Jul 26, 2024
The Braves - 腾蛇
Brave Ones!

The Legendary Weekend has arrived! And that means it's time to replenish your arsenal with new pieces of equipment!

From July 26 to July 29 15:00 MSC (12:00 UTC)[/u] you will be able to get Legendary equipment items and weapons by killing bosses in Castle Bran location. This event applies to all difficulties of Castle Bran location, including Hardcore mode. The chances of getting Legendary gear will increase depending on the difficulty you choose and from boss to boss. For example, in Castle Bran on Abnormal difficulty you will have the highest chances of getting Legendary rewards.

But that's not all! Also for killing the last boss on any difficulty of the “Hardcore” mode, in the location of Castle Bran, you are guaranteed to get a legendary weapon!.

We wish you interesting battles!
The Riftbreaker - voidreaver
Hello Riftbreakers!

A couple of weeks have passed since the release of our latest major update for The Riftbreaker - the World Expansion III and the Heart of the Swamp DLC. We’re grateful for all the feedback and support we received from you during the release period. We hope you’ve enjoyed the new additions to the technology tree and the brand-new Fungal Swamp biome. We have to admit - it is very fun seeing you solve the challenges of the biome and find ways to maximize the potential of the new weapons and defensive towers. We will continue monitoring the situation and addressing the critical issues. We are working on a larger maintenance patch that will include several optimizations and resolve many remaining problems. It will be released near the launch of the World Expansion III update on consoles. Today, however, we would like to look at our updated roadmap and discuss our plans from a broader perspective.



Let’s grab the bull by the horns and tackle the hottest topic first - the Co-Op Multiplayer Mode. We are continuously working on adding it to the game, but because this process has been taking so long to finish, a number of legends have grown around it. We would like to use this opportunity to talk about the topics that show up most often in the online discussions:

  1. The Co-Op Mode update for The Riftbreaker is happening. It is taking longer than we expected, but we have not reached any obstacle that we could not overcome. We had to rewrite the entirety of the game’s engine to support online play, which was an enormous task. However, it is working now, and you can take a look at how it’s working in one of our recent coop playtest videos. We are currently preparing to start a limited closed beta within the next few weeks.



  2. Co-Op will NOT be a paid expansion. It will be a free update, much like the World Expansions accompanying our DLC releases.
  3. We DID NOT prioritize doing paid DLCs in favor of the free Co-Op Update. The only people in our 15-person team who can contribute meaningful work on the multiplayer mode at this time are programmers, who make up 6/15ths of the entire team. The rest of us need to do something in the meantime. With all game mechanics and systems in place, creating new content is possible with very little programming input.
  4. We have NEVER advertised The Riftbreaker as a Co-Op title, which is a common misconception. Initially, we said that The Riftbreaker would not support multiplayer features, but we decided to make an attempt to add one after the release. You can read the original Co-Op development announcement here. Co-Op is never mentioned as a game feature in our marketing materials. We will only start doing so after successfully adding the multiplayer mode to the game. We have also NEVER been in Early Access so we couldn’t have advertised that feature in EA.
  5. Adding online Co-Op is our top priority, but it isn’t our only priority. We understand that a lot of you are frustrated with how long it takes to add multiplayer functionality, but please be respectful of the rest of The Riftbreaker community. Campaign mode extensions and other single-player content have been requested by a large part of the community, which you can verify on our feature request board: https://riftbreaker.featureupvote.com/
We are working on adding multiplayer support as fast as we can, but we never said that it is the only thing that we want to add to the game.

We know this entire section feels very defensive - and it is. We simply can not allow misinformation about our work to spread further. Having a couple dozen ‘coop when’ comments every time we post is pretty funny, but reading false claims that spread like wildfire is unacceptable. It is okay to voice your disappointment, but please be respectful of the rest of the community. We do our best to keep you informed about our progress. We’re sorry it is not as quick as expected, but we are 100% doing our best. You can read our previous posts about the co-op development progress here:

https://store.steampowered.com/news/app/780310/view/3381659291157676103
https://store.steampowered.com/news/app/780310/view/3701435238673426124?l=english
https://store.steampowered.com/news/app/780310/view/3657536564724315072?l=english
https://store.steampowered.com/news/app/780310/view/3657539010840327508?l=english
https://store.steampowered.com/news/app/780310/view/3752120943822713623?l=english
https://store.steampowered.com/news/app/780310/view/4168714761879990385

With that out of the way, let’s talk about our plans.



