Chrono Hunter Playtest - reintroduce
1.Fixed weapon ammunition recovery bug
2.LockeManCannon's BUG has been fixed
3.Fixed the special effects bug after the weapon dropped
4.Fixed some text display errors
Jun 26, 2024
Desynced - Kerrigan
Quality of Life Update now live in Desynced!

We've got a huge Quality of Life update for you, packed with over 100 fixes and changes, many of which came directly from your feedback. Seriously, we couldn't have done this without you guys. We hope this update is basically your wishlist coming true.

Not only that, but we've also made the big switch to UE5, revamped the tutorial for new players, and introduced dedicated server support. It's all about making the game better and smoother for everyone. Thanks for sticking with us and helping to shape the game into what it is today. Enjoy the update!





https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/



  • Engine was upgrade from Unreal Engine 4 to 5, this brings a whole lot of internal changes
  • New global illuminations and reflections as well as overall changes to the lighting
  • System requirements (both minimum and recommended) should not change even with the engine upgrade
  • Still performance might be different depending on system specs, work continues to improve performance even more
  • Save games should be fully compatible back and forth between the new and old engine. But as always with experimental builds unforeseen complications might come up, it is advised to back up your save data.
  • Game options are also shared between old and new versions. If you notice any issues with it, please report them on the Discord



  • Added "Overlay Settings" menu, accessable from button underneath minimap with detailed customizations for what unit connections, state icons or health bars are shown



  • Added a "Inefficient" state icon on units that run at less than 100% power efficiency
  • Added a "Running Behavior" state icon on units with a running behavior controller (off by default)
  • Added state icons for logistics settings "Connected", "Disconnected", "High Priority" and "Transfer Route" (off by default)
  • Added optional showing of unit connection lines for "Power Transmitters" and "Teleporters"
  • Allow individual toggling of showing unit connections globally or only for selected entities
  • Give health bars a different outline color depending on the faction of the unit and the local factions trust levels towards it
  • Added a "Stale Order" state icon on units waiting a long time for an order



  • Notifications can be toggled off by type under Options -> Game


  • Removed distinction between "Copy inside the game" and "Copy to clipboard". Now when copying anything with the C/V shortcut keys it will be in your operating system clipboard and can be easily shared online.
  • Support copy/pasting registers with C/V keys while hovering over a register or value, including the ability to paste a copied unit onto a production register
  • Show "Last Copied" blueprint in production selection as well as build view (and also in construction/production nodes in the behavior editor).This includes blueprint codes copied from outside the game


  • Added a "pin" to Control Center optionally allowing it to stay on screen
  • Show shields separate from batteries in Power tab of Control Center
  • Added "Select all" in the units tab of the control center
  • Added logistic filters for units in control center



  • Made left-click on frame icon open the Control Center order list with "only related to selected unit" checked


  • Editor: Support ctrl+click and multi selection with dragging.
  • Editor: Ctrl+drag copies original data to new instruction
  • Editor: Draw lines that loop back to the same row above that row instead of the top of the behavior
  • Editor: Added library of templates and examples as an introduction to behaviors
  • Added new "Is Unlocked" instruction (Checks whether a faction has an item unlocked)
  • Added new "Get Season" instructions (Divert program depending on season)
  • Added new "Compare Register" instruction (Compares Registers for equality)
  • Added new "Get Shield" instruction (Get a unit's shield as a percentage, current remaining and max amount)
  • Fix component check on "Can Produce" instruction
  • Fix "First Item" instruction when processing a unit without inventory (i.e. wall or beacon)
  • Fix for override items not handled properly in "Solve Explorable" instruction


  • Longer tutorial covering more topics
  • Yellow highlights and popups to help guide the user to the next step
  • Improved descriptions and more pictures to help with understanding
  • Various UI is hidden and only revealed when first needed


