the Movie — have been massive inspirations for Primal Planet. Although none of these are traditional 2D platformers (though one might argue Subnautica shares metroidvania elements), they all excel in creating systems that remain engaging throughout the game. These games also feature richly atmospheric worlds with incredible flora and fauna, all underscored by compelling, high-concept stories. If these three games had a pixel-art dinosaur metroidvania baby, Primal Planet would be it.
A Metroidvania Enthusiast’s Dream
I've been a fan of metroidvanias since childhood. Back in the early 90s as a little kid, I played my first ever metroidvania called Zeliard—a classic crafted in 1987 that completely captivated my young imagination. Since that moment, I've dreamed of creating my own metroidvania, and now, with the necessary skills and resources at my disposal, that dream has become a reality. I draw inspiration from some of the giants in the genre, such as Hollow Knight and Axiom Verge, as well as newer additions like Outbuddies and The Messenger. Each game has contributed to the fabric of Primal Planet, influencing everything from storytelling to gameplay dynamics. I'm also a big fan of the fluid movement found in platformers like Celeste, which has inspired the responsive controls in Primal Planet.
Storytelling at Heart
At the heart of Primal Planet lies a story designed to resonate deeply with players. My goal has always been to create a game that not only entertains but also evokes strong emotions and creates lasting connections with its characters and narrative. Over the past few years, my increasing fascination with story-telling structure has significantly influenced Primal Planet's development. Drawing inspiration from a variety of sources, including Genndy Tartakovsky's Primal and H.G. Wells' War of The Worlds, has enriched the storyline. I even find value in unexpected places, such as the conceptually intriguing, but very poorly executed film Battlefield Earth. While controversial, its core ideas have contributed to the depth of the game's narrative. Primal Planet is a story about the bonds of family and how far one would go to save your loved ones, while also reflecting modern society issues., But above all else, it is meant to be an entertaining and action-packed adventure on a dinosaur planet.
Join the Dinovania
I hope this gave some idea of my inspirations for Primal Planet, but if you have any comments, questions, or if you would like me to clarify some things, feel free to ask.
Join the Discord community, follow on Twitter, wishlist and follow the game on Steam to ensure you’re always kept in the loop.
Thank you so much for everyone's support so far, it means the world to me!
When creating The Vigilante Diaries, we have drawn inspiration from many different forms of media to create a compelling experience with the aesthetics we envisioned.
As far as the gameplay is concerned, we drew inspiration from narrative RPGs such as The Life and Suffering of Sir Brante, Suzerain or The Pale Beyond. We wanted a story with choices, where the narrative was at the center, and there was a lot of branching and replay value. We were also aiming for a story focused on conflict and that was politically and ethically charged.
As for the vigilante himself, depending on your decisions he can turn out very differently, but within a range of possibilities. There was an article about Captain America that said Republicans would want him to kill Bin Laden, while the democrats would want him to expose the president, and those two sides are the kind of choice we wanted to give our players.
To create the image of our vigilante, we’ve looked at many different characters and stories, but mainly those with mundane superheroes, meaning those that don’t have powers and don’t use unbelievable gadgets. From things like Kick Ass by Mark Millar to Kill Or Be Killed by Brubaker and Phillips, and from classics like The Spirit, The Shadow, to more modern vigilantes like Question or Rorschach from Watchmen.
We have looked at other heroes like Batman or Spiderman too. Because, even though sometimes we forget, they’re also masked vigilantes who beat up people, and technically, that’s against the law. Does that mean that their way of fighting crime and helping those in need is wrong? Well, that’s not for us to judge or decide.
Finally, as for the setting and the general vibe and aesthetic of the game, we’ve also looked at movies and TV shows that represent the different types of vigilantes you can become in the game, such as V for Vendetta or The Punisher, movies from the 70s and 80s set in the United States of the time, such as Taxi Driver, others like Unbreakable, which addresses the plausibility of a superhero existing in the real world.
As you can see, The Vigilante Diaries is a mix of inspirations, but we’re trying to take a realistic approach to the situation and looking at the political and moral implications of it all. What do you think of these inspirations? Are you a fan of any of these works? We encourage you to leave a comment.
We have set up a basic guide to Tlatoani's mechanics. We will be updating and improving this as we go along. Guide can be found in the Community Hub > Guides Tab or by following the link below:
Here it is, the big 1.0 release date. We just want to thank everyone who has been along for the Early Access journey. This really wouldn't have been possible without you! And to the players who are just jumping into the world of Dread Delusion for the first time, we hope you enjoy your stay. Thank you all so much for believing in Dread Delusion and helping it become what it is today!
Without further ado, I want to let you know all about the BIG CHANGES in 1.0
- James Wragg / Lovely Hellplace
COMPLETE YOUR JOURNEY AND WITNESS THE CONSEQUENCES
Your quest finally comes to an end. Catch up to Vela Callose and discover what her plans are for the Oneiric Isles and beyond. This journey will take you through several new environments like The Underlands and The Cradle.
The Underlands
Explore the world's surface beneath the floating isles, through a challenging new dungeon.
Face the menacing Emberian Machinations scouring the surface.
Several new powerful, late-game items
The Cradle
Face down Vela in the center of the Cradle to put an end to the conflict.
Decide the fate of the world, and see what your actions throughout the game have wrought in the dozens of ending cutscenes.
