Jun 27, 2024
[ECHOSTASIS] - ENIGMA | STUDIO
[HELLO] everyone, J here.
First of all... thank you for the incredible [RECEPTION] to the game. I can't tell you how thrilled I am to have finally gotten to show you the past 4 years of work I've put into this project from within complete isolation. The past month of my life has been completely chaotic (not to mention beyond exhausting lmao)

Just stopping by to tell you about all the updates that have been made to [ECHOSTASIS] since its launch almost a month ago.
...oh yeah, about that. I have been stealth-updating the game since its release. I never made a post about it until now, but I think I've finally updated it enough to warrant a proper post detailing all updated [CONTENT].

UPDATES
  • [BOARDROOM] is officially open for perusal! Here, all of my wonderful [PATRONS] have become immortalized within the walls of a small additional level, where their portraits and [NAMES] will remain forever etched into [HYPERREALITY]. In this level, you will see where this project saw me start from, and where the hallway of the [BOARDROOM] (more specifically, the supporters within) has brought me to.
  • Added lore to the [RECEPTION]. If you played the game immediately at launch - you may have found the [RECEPTION] to be a little lacking in terms of actual [CONTENT]. Well I'm proud to say - I have added some additional lore which is vital to the larger world of the [ENIGMA] trilogy. A little peek of the world outside these characters, detailing the impact these events have had on society. These are additions that were originally meant to be included in time for launch... but uh. Y'know. Time.
  • Typos fixed. (You'll be glad to know I have finally realized how often I subconsciously misspell "its" vs. "it's", and have rectified the issue. 👉😎👉
  • HUNDREDS of bugfixes. Too many to mention, honestly??

To keep up to date with more longform posts about my[SELF], my work, and more - wander over to my [PATREON]. As ENIGMA | STUDIO is a one man show (with a little help from my friends, of course) Any support you give is incredibly appreciated. My [PATRONS] are the lifeblood of what I do, and the [BOARDROOM] is my way of showing that.

WHAT'S NEXT?
Once I give myself a proper break. I plan to continue supporting [ECHOSTASIS] with new additional tidbits of [STORY], gameplay tweaks, etc. I want to find a solution to alleviate some of the frustrations some players have had with the [DREAMSCAPE] gameplay. However, I don't want to just add an "EASY MODE" which gives the player infinite time or whatever. I want the RIGHT solution. Leave it with me. I got this.

Once the game is finally in a position where I can call it 100% FINISHED... then I am going to close the book forever on this chapter of the [STORY], and with it, the trilogy it[SELF].

Thank you so much for your boundless enthusiasm and support regarding this project.

A game is nothing without it's* players.

its* 😐

-Keep on keepin it real.
-J (ENIGMA STUDIO)
Jun 27, 2024
Seablip - jardar
New:

  • Oil Barrel Upgrade (Rare Blueprint)
  • Thunder Barrel Upgrade (Rare Blueprint)
  • You can now buy oil and thunder barrels from Barrel Island.
  • Eel Charger (Ship Upgrade)
  • 1 New Boss (after you learn Boulder Push)
  • Oil is now a new battle effect (Combine with flames or remove with water).
  • Slime on the ground is now a new battle effect (Slows down sailors' walk speed by 70% or combines with oil to make a short duration of poison gas).
  • Monkey Bomber (Ship Upgrade) (Epic Blueprint)
  • Banana Bomb (Currently used by Monkey Bomber)
  • New Item: "Duck Floaty." You can rescue sailors from the ocean after a battle.
  • You can buy Duck Floatys from Seablip Island.
  • The item trade button now shows the item description.
  • Akasho on Peacehaven now accepts the Love Messenger Quest, and you can learn "Boulder Push" from him.
  • 1 New Achievement

Changes:

  • Magic Shield Update: Dead Shield needs 18 seconds to charge (from 5 seconds before), Gold Shield needs 17 seconds (from 5 seconds), and Small Shield (upgrade) needs 20 seconds (from 18 seconds). Big Shield's durability is now 3 hits (from 6 hits before).
  • Wood Auto Pump is slower. It needs 5.5 seconds to remove 1 water "bar" (old: 3.5 seconds).
  • All Barrels are faster to build.
  • Flame damage on the ship is now 10 seconds slower, but for each flame inside a zone, it's now 1.5 seconds faster.
  • Flame damage on sailors is now 8 (ish) seconds slower, but for each flame, it is 2 seconds faster.
  • Poison Gas and Flame combined have a 50% lower chance of ship damage and do less crew damage (but still powerful!).
  • Blue slime can now freeze sailors (on death).
  • Green slime now spawns slime on the ground.
  • Slime Mortar Update: 65% chance for green slime, else one of the other colors.
  • Fish Mini-Game is temporarily removed, making it much easier to catch a fish (honestly, I'm not super happy with the mini-game as it is).
  • Fish do not respawn before the next day (if caught).
  • Slime Mortar is now craftable (Legendary Blueprint).
  • Ice Mortar projectile count reduced to 4 (from the previous 5).
  • Monkey Mortar increased gold price.
  • Fish torpedo ship damage was reduced to 1-2 (from the previous 3).
  • Artifact Update: Longbeard Vase III can now be found on the ice biome and in caves.

Bug Fix

  • Winning a battle with flames could glitch the game in rare circumstances (fixed).
  • Pocket Crew could spawn on cells that were blocked/not visible (fixed).
  • Hungry Tree could cause some item bugs (fixed).
  • The invisible ladder on Bluecoat Island is now removed (but not for old saves).
  • Item ID is updated (fixes some item glitches).
  • Using a submarine and sinking an enemy ship with "barrel pirate" would glitch the game (fixed).
  • Lightning storm can't find a cell on a submarine and glitch the game (fixed).
  • Unloading sea battle is delayed 1 frame to avoid rare bugs after a battle (fixed).
Jun 27, 2024
Vertical Kingdom - FarlightGamesIndustry
Greetings, Great Architects!

Here is your High Technocrat again, ready to serve you.

Here are more fixes and updates:

  • Corrected English language throughout the game, improving explanations.
  • Added 10 Steam achievements so you can earn achievements for incredible actions.
  • Added Steam Cloud to save your games in the cloud.
  • Added information about the number of turns, the remaining turns until you can choose a card pack, the number of cards received in hand per turn, and the number of cards the player can retain when discarding.
As I commented before many times, I greatly appreciate your dedication to playing the game and for helping me gain visibility through your reviews, which are immensely helpful. I hope you enjoy the experience!

Kind regards.
David
Dust Fleet - Ashe
Hello Commanders!

If you were thinking about getting the game, now is a great time to do so. You can add the game to your collection for 40% off starting with the Steam Summer Sale on June 27th and ending an additional week after most sales end on July 19th!

Make sure to check out other great indie titles on sale to kick off your summer gaming!

Now it's time to unveil Update #4 - a milestone we have named The Reinforcements Update!






