When will Crime Boss: Rockay City be available on Steam? Crime Boss: Rockay City will launch on Steam on June 18th 2024.
How much will Crime Boss: Rockay City cost on Steam? £15.99 / €19.99 / $19.99
Will there be a launch discount? Yes! Players can enjoy 20% off for a limited time.
What content do I get when I purchase Crime Boss: Rockay City on Steam? When Crime Boss launches on 18th June 2024, you will receive all DLCs at no extra charge. This will include the Tactical Weapon Pack DLC, Heavy Hitters Pack DLC, Dragon's Gold Cup expansion and the new Cagnali's Order expansion.
Can I wishlist Crime Boss: Rockay City on Steam? Yes you can! Head over to Steam to wishlist now:
Are there plans for a Crime Boss: Rockay City season pass? We have no plans to release a Crime Boss: Rockay City Season Pass.
Will Crime Boss: Rockay City have unlockable achievements? Yes, Crime Boss: Rockay City will have unlockable Achievements.
Will Crime Boss: Rockay City take advantage of Steam trading cards? Yes, Crime Boss: Rockay City will launch with Trading Cards support.
Will there be a Steam Points Shop for Crime Boss: Rockay City? We will not have Steam Points Store support at launch.
Is Crime Boss: Rockay City Steam Deck Verified? While Crime Boss: Rockay City is playable on Steam Deck, we are yet to receive official verification. We will keep you all updated on the progress of our submission.
How much has Crime Boss: Rockay City changed since its initial launch in 2023? Crime Boss: Rockay City has received 8 major updates since launch adding in a ton of content including more missions, more heisters, a new progression system with unlockable rewards, improvements to AI bots, improved onboarding, improvements to multiplayer including a quick join option, seasonal content and so much more.
Where can I get more information on the Steam launch of Crime Boss: Rockay City? To get more information on the Steam launch for Crime Boss: Rockay City, please visit our Steam page:
Is Crime Boss: Rockay City a single player or multiplayer game? Crime Boss: Rockay City is playable in single-player, either in the rogue-lite campaign or in offline mode with AI bots in the Multiplayer game modes. Or you can recruit a squad of your friends in 4 player co-operative PVE action.
Is Crime Boss: Rockay City a first-person shooter? Yes, Crime Boss: Rockay City is a first person shooter.
Is Crime Boss: Rockay City a linear story game? Crime Boss: Rockay City does offer a single player campaign with a storyline to uncover but this campaign is rogue-lite, so expect to die often! Be sure to unlock permanent upgrades to improve your chances for each run. Your decisions during the campaign will have an impact on the missions in each run.
Is Crime Boss: Rockay City an open world game? Crime Boss: Rockay City is not an open world game. You should expect to take on individual missions, ranging from smaller jobs and larger heists and you will have choices to go loud or remain stealthy.
Is there in-game currency? Yes, there is an in-game currency which you will earn by completing missions.
What can in-game currency be spent against? You can spend your in-game cash on building your gang to attack rivals' turf, preparing for new missions, improving your arsenal of weapons, unlocking character customisations and more.
What can I do in the single player campaign that could carry over to multiplayer? For each mission you complete, you will earn XP that will go towards your Player Level. XP can be earned across both single-player and multiplayer game modes. For each level up, you can unlock a reward from a choice of three which may give you more weapons for your loadout, weapon skins, new characters and more.
What is the multiplayer setup? e.g. Is it server based? P2P? Crime Boss: Rockay City uses P2P multiplayer.
Does the multiplayer have to be 4 players? Can I play as a team of 2? Does AI round-out the rest of the team? You can play Crime Boss: Rockay City solo or as a team of 2, 3 or 4 and you can choose to fill any spaces in your team with AI bots if you want to. The more teammates you bring along, the higher your chances of successfully completing the mission.
Can progress from the Crime Boss: Rockay City playtest be carried over to the main game? Good News: Your save files from the playtest build will automatically work with the full release. No need to do anything special to transfer them. Important: Don’t delete the save folder when cleaning up the playtest build. The folder path is: C:\Users\[username]\Saved Games\Crime Boss Cloud Saves: These are linked as well. If your files were correctly uploaded to the cloud, you should be fine even if you lose your local files.
