HEAVEN SEEKER ――The Savior of This Cruel World - TwY@HS_Developer
Hello. I'm TwY, the producer of HEAVEN SEEKER. In Vol.3, we will introduce the new layers presented at the shooters fes, as well as the enemies briefly shown in the PV, and new features that were not introduced at the shooters fes.
New Areas In the Prologue version, you could play the first half of the game, but in the full version, you will be able to explore the Sky castle until the end. We will introduce two new exploration areas: the "Prison Area" and the "Frozen Area."
Prison Area In the fourth layer, enemies different from those in previous areas will appear. Completely new battles will unfold, not just extensions of what you've seen before.
Frozen Area The fifth layer is a suitable place for the final stage. There are also gimmicks associated with "ice," making it quite challenging. Please check the full version to see what kind of battles await you. We hope you look forward to it.
New Enemies in Existing Layers New enemies have been placed in the layers you experienced in the Prologue version, so you should have a different gameplay experience. They are quite formidable opponents, so those who have honed their skills in the Prologue should definitely try and experience the differences.
Addition of Wave Count UI Although we could not introduce this in the shooters fes product version explanation, a new feature has been added to notify you of the number of waves. There has been talk of "wanting to be able to check the battle progress of the room" for some time, so we took the time to consider a clear and non-intrusive way to express this. We hope you like it.
Suspend Feature A new suspend feature has also been added. You can now select "Suspend" at the portals that are the goal of each area. Selecting suspend allows you to save your exploration status and return to the title screen. This way, when you play next time, you can resume your exploration from the title menu's "CONTINUE" (exploration will resume from the next area). It’s a convenient feature when you want to take a break.
That concludes Vol.3. Next time, we hope to introduce new Grimoires and side books, so please look forward to it!
Summer is approaching, and it's time once again for the annual Cerebral Puzzle Showcase!
This year's puzzle game festival starts at 10am May 23rd Pacific time and lasts for one week. Moncage will be on sale at a historic low price - 10.49 USD (30% off).
While enjoying the festival, feel free to join our official Discord server to connect with fellow puzzle game enthusiasts or follow us on Twitter for more event updates:
Additionally, our studio's new project - While Waiting has its store page and free demo available!
This innovative puzzle adventure explores "the art of waiting and patience" in everyone's mundane life. You can add it to your wishlist and try out the demo here:
We call it “the world’s first battle royale deckbuilder”. But really the game mixes so many genres, including TCG, roguelike and RPG.
What is the main objective of Inferni?
You are thrown into a PvP arena in teams of two. You play cards by dragging them onto other players, spells or the environment itself. The objective is to damage and kill players and become the last team standing.
Is Inferni turn-based?
No, Inferni is real-time. You draw cards on a timer, spells take time to cast and travel to their targets.
How many players are in the arena?
Each game is a minimum of four and a maximum of eight players, divided into teams of two.
How long has Inferni been in development?
Inferni has had a long history, originally starting off as a mobile match 3 game. But in its current form, the team has been working on it since November 2023.
When will Inferni release?
Early access on 28 June 2024
Which platforms will Inferni release on?
Initially Mac and PC via Steam.
What are the main influences for Inferni?
Magic the Gathering (especially Commander format), Tetris 99, Slay the Spire, Runescape, 90s PC gaming in general as well as horror and death metal.
Will there be a demo?
Yes. Very soon.
Can I be a playtester?
Yes, please head to our Discord. We run public playtests every other Monday. Everyone is welcome. ːsteamthumbsupː
Are there any plans for downloadable content (DLC) or expansions?
Yes, we have planned several seasons that will introduce new storylines, characters, and gameplay features.
No. There are no tokens, NFT or blockchain associated with this game.
Is the artwork AI?
Some of our artwork is placeholder AI. We have decided to use AI art to allow us to quickly test cards and features that are rapidly changing. We consider AI art as a development tool and not as a substitute for talented artists. We respect the concerns the community has about the use of AI artwork and plan to remove all AI art from the game as cards and features become locked. This means AI art will be removed iteratively during Early Access, with Village Studio committed to it being completely removed by full launch.
Ghost of Tsushima DIRECTOR'S CUT - Nixxes_Community
Hey everyone,
Thank you for playing Ghost of Tsushima Director's Cut on PC. We've been thrilled to see so many of you dive into the tale of Jin Sakai and really appreciate the outpouring of both positive and constructive feedback that we have received so far!
