May 27, 2024
Nightmare Materials - Henkiller400
Greetings Players

Today with more quality of life changes
Know these are only changes for the Demo

Detailed changes:
    Added a new multi game selectionMade a diffent save for settings that is also used in the full versionMade the path to Oruk more obviousLowered the requirements for Oruks quest . . . againFixed some issues with Nvidia graphic cardsand some more . . .
Have fun with the Demo
Your Nameless Heaven team
Solasta: Crown of the Magister - Myzzrym
Hey hey people!

It's been forever and a half since our last News, hasn't it? Sorry for the radio silence, the Tactical Adventures' crew has been toiling over the past year on our next game - which we still won't announce for quite some time.

But that's not why we're here today! No? No! We're here to celebrate the 3-year anniversary of Solasta's 1.0 launch! And what better way to do that than bringing back the much-coveted Solasta Campaign Sourcebook. You heard that right, we've partnered with Modiphius Entertainment & Rookery Publications to publish a Revised Campaign Sourcebook including all the new subclasses released post-launch, totaling a number of 41 subclasses all adapted to Tabletop!

We'll talk about all that more in detail below, but before that... It's dangerous to go alone, take this.


Look at those ferocious little furballs. That's at least 1d4-2 slashing damage per claw.

Pre-order your Sourcebook here!


Don't need me to tell you more about the book itself before you start throwing money at the screen? Head over Modiphius' website to pre-order yours! But before you do so, here are a few things to keep in mind.
  • If you already own a physical copy of the Solasta Sourcebook through Kickstarter, Modiphius kindly provided us with a discount coupon that you should have received by mail, just redeem it during checkout. Careful, this offer runs out on Sunday, June 16th!
  • Pre-ordering gets you the PDF version of the Sourcebook immediately, for no additional cost.
  • Shipping is estimated to start around September, to which you have to add a few weeks of transport depending on your country.
  • Price: Approximately 35 GBP / 41 EUR / 45 USD
  • Link: http://www.modiphius.net/pages/solasta
What if I just want to buy the PDF?
  • The PDF will be sold separately at a lower price when the Sourcebook is released around September, so if you only want the digital version (or pay a little less) you will just need to wait a little more.
What does UK/ROW & NA means in the preorder buttons?
  • NA = North America
  • UK / ROW = UK & Rest of the World
  • Make sure you select the right region for you as this will lower the shipping fee!
With that out of the way, let's dive into the specifics of the book!

What is a Campaign Sourcebook?
Let's start with the basics because not everyone may know what a Campaign Sourcebook is! Solasta Revised Campaign Sourcebook is a collection of information and illustrations going over the lore of the world of Solasta, its timeline, its people as well as gameplay content such as subclasses and monsters that are specific to its setting. It even has a little art section at the end where you can see very early works from the team while we were doing research.

Here is the table of content below so you can have a better idea of what it offers.



What's new in the Revised Sourcebook?
With all the classes and subclasses released over the years after the 1.0 launch of Solasta, we decided that simply reprinting the original Sourcebook wouldn't feel very complete as it was written during Early Access and only featured the 6 original 1.0 classes: Cleric, Fighter, Paladin, Ranger, Rogue and Wizard. 

Since then, we added the other 6: Barbarian, Bard, Druid, Monk, Sorcerer and Warlock - as well as an additional subclass for each with the Lost Valley DLC. So we went back to the drawing board, worked hard to adapt all of this new content to Tabletop with the precious help of some long time community members... and thus was the Revised edition born.

From 17 to 41 subclasses, all rebalanced for Tabletop, increasing the size of the book from 180 to 196 pages! Thanks again to Stunfisk, IlliteratePig, Lathaon, M.S. and Stardust for helping us in that long and arduous task. The process of making Solasta has always involved our community, and that shall remain true for the tabletop book as well.



