Skyhook’s Saltire Sprinter is almost here! With gameplay coming to both Edinburgh – Glasgow and Fife Circle Line, there’s plenty of Scottish action to be had with the ScotRail Class 158, releasing on 25th July.
The DMU – ScotRail Class 158
The Class 158 DMU remains a common sight around the UK’s real world railway lines, venturing as far south as Cornwall and into the upper reaches of the Scottish Highlands through various operators. They were built between 1989 and 1992 and dubbed the ‘Express Sprinter’ to differentiate them from the other members of the Sprinter family.
Players of Skyhook Games’ Midland Main Line route will already be familiar with the East Midlands version of this popular DMU, which has since layered into other routes such as Glossop Line and Train Sim World 4’s East Coast Main Line.
Class 158s first entered service in Scotland in September 1990, eventually becoming part of the ScotRail fleet. The contemporary ScotRail variant has been developed by Skyhook Games to add traffic and gameplay to all three Scottish route Add-ons available in Train Sim World 4. This has involved overhauling the exterior to match ScotRail’s patriotic blue tones and branding.
Skyhook have also made changes to the exterior PIS display, as depicted in the above screenshot. Other screenshots in this article were captured prior to this being implemented.
The changes don’t stop there though! Alternative headlight clusters, an integrated snow plough (for those harsh Scottish winters) a new passenger interior and revised cab layout all single this variant out from the EMT version. The new passenger interior consists of all new seat, table and luggage rack models, completely new lighting and even adjustments to the walls.
Similarities however include the interactable GSMR panel, as well as the responsive Guard Buzzer that sounds when closing the doors, which were updated to close slightly quicker following the Midland Main Line updates that were released a couple of months ago.
As is the case in the real world, the Class 158 will be able to couple and work in tandem with the Class 170 from Fife Circle Line, allowing for mixed working in one Scenario as well as some AI services using this arrangement. Players will also be able to couple and uncouple 158s and 170s in Free Roam.
The Routes and Gameplay
Edinburgh - Glasgow
A new timetable will be available in the ScotRail Express: Edinburgh – Glasgow route Add-on for players that purchase the ScotRail Class 158 Add-on. This new timetable will include both Class 385 and Class 158 services, as well as a number of AI service layers from other Train Sim World Add-ons, for players that own them.
These include:
ScotRail Class 170 (Fife Circle Line)
LNER Class 801 Azuma (East Coast Main Line)
GWR HST (Great Western Express)
These services are representative of the ScotRail HST trains that run on the real-world route, utilising former GWR HST sets. The trains will remain unchanged, in their GWR livery.
The full timetable (including both playable and AI services) provides train movements between Edinburgh and Glasgow, as well as off-the-map locations at: Alloa, Annisland, Dunblane, Cowdenbeath, Glenrothes with Thornton, Aberdeen and London King’s Cross.
In addition to this new timetable, there will also be 3 Scenarios for the Edinburgh – Glasgow route.
Fife Circle Line
3 Scenarios will also be available to play in the Fife Circle Line route Add-on. Skyhook Games are awaiting the addition of the Leven branch into the Fife Circle Line before developing a new timetable that includes the ScotRail Class 158.
Cathcart Circle Lines
It will also layer in as AI into the new timetable that released with the Class 380 and the recently remastered Cathcart Circle Line route Add-on, filling in for services that would normally be run by Class 156s. There will also be a short, playable ECS move.
Wanting to see the ScotRail Class 158 in action? Keep an eye on Skyhook Games’ socials, including Twitter/X, YouTube and Tiktok for some video content planned between now and release.
Train Sim World 4: ScotRail Class 158 DMU Add-on will be available 25th July on Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Epic Games Store, and Steam for £12.99/€15.99/$16.99
Train Sim World Compatible: ScotRail Express: Edinburgh – Glasgow is out now for Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Epic Games Store, and Steam. It is available for £29.99/$39.99/€35.99
Train Sim World 4: Fife Circle Line: Edinburgh - Markinch via Dunfermline & Kirkcaldy route Add-on is available now for Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Epic Games Store, and Steam for £29.99/€35.99/$39.99
Today we’d like to talk about Lore and Story in our game. Deathbound has a greater focus on narrative than most traditional soulslike games. While we proudly remain part of this tradition, our game features more cutscenes and dialogue lines. However, the player still needs to "piece things together" by discovering bits of lore scattered throughout the game, reading items, and skill descriptions, among other elements.
In contrast to most soulslikes, the narrative in Deathbound is more mature, moving away from "good vs. evil" tropes and being willing to "ask the big questions". It's a story about mortality, individuality, identity, religious fanaticism, and grief. Rather than being a male-centric power fantasy, it aligns more closely with a tragedy in the Greek theater tradition.
Another distinguishing feature of Deathbound's narrative is its historical accuracy. Unlike most Medieval fantasy stories, our story is grounded in real-world Medieval societies, including their economies and social dynamics. For instance, the role of the feudal mode of production is much more prominent. While in typical D&D settings, religion is often relegated to clerics and paladins, in actual Medieval societies—and therefore in Deathbound—religion plays a major role, influencing every aspect of society, from private life to global politics.
As we already mentioned, Deathbound is not just another soulslike. It also features a deep, mature narrative that delves into themes of mortality, identity, fanaticism, and grief. Read more about the world you’ll enter on August 8th.
