The Game Difficulty and Player Freedom update is finally here. This update adds a plethora of game improvements, including 2 new difficulty modes, mission specific balance changes, fewer hero specific optional objectives, improvements to stealth, the ability to fast forward during the player’s turn (incl. ultimates!) and much, much more!
With this in mind we have endeavoured to maintain the core game experience we intended to make and a large portion of players are really enjoying, while also addressing the criticisms raised about the game.
This is a large update and we’ve tried to include as much information and context as possible to be as transparent about our goals and approach.
So without further ado let’s get into the big changes!
Best Regards, Spitfire Interactive & Daedalic Entertainment
Since Steam Blogposts have a word-limit, we had to post the "short" version here. If you are interested to see the detailed explanations for the changes, CLICK HERE
GAME DIFFICULTY New Difficulty Settings
These settings are:
Hardcore - For the ultimate problem solvers and tacticians. Missions fail if a hero is KOed.
Challenging - Recommended for players experienced with tactics games. (Formerly Normal)
Normal - Recommended for players familiar with tactics games.
Easy - For players new to tactics games.
Casual - For players wanting to experience the story. Missions cannot be failed.
OTHER FEATURES
This update also brings a slew of quality of life improvements to the game.
Fast Forward Player Turns (incl. Ultimates) Added fast forward during player turns.
Challenge in Combat Added Challenges option to Pause Menu.
Initiative Preview Added Initiative values and changes on Turn Order when previewing actions that affect Initiative.
GENERAL BALANCE CHANGES
Stealth
Updated Rebound's Shadow Blitz ultimate so that it does not alert enemies if they're KOed during the attack sequence.
Removed exit cell from enemy perception area in Acquaintance to reduce confusion about if they are seen by another enemy or not, i.e. it was ambiguous if a red square was shown on an enemy’s space was from their own perception or another enemy’s. This should now be more clear.
Defeated Enhanced no longer alert Unaware enemies with their explosion.
Added info and stat to Explosive Barrels and Security Bots to note that they alert Unaware enemies in range when they explode.
Reduced Security Bot Alert Range from 7 to 5.
Optional Objectives
Updated Ledge KOs objective to be more generous. Defeating an enemy with damage that would otherwise be KOed by a ledge, now counts towards the objective. This includes defeating Security Bots with Disarm.
Experience (XP)
Increased the XP rewards on some missions.
Updated Mercurial's XP requirement to reach Hero Level 5 to be consistent with the other heroes (from 100 to 140XP). Note that this will result in all players who had levelled up Mercurial to level 5 to drop back to level 4. All purchased upgrades from level 5 will remain unlocked and usable.
Other UI updates
Added a disable Camera Shake option to the Accessibility menu.
Moved Load Quicksave, Load Checkpoint and Restart options to the main Pause menu for more visibility.
Add a Random team option to the Team Select screen.
Updated Missions screen to display remaining SP for each mission entry.
Abilities and Upgrade Costs (SP)
Adjusted Facet's Shield Shard ability cost to 3SP (from 1SP).
Adjusted Rebound's Strike Damage upgrade cost to 6SP (from 5SP).
Adjusted Mindfire's Focus ability cost to 6SP (from 5SP).
Ability Balance
Adjusted Chain Lightning | Hyde Team Up to cause a maximum of 2 Delay to any affected target. Note that this ability is still very powerful, able to reduce Initiative more than any other ability in the game, but it is less powerful against single enemies which was never its intended use.
Challenges
Challenges for the current team can be viewed in combat from the Pause Menu.
Reduced Mercurial's Running Tally Challenge requirement from 10 to 6.
Enemy Balance
Updated Tech Android and Tech Missiler Cannon Blast range from 7 to 5.
General Game Info Improvements
Added additional info about reduced Chain Lightning Arc Range to various breakables’ descriptions.
Added info to Primax and Androids to explain that they attempt to Upgrade every second turn.
Updated Energy Baton's Stun status details to include that it affects Move points.
Bug: Fixed Energy Baton’s Stun status to last until the end of the affected hero’s turn so that it is present when the Player is unsure why their hero has fewer Action and Move points.
Updated Energy Baton’s Stun status details to be more clear.
Updated Opportunist trait description to note that it will trigger if an opponent moves away or through the specified spaces.
Added details to Facet's Shard Lockdown Bind upgrade that it does not affect Next Turn actions (Upgrade’s UI only).