We have been conducting online Co-Op playtests regularly, improving as we go. We believe that we have reached a satisfactory level of performance and that the current functionality is sufficient to start a closed beta test. During the closed beta, we are going to cooperate very closely with our testers to determine the areas where the game needs more work. One such area is communication. As the closed beta test unfolds, we will test various solutions for in-game pings, voting systems, chat, and many other social aspects of the game. We will also try out various ideas to make the game more dynamic and engaging to compensate for the extra firepower each player brings to the table. This part of the test will likely take a couple of months, during which we will steadily increase the number of players, trying to give everyone who signed up for the test access via our online form.

To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:
We reserve the right to contact only select participants.


After the Closed Beta phase, we will switch to an Open Beta phase. The shape and duration of the Open Beta will depend on the feedback that we gather during the process, so it is too early to talk about the details of this process. We see all of these steps as necessary to say that this feature is finished and ready for everyone to enjoy without frustration.



As you might have noticed, we have purposefully avoided any date announcements in the previous paragraphs. We can’t predict what issues we will face or how long it will take us to solve the significant problems. One thing we can say for sure, however, is that we are committed to giving you the best online playing experience that we can. If it turns out that the game has to stay in beta for a bit longer, we will be OK with that, and we hope that you will be there with us.



Next up on our roadmap is the Expanded Story Campaign update. This massive update will completely overhaul many of the game’s systems. We have already mentioned some of the upgrades in our Steam News, but we will summarize everything once more so that you have an overview of what we’re still planning to add to the game.

The Expanded Story Campaign update will bring you the following:

  • The ability to access randomized planetary missions via the Orbital Scanner interface. Each of these missions will take place on a new map in the biome of your choice. You will also be able to choose if you want your mission to focus on exploration and finding new wildlife or if you are looking for a resource-rich mining location.


    One of the map tiles we prepared for the randomized planetary missions. Can you guess what you will have to investigate here?

  • The Improved Loot System and Weapon System Rebalancing. Our data suggests that Extreme quality weapons you can craft now are too strong, compared to other quality levels, mainly due to all the extra properties they get during crafting. We aim to make the power level increase across all levels more linear. We will achieve that by reducing the number of extra properties that craftable weapons receive. However, we don’t want to get rid of powerful weapons. Instead of having to craft them, each boss you kill, each bioanomaly you encounter, and each treasure cache will have a chance to drop a unique, powerful weapon way more potent than something you can craft. This will give you an extra incentive to explore the maps further and complete all those extra missions!


    We have already tested some of our prototype bosses and they are a handful even in multiplayer. We can't wait to see how you handle them!

  • More challenging boss fights. We will implement a new boss creature system that will send out powerful creatures along with the attack waves. These bosses will get additional abilities, such as damage or healing auras, summoning other creatures, and special attacks. Each boss fight will be different. Any species of creature can become the boss of the wave. Their abilities will be chosen at random. You will have to figure out their weaknesses on the spot. It will be a challenge, but the rewards you will get will make it all worth it!

These additions will give you additional replay value after completing the main campaign storyline. Adding co-op on top of that will make it better, as you can explore all the new content and face new challenges with friends. The Expanded Story Campaign will be a free update for all our players. We will be developing it alongside the closed beta of the Co-Op mode. As such, we can’t offer any actual date - for all we know, we might release these two updates simultaneously.

We know you have been waiting for these additions for a very long time, and we’re sorry they couldn’t happen earlier. However, we finally see the light at the end of this tunnel. All we’re asking for is a little bit more of your patience.

EXOR Studios
BOOK OF HOURS - Arabella Dusk
https://store.steampowered.com/app/2834350/BOOK_OF_HOURS_HOUSE_OF_LIGHT/

AK is away currently on a mysterious writing trip - his last before HOUSE OF LIGHT launches - to finish up the Lighthouse Institute. You've probably noticed that our teasers up until this point about the Lighthouse Institute have been, er, here is a lighthouse! Here are some aspects! Be excited! Well, soon we will have some more specifics to share. People in the HOUSE OF LIGHT beta seem to really enjoy the interactions between visitors - for example, surprising revelations about the hobbies of well-known occultists:

"Douglas and Serena discuss a shared, concealed, but evidently profound passion for knitting. Douglas: 'If you tell anyone outside this room, I'll have you locked up.' Serena: 'If you tell anyone outside this room, I'll give King Crucible your address.'"

