Ember mains, rejoice! Beginning July 20 at 11 a.m. ET, you can immortalize your affinity for the original fire-borne Warframe with a new commemorative Heirloom Collection.
This upcoming Ember release follows the debut run of the Mag and Frost Heirloom Collections, but with significant changes compared to last year: this time around, you can purchase the Ember Heirloom Collection in one of two ways: either with Platinum or real-world currency. Individual Ember Heirloom Customizations will also be available for purchase via Platinum (no need to buy everything in a single bundle).
For more information on Heirloom Collection changes, be sure to review our FAQ.
Ember Heirloom Collections
Ember Heirloom Sear Collection:
Available for purchase with real-world currency.
- Ember Heirloom Skin - Ember Heirloom Signa - Ember Heirloom Glyph - Ember Heirloom Sigil - Ember Heirloom Color Palette - Ember Heirloom Prex - 425 Platinum
Ember Heirloom Singe Collection:
Available for purchase in-game with Platinum.
- Ember Heirloom Skin - Ember Heirloom Signa - Ember Heirloom Glyph - Ember Heirloom Sigil - Ember Heirloom Color Palette - Ember Heirloom Prex
To help you rekindle your love for Ember (Prime form included), she’s also returning to the Prime Resurgence lineup on July 20 alongside her tanky compatriot, Rhino Prime. Add her smoldering splendor to your Arsenal and indulge your Fashion Frame’s most iridescent impulses with the hottest new Heirloom Customizations!
*Unlike last year’s Heirloom Collections, Ember Heirloom will be available permanently in-game.
We’ve spotted some FAQs out in the community wilds. So, we thought we’d give you an update on how our dinos have been developing recently and give further insight into the future of Deathground.
Only feasts get caught face-to-face…
Updated Animations
Generally, there’s been a lot of progress in all areas of Deathground since we dropped the gameplay teaser trailer. But as we put our raptors at the forefront, we’ve been cleaning up their animations the most. We’ve been busy creating a range of new ones for different behaviours and tricky situations you might find yourself in. Our animator has recently been focusing on reactive behaviours. From hearing sounds they might be sensitive to i.e. an obnoxiously loud alarm, to curiously sniffing the air for a nearby scent. Take a look.
“Something bigger than me is coming…”
Delicious prey or a dangerous predator? *Sniff, sniff*
Loud alarms can irritate and disorientate the raptors.
Whether they’re hunting or being hunted themselves, what other behaviours would you love to see, building the most immersive feeling in gameplay?
Community Questions
Q: Is this the final colour palette for Deathground’s dinos? A: Aside from polish and optimisations to come, the art side of our dinosaurs is d o n e. It's one of those areas where we could keep working on it. Future iterations may follow, but for us, the gameplay elements are top priority now. Please note that a lot of the teaser images shown have had additional lighting to showcase them; however, with the actual lighting in-game, you're not going to see much of their colourings really. You will have a sense of their size in the shadows or of course if you're chaotic enough to shine a torch directly at them! Shouldn’t you be running the other way?! Naturally, we're not going to be able to appease everyone's taste but we hope most of you like what you see.
Q: Will we be able to toggle the feathers off of the dinos? A: We understand the topic causes quite a debate! That said, while it might not be an option from day one, we still want to accommodate toggleable feathers. At the moment, the Compy and UtahRaptor will default to having feathers, and the T-Rex and Allosaurus will Default to having scales.
Q: When will the next update be? A: We appreciate many of you have been asking for more progress updates. Our Community Manager has recently returned from Maternity Leave and will be helping us get more updates rolling again. That means more behind-the-scenes on here, Kickstarter and our social media.
Q: Is there any Beta testing going on for this game? A: As Deathground started as a Kickstarter campaign, we will be reaching out to our Kickstarter backers (who have pledged for pre-release access rewards) to help us with Alpha/Beta playtesting in the coming months. If you’re a backer, please check out the latest Kickstarter update for the updated roadmap!