Eons ago, the Goddess Life deceived her sister, the Goddess Death, to steal her powers and create the First Men, a race of beings unable to die. Alive for thousands of years, they erected a powerful and advanced civilization, with magic-like technology and continent-spanning cities. But Goddess Death would not accept being deceived and began to slowly seduce these immortal people, who were overwhelmed by an existence that would never end. Eventually, they gave up their immortality, and their society collapsed overnight.
The game takes place in the year 522 After the First to Die. Humanity rose again from the ashes of the old world as a medieval society of kings, feudal lords, knights, and holy people. Looming above all is the Church of Death, the de facto power in Zieminal. The Church hunts down everyone who doesn't fit into its worldviews: heretics, worshippers of the Goddess Life, political subversives, wielders of magic, etc. Fleeing persecution and eager to fight back, these oppressed people of Zieminal founded the Cult of Life.
The Cult of Life sought refuge in the ruins of the forbidden city of Akratya, a metropolis from the times of the First Men. The city has been abandoned for centuries, as the Church considers anything related to the Ancients to be sinful and heretical.
The Cult of Life is an uneasy alliance of many organizations fighting the Church and the lords of the realms. Among these organizations, called Tendencies, are the Children of Life, the 8th of Zehrim Movement, and the Essencemancers.
The Essencemancers are a group of Life-worshipping mages who want to bring immortality back to humans—at any cost. They mix magic and the long-lost technology of the First Civilization to perform experiments to unlock the secret of eternal life. When word of the Essencemancers' horrific experiments reached the Church, it organized the Fifth Crusade to invade Akratya and end the entire Cult of Life once and for all. The mages rushed to perform their last experiment before the Church arrived—and that's when you were born.
You are the Prisoner of a Thousand Faces, a creature trapped between life and death, with the power to absorb fallen warriors' Essences. Only the Essencemancers can undo your plight—but you must find them before the armies of the Church get to them…
We hope you enjoyed what you read about the dark world of Deathbound, a project we have worked on for so long. If you did, don't forget to add the game to your Wishlist, join our Discord server, and on August 8th, embark on a bloody crusade to the forbidden city!
Facepunch officially turned 15 not too long ago and we wanted to celebrate the occasion by making all of our games 50% off - including Rust and all Rust DLCs!
You can get your discounts on all Facepunch games through the Steam store. Rewind to 2009, when Garry, released Garry's Mod: a sandbox game with no rules, from a mod, to officially listing it on Steam. No objectives, just pure, unadulterated freedom. Want to create a giant robot out of bathtubs? Go for it. Fancy launching a thousand explosive barrels into the sky? Why not! Garry's Mod was, and still is, the ultimate playground for gamers with a wild imagination.
Fast forward to 2013, and we began work on Rust. This isn’t just any survival game; it’s a brutal, post-apocalyptic showdown where you start with nothing but a rock and a dream. Gathering resources, building shelters, forging alliances—or betraying them—Rust has taken survival gaming to a whole new level. It's a place where the only rule is: trust no one, but have fun trying.
And now, in 2024, we're working on our biggest update for Rust yet, with more Twitch events planned, and even more cool things to come to the game for all types of players. There has never been a better time to play Rust.
LOOTROOM 3D PRINTS
It's Official - You Can Now Get Licensed 3D Printed Rust Items!
After years of watching from the side lines, we're proud to officially announce that we've partnered with Lootroom!
Lootroom are now our partner for fully licensed 3D printed guns and more. So we're now working closer with them, providing this lovely and dedicated team with in-game assets to ensure that they continue to deliver high quality products to Rust fans.
Here's Lootroom's story:
"It's mid-2018 and during an exciting Rust weekend with good friends, we kept joking about the fact that furnaces in Rust always have to be running. This gave rise to the desire to have a small real Rust furnace on the desk - as a reminder of this great wipe. It didn't take long and it became clear: a 3D printer was needed!
The test phase went well and we were so impressed with the result that we published the furnace on various platforms and received a lot of positive feedback. When the first purchase requests came in, we knew that the whole thing had potential and that there were many Rust enthusiasts around the world who shared our interest in IRL loot.
After some preparation, a first small online store was created and the perfect name with the necessary domains was also found - Lootroom. Initially, our store only consisted of the furnace in various sizes, followed by the Eoka and the P2. But after countless requests, the Rust AK default was added in May 2020 after a slight delay due to Covid-19 - a real monster compared to the smaller products we had previously offered. For us, this also involved a learning and conversion process, as our previous way of working was geared towards the smaller items. For example, we needed new shipping boxes.
Lone Design, the online store for Rust server plugins, became aware of us quite early on and we were also able to offer our products there - and thus reach even more Rust players. At the same time, we also set up a successful Etsy store and have since broken the magic mark of 1k sales and 100k turnover.
As we became better known, we received more and more requests for different skins and other irl loot. We created internal ranking lists with the most requested items, which we then gradually worked through. Over the years, we have continuously expanded our store and now stock more than 70 different Rust items.
A special milestone was achieved in September 2021: together with one of the most successful Rust content creators ever - Blooprint - we had his Blooprint SAR on offer for a limited time. The demand was overwhelming and it gave us great pleasure to see how much gamers around the world celebrated our products.