This first update contains various changes to improve stability and fixes a couple of visual bugs related to DLSS 3 Frame Generation and AMD FSR 3 upscaling.
The teams at Nixxes and Sucker Punch are working hard on more updates, to address other issues that have been raised by the community, and further improve stability on specific hardware configurations and in Legends multiplayer mode. Meanwhile, we continue to actively monitor player feedback and crash reports.
Release Notes v1053.0.0522.1042
Stability improvements.
Fixed visual bugs that could show while transitioning from cut-scenes to gameplay with NVIDIA DLSS 3 Frame Generation Enabled.
Fixed visual that could show when combining AMD FSR 3 upscaling with Dynamic Resolution Scaling.
If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.
Hello Cities Mayors, We wanted to provide you with an update on the status of our upcoming patches and content.
Economy Re-work
The initial implementation of the economy re-work is done, and the patch is currently being polished. Our internal team, along with feedback from our Beta group, indicates we are heading in the right direction, and we are excited to share it with you soon. This patch will not address everything, but to ensure it meets the expectations of our wider community, we want to give it a few more weeks so we can take action on more of the feedback we have received from the Beta group. The goal of the patch is to address the community feedback we have received in regards to the economy; increase the importance of managing the economy, increase the challenge, and make it clearer to the player how the economy is affected by your choices. Currently, we aim to release the patch in the window June 3rd - June 19th and we will be detailing the update further in upcoming Dev Diaries.
Upcoming Creator Packs
As a result of this extended feedback and adjustment period for the economy patch, the Creator Packs will be pushed to post-summer. Even though the Creator Packs require relatively little time for implementation from Colossal Order, we want to make sure the upcoming economy patch has the intended result, and that we have time to also evaluate your feedback before we release any new paid content. This means we will move the Creator Packs to release after the summer lock.
What is summer lock?
In accordance with Swedish and Finnish vacation laws and union agreements, both Paradox Interactive and Colossal Order observe a general holiday period during the month of July and parts of August, where employees have the right to four consecutive weeks of vacation. This means that our staffing levels are reduced on both the development and publishing side. Therefore, we avoid scheduling any updates during this time period. As there is always a potential risk when patching a game, we always want to have the necessary personnel available in case any critical bug is introduced so we can fix it within a reasonable timeframe. Hence, we do not plan for patches or updates in the month of July or early August.
Upcoming Patches
The patch, scheduled for release soon, primarily focuses on the economy. However, there are some other requested improvements included such as an update to the building upgrade system. This means you will be able to place building upgrades more freely around the main buildings and also delete and move specific upgrades. We will provide detailed patch notes in connection to the patch as usual.
The next patch, expected after summer, will introduce some free content and other frequent requests, such as new service buildings and vehicles, as well as the addition of a surface tool to allow more freedom to paint the areas around buildings. We are also making progress with the technical difficulties that are blocking the release of the asset editor; we cannot confirm if it will be ready for the first patch after summer, so no promises just yet, but we are doing everything we can to make it so.
Consoles
We had a Beta build delivery at the end of April which has undergone extensive performance and stability tests. These results showed that we are not hitting the stability and performance targets that we want to reach. Fixing these crashes and improving the FPS is the highest priority when it comes to the console builds. The development team is working diligently and has already fixed some of the issues from these tests, and we still hope we can keep the timeline for an October release. But, to set expectations, the window for an October release is shrinking and it might have to be delayed further.
Player Feedback
We have two groups testing our patches and providing valuable feedback before public release: a long-standing group of dedicated modders and a newer group of community representatives and prominent modders who joined through the application process last year. We recently held a more intimate meeting with representatives from the community, who shared their insights and conveyed those of their follower base, on what they wish to see in the game. Once the economy patch is out, we will also launch a survey to gather feedback from you, the broader community. This will ensure that we understand your experience and continue heading in the right direction. We are also continuously reading posts you share on our official channels and we appreciate all the good and constructive feedback we have received over the past few weeks.
Thank you for being a part of our community and for your continued passion for Cities: Skylines II. Stay tuned for further updates on the economy patch and the timeline for upcoming patches and new content.
Dear commanders, the new server S64 will be launched on May 24, 2024.