Q: When is this game coming out?! A: Once we’ve worked through the Alpha/Beta testing period this year, we’ll be in a better position to tell you when our release window is leaning towards. Until then, watch this space for monthly updates and sneak peeks on what we’re working on.
In case you missed some of our latest sneak peek posts, check out our Utahraptor searching for their missing egg and the human who stole it. Plus coming across a Compy within the vents.
Until next time...
Thank you for your extended patience with us while we continue developing and massive thanks to our Discord server MODS for their additional support during our Community Manager’s time away too!
Got any more questions about how our dinos look and behave? Hit us up in the comments or join us and the rest of the community over on Discord. (Don’t forget, you can also find and follow us on Facebook, Instagram, X/Twitter and TikTok.)
Mirrored Illusion This perk activates after completing a total of 50% worth of repair progress on generators. Press the ability button 2 when next to a totem, chest, generator or exit gate to spawn a static illusion that lasts for 100/110/120 seconds. Then, the perk deactivates. Bardic Inspiration Press the ability button 1 while standing and motionless to enter the "performance" interaction that lasts up to 15 seconds and empowers Survivors within 16 meters. Roll a d20. This effect lasts for 90 seconds if the performance is completed. When the ability is cancelled or the performance completes, it goes on cooldown for 110/100/90 seconds.
1 | You scream, but nothing happens
2-10 | skill checks give +1% progress
11-19 | skill checks give +2% progress
20 | skill checks give +3% progress
Still Sight After standing still for 6/5/4 seconds, this perk activates. Until you start moving, you see the aura of the Killer as well as all generators and chests within 24 meters.
New Killer - The Lich
Killer Power Bound with the skin and flesh of men, the Book is packed with spells both forbidden and wicked. To select a Spell, hold the Ability Button to open the Spell selection. The Lich has access to 4 different Spells:
Mage Hand: Creates a magical hand that lifts a downed pallet or blocks an upright pallet for 4 seconds.
Flight of the Damned: Conjures 5 flying spectral entities that can pass through obstacles and injure Survivors.
Dispelling Sphere: Casts a moving invisible sphere that reveals Survivors and temporarily disables their Magic Items.
Fly: Gain a flying speed for a short period of time, allowing you to travel a long distance quickly and move over vaults and pallets.
SPECIAL ITEM: MAGIC ITEMS Treasure Chests found around the map can contain Magic Items. Each Survivor can equip up to two Magic Items at once: one pair of Boots and one pair of Gauntlets. These Magic Items are each connected to a specific Spell, and activate when The Lich casts that spell.
Boots/Gauntlets of the Interloper: The Survivor sees the aura of pallets affected by Mage Hand and gains Haste for 3 seconds.
Boots/Gauntlets of the Nightwatch: The Survivor can see the auras of the spectral entities conjured by Flight of the Damned.
Boots/Gauntlets of the Archivist: The Survivor can see the Dispelling Sphere.
Boots/Gauntlets of the Skyguard: The Survivor can see The Lich's aura during Fly and for a few seconds after.
SPECIAL ITEMS: HAND & EYE OF VECNA Rarely, Survivors can instead find the Hand or Eye of Vecna in a Treasure Chest. When picked up and used, Survivors gain a special ability while at full health. Using one of these special abilities costs the Survivor a health state and reveals their location with Killer Instinct for 3 seconds.
Hand of Vecna: When doing a Fast Locker Entry, the Survivor is teleported to a further locker.
Eye of Vecna: When doing a Fast Locker Exit, the Survivor cannot be seen by The Lich and gains Haste for 15 seconds.
New Killer Perks
Weave Attunement When any item becomes depleted for the first time each match, it is dropped. You see the auras of dropped items. Survivors within 12 meters of dropped items have their auras revealed to you. When a Survivor picks up a Survivor item, they suffer the Oblivious status effect for 20/25/30 seconds. Oblivious prevents Survivors from hearing or being affected by the Killer's Terror Radius. Languid Touch When a Survivor within 36 meters of you scares a crow, they gain the Exhausted status effect for 6/8/10 seconds. This perk has a 20-second cooldown. Exhausted prevents Survivors from activating exhausting perks. Dark Arrogance Increases the duration you are blinded and the duration of pallet stuns by 25%. Increases regular vault speed by 15/20/25%.
