Jun 26, 2024
FOUNDRY - Pdx_Tauriel
Hello everyone,

New Hotfix out now:

Changes:
  • Cargo ships do no longer consume power while idling in queue. (Existing cargo ships will only be fixed after rebuilding the pad.)
Fixes:
  • Fixed a bug that caused some conveyor balancers to stop working after loading a game.
  • Fixed an issue causing coked ignium to not show up as a filterable element on the filtered loaders.
  • Reduced memory usage when autosaving which should fix some crashes that were occuring when autosaving on dedicated servers/steam decks.
  • Launching the dedicated server through the Steam client should no longer cause the main Foundry game to look like it's running.
  • Fixed a crash that could occur when toggling day/night using the camera tools when connected to a dedicated server.
  • Improved dedicated server save file transfer speed.

Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY/

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The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just published a patch addressing your issues with World Expansion III and Heart of the Swamp DLC. The most significant point of this build is a change to how we handle incompatible mods. Instead of loading them outright, we will first ask you if you want to play with said mods and give you a chance to turn them off.

Apart from that, you reported a couple dozen bug fixes for both minor issues and crash bugs to us. Thank you to everyone who sent in detailed crash reports and sent in their saved files for analysis. Your help allows us to quickly fix some substantial but quite obscure issues. Keep the feedback coming!

We plan to publish more updates shortly, so if you experience an issue that this patch doesn't cover, please let us know.

The Riftbreaker World Expansion III Maintenance Update, June 26th 2024. EXE: 971 DATA: 566. Changelog:
  • Changed Heart of the Swamp DLC trigger logic from mission based to research based. The DLC will trigger after researching Titanium, Palladium and Uranium handling technologies, regardless of mission progression status.
  • Introduced the new Mod Compatibility Warning Pop-Up. Due to the high number of issues reported by users playing with outdated mods, we decided to take measures to warn players about them. If you launch the game with an outdated mod, you will see a pop-up window on the game launch that will alert you about the potential incompatibility. You will be asked to either manually disable the outdated mods, or continue with mods still enabled. The choice is yours - we will not force you to choose one option or the other. You can also select the 'Don't show this again' option to prevent the window from appearing in the future.
  • Outdated mods are now hidden in the Mod Management window by default. You can choose to view them if you wish by checking a box in the Mods menu.
  • Improved the look and feel of a couple of map tiles in the Fungal Swamp Campaign.
  • Improved the Thornvine layout in the Swamp Meadow map to make creature navigation less problematic.
  • The Blooming Air event should now affect the vegetation growth as intended.
  • The small loot containers in the Acid, Desert and Caverns biomes have been updated to their new, regional variants.
  • Added missing rewards to the Bioanomaly reward pool.
  • Improved the Swamp Survival missions Easy, Hard and Brutal final waves.
  • Fixed issues that caused Drone Repellent Hubs to stop working correctly when selling or modifying the setup.
  • Fixed damage highlights on transparent parts of objects. Damaged Drexolians should now be highlighted properly, thanks to that.
  • Fixed the option to disable Volumetric Fog.
  • Fixed errors with loading the correct mipmap levels, which should make the texture quality option work properly now.
  • Fixed DPS calculation math formula.
  • Fixed issues with Energy Graph that caused players to see their main grid incorrectly labeled as 'local'.
  • Fixed an issue that caused Garlimonium Fruits to sometimes get stuck in limbo between life and death.
  • Fixed an issue that caused overlapping radar range radiuses to display incorrectly.
  • Fixed missing localization strings for many in-game items.
  • Fixed issues with interactive itmes that caused crashes or caused players to get stuck in the interaction pose.
  • Fixed a ctash in GetSameWeaponEquipped method.
  • Fixed a crash in UpdateBeamEffects method.
  • Fixed a crash at startup when the game fails to create a render window.
  • Fixed multiple crashes related to actions taken in the Inventory Screen.
  • Fixed a crash in Resource System that occurred when the game referenced an invalid resource.
  • Fixed a crash in Research System that occurred when a node was missing.
  • Fixed a crash in BuildingInfo system.
  • Fixed a crash in DiscoverableSystem.
  • Fixed a crash in the Database Screen on "No Inventory item component in loot".
  • Fixed a crash in PlayerService.
  • Fixed a crash in DestroySystem that occurred when destroying certain buildings.
  • Fixed a crash in GridMArkerSystem on missing or invalid terrain type.
  • Fixed multiple crashes in various Lua scripts.
  • Fixed an issue that caused the game to crash when upgrading certain towers to Level 3.
  • Fixed an issue that caused the game to crash when jumping between player outposts.
  • Fixed crashes when teleporting.
  • Fixed issues that caused buildings in the [0, 0, 0] point to disappear after building a Wall Gate.
  • Fixed many more bugs and crashes. If your issue has not been listed in the changelog, please try playing anyway - there is a chance we fixed your bug, too.

