It is with heavy hearts and teary eyes (insert dramatic sniffle), we come bearing news that we wish we didn't have to share. Our highly anticipated official release, just two days away, has hit a snag. Steam, in its infinite wisdom (and seemingly infinite review process), has yet to give us the green light. Despite our countless emails, pleas, and offerings of cookies, we're still stuck in the purgatory of "under review."
How long will it take? Your guess is as good as ours. It could be a couple of weeks, or it could be over a month. We're currently at the mercy of the meme gods, hoping they can help us conquer this final boss and bring our game to your screens.
We know this is a bummer of epic proportions, and we share your disappointment. We were just as hyped to share the official version with you all.
Thank you for sticking with us through this rollercoaster of emotions. We promise to keep you updated with any news as soon as we hear back from Steam...or at least from someone who knows someone at Steam.
The Sunderer has been updated with new modules! Learn about the new changes to the Sunderer including new powerful modules, certification changes and more. Read about our vision and plans for the new sunderer experience in our December Dev Letter here.
Changes/Updates
General
All descriptions have been rewritten for clarity and to update stats/functionality
The Havoc status effect has been improved
The duration of grenades, mines, ESF Missiles, and launcher has been increased from 6 to 8 seconds
The duration of Haywire ammo has been increased from 4 to 5 seconds
The full, level 3, stat boosts from both the previous performance certs (Rival Combat and Racer High Speed Chassis) are now rolled into the base stats rather than level 2 from each
Deploy
Deploy dome
When deployed the dome now starts with a low amount of health and must charge to full
It takes around 34 seconds to completely charge depending on level
The size and shape of the dome now much more closely matches that of the Sunderer, making it much less likely to undesirably protrude through geometry
The dome visuals have been updated to make them easier to see
Point Defense
Many of the point defense modifiers were not being correctly applied, leading to the cert performing far better than intended
These modifiers have been fixed, and also the bonuses reduced, bringing it more in-line with its intended power and use
Armor
Enhanced Plating
The mitigation bonus of Enhanced Plating has been reduced at the top end from 40% to 30% and the range between levels narrowed
Nanite
Passive repair amount has been slightly reduced at the top end and its overall range tightened. The passive repair should now correctly persist through damage
The burst repair now works correctly and should heal for the stated amount
The passive and active repair now use a shared cooldown
The burst heal amount has also been slightly increased to compensate for the increased passive cooldown
Reactive armor
Reactive armor was interacting incorrectly with some damage types, causing it to be provide far more protection than intended
The armor now behaves as intended, activating and blocking the listed damage types and ignoring all others completely
Cargo
The maximum number of simultaneous cargo deployables has been reduced to 1
Cargo deployables now have their own notification strings
Cargo deployables now have collision and can receive vehicle damage.
Cargo deployables can now be disabled by EMP
Cargo deployables can now be hacked
Cargo deployables will now show how damaged they are via VFX
Cargo deployables can now be spotted, each with its own icon
Repair Station
A much weaker, passive version of the proximity repair has been added to the certification
While the repair module is undeployed the sunderer will repair a very small amount around itself in a small radius
This is intended to be comparatively weak and does not repair other sunderers, useful only for very minor, slow, damage
The deployed version has been slightly buffed, its repair amount and range have been increased. Sunderers now receive reduced repair amounts from the station
The repair from multiple repair stations will no longer stack, with the highest repair value being selected
Proximity/Scout Radar
The Proximity Radar has been renamed to Scout Radar to more accurately describe its functionality
A passive, version has been added with a small range that is active when the sunderer is mounted and no RADAR is deployed
The deployed RADAR has been buffed with increased range
Ammo Tower
The ammo tower range has been increased when deployed
Known Issues
Some projectiles, such as from the Spitfire and Scorpion launcher, can pierce the Deploy Dome
Cargo deployable audio is not correctly playing for players that enter the range after it is deployed
Spotted cargo does not always show up correctly on screen or on the map
The Stealth Module is not as competitive with its alternatives as it should be, we are looking into ways to make this certification more desirable
Sales Events
Independence Day Sales Event!
The Stars and Stripes Contrails bundle, and the Liberation Bundle are available for a limited time in the depot.
Enjoy contrail and Liberator cosmetics!
New and Returning Items arrive to the Depot:
July's MEMBERS ONLY bundle hits the depot for the low price of 10 Certs! If you previously missed out on Prime Gaming rewards then here's your chance to grab them with your Daybreak Membership!
Because this is offered for Certs, this will only affect the character you purchase the bundle on. If you would like this bundle to be accessed on other characters, you will need to purchase the bundle for those characters as well.