New Map - Forgotten Ruins Pulled from the memories of alchemists, warriors, storytellers, and criminals, the Forgotten Ruins is an amalgamation of hidden knowledge and dark secrets. How many have wandered this dead terrain, unaware of what lurked beneath their feet? And how many more ventured down to the bottom of that decaying staircase, only to succumb to what awaited them?
Killer Perk Updates
Deadlock
Decreased the block duration to 15/20/25 seconds. (was 20/25/30 seconds)
Grim Embrace
Decreased the block duration before reaching 4 tokens to 6/8/10 seconds. (was 8/10/12 seconds)
Pop Goes the Weasel
Decreased the amount of progress lost to 20%. (was 30%)
Scourge Hook: Pain Resonance
Decreased the amount of progress lost to 10/15/20%. (was 15/20/25%)
Survivor Perk Updates
Background Player
Decreased the movement speed bonus to 150%. (was 200%)
Decreased the Exhaustion duration to 30/25/20 seconds. (was 60/50/40 seconds)
Buckle Up
Both you and the healed Survivor gain Endurance for 6/8/10 seconds. (Removed)
The healed Survivor breaks into a sprint at 150% of their normal Running Movement speed for 3/4/5 seconds and leaves no scratch marks during this time. (New functionality)
Invocation: Weaving Spiders
Decreased the time it takes to complete the Invocation to 60 seconds. (was 120 seconds)
Increased the time it takes for an Invocation to completely regress to 90 seconds. (was 6 seconds.
Decisive Strike
Decreased the stun duration to 4 seconds. (was 5 seconds)
Killer Updates
The Blight - Addons Compound Thirty-Three
Rush tokens are capped at 5. (was 3)
Increases Rush turn rate by 11%. (was 33%)
Increases Rush duration by 11%. (was 33%)
Iridescent Blight Tag
Increases Rush speed by 10%. (was 20%)
The Cannibal - Basekit
Decreased the obstruction collision size while using the Chainsaw to 10 cm. (was 17.5 cm)
Decreased the base Tantrum duration to 3 seconds. (was 5 seconds)
Increased the base Chainsaw Sweep duration to 2.5 seconds. (was 2 seconds)
Increased the base Chainsaw Sweep movement speed to 5.35 m/s. (was 5.29 m/s)
The Cannibal - Addons Award-Winning Chili
Increases maximum Chainsaw Sweep duration by 0.2 seconds per charge spent. (was 0.5 seconds)
Chainsaw File
Decreases tantrum duration by 0.25 seconds. (was 0.5 seconds)
Chili
Increases maximum Chainsaw Sweep duration by 0.15 seconds per charge spent. (was 0.25 seconds)
Homemade Muffler
Decreases tantrum duration by 0.5 seconds. (was 1 second)
Knife Scratches
Increases Chainsaw Sweep movement speed by 1.5%. (was 2%)
Increases time required to charge the Chainsaw by 10%. (was 12%)
The Beast's Marks
Increases Chainsaw Sweep movement speed by 2%. (was 3%)
Increases time required to charge the Chainsaw by 12%. (was 14%)
The Deathslinger - Basekit
Decreased the stun duration when a Survivor breaks free to 2.7 seconds. (was 3 seconds)
Increased the reel speed to 2.76 m/s. (was 2.6 m/s)
Increased movement speed while reloading to 3.08 m/s. (was 2.64 m/s)
The Deathslinger - Addons Bayshore's Cigar
Decreases the stun duration when Survivors break free by 0.75 seconds. (was 1 second)
Bayshore's Gold Tooth
Increases the Speargun's reeling speed by 5%. (was 9%)
Chewing Tobacco
Decreases the stun duration when Survivors break free by 0.25 seconds. (was 0.5 seconds)
Snake Oil
Increases the Speargun's reeling speed by 2.5%. (was 5%)
The Mastermind - Basekit
Decreased the Hindered penalty when reaching maximum infection to 4%. (was 8%)
The Uroboros infection now resets to 1% upon being hooked. (was 50%)
The Good Guy - Basekit
Scamper is now only available while performing a Slice & Dice.
