Steam Deck - mikela
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.

Linux
  • Fixed disk write failures reported in the logs when starting games with the shader manager disabled.
Sunset Devils - lou stoole
We've hit 50% funded on the Kickstarter!

Thank you so much for your support and playing our demo.
Check out the Kickstarter if you're interested. We have a lot of backer rewards, both digital and physical.

Click here to get to the Kickstarter campaign page.

If you enjoyed the demo, please spread the word or consider funding us if you can. Any support helps!

We also have a twitter if you'd like to keep up with more development news and milestones.
Ale Abbey - Monastery Brewery Tycoon - Shiro_Steven
Following the reveal of our trailer and steam page, the news spreaded around the world!
This gives us the possibility to share the news in new languages!

If you're speaking of any of those language, have a read!



[expand type=details]PC Gaming Show Reveals Brewing Management Sim Ale Abbey - Drop the spotlight
-
Ale Abbey – Brewing up medieval prosperity - Fullsync
-
Ale Abbey Lets Players Brew Beer as Monks in Fun New Sim - GamenGuide
-
Monk beer brewing tycoon Ale Abbey Announced - Kakuchopurei
-
Bribe and brew your way to fame in boozy monastic management sim - PCGAMER
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Boozy management sim puts you in the sandals of a beer-brewing monk - Rock Paper Shotgun
-
Ale Abbey is a medieval beer brewing sim borne out of its developer's passion for pints - TheGamer
-
Ale Abbey Announced At PC Gaming Show - The Outer Haven[/expand]



[expand type=detail]修道院で「聖なるビール」を醸造して繫栄するコロニーシミュレーションゲーム『Ale Abbey』が発表。- denfaminicogamer
-
最高の一杯を求めて…中世エール醸造所シム『Ale Abbey』2024年中に配信開始!- Gamespark
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神聖な修道院内で“売れるビール”づくり、市場を研究したり領主にゴマをすったりして巨万の富を築く - Game-news.tokyo[/expand]



[expand type=detail]In diesem Tycoon-Spiel dreht sich alles um mittelalterliches Bier - Gamerslive
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Dune-Publisher bringt euch in das Brauerei-Geschäft - Gameswelt[/expand]



[expand type=detail]Un'Immersione nell'Arte della Birrificazione - Kotaworld
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Ale Abbey è stato annunciato al PC Gaming Show - The Games Machine[/expand]



[expand type=detail]Ale Abbey, vous reprendrez bien une petite mousse - GamingWay[/expand]

Any questions for us?
If you are looking for more info, we will host a QnA on our Discord with the devs to answer your most burning questions! See you there

Join the discord

- Ale Abbey Team


https://store.steampowered.com/app/2789460/Ale_Abbey/
Jun 14, 2024
Star Trek Legends - jrousseau
Handful of small bug fixes and aligning our builds.

  • The white square on top of the button when trying to equip any equipment has been removed.
  • Crew should now always appear on the bridge in the slot that they have been assigned to.
  • The breadcrumb on Achievements should now disappear as expected when no Achievement is available

Thank you for playing.
-The Star Trek Legends Team
GROUND BRANCH - Scopey
Happy Friday, folks!

Patch V1034.4 is now available. As we get modding ready, more fixes and improvements piled up which make no sense holding back — so we're getting them out there. Also we can't stand receiving bug reports for the rotated MK46 suppressor anymore (that may or may not be the real reason).

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

📢 IMPORTANT NOTICE to server owners re: rubber-banding

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

👉 As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours. The default timer has been changed to 3 hours.


Patch notes

Known issues
  • We are aware of an issue where hiding your HUD while spectating will stay on-screen when you return to the game when resurrecting or returning to the Ready Room (RR); to work around this issue, go to Spectator Mode (F6) and toggle the HUD on again (default H)
  • Another issue happens after you dive (sprint and then go prone); upon standing back up and starting to move, your character will automatically sprint
Servers
  • Changed minimum number of hours for scheduled server restart to 3 (given rubber-banding issues, we recommend a low value), and values lower than this now default to 3 rather than 24
AI
  • Increased difficulty for Veteran AI: generally raised detection scale (sight and hearing), reaction speed and aiming
  • Fixed AI being unable to reload the M24 rifle
Audio
  • Fixed missing M24 suppressed sound
  • Fixed missing sound for MK14 EBR reload
  • Fixed call-to-prayer (Compound) not ending after leaving map
  • Fixed various instances of bad acoustic portals in all maps
Inventory and general assets
  • Fixed rotated suppressor on MK46
  • Added non-standard reticle color feature to allow PSO-1M2 scope to use previous yellow/orange color
  • Fixed AK-105 and AK-74M not being able to take a suppressor
  • Fixed missing suppressor for M110K1
  • Fixed Galil ARM not ejecting shells
  • Tweaked old corrugated metal sheet model to look a bit less dark
Maps and missions
  • Slightly reduced bloom (WIP)
  • Considerable update to Compound to improve AI navigation:

    • Adjustments to main house interior
    • Increased overall size of stairwell
    • Removed a few small rooms that didn't contribute to gameplay much
    • Reduced size of bathrooms
    • Adjustments to size of most rooms to accommodate larger stairwell
    • Collision updates
    • Tidied up placement of small props to improve navigation
    • Fixed up audio volumes
    • Increased max yaw of most doors
  • Collision and miscellaneous pass on 747 and Compound missions (after Compound main building remodelled by Will)
  • More navmesh cleanup in Power Station, Run Down and Storage Facility
  • Fixed player collision issue on Depot rocks near helipad area
  • Fixed some mesh culling on Depot
  • Removed debug AI movement test actor from Storage Facility (red sphere)
  • Changed default climate to use default weather (and not fully clear/cloudless weather)
  • Fixed some bugs with the mission tag validator
  • Updated Ready Room (RR) signage: font, text size, padding and copy
  • Fixed one of the name plates going missing from one of the RR lockers
Game modes
  • Fixed hostage bag not being removed when the hostage is released in Hostage Rescue (HR)
  • Tentative fix for tap-leading causing hostage to keep being led in HR
Modding
  • Fixed mods (especially Quick Create mods) being given wrong file size
  • Updated Quick Create mod menu to offer to convert missions
  • Fixed up Quick Create mod menu a bit: changing staged mod now updates mod contents section, and GetModPath now uses current settings rather than defaults
  • A lot of under-the-hood work to support modding officially (soon!)
  • Fixed mod-based game mode validators not running
Mission Editor
  • Fixed up validation widget to work with modded game modes and validators
  • Mission editor script picker causes script name in editor to update when changed
  • Changed behavior of Save and Save As… to no longer save to game directory — no build will overwrite modded missions; users are now prompted to use Save As…, which now saves to StagedMod folder by default
Gameplay and settings
  • Fixed bad camera mode in Spectator Mode
  • Changed default Lean Roll setting to 5 (from 0)
  • Re-enabled NVG Overlay Scale option (Settings › Video)
  • Possible fix for the ol' shaky weapon bug
  • Reduced impact of leaning on stamina and arm strength (should allow leaning for 2–3 minutes before depleting either)
  • Changed lean, run and sprint spam thresholds (now harder to spam)
  • Various changes to ensure that stamina and weapon sway values are correctly applied and reset under various circumstances
  • Breaching Charge updated to more reliably cause injury to AI and players behind the door when breached
  • Rebalanced autoexposure for NVG and naked eye (will make things look darker at night and will make moon phase and appearance more definitive for illumination levels for NVG and naked eye at night)
  • Spectator camera now remembers the last camera style, so it won't keep resetting to headcam when switching through players and starting/stopping spectator mode
  • Raised texture size on scope render target to slightly mitigate blocky sights
General UI
  • Updated rail slots to fix issues where dots that are further away appear over the top of dots that are closer
  • Added Censored Patch feature: individual mod patches can now be hidden entirely from your game by clicking the 🚫 icon in the top-right of an entry
  • Fixed Randomize Objectives button not being selectable
  • Updated HUD widget to ensure player names do not linger when leaving/entering Ready Room
  • Improved Ops Board's insertion points to be more responsive to clicks and more accurately play animations, as well as prevent sound effect spam when hovering
  • Updated insertion point widget nodes to give some of its visuals back (much softer shadow)
  • Updated appearance and copy of pop-up hints, and cleaned up the slide-/fade-out animation
  • Reduce pop-up hint on-screen duration from 20 to 10 seconds
  • Added key shortcut icons to dialog buttons (Enter = OK/Yes; Esc = Cancel/No) — the shortcuts themselves already worked before, so this is only a visual indication!
  • Fixed first person camera not being available in Spectator Mode
  • It should now also be possible to toggle between headcam and regular first person camera using C key when fixed to first person
  • Changed UK spelling in Color Blindness setting labels (Settings › Video) to US spelling
  • Updated text in various tooltips for consistency, spelling and clarity
  • Updated various Modding and Admin Panel menus to use consistent button and scrollbar visuals
  • Made patch detail/button gray out if patch visibility setting prevents modded patch being viewed
  • Added "?" icon for the case where a patch is set but doesn't load (so it doesn't look like an unset patch)
  • Updated DLSS 3 (Frame Generation) tooltip to include notice about FPS counters not reporting the "correct" framerate (NVIDIA Overlay will report the final framerate)
  • Other general cleanup
Miscellaneous
  • Fixed crash related to ToggleDebugCamera command
  • The usual massive amount of under-the-hood changes and fixes
Jun 14, 2024
Spaceport Trading Company - digital-tectonics
A quick update to address a few bugs and a small set of new hardpoints to help find anymore issues with the restored Hardpoint system.
Thank you for all of the feedback, testing, and bug reports.