Independence Day Holiday Items return for a limited time:
NC Patriot Flare Gun
TR Patriot Flare Gun
VS Patriot Flare Gun
NS Patriot Flare Gun
NC Triumph Flare Gun
TR Triumph Flare Gun
VS Triumph Flare Gun
Patriot Camo
Stars and Stripes Contrails Bundle
Liberation Bundle
Nomad-I Light Assault Armor
Summer holiday items and Bundles return for a limited time:
Mega Soldier Soaker (Ballistic Blue)
Mega Soldier Soaker (Imperial Purple)
Mega Soldier Soaker (Riot Red)
Mega Soldier Soaker (Electric Sky)
Mega Soldier Soaker XP100
Ares Helmet
NSX-P Tanto
Summer Fun Decal
Summer Splash Bundle
Amphibious Bundle
New Items
Frogman Helmets arrive on the depot. These helmets are tailored to each factions aesthetic
Heavy Assault Class banner, frame and decal are on the depot for 10 Certs each
NS-44: "Primed Diamond" Commissioner. The final instalment of the "Primed Crystal" series of Commissioners
Directives
Summer Event Directives
Tides of Summer Alpha Event Directive: 9th July - 6th August 2024
Tides of Summer Bravo Event Directive: 7th August - 6th September 2024
Tides of Summer Alpha 2024 (Operation: Lightseeker) Directive Rewards Tier 1 250 Certs Title: Corsair True North Decal
Tier 2 500 ISO-4 True North Banner True North Banner Frame
Tier 3 500 A7 Starscape Camo Basic Implant Pack
Tier 4 True North Contrails (Galaxy) Deluxe Implant Pack
Most of GSG is on summer vacation right now, and we're moving into our new office at the end of the month. Things will be a bit quiet around here for a few weeks. In the meanwhile, here's a look behind the scenes: we're going a few months back in time, and stepping into the sound studio with Robert Friis -- the voice of Mission Control. Enjoy!
Mission Control is on air
It’s a delightful sunny Tuesday in May, and Mission Control is in the recording booth.
The order of the day is recording the voiceover for the Season 05 Narrated Trailer. We’re in the only meeting room in the entire office, which doubles as the makeshift sound studio. In the corner, tucked in a blocky bunker of sound insulation panels, stands Mission Control – or as he’s known in real life, Robert Friis, co-founder and Art Director of Ghost Ship Games.
Robert’s got his back toward the room, standing in the corner in front of a t.bone SC 600 microphone. A snare of black AV cables pools at his feet and snakes around the room, covering papers from previous meetings. He strikes a confident wide stance to record: one hand on his hip, the other holding his script up close at face level. He knits his brow as he speaks and leans back at a slight angle, his deep voice filling the room.
Seeing him speak in person feels strange when you’re so used to hearing the voice through a gaming headset. You forget it belongs to a real person.
Today’s recording session for the Season 05 trailer is the last one in this office, which is where Ghost Ship Games has been for the past five years. In July, we’re moving to a new office, with space for a better recording setup. In a technical sense, it’ll be a complete upgrade: better equipment, more room, no sound leaks from people eating lunch outside. Still, it’s a bit sad to be leaving this old improvised setup. Slapdash though it may be, it’s served us well.
It’s not to say this is Mission Control’s last ride, but something about the occasion still feels significant. Like moving out of the home where you grew up.
Robert records a take in GSG's makeshift sound studio.
The man behind Mission Control
Robert might be most widely known as Mission Control, but that’s far from his only role at Ghost Ship Games. As it turns out, he never really expected to become Mission Control in the first place.
When Ghost Ship Games first started up in 2016, Robert was the team’s only artist. Largely self-taught, he was the one responsible for all animation, editing, modelling, character art, and concept art. Now, as GSG’s Studio Art Director, he guides projects’ overall visual development, involved in both Ghost Ship’s own games as well as their publishing projects.
And of course, when needed, he’s Mission Control.
Robert is Danish, not that you’d necessarily guess it by his accent. His real-life speaking voice is pretty much the same as his voice as Mission Control. “It probably stems from the fact that I loathe the sound of the Danish accent in English, so I’m doing my best to eliminate it,” he says. “I know it’s probably still in there somewhere, but at least it’s not at the level of that guy from Gladiator.”
Robert’s role as Mission Control is his first-ever foray into voice acting. It had always been on his bucket list, thanks to an interest he traces back to developing characters during Dungeons and Dragons campaigns in high school. But as he explains, he didn’t start working on Deep Rock Galactic expecting to lend his voice to the game.
“The funny thing about Mission Control is that it was never on purpose for it to be me. We just needed something in a hurry, needed someone to just do whatever. I did maybe three different takes, had the voice, and that was good enough. And it just got established as we went with it.”
Like with so much else in Deep Rock Galactic, an “Eh, this’ll work” solution grew into a big part of the game’s identity. And since those first recordings, Mission Control has found his own identity, too.
The S05 narrated trailer, the final result of today's recording session.
