M.A.S.S. Builder - V-DGT


Known Bugs
  • Textures of ground in some area are wonky and appears to be moving
  • Flickering cameras
  • Some tier 7 tech sub-units are not correctly working as intended
  • Weird collision in terrain in some areas of certain missions
  • Typos, lots of typos, we will speak with the person in charge of typing so they won't make more typos
  • Glows looked more dull than ever before, it's not glowing enough!
  • Zenith thruster isn't working in one place, take caution in flight controls
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0.11.x Hotfix
  • All of the known bugs should be fixed in 0.11.1. We'll add more when more are reported and we make another hotfix.
  • Fix random game freeze in mission
  • Fix terrain tile texture
  • Fix missile in pod disappear in battle
  • Fixed decals and missile pods showing wrongly in-game
  • Fixed launch cinematics showing hidden parts

Surprise surprise! We were able to finish our bug hunt and final polishing sooner than expected and we're ready to release our update... so why wait? It's been a really long development cycle this time and we hope we're able to meet some expectations you people have for us.

As always, we'll monitor for any bugs and changes required for a week or two. If there aren't any critical bugs or required hot balance fixes, we'll continue on towards 0.12.0.

Additions

Single-Fire Shooters' Charged Shot

In 0.11.0, we've added new firing methods to old Shooters through charging attacks. For Bullet Shooters, players can charge up their shooters for a few seconds, raising its damage multiplier significantly, even higher than they could do in those few seconds, and release an extremely accelerated and fire bullet. Again, we won't coin the term Railgun to this weapon, but it's up to our players to iterate whatever they wanted to call the weapon. M.A.S.S. Builder is a game of imagination and head canons after all.



With Bullet Shooter being the fast, penetrating bullet, energy shots are bigger, slower, and explode upon impact. This is a fiery ball of death, a charged-up buster shot, and an impending doom for its victims in our imagination. We wanted to make the effect much more extravagant at first, but the visual clutter was too much thus we have the toned-down version here.



New Shooters

We also added new shooters that's not just an added function to old ones as well. For Energy Shooters, the new firing method is called Prism. Prism has two firing methods through the charging mechanics as well. Holding down "left click," players will be able to charge up a prismatic explosion that deals no damage at all but attaches a prism onto every lockable point within an area.



The PRISM's uncharged fire will chain to each, and every point marked with a PRISM that's attached on an enemy. Every shot is counted towards a threshold and when the threshold reaches a certain point, the PRISM explodes for another instance of damage. Stacking explosions here can be extremely strong to clear out groups of enemies if you can setup the perfect chain. In comparison, it's also one of the best against large Quarks with multiple lock-on points. You know which one they are.



On the Bullet Shooter side, we added the Pile Bunker, an extremely different kind of shooter that we classified as a close ranged BULLET SHOOTER. Players get one chargeable bullet, you. The Pile Bunker can be charged for higher distance, piercing through enemies, and a really high extra damage multiplier. It will damage any enemies within its path and players can instantly dash to cancel out of the end part.



While this might sound like a really good melee weapon that allow players to move through the battlefield quickly and uses Piercing to calculate damage instead, Pile Bunker will need to reload after every usage. No amount of MAG.Load will be able to increase its ammo amount.



New Armor Set: Zenith

The set, named Zenith, is designed with a concept of futuristic, cyber-like designs. It's a sleek, thin armor set designed incorporate lines and gaps to emphasize running colors and lights of the future, complete with a headgear that looks like a headset.










New Feature: Parts Hiding

In update 0.11.0, you can now choose to "HIDE" certain parts such as the Skirts or Ankles in addition to unequipping them.



When choosing to hide every "skirt" part, the connection joints will also be hidden, leaving you a thin waist area. This should allow players to create a really sleek looking M.A.S.S. unit without the hurdles and pain of hiding those joint parts anymore.



In regards to accessories, if you hide the parts, the settings of that part is still saved, and will show up when it's unhidden. We hope these make you as excited as us. Until next time!



New Feature: Socket Alignment

In 0.11.0, ARMOR, WEAPONS, and ACCESSORIES will have sockets to help players connect selected accessories on top of each other. The image below shows an example of sockets on a backpack.