What are the minimum / recommended specs required in order to run Crime Boss: Rockay City on Steam? MINIMUM: Requires a 64-bit processor and operating system OS: Windows 10 Processor: Intel Core i7-4790 or AMD Ryzen 5 1600 Memory: 16 GB RAM Graphics: NVIDIA GeForce GTX 1650, 4 GB or AMD Radeon RX 570, 4 GB DirectX: Version 12 Storage: 90 GB available space Sound Card: On Board
RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 10 Processor: Intel Core i5-10600K or AMD Ryzen 5 3600XT Memory: 16 GB RAM Graphics: NVIDIA GeForce GTX 1070, 8 GB, AMD Radeon RX Vega 56, 8 GB, or Intel Arc A770, 16 GB DirectX: Version 12 Storage: 90 GB available space Sound Card: On Board
Will Crime Boss: Rockay City have keyboard and mouse support? Yes, Crime Boss: Rockay City will support keyboard and mouse.
Will Crime Boss: Rockay City have controller support? Yes, Crime Boss: Rockay City will have controller support. Xbox controllers and the PlayStation 5 DualSense controllers are both compatible with the game.
Will Crime Boss: Rockay City have crossplay support? Crime Boss: Rockay City will have Steam and Epic crossplay at launch.
Will Crime Boss: Rockay City be compatible with Mac or Linux? No, Crime Boss: Rockay City will not be compatible with Mac or Linux.
How much HDD space will be required to install and run Crime Boss: Rockay City? Approximately 86GB.
Will Crime Boss: Rockay City have ultrawide support? Yes, ultrawide is supported.
Which languages does Crime Boss: Rockay City support? English (full audio)
Subtitles are provided for the following languages: English French Italian German Japanese Korean Russian Simplified Chinese Traditional Chinese Portuguese – Brazil Spanish - Spain
Will Crime Boss: Rockay City implement Denuvo? No, Crime Boss: Rockay City will not have Denuvo implementation.
What FPS will Crime Boss: Rockay City run at on Steam? 60FPS and high FPS are supported (e.g., 120FPS, 240FPS, Unlimited) and can also be set as low as 30FPS. DLSS, FSR2, and XeSS supported + Reflex.
Will the game support any accessibility features? Crime Boss: Rockay City features colorblind modes, subtitles, aim assist, toggle/hold, mouse and keyboard control rebinding.
Does Crime Boss: Rockay City require an internet connection to play? You can play Crime Boss: Rockay City in offline mode but you will need an internet connection to play online MP and the DLC packs.
Where are Crime Boss: Rockay City game saves stored? Steam save game files can be found here: [user profile]\Saved Games\CrimeBoss\Steam\Saved\SaveGames
As you may have already seen (or heard, rather), music and sound are very important in DDS games. We have both a very talented music composer and a very musical group of devs! And we have videos to prove it.
Today’s devlog recap will perhaps be shorter text-wise but certainly just as packed with content. Prepare yourselves, Dealers!
If you want to hear K. Pietras himself talk about how it all started and how music gets made, here it is, in the second part of this interview:
And wait, there’s more! Did we say we have a very musical group of devs? We do! Let’s see the music and sound production for DDS2. Join the team on their journey to the Nonagram recording studio in Cracow where they’re gonna bring new tracks and game sounds to life.
Sending good vibes!
ALSO, you can now find hidden DDS2 keys in special devlogs. How? And where? You will have to look around and find out for yourself. With love, Alyss <3 If you find one, redeem it on Steam as soon as possible, keep in mind that the game will be playable for you after release.
As you may have already seen (or heard, rather), music and sound are very important in DDS games. We have both a very talented music composer and a very musical group of devs! And we have videos to prove it.
Today’s devlog recap will perhaps be shorter text-wise but certainly just as packed with content. Prepare yourselves, Dealers!