Added Immovable status details to Wildstar while he’s preparing to use his Deception ability.
Added more explicit details to Primax’s Shield details to make it more clear that she should not be attacked at all.
MISSION SPECIFIC CHANGES
Hero Work
Bug: Fixed a soft-lock when tutorial messages were skipped too quickly during the Use Growth tutorial.
Bug: Fixed Agent rifles being visible when Agents were not.
Bug: Fixed a group of Thugs that could be seen disappearing before a camera cut at the end of the intro.
Fire in the Head
Reduced the Disarm objective in Fire in the Head on lower difficulties.
Updated Skill Points tutorial to mention 'completing missions'.
Acquaintance
[General] Rebound's Shadow Blitz ultimate does not alert enemies if they're KOed during the attack sequence. (see above).
Reduced the number of enemies in Easy and Casual.
Bug: Fixed issue where an Agent could see the escape region but it was hard to tell, resulting in being spotted without clear warning.
Bug: Fixed an issue where the gameplay camera could get stuck outside the warehouse when reloading Checkpoints/Quick Saves after the tutorial.
Crossed Lines
Added Optional Objectives tutorial to Crossed Lines. Does not appear when played through Simulator.
Hostage’s Health Points scale based on difficulty.
Reduced Use Shield Shard objective and scaled based on difficulty.
Hitting the Gym
Adjusted the Speedster’s Health Points based on difficulty.
Prevented the Speedster from being KOed in Casual.
Mugging
Updated Mugging objectives to non hero specific objectives to allow any team composition to be valid.
Replaced Use Rebound's Backstab objective with Use an Ultimate.
Replaced Use Facet's Growth optional objective with Avoid Brawler damage.
Replaced Defeat with Mindfire's Telekinesis objective with Avoid Pistol damage.
Which Way the Wind Blows
Changed ‘Use Mindfire’s Disarm’ optional objective to a generic ‘Disarm the Enemy’ objective.
Adjusted new Disarm objective based on difficulty.
Reduced the number of enemies based on difficulty.
Bug: Fixed an issue where some props in the middle of the arena blocked line of sight for hero abilities. Allows for more gameplay possibilities.
Unusual Sighting
Reduced the ‘Disarm the enemy’ optional objective requirement from 4 to 3.
Double Damage
Updated Weathervane tutorial so that it doesn’t repeat after you’ve completed it once.
Moved two of the initial Thugs to the second phase of Double Damage.
Added Phase counter and Checkpoint.
Reduced Chain Lightning optional objective from 6 to 5.
Adjusted Chain Lightning optional objective based on difficulty.
Reduced the ‘Disarm Crashdamage’ objective from 3 to 2.
Adjusted the Speedster's Health Points based on difficulty.
Reduced Crashdamage's Health Points on Easy and Casual.
Removed some enemies from the final wave for Normal.
Removed the final wave of enemies for Easy and Casual.
Bug: Fixed an issue where Mercurial would not animate in the outro of Double Damage if the Protect the Speedster objective is failed.
Homecoming
[General] Updated Ledge KOs objective to be more generous. (see above)
Repositioned a lamp post that was preventing Ledge KO opportunities.
Adjusted the number of reinforcements based on difficulty.
Reduced the spawn threshold for reinforcements on Easy and Casual.
Reduced the Use Ultimate optional objective from 3 to 2.
Bug: Fixed soft-lock that would occur if a Security Bot is destroyed at the same time as they are spawned.
Heard on the News
[General] Tech Androids Cannon Blast range reduced from 7 to 5. (see above)
[General] Ledge KOs are more generous. (see above)
Reduced the number of initial Tech Androids from 4 to 2.
Adjusted the Super's Health Points based on difficulty.
Updated the Super's explosive attack to no longer destroy Facet's Growths.
Adjusted Ledge KO and Team Up objectives based on difficulty.
Adjusted the number of initial Sentinels (turrets) based on difficulty.
Adjusted Sentinel Health Points based on difficulty.
Adjusted the threshold at which Tech Androids spawn in the final phase based on difficulty.
Allowed more Tech Androids to spawn if they're continually defeated. Quantity adjusted based on difficulty.
Removed the round limit to revive the Super on Casual.
Prevented Super from being killed on Casual.
Bug: Ensure the Super is KOed if the player prevents the Tech Androids from KOing her.
