May 23, 2024
Counter-Strike 2 - Piggles ULTRAPRO
Today's update includes some love for the CT economy, with price cuts to the M4A4 and Incendiary grenade, and a bit less cash going to the T's when the bomb gets defused.



In addition to the price cut, the incendiary grenade has gotten a bit of a makeover with a new visual treatment for its explosion and flames, and reduced spread and duration.

And in other gameplay news, Vertigo's A-site has gotten some significant changes--it's now the site featured in Wingman matches, so check it out.



Calling all Kilowatt Collection fans! Now, when you open a Kilowatt case with a key, you'll be given the option to rent the whole collection for a week (excluding the rare special item) instead of keeping a single item. You can play with the weapons as much as you like during that week, but they can't be modified by stickers or nametags.

Lots of other changes in today's update, including some quality of life improvements for demo playback, slightly smarter chickens, and a bit of spring cleaning--good news for fans of 'various bug fixes.'

Jump into a match and see what's new!
Taora : Beginning - Tulpar Games
The day has come. After a long development process, we are ready to release our very first game in Early Access release of. Taora: Survival is a project we have been dedicated to for nearly 2 years, shaped by the feedback you provided. We are grateful for the contributions of our players that have brought us to this point.

We extend our gratitude to the community that has stood by us throughout this journey. Your feedback, suggestions, and support have made our game much better already. We look forward for more help from you during the Early Access stage as well so we can develope amazing game all together.

We will soon share the roadmap with you. Remember to follow our Steam and Discord pages during this process. You can always reach out to us for any questions, suggestions, or feedback.

Thank you once again to everyone who has been with us on this journey.

Tulpar Games Dev Team

https://store.steampowered.com/app/2165470/Taora__Survival/
May 23, 2024
Avium - The Vanguard
  • Minor improvements to Lower Avium Sequence.
    1. Components no longer despawn after time limit is reached
  • Minor improvements to Official Ending sequence.
    1. Improved lighting
Rise and Fall: Bronze Age - Ludwig LoreKhan
The Thinite update is almost finished, only bugfixing to do. But in the meantime you can have access to its beta in the Beta area of the Settings via Steam !

Here a list of some of the new things in this beta for the moment:

-the 2950BC start date with the events around the 1st civil war which historically ended the 1st Dynasty(even if we don't really know exactly what happened apart from a division in the royal family)
-the 2800BC start date with the events around the 2st civil war(even if it was more likelly a division in two kingdoms for administrative reasons and that one king take a Name of Set and not a Name of Horus)
Those events will also happen if you begin with the 3100BC start date or depending of your choices in the previous start dates.
-a 6th technique for each domain
-an administrative inefficiency growing with your number of scribes
-dozens of events around Egypt and its unification and first centuries of existence
-changed how you levy your troops
-changed many user interface to look better(icons for buildings, full rework of the main menus before you launch the game) and be more readable
-many tweaks here and there
-many bug fixing with the main one being a bug around the save system
Bit Heroes Quest - Adrian
Patch Notes:
  • New PvP, Fishing and Gauntlet events have begun!!
  • The Inferno expedition is here until May 30th!
  • After the Inferno Expedition event ends, get ready for a Double GvG event until June 6th
  • After the Gauntlet event ends, get ready for a new Trials event until June 6th
May 23, 2024
Skye: The Misty Isle - info



Svartalfheim

"Svartalfheim's subterranean landscapes are adorned with intricate craftsmanship, showcasing the expertise of its dwarf and craftsmen inhabitants. This phase aligns with early development work, akin to craftsmen constructing the foundational elements of the project with precision and attention to detail."

Following the initial iteration and fixing stage of our closed Pre-Alpha, April 2023 marks the next phase of development. With the foundations laid and hundreds of bugs fixed, we implemented further enhancements and refinements, shifting our focus to improving mechanics, polishing environments and optimising performance

Whilst we are unable to post the details of every change, largely due to the limitations of character count, we wanted to share just a little preview of the work we have done behind the scenes.



0.2.0
May 2023

Overhauled audio, added new biome and horse mechanics, and introduced multiplayer backend support for future implementation.

Expand to read more!