  • Generate a Lua Language Server library file which enables Lua code assist and analysis in VS Code (see documentation on the modding wiki)
  • Add Lua functionality UI.FindWidgetWithProperty and UI.FindWidgetsWithProperty to easily find any widget currently on screen
  • Add optional entity filter argument to faction:GetActiveOrders function
  • Add new function faction:GetNumActiveOrders also with optional entity filter
  • Fix UI.FindWidget/UI.FindWidgets which were unable to find widgets with a custom layout tag
  • Make entity.power_grid_index look up the power grid by tile location if the entity itself is unpowered
  • Add entity.battery_stored and entity.battery_total getters
  • Allow :Add to be called with a widget that is already attached to something and have it switch parents without calling destruct/construct again on the widget


  • Introduced support for dedicated servers
  • Show a window in the UI in multiplayer when catching up the game simulation with the server
  • Improve speed of downloading map state from the server when joining by switching from RPC to custom data transfer channel
  • Add -GameSettings and -SessionSettings command line option to start up a specific scenario or directly host a multiplayer session from the command line (documentation to be written)
  • Allow auto save time to be set via -AutoSaveMinutes=X on the command line


  • Remove efficiency bar, change health/power bar to show numbers inside the bar, show battery storage instead of efficiency (details still available in tooltip when hovering mouse over the bar)
  • Show info box with health/power state on construction sites
  • Add "Center Camera" and "Show Orders" option to right-click context menu on units
  • Allow entering FPS manually when setting framerate limit
  • Add shift + double click to select multiple nearby units of the same type



  • New camera views for the main menu background
  • Show available Re-Simulator recipes in stability bar tooltip



  • Show current server name and more server settings when playing multiplayer in the in-game menu
  • Show info box with health/power state on construction sites
  • Show available Re-Simulator recipes in stability bar tooltip
  • Add "Flying Unit Only" setting to logistics network options. If both "Flying Unit Only" and "Item Transporter Only" are checked, either flying or transporters can do an order.



  • Add option to hide categories in the resource bar on the top of the screen



  • Changed "Power Grid" to be referred to as "Logistics Network", changed map overlay texture (with overlay by pressing "P")



  • Allow "Alien Soldier" to be searchable with the Radar component using the "Alien" filter
  • Allow inputting of negative numbers on unit base registers as well as behavior parameter registers
  • Modify order of items listed in the register selection (order by category, then tech race, and last alphabetically by internal id)
  • Charge batteries shield components first before batteries
  • When using the "Take All" button and components don't fit into the inventory of any interactor, try auto equipping these components
  • When right-clicking on dropped items, auto equip any components that don't fit into the inventory
  • Drone hubs now produce drones, but only if there is an available slot
  • Allow upgrading same sized buildings


  • Blueprint support for flying units such as drones
  • Allow construction of foundations under buildings and walls
  • Removed second Drop Pod when deploying
  • Update option on building context menus
  • Changed rules of netwalk puzzle to only require lamps to be lit not all tiles be connected to the grid (to match what a player might assume based on the visual representation of the puzzle)


  • Set default day per year to 20 instead of 0
  • Offer the user to enable "Safe Mode" when launching after a crash (fall back to D3D11 and disable NVidia NGX)
  • Remember unit shortcut groups per faction so switching the local player faction doesn't lose them
  • Added Alien Producer and Phase Turret



  • Recipe changes for several items
  • Added infinite button to register selection window
  • Partial Translations
  • Allow construction sites to be edit-able in blueprint editor
  • Added names to credits
  • Notifications options: allow disabling of virus, multiplayer ping, order aborted

***


Visual and Interface Fixes
  • Visual fix for gates on low detail setting
  • Update broken mothership/explorer repair user interface
  • Fixed outline width when DLSS is enabled
  • Fix image of tech in research queue showing vertically stretched when the list of unlock icons wrap onto a second line
  • Save Gamma setting
  • Fixed an empty tooltip box sometimes getting stuck next to the mouse cursor
  • Fixed selection of a unit filter closing the entire Control Center
  • Fixed perspective on icons of a few buildings
  • Fixed units becoming blurry when moving while the anti-aliasing method is set to "TemporalAA"
  • Small tutorial tweaks
  • Hide anti aliasing options when DLSS-SR is enabled
  • Fixed snow landscape height and particle effect on plateau

