Jun 28, 2024
The Last Warmage - bulletantgames
You can now select the "Apprentice" difficulty level, which is equivalent to an easy mode. Mana crystals will spawn more frequently, making mana management easier.

The "Warmage" difficulty level is the game's default difficulty level.

You can adjust the difficulty at the beginning of each level on the spell selection screen.

In addition, I have made some minor visual improvements.

Have fun playing!

Land of Symbiosis - Aberratic
Hello Early Survivors! 🔥

⬇️ Here is a first preview of the new Shock Blades that will be available to play in the demo. ⬇️



This is a sneak peek of the elemental system available for you to customize your weapons and their afflictions.

Key Features of the Shock Blades
  • Electrical Element: Infuse your attacks with shocking power to stun and damage your enemies.
  • Dual-Wielding: Master the art of dual blades for fast and fluid combat.
Gameplay Impact
The Shock Blades will revolutionize your combat strategy. Unleash electrifying combos and control the battlefield by stunning foes, giving you the upper hand in critical moments.

We Want Your Feedback!
Join our Discord server and let us know your thoughts! Your feedback is crucial in shaping the future of Land of Symbiosis.

Stay Connected
If you haven't already, don't forget to wishlist and follow Land of Symbiosis to stay updated with the latest news and updates.

See you soon for more updates!
Aberratic
Barkhan - Soonkeeper Johnson


Rise and shine, maggot!

Today is a glorious day when all your trials are completed, and our great lord, the Baron, has allowed me to give you an introductory tour.
I will show you the main structures created by the best architects and engineers of our House.
You are incredibly lucky - not everyone gets such an honor. Many of your predecessors did not live to see this day. You will witness the grandeur and power of our domains, so you can later tell your less intelligent friends about what you saw. Well, let's begin...



This is our Construction Center. It is here that the construction, launch, and setup of all production, research, and other buildings are initiated and controlled. Remember this place, for here you can hear the powerful heartbeat of the House.
Just take a look. The technical magnificence of this structure is breathtaking. Every detail, every machine is the product of the labor and genius of the finest minds. Impressive, isn't it? Here every corner is imbued with the might of our great House.

While we move to the next structure, be inspired by the grandeur and power of this place. Here everyone, just like you, serves the sole purpose of strengthening our power and glory.



Look! These are the Barracks where the elite infantry of the House is trained. Training here is a test of strength, endurance, and loyalty. Only the chosen, the worthy, undergo full training and are honored to wear armor made of high-strength and unique material obtained from distant planets. This armor not only protects but also symbolizes the power and might of our House. They are an example of invincibility and a terrifying appearance.
The training process in the Barracks is brutal and ruthless. Every recruit goes through the hell of rigorous training, where not only physical abilities but also mental resilience are tested. Only the best of the best come out of here ready for battle, capable of instilling fear and terror in anyone who dares to stand in our way.



Now let's move on to the next structure. Our Factory. Worthless slaves work around the clock, providing us with both light machinery and terrifying war chariots capable of crushing any despicable enemies. Within these walls, the combat power that instills fear in our adversaries is born. Pay attention to the continuity of work and discipline - it is thanks to them that each unit of equipment leaves here ready for battle, embodying the strength and invincibility of our House.

Asteroids ++ - Infiland
Asteroids 1.0.7 - BLACK HOLE ABILITY

This new ability was supposed to be added in 1.1.0 but I guess I'm putting it earlier because of a major bug that the community has found, but at least I'm not yet releasing a major feature release yet!

Features/Changes
  • Added a black hole ability, it will suck ANYTHING one at a time (reminds me of my gir████) But can also drag in the player so be careful! The black hole will stop sucking after some time or if it has sucked in enough asteroids, after which it will spit out a large coin.
  • The Black Hole Ability cost is 700 and ability increase is 150
  • Skill tree upgrades for the black hole are also here
  • Credits updated so the black hole was made by Kutejnikov
  • Information on abilities and utilities on the ability activations are available
  • Updated clone information
  • Added "Retro Start" and "Retro Dead" songs, as well as item variants in the item pool
  • Added more recruitment names
  • Increased recruitments price a bit in the shop
  • New Achievement, Golden Shower
  • Added a limit on how many bullets can be in the classic asteroid gamemode
  • Added support for longer planet names
  • Removed Community Wiki from the game (it is largely unfinished and needs more work)

Fixes
  • Fixed another infinite money glitch (wish I could do that irl) - Thanks DiQfitZwell
  • Fixed issue where it would say "Final Wave" on the second wave
  • Power bill will no longer appear while having cheats
  • Removed Herobrine
Valiant Tactics - Akelaar
Hello everyone,

Fantastic news for Valiant Tactics:

We’ve partnered with https://store.steampowered.com/franchise/indieio as our publishing partner!

We're absolutely delighted to collaborate with this talented team, known for promoting some outstanding games!

Having https://store.steampowered.com/franchise/indieio support us is a massive benefit in making Valiant Tactics as amazing as possible. For those unfamiliar, a publisher like indie.io lets indie developers concentrate on game development while they manage all the behind-the-scenes tasks. This includes handling store pages, creating marketing campaigns, and showcasing the game at both digital and live events. Publishers assist in all the areas where indie developers often face challenges.