Missions: Five new side-missions for the main campaign.
  • Battle against D-SEC and powerful new enemies to earn unique mission rewards.
  • These new missions start to appear after playing "The Way Out" mission. These missions won't trigger on any in-progress campaigns - you'll need to start a new campaign to get them.
Ships: new ships are available on the tech tree and for reverse engineering.
  • UEN: Oslo - a light carrier-cruiser, an improvement on the Copenhagen.
  • UEN: Bergen - an upgrade to the Reykjavik, with better weapons and armour.
  • UEN: Knight Mk II - an upgrade to the Knight, with twice the firepower and improved maneuverability.
  • D-SEC: Honshu - a dedicated light carrier.
  • D-SEC: Wolf Mk II - to keep up with the Knight Mk II, D-SEC are deploying this improved Wolf design.
  • D-SEC: Orca Mk II - The most devastating version of the Orca, with tougher armour and an extra heavy weapon slot.
  • Unknown: Two powerful new boss-level enemies in the extra missions.
Sector Assault improvements:
  • Sector Assault now has a comprehensive settings screen.
  • Edit map size, enemy aggression and starting resources to create the challenge you want.
Starmap improvements:
  • Station icons: At-a-glance starmap icons for identifying station types without having to click on a location.
  • Ship type icons: Seperate symbols for warships and mining ships, so you can tell instantly if you have any mining ships at a location.
  • Quick access: It's now possible directly click the ships or station icons at a location to immediately jump to the relevant tab.
Capturing improvements:
  • The capture order can now be given against a group of enemy ships, just like attack orders.
  • Enemy ships will now prioritise attacking armed opponents, making it possible to distract enemies while you sneak your APCs in.
Move and keep attacking (Alt): outflank ships to attack their less armoured side and rear quarters.
  • Hold down Alt when giving a move order to attacking ships, and they will keep facing and attacking their target as they move around it.
  • This replaces the previous behaviour where happened automatically, but only after the first movement order given after an attack order.
Improved tooltips for items on the tech tree and mission info screen.
  • Ships now list which type of shipyard they must be built at.
  • Ship turret sizes and numbers are now included in the details.
Other New Features
  • Mission tracker: easily keep track of which missions are available and where to find them.
  • Bigger explosions for large ships and stations, and improved lighting effects on beam weapons.



  • Rapid fire missile launcher was incorrectly very overpowered - damage reduced by 75%
  • Starmap fleet list will now auto-scroll when dragging ships to the edge.
  • Confirmation dialog for unsaved changes in the loadout editor.
  • Some turrets have been reduced in size - this is a cosmetic change only.
  • Shipyards have been renamed to accommodate the newly added ships
    • Cruiser shipyard is now the Standard shipyard.
    • Carrier shipyard is now the Advanced shipyard, and now also builds all of the advanced-tier ships in the new update.



  • Ship health bars were only showing when the cursor was over them. Now they also appear when a ship is damaged.
  • DPS values for ships were not including fixed/non-editable weapons. This affected stats tables and auto battles only.
  • When repairing a damaged ship that has damaged turrets, or when given the order to do so, repair ships will only fix one turret then stop.
  • Ships with a mix of repair beams and offensive weapons were not responding to repair orders correctly.
  • Turrets on newly promoted ships would appear to be damaged.
  • Ship stances were not saved in savegame files.
  • In battles, the average health bars for ships grouped under a single button was not always accurate.
  • A Hub was incorrectly set as capturable in the "Spare Parts" mission.


As always, I am excited to see what suggestions come out of these updates and will use them to continue to improve the plan and direction of Dust Fleet. Don't forget to join our community Discord and share your experiences!

I would also love to see your honest thoughts of the game through a Steam review. Steam reviews can have a massive impact on indie games like Dust Fleet and I love reading your experiences in reviews.

That’s all for now, Commander - see you in space!


https://store.steampowered.com/app/406160/Dust_Fleet/



F1ÂŽ 24 - WORKEA
Challenge Career offers episodic competitive play with mini Career scenarios to test your skills through unique events and challenges. Compete for the best scores on the community leaderboards and for unique rewards. Bringing a bite-sized version of the 2024 season, compete with the community to earn the best possible results for Charles and Ferrari. Complete each Episode to unlock a complete set of “Constellation” customisation gear; including a livery, suit, gloves, and helmet.



https://store.steampowered.com/app/2488620/F1_24/
Warhammer 40,000: Speed Freeks - [P] Shievo
https://store.steampowered.com/app/2078450


The Boomdakka Snazzwagon makes up for its lack of armor with unbridled quantities of searing bullets thrown at its enemies. For enemies, first come the bullets, then comes the smoke - then the embrace of fiery death.

Race around in a haze of heat as you unleash an onslaught of bullets from your Mek Speshul, ignite enemies with your burna bottles and drown them in exhaust smoke to shroud your escape.

As far as speed goes, the Boomdakka Snazzwagon falls in the middle of the pack, faster than the Rukkatrukk Squigbuggy and the same speed as the Kustom Boosta Blasta. However, with no special movement ability, mastering the Dash ability that all buggies have is key to keeping up with your mob.