[expand type=details]
Audio
  • Completely overhauled audio system.
  • Introduced procedural audio for biome detection, tree density, and day/night switching.
  • Reintegrated ocean audio spline code.
  • Implemented performance optimisations to splines.
  • Added new footstep sounds.
  • Adjusted footstep volume for enemy and animal detection, dependent on speed and surface.
  • Added player sound when in foliage.
Effects
  • Added idle, walk, and sprint camera shake effects.
  • Implemented new UE5 Niagara system for footstep effects.
  • Added new effects for snow and mud.
  • Added motion blur to smooth frame rate.
  • Added procedurally spawned effects.
Level and Environment
  • Added new landscape biome, rocky shore.
  • Added out-of-bounds teleportation back into the game world.
  • Added new mud texture and grass layer utilizing photogrammetry textures.
  • Added new broadleaf forest texture and grass layer utilizing photogrammetry textures.
  • Added a new broadleaf leaf material function controlling colour variations and light scattering.
  • Updated pine tree view distance increased from 1km to 3km.
  • Updated broadleaf tree view distance increased from 1km to 4km.
  • Updated collectable stones to spawn only on forest biome layers.
  • Reduced tree spawning slightly in the Nordic pine forest biome.
  • Updated interact collision on broadleaf bushes, giving berries.
  • Increased berry drops when harvesting bushes in Norway and Skye.
  • Skye: Reworked landscape using improved LiDAR data, resulting in 2x terrain accuracy.
  • Skye: Increased view distance by 3x.
  • Skye: Added new WP, resulting in 4x data optimisation.
  • Norway: Added new WP, resulting in 4x data optimisation.
  • Norway: Increased size and access by removing edge blockers.
  • Norway: Updated in-game map to represent new open bounds.
  • Norway: Increased view distance by 3x.
  • Norway: Increased the number of landscape LODs for optimisation.
  • Norway: Reduced landscape draw distance outside of the visible range for optimisation.
Items and Storage
  • Added wood, stone, and metal repair kits to primitive workbench.
  • Repairable tools and weapons now require a repair kit based on core resources.
  • Added loot container respawn toggle and duration.
  • Locked chests now consume keys on opening, allowing for chest-specific keys.
  • Added berry bushes as an alternative food source in the Skye broadleaf biome.
Mechanics
  • Single-player crafting instant and skips in-game time.
  • Multiplayer crafting continues to use the old arbitrary timer system.
  • Added new horse code base and animations.
  • Implemented horse jump, attack, and rear actions.
  • Enabled smooth speed increase and animation blending when holding the 'shift' key.
  • Added the ability to call the horse within a set radius.
  • Added horse auto-navigation to the closest map waypoint using '#'.
  • Made horse mechanics multiplayer-ready.
  • Added a whistle to call the horse.
  • Enabled the use of weapons and menus while riding.
  • Implemented horse data-driven footsteps for fast surface types and effects.
  • Updated the behaviour when dying on a horse, correctly detaching the player.
  • Derived playable classes from a new parent class with riding logic.
  • Improved horse IK and implemented slope head tracking.
Multiplayer
  • Reinstated main menu code for multiplayer (backend) session loading and saving.
  • Integrated advanced Steam sessions.
  • Added Steam subsystems and net drivers.
  • Added Aurora Game Studios dedicated server support code.
  • Added client-side navigation support in anticipation of multiplayer.
Player
  • Implemented vertex texturing for dirt when walking on mud.
  • Added hunger and thirst mechanics that damage health when drained.
  • Added player footstep particle effects function.
  • Stamina regeneration stops so players remain tired during recovery from 0% to 25%.
  • Improved foot inverse kinematics (IK) using new dedicated trace channels.
  • Updated the player's sliding behaviour to end in a crouched position.
  • Consolidated all player code into a combined base player class.
  • Moved character inputs from the player to the controller.
  • Reduced hunger, thirst, and stamina penalties on skip time.
User Interface
  • Added backstory text before Dream Sequence instead of Norway.
  • Added HUD active quest toggle icon that only shows if active quests are available.
  • Reintroduced damage screen effects.
  • Added a new HUD icon for oxygen.
  • Foliage now shows an interact prompt.
  • Camera depth of field changes when aiming a bow.
  • Warning message appears when attempting to fast-travel while mounted.
  • Available quest icon appears above character states.
  • Status effects now display in the top left and adjusted based on active quest visibility.
  • Updated the "Exit to quit to desktop" option for improved usability.
  • Quick select bar is now bound to the inventory screen instead of permanently visible.
  • Faction, religion, season, rest, and temperature state information in the character sheet.
  • Status icons on the HUD have been updated.
  • Input key tips now show temporarily and have been moved to the centre bottom of HUD.
  • Interact info and prompts moved to the info box on the bottom right of the screen.
  • The compass bar moved to the top of the screen.
  • Minimap moved to the top right of the screen.
  • Status effects now use coloured icons instead of a box.
  • NDA overlay code removed.
  • Non-functional DLSS and FSR code removed from the graphics menu.
  • Loading screens for fast travel extended due to visible pop-in after moving the player.
  • Main menu UI now uses central anchoring instead of edge anchoring for better scaling.
Other
  • Added 2 new quests to Skye for testing.
  • Implemented a new UE5 data layer system to improve performance on Skye.
  • NPCs now use the same foot IK system as the player.
  • Updated FXAA anti-aliasing to TAA.
  • Rivers spawn dedicated collision volumes, fixing post-process issues.
  • Updated game engine .ini with new console, system, and render settings.
  • Adjusted player gravity when fast travelling.
  • Tearing set to 0 to alleviate "alt-tab" issues with UE.
[/expand]



0.2.1
May 2023

Added new islands and enemy spawn system, along with bug fixes and improvements.

Expand to read more!