EXOR Studios
Jun 26, 2024
Aeris (BETA) - ozhanghe
- Icon changed
- Screenshots for aircraft selection changed

Report bugs to ozhanghe@gmail.com
Jun 26, 2024
Abstract Grind - stratosphereoff
Performance update.
Big Ambitions - David Estes Creations
Hello and good day!
We've got another small patch for our ambitious friends!

Mac Users
First up - if you're a Mac user that's been dealing with the issue of launching to a black/grey/green or flickering screen, we have a workaround! If not, then skip to the Changelog section!

The issue seems to be related to video memory while launching the game, and launching the game in windowed mode seems to fix it.

We're still looking into a more permanent solution, but this fix should get you into the game again! Please let us know if you're still having trouble after this or have any new information, so we can get things working for you!

Mac Workaround


  • Right-click on Big Ambitions in Steam and go to "Properties"
  • In the "General" tab, in the "Launch Options" section, type "-windowed" (picture above)
  • Launch the game and it should launch in windowed mode, and not flicker!
Based on player reports, you should be able to resume fullscreen after launching!
  • Go to the "Options" menu, in-game
  • In the "Graphics" tab, click the toggle for fullscreen! (picture below)





Changelog
  • Fixed issue causing some businesses to not recognize cash registers or shopping baskets
  • Fixed memory leak while browsing blueprints, which could cause crashing
  • Fixed MarketInsider showing a negative number of providers for products being sold
  • Fixed issue making it impossible to recruit candidates
  • Fixed issue causing rent and marketing to be $0
    • Note: It might take a few days for them to start appearing again
  • Fixed Special Stores (such as Mr. Scott's Office Supply) charging the wrong prices in-store
Note: We're aware that rivals are still sometimes sending messages after being defeated. We're talking to them about that and will get them to quit soon!




And a quick tease on the status of EA 0.6: Early testing is going well and we're about to start polishing the update soon!

Stay tuned through July for more information on when we'll begin EA 0.6 Experimental Branch Testing!


~Hovgaard Games
Jun 26, 2024
NARAKA: BLADEPOINT - 时崎狂三

“Fate is for mortals… I will prevail”

Naraka Fest has come and gone, and we hope you're as excited as we are about the new developments, Forerunners! From thrilling crossovers to the reveal of a brand-new map, there's a lot to take in. If you weren’t able to attend the stream, here’s a recap that should keep you up to date with all the significant announcements and updates:

New Hero: The Reticent, Kylin Zhang 

Last of the Zhang line and part of the Iron Triangle Trio, Kylin Zhang descends into the depths of the underground palaces of Perdoria to guard the Ultimate Secret beyond the Bronze Door. Using just two fingers he can block, grab and send opponents flying. With the Black-Gold Sword, a blade forged from Qilin Blood, he can activate a mystical seal channelling the powers of his ancestors to both ward off and strike foes.

Prepare for his arrival this summer during the NARAKA: BLADEPOINT x Time Raiders crossover! 



New Map: Perdoria 

Embark on a journey to discover the mysteries of the ancient underground city of Perdoria in our new map available on July 2 PT. Deep in the forbidden land of Icuria lies a city filled with danger and treasure. Perdoria was created to be the place where the Jiling Emporer could attain immortality, now its secrets are yours to uncover.

Each zone of Perdoria offers new experiences and functionality. Launch yourself across the map, set up traps for unsuspecting foes, or enjoy a brief healing respite. With more platform areas, various new gameplay features and buffs dotted across the subterranean landscape, you will clash like you never have before. Explore, fight, and claw your way to victory.