The Dash is a powerful acceleration tool that is essential for the Snazzwagon to close the gap and make use of its deadly but inaccurate main gun. It can also be used to change direction quickly: combine it with the handbrake to whip the vehicle around and point your weapons in the right direction.

In Speedfreeks the Snazzwagon is best used up close and personal, quickly injecting yourself in and out of battle in a flurry of bullets, or supporting your Mob into ferocious battle, dealing sneaky damage while they absorb some hits.


Abilities

Souped-up Speshul
Unleash a roaring wave of dakka. Extremely high fire rate but with extremely poor accuracy.


Burna Bottle
Toss a Burna Bottle that sets enemies on fire and sends them running in fear.


Billowing Fumes
Flood the engine to spew a trail of blinding smoke.


Dash
The vehicle lunges violently forward and smashes enemies. The direction you are aiming for determines where the vehicle will go.



Pro tip: You can only shoot enemies within 180 degrees in front of you, so try to stay near teammates and maneuver in and out of battle. Use your Burna Bottle as frequently as possible, but save your Billowing Fumes ability for a murky escape when someone decides to heavily target you.


Team-Ups:
Grot Mega Tank – Since the Snazzwagon’s armor isn’t the best, using a Grot Mega Tank as mobile cover can be a good strategy, with it also helping you drown nearby enemies in dakka.

Rukkatrukk Squigbuggy – Use your Billowing Fumes ability to shroud any Squigbuggies in need of hiding or an escape, and be sure to spray dakka and smash some Burna Bottles in the vicinity for extra damage to enemies in the smoke.

Kustom Boosta Blasta – The Snazzwagon and Boosta-Blasta are a potent combo, with both vehicles having escape and/or disorientation abilities in Billowing Smoke and the Stikkbomb. This duo can be frustrating for the opposition – and fun for those driving them.



Good Against
Looted Wagon – If caught alone, a Looted Wagon can be circled in smoke then blasted with bullets and fire in a short time.



Weak Against
Rukkatrukk Squigbuggy – With a Squigbuggy generally hiding behind the front-line repairing enemies, it’s hard to penetrate and get close to them compared to other vehicles with a movement ability.

Shokkjump Dragsta – With the speed of the Shokkjump Dragsta they will weave in and out of combat with you, and try to get around you to shoot you from the back. Stay near allies to help deal with them.



On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks!



Join our community-focused game development discussions on your favorite platform:

Steam Discussions
Discord
r/SpeedFreeks
Suggest Features & Report Bugs
Technical Support

https://store.steampowered.com/app/2078450
Sprout Valley - reddeergames_crew
Hey guys! Quick news and update for you! Many of you have let it be known that you would like Sprout Valley to support a cloud saving system for safety reasons - we hear you and we act - that's why from now on game supports that system!

You no longer have to worry about your farms, they are safe in the cloud!

Enjoy!💚

https://store.steampowered.com/app/1964820/Sprout_Valley/
Marvel’s Spider-Man: Miles Morales - Nixxes_Community
Hey everyone,

We're excited to announce the availability of AMD FSR 3.1 in Marvel's Spider-Man: Miles Morales. We have been working closely with AMD to incorporate this performance-enhancing technology, which can be used with recent graphics cards from AMD, Intel and NVIDIA.

AMD FSR 3.1 includes frame generation and offers improved FSR upscaling quality. It also allows you to use AMD FSR frame generation in combination with any upscaling technology available in the game for your graphics card.

AMD FSR 3.1 also includes a Native AA option that applies high quality anti-aliasing without upscaling, for improved image quality. To enable this option, set Upscaling Method to Off and select AMD FSR 3 Native AA from the anti-aliasing options. This setting can be used in combination with or without frame generation.

This patch also updates Intel XeSS to version 1.3. This version introduces improvements in upscaling image quality, more quality options and includes a Native AA anti-aliasing option.