New Server Opening Time May 24, 2024(Friday) at 18:00 PM(UTC/GMT+8)
New Server Event Blessing of Valkyrie Commanders can use Star Dollar to purchase the God of War serial package, which contains S Equipment-Master Sets, special fashion Dragonborn and White Secretary, rare S angel related to the unique scythe (AOE) - Valkyrie Gene*200. TIPS: When purchase the God of War serial package, you need to purchase the previous level to unlock the next level.
New Server S Hero Recruit Rate UP Rate Up Hero: Valkyrie Valkyrie, one of the Three Goddesses of War, is known as the most powerful Angel Hunter of the Star Alliance. Attack all enemies with a chance to carry out an additional round. When she appears on the battlefield, it often means that this battle is going to be a massacre. So it’s best not to provoke her! Commanders, if there is a Goddess of War to fight for us, our adventure will be easy and fun!
New Server Time-limited Recruit Mission Commanders in new server come and get massive rewards by completing specified number of Adv. Recruit!
Last week we released 3.12.2 to the public, and since then we’ve been working on further post release support. Today we’ll be going into some of the things we’re planning for a 3.12.3 release. Currently we’re looking at next Thursday as the tentative release date, but we’ll keep you posted.
Selected Changes and Improvements from the Changelog
Following the deluge of feedback from the release of The Machine Age, 3.12.3 will include the following changes:
Selecting the “physical” path for Synthetic Ascension will unlock the advanced machine traits from the Modularity path for Machines.
Selecting the “virtual” path for Synthetic Ascension will unlock the Virtual Economic Policy from the Virtuality path for Machines. (Though the policy has been rebalanced.)
The unique planetary features added from the Transformation situation are now kept when turning a planet into an ecumenopolis or restoring a shattered ringworld.
Synthetic authorities have been rebalanced.
The Commodities Consolidation situation will now show if you are on track to produce enough consumer goods or if you do not have enough storage space to the quota.
The Virtuality, Modularity and Nanotech tradition trees now have agendas.
Cybernetic Creed:
Embracing a Cybernetic Creed no longer forces a template onto your species.
Embracing a Cybernetic Creed now gives +10% Faction Approval when they become your sole Spiritualist faction (This does not apply if you unite the Creeds).
Embracing a Cybernetic Creed now awards a unique country modifier for that Creed.
Non-Spiritualist pops in a Cybernetic Creed empire now only have the Cybernetic Creed traits removed instead of all Cyborg traits.
Synthetic Fertility:
Your choice in the Virtual Salvation event now influences the Synthetic Society Shift in the Digital Refactoring event chain.
Finishing the situation now grants access to the Subsidized Identity Backups and Optimized Identity Creation edicts.
Completing the Synthetic Fertility event chain will now grant additional robot modification trait points and picks and award a unique free trait for your synthetically ascended population.
Refugees won't willingly resettle to the Synaptic Lathe anymore.
Dark Matter Engines have been reduced from +60% Resource Production to +40%
Virtuality Adoptions grants a -15% metallurgist and artisan production
Solar System Tooltips
As a small QOL UX improvement, if you can construct Arc Furnaces or Habitats, the tooltips for solar systems will now include a summary of the system potential for both megastructures.
Kill-a-Structure
Long have the conquered Hyper Relays of your fallen enemies been the bane of your economy, however in 3.12.3, this will be changing with the addition of the ability to dismantle select kilostructures.
Kilostructures that will be allowed to be dismantled (for a moderate energy and time investment) will be limited to:
Gateways
Hyper Relays
Dyson Swarms
Arc Furnaces
As always, modders will have the ability to extend this to their megastructures (and make us weep in horror).
The pesky UNE will soon have their railway network dismantled!
Even better if you have a Scavenger civic, dismantling buildings, districts and kilostructures will give you a slight refund on any physical resources used to construct them.
Election Tweaks
We’ve added the ability for Civics (and other sources of country modifiers) to easily modify the length and variance of election terms along with the government screen now showing the length of election terms in your empire. Two civics have made use of these changes
Worker Cooperative now has a -50% to Election Term Length making it have the same as a regular Democracy.
Meanwhile, Shadow Council now grants +5 to Election Term Variance, as the powers-that-be in the shadows ensure elections never occur on a regular basis.
What’s Next
If all goes according to plan, next week’s dev diary will be the 3.12.3 release notes. I expect that we'll have one more release after that before we head off for the summer, so keep on submitting bug reports and suggestions, they’re very helpful for allocating post-release support resources.