New Crossover: Tomb Raider

We’re working with Crystal Dynamics this Summer to bring a Lara Croft outfit for Matari to NARAKA Bladepoint. Perdoria may be underground, but by combining Lara Croft’s adventure gear outfit with treasure hunter extraordinaire Matari’s skills, the sky’s the limit!



New Crossover: The Witcher 3: Wild Hunt

This Winter heralds the arrival of a legend - Geralt, the White Wolf from The Witcher 3: Wild Hunt, joins NARAKA: BLADEPOINT in an electrifying new collaboration! As he ventures into the Eastern lands, grappling hooks and soaring heights will pose no challenge. With his witcher senses tuned to the chaos of combat and the folklore of the East, Geralt’s entrance heralds a new era for heroes and villains alike.

Get ready for an unparalleled crossover. Join Geralt in a crossover where legends stir and battles await. Will you stand by his side?



New Weapon: Fistblades

The NARAKA fistblades, a new weapon, evolved from humanity's primal weapon: the fists. Originating from styles as ancient as the Han Dynasty and traditional Indian combat, these blades extend the natural melee of fistfights, enriched with the Gar Kung Gu's horizontal slashes and footwork. They offer a blend of swift, close-quarter maneuvers and kicks, all while being lighter than typical weapons for enhanced agility in battle.

Mark your calendars for their arrival on July 2nd, and remember to keep those fists at the ready for this innovative addition to your combat repertoire.

Along with the introduction of the NARAKA fistblades, enthusiasts will be thrilled to hear that their favorite Naraka heroes are being transformed into adorable cat figurines, available for pre-order. Embrace the charm of these unique collectibles, perfect for displaying your love for the game in a whimsical new form.



Even More Announcements…

But that’s not all, the anticipation builds with the announcement of the KOI Cup event, where formidable competitors from the Naraka Bladepoint Pro League (NBPL) will showcase their skills. Details will follow, so fans should stay tuned for updates on this event, which is shaping up to be a highlight for the Naraka community.

That’s all for now, Forerunners, be sure to watch the full NARAKA Fest 2024 video for all the details!

Make Way - Secret Mode Stream 2
Hey racers!

The course keeps growing! Make Way officially launches TODAY on PlayStation 4 and PlayStation 5. Alongside the launch, Patch 1.2, which many of the community have already been racing on in a public beta, will be fully rolled out on all platforms.

So, what's in Patch 1.2 you ask? A lot of bug fixes, improvements to cross-platform connectivity, and many other tweaks to improve your racing. Full patch notes here.

Did we mention that Make Way is fully crossplay between PC, Nintendo Switch, Xbox One, Xbox Series S|X AND PlayStation 4 and 5?

Grab your friends and race today!

Please Note: Players already on the 1.2 Beta branch should now return to the main game branch

Get all the latest updates and find more players in our Discord
Jun 26, 2024
Sandwalkers - Hylda
Following yesterday’s patch 1.0.2, here comes patch 1.0.3 with some extra fixes!
We’re still in the optimization phase, but we’ll soon share an Early Access update with more content and features to come.

Hotfix
  • Players will now be able to find Wood for the Agromancy quest, even if the quest is already active
  • Players will now have the required items for “Umama’s root” quest, event if they were affected by the bug removing them too soon.

User experience
  • Remove a spoiler from reputation screen

Localization
  • Fix broken keys on quest boards

Bugfix
  • Attacks with effects on the launcher were applied incorrectly in case of AoE. For example, the larva was applying its self-heal 4 times, as it has 4 targets.
  • Hope related traits now apply their effects properly
  • All Hope loss are now applied correctly (Traits, Events, Attacks)
  • Reputation levels are now correctly displayed and named
  • Remove Princess Egg when you choose to fight the royalists
  • Wrong values on “Max Weight” Crystal library upgrades
  • Unclickable Caravan button in exploration
  • “Static shock” now grants 2 stacks” Haste” instead of 1
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
As summer approaches we wanted to fill you in on a few processes and reflections our team is grappling with. So much going on right now!

Audio
“One aspect I’ve been enjoying about working on Bloodlines 2 from an audio perspective was imagining how a vampire perceives the world around them. A favourite moment of mine was weaving past moments into the soundscape as if we could hear the past itself. While it might sound a bit corny, I enjoyed playing with the idea of being an ancient being capable of sensing beyond their own time. In an abstract way, it added a supernatural feeling to the game rather than just providing linear sound design for the visual world.
I also really enjoyed how the entire audio team were so dedicated into carving out this unique sounding character and world together. We would always present work, give critiques and just refine as much as possible. I am certain Bloodlines 2 will have a truly unique sound when it releases, thanks to the extraordinary efforts of the audio team.”