[expand type=details]
Level and Environment
  • Skye: Added the Small Isles - Rùm, Eigg, Muck, and Canna - to the Skye map.
  • Skye: Included 6 new map locations corresponding to areas on the new islands.
  • Skye: Updated the Skye mainland landscape to fit into map bounds more realistically.
Other
  • Implemented a new spawn system for enemy AI.
  • Added internal code to control the use of the time skip mechanic for certain crafting stations.
Bug Fixes
  • Resolved issue where photo mode was not functioning while riding.
  • Fixed enemies spawning near the woodsman hut in Norway.
  • Addressed a fatal error occurring near the burned farmstead.
  • Rectified environmental issues such as sea flora found on land.
  • Updated ring fort surrounding terrain.
  • Removed duplicate building layers around Portree.
  • Fixed overabundance of fallen trees blocking roads in Norway.
  • Reworked procedural scatter layers in Norway.
  • Fixed the river at Lealt Falls not displaying properly.
  • Corrected fast travel issues spawning players underwater at Talisker and Bla Bheinn.
  • Addressed floating torches on the Norway map.
  • Fixed campfire cooking turning meat into burned meat instantly.
  • Corrected incorrect runtime grids on the Norway landscape.
  • Fixed third-person equip toggle animations only affecting the upper body.
[/expand]



0.2.2
Jun 2023

Implemented climate-based weather controls, volumetric fog, and new gameplay mechanics, while migrating to Unreal Engine 5.2 and adding multiplayer features.

Expand to read more!

[expand type=details]
Atmospherics
  • Added climate-based controls for random weather per season.
  • Introduced volumetric ground fog with 3D noise.
  • Added water effects on the player camera when submerged.
  • Revised seasonal temperature settings.
  • Updated directional wind controller for better atmospheric effects.
  • Enhanced water-related one-shot audio sounds for immersion.
  • Campfires emit smoke for 1 min after extinguishing to reveal player's location to enemies.
  • Added new interact and fire effects with corresponding sound effects.
  • Implemented runtime virtual texturing to blend objects with the landscape.
Engine
Migrated to UE-5.2.
  • Set DX12 as the default RHI.
  • Integrated Nvidia DLSS 3.0, NIS, Reflex, and Intel XeSS.
  • Cleaned up project files post-migration from 5.0 to 5.2.
Level and Environment
  • Added new point of interest: shipwreck.
  • Introduced procedural wood and stone fences, hedges, roads, and graveyards.
  • Made overall performance improvements.
  • Added procedural foam effects.
  • Implemented a new sound system, including sound occlusion.
  • Updated ocean visuals and underwater effects.
  • Revamped ocean audio.
  • Norway: Introduced the new 256km² map of Mørsvikbotn.
  • Norway: Added 38 real-world locations.
  • Norway: Reworked Ravndal and introduced new quests.
  • Norway: Increased mushroom and fern scales and reduced rock scatter.
  • Skye: Enhanced shipwreck near starting location with new models and collectables.
  • Skye: Updated the burned farmstead with new visual effects.
  • Skye: Added a new grass layer, heather fields, a new POI, and 15 ancient ruins.
  • Skye: Implemented procedural farm fields.
Mechanics
  • Added craftable fire starters using twigs and leaves with player animations.
  • Berry bushes now spawn pickable berries.
  • Displayed item names in-world when discovered.
  • Implemented physics-based tree trunk cutting and resource collection from logs.
  • Added minable cave resources and 16 new cave locations.
  • Introduced procedural cave states and ores.
  • Added new stone quarry locations and moved stone mining to foliage-based.
  • Enhanced longboat assets and boat buoyancy/camera systems.
  • Introduced variable body temperature mechanics.
  • Fires affect air and body temperature.
  • Began reworking the skills system with experience gained from actions.
  • Overhauled locomotion system and added full-body IK.
  • Implemented mantling system for vaulting/climbing.
  • Added player control toggles for camera rotation.
  • Improved tutorial system with pop-up explanations and a new encyclopedia.
Multiplayer
  • Added player stats system, accessible with 'F10'.
  • Enabled multiplayer replicated stats and anti-cheat measures.
  • Added new achievement screen and integrated Steam achievements.
  • Implemented a new chat system with full multiplayer support.
User Interface
  • Added temporary icons to mallet and building menus.
  • Colour-coded building menu items based on inventory availability.
  • Reworked map code for multiple maps and fast travel.
  • Added new journal and encyclopedia screen, accessible with 'I'.
  • Saved player remapped key bindings on exit.
  • Interactable items now use an outline system with runtime markers.
  • Time of day is now saved with player data.
  • Updated default sailing and player control schemes.
[/expand]



0.2.3
Jul 2023

Added cooking skill progression, new skills system, and fixed various bugs and user interface issues.

Expand to read more!