EXPERIENCE A NEW BEGINNING
For the first time since Dread Delusion entered Early Access, the starting area has been completely revamped.
Entirely new starting region featuring a fresh, updated tutorial
Meet colorful new characters in the scryshroom export town of Pwyll
Storm Blinding Light Castle in one of several new sidequests, all of which have multiple resolutions, with one deciding the fate of the region.
FLY AN AIRSHIP
Take to the skies of the Oneric Isles with your very own airship. Explore isolated landmasses teeming with new foes and opportunities.
Two large islands to explore: the battle-scarred Godwar Island and the arid Shipwreck Isle
Make for land almost anywhere using the ship's trusty anchor
Enhance your airship with purchasable upgrades!
AND PLENTY MORE...
As we approached full release, we also took the time to update and improve balance across the whole game, including a new Entice spell to make Persona builds more worthwhile.
Numerous new pieces of equipment, items and spells
Balance changes to delusions, combat, enemy drops, and economy
Updates made to various quest endings to better reflect player choice
Previous Save Files
Please note that previous save data will be wiped and inaccessible with 1.0’s release. Due to the amount of changes, updates, and new content included in 1.0, legacy save files couldn't be supported.
Full Patch Notes
Major:
New Major Region:Pwyll Starting Area
New Major Region:The Underlands
New Minor Regions:The Godwar & Shipwreck Islands
Pilotable Airship Added (Available after visiting The Underlands)
New Main Story Quests
New Side Quests
Balance changes to delusions (Requires more to level up, and they've been redistributed over the new areas/quests)
New Equipment, Spells, and Items
Miscellaneous:
Added intro cinematic upon game startup
Added finalized game credits
Achievements have been added
Increased the speed of item drops after defeating enemies
Added a volume setting for voice over
Added additional SFX for combat, interactables, UI, etc.
Added additional music and ambience tracks
New minor areas have been added to current regions
The player map has been updated to include new areas and landmarks
A background image has been added whenever the player loads a save file
Enemy drops upon death have been sped up significantly
Pixel art for certain items and equipment have been updated
Various NPC Models have been updated across the game
Certain quests have additional content depending on the chosen outcome
Added voice over for during character creation
Various balance changes to combat
Various balance changes to item drops (Certain items have had their drop weight changed)
Bugfixes:
Fixed an issue where players could acquire two Inquisition Journals.
Fixed an issue where the “Unlock” SFX would play when players entered a new region.
Fixed an issue with multiple The Lost City LODs being loaded at the same time.
Fixed a collision issue with the Clockwork Kingdom Player Housing save crystal.
Fixed an issue where players couldn’t access The Lost City dungeon in the Clockwork Kingdom.
Fixed an issue where players could sequence break the “Madness of the King” Quest when talking to Aphra.
Fixed an issue where players could steal from Clockwork Kingdom shopkeepers during the daytime.
Fixed an issue where saving at the Endless Isle Inn would cause the player to spawn out of bounds and fall through the town.
Fixed an issue where NPCs could get stuck in animation loops, unable to follow the player as a companion.
Fixed an issue where the Golden Typhos ship would not animate at a distance.
Fixed an issue where binding “Select Spell” to D-Pad Down on controller would cause all D-Pad Buttons to be bound to “Select Spell”.
Fixed an issue where Sepulcher Inn dialogue would appear incorrectly.
Fixed an issue where navigating a UI list (such as inventory) using a controller would sometimes detect double input and skip an item.
Fixed an issue where a Lore Skull found near Endless Realm bridge couldn’t be interacted with.
Fixed an issue where players could clip or fall through the Erudite Observatory Elevator.
Fixed an issue where using Apostatic Union Furnishings would prevent players from sleeping in Player Home.
Fixed an issue where players could soft-lock themselves by quitting to the main menu before picking up the first sword.
Fixed an issue where the Paeguth Ruins Ship would load low-resolution textures when approaching.
Fixed an issue where “Inventory” tabs would appear empty while using Gamepad.
Fixed an issue where the “Pick Up” SFX occasionally would not play after collecting an item.
Fixed an issue where the cursor icon appeared on-screen while using Gamepad.
Removed Quick Start functionality from the game. (It introduced many many bugs)
Various collision fixes.
Minor geometry and prop adjustments.
Minor dialogue fixes.
Fixed an issue where Breakable Emberian Doors were missing VFX.
Fixed an interaction issue with a door in the Rustburg Ruin dungeon.
Fixed an issue where players could soft-lock themselves in the Player Housing Upgrade menu.
Fixed an issue where changing FOV would create a visual glitch when drinking potions.
Fixed an issue where players could soft lock the "Safe Passage" quest by passing the 120 charm check on the Clockwork Kingdom bridge.
Fixed an issue with the "Golden Typhos" quest where the quest log would update every time you spoke to the NPC.
Known Issues in Version 1.0:
Previously barred doors may appear to be barred again upon reloading the game. They are still unlocked, since the player previously unlocked them, but still hold the appearance of having the lock bar on it.
Entering the Paeguth Ruins in Hallowshire can sometimes create issues with music. This can be fixed by saving and reloading your save.
During this event, which usually lasts 5-6 days, with daily recharge, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.
Don't miss your chance to get one of the strongest units for 24 stars. also, bonus rewards will be for 3 | 8 | 18 stars and for 24