In the Assemble menu of accessories. There will be a new Alignment method added into the menu called the Socket Align. Each part will have different socket positions and numbers, but we've made it mostly a sensible connecting position on each of the part. Here is an example of sockets on an ARMOR backpack slot.



New Accessories

As always, we're adding new accessories to play around with in this update!




Missions
  • 1 new Campaign mission. A decisive fight against the Ascendant is here. Why is he issuing you this challenge? Can you beat humanity's ace pilot? Would you finally punish them for stealing your kill that one time?

Improvements
  • Input Mapping - players will now be able to map their inputs to two-buttons-press for controllers.



  • Updated Quarks - Special uncommon Quarks that does not conform to the normal behaviors and uses special moves to effect combat made a return! They provide a challenge more than the normal behavior of running into players or drop dead and their old frustrating behaviors are now removed from the game.



  • Updated M.A.S.S. Enemy - Normally when you hit M.A.S.S. units, they don't react much and they seem to just walk around doing their thing. With bosses, they just seem like an iron wall that isn't responsive, and we aim to change that here. We've now provide them with different attacks unlike what your M.A.S.S. can do and turn them into true boss experience. Their status is also adjusted to compensate for the higher difficulty from this improvement.


Game Balance Changes
Disclaimer: Most balance changes have been discussed with our players through discord, and we'll keep monitoring how things perform.

Generic Adjustments
First things first, we have now unlocked development tier 7. Their unlocking materials will be dropped from later waves in challenges and latest missions. We expect them to provide tons of power to the player and we'll keep watch to modify them if any of them are game breaking.

For tech node changes, we aim to increase the power of tanky tech sub-units in the coming update. We'd improve them in 0.10.0 and while they are well received, their power is too low to be competing for a sub-unit slot. In 0.11.0, we're increasing their power by a significant amount.

Units that improve shield regeneration cooldown are mostly buffed by around 50%. Think nodes that currently lower time before shields start regenerating by 25%, all of them will be changed to a 40% reduction, allowing players to easily slot in one of two for constant shields regeneration. This should make them more dependable and more competitive for a slot in any build that rely on the regenerating shields.

On the same note, we're also improving sub-units that straight up improve shields regeneration and regenerate shields through other means. Things like Perpetual Generator will proc more frequently. Arms S. Battery will recover more shields.

And lastly for this goal, we're also improving durability tech sub-units that are overshadowed by their peers, such as Metals Replacement and recovery nodes such as both the Nanorobotics variant.

Defensive Tech nodes
  • Metals Replacement maximum durability increase from +25% to +35%
  • Living Metal Durability gain from 4% to 5%
  • Shieldsformer System I and II regeneration start time reduction from 12% to 20% reduction
  • Shieldsformer Controller shields regeneration start time reduction from 25% to 40%
  • LC Reactive Armor from 1 second to 2 seconds duration
  • Fortress Configurations I and II from 2% shields to 4% shields
  • Dueling Armor shields regeneration start time reduction from 12% to 20%
  • Fortress Shielding shields regeneration increase from 25% to 50%
  • Shields Re-Router regeneration start time reduction from 12% to 35%
  • Composite Nanorobotics durability gain from 1% to 2%
  • Powered Nanorobotics durability gain from 5% to 8%
  • Frame Boosting System defense increase effect from 0.75 seconds to 1.25 seconds
  • Perpetual Generator shields recovery from 5% every 5 seconds to 4% every 2.5 seconds
  • Portable Charger changed to portable factory, now also restock bullet launchers.
  • Shieldplates Replacement shields regeneration start time reduction from 50% to 75%
  • Type 2 Arms S.Battery shields recovery from 3% to 5%
  • Tremor Impactor effect cooldown from 12 seconds to 10 seconds.
  • Kinetic Canceller effect duration from 0.75 seconds to 1.5 seconds

Other Tech nodes
  • Efficient Thrusters I and II fuel burn rate reduction from 10%/15% to 15%/22%
  • Repulsor Attachment damage from 300/375% to 350/400% and effect cooldown from 6 seconds to 5 seconds.
  • Immediate Enhancement Quantum Break duration from -25% to -10%
  • Uninterrupted Support now also provides +15% to total ATK While using Quantum Break to compensate for not being able to use Launchers while in QB.