Hidey-Ho Mode cooldown reduced to 12 seconds. (was 18 seconds)
Scamper time reduced to 1.3 seconds. (was 1.4 seconds)
Added a 1 second cooldown after cancelling a Slice & Dice charge up.
The Good Guy - Addons Strobing Light
Decreases Terror Radius by 8m when Hidey-Ho Mode is in cooldown. (was 4m)
Pile of Nails
Upon manually exiting Hidey-Ho Mode, Chucky remain Undetectable for 3 seconds. (was 5 seconds)
Yardstick
Performing a Scamper reveals Survivor auras within 16 m distance for 3 seconds. (was 12m / 5 seconds)
Hard Hat
Removed "and exits Hidey-Ho Mode." from description.
Toolbox Updates
Toolbox
Increases sabotage speed by 15%. (was 10%)
Mechanic's Toolbox
Increases sabotage speed by 25%. (was 10%)
Commodious Toolbox
Increases sabotage speed by 50%. (New functionality)
Engineer's Toolbox
Increases sabotage speed by 10%. (was Decreases by 25%)
Alex's Toolbox
18 charges. (was 24 charges)
Increases sabotage speed by 100%. (was 50%)
Festive Toolbox
Increases sabotage speed by 50%. (New functionality)
Anniversary Toolbox
Increases sabotage speed by 50%. (New functionality)
Masquerade Toolbox
Increases sabotage speed by 50%. (New functionality)
Toolbox Addons
Cutting Wire
Increases the Toolbox's sabotage speed by 20%. (was 15%)
Grip Wrench
Hooks sabotaged using the Toolbox take an extra 20 seconds to respawn. (was 15 seconds)
Hacksaw
Increases the Toolbox's sabotage speed by 30%. (was 20%)
Events & Archives
The Twisted Masquerade event begins June 13th at 11:00 am ET.
The Twisted Masquerade event tome also opens June 13th at 11:00 am ET.
Map Updates
Decimated Borgo Realm Update The red lighting was a big issue in the realm of The Decimated Borgo. The art and lighting team took care to make the realm more accessible to all players and bring a different ambiance to the maps.
Features
UX
Started adding search tags for Charms Only "Perks" and "Birds" for the moment.
New Item Preview Window Regular and Special Items will now display a short description of their effect inside a Trial by using a new item previewer window.
Bug Fixes
Archives
Fixed an issue that affected Archives challenges which required the Killer to complete a Trial with no more than X Survivors living to update their progress incorrectly during a match. It now correctly updates throughout the match as each Survivor dies.
Fixed an issue that prevented the Archives challenge progress notification to display in the Match Results screen if the challenge was already completed before entering another trial.
Bots
The names of the Bots that appear following a player disconnection have been corrected.
Characters
Fixed an issue that caused some survivors to stop playing their idle animation when equipped with an item in the lobby.
Fixed an issue that caused Survivor to be misaligned with The Ghost Face during a vault interruption.
Fixed an issue that caused the Male Survivors to be misaligned when Naughty Bear picks them up.
Fixed an issue that caused the chains from the Cenobites portals not to be dismissed when the Cenobite teleports to a Survivor solving the box.
Fixed an issue that caused a crosshair to be briefly visible in the middle of the screen when unbinding Victor as the Twins.
Fixed an issue that caused Victor to briefly appear on Charlottes head in the tally screen when playing as the Twins.
Fixed an issue that caused the Plague's Vile and Corrupt Purge animation to continue playing after the interaction has ended.
Fixed an issue that caused the Cannibal to be missing the Tantrum animation from the Killer POV when not extending the Chainsaw Sweep.
Fixed an issue that caused the Cannibal to be missing the Tantrum animation after bumping into an asset.