Discover some of their other fantastic titles here: https://store.steampowered.com/franchise/indieio

Join our Discord community and stay updated by following us on Twitter and YouTube!

Add the game to your wishlist now to stay informed about new events and get it at launch! We're working diligently and hope you're as excited as we are!
Northgard - Shiro_Steven
Ohoï Viking!

Northgard and its expansions are part of the Steam Summer Sale 2024!
For the occasion, the base game is 75% off its original price!


Get the base game for a quarter of the price
And lead your clan to victory

https://store.steampowered.com/app/466560/Northgard/



Share the Starter pack with your friends!
Including three additional clans with diverse gamestyle

https://store.steampowered.com/bundle/33943/Northgard_Starter_Pack/



Complete your collection with the Viking Age Edition
Cross of Vidar | Clan of the Owl | Clan of the Hounds not included

https://store.steampowered.com/bundle/12024/Northgard_The_Viking_Age_Edition/



SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK
CACTUS - Axon Flux


Preparations Galore

Hey folks!

While our social channels were active, we’ve been quiet on Steam lately.

That’s because we’re gearing up for Gamescom 2024. The event will mark the day we release our new demo, as well as other major announcements regarding CACTUS and the studio.

To keep you in the loop, here’s a sneak peek at the upcoming Steam Demo and some info drops about our event schedule for the 2nd half of 2024.

Let’s get into it!

🎞️ Subscribe to our YouTube channel for regular video news:

Watch on YouTube



Steam Demo

Going Public



As of now, CACTUS can only be accessed through a closed Steam Playtest, or by visiting us at the booth during industry events.

That’s going to change at Gamescom 2024, when the Official Demo goes public on our Steam Page, along with some other surprises we'll unveil in August.

🧑‍⚕️ Get early access to the Official Demo by becoming a Playtester:

Request Access

Level Theme

The Steam Demo takes you across a canyon, filled with creatures, treasure and peril. Not to mention a boss fight of considerable dimensions…



Your goal is to cross the canyon by unraveling the secrets of the Oasis at its center. To do so, you'll have to fight hordes, but also use your wits to solve the occasional brain teaser.

The level encompasses both expansive open-air areas as well as intricate indoors, forcing you to adapt to your surroundings.

Crossing the canyon involves traversing vertical spaces, as well as hub-like facilities like the Oasis Temple, cradled by the numerous orange cliffs covering the canyon center.

Key Features

  • Exclusive, fully playable level
  • 1 year worth of game updates
  • New physics, scripting & enemy A.I.
  • Three unlockable skills
  • 6 enemy types & 1 boss fight
  • 3 hidden secrets
On a side note: The playable level is exclusive to the Official Demo and won't be part of the story campaign. Meaning: this is a great (and spoiler-free) deal!



Event Outlook



The next big mark in the calendar are Devcom and Gamescom 2024, taking place on August 19th-20th and August 21st-25th, respectively. And we’ve got a lot planned for this important date.

Most importantly, CACTUS will receive a major update:

  • The final release date will be reveled.
  • The Official Demo releases to Steam.
  • A new trailer will launch online.
  • Many more surprises!



In addition, Axon Flux will be featured at a total of 3 booths:

  • Our consumer booth / Entertainment Area @ Home of Indies.
  • A B2B booth / NRW Indie Showcase @ Devom (we've been selected 👀).
  • Another B2B booth / SwissGames Pavillion @ Gamescom (selected as well 👀👀).


What's Next?

Once the finishing touches are applied to the new demo, we’ll put it in the hands of our playtesters.

Meanwhile, we’re building story levels and new enemies at full steam, so expect more on these in the next one. Oh, and we also treated the game’s GUI to some love…

We’d love to hear back from you, so check our channels below!

Happy weekend!
Oliver





Get In Touch

Social Media: Twitter | Instagram | | TikTok | Threads | Facebook

For Players: Game Website | Discord | YouTube

For Business: Company Website | Mail | LinkedIn
Jun 28, 2024
Coin Eruption - Solitarygrounds
* Fixes *
Cold Snap will update the other textures in the scene
SpecialFX for Coin Surge would over play
Green coin timer issues when collecting another green coin while the walls are lowering

* Lowered the ability prices in the shop *
Meteor Strike from 5 to 4
Pusher Frenzy from from 10 to 7
Center Surge from 10 to 7
Side Shield from 15 to 10

* New Additions *
Sound notification for claiming collectibles.

Capes - Penta
Hey everyone,

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 Teleport Spin Backstab Damage upgrade cost to 6SP (from 5SP).
  • 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.

Tech Support
  • Replaced Disarm Upgrading Android optional objective with generic 'Disarm Tech enemies' optional objective.
  • 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 'Avoid Alpha’s Rifle damage' optional objective.
  • 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!

Many thanks,
Spitfire Interactive
Jun 28, 2024
Pixel Gun 3D: PC Edition - katchepuri
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.
  • Fixed transparency effect on some weapons.
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