Mission Control, the character
If the dwarves have a friend in Deep Rock Galactic, it’s Mission Control. Not that he’s a close friend, of course. But at least he’s not Management.
The initial idea for Mission Control came from Mikkel Martin Petersen, co-founder and Game Director at Ghost Ship Games. From a game design perspective, Mission Control’s job is to direct the action and tell players where to go. Because of DRG’s nonlinear, occasionally chaotic cave generation, Mikkel felt the need for a ‘foreman’ role to help explain what’s going on, and to put everything in context.
But Mission Control’s personality comes from Robert.
“I had this vision of a world-weary dude who was kind of bored with his work, trying to lead and steer the dwarves as they went through the same things again and again,” he says. “[Mission Control] likes the dwarves well enough, but he’s also seen enough of them disappear down in the caves that he tries not to care.”
The very first placeholder for Mission Control’s character icon was a professional headshot of Søren Lundgaard, Ghost Ship Games’ co-founder and CEO. But it wasn’t long before Robert whipped up some rough character art to put a face to the name – resulting in Mission Control’s hexagonal, green-tinted icon you see in the game today. In that sense, the picture is a self-portrait.
It wasn’t long before the placeholder character grew into one of the game’s most prominent personalities.
“I’m really proud of what the character’s become, and how he contributes to the tone of the game. A lot of DRG’s narrative comes out through Mission Control,” Robert says. “It’s up to him to relate to the dwarves the severity of a situation. To the dwarves, that danger is never really apparent, they don’t care. Bulk Detonator approaching? “Yeah cool, shoot it!”. They’re not aware of just how dangerous everything is.”
Mission Control might not be Management, but it is his job to manage. He might not be at the dwarves’ level, but he’s on their side. He can’t save the dwarves from dying, but he knows they’re not expendable.
And thanks to the DRG community, Mission Control has become a lot more than Mission Control.
A few of many fan-made spins on Mission Control. Credit given on each individual image.
Mission Control, the meme
When asked about AI versions of Mission Control singing cover songs, Robert takes a deep, wincing breath.
“It’s both awesome and terrifying at the same time.”
When he recorded his first lines as Mission Control, Robert never imagined the many memes the character has spawned since. For him, it’s uncanny to hear his own voice (and yet, not his own voice) singing an AI cover of Michael Jackson’s “Billie Jean.” But Robert appreciates it in the greater context of people’s enthusiasm for Deep Rock Galactic.
“It's really amazing. I mean, we started from basically nothing with this game. Now we’re at a point where we see people doing cosplays for conventions, getting tattoos, making art and memes and stuff like AI song covers,” he says. “Regardless of what it is, it’s amazing to see how the game inspires all these forms of creative investment. It tells me we’re doing something right – and that feels very good.”
Deep Rock Galactic doesn’t do a whole lot of lore-dumping. We prefer to drip-feed details and let fans’ imaginations fill in the rest. This is by design, and Robert is one of the main forces behind this strategy. Being the voice of Mission Control also tends to make him the primary conduit for these bits and pieces of DRG lore.
He also happens to be one of the biggest enjoyers of everything that fans come up with.
“I’m extremely happy to see how much people care about the little snippets we give out, and how much lore people come up with themselves. That’s super cool to me, and I always make a point of reading it and commenting on it, if I have the time,” he says.
Joachim (Sound Designer at GSG, foreground) supervises the technical bits as Robert records his lines.
The happy accident of Mission Control
By the time this story comes out, Ghost Ship Games will be moving into a new, larger office space. The crew’s excited for the move. But there’s a bittersweet note in saying goodbye to the workspace where this game, including Mission Control, really grew into its own.
The team is hoping to build a proper recording studio in the new office, to move away from the jerry-rigged setups that we’ve used so far. As Robert records in this slapdash studio, he’s often interrupted by the creaking floors, rattling mechanical keyboards and scattered laughter floating in from the office.
It might not be a dream setup, but it’s been good enough so far. As the old proverb goes: if it’s stupid and it works, it ain’t stupid.
“We’ve always been able to find some kind of little closet we could use for our recording setup. It’s always worked, but it’s always been kind of janky,” Robert says.
Just like the setup where Robert records, the character of Mission Control was born out of improvisation. You could say Robert himself followed the same pattern, being largely self-taught throughout 20 years in the games industry.
If there’s a lesson to be had here, it’s probably about not overthinking things.
“If there’s one thing being an art director has taught me, it’s to combat the artist’s inclination toward perfection,” he says. “There is no perfect. Just get it good enough, get it on screen, and then fix it later if it needs more detail. If you get it to 80 percent, the only one that notices flaws after that is you.”
Soon, we’ll be in a studio with a more sturdy setup, away from creaking floorboards and clacky keyboards and laughing lunch-eaters. But for all the challenges of our slipshod setup, there's still something significant in saying goodbye to the place where Mission Control really found his voice.