[expand type=details]
Mechanics
  • Campfires have crafting lists of known foods, replacing the auto-craft system.
  • Cooking food now increases the cooking skill.
  • Players can now interact with chicken coops to harvest raw eggs.
Other
  • Skills moved to a data-driven system for easier addition of new skills.
  • Reduced experience gained from hitting inanimate objects with weapons from 5 to 0.01.
  • Added a visual cue to the dream sequence to help players navigate through dust.
Bug Fixes
  • Clarified tutorial close button text.
  • Fixed inaccessible terrain around Ravndal.
  • Boat now simulates physics from a greater distance.
  • Fixed floating roadside torches in Norway.
  • Addressed the issue of the Seer's house floating due to incorrect landscape detail.
  • Resolved phantom collisions around the fishing area of Ravndal.
  • Chickens are no longer impassable.
  • Hidden body temperature UI during photo mode to reduce UI clutter.
  • Skill update UI hidden during the dream sequence for improved immersion.
  • Disabled all chat function keys during the dream sequence.
  • Dream sequence no longer allows wait time, inventory, and other elements to function.
  • Level bar now initialises correctly instead of showing 0/0.
  • Corrected display issue with the Raider Unique starting weapon.
  • Player and horse data are now saved separately, fixing some respawn issues.
  • Pressing "ESC" in the player inventory UI now closes the menu.
  • Pause menu no longer loses "mouse focus," allowing closure with a key press.
  • Player now auto-jumps over low objects like fallen trees.
  • Skills and levels now persist between play sessions.
  • Fixed grass visibility under the floor of the longhouse in Ravndal.
  • Foot IK is now correctly disabled when sliding.
  • Fixed animal spawning on top of building objects in Kyleakin.
[/expand]



0.2.4
Jul 2023

Updated engine with Nvidia Reflex and DLSS 3.0, introduced new gameplay mechanics like archery and fishing, and reworked user interface for better player interaction.

Expand to read more!

[expand type=details]
Engine
  • Nvidia Reflex automatically enabled with DLSS-Frame Generation.
  • Project default switched to DX11, DX12 now optional in settings.
Mechanics
  • Farming resources moved to data tables for easier addition of new plants.
  • New backend and coding for upcoming equipment system.
  • Added Archery Range POI.
  • Introduced Arrow Racks and Bow Racks as container types.
  • New Archery Targets provide higher-ranged experience.
  • Tool hitting resources yields sub-items.
  • New resource: Tree Bark for future crafting.
  • Hitting Trees adds leaves, sticks, and bark without felling the tree.
  • Hitting Mines adds flint without fully depleting the node.
  • Resource nodes give different resources based on the tool used.
  • Groundwork laid for player-built collection structures.
User Interface
  • Preparation for inspect and interact functionality.
  • Added secondary interaction to world objects.
  • Crafting button disabled if missing items for Blueprint.
  • Archery Ranges and Stables now have map markers.
Bug Fixes
  • Mantle system issues causing control rotation fixed.
  • Engine initialisation and DX12 crash resolved.
  • Rare respawn issue with NPC possession fixed.
  • Resolved player ID issue on respawning.
  • Mantle system uses a dedicated trace channel.
  • Fixed background and tutorial slide warnings.
  • Addressed landscape deformations.
[/expand]



0.2.5
Aug 2023

Reverted to DX12 and SM6 as default RHI, fixed bugs, and made minor adjustments.

Expand to read more!

[expand type=details]
Technical Overhaul
  • Reverted to DX12/SM6 as default RHI due to huge performance issues from disabling SM6.
[/expand]



0.2.6
Nov 2023

Upgraded to Unreal Engine 5.3, introduced new points of interest and mechanics like fast travel, and reworked the user interface for improved navigation.

Expand to read more!

[expand type=details]
Engine
  • Upgraded to Unreal Engine 5.3.
  • Added timeline support to components.
  • Implemented pre-load shader compilation for reduced hitching.
Level and Environment
  • Added POIs: Guarded and Locked Chests, Bandit and Trader Camps, Wooden and Stone Circles.
  • Environmental tweaks and placement changes.
  • Broadleaf forests change colour based on season.
  • Objects remove grass upon placement.
  • Bandit camps updated with loot chests, set dressing, and torches.
  • Introduced bandit camp difficulties: Easy, Medium, and Hard.
  • Trader camps now feature trading stalls.
  • Unified world nav mesh for AI.
  • Norway: Increased verticality by 20% for more dramatic landscape.
  • Norway: Overhauled architecture and expanded settlements.
  • Norway: Adjusted biome density.
  • Norway: All large rocks climbable/mantled again.
  • Norway: Reworked world partition grids.
  • Norway: Expanded settlements and POIs with real-world locations.
  • Norway: Updated Wilbur the Pig.
  • Skye: Increased mushroom spawning.
Mechanics
  • Beds no longer spawn points, function for skipping time.
  • Campfires can be set as spawn points.
  • Campfires create a safe zone within 15 meters.
  • Benches allow waiting.
  • Fast travel speed increased 3x, with catch break for failed travel.
  • Fast travel advances in-game time.
  • Added enemy types in Norway bandit camps.
  • Horse auto-jumps over medium objects.
  • Laden player can only walk.
  • Reworked object outlining.
  • Respawn system reworked for multiple spawn points.
  • First-person default view mode.
  • Player state component handles various states.
  • Fog of war active for all maps.
  • Meditate/wait ability added to cairns.
  • Wooden and Stone modular parts use Chaos Physics when destroyed.
  • Primitive Planning Area renamed to Builders Bench.
  • Doors and windows added to Builders Bench.
  • Destroying buildings returns resources.
User Interface
  • New "Click to start" screen.
  • Updated intermediate UI look.
  • Patch notes moved under "Extras".
  • Version number added to the main menu.
  • Removed "Knowledge Tab".
  • Inventory tooltips color-coded.
  • Bow aiming shows distance to target.
  • Laden state displayed as HUD warning.
  • Pause Menu added Photomode and Photo Gallery access.
  • Dream Sequence: Backstory text removed.
  • Death Menu: Added ability to load a save game.
  • Dynamic loading screens.
  • Removed intrusive introduction pop-ups.
  • Updated Main Menu landscape textures and added new theme music.
  • Reworked data-driven UI codebase.
  • Floating interaction text replacing on-screen UI text.
  • Unified layout for player inventory.
  • Added new console commands.
  • Console returns an error in multiplayer.
  • "Take All" on container closes UI.
  • Empty containers displayed on interact UI.
  • Time, date, season, weather, and body temperature added to inventory screens.
[/expand]