Rooftop Hostage
[General] Ledge KOs are more generous. (see above)
Added an additional primary objective that notes; 'Reinforcements arrive at round: (x / y)'.
Added camera transition and warning light to the lift that reinforcements will come from next.
Added an additional fire escape near the starting area to give players more options when starting the level.
Updated breakable skylight visuals to make it more clear they can be used for Ledge KOs.
Adjusted Hostage’s Health Points scale based on difficulty.
Adjusted optional objective targets based on difficulty.
Reduced the number of initial enemies and reinforcement on Easy and Casual.
Applied Delay status effect to initial reinforcements on Casual difficulty so that they take longer to act after they arrive.
Hero in Trouble
Adjusted the Use Rebound's Ultimate objective based on difficulty.
Greater Powers
Adjusted Stealth KOs objective based on difficulty.
Nose to the Grindstone
Ended active heroes turn to reset action and move points before reinforcements arrive to ensure all heroes act first.
Adjusted the number of enemies at the start of the second Phase based on difficulty.
Reduced the number of Enhanced Sergeants on Easy and Casual.
Reduced the number of enemies in the first Phase on Easy and Casual.
Removed the final wave of reinforcements for lower difficulties.
Updated 'Avoid setting off the alarm' objective string to be consistent with Acquaintance for clarity.
Friend or Foe
Updated Wildstar to release his influence on all targets when he's defeated
Reduced the number of civilians that can be affected by Wildstar’s Influence at any one time, based on difficulty. Includes civilian's Influenced at the start of each phase.
Reduced the Disarm Wildstar's Distortion optional objective requirement from 5 to 3. Allows for more freedom of how you tackle the mission.
Adjusted the Disarm Civilians objective requirement based on difficulty.
Fail Disarm Civilians and Disarm Wildstar objectives when Wildstar is KOed if incomplete.
Added Cartoon visuals to lodge monitor during intro scene with Facet.
Bug: Fixed soft-lock that could occur when Wildstar relocated uses Deception or Psychic Blast on a hero.
Fire Report
No balance changes.
Never Meet Your Heroes
[General] Enhanced detonation no longer alerts Unaware enemies. (see above)
[General] Rebound's Shadow Blitz ultimate does not alert enemies if they're KOed during the attack sequence. (see above).
Reduced the number of enemies and reinforcements based on difficulty.
Updated optional objective requirements based on difficulty.
Tech Advantage
[General] Updated Primax’s Shield description to be more clear that she is unkillable. (see above)
Adjusted the number of initial enemies and Bot Dispensers based on difficulty.
Adjusted Server Wall and Bot Dispenser Health Points based on difficulty.
Reduced Team Ups objective based on difficulty.
Supply Drop
Adjusted optional objective requirements based on difficulty.
Inside Man
[General] Ledge KOs are more generous. (see above)
Adjusted number of Security Bots and Sentinels (turrets) based on difficulty.
Reduced the spawn thresholds for Tech Androids on Easy and Casual.
Prevented Contact from being killed on Casual difficulty.
Enhanced Powers
Adjusted Disarm Enhanced and Absorb Ultimate charge optional objectives on lower difficulties.
Reduced Enhanced Giant Health Points based on difficulty
Reduced Nightjar Health Points on Easy and Casual.
Bug: Fixed Absorb Ultimate Charge objective so that it counts even if a hero has their ultimate fully charged.
City Surveillance
[General] Reduced the alert range for exploding Security Bots from 7 to 5. Added this information to their details panel. (see above).
[General] Ledge KOs are more generous (see above).
Added more ladders to allow easier access to the final platform.
Adjusted the number of Bot Dispensers based on difficulty.
Adjusted the Ledge KOs and Disarm objectives based on difficulty.
Reduced Bot Dispenser Health Points on Easy and Casual.
Reduced the rate that reinforcements spawn in Easy and Casual.
Streets of Rage
Reduced the number of initial PMC and reinforcements based on difficulty.
Adjusted threshold to spawn reinforcements based on difficulty.
Reduced disarm objective based on difficulty.
Home Target
Added Vulnerable | Doctrine team up action to Mindfire
Increased Doctrine's damage from 2 to 3 to make him more powerful.
Fully heal Mindfire at Checkpoint.
Reduced the number of spaces in which Doctrine could get cornered that would result in more enemies targeting Mindfire.