Gameplay and Mechanics Fixes
  • Trilobyte no longer able to eat foundations
  • Fix Trilobyte sometimes not processing item it has picked up
  • Multiplayer going out-of-sync fix for when multiple drones moved through each other
  • Human story mission, more fixes to stop the mission getting stuck / allow steps to be skipped if explorable already acquired by various other means / already had the 20 particles when accessing the human building for the first time when using "Connect"
  • Fix Deployer component on a building with a crane not being able to deploy a building larger than 1x1 at positions to the left and top of the crane building
  • Fix moving component between different sockets not properly moving any active effects with it (i.e. shield components)
  • Don't show ingredients on upgrade construction sites with negative numbers if there were more materials than needed in the building that gets upgraded
  • Fix for miner range to include visibility modules
  • Made drones get attacked by enemies again
  • Drones require a drone port once again but can be undocked and moved around. Drones without a drone port will not accept orders
  • Removed Drone Packages, removed internal sockets from initial drone
  • Restrict component radar searches to your own faction
  • When dumping to shared storage, if either source or target is set to 'Only Item Transporters', an item transporter on the source or target must be in range to do it
  • Fix for human datacubes in Re-Simulator
  • Fix Deployer components not keeping their content across building upgrades, adjacent issues

System and Performance Fixes
  • When closing the game while the video options are opened, revert any video mode settings that haven't explicitly been applied
  • When closing the game while the video options are opened, avoid crash if there are unapplied complex video options (i.e. HDR)
  • Fix mod refreshing being confused about relative paths

Quality of Life Fixes
  • Limit building name length to 16 characters
  • Sort items in the resource bar that have equal amount alphabetically by id instead of reverse alphabetical
  • Fix applying settings to multiple units only applying the settings fully to the first selected unit
  • Added support for XInput game controllers again
  • Fix keys not working after changing unit name
  • Equip Component Instruction fix
  • Fixes for BlueprintEditor and usability
  • Fix map overlay connection lines for "Power Transmitters" showing for all units even when limited to selected units
  • Improve path finding tiles blocked by a bot not connected to the logistics network
  • Fixes to AI Base
  • Lua fix for balance game when the UI disappears while dragging a wire
  • Updated translations
  • Behavior Editor UI fixes
  • Correct initialization of DLSS when switching from NIS
  • Fixed foundation normals
  • Stop forcing switch to blight music after researching blight plasma
  • Updated default settings for overlays
  • Keep resource bar filter settings across game save/load or multiplayer leave/rejoin



https://store.steampowered.com/news/app/1450900/view/4121428166599762924
https://store.steampowered.com/news/app/1450900/view/3828684044956582755
https://store.steampowered.com/news/app/1450900/view/3709334846216987435
Community Announcements - 暗夜以北
【本次更新内容】

◆海岛之夏 活动开启◆

1.活动时间:2024年6月26日维护后——7月17日4:59,共计21天;
2.活动规则:一番市知名企业萨姆集团新建成的海岛游乐园「SAMU欢乐岛」,即将开启为期21天的试营业。岛上不止有游乐设施,似乎还有满满的商机等待着你来发现!活动期间完成任务、买卖商品并赚取更多海岛币,度过一次完美的海岛之夏吧!随着活动进度的推进,还会解锁活动和CatChat剧情。获得一定数量的海岛币后也可以获得限定牌背、寻觅卷轴、活动插画、贤人福袋等丰厚奖励。