0.2.7
Jan 2024

Optimised NPC behaviour and audio controls, updated levels and environments with new quests, and introduced new mechanics for fishing and farming.

Expand to read more!

[expand type=details]
AI and NPCs
  • Optimised NPC code, removing redundant links to player code.
  • NPCs now utilise Metahuman code, including ARKit and LiveLink.
  • Added facial animation, multiple features, and hair variations for NPCs.
  • All traders now use the new Metahuman setup.
  • Introduced alternate Fem NPC models.
  • Added unique NPC, Ravndal Guard, providing location information in Norway.
  • NPCs can now attack the player with directional hit animations.
  • Added delay between NPC spawning to reduce hitching.
Audio
  • Added audio controller with area, biome and combat detection.
  • Added music pauses/delays and switches day/night ambient audio.
  • Incorporated town/settlement-specific day/night ambient audio.
  • Added height-based ambience and music.
Engine
  • Entirely reworked dialogue system for player interaction with NPCs and traders.
  • Added setting to disable head bobbing and camera shake when moving.
  • Implemented dedicated game mode setup for shader compilation.
  • Optimised PCG towns for improved performance.
  • Updated ocean and lake technologies.
Level and Environment
  • Implemented new quest-based POI, prisoner camp.
  • Introduced random encounter locations featuring bandit attacks or stranded merchants.
  • Tested new static volumetric world cloud design.
  • Added volumetric fog actors around certain locations.
  • Updated grass visuals.
  • Updated effects and visuals in dream sequences.
  • Redesigned world and effects updates.
  • Introduced new quest-based POI, Prisoner Location.
  • Added new Charcoal Burner Camp POI.
  • Modified mechanics for Locked Chests.
  • Norway: Introduced new player starting home location at Hill Top.
  • Norway: Expanded shores to include proper rocky shores.
  • Norway: Updated biomes to include Swampy, Alpine, Snowy Alpine, and Arctic types.
  • Norway: Added biome, Swampy Pines, to south of map.
  • Norway: Foliage is now present across the entire map.
  • Norway: Optimised landscape vertex and world partition loading times.
  • Norway: Level texture optimisation performed.
  • Norway: Introduced Forest Ground Layer biome.
  • Norway: Added stone and wooden circles.
  • Norway: Added 26 noticeboards, 10 abandoned carts, and 11 pagan altars.
  • Norway: Added additional cave locations.
  • Skye: Expanded POIs and natural landmark locations.
  • Skye: Reduced large rock scatter to allow more collectables.
  • Skye: Optimised landscape vertex and world partition loading times.
  • Skye: Tested extreme view distances.
  • Skye: Updated biomes for consistent scatter and collectables.
  • Skye: Updated grassland layers for heather and new rocky ground layers.
  • Skye: Updated road networks.
Mechanics
  • Fixed and updated trade lists for all traders.
  • Implemented a new trade pricing system.
  • Introduced new trader classes: Miner, Hunter, and Charcoal Burner.
  • Removed Healer, Food Seller, and General Trader classes.
  • Introduced basic fishing mechanics.
  • Added fishing rods and bait.
  • Included 31 new fishing spots in Norway.
  • Added 4 types of fish.
  • Introduced Fishing Rod and Basket of Worms items.
  • Added map marker for fishing spots.
  • Players can dig up worms for fishing bait.
  • Added basic trapping mechanics.
  • Players can craft rabbit traps.
  • Chance to catch a rabbit after leaving the area.
  • Introduced digging mechanics.
  • Players can craft a shovel.
  • Digging yields various items based on surface type.
  • Included farming mechanics.
  • Players can craft a farming workbench.
  • Crop seeds and farming items available for purchase.
  • Various farming-related items can be crafted.
  • Woodcutting and Mining now have camera feedback effects.
  • Overhauled swimming and sailing mechanics.
  • Introduced new Craftable Equipment: Backpack.
  • Inventory size can be increased by crafting different backpacks.
  • Adjusted character crafting locations.
  • Added new crafting stations.
  • Updated placeable crafting items.
  • Added new craftables at Millstone Workbench and Press Barrel.
  • Campfires automatically cook meat, fish, or eggs.
  • Added Flint as a new resource.
  • Collecting Roots now provides Grubs and Worms.
  • Nettles reintroduced as a resource.
  • Ferns and Berry Bushes can now be collected.
  • Added new usable torch visuals.
  • Introduced Advanced Torch item.
  • Added new crafting components: String, Resin.
User Interface
  • Reworked Mapping system with new features.
  • Added Dynamic Markers for player Death Location.
  • Introduced a new interaction system.
  • Integrated Facet "Enemies Near."
  • Updated HUD elements and menu layout.
Other
  • Added new Console Commands.
  • Introduced "facets" affecting the player's state.
  • Eye of Odin now highlights mineable resources.
  • Player sitting added as an option to pass the time.
  • Added first "book" test item.
  • Updated Day/Night Cycle, Hunger and Thirst mechanics.
  • Adjusted various gameplay elements for balancing.
  • Reintroduced Camera Dirt mask.
  • Player now holds food items when eating.
  • Wooden Circles dedicated to specific gods.
  • Introduced new animated Crossbow meshes.
  • Updated various player states and mechanics.
  • Introduced new Book items and UI.
  • Third Person view set as default.
  • Updated map location colour and text size.
  • Various improvements and bug fixes.
[/expand]



