Sengoku Dynasty - SwordsOfTheSouth


Youkoso!

We are thrilled to announce the upcoming release of Kaizen Part 2! Here are its two core features you can look forward to:

The Happiness System: Introduce joy and satisfaction to your villagers' lives by managing their happiness levels and the harmony within your community.

Fences and Roads: Craft intricate fences and roads with our new spline building feature. Design your village infrastructure with greater precision and creativity.

This update takes another step towards making the village simulation aspect of Sengoku Dynasty more engaging and intuitive. We can't wait for you to experience the improvements and take your villages to new heights.

There's even more exciting content coming in this update, and we'll be revealing additional details in the coming weeks.

Stay tuned for the release date!



We also want to express our gratitude for your continued support and the valuable feedback you provided after the first part of Kaizen update. We're thrilled to have you with us on this journey!

Superkami and Toplitz Productions








PS: A little cross-promotion to mark the start of the Steam NEXT festival today.

We want to let you know that Farmer's Dynasty 2 has been granted a demo version that you can play as part of the upcoming Steam NEXT Fest!
Do you crave for more ‘Dynasty’? We look forward to welcoming you to Farmer's Dynasty 2!

https://store.steampowered.com/app/2569670/Farmers_Dynasty_2/
Train Sim World® 4 - DTG_Alex


TL;DR (too long; didn’t read) Summary
  • Cargo Line Vol.2 – Aggregates – Released last month
  • Cathcart Circle Remaster & ScotRail Class 380 – All new images and details!
  • DB BR 218 – New images and information from TSG
  • Expert DB BR 101 – More details on the Expert-level functionality
  • News from Rivet Games on Leven Branch for Fife Circle
  • Background Projects – Brief updates on projects we haven't discussed recently
  • Summer Core Update – Core and UK fixes released, DE & US improvements on the way!
  • Suspension Improvements – Coming in July! + New video on Blackpool Branches locos
  • PC Editor June Mega Spotlight – Showcasing 15 community-created projects, with details, images and videos!
  • City Transport Simulator: Tram – First roadmap released last week.

And just to cover the changes from the previous graphic:
  • Changed "Summer Core Update" to "Summer Core Update (DE & US)"
  • Removed "Fife Circle Line Improvements" (These have been released)
  • Removed “Formation Designer Creators Club Functionality” (This has been released)
  • Moved "DE Loco - Simtrack Studios" from 4-6 Months to Release Date TBC
  • Moved "German Route" from Release Date TBC to 4-6 Months
  • Added "DE Loco" to 4-6 Month Add-ons (1st Party)

A Note on Add-on Timelines
We’ve seen an increasing amount of third parties getting involved in Train Sim World, which is wonderful and exciting for the future, but we also want to remain confident on setting realistic expectations to players for release dates when we announce new projects. As a standard, we are now aiming to have seen development builds of an add-on before we move it beyond the “Release Date TBC” section. This may mean that certain projects don’t see much movement over the course of many months, or that the TBC area becomes over-inflated, in which we may need to re-approach how we display this infographic.
This is still a big learning process for our teams, as well as the third party developers who we are working alongside us, and will continue to evolve this process naturally as we go onwards. We hope you understand the reasoning, the goal is to give as clear a picture as we can for upcoming releases that you can expect coming to Train Sim World.

The Train Sim World Roadmap

Welcome to June everyone, today we’re sharing our latest developer roadmap update for you all on Train Sim World!

In this update we have a range of new images and detailed feature list for the Cathcart Circle Remaster, coming soon as a free update to all players who own the route! We’ve also got new information from the TSG team on both the DB BR 218, and the Expert DB BR 101 locomotives releasing soon, and a quick update on additional projects from both first and third party teams.

For development insights this month, we have new videos that highlight the upcoming Suspension Improvements across locos from Blackpool Branches, and confirmation that you can expect these to arrive in mid-late July, including the core range of TSW4 stock and more from TSW4 released routes. We also share news on the next core patch coming to TSW, focussing on German and US add-ons alongside core improvements.

As a bonus, this roadmap features a large PC Editor community spotlight, with lots of submitted images, videos and details for custom-created projects being developed by fantastic players of Train Sim World. Be sure to take a look through what the community has been working on!
We’ll be live tonight (Thursday, June 6th at 18:00 UTC / 19:00 BST) to talk you through this full article and you can find a stream event link at the end.

Released Add-ons



Last month saw the release of the Cargo Line Vol.2 – Aggregates pack, which brings freight haulage to Midland Main Line, Great Western Express and Southeastern High Speed – courtesy of the Class 66. Operate services in and out of yards featuring loading / unloading facilities before moving out onto the main lines through the Midlands and the West. Or work diverted trains through Kent in three separate Scenarios.