- The Chinese Room’s Sound Designer Corry Young


Concept Art
Nix
“Here are some experimentations of Nix whom you'll meet in the underground. Although more integrated to the human side of civilisation, we wanted to maintain some of the animalistic feral nature hallmark to the Gangrel clan in her design.”


- The Chinese Room’s Junior Concept Artist Isobel Hine

Pioneer Square Concepts
“In these concepts we were exploring the look and feel of the Pioneer Square section of the city. We were tasked with making sure this area of the city feels cold, atmospheric and is bathed in neon light. One of the main focuses of our art direction is making sure we’re always leaning into this neo-noir look for our world, a high contrast visual identity that is brooding and moody. Additionally, we were tasked with putting together several shopfront ideas that could appear throughout this area of the city.”


- The Chinese Room’s Art Director John McCormack and Lead Concept Artist Michele Nucera




- The Chinese Room’s Senior Concept Artist Jordan Grimmer and Lead Concept Artist Michele Nucera

Financial District Concepts
“Like above, we were also briefed with exploring the look of the financial area of our city. With this we wanted to go in a very different direction, leaning heavily on a more cyan colour palette with high, glass front buildings. We wanted to make sure every area of Seattle feels distinct and instantly recognizable.”




- The Chinese Room’s Lead Concept Artist Michele Nucera

Code / Programming
“Time for an update from code. The team have been working hard on getting the city experience working well. We have been putting the MassAI framework of Unreal 5 through its paces, it’s a new system for simulating crowds and we’ve used it for the pedestrian simulation in our rendition of the streets of Seattle. By leveraging the smart object system, we've created interactive elements for pedestrians, such as cash machines and park benches.
But, the crowds also need to chatter as we can’t have everyone walk around in complete silence. We’ve extended our banter system to allow groups of pedestrians and enemy NPCs to talk to each other, enabling general contextual chat about the world and reactions to you as you complete the missions.
We’ve also been extending the combat system to allow many NPCs to fight, and for pedestrians to fight too with a just-in-time switch from the MassAI system to regular instanced characters, and we’ve made them able to fight each other when the circumstances are right – it’s very entertaining.
Other than that we’ve been working hard on optimising the game to run on consoles and keeping the framerate solid on PCs, and the memory footprint small.”

- The Chinese Room’s Technical Director Nick Slaven

Design
“For my Quests, I like to lean into the protagonist's nature as an outsider in a foreign land. Seattle may at first seem inconsequential to an Elder Vampire but, powerful as you are, you're still at the bottom of the ladder. Phyre must quickly react to a Kindred power structure in chaos and the early missions in the city reflect this.

Rejection by those in power would mean certain befalling, and so Phyre must prove their worthiness to Seattle's elite. Many of my quests follow this thread of pressure being applied to our protagonist. For players to run the gauntlet through Seattle, deciding which relationships to nurture and which to break.
Seattle is frozen in time under a blanket of snow, waiting for a new leader to emerge. Phyre is weakened and in need of both allies and answers. The weakest soldiers on the street, the Courts, and even the Cops will present challenges for players to navigate, or maybe just straight-up punch in the mouth. Our more open areas present players with more of a choice in their approach to combat and we've taken great care in crafting slick traversal options that reinforce that. Can't wait to show you more!"




- The Chinese Room’s Junior Level Designer Jack Goddard

“In the last Dev Diary, I mentioned how we build our levels to support the game’s awesome traversal system. This time, I’d like to dive deeper into this and some other key considerations when designing levels for Bloodlines 2.

Traversal Mechanics
Let's start with traversal. When designing our spaces, we consider numerous factors to allow you to make the most of your Kindred abilities. Many of our environments would have been built for humans in Seattle, but you are a powerful Vampire, and our spaces need to support this. We have created multiple paths, some that are accessible by humans and some of which are only accessible through using your unique movements, enhancing both gameplay variety and immersion. However, using these vampiric abilities can risk breaking the Masquerade, so these paths are designed to be used discreetly, ensuring you remain hidden from prying human eyes.