We invested in more and more modern 3D printers, a new online presence and founded the official Lootroom GmbH in September 2022, based in Nuremberg, Germany. We now operate more than 20 3D printers that print IRL loot almost continuously. Our factory is streamed live on Twitch, Kick and YouTube to give anyone interested an insight into the creation process.
Naturally, we prioritize the quality of our handmade products while also maintaining a consistent stock to ensure prompt shipping. Customer service and engagement with the Rust community are equally important to us. We have already shipped to over 45 countries around the world and look forward to every new customer that we can make happy with our IRL Loot. We put a lot of passion into our unique products. All of this now leads to the possibility to offer our products as officially licensed Rust IRL loot. We are very hyped and incredibly excited to be working with our friends at Facepunch."
Please go and show them some love, and place an order for your favourite weapon or prop.
They look fantastic as decorative items and we have many around the office and a few of us even have them up in our homes!
TWITCH DROPS
FancyOrb's Global Warfare 2!
FancyOrb's Global Warfare is soon here, with all your favorite creators will be involved with Twitch drops!
Wonder if we could convince Lego to do something official?
YOUTOOZ
We're starting to see everyone's Youtooz figures reach their new homes and we're curious, do you keep yours in the box or do you let them out in the open?
And where in your base are you placing your in-game items?
We loved working on these with Youtooz and we can't wait to show you what else we've got cooking up with them...
The limited edition run of the Heavy Scientist and the Hazmat figures ends soon - get yours here!
In just 2 days, a new part of our Chapter 2: Ascension update will be released. The first one will be all about the Zoo Gene and it’s corporation: Noah’s Ark!
In this part, you’ll be able to challenge Gator who’s proficient with Zoo mutants and the leader of the corporation’s junior team. She’s loud, she’s a bit crazy and she hates robots. Since a young age, Gator is all about protecting wildlife and she will not compromise! People may think she is too much but there might be sense found in her antics. So be careful around her, and please, don’t insult her pet.
Alongside 3 new challenges culminating in you facing off with Gator, you’ll be able to collect 3 new cards!
The first one will be Kangaboo
Kangaboo is a Guardian with the “Ring the Bell” ability. This ability is the first Survival ability, triggering if the mutant survives a combat it was into. In this case, Kangaboo will gain +1 ATK and heals 1 HP!
The second card is Noah’s Ark Centrifuge.
This building gives +2 HP to any Monogene Mutant that comes into play.
The third one is Mister T-ger!
This advanced mutant has an Aura that will give every Monogene Mutant the “Survivalist” ability. A
Survival ability that gives +1 EVO if your Mutant survives a combat it was into.
In addition to those cards, you’ll be able to get a new pack for those of you that enjoy customization! 2 new skins, a new cardback and of course 10 capsules for Zoo lovers!
Finally, this first release will let you know more about the universe of Mutants: Genesis and the story of our Protagonist.
We hope you will enjoy this and can’t wait to offer you the next parts of Ascension! As a reminder, all the PvE content will be free to access and play, all you need to do is to finish Chapter 1 with its Simulacrum fight ;)
Have a great day Psycogs!
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For the latest news and announcements, please visit our social pages!
Unicornalia is back! Participate in the ‘Hooves and Horns’ zone events associated with Unicornalia all over Telara and complete them to earn amazing rewards!
Pick up 4 Daily Quests from NPCs at the following locations: Meridian (/setwaypoint 6122 5231), Sanctum (/setwaypoint 7380 3078) or Tempest Bay (/setwaypoint 12943 11579) to earn Chaos motes!
Chaos Motes are a special event currency that can be used to exchange amazing rewards such as special items and mounts like some of the ones below!
Hurry, Ascended! Unicornalia will disappear as if by magic on June 23, 2024. Embark on this magical adventure before it’s too late!
Note from the Dev team Beyond the Skies of Arabia - Theme World is coming to you along with Patch 4.0.0, a major patch with shiny new content and many bug fixes! As a special treat a small set of Beyond the Skies of Arabia deco objects is coming to everyone for free and the scary Little Nightmares II Flat Ride Dreaded Classroom is now also available for everyone. We have extended the prefab collection with Staff Lounge Prefabs for every major theme and created two ready-made coasters, one for the Monorail coaster and one special coaster that contains every free coaster module! Thank you all for your ongoing support and feedback in the past year! We hope you enjoy Patch 4.0.0 and continue to enjoy your time in Park Beyond!