※.详细内容见游戏内活动页;
※.与电脑的对局将无法计入任务进度,未完成的每日任务不会保留
※.活动插画可能于将来游戏内插画屋中销售。

◆新雀士、新装扮&寻觅限时UP◆
1.寻觅新增雀士:莱娅、辛西娅
2.“樱花烂漫I”获取概率UP雀士:
2024年6月26日维护后——7月17日4:59:莱娅

3.“樱花烂漫II”获取概率UP雀士:
2024年6月26日维护后——7月17日4:59:辛西娅

4.“仲夏魅影”获取概率UP雀士:
2024年6月26日维护后——7月7日4:59:九条璃雨、北见纱和子
2024年7月7日5:00——7月17日4:59:艾丽莎、八木唯
5.“仲夏华光”获取概率UP雀士:
2024年6月26日维护后——7月7日4:59:七夕、四宫夏生
2024年7月7日5:00——7月17日4:59:斋藤治、约瑟夫
6.上述所有寻觅新增装扮且获取概率UP:
「和牌-伺机而动」、「立直-一步之遥」、「桌布-破茧」、「立直音乐-舞之序曲」

※.上述装扮将于2024年7月17日4:59概率UP活动结束后下架,下架后将无法获取;
※.雀士及装扮获取概率详见寻觅-奖励一览中对于获取概率的说明。

◆心跳时速系列登场&四方雀者系列再登场◆


1.活动时间:2024年6月26日维护后——7月17日4:59,共计21天;
2.服饰屋限时开放购买心跳时速系列限定服饰:
「心跳时速-艾丽莎(动态)」、「心跳时速-北见纱和子(动态)」、「心跳时速-九条璃雨」
3.服饰屋限时再登场四方雀者系列限定服饰:
「四方雀者-八木唯」、「四方雀者-莎拉」、「四方雀者-抚子」、「四方雀者-七夕」。

※.服饰需持有对应雀士后才可以使用
※.购买后的服饰可在仓库-服饰中查看已持有的服饰状态;
※.动态服饰可在寮舍内设置是否开启动态,部分界面中暂不支持动态效果
※.寮舍内点击服饰按钮或寮舍-查看角色-点击角色头像旁服饰按钮可更换服饰。

◆赛事管理后台相关功能优化◆
1.新增「赛季」功能,可以为一个赛事设置多个赛季;
2.新增「报名」功能,后台开启功能后选手可在游戏内进行报名参赛,管理员可在后台进行报名情况的查看和审批;
3.新增「预约」功能,可以提前配置对局的预约开始时间和对阵名单;
4.新增后台役满牌谱统计,并对其他赛事牌谱、选手统计等原有功能进行调整优化。

※.具体调整优化内容详见赛事管理后台网页;
※.当前暂不支持统计过往的役满牌谱。

◆其他更新内容◆
1.优化了中断处继续阅读剧情的功能;
2.修复了雀士:琳琅的部分错误语音;
3.修复了游戏内珍藏已久的神奇问题;
4.发现了四人麻将第一巡清一色听牌的概率约为1/1229万。
Jun 26, 2024
em.Path Playtest - nocoldiz
- Various bugfixes
- Third person mode (activable using V)
- Buttons overlays
Flag Clicker - woleiz
Hello Adventurers,

We're excited to bring you the latest update to our game! We've been hard at work addressing issues and enhancing your gaming experience. Here’s a detailed breakdown of the new features, fixes, and improvements in this update:

New Features
Progression Save
We've added a progression save system! Now your game progress will be saved automatically, allowing you to pick up right where you left off. No more losing your hard-earned achievements and levels.

Leaderboard
A brand-new leaderboard is now live! Compete with other players and see where you stand in the global rankings. It's time to show off your skills and climb to the top.

Display of Current Online Players
Curious about how many players are currently online? We've added this information to the main menu. Now you can easily see the active player count and join the bustling community of adventurers.

Fixes and Improvements
Memory Hack Protection
We take game integrity seriously. This update includes enhanced memory hack protection to ensure a fair and balanced gaming experience for everyone. Cheaters beware!