Enemy Changes
  • M.A.S.S. enemies have their durability and shields reduced
  • M.A.S.S. bosses have their durability and shields drastically reduced
  • Sandstorm Glutton's boss' HP is reduced by around 19%

Bug Fixes
  • Various typos
  • Various decals and model bugs
  • Areas in some missions that drops could fall off
World War Z - amendes
Hello, survivors! Today, we launched the Battle of Arizona update, introducing a brand-new map for the massive Horde Mode XL, set in an abandoned military museum in Phoenix, AZ, a new Desert Defenders Weapons Pack, some new free features, and game fixes.

If you encounter any issues, please send a ticket to the support team: https://support.saber.games/.


You can check out the launch trailer and read the full details below!


New Content
  • Added a new map: Horde Mode XL Arizona.
  • Added the Desert Defenders Weapons Skin Pack DLC which contains:
    - The new Kukri melee weapon.
    - Four new weapon skins for the DE50 pistol, 1877 SBL rifle, TMP5 SMG, and M500 shotgun.
  • Added new pickups: Improving Bags.
  • Added customizable portrait frames.
  • Added the ability to change classes while playing in Horde Mode, Horde Mode XL, and Horde Mode Challenge.
General
  • Fixed an issue with the unlock notification markers of new prestige perks in the menu.
  • Fixed an issue with the Dronemaster "It's Alive" perk, where it wasn't working on higher difficulties.
  • Fixed an issue with the Medic's Hypervitaminosis perk that was causing incorrect health gain and was not working properly.
  • Fixed an issue with not getting temporary health from various sources due to mutators that reduced basic health to a minimum.
  • Fixed an issue so that the Anthrax and Cannon Fodder mutators can no longer be encountered at the same time.
  • Fixed the localization for mutator Sinusitis.
  • Fixed the localization for mutator Anthrax.
Jul 11, 2024
Fishing Planet - Dennis_FP
Dear Players,

We have released a hotfix patch today, it mainly included all the fixes released on consoles before and some additional bug fixes relevant only to Steam and Epic Games.

Here is what’s new:

- Fixed an instant reeling bug when moving the boat in reverse while reeling in the fish.
- Fixed loud sounds of water splashes in freshwater locations.
- Fixed a bug where a guest of a Fishing Together session would see the host's cast rod detach from the boat and move away.
- Fixed a game freeze that occurred after catching a fish that resulted in a new level.
- Fixed an issue where the on-screen keyboard appears when sharing a template.
- Closing the registration HUD after registering in a competition now works correctly.
- Fixed an issue where a created custom competition wouldn’t close if the player was on a waterway before.
- Fixed an issue where land turned pink on the tablet map and yacht's Fish Finder.
- Fixed an issue where land on the Map or some parts of it turned black on all the waterways.
- Fixed a category selection bug in the store with a controller, when the categories are displayed in two columns.
- Fixed the Ukrainian letter "і" incorrectly displayed in the store.
- Japan objects optimization for better performance.
- Start scene optimizations for better performance.
- Fixed crashes during Fishing Together sessions.
- Fixed the issue of chat sporadic freezing.
- Added PopUp message when a pond-pass expires.
- Fixed the issue of the host’s and guest‘s weather not synchronizing in the Fishing Together sessions if time was forwarded for two days in a row.
- Made adjustments so that big fish will once again drag bass boats.
- Fixed seagulls object pooling in Japan.
- Fixed the bug of Volans and Scutum yachts not starting after first boarding.
- Fixed the outline of the bobber appearing separately from the bobber on the waves.
- Scutum boat tipping over issue resolved.
- Tournament Qualifiers points not counting issues fixed.
- Fixed the issue of the lure and leader not appearing in setups when adding a leader in the combination lure+tail
- Spinnerbaits/Buzzbaits lures disappearing from the setup when adding a leader in combinations lure+soft bait bug fixed
- Fixed the issue of players not seeing their rewards for top places in Leagues

Thank you for your continued support and patience as we work to enhance your gaming experience.
Sincerely,
Fishing Planet Team


Jul 11, 2024
后室重生Backrooms Rebirth - SJGZS
Fix a lot of bugs, I hope there will be no more bugs, and feedback QQ147403122 welcome bugs
Armored Warfare - 2000Valand
Commanders!

We are happy to announce that the Update 0.160 is now available!