Content • New DLC: Beyond the Skies of Arabia – Theme World • Two new Mission maps 'Science and Magic' and 'Sofia's Seventh Voyage' • Sandbox variants of the above maps • A new coaster type 'Spinning Coaster' • A Spinning coaster prefab 'The Weave' • A new module for the Spinning Coaster track type, the 'Spinning Lock' • A new coaster module the 'Portal' • A portal coaster prefab 'Teleportation Station' • Scenery objects and modular objects • New entertainer costumes • New shop and facility prefabs • Two new path textures • Some of the Beyond the Skies of Arabia decorational objects are available for everyone • The Little Nightmares II Flat ride ‘Dreaded Classroom’ is now available for everyone • A new coaster prefab for everyone, the 'Into the Beyond' • A new Monorail coaster prefab for everyone, the 'Tri-way Transport' • Added an alternative camera rotation/panning setting that toggles the mouse buttons • Visitors leaving the park due to unhappy now have dedicated animations • Improved group color customization: when multi selecting objects, as many color channels are available based on the object with the highest amount of color channels in the group • The Park Beyond base themes Western, Candyville, DaVinci and Alien Planet now have Staff Lounge prefabs • The Beyond eXtreme – Theme world now has a Staff Lounge prefab
Stability • Fixed a crash when pressing specific gamepad inputs at the same time while in ride camera • Fixed a crash related to decorational objects and customization • Fixed a crash related to undo and redo of the coaster station • Fixed a rare crash related to module placement • Fixed a rare crash related to modular ride simulation • Fixed a rare crash during ride placement • Fixed a rare crash related to path placement • Fixed a rare crash on starting placement • Fixed a rare crash related to staff impossifications • Fixed a rare crash related to invalid visitor thoughts • Fixed a rare crash on loading a save that contains the elevator module • Fixed a rare crash during boot up sequence on launching the campaign activity cards on PS5 • Fixed a rare crash on toggling precision camera • Fixed a rare crash related to invalid gate slots • Fixed a rare crash on having the game run in the background without any input • Fixed a rare crash related to visitors • Fixed a rare crash related to the visitor simulation • Fixed a rare crash related to visitor thoughts • Fixed a crash related to scenery objects and selection • Fixed a rare crash related to the camera • Fixed a freeze when continuously moving the station module
Performance • Improved an issue with audio stuttering on console • Fixed a frame drop on placing and destroying prefabs on specific maps • Fixed frame drops when selecting ‘replace’ for shop cores and navigating to different prefabs shops • Fixed frame drops when using undo and redo on Mission 08 after deleting multiple rides at once • Improved frame rate when selecting and trying to interact with an object group with over 1000 objects • Improved frame rate when performing undo after deleting preplaced park entrances • Performance optimization related to ATMs and their timers • Performance improvements related to coaster simulation and car collision • Optimizations related to the ATM timer for visitors • Optimizations for the amazement widget • Fixed a momentary freeze when selecting or placing the Beyond the Depths Park entrance prefab
Exploration Park • Fixed the challenge stand ‘Place at least 3 trash cans’ is updated when trash cars are placed before reaching the milestone • Fixed that no challenge updates or can be completed after loading a save during the first milestone
Campaign • Fixed some goals accomplishing based on the sales of an item done in a previous milestone instead of the current one • Fixed that some goals requiring the fulfilment of a specific hook do not work for water rides • Fixed that the progress status is not displayed for challenges that display multiple goals at once • Fixed an issue where Team Goals didn’t reset after selecting one while the condition of multiple ones are fulfilled • Fixed that active Team Goal remain after completing all milestones and selecting ‘Stay on Map’ • Fixed that the tracking text for the Team Goal ‘Mechanical Stunt’ does not update correctly for impossified mechanics • Fixed that the tracking text for the Team Goal ‘No fun for Families’ updates incorrectly after placing coasters loved by Families • Fixed multiple balloon assets not being selectable on the ‘The Sky’s the Limit’ map • Fixed a case where undo/redo loses its functionality after destroying or cloning scenery platforms on the ‘The Sky’s the Limit’ map • Beyond Extreme – Theme World • Fixed an incorrect milestone text displayed after selecting ‘Restart from Checkpoint’ for the Multiples of Mayhem map • Fixed that the animation of the 'Medusa Temple' Flat Ride can sometimes show with misaligned fire VFX on the Multiples of Mayhem map • Fixed that the goal ‘Let x visitors throw up’ does not progress if visitors throw up in toilets on the Festival of Fearless map • Fixed that the hook 'Newton's Law of Motion' cannot be completed since the ramp module isn't available on the Festival of Fearless map
Mission 04 – An Eye For Detail • Fixed that a tiny model of Alex can be seen floating in the sky
Mission 05 – Duel at the Beaches • Adjusted a challenge to make it clear that rides need to be impossified and open for it to be fulfilled • Fixed the incorrect icon of the 'Cracked Soil' painting texture
Mission 06 – Taken at the Flood • Fixed the Team Goal ‘Trashfest’ accomplishing while the park cleanliness is not calculated yet
Mission 07 – A Tale of Two Theme Parks • Fixed that the Team Goal ‘Trial by Turnstiles’ reverts to 0 after save and load • Fixed that the challenge 'User a launcher module to tunnle through the mountain' does not accomplish if the station is placed on a different land extension than the challenge itself • Fixed a visual issue on Hemlocks Park wall
Mission 08 – Top of the World • Fixed that certain mission specific visitor thoughts are being spammed after placing Anti-Gravity Platforms • Fixed an issue that resulted in flat rides being on top of parking lots when relocating the ride and using undo • Fixed that impossified Flat rides for the Team Goal ‘Six impossified Flat Rides before Breakfast’ counting regardless of if the rides are opened or not