Making a Sourcebook - Behind the Scene
For so long, we've had many of you asking us where you could buy the Sourcebook - and every time we had to shake our heads in muted sadness, shaking our fist to the heavens and burying our silent screams inside our inability to give you an answer. Okay that may have been a little overdramatic. Fact of the matter is, Tactical Adventures a video game studio first and foremost - and a fairly small one at that. Between working on DLCs, fixing bugs, adding content for the Dungeon Maker, porting the game on Xbox and PS5, starting to build on our next title... We have very little time on our hands left. 

And so, side projects like the Sourcebook (although much beloved by the team) are not the priority, especially when they are of that size. Even if we have the source files, we're talking about negotiating with printers, working out a deadline, finding a platform to sell the book, coordinating transport of goods to the warehouses, international shipping, dealing with customs, customer support when a package doesn't arrive.. And that's not our main line of work, so we are not experts on the matter. My work time be looking at me like, "that's a lot of damage"!

However, as the communication around Solasta slowed down with the release of our last DLC Palace of Ice, plus the fact that we haven't announced our next title yet, your favorite (right? right?) Community Lead Myzzrym suddenly had some spare time to start making that wish into reality. We started adapting the subclasses, Rookery Publications joined to help with the files and modifications, and finally Modiphius came in clutch to handle all the rest - printer, shipping, organisation... All of this making it possible for the Sourcebook to finally be available again, purchasable both online and in local shops like we always dreamed of, and both in physical and digital format! 

And that would not have been possible without your support. To you, our faithful players who love Solasta no less than we do, we thank you from the bottom of our heart once again.



Drop by our Discord Server to discuss with other Solasta fans!
Article by Tactical Myzzrym
Taora : Survival - Tulpar Games
-Issue with characaters arms when equipping a weapon fixed.
-Unequipped weapons not showing on the back of the character fixed.
-Garage level 2 Crafting table ui not showing fixed.
-Zombie loots rebalanced.
-Player death loot not spawning-not saving fixed.
-When assigning a worker, you can see the workers related skill to the job.
-Flashlight not closing when player is dead fixed.
-Vehicle towing is added. (You can tow vehicles with tow truck now.)
-Clothes giving wrong cloth when picking dropped clothes back fixed.
-Placing objects (Campfire,Chest) are fixed on multiplayer.
-Picking up placed objects giving multiple items fixed.
The Vanishing of Ethan Carter VR - rjaki
Dear Players,

On Friday (31.05.2024), we will be removing the option to buy the VR version of Vanishing of Ethan Carter for new players.
If you already own the title, nothing is changing, and you can still access it as before.

This decision was made because we can no longer support this version of the game, so we cannot guarantee it will work with new VR headsets and OSes.

The Astronauts
Metropolis 1998 - yesboxstudios
Hello everyone!

Again, there will not be an update pushed out this month, due to the complexity of the numerous new features/engine changes.

--Major Updates
  • Demand implemented (bare bones)
  • Auto grow zone construction animation/progress



--Minor Updates
  • Main roof will output on all floors now (before only flat roofs outputted)
  • General speedups/performance gains
  • New main GUI bar
  • Added current weather icon
  • Wind is no longer constant, will change with weather
  • Buildings can no longer be edited when connected to road
  • New assets
  • Random tree output spacing is improved
  • Removed smaller tile atlases. Game will now just use one and zoom in/out accordingly
  • Units wont claim parking space until it enters the building zone

--Bug Fixes
  • Jobs/schedules/units are properly deleted or adjusted when building is deleted or modified
  • Parking spots are now properly freed
RaceRoom Racing Experience - Georg
Welcome to the Ranked Championship 2024 - Season 1!



It's the third year we're organizing the Ranked Championship! As is tradition, we're organizing two seasons this year and the first season is kicking off today with the newly released BMW pack. We also have a few small changes, so make sure you read the topic on the forums!