Adjusted Disarm Wukong and Use Advantage objectives by difficulty.
Increased Use Mindfire's Ultimate objective on Challenging and Hardcore.
Reduced the number of initial enemies on all difficulties.
Removed the final wave of enemies from Easy and Casual.
Reduced the frequency at which Doctrine comments as he revives to speed up combat slightly.
Updated mission difficulty tag from Medium to Hard.
Bug: Prevented Mindfire from moving inside a space with breakable bins that would prevent him using his abilities.
Industrial Sabotage
Ledge KOs are more generous (see above)
Increased Ledge KOs objective target slightly now that Ledge KOs are easier.
Scaled Ledge KOs objective based on difficulty.
Bug: Fixed spawners so that reinforcements attempt to respawn every second round (x3).
Dark Justice
Added Phase counter.
Moved a cage near the starting area to allow more freedom of movement at the start of the mission.
Reduced number of reinforcements by difficulty.
Reduced the number of initial Unaware enemies based on difficulty.
Adjusted Unaware KOs objective based on difficulty.
Adjusted Beano's Health Points based on difficulty.
Removed requirement to rescue the Super within a round limit on Casual.
Prevented Beano from being KOed in Casual.
Justice Served
[General] Enhanced detonation no longer alerts Unaware enemies. (see above)
Adjusted Disarm Thugs and Disarm Nightjar's Attack optional objectives based on difficulty.
Adjusted the number of enemies throughout the mission based on difficulty.
Anger is an Energy
Adjusted the number of PMC at the beginning of the mission based on difficulty.
Adjusted the number of Thugs that spawn at each of Wildstar's phases based on difficulty.
Adjusted Wildstar's Health Points based on difficulty.
Adjusted Use Team Ups and Disarm the enemy optional objectives based on difficulty.
Freedom Crossing
Adjusted the number of enemies based on difficulty.
Adjusted Disarm the enemy optional objective based on difficulty.
Adjusted Grindstone's Health Points based on difficulty.
Prevented Grindstone from being KOed on Casual.
Conflict Resolution
Reduced the mission difficulty tag from Hard to Medium.
Chink in the Armor
Increased the # of rounds to complete the Round Limit objective based on difficulty.
Adjusted the KOs with Nano Titan objective based on difficulty.
Adjusted Destroy Dispensers objective based on difficulty.
Added all Dispensers to the objective to avoid confusion about which objects count
Reduced the Bot Dispenser Health Points on Easy and Casual.
Reduced the number of enemies in the final area on Easy and Casual.
Primax (Boss)
[General] Ledge KOs are more generous. (see above)
Replaced Disarm objective with Prevent Upgrades objective.
Updated Primax to spawn a Shield Drone at each phase (not on Easy or Casual).
Removed raised areas on the edges of the level so that Primax cannot get out of range.
Adjusted Disarm, Team Ups, and Ledge KOs optional objectives based on difficulty.
Reduced the number of enemies in each wave in Easy and Casual.
Reduced Primax's Health Points on Easy and Casual.
Old Debts
Adjusted Wildstar's Health Points based on difficulty.
Adjusted Enhanced Giant's HP based on difficulty.
Adjusted Disarm Enhanced and Team Ups objective based on difficulty.
Reunited
Spawned Enhanced when the alarm is raised and adjusted number of enemies based on difficulty.
Added 'Alarm raised at round' objective to warn players of the time limit
Adjusted the 'Alarm raised at round' objective based on difficulty.
Added Phase counter.
Reduced Giant Health Points based on difficulty.
Adjust rounds until support arrives based on difficulty.
Adjusted Stealth KOs and Use Ultimates objective based on difficulty.
Reduced the number of initial PMC and reinforcements in Easy and Casual.
Reduced Nightjar Health Points on Easy and Casual.
Bug: Fixed initiative values for reinforcements so that they do not act before the hero team.
Bug: Added a checkpoint when Alpha is defeated and he activates an Enhanced Giant chamber.
General Bug Fixes
Fixed issue where the final Conversation between Ignis and Hyde would not unlock after completing Reunited (and meeting the mission’s other prerequisites).
Fixed crash when a squad of Security Bots gets new members during their turn.
Fixed an issue where Crashdamage’s Debris attack’s range outline was not accounting for the AoE of the attack.
Fixed Persistence trait which was not resisting Initiative as much as it should.