Agents • Fixed a case where visitors could get stuck in the coaster queue and no longer board the ride • Fixed that visitors can hold balloons while riding a modular ride • Fixed staff equipment being misaligned when they are exhausted • Fixed staff equipment being missing once they enter their exhausted state and have fully rested • Fixed the mechanics tools being misaligned after they enter their exhausted state • Fixed staff equipment missing their color when standing idle while exhausted after placing a staff lounge • Fixed staff member status not being correct after firing and re-hiring multiple staff members at once • Fixed that the headgear of entertainers disappears after they use a staff lounge • Fixed an issue of an extra operator appearing on coasters after impossifying an existing prefab • Fixed that visitors could get stuck in a queue after relocating a ride while it is still running • Fixed that the overview panel of object groups not displaying modular structure assets present in the object group • Fixed that the Yeti entertainer costume slides heavily • Fixed that visitor status effects are being displayed for too long • Fixed that the ride operator can be clipping through the decoration of impossified coaster stations • Fixed that visitors teleport to the wrong Flat ride or coaster exit path after deletion under certain conditions • Fixed visitors leaving the queue of water rides after impossifying the coaster • Fixed an issue where visitors would get stuck on a path after performing undo and redo • Fixed that visitors and staff can both get stuck under certain conditions
Coaster • Added video tooltips to the water track modifiers • It is now possible to change the pitch and roll for the Forks and Filter module for any non-water track type • Added the ‘Connectivity’ section for coaster so they display if the ride is unreachable or not • Fixed that cars visually remain stuck on the ride after leaving the first person cam running for a few minutes • Fixed ride prefabs losing their name after deletion and performing undo • Fixed that tracks snap to scenery objects • Fixed the coaster track preview being displayed incorrectly after waiving placement multiple times via gamepad • Fixed that the first segment of the Off-Rail track fails to push the boats in the Log Flume coaster • Fixed that nodes are occasionally displayed double in both forward and backward direction for water rides • Fixed that on multiple occasions for water rides, the term ‘Train’ is used instead of ‘Boats’ • Fixed that visitors do not board the first boat of a water rides if the hold time is set to a high number and the ride is being reset • Fixed that boats accelerate and derail during their second round when they enter a sharp curved track segment • Fixed boats getting stuck before reaching the turntable after placing a rocket module before it • Fixed multiple issues where split cars would get stuck on the turntable module under specific conditions • Fixed that cars get stuck in the turntable module when two modules are build close to each other • Fixed that the safety test is stuck in an infinite loop when using the turntable module with specific settings • Fixed an issue that the train climbs inclined tracks without using a chain lift on connecting to the 'Turntable' with the secondary direction set to 'Reverse' • Fixed that all nodes of the turntable module can be used as in-nodes for the train on non-water rides • Fixed the parachute animation not disappearing after existing the turntable module if the launch direction is set to backwards • Fixed that the water texture of the waterfall module starts to flicker after changing the graphics quality settings to low or medium • Fixed that selecting a track that is not the front track makes the node behind the station the active node • Fixed stuts not updating correctly when performing undo after moving them • Fixed that it is possible to place paraglider tracks onto and under water surfaces • Fixed that the ‘insert node’ option does not appear for longer track segments after selecting the shortest possible track segment before • Fixed that elevators take only one boat at a time regardless of the selected setting • Fixed cars teleporting to the end node of an elevator under certain conditions • Fixed that it is possible to place the elevator with a height of 0 • Fixed an issue with navigating between tabs in the ride editor after selecting a node while in ‘Place Coaster Elements’ panel • Fixed that no safety test fail message is displayed when few of split cars get stuck on the track while others have already reached the station • Fixed that the ‘Adjust car colors individually’ option disappears after changing the car style multiple times • Fixed that trains are not derailing when trying to dock from the wrong side of the station • Fixed that split cars collide at the station during the safety test when arriving with specific speed • Fixed an issue where only track modifiers are displayed when two open track nodes are being connected which are not connected to the main station • Fixed an issue with the cannon module deforming after moving the coaster • Fixed that trains derail on exiting the cannon module if a reversed module is placed close to the end receiver • Fixed an issue with split cars getting stuck at the spring module when using specific settings on fork modules • Fixed that transportation rides can be opened without connecting the entrance path of the secondary station • Fixed a duplicate failure message when cars of the same train stop at different station modules • Fixed that cars decelerate just before reaching the elevator module regardless of their speed when the launch direction is set to backward • Fixed that cars do not crash and can get stuck on the waterwheel end node • Fixed that the fun rating of the coaster prefab 'Jumpy Castle' displays an incorrect value during impossification • Fixed that offrail tracks are sometimes difficult to place while using gamepad • Fixed that offrail track nodes cannot be snapped to • Beyond eXtreme – Theme world • Fixed Flying coaster carts snapping when jumping through the drop connector • Chicken Run: Dawn of the Nugget – Theme world • Fixed the missing track section for end node of the catapult module • Fixed an issue with the ‘Chicken Escape’ Prefab that resulted in the safety test failing • Beyond the Depths – Theme world • Fixed that the geyser module can make cars and boats teleport into the sky and drop again when entering the module with a specific speed • Fixed that split cars fail to collide with the remaining cars when passing throuhg the geyser module • Fixed that tracks can be connected from the wrong node to the geyser module resulting in broken tracks • Added bobbing to the geyser module • Fixed a graphical corruption on PS5 on the ‘Sea Vessel’ car style
