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Finally after too many months I can proudly announce a new update. The update is a bigger one than previous updates :)
Why did it take me this long? There are a couple of reasons: studies, some personal things, had to fix some garbage code to add new features (first time bigger game code and all...), scraped things after building them(they did not make sense, either based on the content or based on balancing) and because certain things took more time than I had anticipated.
Now onto the update and what changed:
Damage numbers got a rework
The damage numbers now look better and show little icons to better understand what damage is being dealt. The damage number system is also made using a very efficient method allowing me to spawn lots and lots of damage numbers without impacting the fps much/at all!
Tower ability changes
Certain towers had abilities that did not feel good to use(like the tornado on the rain tower). I gave these towers new abilities and hope they feel better/ feel like they have more impact.
Magical shots for the projectile tower
Made new maps with new map mechanics
Previously there was only 1 map, the green one. I decided to add more variety to the maps including different mechanics per map. I have not described these in the handbook yet (maybe never? Intentionally of course).
Custom maps
Defeated the 4 new maps and want a different challenge? Custom maps! There are currently 2 custom maps available with more to come
Run modifiers
Defeated the 4 new maps AND/OR the custom maps and want a different challenge? Try the run modifiers and see if you can beat the maps on these modifiers (also try to complete the achievement related to the modifiers :) )
VFX visibility noise settings
A much requested feature was being able to lower the amount of visual noise the visual effects created. An option has been added to the Video Options in game. You can either show all, which is default and normal, partially reduced which shows the most important ones (like the attacks of towers), or all reduced.
New method for obtaining items
I removed the mysterious force because I did not really like it. Now instead you can trade your items in the main base to get other items. Go try it out! (you still get shards, now by killing the bosses. So the friendly wizard still sells you items).
Endless mode
The 4 maps + the custom maps now all have endless mode. After defeating wave 50 you get a prompt whether you want to end it, or keep on going in endless mode. How far can you come?
UI changes
Made the UI more consistent and better looking.
Added 4 new item recipes
Lightning focus, Path missile, Fire storm and Laser support
Custom targeting for certain towers
Certain towers can now be aimed manually at a certain location.
and some less screenshot-able changes
10 new achievements
New and fresh leader boards
Added 30+ new items with a new item tier (also retired and reintroduced some items)
Lots of balancing changes to both items and towers
Lots of bugs fixed (and I probably introduced some new bugs as well which I will work hard on the next couple days/weeks to fix!)
Lots of optimization updates. The game should run smoother for most people now!
Future of updates
In the coming days/weeks I will be mostly working on the bugs that people will find, some balancing and some QOL changes. After that I will be working on the 1.0 update. I have a bunch of ideas for towers, items, progression, and an additional map. I've been working on additional language support which will be finished for the 1.0 And of course I will be reading some of the suggestions you guys make :)
Bug reports
If you find bugs or weird things, please do tell me! I will try to fix them asap. You can either message me on discord (you can place it in the server or dm me/@ me) or fill in the bug form which you can find a link to in the game main menu. I also made a new entry on the steam forum where you can submit it
End note
I want to say sorry for not responding too much on the steam forums/discord. As time went on I found it difficult to respond to people because I couldn't really show/announce new things that I had been working on (because progression was slow by the aforementioned reasons). Thank you all for the nice words, support and reviews. They do really help me with the development of the game :)
- You get a funny hat if the story content of the demo has been completed in that save. - The savefile now has an indicator that it's from the demo on the savescreen (Save again if you don't see it.)
As for the demo: - 2 more languages added. Simplified chinese and german (german isn't available for the fullversion yet cause that takes way longer to translate than the demo.) - Added Cutscene skipping
Note that older versions of demo savefiles will not be compatible.
Bug fixes for the fullversion: - Fixed Hounderick pretending he shot the laser attack when it was actually salamonty. - Fixed one of the frequent speeches for plants being set to check for story progression instead - Fixed getting possibly softlocked in newspaper quest
(Bug I just discovered but may consider leaving since it's funny: if you already have the battle addict trophy in the fullversion but transfer in a demo savefile, you will be presented with a free frozen pizza in that demo save. Eat it well.)
We have tentative plans to release the next big update THIS SEPTEMBER! We're very excited to show you what we've been working on for the last few months.
We have a lot for you to dig ⛏️ into in this new update, so the whole team is hard at work putting this together. Many new player-requested features are finding their way in this new "Caves Awaken Part 2" update, so we're excited to see what the dwarves have to say about it!
Some new features include:
Combat reworks (Stamina + combat reward system)
New structures and dungeons to explore
"Trap" structures for more dangerous dungeons!
Buttons, levers, sentient boulders, and more!