Fixed a crash that could sometimes happen when playing against killers with a lullaby
Environment/Maps
Fixed an issue that caused items to slightly float on the Ferry Boat in the Pale Rose map.
Fixed an issue that prevented the Killer from interrupting Survivors performing the Invocation interaction from specific spots.
Fixed an issue in Raccoon City Police Station where the Nurse can blink out bound
Platforms
Fixed an issue with input bindings for players on the Windows Store.
Haptic Feedback has been fixed on PlayStation.
UI
Changing presets in the Loadout Menu will no longer rotate the character due to different charm layouts.
Fixed an issue where the survivor offerings' order is inconsistent in the match details
Fixed a crash issue that could occur in the search bar
Fixed a crash issue that could occur while reporting another player
Fixed an issue where the perk's description is not displayed properly in the Tally Scoreboard on the Switch
Fixed an issue where the owned tag is shown on customization items in the Rift
Fixed an issue where a tooltip was not displayed on the disabled button in the lobby
Misc
Bloodwebs with kill-switched items should no longer be possible.
Fixed a crash that could occur while in a Trial when gaining Bloodpoints.
Fixed a crash that could occur while loading between the Play as Survivor lobby and the pre-Trial lobby.
Fixed an issue that VFX to misalign with the Spirit's body during the Mori preview with the Blazing Lineage outfit.
Public Test Build (PTB) Adjustments
New Killer - The Lich
Survivor activating the effect of a Vecna Item suffers from Broken Status effect for 30 seconds.
Decreasing the Spell charge time of all Spells from 0.33 seconds to 0.2 seconds.
Increased all Spell charges movement speed from 3.68 m/s to 4.0 m/s.
Increased duration of the Fly spell from 3.5 seconds to 4.0 seconds.
Killer gains back collision with Survivors at the start of the end of Fly sequence.
Slightly Increased ground friction and controls at the end of Fly to diminish the sliding effect.
Reduced the FOTD Projectiles spawns from 1.0 seconds to 0.5 seconds.
Increased the FOTD Projectiles movement speed from 8.0 m/s to 9.0 m/s.
Increased FOTD Activation cooldown movement Speed from 2.3 m/s to 3.68 m/s.
Increased Dispelling Sphere active time from 20 seconds. to 25 seconds.
Increased Dispelling Sphere movement speed from 4.2 m/s to 5.5m/s.
Increased Dispelling Sphere Activation cooldown movement Speed from 2.3m/s to 3.68m/s.
Increased Mage Hand Activation cooldown movement Speed from 2.3m/s to 3.68m/s.
Decreased Mage Hand time to lift a pallet from 0.5 seconds to 0.35 seconds.
Decreased all Spell Cooldown from 50 seconds to 38 seconds.
Decreased all Magic Items default Reveal Killer aura from 3.0 to 1.5 seconds.
Addons
Addon Raven's Feather Decreased duration of the Fly spell from 1 second. to 0.5 seconds.
Addon Trickster's Glove: Decreased Mage Hand holds pallet time from 1 seconds to 0.5 seconds.
Addon Crystal Ball: Increased the duration of Killer instinct from 1.5 seconds to 3.0 seconds.
Addon Potion of Speed: Decreases the period where you cannot attack after casting Fly from 0.5 seconds to 0.35 seconds.
Addon Ring of Telekinesis Decreased the lift speed from 50% to 35%
Addon Ring of Spell Storing Decreased the cooldown reduction of all spells from 5 seconds to 4 seconds.
Addon Robe of Eyes Decreased distance detection from 8M to 6M.
Addon Dragontooth Dagger Increased Haemorrhage and Mangled Status Effects from 30 seconds to 45 seconds.
Addon Cloak of Invisibility Decreased the Undetectable time from 12 seconds to 10 seconds.
Addon Vorpal Sword: Decreased the Broken status effect from 60 seconds to 30 seconds.
