We are deploying another hotfix for Patch v.936.28
Patch Notes Hotfix v0.936.28:
Fixes & Improvements:
Heroes assigned to quests wouldn't properly switch to raiding. This visual bug is fixed, and raid rewards will now display correctly. Questing heroes in raids will also complete their quests before assembling the raid party.
A valiant effort by our heroes to explore Limbo yet again has been addressed. Heroes that were stuck are expected to return safely within 1-3 in-game days.
A temporary pause issue while entering/exiting crafting stations during milestones has been resolved.
A sneaky spelling error has been vanquished!
Sorry for the inconvenience and thank you for supporting us during Early Access. If the download doesn't start automatically, restart Steam to trigger the download.
Final Knight is designed around a core 4-player party system. Players can engage in swap play or 2-player co-op play, while the remaining party members participate in battles as auto-battlers.
As you assemble your 4-person party, you’ll benefit from synergy bonuses and experience unique systems inspired by TRPGs (tabletop role-playing games).
New Alignment System
Each party member has an alignment of law and good/evil. The total alignment of the party determines special effects when using ultimate skills. The newly added alignments are: Law/Evil, True Neutral, and Chaos/Good. Engaging in battles that match your alignment builds stacks. Upon meeting certain conditions, triggering an ultimate skill activates a party skill, consuming the stacks and creating various combat effects.
Skill Attribute Update
Future updates will introduce unique mechanics for each class. For now, skill attributes have been precisely defined, and bosses have specific weaknesses to encourage strategic combat.
Monster Weakness Update
We are continuously working on improving the visibility of weak points on monster heads and legs.
Raid Style Patterns
We’ve added raid boss patterns to emulate a "WoW-style" instance dungeon experience. This includes patterns where party members must spread out or focus attacks on specific monsters.
Item Changes and Additions
Items have been strategically rebalanced to enhance gameplay. Players can select and enhance items for use in boss fights and regular combat. New items include:
Large Healing Potion Stamina Potion Invulnerability Potion
UI Improvements
We have updated the UI to improve visibility and match the game’s atmosphere. This includes modifications to health bars and in-game icons.
Encampment Sound Change
The background music in the encampment has been updated to provide a more immersive experience.
Stage Update
All stages related to tutorials and system guides have been improved.
Future Updates
We are planning to introduce a system where characters can promote and level up their skills upon meeting certain conditions at each stage's level-up segment.
We hope you enjoy these updates and look forward to your continued support.
Warrior at rest Peace, serenity, and calm Soon, battle begins
Tenrai returns. Take a moment to prepare yourselves for you will face off against a new, formidable foe.
It's the Juggernaut, Spartan
Or maybe the Ninjanaut. The frenetic free-for-all mode returns, alongside a variant with an invisible Juggernaut.
If you are chosen to be the Juggernaut, you’ll enjoy a substantial shield buff, some damage resistance, and a speed boost. You’ll be equipped with a Gravity Hammer and the Quantum Translocator allowing you to take on the rest of the lobby with the grace of, well, a Juggernaut. But be careful—if you get killed, the person who took you down becomes the new Juggernaut.
If you find yourself in a Ninjanaut lobby, watch your six. In this version, the Juggernaut is a ninja and is equipped with active camouflage. Over time, this camo will tick down but you can reset the amount of time left on your camo by getting a kill. As the Ninjanaut, you can execute sneaky plays with your wits, bottomless plasma grenades, and a Grappleshot. But the rest of the lobby has Threat Seekers to, well, seek you out. As with Juggernaut, killing the Ninjanaut will grant you a prompt promotion to the new Ninjanaut, so be ready to evolve your strategy on the fly.
Juggernaut
Credits: Djungelskog7425, Bonk Salsa, ODSTorien
There is a single Juggernaut per game and, as expected, the Juggernaut is stronger than Spartans.