List of Update 0.160 Changes

Tales from the Dark Battle Path

We are rolling out a new four-month-long Battle Path featuring a lot of exciting content, including the following prizes:

  • T-90M Proryv Tier 10 Premium MBT
  • BMP-2M Tier 9 Premium AFV
  • BTR-82A Tier 8 Premium AFV
  • Epic skins
  • Numerous camouflages
And much more!

The prizes can be explored in this article and you can read about the entire Battle Path in our dedicated article. Connected to the topic are also the changes on the content you might have seen already:

  • T-90M Proryv now has a special hard-kill APS that can intercept two incoming ATGMs at once
  • BMP-2M gained an overprogression module that allows it to launch two missiles at once (however, this module is mutually exclusive with thermobaric ATGMs)
  • BTR-82A has a double launch module as well (but we did mention it in the article where we unveiled it)
  • Disabled the Drone Jamming ability on all three vehicles as it does nothing right now without the drones available to players
Please note that the chain missions are temporarily disabled. They will return with the next update. We apologize for the inconvenience.

Russian Vehicle Updates

As previously announced in an article, we are making a number of changes to underperforming Russian vehicles in the game.

  • Rebalanced the 3VBM20 APFSDS to 700mm of penetration, 630 damage and 25% module damage bonus due to it being a depleted Uranium round
  • Rebalanced the 3VBM22 APFSDS to 750mm of penetration, 630 damage and 25% module damage bonus due to it being a depleted Uranium round
  • Object 640: Added a new 1800hp turbine engine
  • Object 640: Increased maximum speed to 95 km/h and reverse speed by 10 km/h
  • Object 640: Magazine increased to 5 rounds
  • Object 640: Replaced the APFSDS shell with Armata’s Vakuum-1
  • Object 640: Increased the amount of ammunition carried to 75 rounds
  • Object 640: Camouflage increased to 18%
  • T-14 and T-14 152: Machinegun turret is now properly animated
  • T-14 and T-14 152: Increased the side armor blocks significantly
  • T-14 and T-14 152: Added a new 2200hp engine
  • T-14 and T-14 152: Added a new passive ability called APS radar, reducing enemy camouflage by 10% within 350 meters
  • T-14 and T-14 152: Camouflage increased to 18%
  • T-14, Object 640: Increased the Vakuum-1 APFSDS damage to 700
  • T-14: Increased the Vakuum-2 APFSDS damage to 750
  • T-14 152: Added a new HEAT ATGM called Sprinter (1150mm penetration, 1100 damage, 200 non-penetration damage)
  • T-14 152: Added a new thermobaric ATGM called 9M133F-3 (80mm penetration, 1000 damage)
  • T-14 152: Added a new APFSDS round called Grifel-2 (900mm penetration, 1150 damage)
  • T-90: Added the 3VBM20 APFSDS
  • T-90: Added the Supercharged Soft Kill APS ability
  • T-90A: Added new 1200hp engine
  • T-90A: Added new Relikt armor module, increasing the efficiency of the vehicle’s ERA
  • Kornet-EM: Armor increased to 20mm
  • Kornet-EM: Added a new 420hp engine
  • Kornet-D1: ATGM Guidance System module also unlocks a weaker thermobaric ATGM (80mm penetration, 1000 damage)
  • Kornet-D1: Added partial reload to both configurations (please note that this does cause visual glitches that are in the process of being fixed)
  • Kornet-D1: Added the Active Suspension ability

Additional Vehicle Fixes and Updates

With each patch we continue (and will continue) to update vehicles based on your feedback and fix them. In this update, we have the following changes for you:

  • All direct-fire SPGs can now use first person (sniper) mode with their machineguns
  • Ajax: Removed the incorrect Large Troop Compartment trait
  • Challenger 2 Streetfighter II: Significantly reduced the dead zone of ATGMs
  • KF51 Panther: Fixed the vehicle’s rear armor material
  • Osorio: Bullets now fly correctly from the machinegun model
  • TTB: Machinegun is now properly animated
  • ZTZ-20: ATGMs now correctly fly out of the launcher under an angle and have a noticeable dead zone
General Changes

  • Fixed the issue that made it impossible to buy items from the Web Shop when logging via Epic Games Store
  • Fixed the Supercharged Hard-Kill APS visual effect
  • Fixed the long queue wait compensation (Credits, Battle Coins), it is applied only if the match lasts more than 60 second
  • Crew and Commander abilities cannot be changed when a vehicle with them is in combat (this previously caused an issue where the changes would reset)
  • Fixed an issue where players from opposing teams could summon a pillbox on the same place at the same time (now only the player who started the process first will be able to summon it)
  • Fixed an issue where brake lights on allied vehicles flickered for no reason
  • Fixed a whole bunch of localization issues
  • Added a number of assets
SpellRogue - Tim
Greetings Dice Slingers,

Today we are releasing Update #4 for SpellRogue!