Score Events
Violent Caster Increased from 100 to 300 Bloodpoints
Spectral Smash Increased from 500 to 600 Bloodpoints
New Killer Perks
Weave Attunement
Aura reveal distance increased from 8 meters to 12 meters of dropped items.
Dark Arrogance
Vault speed increase updated from 16/18/20% to 15/20/25%.
New Survivor Perks
Bardic Inspiration
Buff now lasts 90 seconds instead of 60 and goes on cooldown for 110/100/90 seconds instead of 80/70/60.
Duration of buff is now shown on the external perk icon.
Still Sight
Aura reveal distance increased from 18 meters to 24 meters.
Killer Updates
The Blight - Addons Compound Thirty-Three
Rush tokens are capped at 5. (was 3)
Archives
The current challenge progression will now pop on the side of the Tally screen at the end of every game, even if there was no progress on the selected challenge.
Bots
Bots can now use the Mirrored Illusion Perk correctly.
Bots no longer magically see The Lich's Dispelling Sphere without an appropriate Magic Item.
Bots should be less likely to stop mid-chase while thinking of options.
Fixed multiple crashes that could occur due to playing with Bots.
Duplicates of characters replaced by Bots should no longer appear in the Tally screen.
Bug Fixes
The Lich
Fixed an issue that caused The Lich to lose collision with Survivors while selecting or charging spells.
Fixed an issue that caused The Lich to lose collision with Survivors during the Fly spell.
Fixed an issue that caused The Lich to lose collision with crouching Survivors after using the Fly spell.
Fixed an issue that caused The Lich to potentially get stuck if the Fly spell ends on top of a vault.
Fixed an issue that caused The Lich to be unable to avoid being flashlight blinded after having used Fly or the Flight of the Damned spells.
Fixed an issue that caused The Lich's spells to display in active cooldown on the spell selection screen when quickly cancelling any spell cast.
Fixed an issue that caused Survivors to remain stuck in the grab animation for a few seconds after being interrupted during the Mimic chest escape interaction.
Fixed an issue that caused the dispelling sphere loop SFX to be too loud on the survivor and killer perspective.
Fixed an issue that caused blood burst VFX to appear at the feet of male survivors when attuning to the Eye of Vecna.
Fixed an issue that caused the Magic Items to lack a dissolve VFX.
Fixed an issue that caused the Vecna Items to lack a dissolve VFX.
Fixed an issue that caused the Spell Indicator VFX invisibility or to remain dimly lit during and after the first Cooldowns.
Fixed an issue that caused the Lich's motion trail VFX offset during multiple actions.
Fixed an issue that caused the Eye of Vecna Invisibility Locker Smoke VFX to be only visible for the Survivor fast-exiting the Locker.
Fixed an issue that caused the blood drip VFX for The Lich's wipe animation to offset.
The Lich no longer speeds up briefly when casting Flight of the Damned or Dispelling Orb
The Lich's Flight of the Damned collision hitbox is now correctly lowered while using the Iridescent Book of Vile Darkness addon
Perks
Fixed an issue that caused the Bardic Inspiration music to play indefinitely when falling the dice roll.
Fixed an issue that caused the Bardic Inspiration perk animation to continue when a Survivor is downed during the interaction.
Fixed an issue that caused Mirrored Illusion husk dissolution smoke VFX to remain longer than intended.
Fixed an issue that caused Survivors' auras to be revealed when swapping a handheld item with an item inside a chest when the Killer had the Weaved Attunement perk.
Fixed an issue that caused the Weave Attunement external perk icon not to be displayed.
Fixed an issue that caused the Languid Touch external perk icon not to be displayed.
Misc
Buying multiple characters too fast should no longer crash the game.
Fixed an issue that caused smoke flickering on pallets in the Forgotten Ruins map.
Fixed an issue that caused trap Killers to be unable to use their powers at the entrance of the main building in the Forgotten Ruins map.
Fixed an issue that caused Victor's SFX to keep looping after a Survivor shoves open a locker blocked by Victor when playing against the Twins.
Fixed an issue that caused the Dredge and a Survivor to get stuck in a locker if another Survivor tried to hide in the same locker before the Dredge teleported.