Introducing the three series for Season 1

Series 1:
The BMW M2 CS Racing Cup. The significant performance upgrade (450bhp) compared to the BMW M235i is almost a guarantee for action packed races, while still accessible for drivers of all skill levels.
2 x 20 minutes race with a fixed setup, top 10 reversed grid
Tracks: TT Assen, Red Bull Ring, Circuit Zolder

Series 2:

The BMW M4 GT4 Trophy. The latest edition to the GT4 class is based on the new G82 model with 550bhp and is a worthy successor to the first generation M4. With a slightly different race format than usual, we hope to bring an exciting series to the championship.
1 x 25 minutes and 1 x 15 minutes race with an open setup, top 5 reversed grid
Tracks: Hockenheimring, Lausitzring, Nordschleife

Series 3:
The GTE Masters with the BMW M8 GTE and the Porsche 911 RSR. Finally an addition to the GTE class and what better way to celebrate it with using it as the third series of season 1!
1 x 60 minutes race with an open setup and a mandatory pitstop
Tracks: Daytona, Interlagos, Imola



Global Leaderboard Championship
Everybody is invited to participate on the leaderboards to set their best lap times. You do not have to own the car or track in order to set a lap time, which means it's a great way to test the new cars. And best of all; if you're in the top xx of the Leaderboard Championship you can win vRP prizes - for all three series, so you have three opportunities win prizes!



Regional Qualifiers towards the Global series finale
Three rounds of regional races will act as qualifiers to the grand final for each series; the best of the best are invited to race in the series finale! The top drivers after three rounds can win vRP prizes, even if they didn't make it to the finale.
All races will take place on Wednesday. All confirmed participants will be divided into grids using a matchmaking formula (rating * reputation / 100)
The top split of Europe will be broadcasted live on the official RaceRoom channels along with the global series finale. The streams are announced on Discord, Social Media and in this topic.

NEW this Season
You can now register for the races on the official RaceRoom discord

More info about the championship can be found on our forums!

May 27, 2024
Mirthwood - Bad Ridge Games
Hi Folks, Daron here from Bad Ridge Games. Today, we’re taking a look at how the world around you functions in Mirthwood.





Seasons of Change
In Mirthwood, you will experience the distinct beauty and challenges of the seasons - Spring, Summer, Fall, and Winter - with each bringing its own crops, colors, and events. With Mirthwood being an open-world, this has been no small task. The game features seven large main regions, each with unique aesthetics and sub-biomes. This means each change of season offers a myriad of new visuals depending on where you travel.

Transitioning into Winter will have the most impact on gameplay. With no crops to be grown, you’ll need to shift your focus to other tasks like mining, upgrades, or other adventures. For the inhabitants of the world, potential shortages of food can be deadly.





Raising the Stakes
Most NPCs in Mirthwood are mortal and can pass away, whether from starvation, illness, or if they find themselves the victim of a bandit or animal attack.

This gives NPCs real and tangible goals to work towards. Mortality also paves the way for organic stories to develop. Characters that die will be known to you, possibly even close friends. While there may be opportunities for you to intervene, not every life can be saved. Those who die are buried, and in time, replaced by a new immigrant from the Continent.




The Storyteller
Mirthwood’s storyteller will generate Events of varying intensity to keep things interesting. Some Events are seasonal - you might encounter a Heatwave in Summer or a Blizzard in Winter. Other Events can happen year round, like a Full Moon (...enjoy). Not all Events present challenges. You’ll be notified if a Traveling Merchant is nearby, or if the Trade Ship has arrived and docked at the coast, bringing rare items from the Continent.





Survival & Crafting
Mirthwood will feature survival-lite gameplay. You’ll need to pay attention to your core vitals - Health, Stamina, and Hunger. If you decide to set out and travel across the map, be sure to have a plan for food. Many herbs and berries can be foraged, but cooked meals offer the most benefit. Herbs will also help you craft elixirs and medicines vital to curing illnesses.




You’ll discover campsites and settlements across the map that serve as respites, places to cook, sleep, and save your progress. Some of these campsites can be upgraded and turned into strategic homes-away-from-home for your character. Here you'll be able to access your stash, cook, and craft gear provided you have the materials.