Content Up Ahead
Cathcart Circle Remaster + ScotRail Class 380

This month, to kick off the news on upcoming content to Train Sim World, we’ll be sharing details for the free Glasgow Cathcart Circle Line Remaster, coming soon to TSW4!



Our Game Designer Liam has shared the key features you can expect:
  • New Timetable (With images below!)
  • TOD4 Upgrade
  • Updated route scenery, landscape and foliage
  • Updated track and signal visuals
  • Updated the Class 314 with new lighting, rain effects and added GSM-R
  • Updated Glasgow Central lighting, scenery, PIS and passenger spawn locations
  • Updated all stations with new lighting and passenger spawn locations
  • Added new lighting to the bridges around Glasgow
  • Added scenery for the disused Netherton Goods, Crossmyloof and Dumbreck stations
  • Added scenery and track for the disused Smithy Lye sidings
  • Added scenery and lighting for Shields Depot
  • Added interactable player bench at Glasgow Central and Pollokshields East



What a list! We’re very excited to be sharing a second TSW4 remaster with you all for the Cathcart Circle Line route and bring it up to modern TSW standards. With a full lighting upgrade to stations and scenery, newly added ambient lighting around urban areas and updated lighting around Glasgow and its bridges, the city really does shine at night.



And as a bonus our Game Designer Joe has curated a selection of new screenshots for the Cathcart Circle timetable, including the ScotRail Class 380 (and a tease for Skyhook Games’ ScotRail Class 158!)



Various trains at Glasgow including Skyhook Games' upcoming ScotRail Class 158



Various AI will be included at Newton, including this 6 car Class 314 Cumbernauld to Dalmuir and this LNER Class 801 ECS Edinburgh Waverley to Glasgow Central.



Various AI at Glasgow are included, such as this ScotRail Class 380 heading to Largs.



Flying Scotsman also makes an AI appearance at Glasgow Central



There are many times at Glasgow Central, trains will share platforms with each other. Sometimes even having 3 trains in a platform at once! The rear set will have its doors locked to ensure passengers board the right train. Then once the first train departs, the rear train will open its doors.



Playable 6 car Class 314s, a highly requested feature, also make an appearance when and where realistic.



There are also some surprises to look out for!



Another railtour at Glasgow using the Just Trains 47 and Scotsman Mk2 coaches.

We’re not quite ready to reveal when you’ll be able to get your hands on this Remaster, and the ScotRail Class 380, but we’ll keep you updated when you can find out more!

Partner Programme Update
DB BR 218 – Developed by TSG

We’re back this month with an update from TSG with more screenshots for the upcoming DB BR 218 (and also information on the Expert DB BR 101 below!). Here are some brand new images on how the progress has been going:





Additionally, the TSG teams have included the 218 in the Maintalbahn timetable, swapped out for the 642. Here's Maik, a developer at TSG, with more information:

Maik: “The Maintalbahn timetable is a copy of the original where some of the [locos] are not using the 642 but the 218. It uses a push-pull configuration with only 3 dostos. These are representing the services that were running a quite short time on the route as a sort of test. Since we need gameplay, we thought that would be nice to have it in there.”

This week we also reached out to you to answer some questions you had about the DB BR 218:

Q: How are the sounds represented in-game?
“Currently in our builds, the sounds are placeholder whilst we work on implementing these. I have gathered real recordings made by a driver of this loco that we intend to use, and we’re investigating if we can source more audio for the engine noises.”

Q: Can you talk more about the model for the DB BR 218?
“We’ve worked hard to implement a high level of detail on the 218, especially across the exteriors. As a note for when you move inside, normally you’d expect to be standing in an open room where all the engine parts are visible, however as we’re not able to reproduce that, you’ll notice a wall with closed doors on both sides that restricts this vision.”

Q: Will there be more than one livery for the 218?
“Currently no, there may be plans in the future to add more but with this release it will just be one.”

Q: Will it substitute with other freight train locos?
“Due to the other locos being twice that powerful as two 218s, currently we don’t have any substitution set up as a single 218 would not be enough to get those [heavier] trains moving.”

As a reminder of the key features you can expect with the DB BR 218:
  • DB BR 218 series 400 with TB11 engine in traffic red
  • n-Wagens in traffic red with the diesel desk version of the Karlsruher cab car.
  • Timetable mode for Hamburg-Lubeck
  • 4 Scenarios, including route-length runs, a rescue mission of a stranded RE with a double formation of 218s, and a freight run with a mixed and heavy train from Lubeck to near Hamburg.
  • 2 Tutorials on Training Center for the 218 loco and an adopted n-Wagen cab car tutorial for the new diesel desk.
  • Journey mode services





We’re not quite ready to confirm the date that this will be released, however you can expect this add-on to be the next release coming to Train Sim World 4. Keep an eye on our announcements over the next few weeks for more information on when you can expect to pick up this loco!