Placement • Fixed that duplicate theme tags are sometimes displayed during prefab creation • Fixed the thumbnail of prefabs not updating dynamically on rotating and overwriting the prefab • Fixed that the options ‘Move’, ‘Clone’ and ‘Rotate’ not being available for specific park Entrances, prefabs, and preplaced scenery objects in the • Fixed that prefabs that have been overwritten reappear upon starting a new gameplay session in a different map • Fixed that placement options fail to work after selecting any attraction from the object group overview panel • Fixed an issue where undo and redo lose their functionality under certain conditions • Fixed undo/redo being accessible using gamepad without the usual input after performing undo and redo after placing any Flat ride • Fixed automated paths being invisible when loading community content parks containing any unowned DLC path textures • Fixed an issue with placing flat rides, shops and facilities right on top of water bodies • Fixed that the Park Beyond themed Seafood shop prefab could not be moved or cloned • Fixed that changing the materal of a structure module object group does not automatically update the color customization • Fixed that the name of assets do not get updated dynamically after renaming • Fixed an issue where flat rides would take a long time to appear after being selected under certain conditions • Fixed that the error message 'Out of Bounds!' is displayed while moving coaster blueprints within the owned land • Fixed that certain Flat rides with round platforms terraform too much of their surrounding terrain
Scenery Objects, Modular structures • Fixed that the ‘Antique Archway’ and ‘Masonry Arch’ are lacking any snapping to paths • Fixed multiple modular structures and scenery objects being positioned below the surface by default • Fixed that the material type changes on hovering over different structures then waiving the panel without selecting the material • Fixed the snapping of certain eaves not working • Fixed that the trim name for ‘Corner’ and ‘Curved’ are not displayed for some support modules • Fixed that the trim name ‘Corner’ is displayed instead of ‘Curved’ for some support modules • Fixed that an incorrect tooltip ‘Ancient Stone’ is displayed for some pillar support modules • Fixed some stone pillar height description not matching their ingame appearance • Fixed the color customization on DaVinci balloons • Beyond the Depths – Theme World • Fixed that all Beyond the Depths modular structure materials are listed as ‘Castle Stone’ in the material selection panel
Camera • Fixed that the 'Replace' function can cause the camera to jump or placement to lose focus • Fixed that the free camera can snap above the ground for tunneled or terraformed terrain
Audio • Fixed an issue with audio stuttering that can be heard during gameplay in a park with multiple coasters placed • Fixed that sound effects are missing while using terraforming brushes
Park Management • Corrected and added character broadcasts whenever specific Flat Rides are impossified • Fixed that the ‘remaining payback time’ statistic in loans does not track correctly after fully paying back a loan • Fixed that the loan amortization in the finances tab does not reflect the monthly repay rate correctly • Fixed that 'Boost fun' and 'Boost amazement' is missing within the impossification panel during Shop Impossification • Fixed that the 'Manage Prefabs' option has no functionality on selecting it shortly before the pitch meeting • Fixed that refounded cash after demolition is counted for the achievement 'Worker', 'Middle Class' and 'Millionaire' • Beyond the Depths – Theme World • Fixed that the Beyond the Depths souvenir shop prefabs only unlock if the Western theme is also unlocked • Fixed the Flat Ride 'Serpents Appetite' displaying a wrong image in the 'Shops and Rides' tab of the Park Management panel
Interface • Fixed that the prefab thumbnails often have too dark shadows • Added some additional words to the profanity filter • Removed some words from the profanity filter that resulted in normal words being censored • Fixed multiple typos • Fixed a missing tooltip for the impossified hook ‘Gushing with Excitement’ • Fixed that the rides queueing time stat for specific rides can be displayed with negative values after impossification • Fixed the ‘customer’ section in the overview panel for shops and rides not updating • Fixed that occasionally there are multiple entries for the uniform color customization • Fixed that the dynamic cursor is not immediately visible upon starting a new map • Fixed that the dynamic cursor is not visible upon starting a new missing map • Fixed an issue with gamepad where the ‘place module’ tab is triggered while changing the station size • Fixed that the text and tooltip of cleanliness for toilets have the same description as rides • Fixed that coaster editor menus and panels often overlap one another • Fixed that sometimes the placement tooltips do not show the correct price of discounted objects • Fixed the colour of staff lounge and toilet icons being the same as for food shops • Fixed that the highlighter can get stuck while hovering over a downloading map in the campaign menu • Adjusted the heatmap section for ‘Utilization’ to ‘Ride Utilization’ • Fixed some placeholders displayed in the Undo & Redo help screen for other languages than English • Fixed that it is not possible to navigate the ‘Unsubscribe’ button under user account setting of community content while content is currently being downloaded using gamepad • Fixed that there is a non-functional pop up is displayed when buying DLCs that are reflected ingame immediately • Fixed that the focus fails to remain on the ‘reload map’ pop up after purchasing any DLC from the store while inside of the community content browser • Fixed that the focus remains in the placement panel while a 'Milestone Accomplished' pop up appears • Fixed an issue where it is not possible to navigate to the overview panel of a staff member with a DLC costume upon loading a save without DLCs enabled • Fixed an issue with the ‘Buy Now’ Popup appearing on subscribed content consisting of overwritten DLC content • Fixed that the dynamic cursor disappears on selecting the option 'change choice' during impossification when using gamepad • Fixed that the description of the selected choice are not displayed on selecting and waiving the entertainers for impossfication • Fixed that it is impossible to navigate to the 'Save' and 'Discard' options during color customization of specific coaster cars • Fixed that it is not possible to select a track icon while in coaster editor after logging out of the community content multiple times
Save/Load • Fixed that the total park entrance fee number reduces on loading into milestone saves • Fixed that disabled option ‘impossified station’ automatically gets enabled after loading a save • Fixed that when placing a ride and saving the visitor spawn wave is missing after load
The development of Secret Agent No. 6 has been lacking due to some busy school and work periods. As I want to bring out a great product, more time will be needed. This means that the current release date has been pushed back for some time (unclear how far exactly).