Just remember, killing the Juggernaut turns you into the next Juggernaut so if you take down the monster, be ready to step into those shoes.
Ninjanaut
Credits: Djungelskog7425, Max Extra
As the name implies, this is Juggernaut but you’re invisible. As the Ninjanaut, you’ll have active camouflage from the start but it will decrease overtime. Each kill you get will reset the cloak duration, so as long as you’re racking up the kills you’ll stay invisible to the naked eye. The Ninjanaut also has:
Grappleshot
Refilling plasma grenades
Other players will be searching for the Ninjanaut with their Threat Seekers, so stay nimble! And if you out-play the Ninjanaut, you will become the next one so take advantage of the newly granted active camo.
In either mode, here’s how you score points to win the game:
Getting kills as Juggernaut/Ninjanaut
Killing the Juggernaut/Ninjanaut
Tenrai Traversals
Tenrai III introduced themed maps and we’re adding to that with this outing. You can take your Tenrai IV travels to…
The news is finally out, the Remnants & Restoration Update will be releasing on June 9th, 2024! We wish you fair winds on your next adventure. More details to come at the PC Gaming Show. 🌀
Hey all! It's been a little while since the page was updated for SONZAI, and part of that's been because the game has been a deep work-in-progress. Good things take time to come together, and we've been concentrating on putting together a great experience for everyone to play. However, we get it's been a bit overdue for an overhaul and that you've probably been itching to see more of the game, so we're excited to roll out a complete overhaul of the Steam page for the game!
Complete with new, updated screenshots that show more variety, areas, and things/mechanics in the game, the main "about" description has been updated, too. In addition to that, a selection of stylish GIFs have been added to the main about section also. The game looks awesome in motion, doesn't it? The art style of the game is truly spectacular, having been completely hand drawn and frame animated, and now that there's plenty of moving, animated media in the about section, it should help you to understand more about the game in action.
And one last thing for this update - we're pleased to announce that a new trailer for SONZAI, showcasing never-seen-before content with new reveals for the game, will be featuring in our publisher's showcase at the Guerrilla Collective this year! The Top Hat Studios Showcase will be happening on June 6th at the Guerrilla Collective livestream, starting at 12pm US pacific time. See you there!
Hello friends! Due to the fact that many people had to stay at home in isolation due to COVID-19, we decided to add another Let's Play Together competition in the middle of the week, just for fun-with different crazy levels and (alas!) no prizes. We think it is clear by now this extra LPT is a permanent addition too :)
The rules are the same: log in to our Discord server, keep it running, play a competitive level, complete it with 5 stars and have fun! Visit our Discord server (#lets-play-together channel) to learn more.
Last Friday, team members Marimo and ShinyAlbert unveiled information about the next Inkbound update on stream. You can watch the vod on our YouTube channel. Today, we’re excited to share a sneak peek of what's to come in Inkbound 1.1!
Authored Challenges
WIP screenshot. Contents subject to change.
The biggest new addition to Inkbound will be the Authored Challenges feature. Each Challenge provided to the player originates from some character or concept that you have encountered during your game.
There will be a number of challenges available that you can engage with, all of which will have unique modifiers to make your runs new and interesting. You’ll have to use your knowledge of the game to navigate through each one!
Challenges can be done solo or in co-op. Completion of a challenge will grant you 150 Vault Dust, which you can use in the Cosmetic Vault. We hope you try this out and have fun with it!
Do you have an idea for a cool challenge to add to the game? Let us know what you’d like to see in the comments and we will consider it for future updates!
More Starting Run Variety: New Bindings and Vestiges
We have heard your feedback on wanting more variety in draft choices at the start of runs. To accomplish this goal, we are adding two new draftable Bindings to the game. As with all Bindings, each Binding will have three Ascensions and nine Augments. These Bindings are not specific to any Aspect and can be used across all of them.