Expert DB BR 101 - Developed by TSG

Sticking with TSG, we have more detailed insights for the Expert DB BR 101, from our Senior Technical Producer Lukas who works with the TSG team. For those not familiar, the Expert 101 is a re-release of the iconic DB BR 101 locomotive, that aims to serve players who are interested in a much more detailed, authentic experience and providing a higher level of functionality.

Lukas: “This project started out with the idea: What would it be if you had to do everything a real train driver needs to do?” “To do this we explored lots of new areas that haven’t been done before in TSW and developing new techniques and approaches to this much deeper level of functionality, pushing the limits of what we can simulate.”

The image below shows both of the Simugraph node trees for the Expert DB BR 101, and the original release of the DB BR 101, at an identical zoom level. Essentially, this is a structure of the physics when simulating the train and helps visualises the difference in functionality between the two.



“We ended up with a loco with a fully detailed machine room, with all breakers and valves working that a train driver would interact with. After all, a lot of the Locomotive startup and fault solving happens here. This includes oil-pump coolers to PZB valves on the brake-rack.”

“To make good use of this detail, the loco comes with a fault simulation system that can be turned on. Here numerous different faults can occur. Don’t worry, you won’t be left alone with this. A manual will be provided that explains resolving each of these. From traction motors failing, to PZB failures and a cascade of failures if certain systems start to blow out others. All correctly displayed on the trains Digital Displays and panels, making every drive a new experience!” “Scenarios and Tutorials will display these features and guide you through them to learn more about the loco without reading the manual, though some amount of manual reading will be required.”

“First in TSW LZB Input Panel that requires entering Max Speed and Brake Rate values to simulate PZB/LZB on a higher level. The Brake Rate is calculated through the trains max weight and describes its braking performance in the current configuration, considering current available systems. The ZDE Panel then sets the PZB mode from these values, there is no switch like before.” “For everyone that thinks this is too much and they maybe just want to experience the new Cab Car. A new Menu Setting is available for this line of locomotives. Turning off expert mode will default the safety system and fault simulation to Off and the locomotive and cab car will behave more like a traditional locomotive you are used to in TSW.“
Thank you, Lukas! For everyone who’s excited for this release – stay tuned to our announcements for when we’re ready to reveal more about the pricing and the release date!

Rivet Games Update
Last month in May, we shared an update to Train Sim World 4 that focuses on improvements for Rivet Games add-ons, including a large update to Fife Circle, bringing new services, route improvements and key fixes for issues raised by the community from launch. You can read all these on our May 14th Update Notes. As a quick summary, this update to Fife Circle included:
  • Route optimisations and performance improvements
  • 33 Cowdenbeath services to the base layer
  • 6 Flying Scotsman railtour services
  • 2 Jubilee railtour services
  • 2 Class 40 services going to and from Dunfermline City.
  • A new procedural foliage system (as seen in the Overground Line)
  • Fixed the 'pop in' issue of the Forth bridge on Xbox One

Rivet Games have also committed to adding the Leven branch to Fife Circle as a free update, and earlier this week on June 2nd, the real-life Leven branch line was officially opened, meaning their teams can now take the time to visit and gather the required references to properly re-create the branch. We’ll keep you updated as their teams begin work developing this for Fife Circle in the months ahead.

Background Projects
This new segment will act as a quick update on routes and projects we’ve not talked about in a few months that are continuing development in the background, that we’ve not had more news on or little to share in our roadmap officially.

It will not include everything that’s happening, but it gives us a chance to have some answer to expected questions that you have for future releases.

  • Skyhook Games are continuing development on the ScotRail Class 158
  • Simtrack Studios are continuing work on the BR Class 104 & Peak Forest Expansion Pack
  • Simtrack Studios DE Loco moved to Release Date TBC whilst we wait for a build. Please see the note about timelines near the top of the article for more information on timelines.
  • Koln Aachen Timetable – Currently the Koln timetable isn't finished as Joe has been prioritising the Cathcart timetable rebuild. We’ll share more news on this project when further developments
  • San Bernardino – Work is continuing on developing San Bernardino, currently it remains in the 4-6 month release window as we develop the infrastructure for the route

Patches & Updates
Summer Core Patch
Earlier this week we released the first part of our Summer Core patch, including core changes and key improvements for UK content that have been flagged by our teams and raised by your community feedback.

