The prologue launched two weeks ago, and we've been blown away by the response from the community! A huge thanks to everyone who played the game and left a reviewâyour feedback has been incredibly valuable to us.
Attention, convicts! A new transport of fixes and fresh improvements just arrived! And among them you can find what most of you have been voting for. Yes, you guess it, you can now pet your rats.
Thanks a lot to all of you who took their time to write us your feedback, suggestions and report issues in our discussions (https://steamcommunity.com/app/1865930/discussions/). It's thanks to you that we can improve the game further!
From the raiding roguelike RABBIT & STEEL comes THE Rabbit with THE Steel! Features ribbons, rabbit ears, an innocent smile, and a giant sword that solves all of her problems.
Available from now until the 20th of August! Be sure to pick one up!
If you pledged during the first campaign, you don't need to do anything further; your plush should already be on it's way. Check your email!
I have been hard at work on mod support!
There have already been a few people in the Discord and elsewhere making mods for the game. Some mods have been simple character skins made by replacing files; others have been more complex affairs that directly change the game's code.
I'm working to make things a bit more simple and flexible, so that people can make certain "easy" modifications to the game, and have those modifications work online where they can.
I've put what I have so far on a public beta branch! It's accessable by right-clicking the game in your Steam listing, going into Properties > Betas, and selecting "modding-beta" from the dropdown.
Note that the "modding-beta" branch can't play with the "default" branch, so if you're playing with others, be on the same branch!
Currently, the beta supports Animation mods and Loot item mods. ...And also currently, there's very little documentation about how it works. It's still very much a "beta". Let me show off a few things though!
First off, I made a menu that lets you enable and disable things from within the game. This won't work for mods that directly edit the game's code, but it will work for mods that use my systems.
You're also now able to edit animations in the game, to a greater extent than before. Rather than replacing files within the game, you're able to specify what file an animation should use, and which frames are movement, attack, defeat, etc.. So, you don't have to stick rigidly to my sprite sheets anymore.
Though, animation mods will still only work locally; if you want others in your lobby to see your sick custom skin, they'll have to install the same mod.
You can also now make custom items!
These will work online... sort of. Whoever picks up the item has to have the appropriate mod installed for the item to appear and function correctly. And, the game will spawn modded items based only off what the lobby's host has installed.
If one player doesn't have the mod installed, it'll look a bit like this:
On the left, the host has the mod installed, so this item will work for them fine if they pick it up. On the right, a lobby member doesn't have it installed, so they just see a blank item, and picking it up will do nothing.
Theoretically, it should be possible to remake any item that's currently in the game, with a few exceptions (like Book of Cheats or Feathered Overcoat). ...But, again, very little documentation yet. It's a work in progress.
I'll be updating that in the Discord as I go, so if you want to get a jump-start on using the new stuff, or have any feedback, feel free to hop in.
As for the DLC... I haven't done much yet! I wrote down all the stuff I want to put in it, and did a few character sketches. That's kind of progress, I guess. Mostly I've just been working on the modding stuff.
Uh, yep, don't have much on that right now. I'll try to get some sort of preview in the next post like this I make. ...That's all for now, see you next time! Buy a plush!!
This month's update lets you access a brand new floor, along with another massive milestone in Effera's route: The first romance scenes! If you've done a good job collecting affection points, you'll get to see some exclusive CGs for Saeva or Maesol.
Thank you so much for your support, and I hope you'll enjoy!
- Fixed game breaking bug on "Home Late" that prevented player from exiting the car and blocking progress 1 Performance optimizations and lighting improvements - Numerous adjustments to tutorials and puzzle readability - Fixed a few soft locks that were possible - Replaced several pieces of placeholder art/assets with final versions
Improvements:
- NEW Sketch viewer that allows you to view all the sketches you have found in the world. - Controller support improved further to include some menus that were not previously supported - Made swimming much more responsive and predictable
Coming For Launch
- Tutorials/controls notifications will display controller bindings when applicable - Full Steamdeck Support - Completed subtitles - More bugfixes and optimizations
The game is finally out in Early Access. The early access version includes - 45+ cards - 20+ enemies - 2 Worlds, each with 2 possible bosses - Random Events - The Archive: Collect information on cards, enemies and more
Now is the time to collect feedback, hear constructive (or not) criticism, fix bugs, and just see what's in store for the future of Calamity Sanctuary. If you want to join the discussion, then please join the official Discord channel : https://discord.gg/mnnC55hE
Welcome Sleepers, to our very first Dune: Awakening community newsletter!
Look forward to this new hub of information for all things Dune: Awakening. We in the community team will keep you regularly updated about any news you might have missed, showcase new parts of the game, and celebrate all the talented Sleepers in our community. We hope you enjoy these as much as we enjoyed making them for you!