Updates
  • Adjusted the tooltip font antialiasing to minimize the blur effects
  • Moved Undock to above the Repair & Refuel Options for ease of accessing these options
  • More Hardpoints - More Cargo & Fuel Options
  • Market Panel now will display colored price text to better identify positive and negative outcomes
  • Added a method to hide In Space events - Jettison Items are the main target for this
  • Adjusted the Hardpoint Display Graphic placement
  • MoreLocalization
    - Turkish Updated
    - The beginning of Brazilian Portuguese

Bugs
  • Fixed a UI issue on first load of the Settings Popup
  • Fixed an issue where video settings would not save on first load of the game
Love & Country: The First Mission - pr1nsass
Happy Gu Year!!! We are so excited to ring in 2024 with an [cue airhorn] UPDATED DEMO for ‘Love & Country”!!!

So what can you expect with this new version?

Updated artwork! We’ve replaced some of the character plates and CGs. Hopefully you’ll like the changes we’ve made. (Note from Katie: I think Jules has made Anton and Émile even more handsome! Not sure how she did it. Let us know what you think!)
New effects! We’ve been hard at work learning about all of the bells and whistles we can add using Ren’Py, like camera pans and light animations.
More accessibility! Did you know that Ren’Py has a really cool self-voicing feature? We’ve added some visual description for game elements not described in text. We also programmed Ren’Py’s self-voicing feature to indicate when a character is speaking French or German (reading out only the translation rather than botching the pronunciation of the spoken language). We hope this will allow visually impaired folks to enjoy L&C, too!
Of course, we didn’t get to fit in everything that we wanted to add. (If you ask any developer, there’s always something!) In terms of accessibility, we’d still like to add audio description to the menus. You will also likely see some more adjustments to the UI. But all in all, it was really important to us to give you guys something since we A) had to push back the full game release and B) have had our demo out for almost a full year.

On the subject of forward momentum, our beloved composer Zach is on the mend and returning to his music. We’ll try to pace ourselves so we don’t accidentally break him again! We are continuing to piece together the full game and Katie has, in between coding, begun the writing process for L&C stuff you all don’t even know about yet! 🤫

Well, that’s our little update! We are so grateful to you all for your support and kind words of encouragement. Thank you for sticking with us through this journey! We promise to deliver you something worth the wait.





(Be on the lookout for the new demo release announcement THIS WEEK!)

Alles Liebe,

Team Guhuhu
Jun 14, 2024
Astraea - Vizabee Games LLC
Hello Titans,

We are making the fruit more random so each of your runs are a bit more unique.

Full List
  • Updated the food system so the amount of fruits and mushrooms are random in each stage
  • Updated the food locations
  • Updated the types of fruit so no two of the same pieces appear in an area
  • Increased the health of late game enemies
  • Fixed color contrast issues with the skewer on the final scene
Thanks,
Vizabee Games
Sprocket - Mushy
Hi all,

Just some fixes and tweaks for Wednesday's patch before I start work on reintroducing combat.

This update is for the 0.2 alpha branch, so you'll need to opt-in to play it:


Fixes
  • Fixed a crash when setting the length of the generated hull to a negative value.
  • Fixed rapid oscillating of track belts at speeds. More noticeable on low physics quality settings.
  • Belt segments will now never sag into the two wheels supporting them.
  • Belt segment pins now align better.
  • Belt physics sag amount now perfectly matches the sag shown in the vehicle editor.