Patch Notes v3.617.1.0
  • Added AMD FSR 3.1 with frame generation and Native AA options.
  • Updated Intel XeSS to version 1.3 with XeSS Native AA option.
  • The game can now be started from the launcher with a controller.
  • Stability improvements.
If you experience any problems after updating to the latest version, please contact us using this link. As a workaround, you can revert to the previous version of the game. To do this, right-click on the game in Steam, select Properties, then Betas, and select Previous_Version from the drop-down menu.
Ravenswatch - MXiaa


EDIT 28/06/2024: We heard you Ravens! A new patch has been dropped to address the feedback on version 0.17.03. Read everything here:

https://store.steampowered.com/news/app/2071280/view/4254294498772875308

----

Greetings, Ravens!

Today we have a small surprise for you! It’s a big patch (or mini update?) with tons of balancing improvements and even the first version of a key feature requested for months by the community: the Voice chat!

If you’re curious about why we changed this or that, you can read our latest Dev Diary where we shared our thoughts on the Fall of Avalon update and more on balancing:

https://store.steampowered.com/news/app/2071280/view/4166471407166057648

By the way, we’re doing a Devstream tomorrow at 5 PM CEST on our Twitch channel! Come ask your questions and watch us get revived repeatedly 🙌

>> Follow our Twitch channel not to miss any of our Devstreams <<

Last thing: Ravenswatch will be on sale today at 7PM CEST during the Steam Summer Sales! Grab it for you or your friends for 25% off until July 11:

https://store.steampowered.com/app/2071280/Ravenswatch/

Let’s dive into the patch note!


PATCH NOTE 0.17.03 (June 27th, 2024)
🐦 = Community additions, suggestions, reports

TL;DR:

Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
  • Voice chat is here!
  • Many improvements in VFX, decors, and UI
  • Faster Teleportation animations
  • Chapter 3 balancing
  • Heroes balancing
  • Crit Chance balancing
  • Economy balancing in higher difficulties
  • Quests balancing
  • Lots of fixes
Read the detailed patch note below:

New features

⚠ Note: In the preparation of version 1.0, some interfaces have been modified to welcome the changes of the full release. Things like Skins/Outfits are displayed but not available in this version of the game (they cannot be unlocked as well, navigation is greyed out). Some interfaces can feel wonky because of it. Take it as a little teasing of what’s coming!
  • 🐦 Voice chat: Vocal chat is finally here!
    • Voice chat is disabled by default, you can activate it in the Options menu
    • Settings can be updated in the Audio tab: Open Microphone, Push-to-Talk, Muted, and Disabled
    • Push-to-talk is bindable in the keyboard section. Not available for Pads yet
    Note: Beware, this is a very early version of the Voice chat and social features that we have in mind. A lot of quality-of-life options are missing and will be added for version 1.0. We’re launching it today to start collecting feedback and bug reports so that we’re ready for the full release!
General improvements
  • Health bars: Visualisation for Enemies health bars has been improved
    • Bar length is smaller or larger, depending on the enemy's pool health (Small, Regular, or Elite)
    • Mini-Bosses now display a Boss health bar at the top of the screen
    • The Boss health bar now displays their status effects
    • The Bleed damage now has feedback on the health bar
    • Some hero animations now affect their health bar’s height to avoid overlapping with the 3D model
  • 🐦 Teleportation : Cinematic reduced from 6 to 4 seconds.
    Note: Teleporting could feel a bit sluggish at times, so we tweaked the timing to avoid players feeling stuck for too long during the landing animations.
  • Compendium: Some changes in the layout of the Heroes’ Compendium
    • The Abilities section is moved to the top-right of the page
    • Talents' disposition is changed to better showcase their categories
    • New PAD button to navigate through pages
  • VFX: Added some particle effects to guide players to unrevealed Teleporters and Health Fountains
  • Matchmaking: Now displays if another lobby is available for matchmaking (when choosing Difficulty modes in the Multiplayer section)
  • Avalon: Decors and VFXs for Avalon (Enemies and Environments) have been polished
Heroes adjustments

Design Notes: Crit chance tended to provide more power than intended due to certain talents or Magical Objects providing significant amounts of it. We have harmonized certain values ​​so that synergies based on critical hits remain interesting but comparable to others in terms of power.