Fixed an issue that caused The Good Guy to be able to Scamper window vaults while in Hidey-Ho Mode.
Fixed a crash that could occur when using Decisive Strike.
Fixed a crash that could occur when playing the Tutorial matches.
Survivors are now able to correctly blind the Unknown with a Flashlight.
Though it’s very comfortable at the fire in our Longhouse, we have not been sitting idle. We’ve got something very exciting coming up!
While we’re not quite ready to reveal the details just yet, we're excited to share our anticipation with you. So, prepare your ships and keep a keen eye on our Steam page to catch the announcement first!
We know the suspense is tough, so here’s a sneak peek to keep you guessing.
What do you think it could be? Share your best guesses with us!
In the meantime, thank you for all your valuable feedback and bug reports! We hope you’re as excited as we are for what's coming next in the Land of the Vikings!
We're thrilled to announce that Urban Onslaught, the latest DLC for Starship Troopers: Terran Command, will be launching on June 18th!
It's been two years since the original release, and the Arachnids are back with a vengeance. The Federation needs you to gear up and join the fight in a brand-new urban environment. Get ready to experience thrilling new scenarios and take control of advanced units as you defend the great city of Mahanagar from the relentless Bug onslaught.
Would you like to know more? We've got you covered! Head over to our store page to check out four exclusive developer diaries that offer a sneak peek into the exciting new features and content we've been working on.
Mark your calendars for June 18th, as we'll be hosting a special franchise and release event on the Slitherine channels. Stay tuned for more details coming soon.
Join the fight, Troopers! The Federation counts on you!
The very-first public demo for Endzone 2 is just around the corner. To help you pass the time until June 7, you should definitely check out Twitch for some exclusive livestreams as well as YouTube for those premiere gameplay videos these coming days.
We'll drop some additional info about the demo and what to expect on June 7. Until then, go and check out those fantastic creators and checkout the Endzone 2 demo.
The very-first public demo for Endzone 2 is just around the corner. To help you pass the time until June 7, you should definitely check out Twitch for some exclusive livestreams as well as YouTube for those premiere gameplay videos these coming days.
We'll drop some additional info about the demo and what to expect on June 7. Until then, go and check out those fantastic creators and checkout the Endzone 2 demo.
The day we've been anxiously waiting for in here – Kaiserpunk demo version is now available to everyone!
You are all invited to download the free demo and give it a try! We'd really love to hear your thoughts and feedback. Kaiserpunk is pretty unique in many aspects, so best reference point for future development will be your honest reactions. As the game includes features from two genres – city builder & grand strategy, we'd be happy to hear what you think on both. Our effort was aimed at allowing demo to span long enough to open up, at least to a degree, access to features from both genres. Let us know how you like it, what is good or what could be better.
As lines of communication you can use Steam community forums directly, or reach us on our socials:
We've been working really tirelessly for the last few months at assembling this demo. It's currently in alpha stage, so please accept our apologies about possible bugs or missing features. Aim was to include your direct experience as soon as possible and gather enough information to set priorities in remaining development time. Due to its hybrid concept, Kaiserpunk is an undiscovered country for us too, but it is a type of game we wanted to create for a long time: a creative city building experience that will allow players to also export their success to a global stage and reshape the history in a better way.
What to expect from demo?
Current demo version of Kaiserpunk is limited at 4 hours of gameplay in a single playsession. You can, though, start as many new games as you'd like. So, if you want to try out different styles of play, you can. Perhaps you want to restrict yourself to your own starting region and build yourself up to be the envy or everyone…or you want to go bananas and equip a strong military to stretch your influence by shere might?
Demo includes big portion of city building part of the game: city building mechanics, tier 1 & tier 2 buildings, starting heritage selection, resource management, a lot of production chains, military production and army creation, various ingame stories with branching possibilities, population system, functional save & load… This element of game will be familiar to majority of players, especially people well versed in Anno games. On grand strategy part of game, demo includes access to world regions via global map, creation and deployment of multiple armies, attacking and conquering hostile territories, defending and building improvements to controlled regions, adversary regions AI etc…
What's still missing?