Changes
  • Belt physics now feels much heavier and jiggles less.
  • Belt wrapping now determines segment angle using multiple samples, instead of just one. Particularly noticeable with low tension on small wheels like rollers.
  • Increased the amount of belt sag below the sprocket and idler wheels.
  • Smoothed track belts on either ends of the roadwheels.
  • Doubled maximum track belt tension.
  • Track belt sag and physics is now fully disabled when tension is set to 100%.
  • Removed the ability for the belt to sag over the tops of wheels if possible. I'll be reintroducing this later on with a better approach.

Not fully satisfied with the belt physics so I'll be returning to it after 0.2 is stable.

- Hamish
Final Stand: Ragnarök - UCE Travis
Team Tidings

Hey Folks,

We’re beyond excited to welcome you to another edition of the Final Stand: Ragnarok newsletter! In this edition, we’ll be covering our biggest content update ever - including a brand new scenario, new enemies, new bosses, and more! Delve into the Dungeon Maze, where a gauntlet of powerful undead prevent your means of escape. If you manage to fight through them (and avoid the myriad traps set for you along the way), you’ll come face to face with the Warden, one of Hel’s strongest Generals. In addition to the new Dungeon Maze scenario and all it has to offer, we have a series of balance changes, performance improvements, and bug fixes to talk about! So without further ado, let’s get into it.

State of the Build: Update 1.1 - The Dungeon Maze Beta!

Dungeon Maze

After months of hard work and testing by our team, we’re excited to announce the Beta edition of our third scenario, Dungeon Maze! You and your fellow Champions will battle your way through a prison purpose built to confuse, confound, and confine you. Navigate your way through the stone corridors of Hel’s stronghold, evading traps and unlocking new pathways by completing unique encounters. Your ultimate goal is to reach the Warden, one of Hel’s fiercest generals and the last line of defense for the entire prison. Reaching him will be no small feat, and defeating him and his lieutenants will take everything you have.

Above: Concept art of the Dungeon Maze’s spidery depths, beckoning you further in.

Above: One of our new objectives, featuring hundreds of mindless dead and the infamous ‘Big Boys’.

The Jailers and the Warden

The Champions within the Dungeon Maze’s confines face steep opposition in their escape attempt. Two of the Warden’s subordinates, known collectively as the Jailers, await those who manage to progress far enough to threaten the prison’s security. They are the Soul Reaper and the Dead Caller, fierce foes that emphasize new mechanics and attack patterns. Reaching these bosses will require accomplishing different randomized objectives - be careful not to get lost along the way, as the longer it takes you to reach one of the Jailers, the more enemy reinforcements will arrive to try and stop you!

The Soul Reaper

The first of two Jailers that you will face during your escape attempt, the Soul Reaper is a ruthless enforcer of order that views you as nothing more than a pest to be squashed. Utilizing powerful magic and a pair of enchanted weapons, the Soul Reaper will require keen awareness of your positioning in order to succeed. Standing in the path of his sweeping strikes will not only deal a ton of damage, but will also serve to heal him. If you’re careless with where you stand, you’ll end up losing a battle of attrition as the Soul Reaper overwhelms you with his minions at full health!

Above: The Soul Reaper about to perform his namesake on a helpless Champion.

Above: Concept art of the Soul Reaper, whose ravenous hunger knows no limits.

The Dead Caller

The second Jailer within the Dungeon Maze is the Dead Caller, a demented mistress of torment that calls upon the spirits of the damned to power various runestones. Tread carefully and keep an eye on your surroundings, as these runestones are the key to victory…or defeat. Among the Dead Caller’s repertoire are a runestone that summons an impenetrable shield and a runestone that summons additional and deadlier variants of enemies. The most dangerous, however, is the Rune of Sacrifice. These runestones cause damage dealt by Champions to be reflected to themselves and nearby allies, effectively turning your attacks against you. Simply burning the boss down isn’t an option here - if you want to win, you’ll need to be careful.

Above: Concept art of the Dead Caller, a terrible mistress of the damned whose wrath you must beware.

Above: The Dead Caller dispatching some overeager Champions, calling upon her army of necromancers to join her.

Above: The Runestone of Suffering is one of many runestones the Dead Caller will utilize when fighting. Destroy it quickly, lest it return the favor.