Hopefully that gives you some insight into world experience in Mirthwood. Let us know what questions you have!
Archaeogem - HugoBDesigner
Hello everyone!

In this patch note, we'll be covering some of the changes that happened throughout the game since its release, from 1.0.0 through 1.1.0.




Level Design
After the initial release, we got a lot of feedback from players about certain areas of the game that we've since changed. These include:
  • Made the last level of the Jungle chapter significantly easier and more forgiving.
  • Improved many levels in the Underground chapter, especially near the end. Those levels include:
     ▪ The blue flower room before the elevator;
     ▪ The second room on the mushroom section of the Fortress;
     ▪ The second-to-last room on the blue flower section of the Fortress;
     ▪ The key room on the water flower section of the Fortress;
     ▪ The second room on the yellow flower section of the Fortress;
     ▪ The key room on the green flower section of the Fortress;
  • Improved decorations and visuals of the Fortress in the Underground chapter;
  • Updated the two Easter Egg rooms (if you know, you know).

Gameplay
  • Included target times for the Underground chapter medals;
  • Fixed a bug where players would get stuck in-between two rooms in the Jungle chapter;
  • Made ice slippery, as was the original intent (but this doesn't affect gameplay much);
  • Added many checkpoints, tweaked many existing ones. Progression should feel more fair;
  • Improved the presentation of fake emeralds in the Easter Egg room (if you know, you know).

Bugfixes and Optimization
  • Fixed a bug where players would randomly teleport to the top of certain blocks and platforms, and get stuck inside walls;
  • Fixed some places where players could fall through jumpthrough platforms and die or get stuck;
  • Fixed a room transition issue in the Home (epilogue) chapter.




We might have missed a couple of changes – not counting the many tiny tweaks we didn't mention. But if you find anything else, have any feedback, bug reports, or just want to chat, you can reach out to us on our official Discord server. We're also on Twitter @Gagonfe and Twitter @HugoBDesigner.

Thank you for reading this patch note, thank you for playing our game, and thank you for being awesome! Happy Archaeogaming!
Out of the Park Baseball 25 - OOTP Erik


Hi everybody!

Thanks for the feedback on the public beta. We are releasing the patch officially today, with an updated build, version 25.5.67.

Important info for online leagues: This version is compatible with previous versions. However, all online league members should be on the same version to be on the safe side.

Changelists 25.5.67:
  • Fixed traded players not being removed from the development lab right away
  • Minor UI fixes for manager decision history screen
  • Fixed incorrect over budget warning
  • PT: Adjusted chemistry / combinator values for Negro Leagues players

Changelists 25.5.66 (first public beta build):
  • Updated MLB roster set (need to start new game for changes to apply)
  • Adjusted excessive cash in trade offers
  • Adjusted velocity dropoff due to age
  • Fixed some 1800s stat lines
  • Fixed some sql dump errors and missing values
  • Fixed online leagues messages reappear after deletion
  • Fixed small luxury sharing values appearing when disabled
  • Fixed releasing players before FA file not paying out extension
  • Adjusted creation/development for RP stuff
  • Fixed contract options not showing for minor league players in editor page
  • Fixed New Position development lab program ratings increases not showing in completion emails when option to show ratings changes in emails is on
  • On edit schedule page, added option to load default schedule vs create fictional schedule
  • Fixed historical league minor league fielding ratings balance (for players who later appeared in majors at a position)
  • Fixed gate share projections. Adjusted owner budget calculations
  • Fixed calculations for draft available money
  • Misc in-game/3D tweaks
  • PT: Added ability to sort shop by combinator relations or team chemistry
  • Note: if the combinator relation is selected, combinator points will be listed, regardless of other sort options. Cards are still sorted by what is specified
  • If Team Chemistry selected, denotes chemistry with current roster (league or tournament play)
  • PT: Fixed fake players appearing after the season
  • PT: Fixed pack purchase display in some resolutions
  • PT: Fixed some cases of combinator points mismatches
  • PT: Added preview of combinator levels in combinator card shop
  • PT: Added more special edition categories to type dropdowns
  • Misc bugfixes & tweaks

More details here: https://forums.ootpdevelopments.com/showthread.php?t=355802

Thank you for your support!
INCISION - SmoothBrainDev / INCISION
Hello! SmoothBrainDev here, reporting at the end of E2M4 update's development. How have you been?