0.2.8
May 2024

Further optimised NPC behaviour, introduced player model customisation, updated audio and environment effects, and reworked user interface for better readability and navigation.

Expand to read more!

[expand type=details]
AI and NPCs
  • Player model now utilises Metahumans.
  • Basic customisation options added for player model at the start of a new game.
  • All NPCs exclusively use Metahumans.
  • Dialogue interaction is temporarily disabled for non-essential NPCs.
  • Further performance optimization of NPC code.
  • All human enemies now exclusively use Metahumans.
  • Entirely reworked AI system.
Audio
  • Main menu music now loops seamlessly.
  • Ambient wind sounds are no longer excessively loud by default.
Engine
  • Updated support for DLSS 3.7.
  • Environments and Levels
  • Proper biome added to the ocean.
  • Increased ocean depth.
  • Reworked landscape texturing of Skye, Norway, Main Menu, and Dream Sequence.
  • Reworked landscape detailing for improved balance between detail and performance.
  • Removed VO from Dream Sequence.
  • Simplified exposition level in anticipation of new opening Tutorial.
  • Increased density of points of interest.
  • Complete rework of POIs in Norway and Skye.
  • Added Scout Camp POI.
  • Bandit camps now feature usable crafting stations and campfires.
Mechanics
  • The first item of equipable clothing is now available in-game.
  • Building collision updated to allow construction on slopes and large overhanging structures.
  • Foundations now extend down to the ground when built, addressing issues with floating buildings.
  • New player footstep system with advanced and realistic sounds.
User Interface
  • Compass bar size increased, alignment changed, and cardinal degrees removed.
  • Updated hotbar position and scaling.
  • Player HUD stats split, with Health and Stamina at the top and other stats at the bottom.
  • Facets integrated into the top stats bar.
  • Reworked player crafting screen.
  • Encumbered / Laden added to Facets and removed from main HUD.
  • Updated player inventory UI page layouts and names.
  • Enemy name and health are displayed above characters instead of HUD.
  • Entirely reworked Main Menu UI and settings menu.
  • Continue Game button moved to the first page of main menu.
  • Time from Start Screen to Main Menu halved.
  • Added Driver outdated warning to the main menu.
  • Removed Extras Menu.
  • Main Menu now supports keyboard, mouse, and gamepad.
  • Multiple new options added to the graphic settings.
  • Entirely reworked Pause Menu UI code.
  • Pause Menu now supports keyboard, mouse, and gamepad.
  • Removed Extras Menu.
  • Opening the Pause Menu no longer loses game focus.
  • Active Quest HUD moved to the right-hand side of the screen.
  • Updated Death Menu UI.
  • Updated Loading Screen to include artwork.
Other
  • Dodge Roll moved to "Alt".
  • Improved Enhanced Input Mapping options for players.
  • All item, crafting, and building icons replaced with real-world icons.
  • Photomode and Photomode Gallery fully support Gamepad Navigation.
  • Player Graphic settings / Audio / Game and Input Mappings now all save correctly.
  • Barrels, containers, and workbenches now use the new interact method.
  • Updated: Enemies Near and Combat Audio distance doubled.
  • Combat Music no longer fades out immediately after combat ends.
  • Various adjustments to improve gameplay balance.
[/expand]



0.2.9
Jun 2024

In Progress!



Stay tuned for more updates and patch notes soon!


Skål,

The Aurora Team 🌙



Website Discord {LINK REMOVED}
GROUND BRANCH - Scopey
Edited May 24th @ 5:42pm UTC to correct the omission of the new Lean Roll (POV) feature — now listed under the Gameplay and animations section.

Happy Thursday, everyone!

Patch V1034.3 is now available. While it downloads and installs, please take a moment to read the patch notes below — that should help you figure out what changed, what to be on the lookout for and what to report.

📢 IMPORTANT NOTICE to server owners re: rubber-banding

We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.

👉 As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.