In the same way, certain Talents allowing you to launch other abilities "for free" have been adapted to maintain a reasonable level of power given the very high level of synergy they provide.


  • General:
    • VFX for all Final Talents have been polished
    • Heroes maximum level is now set to 20
    • XP required to get levels 9 and above has been slightly increased
  • Scarlet:
    • Increased orientation speed when using ‘Double Strike’ for more precise aiming
    • ‘Shadow Strikes’ now gives +0.5% crit chance per objective (from +1%) and now has an x30 objective count (from x25)
    • ‘Murderous Intent’ now grants 2 Combo Points (from full) and makes Defense last 20%/25%/30%/35% longer (from a fixed duration)
    • ‘Energy’ now increases crit chance by +4%/+5%/+6%/+7% per combo point spent (from +4%/+6%/+8%/+10%)
    • ‘Explosive Rush’ Special now deals 40%/50%/60%/70% damage (from 100%/125%/150%/175%)
  • The Pied Piper:
    • 🐦 Rats can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
    • ‘Spinning Solo’ crit chance set to +40%/+50%/+60%/+70% (from +55%/+70%/+85%/+100%)
    • ‘Chorus’ now correctly takes into account attack frequency reduction when combined with ‘Low Notes’
    • 🐦 ‘Sound Barrier’ effect is now correctly triggered when Defense is cast from Special with ‘Sforzando’ Talent
  • Beowulf:
    • 🐦 ‘Breath of Fire’ now triggers the ‘Crimson Fire’ effect correctly
    • 'Blazing Runes’ crit chance set to +40%/+50%/+60%/+70% (from +50%/+60%/+70%/+80%)
    • Adjusted hitbox of ‘Fiery Slash’ (wider from before)
    • 🐦 ‘Bladestorm’ extra spins now keep Beowulf intangible
    • Improved Ultimate 1 Wyrm “AI” so it targets enemies closer to where Beowulf is
  • The Snow Queen:
    • ‘Snow Storm’ Ultimate effect now lasts 10s (from 20s)
    • Fixed ‘Snow Ball’ size reset bug when multiple snowballs are thrown
    • Fixed ‘Snow Ball’ that didn’t deal damage to Tumors or Dream Crystals
    • Special now correctly takes into account specific damage modifiers (like Jack of Diamond Card)
  • Aladdin:
    • Attack’s damage increase from Enchantment set to +60% (from +50%)
    • Enchanted Jinn’s crit chance per enchantment set to 10% (from 20%)
    • Power Wish improved by ‘Wondrous Wishes’ now also deals with extra stagger
    • Changes on Special Wish loots :
      • Silver Bullets: +3 DMG (from +5)
      • Four-Leaf Clover: +3% Crit Chance (from +5%)
      • Whetstone: +10% Crit Damage (from +25%)
  • Melusine:
    • ‘Aftershock’ damage set to 40%/50%/60%/70% (from 50%/60%/70%/80%)
    • 'Spring Water’ healing per wave set to 2/2.5/3/3.5 (from 4/5/6/7)
    • Fixed ‘Water Bubble’, now correctly blocks Undead Hogs’ hook attack
  • Geppetto:
    • 🐦 Dummies can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
    • ‘Laser Eyes’ dummies’ attack will now be used only on targets within a 12m distance
    • ‘Overclock’ stagger per hit set to 3 (from 5)
  • Sun Wukong:
    • Clones from Ultimate 1 can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
    • Jindou Yun (Power) stagger dealt after the first hit is now proportional to the distance covered before each strike (between 5 and 30 / from 30)
    • Reduced stagger dealt by ‘Stone Monkey’ reflects attacks to 1 (from 10)
    • Fixed the UI quest progression that refreshed between Chapters for ‘Thirst of Immortality’
General balancing

Design Notes: The rebalancing of the game's difficulty mainly concerns the difficulty levels higher than "Adventure" mode. We tried to adjust these based on an observation: experienced players easily accumulate a lot of items, mainly thanks to the Sandman rework during the Avalon update. In addition, the Stars of Fate (rerolls) have much more value for these players than anticipated, because they allow them to seek out specific combinations of Talents and magic items more easily.