Fixed Rebound/Mindfire Health Challenges on various difficulty levels.
Fixed Mercurial’s Ultimate upgrade Knockback.
Fixed preview/apply damage mismatch of Weathervane’s Gust team ups.
Fixed Weathervane’s Gust | Ignis team up applying to large characters.
Fixed Mercurial punch ult when target breaks from flinch hits.
Fixed Mercurial’s Dash so she can travel through defeated characters.
Fixed Rebound’s Backstab indicator so it doesn't show on defeated characters.
Fixed Ignis’ Ignite | Facet team up dealing double Unaware damage.
Fixed Stun from preventing Sergeant's ult from executing.
Fixed Weathervane’s Leap not triggering Sentinel (turret) attacks.
Fixed Wukong's Assault description range in all languages.
Fixed font size for various text styles including Team Ups.
Added an error sound when a key binding can't be applied/is in conflict
Improved music balance.
CONCLUSION We’re really excited to have these updates out for everyone to experience and continue to enjoy the game. We also hope that these changes address players' concerns and frustrations with elements within the game and provide more options for players who have found the game to be too ‘puzzle-like’ for their liking.
Again, for players who have been enjoying the game as it is, playing on Challenging and Hardcore difficulties will continue to provide a similar experience, with a number of level specific improvements and overall quality of life improvements.
Thank you everyone for your support, it has been great to see everyone’s feedback and we can’t wait to share more from Capes in the not too distant future! Stay tuned!
Let's turn up the heat this summer with a road trip back to the 2000s, a new reporting system, weapons designed by our most talented pixelgunners, and so much more! Ready to roll?
In the wake of the epic showdown, the situation was finally looking up. Portalius, the mad genius, was defeated, and the unpredictable Eddie Mesmer had pulled back – at least for now.
But one problem remained: Pixelman was still lost in the eerie depths of the Backrooms. Time was running out. The longer he stayed trapped, the slimmer the chances of rescue. With no room for error, Daisy and the Black Dragon harnessed Portalius' tech and the Multiverse shards to build a portable Portal Hub. This high-tech device could theoretically jump through time, space, and the unknown fabrics of the Multiverse itself.
But here's the twist: Portalius' reputation as a genius wasn't for nothing. Building a working device from his plans was a beast of a challenge. Daisy messed up the settings, and instead of landing in the Backrooms, she and the Black Dragon found themselves in the early 2000s – inside someone's computer!
The mission? Still the same: fix the Hub and get to the Backrooms. But first, Daisy and her companion had to break out of this retro digital world, where characters from old video games, movies, and anime ran the show. And not all of them were happy to see intruders!
In April, we launched the "Your Weapon in the Game'' contest. Despite the name, pixelgunners could submit their creations in any form: weapons, avatars, gadgets, gliders, trails, and more. The grand prize was having their dream concept come true within the game.
In our new event, we imagined what a pixelgunner's workshop might look like. As part of the "Project Task," you'll need to gather parts to create the event's main rewards – guns, an avatar, and a glider. These are the items designed by our players in the contest.
You can collect parts in battles within the marked game modes on designated maps, as well as through purchases in the in-game store. Don’t miss the chance to enhance your Armory with these unique items!
As part of our fight against cheaters, we've reworked the reporting system. Now you can report dishonest players with just a few clicks, without even quitting the match. Simply select the reason from a list during the kill cam window or from the player table before or after the match, and our support team will receive your report immediately. Each player can send up to 10 reports per day.
This means cheaters will be identified and banned more quickly, as they will be flagged for our anti-cheat system. And what is more, your reports will play a crucial role in improving and tailoring our anti-cheat measures. We’re working together to make our favorite shooter safe and fair for everyone.
This is just one of many upcoming tools of our anti-cheat system, and we will keep you informed about further steps and improvements, so keep an eye out for our social media to be the first ones to know.
PC Edition players, get ready for some crisp new Steam achievements!
For seasoned pixelgunners, hitting 100% completion will be a breeze, and nothing beats that ever-satisfying sound and a pop-up message when you unlock an achievement.
For newcomers, though, it's a different story. Those picking up the Pixel Gun for the first time and chasing achievements have a long and curvy road ahead.
Ultimately, this journey will help rookies have a hand in shooting, explore various game modes, and master the nuances of different weapon categories.