Missing Sao Tome and Principe Flag Sprite
We fixed the issue where the Sao Tome and Principe flag sprite was missing. Your collection of flags should now be complete and accurate.

Changed Pirate Flag of Stede Bonnet
The sprite for the Pirate Flag of Stede Bonnet has been updated. Enjoy the new design as you sail the high seas!

Minor UI Corrections
We’ve made some minor corrections to the user interface for a smoother and more intuitive experience. Every detail counts in making the game more enjoyable.

Minor Code OptimizationsUnder the hood, we’ve optimized the code to improve overall game performance. Expect a smoother, faster, and more responsive gaming experience.

Additional Notes
Pirate Flags Dropping Stopped
We wanted to let you know that Pirate Flags have stopped dropping in the game. This change is part of our ongoing efforts to balance the in-game economy and ensure a fair distribution of items.

Thank you for your continued support and feedback. We're committed to making the game the best it can be, and your input is invaluable. Stay tuned for more updates and happy adventuring!

Fair winds and following seas,
The Flag Clicker Team
Criminal Attraction - Space Samurai
Hi, everybody!

I am happy to announce that we are exactly one month away from the release of Criminal Attraction! I have spent a lot of time creating this game, working hard on the characters and the story. The result, according to the testers, is great and I can't wait to share this work with you! I am sure you will enjoy Criminal Attraction and it will become your favorite adult VN!





Community Announcements - seaweedshaker
各位親愛的主公

『三國志 霸道』已於6月份的遊戲更新中追加與調整了部分遊戲內容。
以下列出此次的更新摘要。
  1. 全新LR武將張郃與呂蒙,以及新UR武將王異與張昭已同時登場!快將這些名將加入您的陣容!
  2. 新賽季「漢朝震盪」現已隆重開啟!為向天下展示威嚴,靈帝正在尋找名聲高望的軍團!即刻收集散落在各處主要都市的寶珠以提高名聲!
  3. 新增針對主城編制與哨站編制的驗證功能
  4. 新增參軍自動設定裝備品功能
  5. 新增對軍團成員的留言功能,可設定僅限於屬於同一軍團的君主共享的留言
  6. 新增異文化調查格子!各異民族新增15格子(共90格子)
  7. 現可透過階級B或以上的礦山,一定機率獲得異文化寶物!階級A或以上的礦山可獲得額外報酬
  8. 其他遊戲內功能提升與UI改善,給主公更輕鬆便捷的遊玩體驗
  9. 更多內容可參考於6月25日播出的「霸道群雄生放送」:
Jun 26, 2024
Backwoods Town - Pro4ndrew
-Added domestic animals system.
-Added new area.
-Added new NPC Farmer.
-Added Chicken.
-Added Cow.
-Added Pig.
-Added Horse.
-Added chicken feeder.
-Added henhouse.
-Added cow feeder.
-Added pig feeder.
-Added automatic Sprinkler Seeder.
-Added mill.
-Added a good scarecrow.
-Added golden boulder.
-Added golden ore.
-Added golden ingot.

-Added Saddle.
-Added eggs.
-Added chicken meat.
-Added borsch.
-Added milk.
-Added cheese.
-Added salo.
-Added pot.
-Added berry jam.
-Added mayonnaise.
-Added sunflower oil.
-Added send and take stacks button to player inventory.
-Added Dutch localization.
-Added new achivements

-Sleeping at night now restores more stamina.
-Trees between the player and the camera will now become transparent.
-Harvesting, seeding and watering now require less stamina.
-Improved copper Sprinkler interaction colliders, will no more conflicts with nearby garden beds.
-Decreased required stamina to mine boulders.
-Increased stamina recovery.
-Decreased stamina recovery interval.
-Collecting honey now requires a pot.
-Sprinting now uses less stamina.
-Added indicators to bee houses when it is ready to collect.
-Gardener quest was reset in old save files.
-Added dialogue tipt to traders.
-Repair workbench now does not require a recipe.
-Sewing machine now does not require a recipe.
-Increased drop chance and quantity for bones, meat and animal skin in wolves and boars.
-Subtabs in the workstations menu were combined into one.
-Flour now requires 3 wheats to craft.