If you want to hear K. Pietras himself talk about how it all started and how music gets made, here it is, in the second part of this interview:
And wait, there’s more! Did we say we have a very musical group of devs? We do! Let’s see the music and sound production for DDS2. Join the team on their journey to the Nonagram recording studio in Cracow where they’re gonna bring new tracks and game sounds to life.
Sending good vibes!
ALSO, you can now find hidden DDS2 keys in special devlogs. How? And where? You will have to look around and find out for yourself. With love, Alyss <3 If you find one, redeem it on Steam as soon as possible, keep in mind that the game will be playable for you after release.
Bratislava, Slovakia / Vienna, Austria - June 17, 2024: THQ Nordic has partnered with Remington Firearms to bring you an even greater selection and additional calibers with the Remington Firearms Pack for Way of the Hunter, releasing TODAY!
Make your choice from these four brand-new Remington Firearms products and hunt your own way. The Remington Firearms Pack is available for €4.99 / $4.99 / £3.99 on PC, PlayStation®5, and Xbox Series X|S.
In addition to the Remington Pack, update 1.25.4 is now live on PC, PS5, and Xbox Series X|S, addressing localization issues, disappearing taxidermy stands, and occasional issues with animal spawns.
Version 1.25.4 (Build: 124691) patch notes:
Paid DLC Remington Firearms Pack:
MODEL 870 SPS Super Magnum (12 gauge)
MODEL 870 FIELDMASTER SYNTHETIC FULLY RIFLED DEER (Sabot Slug)
MODEL 700 Alpha I Hunter (7mm PRC)
MODEL 700 SPS (375 H&H Mag)
Fixed: Minor localization issues
Fixed: Single animal groups/solitary animals not spawning sometimes
Fixed: Blood particles removed when birds were not fatally hit
Fixed: Disappearing taxidermy stand with Heart-shaped caribou
As always, we will be grateful for any and all feedback and bug reports either in the discussion section of this post or via the THQ Nordic Redmine (when creating a ticket, please make sure that you enter the correct version of the game).
Wild Americas, the game and comic Creator, Matt Bruns will be present at Gamescom Latam as we continue to introduce players to our IP. There will be a ton of events, new games, news and more.
Welcome, General, to this week's interview with the Alliance ranks!
I’m not gonna lie, I’m a bundle of nerves for today’s meeting with the Grim Wraiths, the frightening specters that fight even after death.
Perhaps I should call in sick for the day…? No, no, I won’t back down! Courage runs through the wool of my ancestors, brave sheep all of them!
And so, despite my nerves, I made my way towards the Dark Army camp.
The Wraith’s Mausoleum was an ominous structure to behold. It shined with an ethereal glow that seemed to defy the laws of nature.
The air became cold all of a sudden, and a shiver went down my spine.
Wraith: "Another fleeting soul seeks audience with the timeless wraiths..."
As I whirled around, three otherworldly specter warrious materialized behind me. Startled, I stammered:
Sheepy: "Wha... how did you sneak up on me like that?!?"
Wraith: "Unlike your mortal kind, we are not bound to the physical plane. Unbound, we and glide through the shadows. There lies our advantage."
I did my best to regain my composure. After all, I'm a professional!
Sheepy: "Were you alive once? What happened to you?"
Wraith:"In our mortal days, we roamed as band of mercenaries. Death claimed us on the battlefield, as fate decreed. Yet beyond death's grasp, our unity endured unbroken. The eternal rest veils us, for an unyielding hunger for combat pulls us back, compelling our return to satisfy this endless thirst."
Sheepy: "What drew you to join the Dark Army and the Alliance?"
Wraith: "Vez'nan promised us the symphony of screams and blood that our souls crave. For us, the prospect of battle and an enemy to vanquish is a call we cannot ignore; it is all that we need to heed the eternal call to arms."
Wrapping up the eerie encounter with the Grim Wraiths, I couldn't shake off the chill that clung to the air like a haunting melody.
These Wraiths believe in nothing, and answer to no-one. It's a good thing they are on our side... for they are a powerful ally and a dreadful enemy. Their extraordinary powers surpass even the wildest dreams of the living.
Note to self: perhaps a less spooky interview next time.