Or subtle yet pivotal decisions in other occultists' lives:

"Morgen and Arun return to their conversation about the Obliviates, who once were called the House of Lethe. She playfully accuses him of being a member, and asks him where he keeps his three chains. He parries by asking her where she keeps her notorious key of black sapphire. Morgen crosses her legs and asks Arun silkily if he would like to search her. After a moment, he says very definitely that no, he would not."

AK is writing even more to cover all the potential interactions of the Lighthouse board. As there are six positions available and 1-3 people (I think!) who are eligible for that position, there're a lot of different possibilities here. It's actually a great illustration of the danger of hidden multipliers in game development. To take an art pipeline example: 'I will add two vases of flowers to each room in Hush House, which will take 5 minutes each. That's quick! OK, so there are 107 rooms, multiplied by 10 minutes, which gives me a task list that will take... realistically three full days' work to complete. Maybe I won't add those flowers then.' This is why AK has to basically rent a room and lock himself inside it when it comes to these big writing tasks in BOOK OF HOURS. It's on us for making such a complicated, baroque game, but hey!

What I can share at this stage is that AK is doing a lot of work on endings, making them truly reflective of your choices and your specific Lighthouse Board. Here's our new Lighthouse-specific ending page, for example (please note this is a mock-up, and may change before we launch):



You'll be able to click on each of the Lighthouse Institute roles ('Secretary Vigilant', etc) to see what that specific person did in that specific role. So you should have a really good sense at the end of a HOUSE OF LIGHT playthrough of the effect your choices had on the world, and what the personalities you put in power went on to achieve. Hopefully that will feel crunchy and rewarding, like a fresh slice of Amber Pumpkin Pie. But more news on this soon, when AK returns!

(Also, more news on the Lucid Tarot and Cultist Simulator coming to consoles on the blog, if you're interested in other Weather Factory news.)
Jul 26, 2024
The King Cat Clicker - Mimimichels
The look of the witch's hat was changed to be in the same style as the game's look

New Visual


Leave your opinion...

Thank you, and I would like to ask you to follow us on social media and remember to add the game to your wish list!


Jul 26, 2024
Cultist Simulator - Arabella Dusk
"The Wood opens around me, but with my new eyes, I see another path now..."

OK, this quote from Cultist Simulator is possibly one of the grimmest things AK ever wrote in the game (the 'Marinette ending' from The Dancer DLC. IYKYK). But I am repurposing it to herald to a good thing and that good thing is some secret Cultist Simulator news! Namely:

Cultist Simulator's coming to console!



Screenshots from the PlayStation dev kit

This is not a drill! Cultist Simulator is coming to Xbox and Playstation on 8th August 2024.  We partnered with Polish publishers Klabater because a) they clearly know what's what and b) we love the Poles. (I used to date one and AK used to live there. One winter's day his hair literally froze into icicles.)

Cultist Simulator's console UI is heavily based on Playdigious's excellent rework for the Nintendo Switch, which we think is the best way to transform a fundamentally clicky PC-first game to a controller-friendly game. So here are the key details to know:

  • Launch date: Thursday 8th August 2024
  • Platforms: Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5

Versions and prices:

  • Initiate Edition (game plus mini DLC: Cultist Simulator + Dancer, Priest and Ghoul DLC) - $24.99 / €24.99
  • The Exile DLC - $9.99 / €9.99
  • Anthology Edition (everything together: Cultist Simulator + Dancer, Priest, Ghoul and Exile DLC) - $29.99 / €29.99

Wishlist the game today if you're interested! Click to wishlist on....



Perhaps some people reading this have had enough of being nice and homey in BOOK OF HOURS and want to start a new run of hubristic Lovecraftian fun. Maybe you want to go through the game to find something AK wrote that's even more upsetting than Marinette's story. Perhaps you just want the colours beneath the skin of the world. Whatever your motivation, I hope you pick Cultist Simulator up on your platform of choice next month. It's the first time we've ever released any game on console (including any of our work on Fallen London or Sunless Sea) so we are excited! Excite alongside us, if you like. ♥

(Also, more news on the Lucid Tarot and BOOK OF HOURS updates on the blog, if you're interested in other Weather Factory news.)

Jul 26, 2024
Aeons Echo - NtkuLover


I am Lilin, the Aeon 0, created by Zeus himself. I've been waiting just for you, Master!

Our world’s in chaos. You are the only one who can save us from the terrible Typhon. As the Son of Zeus, only you and your loyal harem can bring an end to this; Among all your girls, I, Lilin, am the most devoted… I care deeply for you and promise to do anything you want me to!