This is a big one, with major structural and mechanical changes, new exciting content and a bunch of quality of life improvements across the game.
Our primary focus has been on enhancing the late-game experience by increasing build variety and making player choices more compelling and impactful.

Umbraxis the Great Lindwyrm
The face of the update is the addition of our new Void boss, Umbraxis the Lindwyrm!

The Wyrm joins the pantheon of Void Gods, with a unique new battle to test your skills against. The primary mechanic is his summoned hands. These limbs damage the body once killed much like the Desert Hydra. Beware though, as Umbraxis will re-summon increasingly stronger hands. As you can imagine, Area of Effect or single target nukes are great for bursting down hands with their limited health and thus avoiding their attacks. So make sure you plan and adjust your strategy in Act 3 once you know which Void God you’re up against!

Spell overhaul and Runes
To reiterate the previous dev post, we have made major changes to the balance of Spell rarity and added “Runes” as a modular upgrade system on top.
The important thing to note is that higher rarity spells are now generally stronger than their common counterparts, and that rare Spells are more likely to show up in the drafts of later acts. Sometimes Spells even come with a Rune already slotted in!


The goal is to give more incentive to change your build throughout the game and let Spells continue to be viable options into the late game. Combined with Runes, things should feel more dynamic than ever!



Loadout changes
We streamlined loadouts so that wizards use the same starting attack and block Spells for all 4 of their loadouts. The unused starter spells have instead been converted to common spells available in standard drafts. We are planning further changes for additional loadout customization down the road, but didn’t manage to get it ready for update 4.


We feel like this is not a major change as the affected starting spells are still something you are not intended to keep for long, so it felt unnecessary that each starting spell pair was unique. We also redesigned and balanced a few signature spells to fit the new structure.

Effect changes
We have taken a look at a few of the existing mechanics and made them slightly less predictable. We feel that elements of randomness are important to keep players thinking and not just cycling through the same line of spells each turn!

An example is the (somewhat hidden) mechanic of increasing dice value over 6. Previously, we would simply generate another dice with the overflow value, and thus were a very predictable way of generating additional dice with certain values.
We have now changed the “overflow” to instead split the dice in question. This means that if the value would total 7, it is split into 2 dice of random values that total 7 (2 and 5 for instance). While this takes a few runs to get used to, it is way more fun to gamble on what dice you will be getting, and it has the added benefit of splitting an enchanted dice into multiple dice.



We have also made some changes to Spell effects to have more unique effects and combos, and to avoid relying too heavily on Power (at least for Water and Fire). As an example, more Water spells now have “Rain” (which now triggers on dice rolls), and “Hailstorm” being permanent for the combat. There’s more but this post is already long enough so we will let you explore those on your own.

Map changes
We made some changes to map tiles in an attempt to make the path you take more interesting. Maps are slightly shorter with less battles overall. Shards are now given from Elites but Elites are somewhat more difficult, and Shards slightly less important to pick up.
The map generation algorithm has also been improved to avoid unlucky map rolls affecting your run too much.


Sanctuary has been simplified and has the option of “rerolling” a Spell.

Shops have been slightly reworked, with Artifacts replaced with a “choose 1 of 3 artifacts” option.

Random events now often has the option of adding Runes to your Spells.

Balance and difficulty!
There are tons of changes that affect balance in this update. This means that the game can feel a fair bit more difficult, and although we spent a lot of time balancing there is likely still some overpowered/underpowered Spells and combos. We will continue tweaking content according to player metrics and the feedback you provide us on Discord and the Steam forums.

We are really happy with this direction for SpellRogue and are having a lot of fun playing our game, but we hope you can forgive us if we broke your favorite mechanic or Spell. Please do let us know though!

You can check out all the changes and new content added below!