Clan Refinements
We have some notable changes lined up for clan players in update 24.6 to improve this aspect of the game.
We’ve upgraded the Clan War registration process. Previously, only the clan leader and the officers had access to the Clan War registration. Now, this option is available to every member by default, although it can be disabled in the clan settings.
Secondly, we've reworked the search system, so finding a clan now should be as easy as it gets. To simplify things even more, you can automatically join a clan that meets your criteria with just a click.
Tournament Mode Tweaks
Tournament mode has also received some updates. Based on your feedback, we've adjusted the reward balance, expanded the number of prize spots on the leaderboard, and improved the interface. Soon, we plan to limit the roster of weapons available for the Tournament. Event Center Enhancements
We've refined the animations, notifications, and icons within the Event Center to make it easier to access information about each game activity (Events, Sets, Lucky Board). No more double-tapping to get straight to the Event. The Lottery icon has come back in the Lobby, so you no longer need to enter the Event Center to get a weapon from a chest, though this option is still available.
As usual, with the new update, we're shuffling the list of available arenas. In Team Fight, D-Day and Candyland will replace Mafia Cottage and Chinatown. In Deathmatch mode, Scarab Temple will give way to Slender Forest. Finally, Sawmill will stand in for Area 51 in Point Capture.
Fixed a bug with gadget lock after using Denied.
Fixed a shooting animation bug with the BRO Rifle.
Fixed a bug with non-working invisibility when using Turtle Shell.
Fixed a bug preventing movement in Sneak & Seek mode when playing as a monster.
Fixed FPS drop when creating a new character.
Fixed FPS drop in kill cam.
Fixed a bug with non-functioning pet healing.
Fixed incorrect portal display.
Fixed incorrect shader display on some weapons.
Fixed a bug with infinite invisibility in the Free Play mode.
Fixed the duration of the Royal Guardian gadget.
Fixed a bug with lobby music.
Fixed a bug with the missing Exit button in the PC Edition.
- Fixes and improvements - New levels every Friday - Next sale is coming soon: The Bottomless Sale! - Next event is coming soon: The Bottomless Trench! - New booster: Scuba Tank. Win a Small Scuba Tank to play levels for an hour without spending oxygen, or buy a Large Scuba Tank to play free for 24 hours.
I wanted to give you a sneak peek at the upcoming last major 1.4 patch for the demo!
New equipments
The tier 2 equipments are coming in this patch, so finally, there will be many things to spend your etherglow on, and to keep your scholars busy! Take a look at a few examples:
In addition, health potions and throwing nets are added as new utility items! Throwing nets are a one-use guarantee way to distract enemies as they need to spend actions to get out of it, helping the player out of tough situations. Alternative usage is locking down kiting enemies!
New combat mission
There will be a new generic combat mission introduced in this new patch as well called steal supply! In this mission, you will need to gather multiple chests that are randomly placed on the battlefield. The chest's location is only revealed after teleporting in, so additional scrying charges are very useful in this mission!
Closing thoughts
So that's it for today's devlog! There will be a lot of other subtler changes that will arrive in the next patch, but these are the major new features. After the patch, we can consider the demo feature complete, and that means we are one step closer to the full release! This will be a great time to try out the demo, and if you have any questions feel free to join our Discord.
After more than 2 years, I come back to AFTERLIFE to improve overall game. From graphycs to gameplay. It will require some times. Update after update we will se the game evolve. I published the DEFINITIVE EDITION (available for free to everybody has already the game from this steam page) in order to get your feedbacks during development. Soon all store images and trailers will be updated.
We are thrilled to announce that ESDigital Games is participating in the big Steam Summer Sale! From June 27th to July 11th, enjoy incredible discounts on over 90 of our games, catering to every taste!
Don't miss this opportunity to explore our new titles and upcoming releases, and be sure to add them to your wishlist!
We are thrilled to announce that ESDigital Games is participating in the big Steam Summer Sale! From June 27th to July 11th, enjoy incredible discounts on over 90 of our games, catering to every taste!
Don't miss this opportunity to explore our new titles and upcoming releases, and be sure to add them to your wishlist!
We are thrilled to announce that ESDigital Games is participating in the big Steam Summer Sale! From June 27th to July 11th, enjoy incredible discounts on over 90 of our games, catering to every taste!
Don't miss this opportunity to explore our new titles and upcoming releases, and be sure to add them to your wishlist!