You can View the Full List of Patch Notes on our forums, and as a reminder of the headliner changes:
Core
  • Saved HUD settings should remain persistent between sessions on console platforms
East Coast Main Line - Class 801
  • All connection elements, including gangways and cables, will now connect between vehicles
  • DVD/DSD will no longer beed when train is stationary, even when reverser is in neutral
  • GSMR now plays the correct sounds on startup and when interacting
  • Added flange squeal sounds
  • Fixed an issue where glass would become opaque at certain angles
Brighton Main Line
  • Fixed rear doors on the Class 377 being stuck open when spawning into a service
Birmingham Cross City
  • Updated scenarios and services to correctly use new TSW4 scoring systems.
Southeastern High Speed
  • Fixed the ‘Hoo Dares Wins’ scenario on PS5 being incompletable due to a stuck 465 train preventing completion
Glossop Line
  • Fixed an issue where further objectives stop appearing after the lock the doors objective
Cargo Line Vol.1 – Petroleum – Various improvements to EWS Class 66 and TEA VTG tankers
West Somerset Railway – Scenery improvements and gameplay fixes for services

As an additional note, some of you may have noticed that in this patch we added an unbranded version of the Class 387 GX livery to the London Overground Suffragette line timetable. This was to add further AI traffic to the short stretch of East Coast Main Line between Harringay Green Lanes & Crouch Hill where unbranded Class 387s can sometimes be seen running in real life.

This variant is not driveable or selectable from the menu, but can be seen at the AI ECML portals at the following times - 0708, 0809, 0911, 1716, 1816, 1922

This is only half of our Summer Core patch, we’ve got more improvements coming imminently that target community reports and other improvements across DE and US routes. We appreciate your patience and support in raising these issues, and we should be getting these improvements to you in June/July. We’ll keep you updated on what’s included once we finalise the changelog.

Progress on Improvements
Suspension Improvements
We wanted to keep you updated on how our teams have been progressing with our work adding new suspension improvements to trains in Train Sim World 4. Work is continuing well, and we’re now at a point where we’re able to share with you that these improvements are coming to all Train Sim World 4 players in mid-late July next month! We’ll be able to confirm an exact date once the final changes have been completed and we can fit them to a build, but we’re reaching the final stages of getting these improvements ready, which has taken longer than we initially expected, and we want to deeply thank you all for the extended patience you’ve had waiting.

As for what’s included, currently we have finished work on suspension for all TSW4 core locos, and now the teams are looking at including as many of the locos from routes that released after TSW4 as we can, whilst being able to deliver these to you in mid-late July. As this work is still continuing, we can’t confirm the entire list, but what we can do today is preview these suspension improvements on post-TSW4 routes with locos from Just Trains’ Blackpool Branches!



As many of you may remember, the Pacer that comes with this route was the first train to use the new suspension technology so Just Trains were keen to bring it to the other stock that comes in the pack too. First up, you'll be seeing the Class 08 riding over the junctions with some shots from the side and in the cab and i'm sure you'll agree its a much more... dynamic... experience than it is without the suspension set up.

The second part of the video is showcasing the Class 47 and coaches where the effect is much more subtle, you can just about see the wheels dipping in to the joints. This one really takes effect when it's at speed, with more bounce and rock experienced as the train rides at faster speeds.

It's great to see Just Trains pushing ahead with brand new tech like this and it levels up what is already an outstanding route and driving experience.

Please continue to send through any thoughts on our dedicated Feedback Forums.

PC Editor – June Mega Spotlight!
Now, it’s time to shift the spotlight over to our fantastic community of creators & developers!
Thank you for those who reached out to share their projects, and especially for all of your who continue to update regularly on our PC Editor Forums. By no means is the following selection a complete list of the projects being made, we’ve selected a range of creations that were recently updated and were submitted to us – if you’d like to suggest a project to highlight, whether it’s one you’re excited about or currently developing, get in touch with us via the forums!

As a reminder, these are all custom community-created projects that Dovetail are not developing, so please do not use the following list as an indication of areas we intend to share officially for Train Sim World. We also may have amended some screenshots to hide official licenses being displayed.

Community-made Projects

  1. Stuttgart-Wurzburg by BlackPulsar.


  2. Strecke Hannover – Hamburg by Trainspotting Norden.



  3. Middlesborough – Whitby and Pickering by Andy Gough




  4. Wes – Grunau Im Almtal by FeddieTheSheppard.




  5. London Map by incrediblehannes.




  6. Dieselnetz Euskirchen by Cadeshr6s



  7. Doncaster to Sheffield by Moofers.




  8. NoHAB Di3 by ‘Oystein’.



  9. MK3 loco hauled coaches by ‘matthewanthonygray’.



  10. Tees Valley Line Timetable by ‘Fawx’.


  11. Munchen-Augsburg Timetable by Vindicity.


  12. Bremen Oldenburg Timetable by ‘LPGamerTV’.


  13. Arosa Line Timetable by ‘RedCraft98’.


  14. East Coastway Timetable by ‘2TallTyler’.


  15. Dresden-Riesa Timetable by ‘Mkraehe’

City Transport Simulator: Tram Roadmap
For those of you who are interested in knowing more about our growing CTS: Tram developments, just last week we shared the first ever roadmap that includes an overview on upcoming content, screenshots, trailers and behind-the-scenes news on current developments. Early Access for PC will be available on June 20th, and we can't wait to see what you think!