SpellRogue 0.9.4:
“Umbraxis, the Great Lindwyrm”
General:
New Act 3 boss: Umbraxis, the Great Lindwyrm!
New Rune mechanic: Modular upgrades to spells!
Major overhaul of Spells!
9 new Spells, 2 new Artifacts, 1 new Potion, 7 new Mutators!
Spells: Rare Spells more powerful but less frequent in early game
Spells: Rebalanced and reworked Spells to have more unique effects and useful upgrades.
Spells: “Loadouts” now only change the signature Spell.
Potions: Rare Potions more powerful.
Rituals: Rebalanced and added additional actions to some Rituals.
Enemies: Rebalanced some combat encounters and made Elites more challenging.
Mutators: Initial Mutation selection can now be rerolled once.
Mutators: Rebalanced and reworked several mutators.
Mechanics: Redesigned Vex, Hailstorm, Rain, Lifesteal, Icy.
Mechanics: Increasing dice values over 6 now splits the dice randomly.
Map: Slightly shorter maps and improved tile placement algorithm.
Map: Removed random Shard tiles and moved Shard to Elites.
Map: Added random Artifact tile to each act and free Shard tile to act 1.
Map: Sanctuary reworked slightly and forced one before bosses.
Map: Ritual removed from bosses and added free Ritual to start of act 2.
Map: Also added random Ritual tile in act 2 and 3.
Map: Shop Spell costs increased especially for rare Spells and Potions, added guaranteed rare Potion, replaced Artifacts with Artifact draft with increasing cost.
Map: Start with more gold (30->50) and increased gold from combats in act 2 and 3.
Map: Increased draft reroll cost 15->20.
Map: Spell drafts now exclude Spells you have already seen.
Map: Rebalanced and reworked some random events.
QOL: Increased gameplay speed: Quicker dice rolls and visual effects. (We’re still planning to add additional ways to speed the game up for veterans.)
QOL: Added tooltips for a few previously unexplained mechanics and keywords.
QOL: Added "Are you sure?" dialog when leaving Shop.
QOL: Improved and streamlined descriptions for some Spell/Artifact/Mutator/etc. effects

Bug fixes:
Fixed Reinforce applying block multiplier before Sap/Fortfiy.
Fixed Elemental Overdrive Ritual not displaying increased status effect on some Spell.
Fixed Spell Echo + Concoction interaction.
Fixed Spell Echo showing previews for random effects in some cases.
Fixed controller "inspect mode" not working in combat in some cases.
Fixed controller tile selected resetting when opening and closing menu.
Fixed Malady triggering before e.g. Barrier applied.
Fixed Sight Shield + Ossuary's Touch interaction.
Fixed some cases where effects applied to invalid Spell targets.
Fixed Golem action not showing preview of incoming damage.
Fixed Finger of Justice not applying Dazed to all hits.
Fixed back button missing when selling spells in shop in some cases.
Fixed some cases where random effects were shown in previews.
Fixed Lifelink not canceled by Nullify
Fixed some Spells not showing glowing/disabled description when requirement fulfilled

Full Changelog
For the full changelog please visit our Discord or the SpellRogue website, as 20ish pages is too long to fit in this steam post!

Final Thoughts
All of this obviously changes the game dramatically, which is why we are expecting to make a small “companion balance update” fairly soon to address the biggest issues we may have overlooked in the beta testing.

For the future, we do not expect to be making as big structural and mechanical changes to the game, and are instead going to be focusing on tweaking other non-core aspects of the game such as progression, unlocks, achievements (The 45 minute speedrunning one comes to mind), game modes and the Mutation difficulty system in the coming months.

We think update 4 is a ton of fun with the improved flexibility of Runes along with the new boss, but do let us know if there are aspects that you don’t like or think are a poor experience. We will continue to evaluate or roll back things if necessary!


May your dice roll true 🧙
Tim & Thorbjørn
Ghost of Tsushima DIRECTOR'S CUT - Nixxes_Community
Hey everyone,

Patch 6 for Ghost of Tsushima Director's Cut on PC is out now. This update contains fixes based on community feedback, including improvements to memory management, and improvements to the quality of voice chat in Legends mode.

We've fixed a bug that could cause lighthouses to appear floating in the air when moving away from them and resolved an issue that could cause screen space reflections to display incorrectly when changing the upscale quality in the game. This update also resolves an issue that could cause the Continue button to disappear.