It sure has been a while, huh? Ever since Christmas I've been working on E2M4, Transient Termination, and the first EP2 boss, The Death-Filth Child. Along with those I've implemented one new mid-boss that will test your skills brutally and mercilessly, and there is also a new melee ability that may help even out some of that challenge.T his update is now finished on my part and is simply waiting to be released along with a trailer by Hyperstange. I believe it will be released very very soon!

The next Termination Update

E2M4 is a sort of mausoleum-furnace, a place where the Malichant store their dead in stasis, and dispose of their own kin in pits of lava and crushers. Much of their habits are a mystery, but if you trust intuition and follow the lorebits it will all make sense eventually. As always, INCISION piles on the mysteries and gives crumbs so players will have room to imagine and daydream about its story and events.






The level is dark and grim and you will meet the midboss "The Sentinel" (or as I internally call him Gigachad) a few times in this level. He can slow the player down with projectiles, and immediately goes for brutal melee berserk when the opportunity arises. Luckily for you, you can parry his melee attacks with your spear. This is where the new ability comes to play: Mighty Spear.

The Mighty Spear is engaged by holding "kick" down for a split second. It is a wide-arcing powerful move that can kill most enemies at point blank range, and parry The Sentinel's melee attacks. It has a 15 second cooldown to balance its damage output. It is also designed to soften the difficulty curve a bit in the early levels as it can dispatch many of the squishier enemies easily if player dares to approach them.

Remember, INCISION is a game that does not seek to imitate the difficulty and playstyle of other boomer shooters. It aim to be unique while still recognizable. There is no shame in playing it on lower difficulties. As the levels get harder, you should always aim to replay them starting on lower difficulty level and then raising the difficulty as your skills improve.

What have I been working on outside of this update?

I have also worked on cutscenes. I've planned to add two pre-rendered deliciously crusty retro cutscenes at the beginning and end of each three episodes. The intro of EP1 is ready, but will not be part of this update as I want to finish EP1-EP2 cutscenes fully and release them all in one package. The intro is almost *4 minutes long*. Looks like I became a movie directorwriteranimatordesigner this year!







E2M5 is also almost finished. While waiting for music, QA and going through life changes I focused on that and learned new important skills to speed up game development.

I've also started a Youtube series where I play through the game one level at a time and talk about its development, my ideas on game development, how it all came to be etc. It's very amateur stuff, but fun to make nonetheless.

https://www.youtube.com/watch?v=Af2X7pjJB2E

What comes next?

Late this summer, august - september, I'm aiming to release the rest of EP2. Here's what it will contain:

E2M5 - The Ruptured Idol
E2M6 - ???
E2Boss2 - The Matriarch
Four cutscenes, intro and outro of both episodes
Possible small balance updates and fixing of old bugs.

After these are out of the way I have a clean slate to start wrapping up the game by moving onto EP3's development. I dream of releasing the 1.0 of the game in summer 2025, and immediately move onto a second project, possibly a sequel.

The updates after that will be in two chunks: First and second half of Episode 3 instead of releasing each level seperately, adding the EP3 cutscenes to the final 1.0 update as well. I want to give players more to experience, more to replay, to talk about, to experiment with in each update and the plan to release each level seperately was just a way to make the development easier for me after the burnout. I'm over the burnout and now developing stronger than ever!

I hope this was not too weird ranty, rambly post. I've wanted to give my fans a public update for a very long time now, but I decided to wait until this E2M4 update was ready. Again, I thank everyone for their amazing love, understanding and patience as I make this massive game alone and seek to give everyone the best experience that stays truest to my vision.

Have a great summer, everyone, and let me know what you thought of this upcoming update!!

- SmoothBrainDev
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