Given the current development state of Kaiserpunk, there are still a lot to add ofcourse. Keep in mind that adding these features (and some of them are big ones), will also require a revamping and upgrades to many already existing features. In the future you can expect fully developed starting options – choice between manually crafted map and generated maps, then multiple different biomes, addition of the entire trading and diplomacy systems, highly upgraded AI for enemies, more detailed management of occupied/controlled regions, longer and detailed stories, many more events, upgraded combat system, al remaining tiers of buildings etc…
How to play current Kaiserpunk demo?
That is pretty complicated thing to elaborate, because Kaiserpunk is an open type game. We tried to make as little restrictions as possible, but that also means there are countless ways you can achieve success (or fail). Some of the general good practices would include careful thinking about moves you're planning. We don't advise rushing ahead carelessly. If you're about to embark on a conquest spree, make sure you have a strategic plan in place. Prepare your armies, ensure proper logistics and reinforcements, and most important of all – have a plan what to do with a region once you seize it. Mindless charging might bring you combat victories, but conquered territories can become a social and economic burden if you don't manage them properly after battle is over. Your city is the main HQ of your success. Tend to it carefully and make it the most successful it can be. That will spill over to global success later on. Current demo has a tutorial, hints and the entire encyclopedia divided into topics. Follow them if you need any additional information or strategic guidance.
In the end
The goal of our entire effort was to deliver a good, engaging and fun experience. Challenge is, in our view, also part of a good gaming experience. Kaiserpunk has all of that, and now needs players to bring it alive. Ofcourse it also needs a lot of work too, but that will come one way or the other. For now, just download it, have fun and try to imagine where the game will be once everything planned is finished. Every piece of feedback and every suggestion will help us get there easier, or possibly with a few more cool pieces to it ːsteamhappyː
Enjoy Kaiserpunk and if you like where it's going, FOLLOW the game and put it to your WISHLIST! Overseer Games
Do you remember the Freedom Games Publisher Sale from April? Maybe some of you have noticed that Waifu popped up on the wishlist recommendations among all the other cool games. In storytelling we like to call this "Setup and Payoff" - a subtle hint being given in the story to prepare for a much more awesome impact later on. That wishlist recommendation was the Setup and today is the Payoff: Flying Realms and Indie.io (Which, was Freedom Games during the last publisher sale - What a plot twist!) are friends now!
Actually, we have been working together for a few months now and the folks at Indie.io helped a lot with the development of Waifu. We got some good reality checks on the current state of the game and a lot of in-depth insights from the many testing sessions. We can now focus more on the development, while Indie.io takes care of marketing, more testing and general quality assurance, before we drop new builds.
We will also stay in contact with you. There will still be the occasional status updates here and we are still busy on the discord server to answer all your questions and read your feedback.
Well... it's quite a crazy ride having a pony-tentacle game out in the wilderness. And it's great to have you all with us.
And additionally to that - We also have an update for you:
Boost and Dodge are now merged. You can use dodge anytime now and adjusted tutorials accordingly.
Level 03 is easier now.
Level 04 is more difficult to act as a proper boss fight.
Also adjusted the monster layout in level 04 to no longer have the monster end up in situation, where it is super difficult to destroy.
You do no longer need to equip specific waifus in a few levels to have the monster drop a memento slot upgrade. A high enough Dread value is enough.
Swapped the order of the charged shot and rapid fire tutorial.
Tutorial for absorbing bullets does no longer lose progression when you shoot.
Added a Senpai tutorial, which gives you hints and reminders after each level. This is temporary until the house gets a general overhaul in size and handling.
Fixed a small error, where the crosshair was always too far away.
Improved the behavior for the Apply and Back buttons in the options menu.
Black fades are a bit smoother and prevent the playfield from suddenly flashing in.
Fixed an error where the selected display was not kept between game starts.
Added an extra check for the digging mode to hopefully always stop digging eventually.