Welcome, Prospectors to a new edition of Weekly Apart! Today we want to share some big news: You can finally get your hands on a playable slice of Dawn Apart. Yes, that is correct - we’ll be launching our very first Exclusive Discord Alpha Playtest on July 8th! All you have to do is:
Enter your email address in the pinned Google form
You’ll then receive a Steam key in your inbox on July 8th and can start building, mining and automating away.
Some expectation management: The version of the game for you to play and test is going to be an alpha build, so not all elements of the final game, launching into Early Access in Q1 2025, will be included. But you can look forward to checking out:
Sandbox-Style building
Basic combat mechanics
Trading resources with incoming spaceships
Integrated bug reporting and release notes
Not going to be included in the Discord Alpha Playtest are:
Tutorials and quests
Enemy actvity and waves
Pawn terraforming
We’re super excited to finally let our community set foot on Aurora for the first time! Head over to Discord now, sign up for the Exclusive Alpha Playtest, and let us know what you think of the game. Your feedback is much appreciated!
It’s time for a new update, this time bringing several new features to Dustgrave, which can be tried in the demo!
While the full extent of how those changes will affect the player’s agency and the gameplay will be explored with future dev diaries, today we will introduce the new features.
More Interactions
So far, you could only interact with NPCs by talking or killing them, and with objects by using them. It is now time to explore an extra dimension of interactions, to make things truly sandbox and dynamic!
Are you tired of people remembering bad things you did to them or reacting negatively when stealing from them? Say no more! With the new magic scrolls we added, you can finally alter the mind of those poor NPCs, making them forget your crimes or ignore them! You can also implant in their mind a feeling of warmth and friendliness toward you.
Are you interested in committing war crimes? Or maybe just normal, plain crimes? Well, you can now poison wells, pick locks, assassinate sleeping people, or kick that locked door that’s blocking your way!
To access those new interactions, you only need to right-click on entities you want to interact with, and see which kind of extremely unethical option better suit the current situation.
Progress Meters
What’s the purpose of having dynamic and reactive systems when you, the player, the person we want to please, have no way of actually having some feedback from the world? To solve this, we modified how quests works and added a new UI that will let you track your progress when dealing with major quests or specific events. You can now see the effect of your deeds, including the ones unrelated to active quests: any act of sabotage or retribution towards the enemy will affect the Progress Meter, and you can drive away a group of brigands just by decimating their number. Don’t let those annoying officials tell you what to do!
It is also used to track relationships with Factions and Settlements, explaining in detail what happens when reaching certain thresholds. We still have to implement the option of joining a faction, but it will soon be available!
Future Updates
Those two new major features will greatly expand the variety of content we can create for Dustgrave, with the goal of providing a truly sandbox and dynamic experience. Having more ways to complete a big quest is always good, but when those ways don’t solely rely on pre-written dialogues or quest branches, you players can enjoy an even greater freedom in choosing how you want to live your story in the game.
Here’s a list of a few things we plan to add to Dustgrave in the future:
New Quests that don’t rely on fighting or talking, but instead take advantage of the new interactions to let you steal, sabotage, sneak, or investigate.
Also, existing quests will have new ways of completing them. Right now, when tasked with retrieving a stolen item, you will have the chance of simply sneaking past the guards and taking the item. This kind of freedom of action is what makes a sandbox RPG truly interesting, so we will make sure to always add multiple ways of progressing through quests.
Many more interactions will be added, allowing you to sabotage or steal supplies, pickpocket people, or change the NPCs’ behavior to your advantage.
We plan to add dynamic events to the world, like the plague spreading to a settlement and eventually killing everyone in it if nothing is done to stop it.
Some Major Quests will have their specular counterpart, allowing you to double-cross factions by accepting to help both sides and betraying one when the time is right. For example, it is already possible to help a faction conquer a settlement, but in the future, every time such a quest is triggered, a specular one of defense will be available to the opposing faction. With those features fully implemented, betrayal won’t only be easier, but also have an exquisite taste.
And now, the full changelog of this new build.
Major Changes
We introduced the concept of Progress Meters. They will let you know more about what’s happening in the world and how your major quests are going, while also letting you progress in major quests without only relying on completing related minor quests.