We have therefore chosen to make economic management progressively more difficult and to review the number of Stars of Fate (rerolls) that can be found in the game so that managing dream fragments/rerolls offers a real dilemma to seasoned players.

The "Nightmare" difficulty, extreme in principle, has also benefited from special adjustments to prevent the previous settings from making it too frustrating.

Note that we will, of course, continue to receive feedback regarding the difficulty, and that this update will allow us to keep adjusting it until the 1.0 release of the game (and even after!)


  • General:
    • Economy: Costs in Dream Shards are now higher in higher difficulties (Adventure: No change, Twilight: +20%, Darkness +40%, Nightmare +80%)
    • Nightmare Difficulty: XP malus set to -30% (from -40%)
    • Nightmare Difficulty: Enemies extra damage set to +20% (from +25%), enemies extra health set to +10% (from +15%)
  • Enemies:

    Design Notes: Players' ability to inflict stagger on enemies can increase significantly from one chapter to the next (mainly due to Talents and additional ability charges the player can obtain) but enemies were not scaling correctly to this. Elite enemies and (optional) Bosses now have a shake value adjustment to ensure their relevance in Chapters 2 and 3.

    Note: Standard enemies are not affected by this change! (Standard Crabs in particular ^^)


    • General:
      • 🐦 Reduced Chapter 3 enemies damage scaling according to difficulty (Adventure: -15%, Twilight: -10%, Darkness: -5%, Nightmare: No change)
      • Elite enemies & Boss stagger resistance now scales with Chapter (+20% on Chapter 2, +50% on Chapter 3)
    • Faceless Master Nightmare (Chapter 2): Base HP set to 350 (from 400)
    • Claws Master Nightmare (Chapter 3):
      • Base HP set to 300 (from 400)
      • ‘Bed of Spikes’ projectile speed and shot frequency are increased when enraged
      • 'Grasping Claws' ability radius is bigger when enraged
      • 'Corrupted Orb' ability changes :
      • The orb now follows Heroes for a short duration after being spawned (instead of instantly)
        In multiplayer, orbs are launched in different directions
      • Orbs now explode randomly after being spawned or if the boss is staggered (instead of exploding on impact). A feedback warning has been added when the orb is about to explode)
      • The orb deals damage overtime when passing through Heroes
      • The explosion radius is bigger if the boss is enraged
    • Boss Witches:
      • Boss Witches now have more health and deal more damage
      • Boss Witches are now bigger
    • Priest Cultists: Fixed heal calculation, now properly scaled for each Chapter
    • Wolves: 'Double Slash' (Dire/Alpha wolf) hit timing is slightly shorter
    • Bestial Gargoyles: 'Heavy smashes' are now harder to avoid
    • Crone Witch: 'Poison Apples' now explode when striking them
  • Pigs’ Quest (Dark Hills):
    • Pig Houses health set to 1500 (from 2000)
    • Waves of enemies are now capped (around 6 to 9 depending on player numbers)
    • Straw House: Less Elite enemies on the second wave
    • Wood House: Fewer enemies on the second wave
    • Stone House: Less Elite enemies on the first wave, fewer enemies on the second wave
  • Sinbad vs. the Cyclops Quest (Storm Island):
    • The Cyclops regains 15% of its health after eating a hero
    • The Cyclops gains STRENGTH for 15 seconds after eating a prisoner
  • Morgan against the Dullahan Quest (Avalon):
    • Base Health of the Tree is set to 500 (from 750).
    • The Dullahan spawns more adds (Skeletons and Skulls)
  • Magical Objects:
    • 🐦 Tooltips: Fixed some wrong or missing tooltips on Magical Objects
    • Unicorn Horn: Unicorn Horn collection effect set to +50 DMG while under a REGENERATION effect (from +20)
    • Dragon Hide: Dragon Hide collection effect set to 40% of ARMOR value as DMG (from 20%)
    • Reduced Cooldown: Raven Wing, Raven Skull, Raven Beak, and Raven Claw now all reduce their respective ability cooldown by 25% (from 20%)
    • Tamatebako: Tamatebako now grants 2 Stars of Fate (from 3)
    • Raven Effigy: Raven Effigy now grants +1 Charge to Power and Special (not to Defense anymore)
    • Oni Mask: Oni Mask now grants +15 DMG per Cursed Object and -15 VITALITY per Legendary Object (from +20/-10)
    • Golden Coat: Golden Coat of Chainmail now clamps damage taken within 1 second to 50% (from 30%)
    • Holy Grail: Holy Grail now heals a fixed amount of health (10) instead of a percentage of max health. Amount scales with the current Hero Level.
    • Queen of Hearts: Fixed ‘Queen of Hearts’, now deactivated during cinematics
  • Sandman: ‘Star Fragment’ now grants 1 Star of Fate (from 2)
  • Grimoires:
    • ‘Chapter on Luck’ now gives +6%/+9%/+12% Crit Chance (from +8%/+12%/+16%)
    • ‘Chapter on Astronomy’ now gives +2/+3/+4 Stars of Fate (from +4/+6/+8)
    • ‘Chapter on Dreams’ now gives 120/180/240 Dream Shards (from 150/225/300)
  • Altar of Heroes: Base XP gain from XP reward set to 750 (from 500)
Fixed issues
  • 🐦Crone Witch: Fixed the Teleport from the Crone Witch that made the Grimoires fail
  • Holy Grail: The ‘Holy Grail’ Magical Object effect should not heal the Tree of the Morgan against the Dullahan quest
  • Localization:
    • 🐦 Fixed the names of newly discovered Talents that did not appear in the Rewards screen in Japanese
    • 🐦 Fixed the Italian localization that overlapped the Custom Mode’s Score
Thank you for sharing your feedback, videos, and suggestions on Ravenswatch! All of this is extremely helpful for us to keep updating and balancing the game.