The Warden

Handpicked by Hel herself to protect the Dungeon Maze and manage its forces, the Warden is not only a vicious fighter but a strategic mind. Overcoming him will be your final challenge, and what a challenge it is! Three arcane towers protect the Warden, shielding him from harm while he throws massive javelins at any nearby Champion. Each of these towers is protected in turn not just by hundreds of undead, but by Officers, powerful minibosses that strengthen the defending forces in unique ways. Defeating the Warden will require first defeating his Officers and disabling his shield.

The first of these three minibosses is the Summoning Officer, who will continually spawn portals nearby in order to overwhelm you with numbers. The second is the Support Officer, who continually buffs nearby undead so long as they remain in the field. The third is the Artillery Officer, who directs scores of skeleton archers and launches long range projectiles at the Champions. After each of these Champions is defeated, the towers under their control must be captured, held, and then destroyed in order to weaken the Warden’s shield.

Above: One of the Warden’s protective towers mid-destruction, after being captured and overloaded by the Champions.

Once the Warden’s shield is gone, the final fight begins. You will be staving off hundreds of elite enemies as he calls for reinforcements, and every second counts to finish the fight. The Warden himself utilizes a mix of area of effect attacks, high single target damage, and heavy knockbacks to disrupt players. Defeat him to finally escape the Dungeon Maze, depriving Hel of one of her best generals and leaving her stronghold in ruin!

Above: The Warden doing what he does best - commanding soldiers and mocking his opponents.

New Enemies

Dungeon Maze is host to all sorts of deadly denizens, some of which you’ve never seen before. Bolstering the endless ranks of the damned, these undead will make your escape that much more difficult. Not only will you find them wandering the halls of the Dungeon Maze, but you’ll also spot some of them in our two other existing scenarios - Arena and Towers of Vigrith.

The Forsaken General stands out amongst its peers with prodigious size, leading the ranks of the Dishonored Dead from the front. This sturdy, high damage enemy is absolutely relentless - and completely immune to knockback and crowd control. You’ll need to deal raw damage to bring one of these elite soldiers down. Lesser versions of this new enemy are referred to as ‘Berserkers’ and can be found in certain encounter rooms.

The Plague Bearers are larger, stronger variants of their mindless undead cousins. Occasionally found as the objective of encounter rooms within the Dungeon Maze, these Big Boys(yes, that’s their current title in-game) can take a ridiculous amount of punishment before they collapse. Defeating them is as much an exercise in patience as it is in skill.

While not yet stalking the halls of the Dungeon Maze, the Skeleton Commanders are an entirely new enemy that deals death from afar. Summoning ranks of lesser skeleton archers to follow them into battle, these master marksmen launch volleys of arrows with staggering efficiency. While closing the gap will make them less effective killers, it’s by no means a sure thing - once you’ve gotten close enough, the Skeleton Commander will set a series of traps to make you pay the price for approaching. Beware and utilize your ranged attacks to bring them down.

New Objectives

In addition to the new enemies and bosses you’ll face in Dungeon Maze’s Beta, there are several new objectives that have never been featured in FS:R before. You’ll see these objectives in randomized encounters that you have to complete in order to progress to the next boss in Dungeon Maze.

One example is the ‘Capture’ objective, which requires the player and their fellow Champions to remain within the radius of a crystal in order to control it and open the way forward. You have a limited time to capture the crystal, and leaving the radius of it will stop any progress you were gaining - so stand your ground and fight off the horde!

Above: This objective will require you to carve your way through several elite enemies, all while dodging volleys of archer fire and pit of poison gas.

Another new objective is focused on defeating a mass of spiders - and I mean a lot of them. Seriously, I cannot overstate how many spiders there are in this room. Arachnophobes beware. You have to destroy the egg sacs spawning them within the room and kill the Broodmothers protecting them, all while hundreds of smaller eight legged attackers quite literally block your path forward.

The above examples are only two of many new variations you can find in the new scenario, and some of the mechanics used in these encounters will be able to be used for future scenarios or existing ones in-game. This greatly increases our ability to add more variety to the gameplay loop for a given match of FS:R.