These past few months have been quite hectic for us here on Arrakis, with the cinematic reveal trailer, the new Dune: Awakening Direct, and our visit to Twitchcon Rotterdam. There's a lot happening, and this is only the beginning (remember to keep an eye on Gamescom, where weâll reveal more gameplay!).
The Communinet Signal will change over time, as we iterate and improve it based on your feedback and collaboration. For now, hereâs what you can expect:
Each month, we'll chat with you directly and maybe even bring in some devs to share spicy game details. In the Roundup, we'll sum up all the major Dune: Awakening happenings of the last month, show off some awesome game art and sounds in Asset Highlights, and spotlight YOUR amazing fan creations in Community Creations. You can even get your burning questions answered by sending them our way with #DuneAwakeningCommunity, in our Questions from the Community section. And to wrap it all up, we'll leave you with some parting words and a little something to get you involved in the next issue!
We hope you find these newsletters useful and help us evolve them over time to become the hub of all things Dune: Awakening!
Thank you for tuning in. May you find shadow and water on your path.
The last couple of months brought a wealth of announcements fit for a Carryall, including the incredible milestone of 1 million wishlists, a number which just keeps on climbing! Weâre so grateful for all the support so far. Make sure to wishlist the game on Steam if you havenât already!
The debut of our new cinematic trailer, The Vision of Paul Atreides, was revealed at Summer Game Fest, revealing the alternate history of Dune: Awakening, which carries massive implications.
And of course, we canât forget to mention the second Dune: Awakening Direct hosted by the wonderful Soe Gschwind. In this Direct, we dove into different narrative topics that are important to the world and unveiled the secrets behind them. You can watch the Direct in its entirety here! Or if youâd prefer to watch a segment youâre particularly interested in, you can find links to the individual videos here:
We have much more on the way, including the gameplay reveal at Gamescom this month. See you then!
Harko Village is one of the social hubs you can travel to via the overland map. Within its streets, you'll meet many other players from your world. You'll find various vendors and NPCs of interest, the CHOAM exchange, and social areas to engage with friends and allies. Meet Hanovars bar.
In game screenshot.
The moment you step inside Hanovars, you'll be greeted by the majestic skeleton of a whale, proudly displayed to flaunt the Harkonnen's wealth and influence. Beneath its bones and a thick layer of smoke, you can meet other sleepers, discuss strategies, and even show off some moves on the dance floor.
You may not be able to show your rhythm on the dunes of Arrakis, but on the dancefloor of Hanovars bar, you better dance like there's no tomorrow. For your enemies, there may not be.
As more and more of our character creation has been unveiled, Sleepers have been quick to share their own vision of their character on Arrakis. This includes drawing them out!
8-BALL code for a C++ course, by Keyloor
Art created on burned papirus, by Leilo1L1
Vehicle Fan Art, by Leilo1L1
Character art on paper by 9ironkiller
We love seeing what our community creates, so make sure to share yours on the Official Dune: Awakening Discord server, or tag us on social media with #DuneAwakening.
It's hard to see the future, what Paul thinks he is seeing could be flawed or incorrect. Follow the clues and discover the truth in your journey across the game.
Yes! If youâre happy with your base but want to move, you can save it as an architectural blueprint. Or if you prefer, share it with allies or sell to those willing to pay at the exchange. If youâre playing with a friend, placing down holograms for them to fill in while help with a more streamlined building experience as well.
You can do this via our webpage or in our FAQ, where we also have more information about the closed beta process. Joining the official Discord server will also help to keep you informed and answer even more questions surrounding the beta.
We are currently in persistent closed beta so players are being invited in waves. While you wait, keep an eye out for us at GamesCom where weâll be showing new gameplay!
And with that, we conclude our very first Communinet Signal. We hope you found it useful, informative, entertaining, or anything in between. We're excited to create this new hub of information as we see our community grow and take shape.
But this is only the first step of our journey. As you're reading these words, we'll be busy preparing our next newsletter, with more information and highlights for you to enjoy... and maybe even be part of!
For our next issue, we're calling all artists in the sietch: You've seen one of the social areas in Harko Village, but we're missing your moves. Show us what you've got! If you have any fanart imagining yourself dominating the Hanovar dancefloor, send it our way using #DuneAwakeningCommuninet on social media or by sharing it in the Fanart channel on our Discord! It can be anything: a drawing, a video... anything you pour your creativity into. Remember, these must be created by you, not using AI-generated art. Thou shalt not make a machine in the likeness of a human mind.
If you have any comments about this newsletter and want to discuss it with us and the rest of the community, make sure to join the official Discord server and check out the new Communinet Signal channel.
We look forward to seeing all your reactions and comments. See you in the next Communinet Signal and at Gamescom (and we think youâll be very interested in what we will reveal there)!