-Fixed bug when the copper sprinkler is turned on will not water the beds the next morning.
-Fixed bug when can't place gates near garden cells.
-Fixed a bug when after trying to collect water without a bucket, stamina was wasted.
-Fixed bug when raven can spawn inside building.
-Fixed but when crafting seeds from beetroot gives only one seed.
Dark Envoy - Luzgan
We are excited to release our first update since the last Director's Cut update. Patch 1.5, called the Tactical Combat Update, introduces expanded specialization choices, additional skill levels, and numerous bug fixes. Balance changes include reduced weapon damage and enhanced skill power, along with difficulty adjustments to improve gameplay.

Version: 1.5.0.73523; download size: 4.1GB
Changelog
  • Extended secondary specialization choice by all remaining specializations to make reaching the milestone more exciting. For example warrior characters will be able to become elementalist, gunslinger or technomancer.
  • Introduced additional levels for both active and passive skill (4th and 3rd respectively) for base class and first specialization. Skill costs of additional level equals 2, but their mana cost remains the same.
  • Fixed a potential issue with game breaking in case unit wasn't properly removed when leaving a dungeon
  • Fixed an issue with auras (e.g. from chaos armor enchantment) triggering with every unit attack
  • Fixed an issue with multishot enchantment not applying resistance strip even when applied on items with resistance strip
  • Vasso will now join us in autonomous mode during tutorial sequence
  • Party will automatically be reselected after Vasso leaves during tutorial sequence
  • Fixed a critical issue with input hotkeys not working for players who had played earlier versions of the game
  • Fixed an issue with inventory item slots not updating correctly when lots of items were sold and the inventory was almost emptied
  • Improved camera fade in/out during dialogues and cutscenes in game
  • Lighting improvements in cutscenes in chapter 1 and 2, and Capital Ruga Quest
  • Fixed an issue with player not being able to interact with quest characters if settings from a previous version of the game were corrupted
  • Suggested characters will now be shown when selecting party for different quests
  • Characters not added to party will now be presented as holograms when taking part in dialogues
  • Fixed bug with damaging auras that dealt damage multiple times (cooldown reset every time unit attacked).
  • Fixed Gunslinger’s Stream of Metal issue where bullets were stopped by allied units.
  • Fixed some audio issues on skills.
  • Fixed a game breaking bug in explosions challenge that prevented players from completing the challenge
Balance Changes and Crafting Changes
Weapons:

All tier 2 and 3 weapons damage (both melee and ranged) was slightly reduced across the board as we received feedback that they were too powerful in comparison to skills:
  • Tier 2 weapons damage reduced by 2
  • Tier 3 weapons damage reduced by 10
In addition to that we reduced crit chance and crit damage values that could be rolled during crafting as secondary stats. Those values are doubled for two handed weapons.

Crit chance
Crafting research 0
Crafting research I
Crafting research II
Crafting research III
Tier I - 5% to 3%
Tier II - 7% to 4%
Tier III - 8% to 4%
Tier I - 7% to 4%
Tier II - 8% to 5%
Tier III - 10% to 6%
Tier I - 8% to 5%
Tier II - 10% to 6%
Tier III - 12% to 8%
Tier I - 10% to 6%
Tier II - 12% to 7%
Tier III - 15% to 10%
Crit damage
Crafting research 0
Crafting research I
Crafting research II
Crafting research III
Tier I - 12% to 4%
Tier II - 20% to 8%
Tier III - 24% to 12%
Tier I - 16% to 8%
Tier II - 24% to 12%
Tier III - 28% to 16%
Tier I - 20% to 12%
Tier II - 28% to 16%
Tier III - 32% to 20%
Tier I - 24% to 16%
Tier II - 32% to 20%
Tier III - 36% to 24%

Skills general boost
Most of the skills in base classes remained at the same power level as before.