If this interests you, please read the full CTS: Tram Roadmap on the Steam news page!

What’s this, a roadmap within a roadmap?!?

Roadmap Livestream
Exec Producer Matt, and Senior Community Manager Alex, will be talking about all the things we’ve featured above, and answering your submitted questions in our May Roadmap livestream. The stream will begin from 18:00 UTC / 19:00 BST on our YouTube and Twitch channels.



Have a question for us? Put it in our June Roadmap Q&A thread and we’ll answer as many as we can live tonight!

Find out more about Train Sim World 4 by following @trainsimworld on X/Twitter, Instagram, Facebook, YouTube, Twitch, and TikTok.
Deathbound - Tate Multimedia
Greetings, Fallen Warriors...

Lead a bloody crusade through Zehrimbal Stadium and face the Unbearable Beast in the brand NEW demo of Deathbound! A new demo is now available on Steam - test your skills in a new location, face new enemies, and confront a new boss.



Forge your path through the unforgiving world of Deathbound. Embrace the innovative 4-hero soulslike party system, bind with fallen warriors found in the forbidden city of Akratya, and dynamically morph between each character seamlessly mid-combat. Execute devastating Morphstrikes with the combined power of the party and turn the tides of battle.

In the new demo, you'll find yourself in a completely new location - Zehrimbal Stadium. Travel through narrow corridors, ruined rooms, and even the pitch of the stadium, which served the Cult of Life as a bastion where they defended themselves against the Church of Death fanatics.

Face new types of enemies in Zehrimbal, and confront the Unbearable Beast - an abomination whose every move is extremely brutal and unpredictable.

We welcome your feedback, opinions, and suggestions. If you stumble upon any bugs in the new demo, please report them using the provided {LINK REMOVED} or on our Discord server.

{LINK REMOVED}

Before you venture through the gates of Akratya, we encourage you to explore previous Community Hub's news, updates, and Dev Journals. More of this will be shared soon, providing insights into the developers' work and inspiration behind the creation of Deathbound.

Follow Deathbound on Facebook, Twitter, TikTok and Instagram.

Wishlist Deathbound now and dive into a brutal and divided future where Death and Life were never more conflicted...
https://store.steampowered.com/app/1277130/Deathbound/
Beach Invasion 1944 - aix2games

Hey everyone, we released a new video of our game Beach Invasion 1944 for the 80th Anniversary of D-Day, also announcing the game for the Playstation 5 which will soon be launched.

Tiny Glade - anopara
Hello! Here comes a tiny patch:

* Undo/redo tutorial popup now goes away after 10 seconds
* Tutorial popups are now hidden when in photo mode
* Discord button should now correctly appear next to the Wishlist button in the main menu once you've reached 10 minutes of active playtime. (the bug was very embarrassing, I was accidently counting the duration of -tutorials- being displayed to you, not how long you've been playing. Apologies! 😅 - Ana)

Aaaaaand we continue to investigate startup crashes. If you’re still experiencing issues with the game crashing for you on launch, please check our troubleshooting guide and if the game still doesn't work, please let us know!
Space Battle - RealCorben
Something is moving in deep space and you don't have your space station to help you anymore... The Mayhem DLC adds a new Bullet Hell style game mode where you will have to endure as many waves as possible. It was planned for release on June 10th but I'd rather have feedback soon so I can work out the kinks.

https://store.steampowered.com/app/2808620/Space_Battle__Mayhem/

There are still some details to polish and improvements that will be applied to the base game as well as the DLC. I don't want to publish a roadmap with all the changes but I can say that soon the game will be available in the EPIC GAMES STORE and I will be busy making the necessary modifications as well as upgrading to Unity 6, so patches will be common.

https://store.epicgames.com/en-US/p/spacebattle-d27e87


Although I mention it in the DLC description itself I will mention again that purchasing the DLC is completely optional. I wanted to investigate the process involved in making DLC, the technical and bureaucratic aspects. On the other hand, it is impossible to improve the content of indie games without funding, so with the purchase of the DLC you are helping to maintain the game and future games, which I anticipate, there are little things prepared, once again thanks for joining me in the space adventures.