General notice
In preparation for the official release of modding via Steam Workshop and the GROUND BRANCH SDK in the near future, we undertook a major reorganization of game assets and code. This has taken a lot of time and work, and though we have put most of it back together, there are still a few unresolved bugs out there — most noticeably visual issues (e.g. ghosting) relating to rendering and overlays.

We also had a lot of important fixes (and a lot of AI changes) that we couldn't wait any longer to tackle. Of course, any big change to the code base always has knock-on effects, so please bear with us while we hunt down and squish any remaining issues relating to the code rework.


Patch notes

AI
As promised, we have spent a lot of time in V1034.3 giving the AI behavior a new iteration. Most of this is Chris bug-fixing and evolving AI behavior to be more plausible and consistent with player expectation, as well as more noticeable variations between difficulty levels.

However, we have also spent some time going over the existing maps to AI-proof staircases and other trouble areas, and otherwise to improve the interface between AI and level geometry. Some AI audio issues have been fixed, but some remain. In more detail, AI has had the following changes:

  • AI difficulty settings have been updated

    • Adjusted Untrained and Trained to compensate for better hearing
    • Untrained AI are generally easier to fight
    • Changed aiming bone for Untrained AI so they are less likely to headshot the player
    • Adjusted difficulty settings and reaction time for Veteran AI
    • Veteran AI are now more reactive to footsteps than other difficulties and are more likely to engage faster
  • Updated doors to allow for Kythera navlink override position, which removes the need for some of the old door bits and bobs
  • Adjusted auto-firing timings (duration and firing pause) for full auto when the AI is very close, to accommodate recent balancing changes
  • Updated behavior for Guard AI when investigating noises: they will now walk a short distance (guard radius), multiple times, then return to their current guard point
  • Distance and target point varies based on noise loudness and distance

    • Loud noise up to 10 m away: will walk directly to the noise
    • Up to 25 m away: will walk a short distance towards target
    • Above 25 m: will just look in the direction (distances are subject to change upon further testing)
  • Prevented AI from crouching when engaging up close (minimum distance of 25 m is required)
  • AI logic has been updated in relation to aiming and tracking targets; AI will no longer fire into the direction where footsteps are coming from
  • Adjusted how the AI reacts to losing sight of targets; this is now different for Veteran AI than for others
  • Added new variable AddedMissDeviation to AI settings which prevents Untrained and Trained AI reaching 100% shot accuracy even after a long period of time
  • Exposed skill level to behavior tree to enable different behavior patterns based on skill level
  • Added more switches between High and Low Ready weapon positions, especially when following GoTo command, to reduce issues with getting stuck on edges
  • Adjusted how AI approaches near targets (e.g. gunshots close by):
  • Will approach more deliberately
  • Veteran AI will approach faster (more likely to sprint) than other difficulties
  • Adjusted searching for previously known targets:
  • Patrol AI are now more likely to approach faster
  • Guard AI will still hold back and not engage very far
  • Added MissTarget threshold (for first shot to miss) to AI settings, adjusted settings for different AI difficulties
  • Reduced angle which AI scans when they hear a gunshot, will now look more closely towards the source of the noise
  • Updated parameters for advance towards target (NoCoverAdvance) to always have a minimum distance of 2 m, so that the AI doesn't get too close
  • Updated fallback spatial query for NoCoverAdvance to move away from target (in case we are too close) and enforce a minimum distance; prefers greater distances now
  • Updated .bot files: removed bad magwell names; removed country patch flags, missing or otherwise; removed bad pouch attach point names
AI bug fixes
  • Fixed reaction time variable being ignored in close proximity when AI would move towards the player
  • Fixed prone and crouch not resetting on AI when it loses sight of target for a brief period of time
  • Fixed AI shooting each other, now doing a check whether another AI is in front of them before firing
  • Fixed incorrect rotation for AI after engaging an enemy at a different height level
  • Fixed an issue where aim miss deviation was calculated incorrectly for Untrained AI
  • Fixed an issue where aim values were not being applied properly based on skill level
  • Fixed AI characters being rotated in weird angles
Gameplay and animations
  • New Video setting: Lean Roll (POV)

    • Allows tweaking how much to roll the camera when leaning left/right (0 = no roll; 10 = camera fully rolls along with character animation)
    • Currently available under Settings › Video › Camera
  • New anti-cheat measures:

    • Disabled some cheaty console variables
    • Metadata for stamina and sway variables removed from config files
    • Night vision overlay is one and the same with the post-process effect now, making it harder to remove
  • Another attempt to fix the “gun shake” bug (commonly appeared after sprinting)
  • Re-enabled collision between dead bodies
UI
  • The Main Menu has received a beauty pass
  • Cleaned up and did a minor style pass on all pop-up hints
  • Created new pop-up hints:

    • No NVG equipped — for when players try to activate NVG without having any equipped on their character
    • NVG proximity blur — to alert players that the NVG’s fixed focal range make them difficult to use with most sights
    • Fallback patches — to instruct players that any custom (modded) patches equipped require a fallback stock patch selection to display to players that choose not to see modded patches
  • Cleaned up teamkill warning: added support for handling multiple teamkill victims at a time; resets names if detects a player a second time
  • Updated Customize Patches dialog:

    • Style consistency and update pass
    • Added hint for custom (modded) patch visibility
    • Added [MOD] tag and tooltip to specify custom patches
  • Created Patch Visibility setting under Settings › Gameplay: this allows players to determine the visibility of other players’ custom patches online
  • Minor visual update to radial menus (partial, WIP)
  • Various small visual and text tweaks to a lot of UI elements for better appearance and consistency
💡 When using the new Patch Visibility settings, please bear in mind that your preferences will not be updated on other players until you restart the level, leave or enter the ready room, or reconnect. There may be a few other quirks with this system that we will hopefully iron out in V1034.4.
Modding
  • Modding menu now opens on the first tab by default
  • [PREVIEW] New tab under Modding: the Quick Create menu allows simple (non-asset) mod types to be easily created and uploaded to the Steam Workshop
Fatmarrow has taken the time to record a quick tutorial for this new feature:


🛑 Although the Workshop is not yet public, mods can already be uploaded to it via the Quick Create menu, and installed via Local Mods and Server Mods (as long as the Mod ID is known).
💡 There may also be some unresolved kinks in the mod sync system, especially if you cancel a download mid-update or spam subscribe and unsubscribe requests, and so on. We are not kink-shamers, but we will nevertheless look to eradicate these issues in V1034.4. Usually the game needs to be restarted after a brief pause to make sure your modding settings are up to date regarding Steam Workshop downloads and housekeeping.
Maps
  • Updated Ready Room signage to static lightboxes
  • Re-enabled volumetric fog in Small Town, Compound, Rig and Storage Facility
  • General cleanup and addition of blockers to navmeshes for better AI navigation
  • Rebuilt navmesh on all maps
  • Fixed tree coming through wall in Run Down
  • Removed glass shards with bad material from Run Down
  • Replaced foliage in Run Down due to poor collision setup with existing meshes
  • Fixed "double pane" glass in City that was showing incorrect bullet holes when shot out
  • Fixed floating sign on generator in 747
  • Fixed some navigation and collision issues in 747 (stairs in main building and in lower level of aircraft)
Game modes
  • Fixed bad laptop under stairs in City (Intel Retrieval)
Inventory
  • Fixed NVG Head Mount not having any NVG mounted by default
Known issues
  • Attachment points are sometimes incorrectly highlighted in the Customize Operator screen (e.g. visible attachment point is gray, and attachment point on opposite side of the rail is white); only happens when accessing the customization screen via Main Meu
  • Ability to equip anything while on the ladder (players can draw their primary, secondary, and items like grenades)
  • Toggling NVG on/off while prone may require multiple attempts
  • [Spectator Mode] Headcam feed text will appear in other camera modes (fixed next update)
🐞 Hostage Rescue remains in a provisional state. Technically it is more fixed up now in terms of functionality, but there are some lingering issues with the sacks persisting on the hostage after they are released (but the hostage can see OK) and some lingering/broken UI prompts afterwards. Please bear with us, and hopefully it will be back to full fighting fitness in V1034.4.
Pathfinder: Gallowspire Survivors - steambkomstudios
In this update, we resolved an issue involving Secret #7 and Secret #9 that could cause a session to soft-lock upon leveling up when all six passives had been fully upgraded.

This issue was reported by one of our dedicated adventurers on Discord, and we prioritized fixing it to ensure as few players as possible would be affected after unlocking and using the new Secrets added in Update 1.2.

A special thanks to @eabrace for identifying this issue. We addressed it promptly once we pinpointed the root cause.

Additionally, we included two other major fixes in this update:
  1. Passive Ability Learning with Secret #7: Previously, new passive abilities were only granted after reaching 100% on the one being learned. This forced players to learn and upgrade their passive abilities one at a time before learning a new one. This issue has been fixed to allow a smoother progression.
  2. Loot Order in Chests: The loot order in chests was not behaving as intended, leading to major discrepancies, especially when using Secret #9. This has been addressed to ensure that when opening chests, the weapons, spells, or passives presented are handled in a randomized manner when the player rolls a dice to receive their reward.
Thank you for your continued support and feedback!
May 23, 2024
September 7th - EMIKA_GAMES
The weight of the game has been reduced. The project has been optimized.
May 23, 2024
Master Key - achromi.game
Hello, I received your feedback about the difficulty of Master Key.

The previous difficulty modes were hidden as color palettes, I decided to move them to a dedicated slider alongside the music and SFX sliders.



Along with this slider come two new difficulties, Very Easy and Very Hard:
  • Very Easy: double damage, armor, long invincibility frames, boosted health regeneration, full health refill on respawn, and no enemy respawn!
  • Easy: +1 damage, invincibility frames, boosted health regeneration.
  • Normal: no modifier.
  • Hard: more enemies, 1.5x damage taken.
  • Very Hard: more enemies, 2x damage taken, no health regeneration.

Select Normal if you want a difficulty close to the first Zelda games.
Select Easy for an easier yet challenging experience closer to later Zelda games.
Select Very Easy if you only want to explore and solve puzzles.
Select Hard and Very Hard if you want an unfair and frustrating experience.

Thanks for buying Master Key and have fun!
...