To make up for the longer wait time, I have started a devlog where I'll be showcasing some of the 'behind the scenes' into making Secret Agent No. 6. Should you be interested, you view the devlog here. If you don't want to miss out on any updates, subscribing can be done through the Official page.
Furthermore, I have decided to soon add a second level (not including the tutorial) to the demo to give you guys more gameplay beforehand. Although it won't contain any of the horror that is eventually present in the full game, it can be fun exploring for now. Stay tuned for this!
Should you have any questions or run into problems with the demo, do not hesitate to let me know.
The Outlast Trials - Red Barrels Community Manager
Greetings Reagents,
Our new content update is here! Experience Project Lupara and the introduction of our new Prime Asset, Franco “Il Bambino” Barbi, who is featured in the new Trial Map, The Docks. Season 1 has also commenced at the Sinyala Facility and along with it arrives a host of new features.
This update includes:
New Prime Asset: Franco “Il Bambino” Barbi
New Trial: Poison the Medicine in The Docks
New MK-Challenges: Fuel the Release & Teach the Police Officer
New Time Limited Special Event: Bambino
New Game Mode: Escalation Therapy
New Mansion Escape Trial and Conclusion
New Upcoming Weekly Programs
New Rig: Barricade
Revamp of the Programs menu
Introduction of Difficulty Selections
Introduction of Tasks
Introduction of Catalogs
Introduction of Quick Play
Introduction of the Exotica Pack (paid DLC)
New Sleep Room Minigame: Stroop Test
Many other additions/fixes/changes.
New Prime Asset: Franco ‘Il Bambino’ Barbi
Project Lupara introduces Franco ‘Il Bambino’ Barbi, a formidable new Prime Asset; the first of his kind, hunting players with his beloved Lupara, a sawed-off shotgun that allows him range beyond any Outlast Trials villain thus far.
Reagents will come face-to-face with Franco in the new story Trial, “Poison the Medicine”, which transports players to The Docks, a brand-new map, and Franco's home turf. Keep an eye out for his traps too…
The perverse son of New Orleans mafia don Salvatore Barbi, Franco is driven by craven entitlement, greed, and psychosexual violence fueled by his impotence and insecurities, a freakish ‘big baby’ obsessed with his ‘Pacifier’; the titular boom stick he sucks on when he’s not using it to blow someone to smithereens.
For those who won't get enough of Franco, fear not! The Bambino special event will run for the first 4 weeks following the update where Franco will appear in all other Trials and MK-Challenges.
Franco joins Gooseberry or Coyle in their respective Trials. Compound charismatic trauma accentuated and contradicted by the indiscriminate destruction of gun violence.
The event will be split into 2 parts (2 weeks each), with a selection of Trials for each part.
New Trials and MK-Challenges
Poison the Medicine - In a godless world, opiates will be the religion of the masses. Take control of drug production, and you can kill with the nonchalance of a god.
Fuel the Release - Justice, like civilization, requires power, and power requires fuel. Carry the fuel, power the court, and secure your liberty.
Teach the Police Officer - Defining laws creates crime; replace the precinct’s training film with Murkoff’s reels and make future crimes our own.
Mansion Escape - A new final trial and conclusion.
Mansion Escape
Revisit the final Trial and experience an entirely new challenge.
Mansion Escape will now evolve as you release Reagents, increasing in difficulty with every Reagent Release.
Witness a new release conclusion when you succeed in escaping and become Reborn.
Players can only accumulate 20 Release Tokens at a time
Escalation Therapy
ESCALATION THERAPY, a new game mode being introduced alongside this update.
Reagents partake in a roguelite experience pitting them against a never-ending series of randomized Trials with variators that will have them clawing their eyes out until they succumb to a Permadeath that will begin the cycle anew.
Reagents will begin with nothing and build their loadouts from Murkoff’s limited selection of upgrades.
The longer you can survive, the bigger the reward.
Upcoming Weekly Programs
Upcoming weekly programs in this season:
HEMORRHAGE - Damage causes bleeding, and unless you find and use bandages, you'll bleed out, and die. We won't always be there to take care of you.
CAPGRASS DELUSION - More devious imposters, no player names displayed, and radio communication is limited. Cooperation is crucial, trust no one.
THE HUMBLING - Start the Trial with lowered health and limited inventory. We strip you down to your truest self, so you can identify and destroy who you really are.
CROSSED SIGNALS - Radio range is limited. In the ensuing silence, Reagents are increasingly vulnerable to hallucination. Learn to mistrust silence, let us be the voices in your head.