Given that this is the last recording session ever in this office, the final line Robert records seems like a perfect fit.
“This is Mission Control, signing off – for Rock and Stone.”
CHANGES: * Redesigned a lot of the UI in menus and in-game. - Complete redesign of leaderboard screen and account lookup. - Redesign of colors used in UI. - Complete redesign of options and server settings.
BUG FIXES: - Emotes no longer play after death and after respawn. - Discord RPC ghosting/hang fixed. - Grenade launching now properly plays sound and animation for clients. - Scoreboard card background in Nam's Garden fixed.
June has come and, as it tends to do, now left us, probably forever. You'd be forgiven for forgetting all about crowns and them falling dramatically from the heads of fantasy birds and just enjoying your summer — slowing down, taking it easy, having a picnic at the beach or just napping for a while in a hammock. Well, we hope you enjoyed it, because July has come roaring into all of our lives, and with it, Crownfall Act III: The Frosts of Icewrack. In fact, the lazy, meandering intro to this blog post is probably all the lounging around your poor eyeballs are going to get. Even as this June-esque paragraph winds its way towards a rambling sun-dappled conclusion, Act III is ramping up, July-like, to be the most eventful act yet.
Act III comes with an entirely new overworld map, located in the frigid north. It has mysteries, no small number of monsters, quite a bit of snow, and one hell of a barroom brawl. (And, as always, some surprises you'll have to find on your own.) Act III also comes with the Crownfall Collector's Cache, featuring 16 of the highest-rated sets from the last community vote.
If you've been playing along through Crownfall as each act releases and want to jump right in to the new Act III content, you can start with Act III's intro comic, The Dragon, following Shen and her allies as they land in Icewrack, searching for Kestrel and his army. If you want a refresher on how we got here, you can also read the Act I intro comic, Ascension Day, and the Act II intro, The Battle of Hell's Basin.
If you're just joining in now, this is your reminder that all of the previous acts are still available, and will remain so through to the end of Crownfall. Speaking of which, given how much the event has grown since we initially imagined it (and how much its still growing), we've also decided to extend the event end date to October.
We're looking forward to the final battle with Queen Imperia. We'll see you there.
We will be competing on 15 of the 35 level submissions from the Video Games level contest held earlier this month. You can checkout all submissions on the Steam Workshop!
The rooms will open around 10 minutes before the event starts and is scheduled to last around 2 hours (7 minutes per level) with a rest period half way through. The first timed level will begin on the hour (~10 minutes after rooms open)
The leaderboards in all rooms will be tracked and will be combined into a single overall leaderboard post-event on https://zeepki.st/super-league!
Top 3 with the most points will receive a NEW special racing helmet IN-GAME, a Discord role and 3,000 chat EXP in our Discord server!
Who can join?
The Super League is open to all! Open Zeepkist and hop in to one of the Super League rooms hosted by Akane (Timeslot 1) or Kernkob (Timeslot 2). Rooms are filled on a first-come-first-served basis.
Look out for the following rooms hosted by either Akane or Kernkob:
Zeepkist Super League: Video Games
What tracks are we racing on?
The 15 tracks we're racing on have been picked out by our judges.
They are:
Goobies by BB_Benji
Oil Ocean Zone by Jplayz
Golden Ridge by Kernkob
Outset Island by Diabler + Metalted
Twisting Netherstorm by reholmes92 + Sahne mit Bohnen
Save the downloaded playlist in "%userprofile%\AppData\Roaming\Zeepkist\Playlists" and load it inside an Online room!
Vote for the Best Layout & Best Track Décor
Voting is now open! The top 3 levels with the best layout and the top 3 levels with the best decoration will earn their creators the Season 3 & 4 builders hat cosmetic!
The reason for the garbled file name has been identified: when uploading STEAM's ZIP compressed file from a webpage, decompressing it will cause the Chinese file name to become garbled. There was no such problem before. There may be recent updates from STEAM official, but compatibility is still unstable. I switched to SDK mode to package and upload again, and now there are no bugs.
Immerse yourself in SimuLOVE!, a captivating hentai visual novel where passion and desire take center stage. Play as a protagonist torn between Alice, the alluring programmer, Jess, your devoted girlfriend, and other intriguing characters. Explore provocative storylines, make enticing choices, and indulge in steamy encounters that explore the depths of intimacy.
Key Features:
🔥 Sizzling Storylines: Dive into seductive plots with twists and turns. 🎨 Stunning Artwork: Enjoy mesmerizing visuals that set the mood. 💋 Provocative Choices: Your decisions shape the erotic narrative. 💕 Intimate Encounters: Experience passionate moments that delve into the realm of hentai fantasy.
Prepare to embark on this provocative journey and add SimuLOVE! to your Steam wishlist to stay updated on the release. Follow us for more tantalizing updates and previews! 🚀