- Adrián Corbalán

Patch notes
*Mayhem game mode available as additional content.
*Frances in game support.
*Revamped main game mode UI.
*Vsync and frame limit added to settings.
*Added options: Vsync, frame limit, resolution, fullscreen.
*Enemy progression system by tiers active.
*Shield loot.
*Modified icons for items (Credits, Ammo, Health, Health, Shields).
*Permanent death mode active again.
*Upgrade to Unity 2023.3.3f1.
*Confirmation windows.
*Bug fixes.
Be My Horde - PanDibbler


Hello, minions!

Emotions are slowly settling down after announcing the launch date for Be My Horde. Don’t get us wrong—we’re still excited. The OTK Games Expo showcase was a blast, and we’re thrilled to have participated in it. But now that our hands have stopped shaking, we can focus on diving deep into what you can expect from our upcoming roguelite horde survival game. In today’s devlog, we’d like to share more info about something we call The Dominion. This is Moriana’s base, where she returns after each death to gather her strength and become more powerful.

P.S. Just a quick reminder—Be My Horde will launch on June 18th in Early Access. Be sure to wishlist the game; it’ll greatly help us and allow more people to meet Moriana. And she does like the company… Now, back to the devlog.

BECAUSE REASONS

From the very beginning, we wanted Be My Horde to have the regular roguelite loop: fight, fail, learn, improve, repeat. You know the drill. As you may have noticed, if you played the demo, you could buy or improve your abilities after finishing the run by spending souls harvested during gameplay. Each resurrected enemy equals one soul in your wallet. Upgrading Moriana was available through a regular “ending screen,” with three icons you could select and choose. However, we never wanted to stick to boring menu screens in terms of improving your necromancy skills.

We decided to create The Dominion. This is Moriana’s place where players can raise creepy and dark structures with the harvested souls. Each structure gives you new abilities, like changing the style of necromancy from “cooldown” to “instant” or generally improving your skills—such as increasing movement speed, starting army size, the number of minions you can resurrect at once, or even modify your run by adding extra objects and enemies... We believe The Dominion is a great solution for a few reasons.



Immersion and Attractiveness
We realized that a lackluster menu screen may not be very attractive and can decrease immersion by taking you out of the action. Instead, we aimed to keep the updating feature within the game’s environment. Similar to Hades, where Zagreus returns to his chambers after each death and gains new abilities and weapons by interacting with various objects, The Dominion keeps you engaged as you’re still PLAYING the game rather than scrolling through the menu screens. This makes the process of upgrading Moriana much more attractive.

Lore
First of all, more Moriana is always better. We think it’s not arguable. Even if Be My Horde doesn’t possess a rich story with many characters and twists, it has a hidden lore we created. In The Dominion, you can uncover some of its elements and learn more about Moriana’s character. It fits perfectly to let you get to know her better by spending time in her “home.”

Readability
With “menu screens,” one issue is the risk of overwhelming players with too much information, making it all unreadable. We’re not fans of those huge windows with dozens of yet-to-be-unlocked skills - pictures, walls of text, numbers, etc. Putting all of that into structures you can raise in your Dominion lets you calmly explore all the ways you can upgrade Moriana and her necromancy skills. It also follows a considered order in which we let you unlock the next structures. Everything is readable and not overwhelming.



Pace
Be My Horde is a game where the pace starts slow but becomes very intense as your horde grows with each minute and each wave. This intensity can be very high, so when you fail and immediately reload the level, it can feel odd to start slow again. This is common in most roguelite titles, but visits to The Dominion allow us to address this.

After each run, you get a moment to rest and settle down by exploring The Dominion, spending souls to raise new structures, and picking up modifiers (more about those in a moment). This preparation for the next run helps you rethink your strategy. When you return to the battlefield, starting slow feels less annoying because you had a moment to catch your breath. The feeling is completely different, thanks to it.

PICK YOUR POISON

The Dominion isn’t only about updating your skills; it’s also about changing the rules of play. You can raise a structure that allows you to modify the level at some point. By spending souls, you get points that can be exchanged to add new interactive objects or even enemies to your next run.

For example, you can place graves on the map. These spawn randomly and are a great source of free minions that you don’t have to kill. They are already dead and ready to join your malevolent horde.



Another example is the Summoning Circle, which also spawns randomly on the level. It can summon more enemies, which is great if you have a large army and want to expand even more before the next wave. It may be risky, but if used wisely, it can tip the scales in your favor.



And finally, urns. Vessels that your servants can easily break, potentially containing healing for Moriana, temporary movement speed upgrade, free souls, or sometimes even enemies to kill—it’s like a box of chocolates; you never know what you’ll get.



All of these objects are not available from the start. You must unlock them and add them to your run through the special structure. The points you earn during gameplay are limited, so you must decide what modifications work best for you. Additionally, let’s not forget you can also unlock ENEMIES.