And more! Stay tuned!
New Rig: Barricade
Reagents can gain access to a new Rig to use in the Trials: The Barricade.
This tool can be used to block paths, giving Reagents the time needed to complete their objectives while pursuers are forced to bash their way through or take the long way around.
Like the other Rigs, The Barricade comes with its own set of upgrades that can be unlocked to bolster Reagents even more in their moment of need.
Programs
The Program menus have been revamped with a new visual and difficulty selection support.
There are now 3 programs at all time:
Core Therapy “Genesis”: Access to the Genesis Trials.
Weekly Therapy & Special Therapy: Set of Trials and MK-Challenges that change regularly.
Endurance Therapy “Escalation”: Access to the new game mode roguelite.
Difficulty
We are introducing a difficulty selection to Program Genesis, Weekly Therapies, and Special Therapies. Players can now adjust the difficulty to their pain tolerance:
Introductory: The minimum prescribed dose of pain, to learn basic therapeutic techniques.
Standard: Regulated therapy at a statistically average level of terror and pain.
Intense: High-level therapy for patients seeking intense growth.
Psychosurgery: Maximum trauma.
Quickplay
The group finder has been replaced by Quick Play.
Using Quick Play will now look for players of the selected program and difficulty.
The Trial will be picked randomly or be the group leader selection.
The group leader can always change the selected Trial after the group if formed.
Dev comments: “With the changes we are implementing, we aim to significantly reduce matchmaking time and improve match quality. We will continue to monitor Matchmaking and make necessary changes if needed.”
Tasks
Accomplishing tasks gives Reagents a sense of pride, and earns them various rewards.
Daily Tasks: Complete within 24 hours before they refresh.
Weekly Tasks: Complete within 7 days before they refresh.
Weekly/Special Program Tasks: Related to the current event; refreshes with new events.
Genesis Tasks: Assist Reagents in their journey to rebirth.
Reagent Tasks: Related to the Reagent's personal loadout.
Escalation Therapy Tasks: Tasks related to the new game mode.
Catalogs
Behavioral Attire shapes your persona on the path to rebirth. Complete tasks. Earn Stamps. Become a better you.
Standard Catalog “A New You”: A collection of previously available and new cosmetics.
Deluxe Catalog “Project Lupara”: A collection of brand new cosmetics to go along with Season 1.
Catalogs offer multiple pages of cell items and character cosmetics.
Unlock catalog content by spending Stamps, which are earned by playing Trials, MK-Challenges, Escalation Therapy, and completing Tasks.
The Standard Catalog is unlocked from the start.
Seasonal Deluxe Catalogs must be purchased with Murkoff Coins.
Murkoff Coins can be earned by completing the Standard Catalogs.
Seasonal Catalogs are permanent and will never disappear.
Acquired cosmetics from the Catalogs are kept forever in your inventory.
Stamps collection will reset at the beginning of each new Season. All unused Stamps will be automatically used to claim rewards from the Catalogs (if applicable).
Stroop Test
A new sleep room mini-game for reagents to enjoy while they “unwind” between trials. The Stroop Test is an experiment requiring Reagents to hastily choose between mismatched colored words. This mind-liquifying test quickly becomes a classic Outlast mindbender. Be warned that the Stroop Test, features strobing lights
The Director Radio
The following menus have moved from the Terminal to The Director Radio in your cell. Consult the radio to access the following:
Records - Your personal stats.
Badges - Your collection of accomplishments.
Documents - The storylines you have discovered.
Changes in the Currencies
With this update, we have made significant changes to the currencies.
Murkoff Dollars have been retired.
All previously acquired but still unpurchased items have been granted to all Reagents.
Stamps have been introduced and can be earned by completing Trials and Tasks. These are used to acquire individual items from the Catalogs.
Murkoff Coins have also been introduced and can be used to unlock seasonal Deluxe Catalogs.
New DLC: The Exotica Pack
Host a scorching summer BBQ from inside your cell with The Exotica Pack. This content pack includes an exclusive set of legendary outfits, cell items, cell posters, E.S.O.P.s and player icons that will show fellow Reagents that you’re the life of the party. Murkoff advises against performing Trials under the influence of unapproved substances.
Added “News” system in the game. Players can now consult important Outlast Trials news directly in-game. The news can be opened from the main menu or directly from the Sleep Room. A notification will appear on-screen when players have unread news items.
Players can now access and modify their Loadout in the shuttle prior to entering a Trial.
Players can now retry a Trial after a failure.
A new animated introduction is displayed when opening a Program for the first time.
A new notification is displayed when a Trial is selected, so everyone is made aware of the Trial.
Increased max Therapy Level to 70 (was 65).
Adjusted the safe hide spot entering distance for the Invisible Amp.
Added a new Terminal notification shortcut so players can quickly access it from anywhere in the Sleep Room.
Dorris, the Shadowy Dame, now has stuff to say. Visit Dorris to listen to hear storyline as you make progress in the Murkoff Facility.
Fixed many other issues and bugs.
Known Issues
There are instances where different or no customization Items are granted with Tasks Rewards when leveling up through XP
If you encounter any issues in-game, feel free to join our 18+ Official Outlast Discord Server and create a ticket to speak with our support team.