We’ve got some exciting updates coming soon to the experimental branch! Here are the changes and fixes we’ve made:
New Feature: Added tree cutting animation for a more immersive experience.
Adjustment: Removed the feature where bandages provided food and water.
Fix: Corrected the 4 and 5 input issues.
Addition: Placed a car near the starting zone after the bridge for easier travel.
Balance: Adjusted food and water depletion rates for better balance.
Fix: Updated weapon damage at the vendor, ensuring players start with a tier 1 uncommon weapon.
Correction: Fixed the quest door and doorframe descriptions for clarity.
These updates will soon be available on the experimental branch. We encourage you to test these changes once they are live and share your feedback on Discord and Steam. Your input is invaluable in helping us refine the game.
We are deeply grateful for your participation in the playtest of Estate Empire. Thank you for being an integral part of this journey. We look forward to bringing you the final version of Estate Empire, and we hope you continue to enjoy the game.
Maddie is making a comeback. She's gone half crazy though and she'll put skillpoints wherever it happens; you have no control over where they go, making her the hardest character to start with. She comes with two new achievements: The more the merrier: unlock all characters. Mad as a hatter: use only Maddie without ever swapping to beat normal reality.
We have a lot of new features in this update! Here’s what to expect in this new version:
- Added a skill for Dimitri: Available for purchase from Daniel. - Fixed English books from Daniel: Code lines are no longer visible. - Improved combat interface: The action menu and buttons now only appear during the player's turn. - Added characters following the player in the "World". - Updated the interface for certain reflections and dialogues: Old interfaces have been updated. - Fixed a bug: Resolved an issue when purchasing a map from a vendor. - Added the command skill at the start of the game: The reward choice from Zhân is removed, and the player automatically receives the "Object" book. - Changed the rest system: You can now sleep anytime, but be careful! Time passes, and you need to watch out for time lost while sleeping.
We hope you enjoy these improvements and additions. Happy gaming, everyone!
To check the version, look at the second number on the top right of the main menu. If it contains 4438 or greater, you're good!
Changelog: - CRITICAL FIX: Music not stopping in the end sequence if you are too fast, making the whole sequence an audio mess. - FIX: Typo in one of the ending newspapers. - FIX: Typo in english. - FIX: ISO Date format is correct now: (1992-12-30 instead of 1992/12/30). - FIX: Confirm/Return buttons in the digicode were not localized. - FIX: Tofu characters in chinese in the Evidence Room. - FIX: Post credit scene intro text was not localized.
If you have any issues, please join the discord server and report them!
Powerful in Pink! As a token of our appreciation for playing Mortal Kombat 1, a new item has been added to your inventory. Thank you for Playing Mortal Kombat 1!
Today we are happy to announce the multiplayer mode.
In addition to the Single-Player game mode, we have developed some ideas for Multiplayer.
Colonies of the Remnant will be playable in multiplayer mode.
However, we also want to add the co-op mode to the game. This will have a series of complex processes. We haven't decided how to proceed with the co-op mode yet. But for us, the most logical option is to make a slow and correct decision rather than a fast and wrong decision. So we won't rush into this. Co-op mode has entered our calendar. In order to improve the gaming experience, we must think carefully about this.
You will be able to test this feature in the game demo that we will publish in the future.
There is no other trailer for now. We plan to share more about the multiplayer mode with you throughout the development process.
In the Settlers League, you’ll be able to earn a set of exclusive microtransactions themed around the Settlers of Kalguur expansion by completing 40 new challenges. At 12, 24, 32, 34 and 36 challenges you’ll receive the Runebind Weapon Effect, Rune Character Effect, Kalguuran Cloak, Verisium Knight Unique Finisher Effect and the Kingsmarch Portal respectively.
Completing challenges also grants you pieces of the Settlers Totem Pole Hideout Decoration!
In Ruthless you’ll receive these microtransactions at 2, 4, 6, 7 and 8 challenges completed.
Hello Steam community. We want to thank you for all of the excitement and support for The Run: Got Next. While our team has worked on a lot of big games, it's our first together as a studio, and we're looking forward to building it together with you.
That all starts with listening. So we thought our first post here on Steam should be answering some questions we've found from here and different corners of the internet. We may do this regularly on Discord and maybe here too. We'll see!
Thanks again, keep the feedback coming, and we'll see you on the court.
So is this game half court? Full court? 3v3 only? Our main mode is full court, 3v3. We’ve tested different scenarios, 2v2, even more players but 3v3 on a full court is the sweet spot for getting to the back and forth pace we think is most fun.
How much is the game going to cost? Is it going to be free to play? We’re still working that out right now, but rest assured our goal is to deliver a highly crafted game at a reasonable price. We’re not looking at Free to Play, it’s not the type of game we’re interested in making or the type of community we’re looking to build.
Why didn’t you show gameplay? When will I see gameplay? When we show gameplay, we really want you to see the full experience of The Run – more characters, how The Run system works, the roguelike elements, you haven’t even heard about hype mode yet… But at least we didn’t ask you to pre-order, right? ;)
What about monetization? Are you planning on selling items like other sports games? One of our principles is to make sure players won’t have to waste their time (or money) ripping packs to be able to compete and have fun. This is a video game, not a casino. We want you to jump in, have a blast and enjoy your time in The Run right from the get go playing basketball. There will be things we sell at some point after launch, but they’re more cosmetic and new content oriented in nature. More to come.
Can the game be played offline? No, the game is fully PvP. You’ll be able to play by yourself or in a squad of up to 3 players against other teams online.
If I ask more and more about a true single player mode, will you make it? Maybe, eventually? We’re focusing on nailing an amazing game, and we’ve got our hands full with ensuring the online experience works as intended, but we’re definitely listening to everything the community is saying.
Are you planning on giving players a chance to playtest before launch? Absolutely! As a new studio, it’s especially important for us to get players into the game early in order to collect feedback and to make sure our online systems are working as intended. We’ll have more to say on this later as we’re getting closer.
Why aren’t you making a straight re-master of NBA Street, Vol 2? Street and games like that are definitely the inspiration. But we also want to make something that introduces some of the fun elements from different genres we all have loved playing since Street.
Aren’t you guys part of EA? A lot of our team used to work at EA, many of us for 10+ years. We’ve also got team members who have worked at Riot, Epic, Crystal Dynamics and some members who come from outside games too. We are fully independent, our own, small team – about a dozen, and we have some key partners as well.
Will there be couch co-op? We loved playing games like Street on the couch and we definitely are seeing you all feel the same! It’s something we’ll investigate but we can’t confirm anything right now.
How are you thinking about live service? We definitely have a lot of ideas on content we can add – new courts, characters, game modes. Our approach and focus right now is on launching the game first and making it as great as it can be. And of course, one of the biggest reasons we want to see this community grow is to talk to players and understand what they’re looking for in live – courts, characters, features, etc. Fire away!
Is the game going to have any NBA players? Right now we’re focused on creating our own roster of characters to make sure you have a diverse group of playstyles to choose from right from launch. But it’s something we’re definitely open to and we think there are ways to include players and really anyone who is authentic to the sport of basketball into our world and game, which we as players would be excited about. If you have any ideas, please feel free to share.
What about other sports? The footballs? Hockey? Baseball? We're focusing on basketball right now, making sure we nail it and get it right. But absolutely we think this formula can work for other sports and have ideas. It’s one of the reasons we started the company, we think the whole genre can use some new energy.
Further updates to pathfinding -- the last item left is (hopefully) diagonal movement. Many updates to handle different situations/bugs. This should be getting very close to the "end" result.
Fixed an issue with rendering related to fog settings.