Additionally, we are adding in a few more Vestiges to the starting pool. We are adding five new common Vestiges and one new uncommon Vestige to the game. These new vestiges should add some early-run variety and give some more access to certain sets or mechanics that are a bit underrepresented in the current pool, such as Fabled and Executioner. As with the Bindings, these Vestiges are not designed specific to any Aspect.
Developing the Smite Mechanic
Smite is a mechanic in game that is quite cool, but it has not gotten the same level of visibility as some of the other status effects available in the game. We’re focusing on more content for Smite in specific. As part of this, we are adding a Smite-focused Trinket to the game. Additionally, Smite damage as a stat will be visualized better within in-game menus.
Victory Board Refresh
For this update, we are not going to reset your player level. Instead, we are increasing the player level cap from 999 to 9,999. Additionally, we are refreshing the Victory Board with entirely new quests for you to complete. This includes new Cosmetics to unlock, more on that later.
New Cosmetics
WIP screenshot. Contents subject to change.
As is tradition, the Cosmetics found in the previous Victory Board will be found in a new page in the Cosmetic Vault. To make navigating the Cosmetic Vault easier, we are adding filters, rearranging pages, and providing additional navigation options.
We are also adding new Cosmetics to the game. These Cosmetics will be available as rewards for the Victory Board, as well as a new page in the Cosmetic Vault. We will also increase the spawn rate of Stylish Treasure. Between these changes, and the Vault Dust reward for completing Authored Challenges, we hope that all players will be able to unlock all Cosmetics by playing the game.
On the Friday stream, we showcased two of the new Cosmetic items. They are seen below.
Nekomimi Mode
Nekomimi Mode is a pair of cat ears you can put on your player. However, it does not belong to the Head Slot. Instead, it is a Head Effect. This allows you to pair it with existing helmets and the like. Some of the combinations, such as the way we showcased on our Friday stream, are quite fun!
Immaterial Wings
The Immaterial Wings are a new, uniquely animated item for the Back Slot that have a fiery, ethereal presence to them. These wings are the reward for completing the new Victory Board. Do your best to earn them!
QOL and Bugfixes
Finally, as always, we will deploy a number of improvements to the game. The most notable one is that we will disable the End Turn button when targeting. This should help prevent accidental run-ending misclicks from happening. Thank you to everybody who diligently reported this problem.
Release Date
We will announce the release date of the Inkbound 1.1 update at a later date. We have more content to showcase as well, from Authored Challenges to new Cosmetics, which we also will do at a later date. Having said all of that, you can expect 1.1 to launch sooner than later!
Thank you to all of you who have played and enjoyed Inkbound up until this point. We hope you enjoy this exciting new update to Inkbound!
Intravenous 2: Mercenarism - Explosive Squat Games
Hey folks!
Along with the usual fixes and improvements, this patch introduces a change to enemy AI that I believe a lot of people have been waiting for. It adds a system of combat confidence to enemy AI. If the player is doing very well in combat, then the enemy AI will fall back more and more, forcing the player to advance onwards towards the enemy. This makes the combat gameplay more varied, since the initiative is now even more on the player's part, enemies are less aggressive, and combat occurs on more parts of a level.