You may have already met Sheep and Priests in the Be My Horde demo. However, these units are now unavailable from the start and must be unlocked, similar to the objects described above. This element of choice adds depth to the game. Is it wiser to spend points on Sheep? Or would you rather encounter graves and Priests instead? The choice is yours, and after raising the appropriate structure, you can customize your run as you wish.

WELCOME TO YOUR NIGHTMARE

The vision for The Dominion evolved during development. Initially, we considered a graveyard that fits our formidable necromancess. Next, we thought of presenting Moriana’s base as a simple medieval castle, referencing dark, romantic novels like Bram Stoker’s “Dracula.”



But it wasn’t enough. We needed something better and more original. Our artists created the solution — we needed The Dominion to be modular for design reasons. Everything should be easily expandable with layers. So, to make it cohesive with the art, our artists got the inspiration from “The Divine Comedy” by Dante Alighieri. Specifically, Inferno with its layers, where the deeper you go, the crazier and scarier everything becomes. We decided to do the same in Be My Horde.



Moriana’s Dominion is a hellish place right from the worst nightmares. The structures are disturbing and terrifying. There’s blood everywhere. The more you develop The Dominion, the more structures you raise, and the more you upgrade them, everything becomes more fleshy, scarier, and bloodier. It’s your own inferno, growing more unpleasant with each step. This fits the mad side of Moriana’s character and gives us more artistic freedom than a graveyard or medieval castle.

MY OWN DOMINION

What else can you find in The Dominion? This is something you need to discover for yourself. The way we designed The Dominion allows us to easily add more structures and objects, so you can expect many updates during Early Access. It already offers many opportunities to upgrade Moriana’s powers or modify your runs, but it’s just the beginning. We still have many ideas for The Dominion.

Please let us know what you think about this feature. Do you like the idea? What would you like us to add to The Dominion? Be sure to check out this and other features of Be My Horde on June 18th, when the game launches. Ultimately, you can’t fulfill the fantasy of becoming a dangerous and formidable necromancer without your own dark base. So, create your own Dominion and bring suffering to this fantasy world. You’re the evil one in this scenario, after all.

PRAISE BE MORIANA!
The Polished Games Team


https://store.steampowered.com/app/2499520/Be_My_Horde/?beta=1
The Bloodline - CamillaHOOK


Harbingers,

A new update is available now to improve your journey in Eudros!

Bug fixing, optimizations, adjustments, and new content - such as new quests and a preview of the new village decorating system - await you in the lands of Elderheim and Askil! ⚔️