Thanks to everyone for playing Ghost of Tsushima on PC and for providing feedback to help us further improve the game!

Release notes v1053.6.0709.1130

  • Improvements to memory management.
  • Fixed an issue that could cause lighthouses to appear floating in the air when moving away from them.
  • Improvements to voice chat quality in Legends mode.
  • Resolved an issue that could cause screen space reflections to display incorrectly when changing the upscale quality in the game.
  • Resolved an issue that could cause the Continue button to disappear when creating an auto save file from a manual save or backup save.
  • Various stability improvements.
If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.
Jul 11, 2024
Kink.inc [18+] - TenderTrouper
Who says vamps can't be brats?
When the Count's teenage daughter reaches vamphood,
all hell will break loose!
Will you be her Daddy?



July 11th-15th 🦇🎀🖤
Jul 11, 2024
Growtopia - Changhuiii233
Event Time: 11th July 2024 - 18th July 2024

It's time for Summerfest to start again! Get your Beach Blast & Fireworks ready!

A limited number of old Phoenix Items will be returning back this Summerfest starting from Day 2, to give you the chance to get these rare items once again!

It's SummerFest! Open Summer Artifact Chests, Super Fireworks & Summer Surprises to find new Phoenix and Neptune items! Complete Summer Surprise Milestones to unlock a variety of prizes!
Jul 11, 2024
Angel Legion - yymoon
Dear commanders, let’s join the event!
Collect Soda Bottle to try the Special Recruit!

>>>> Purchase the Special fashion Package | Unlock special 3D scenes permanently <<<<
Period: Jul 12 - Jul 19
During this event, a special fashion gift pack featuring 3D scenes will be released!
Commanders can tap the Tipsy Night tab in the Event interface to purchase it during the event period.
Price: 98 Star Dollar
Purchase Limit: 1
Preview: Dream Girl(Tipsy), Diamond
Notice:
After purchasing the gift package, Commander are instructed to go to the Storage to combine the fashion Shard, which will immediately unlock the 3D scene - "Tipsy Night".

>>>> Icy Soda Festival | Special Recruit <<<<
Period: Jul 12 – Jul 19
Rate UP Rare S Angel: Justice Blade - Hinata Rin
Brief Intro:
Hinata Rin, a ninja killer from the East, the short katana is the mostly used and handy weapon when she performs assassinations. Her slim body and dexterous movements enable her to sneak to the target without even noticing. Living as a killer, she still sees her mission as the execution of justice.
Notice:
1. The Special Recruit has the same guarantee system as the Adv. Recruit.
(If commanders fail to get an S angel in 30 consecutive draws, you can definitely get an S angel in the next draw.)
2. The S Heroes obtained are limited to the Heroes shown in the picture.
3. If an Angel with a combo skill is recruited from the Special Recruit, it must be Justice Blade - Hinata Rin.
4. Special Recruit will consume a specified number of event item Soda Bottle.
How to get Soda Bottle:
1. Commanders can obtain free Soda Bottle for Special Recruit by claiming the Botting Loot, battles in the Adventure(Until 12:00 on Jul 17(UTC/GMT+8)), completing Soda Collection missions.
2. Commanders can tap the Soda Sale tab in Event to purchase more Soda Bottle.

>>>> Soda Collecting Day | Exclusive Package <<<<
Period: Jul 12 - Jul 19

Package Name: A box of Soda
Price: 88 Star Dollar
Purchase Limit: 1
Preview: Soda Bottle(10 Summons in Special Recruit), Yellow Crystal

Package Name: Ace Player
Price: 68 Star Dollar
Purchase Limit: 6
Preview: Ace Player G(Fashion), Diamond

Package Name: Healing Angel Gift Pack
Price: 238 Star Dollar
Purchase Limit: 1
Preview: S Healer Gene Chest(Random)

>>>> Artifact Dungeon <<<<
Period: Jul 12 - Jul 19
Event Detail: Commanders can click the Event button to enter the Artifact Dungeon interface. Strive for a better ranking to receive more ranking rewards!
=TIPS=
1. Artifact Dungeon will be closed one day before the end of the event.
2. The ranking rewards of Artifact Dungeon will be released 12 hours before the end of the event.
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