While we save the world, I hope we'll get the chance to spend some time together… going on dates, having deep conversations, and making love. If Lilin deserves it, I’d be happy to get spoiled with gifts- I’ll make sure to show my gratitude in kinky ways you'll love, my Master.



Ohh~ y-you’re curious to know more about me, Master…? That’s so sweet!! I love music—it helps me with housework and stimulates me in weird ways, getting me even horny sometimes!

Even though I’m a romantic girl who adores watching the night sky, there's more to it… because I also love getting fucked really hard under the pretty stars.

Join me soon, my beloved Master~ our adventure awaits!

-Lilin❤︎
The Last Train - Carbontea
Hi, dear players! Here is Carbontea, the developer of this game. Thank you for all your support of The Last Train! This news is a teaser for a major update coming to The Last Train.

The Last Train will be updated on July 26. The update will be available in both English version and the Art Book DLC, and will be released by Eternal Dream Studio.
The English version was completed by the hard work of the translators. The following is our English localization team list:
English version translation: Yuning YANG; FauxFur; Johnny Liu; Shibei Ding; Hope
English version test: Zorzamoth; Shibei Ding; FauxFur; MoriP; Yuning YANG; Barbara; Ciaran
Publisher assistance: LillethGod;LemonadeHuiHui;C14sama;ChemistryChanAzumi

I'd like to give a special thanks to these translators and testers for their voluntary efforts and support for the game!

In addition, future updates will also make some adjustments to the game content:

About this update
1. This update adds an English option. You can select the language on the initial game interface.
2. If you have the game save file, press X on the main interface, select Delete save file, and then you can select the language.
3. If you have the game save file, the update may cause some problems such as texture errors, which can be solved by restarting the game or deleting the save file.

Modifications and adjustments
1. Fixed and adjusted some text content;
2. Adjusted the display and layout of some UI components;
3. Fixed some archive issues.

Function adjustment
Adjusted the operation method of the game buttons.
Old version: Z key is used to trigger and accelerate the conversation;
New version: Z key is used to trigger the conversation, and X key is used to accelerate the conversation.

Some known common BUGs (not fixed yet)
1. The in-game dialogues may be stuck, triggered off-site or repeatedly;
2. The in-game screen may be torn or stuck;
3. The screen flickers when the resolution is set on the main interface in the game.

The above BUGs or game stucks have not been fixed yet. When triggered, they can be solved by restarting the game or avoiding fast operations.

If there are other BUGs when running the game, or there are any game-related issues, you can provide feedback or communication in the following ways.

Official Discord channels:discord

Thank you for your patience and support!
AnimalLaboratory - 独立摇滚
1.Optimized the third-person fixed camera mode to now support camera rotation.

2.Improved the death count, changing the previous three-death system to a five-death system.

3.Addressed the save file issue where players had to watch the cutscene again after dying in the third level while being chased by a dog.

4.Modified the trigger time for the snail's acceleration ability, now requiring only one charge to release the boost.

5.Enhanced the UI visuals and strengthened the visual effects, while optimizing the clarity of some UI prompts that were previously faint.

6.Humanized the pause key to "ESC," but the key modification can be customized in the settings menu.

7.Improved the visual representation of certain level scenes.

8.Fixed some bugs where the AI was getting stuck.

9.Added English/Russian subtitles.

10.Due to the update involving save files, there is a possibility that save files for existing players may encounter issues. We apologize for any inconvenience caused.

11.The game content will continue to be updated. Thank you for your support.
Project L33T: Prologue - Chupacabra


Earlier today we rolled out a quick patch to address some very important issues.

  • Removed the walking reward while in the Social Hub
  • Fixed some missions that relied on map locations
  • Fixed the low quality textures
  • Fixed items that had missing descriptions
  • Removed item drops from mercenaries
  • Fixed map collisions
  • Fixed game crashes and hangs

Thank you for your support and keep reporting bugs and crashes on our Discord
Lord Ambermaze - F.SnowFlake
Hello everyone!

It's been a while since we've talked about the progress of Lord Ambermaze development. Meanwhile, we are almost finished working on the third biome — the lava one.



This level will be a real challenge for fans of hardcore puzzles. It will be possible to pass through the fiery lands only by earning experience and leveling up during the first two biomes, as well as by actively using your entire arsenal.

In addition, we are working on two new bosses — for the second and third levels.
Take a look at this glorious prickly baby! He will definitely not let you get bored during the final battle.



Add the game to your wishlist, play the demo, and join our Discord.

Regards,
Lord Ambermaze Team
...