It is now possible to interact with entities in the world in many more ways, thanks to a menu dedicated to secondary interactions. You can finally pick locks, break open doors, cast spells on people to make them friendlier or make them forget things, and even poison stuff. Many more interactions will be added in the future.
Added a new major quest type with several variants, revolving around rebuilding destroyed settlements or improving the economy and stability of existing ones.
Added several new minor quests to improve the overall variety.
Added many barks to NPCs, they will now complain about everything bad happening in their life.
People will now lock some of their containers, and you’ll have to pick or break those locks. Which is considered a crime, so they may get a little angry if they find you.
Fixes and Improvements
Fixed a major issue that could completely block the game during fights.
Improved performances in levels.
Greatly reduced saving time and save games size.
Fixed the AI’s pathfinding, now NPCs will less likely waste their turn dashing or moving around with no purpose.
Added many sound effects to the UI.
Fixed the minimap in levels to be clearer and to work properly in most levels.
Improved loading times for many levels.
People now actually use a pen when pretending to work.
Fixed the difficulty level not working properly.
Fixed an issue with healing actions having wrong values.
Academians without a body now have one, the ones that already had a body now can move it.
Change the Money item in the inventory and all other panels to be always on top and have a much less ugly icon.
Enemies will now disengage when they run out of Morale, without causing game-breaking issues. You can still beat them to death, though.
The behavior of several Statuses like Bleed or Bravery has been fixed and they now do what they’re supposed to. Good boys.
You will no longer see torches being lit without actually emitting light.
The Root Status now has a proper visual effect.
The Persuasion Minigame is now harder and takes relationships into account.
Couples will now try to sleep in the same bed, even when angry at each other after a petty fight.
NPCs will no longer refer to quests you didn’t start yet.
It is now easier to access some settlements on the map.
When stealing stuff, you will no longer be accused of murder.
NPCs will no longer all share the same ethical values, but will finally enjoy the wide variety of beliefs we made for them, promoting further chaos and instability in the already ravaged continent of Yarsa.
Added more music to the game, with many new ambient tracks and one combat track.
When deserters are sent back to the settlement, they will now be hanged properly if their superior is not willing to forgive their actions.
Added permanent multiplicative upgrades for Damage, Gold, and Prestige Power, and permanent additive upgrades for Rank Exp, into the Battlepass rewards menu. These are permanent and persist between seasons.
Changes:
Battlepass, Daily Gifts, and Resource Pack rewards now scale based on your best hourly resource gains (excluding ads, events, and ultra bosses), rather than on your highest wave like before. I recommend you do a new gold and energy farming run to synchronize these newly tracked hourly stats before claiming any of these rewards. The rewards should increase for almost everyone after a fresh new run.
Offline progress now scales based on your current run hourly resource gains (excluding ads, events, and epic bosses). It should be much more accurate and rewarding than before in most cases.
The highest wave daily mission scales down as you reach higher waves.
Enemy shields will repeat less often.
QoL Improvements:
The active play bonus button moves over to remain visible when the hero menu is open.
Added battlepass exp, exp per hour, and permanent upgrade totals to the stats menu.
Hotkey [tab] to quickly enter ultra low power mode.
Bug Fixes:
Fixed some inconsistencies with the “kills from skills” mission.
Fixed Champion’s skill from hitting the 3x stun limit immediately by re-stunning the same few targets over and over again.
Fixed tons of minor bugs and UI issues.
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Roadmap: (this is extremely tentative and subject to change!)
v9.9(in 1-2 weeks)
6 new "Divine" tier heroes unlocked at wave 4000.
New synergies at rank 100, 150, 225, and 300.
New milestones at level 3000, 3500, and 4000.
New end-game research and prestige upgrades available after reaching higher waves (5000-10000).
v10.0(in 3-4 weeks)
New Ultra Boss unlocked at wave 5000. Drops a new resource that is used for a whole new set of "Ultra" upgrades.
5 new "Divine" tier runes.
More achievements up to 20 stars for more goals and gems.
Two new tiers of end-game challenges for huge new upgrades.