All of the specialization’s active skills were buffed across the board by increasing their damage, summons duration, buff duration etc.
Indirect buff to skills in crafting - allowing Skill Power to roll in additional stats for weapons. Detailed values (doubled for two handed weapons) below:

Skill power
Crafting research 0
Crafting research I
Crafting research II
Crafting research III
Tier I - 5%
Tier II - 6%
Tier III - 12%
Tier I - 6%
Tier II - 8%
Tier III - 15%
Tier I - 7%
Tier II - 9%
Tier III - 17%
Tier I - 8%
Tier II - 10%
Tier III - 20%

Debuff nerf
As it was possible to strip all of the enemy stats we added cap for strip status effects:
  • Armor strip cap introduced at 50 stacks
  • Resistance strip cap introduced at 25 stacks
Difficulty changes
We decided to make some changes in difficulties as we received some feedback that for some players the highest difficulty is too easy and vice versa normal difficulty is too difficult.

To target those issues we:
  • Added 10% damage reduction at normal difficulty. If it is still too hard we recommend decreasing it even further.
  • Buffed enemies hp on insane difficulty to make fights longer and force to build more tanky instead glass cannon raw damage:
    • Normal enemies from 5% to 25% hp increase per party level
    • Boss enemies from 2% to 25% hp increase per party level
We hope these updates enhance your experience and make the game even more enjoyable. Thank you for your continued support and feedback.
Event Horizon team 🛡️✨

https://store.steampowered.com/app/945770/

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Exoprimal - miyazaki_chk
The final rankings for Savage Gauntlet Trial 40 have been calculated!
Exofighters, thank you for your contributions to this excruciating combat test.

Note: Results will be displayed on the Main Menu. Completion time rankings vary from platform to platform.

Trial 40 Overview
Map
Spacetime Rift

Playable Period
21/06 2024 03:00 UTC ~ 25/06 2024 02:59 UTC
06/20 2024 20:00 PDT ~ 06/24 2024 19:59 PDT

Fastest Completion Time
#Discussions_QuoteBlock_Author
02:17.29
Note: This is the fastest completion time across all platforms.

Completion Rate
#Discussions_QuoteBlock_Author
19.8%
Note: This is the completion rate across all platforms.

Average Completion Time
#Discussions_QuoteBlock_Author
07:56.56
Note: This is the average completion time across all platforms.

Master Rank Cutoff Times
Xbox Series X|S / Xbox One / Windows
06:37.89
PlayStation🄬5/ PlayStation🄬4
05:35.95
Steam🄬
05:58.51

Fighter Rank Cutoff Times
Xbox Series X|S / Xbox One / Windows
07:42.64
PlayStation🄬5/ PlayStation🄬4
07:14.71
Steam🄬
07:14.92

Exosuit Usage Rate
First
Vigilant α: Marksman
Second
Nimbus
Third
Vigilant β: Bowhunter
Fourth
Skywave β: Lifeline
Fifth
Zephyr
Note: Usage rates are based only on data from players who completed Savage Gauntlet.

Rig Usage Rate
First
Shield
Second
Catapult
Third
Cannon
Fourth
Edge Strike
Fifth
Mortar
Note: Usage rates are based only on data from players who completed Savage Gauntlet.

Next Trial
05/07 2024 03:00 UTC ~ 09/07 2024 02:59 UTC
07/04 2024 20:00 PDT ~ 07/08 2024 19:59 PDT
* Savage Gauntlet will not be available this week due to Time Loop Rebellion.

Thank you to all the exofighters who braved the Savage Gauntlet. We look forward to seeing you in future combat tests!
...