Traps, Treasures, and More

What dungeon would be complete without some traps to go with it? Or treasure, for that matter! Fortunately, the Dungeon Maze Beta is awash with both. You’ll have to avoid two kinds of pressure plates that see spikes jutting outwards and powerful magic stripping away your Champion’s shield. Flames roar from the mouths of stone dragons along the walls of long corridors, and toxic poison spreads from a hard-to-reach vent, daring you to find and shut it off at the source. It is fortunate that great risk comes with great rewards, for behind locked gates, hidden alcoves, and numerous dead ends are treasure chests with Champion Runes and consumable items galore. Keep an eye out for doors off the beaten path, and then break them down to earn whatever Hel’s minions tried so hard to hide from you.

Above: Some of the pressure plate traps you can expect in the Dungeon Maze. Believe me, they blend in terribly well in a fight.

Release Notes: Update 1.1

Major Features

The Dungeon Maze is here!
  • A brand new scenario featuring three new bosses, several new enemies, several new objective types, and a completely different environment from anything else you’ve seen in FS:R. The Beta for this new scenario is live with FSR 1.1!

Art

Dungeon Maze Assets
  • The Art team has completed a major effort in populating the Dungeon Maze with new walls, ceilings, and assorted smaller props. This includes a major lighting and set dressing pass for beautification - though lighting may be tweaked slightly in the future.
  • In addition to the Dungeon Maze itself, a background scene was constructed for Dungeon Maze to clearly illustrate the differences from our other zones.
  • New model for some spider variants.

FX

New Ability FX

  • With the addition of many new NPC types (including Elites and Bosses), we’ve also added new VFX to make their abilities stand out. From the Soul Reaper to the Skeleton Commander, you’ll see a lot of new VFX popping!

Audio

New Dialogue

  • Dungeon Maze comes with a whole set of dialogue, including new villains like the Warden and Soul Reaper. We’ve also added some new lines to the Towers of Vigrith scenario.

Additional SFX

  • Our Audio team has been creating a whole slew of SFX for new abilities, new events, and updating outdated SFX. Listen to the audioscape and let us know how you like it!

Menu SFX

We’ve also completed a pass on audio in the assorted menus of the game, especially the Equipment and Rune Mod selection menus. Background music and SFX have been altered to more easily show what menu you’re in.

Gameplay

New NPCs

  • Dungeon Maze is host to three brand new bosses - the Soul Reaper, the Dead Caller, and the Warden, each with their own mechanics, attack patterns, and models.
  • In addition, we’ve also added a variety of Elites that will show up in other scenarios, including Forsaken Generals, Skeleton Commanders, and Giant Spiders.

New Scenario
  • The Dungeon Maze scenario is a brand new addition to the current scenario lineup - escape from Hel’s labyrinthine fortress while slaying swarms of undead! Dungeon Maze comes with a variety of new objectives, enemies, and doors to smash down! While we still consider Dungeon Maze to be in a Beta state, there’s a lot for you to discover in-game.

Match Size Balancing

  • We’ve tweaked the math behind matches to balance them a bit better for different numbers of players. This includes damage and defense buffs for Champions, as well as extra lives in the Towers of Vigrith scenario at lower player counts.

Bug Fixes

  • Completed a number of assorted SFX fixes, including playing the wrong SFX and playing SFX at the wrong volume.
  • Fixed some unintended behavior on boss NPCs, causing them to play animations incorrectly.
  • Fixed Intel ARC GPUs not being able to run the game.
  • Fixed startup issues for certain laptops, due to a false reporting of their specs.


What's Next?

With Dungeon Maze soon to be in the hands of our players, we’re excited to continue adding content to it, our other existing scenarios, and the game as a whole. Coming soon, in addition to a focus on some oft requested quality of life fixes (improved visibility for downed allies, anyone?), you can expect to see FS:R’s first Battle Pass! For the next big content update, we’re currently hard at work on a sixth Champion and an entirely new game mode. Keep an eye out for more information soon.

Above: Who could this Champion be? A new fighter?

Final Note

While we currently consider Dungeon Maze to be in a Beta state, we’re proud of the exceptional work our team has done to get it where it is today. The amount of effort and love put into it has been a pleasure to witness, and I hope that sharing some of what it has to offer in this newsletter provides some excitement for what’s to come with FS:R. Be sure to tune in to our next edition to keep getting the latest and greatest from us at Unchained Entertainment!

If you or a friend has been waiting to check out Final Stand: Ragnarok, we just went live with a sale on Steam! Get FS:R for 25% off until June 27th! You can purchase the game right here on Steam.

If you’re looking for other Champions to play with, you can check out the FSR Discord server here: https://discord.gg/finalstandragnarok

We’ll see you on the battlefield, Champions!
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