Gameplay
- added a combat confidence system to enemy AI: * when the player is doing well in combat, some enemies may start running away, taking cover further away from the player
- goons watching security cameras will now become high on alert if they have a line of sight towards the player on which they saw them - when loading into a level, active patrol point waiting times will now be randomized - flashlight disruption now lasts 13 seconds (was 5) - increased noise made by all weapon actions (when reloading) - increased volume on radio disrupt start/end sounds - changed color of the aim line to be higher contrast - dialogue box made bigger - tweaks to enemy AI regarding searching for the player after a recent sighting/hearing
Fixes
- fixed taking AOE gas/fire damage while in vents - fixed certain loadout data not being reset properly in some cases - fixed goons pathfinding to the beginning of their patrol route point, despite being right on it, when starting a level - fixed being unable to target certain objects, if other aimable objects that we're not interested in are in our target path - fixed a crash related to mobile dialogues - fixed bad environment sound volume scaling - fixed a case when enemies would not advance their patrol route - fixed pause menu black bars not extending to the end of the screen on some resolutions - fixed incorrect display of object interaction cycling when playing with a gamepad - fixed tame reactions to gunfire in some cases when goons would be looking around - fixed certain UI elements not blocking joystick input, resulting in various issues/crashes - fixed being able to push around other unconscious goons when carrying a body - fixed enemy logic related to goons tripping and getting up - fixed a crash related to security cameras - fixed incorrect item take animation on motorist goon variant, when using a large pistol - fixed a spot where the player could get stuck on in Pablo's Hideout - environment light tweaks - volume scaling fixes
Miscellaneous
- can now cycle tips on the loading screen - adjusted text color for dialogue boxes - updated LuaJIT to latest github version - reduced default (first launch) music volume level to 20% (was 40%)
In this update, you can play Upheaval using text-to-speech, use keyboard or controller input, and pursue any of the adventure hooks in the new random village events.
Read about all the new and old accessibility features here.
Highlights from this update
Text-to-speech available in all graphical versions! To activate text-to-speech, use these shortcuts:
Keyboard: Shift + T
Controller: Left stick button + Right stick button (together)
Full keyboard and controller support! Read about the default controls here. Controls will be made configurable in a future update, sometime before full release.
New random events in town! Each event will tell you about a new adventure you can go on, either short or long. Hopefully these provide fun options for players unsure of what to do next!
Special Thanks
Big thank you to Chad, Tuan, and Aziz for playtesting this release, and to Xvordan for all the bugs they reported that got fixed in this update! 🪳🔨
● LODs to destroyed pieces of destructible objects (performance saving). ● Possibility to lock/unlock your vehicle. When your vehicle is locked, other players will not be able to join or enter your vehicle. ● Free Look for infantry (looking around while holding down the free look key). ● LODs to stone walls to improve performances.
CHANGED:
● Updated machine guns dispersion (increased). ● Reduced the speed change time when moving from road to off road and from off road to road. ● Markers no longer follow the enemy, but stays where he was spotted. It was too OP to just shoot on the marker and kill people this way. ● AI visibility through vegetation. Bushes/trees will now have a more realistic impact on its visibility. No more 200m shot by enemy tank that had no real visibility through a forest! ● Paratroopers Attack gamemode was renamed into Airborne Assault. ● Grass will better blend with terrain texture. ● AI tanks will now, like AI infantry, drop their current target if they cannot establish eye contact with it for an extended period of time (5-10s). This takes into account terrain, trees, vegetation, buildings... ● Reworked infantry AI vision/FOV and senses to be more realistic. ● Reduced HP of destructible doors (100->75). ● Normandy Farm farms setup.
FIXED:
● Flag ownership change layer order (always displayed behind some other text when it should have been in front of it all). ● Impact distance text on unit HUD going over the target acquisition icon. ● Spawning inside walls or roof or chimneys or trees etc. ● All american tanks had wrong turret rotation speed for some reason (all set to 30deg/sec). ● AI spawning at spawnpoints it could not walk from. ● M8 Greyhound had too strong gun recoil. ● Some houses could not be entered easily because of collider issues on doors+terrain. ● Oak saplings and ferns were not included in vegetation masks when generating craters. ● Ghost vegetation colliders. ● Markers being spawned several times. ● NGSS shadows not working. ● Potentially fixed the timeout / automatic kick after joining a session and after scene loading. ● Touch bending strength on some vegetation items (too strong). ● During multicrew, if the owner of the vehicle disconnected, the vehicle would not be transferred until another player would change seat. ● Camera spectator next/prev not working, and could even freeze the game. ● You could get the camera REAL close from the plane when using unlocked third person camera on planes and it would get real janky. ● Bots deaths could go negative.