ADDITIONS
  • Added new quest: The Angler’s Revenge – THE FLOWING SANDS (Shack on Sungrub Island)
  • Added new quest: The Shrine of the Luminary (Can be picked up in the Library of Turacca)
  • You can now fish at the Flowing Sands, where 5 new special fish await you! (You need a Sand Fishing Rod to fish at these spots, received via the Angler’s Revenge questline)
  • Added “Favorite Mount” button (Default key binding is ‘V’)
    To make a mount your favorite, open your mount selection window and click the yellow flag with the crown. With a favorite mount selected, you can press ‘V’ in game to quick-summon that mount
  • Added new thumbnails for various weapons
  • Added new thumbnails for mounts
  • Added new heavy attack for Ultraswords
  • Added new White Direwolf mount to the Woodhurst wolf merchant
  • Added quest marker to Besslyn in Al’Mayya
  • Added quest marker to Ali in Muscan
  • Added quest marker to Parisa in Al’Thumralah
  • Added quest marker to the final stage of The Flames in the Sand questline
  • I've included a preview of the new village decorating system in this build! It's not complete, but I wanted players to access it now so I can gain feedback and improve the system before its full implementation.
BUG FIXES
  • Enchantments should now work properly. You MIGHT need to return to the location to unlock the enchantment book again, but I tried to make it so you don’t have to do so!
  • Fixed General Store rotation
  • Removed debug cube from Tornado skill
  • Blazing Trail now properly consumes mana
  • Fixed T-Posing Finfolk
  • Fixed various black weapon/armor thumbnails
  • Fixed issue with certain overworld events spawning in the desert that shouldn’t spawn there
  • Adjusted player footstep sounds
  • Fixed issue with broomstick mount breaking mana regeneration
  • Fixed issue with Askil Rascal quest not progressing
  • Fixed issue with enchantments not properly unlocking on the enchantment table
  • Death’s Claw now grants Spirit Essence for killing enemies
  • Heavy attacks now grant the proper amount of weapon EXP
  • Heavy attacks now properly track quest progress and weapon kill progress
  • Fixed issue with companion dialogue popping up without and text
  • Veiled Slicers now absorb mana properly when attacking enemies
  • Fixed issue with guild and special vendor currencies not being reduced when purchasing items (Iuba, Tithes, Fragments of Iher, Coconuts, etc)
  • Fixed issue with beams from the light beam puzzles flickering
  • Fixed issue with final slab in the Shrine of the Luminary not progressing the quest.
  • Fixed issue with Sandstone Dagger item recipe
  • Fixed issue with the sun in Askil not draining stamina while mounted (other than when on an Askillian Scarab)
  • Fixed issue with double “Small Warhammer” in level 5 Weaponsmithing
  • Fixed collision issues with Askillian Waytowers
  • Level 10 Unarmed Passives can no longer be unlocked at level 5
  • Fixed issue with Warp Spire portals sometimes not appearing correctly
  • ALL Unarmed skills should now properly grant the EXP
  • Removed quest markers at scorched coast for quests that don’t take place in that location
  • Can no longer jump while in ragdoll mode
  • Undead Horde events should now work properly
  • Goblin Horde events should now work properly
  • Fixed birch tree color in Whitebrook Haven
  • Fixed issue with Shrine of the Luminary quest not progressing past the slab section
  • Fixed softlock for the “Strange Magic” questline if players left the Fal Fadir Oasis before speaking with the Askillian Captain
  • Fast Travelling Via Portal Coins should now update your overworld position correctly
  • Companions/friendly NPCs should no longer fall through the ground at the Pillars of Misrafal
  • Fixed issue with 10th slot of offhand spells not saving properly
  • Bijan should now appear in your companion tab after his dialogue discussing joining you
  • Fixed issue with 10 Bijans spawning when accepting his as a companion
  • Fixed Instant Reload animation for double barrel copper pistol
  • Fixed item duplication exploit when trading
  • The secret passageway that opens during the New Ralah questline should remain open when returning to the area
  • Fixed issue where grapple would constantly pull you towards the hook point under specific circumstances
  • Fixed issue where you could ragdoll in middle of the “Dropkick” skill, making your character fall through the ground
  • Fixed dead-end dialogue with Fae store owner
  • Fixed issue with female eyebrows not saving correctly
  • Fixed issue with shield skill tree passives not unlocking properly
  • Fixed issue with studded skirt appearing as a helmet for female characters
  • The Wizard Tower 100 mana buff should now only be granted when construction is complete
  • Fixed mismatched dialogue with the Living Flame
  • The Magic Carpet mount should now be unlocked properly (If you didn’t unlock it through the initial dialogue with the Living Flame, you can return to the Temple of Sand to claim the mount)
ADJUSTMENTS/OPTIMIZATIONS
  • Reduced Aloe size
  • Increased price for arrows
  • Increased price for bullets
  • Reduced volume of buckshot
  • Fixed fountain VFX
  • Optimized Glowbugs
  • Optimized Karraq
  • You can no longer use the overworld button when in the Unknown Frontier
  • ESC now closes the Arena Settings window
  • Monk’s Cross (Unarmed Skill) now deals x25 unarmed damage when fully charged, x15 when partially charged
  • Increased the amount of EXP gained from various Unarmed Skills
  • You can no longer enter the first Warp Spire before speaking with the Askillian Captain first.
  • Added missing water to the Waterveil Grotto at the Fal Fadir Oasis
  • Updraft now has a cooldown and consumes mana
  • The Askillian Sun should now function in the Pillars of Misrafal
  • Closed segment in New Ralah cave that would give access to quest area before you should be able to access it
  • Can no longer ragdoll while using skills

- - -

Join the community on Discord and follow Shieldbearer Studios ( TikTok | Twitter ) & HOOK ( Twitter | Facebook | TikTok ) to be updated in real-time on what’s happening in Eudros 🏰
Starlit Stories - Thomas
We're thrilled to announce that the demo for Starlit Stories is releasing on June 10th!

Don't miss out on exclusive updates, behind-the-scenes content, and a chance to connect with fellow travelers. Join our Discord community by clicking here.

Flag Clicker - woleiz
Dear players,

As we strive to refine your Flag Clicker experience, we've introduced a feature allowing your selected flag to be automatically saved post-selection. This optimization ensures your chosen flag remains intact even after exiting the game, offering a seamless and personalized gaming session.

However, with the recent addition of resolution selection, we anticipate encountering bugs due to the complexity of managing various resolutions across different devices. Despite this, our team is committed to swiftly addressing any issues to ensure smooth gameplay for everyone.

Your feedback and support are invaluable to us as we continue to improve Flag Clicker. Thank you for being part of our community, and we're excited to deliver an even better gaming experience for you.

Your Flag Clicker Team
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