Space Purpose
The purpose of each space greatly influences its design. Are you likely to be fighting enemies here? If so, the area will look and feel vastly different from one meant for exploration or storytelling. Combat zones are crafted to support various playstyles, from stealth to brawling, and we sometimes design areas to encourage a particular approach to keep gameplay dynamic.

Narrative and Exploration
For spaces focused on story and exploration, our approach shifts. Here, the goal is to provide opportunities for discovery and to guide you towards interesting moments organically. These environments are meant to contrast with combat-heavy areas, offering a slower pace. These spaces invite you to linger and delve deeper into the lore of our world.

Balancing the Experience
Finally, while each space is carefully crafted to fulfill its specific role, we also ensure a balanced mix throughout the game. The interplay between fast-paced action areas and more serene, narrative-rich environments keeps the gameplay experience fresh and engaging.
In summary, our level design philosophy revolves around maximizing the potential of your Vampire abilities, tailoring spaces to their intended purpose, and maintaining a balanced and engaging pace throughout the game. We can’t wait for you to experience the world we’ve built in Bloodlines 2.”



- The Chinese Room’s Level Designer Amy Lee

Production
“We are recording!
My role in Production supports the cinematics and interactive dialogue pipeline, collaborating with the Narrative team to deliver scripts to the VO studio and planning the workflow with the animation team. This involves a lot of spreadsheets, Miro boards, and multiple overlapping schedules. Despite the logistical challenges, it’s incredibly rewarding when recording starts and we see our nighttime Seattle residents come to unlife—sometimes in unexpected ways!
A crucial step in the process is ensuring everyone involved understands the dialogue branches and character reactions to player choices, maintaining consistent performance across branches. Watching our VO Director and talented cast navigate these complex branches and deliver is truly inspiring.
I feel incredibly fortunate to see this process through. It's exactly why I joined TCR: to bring engaging narratives to life. I’m thrilled for everyone to interact with these wonderful characters.
I've experienced everything from laughter to shivers during some of the VO sessions, and I can’t wait for people to enjoy them just as much as I’ve enjoyed witnessing them.”

- The Chinese Room’s Producer Lee Clarke

We're taking a Summer break but will return with more Dev Diaries in August! Feel free to join us on Discord or follow us on social media: Bloodlines 2 Twitter, Bloodlines 2 Facebook, and Instagram.
SteamWorld Heist II - Mila | Community Manager
It’s just over one month to go until the launch of SteamWorld Heist II and we have some exciting news for our console fans: SteamWorld Heist II is now available for pre-order on Nintendo Switch, Playstation, and Xbox! That means you can now wishlist on Steam AND pre-order SteamWorld Heist II on console! Heist everywhere! (Just kidding, do whatever works for you!)

And Steam fans, don't worry, we have not forgotten about you! You'll be able to enjoy a 10% Steam launch discount on August 8th! Until then:

Pre-order SteamWorld Heist II now on your preferred console and take advantage of our 10% pre-order discount!

Not a console fan? That's ok! You can still enjoy our pre-order trailer where we join Captain Leeway and crew on a mission in the frozen North!



SteamWorld Heist Complete Bundle

For the ultimate Heist experience: check out our “SteamWorld Heist Complete Bundle” available now on Playstation and Nintendo!

This special edition includes both SteamWorld Heist with all DLC AND SteamWorld Heist II. You can grab yours now on Playstation or Nintendo Switch and get a 15% pre-order discount.

Deep Dive into SteamWorld Heist II

Still can’t get enough of SteamWorld Heist II? Worry not! We have a whole series of Deep Dives to prepare you for August 8th!

Check out our Gameplay Deep Dive to learn all about the ricochet-rich gunplay, all-new job system, and enemies you’ll face in Heist II.

In our Story Deep Dive we take a closer look at the watery world that sets the stage for SteamWorld Heist II including story, world map exploration, and ship-to-ship combat.

Looking for a sneak peek of our gameplay? Watch our Extended Gameplay trailer where Art Director Brandt Andrist explores our upgrade system, turn-based combat, hidden treasures, mysterious encounters, and more.

Don’t forget to join the official SteamWorld Community Discord and follow us on Twitter, Instagram, Facebook, and TikTok to stay up to date on the latest SteamWorld news.
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