We hope you enjoy the new Vocal chat feature, even though it is still a very early version of it. Looking forward to your feedback to make it better and more stable!

Stay tuned for more info on version 1.0. in our next Dev Diary.

- The Passtech Team 🍉

New Roadmap



Social Channels

Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website
Ratchet & Clank: Rift Apart - Nixxes_Community
Hey everyone,

We're excited to announce the availability of AMD FSR 3.1 in Ratchet & Clank: Rift Apart. We have been working closely with AMD to incorporate this performance-enhancing technology, which can be used with recent graphics cards from AMD, Intel and NVIDIA.

AMD FSR 3.1 includes frame generation and offers improved FSR upscaling quality. It also allows you to use AMD FSR frame generation in combination with any upscaling technology available in the game for your graphics card.

AMD FSR 3.1 also includes a Native AA option that applies high quality anti-aliasing without upscaling, for improved image quality. To enable this option, set Upscaling Method to Off and select AMD FSR 3 Native AA from the anti-aliasing options. This setting can be used in combination with or without frame generation.

This patch also updates Intel XeSS to version 1.3. This version introduces improvements in upscaling image quality, more quality options and includes a Native AA anti-aliasing option.

We've also updated the launcher to allow the game to be started with a controller and fixed an issue that resulted in bullet holes not being shown when shooting at surfaces.

Patch Notes v2.618.0.0
  • Added AMD FSR 3.1 with frame generation and Native AA options.
  • Updated Intel XeSS to version 1.3 with XeSS Native AA option.
  • Fixed an issue where shooting surfaces would not show bullet hole decals.
  • The game can now be started from the launcher with a controller.

If you experience any problems after updating to the latest version, please contact us using this link. As a workaround, you can revert to the previous version of the game. To do this, right-click on the game in Steam, select Properties, then Betas, and select Previous_Version from the drop-down menu.

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