Additional biomes to explore
New and improved Dwarven Kingdom that can be expanded
Entirely New missions to get involved in
New NPCs to help you on your descents
Ability to skip to layer 2
Storyline missions/quests
All of your positive reviews you have left our little team working so hard on this game has been amazing to read through, so thank you for everyone who has been taking the time to write them. It has helped us out a lot! They've been a gem to dig through. 💎
If you have any suggestions or input, please join our Discord! We'd love to hear from you.
- Fixed bug causing some players to crash when matching cards
Thanks so much to everyone assisting me in finding these bug. Together, they don't stand a chance ;). You help more then you know, keep up the great work Pixel Flippers!! :)
Part of our 10+ year journey as game developers has been constantly working to improve every aspect of our games with each new release. If you’ve been with us for a while, you’ve seen, and heard, this evolution in each game. For soundtracks, our studio has progressed from buying non-exclusive tracks from online markets to hiring our own team and lovingly composing original soundtracks from scratch.
Today, we’re taking an exciting new step forward for both our studio and Cyber Knights: Flashpoint with the release of Reactive Music: dynamic, engine-controlled music layering that reacts to your gameplay, building tension when you’re close to being discovered or amping up the excitement as your shoot-out intensifies.
^^^ Not trying to play well here at all, just trying to illicit big changes from the reactive music's tension system
A major tech upgrade made possible by our Kickstarter backers
Because of the success of our Kickstarter, we were able to upgrade Cyber Knight’s audio engine early on to use Wwise, a much more feature-rich interactive audio solution for games, made by Audiokinetic. It’s made it easy for us to integrate SFX across Cyber Knights’ tactical encounters with all of your squads’ abilities and interactions.
Now, working with our composers and sound designers at Studio Viking, we’ve rigged up the game’s soundtrack with dynamics unparalleled in any previous Trese Brothers release. We’re no longer just looping songs from a static soundtrack - by using Wwise with Unity, the game’s audio engine can process and mix individual instruments, movements and tempos rather than just starting and stopping static tracks.
A better heartbeat (and melody) for the game experience
This means the music will now match itself to game events as they’re happening real-time in your heist. As the gameplay tension rises, guards start to become suspicious, a body is found or the first shots are fired - the game feeds this into the music engine as a tension rating and musical mode that cues the reactive music component on how to mutate, change tempo, add and remove musical instruments and intensify the mix to match your gameplay moment.
As the tension increases and wanes within a level - as more reinforcements arrive, or as Head Hunters kick down the door, or you kill the last guard who knows you’re in the building - the music can dramatically shift to follow the rise or drop in threat.
Roadmap milestone + more audio polish
This is a huge step up for the game’s sound experience. This not only completes the Reactive Music major milestone on our roadmap, but adds all of the other tracks (and their component elements for Reactive Music to use) from the game’s soundtrack that weren’t yet included in the game, increasing the variety of in-game music by more than tenfold.
We have also received a lot of feedback about the sound effects and the music in Cyber Knights: Flashpoint. This patch addresses some of them and we are working to incorporate more of that feedback into upcoming patches. We’ve adjusted several audio effects, mixes and made platform improvements that should help resolve several of the higher priority issues.
Added 5 new Matrix Hosts
We've improved the catalog of matrix templates again for solo hacker missions as well as matrix hosts used in across the proc-gen missions with SCU and APU available. Every push to increase these helps us strive for a point where every proc-gen map, objective, matrix host combination is reaching a tipping point of uniqueness as these catalogs continue to grow.
With this update, we've completed some needed rebalance for Soldier's Coordinated Charge and Cybersword's Deflection Field. First, we've reduced power on Coordinated Charge, removing the ability to get a second max charge. With the recharge rate, ability to extend duration, this Talent can already be almost omnipresent so this helps bring it back into a fairer spot within the meta. In addition, the final upgrade that gives +1 MP no longer adds +5% Move Speed, leaving the total achievable Move Speed at +25%.
Cybersword's Deflection Shield has received a 6th upgrade node which can enable you to drop the shield for 0 AP and only an IO-Batt charge from your blade. This can be really helpful in those clutch situations where the AP are just too tight, so consider this new upgrade!
Decoy Upgrades
The Decoy II and III programs' have both received an improvement, a minor buff to their armor and a reduction in program rating so they are viable on more decks. Decoy II is up to +4 Armor (which matters all the more now that Hacker's brains are bleeding more!) and has had a Program Rating reduction and Decoy III is at +6 Armor with an even bigger Program Rating reduction.
Enjoy making those IC and the Q-Sec Escalation miss!
Better Power Level 2 Prices
Thanks to all the players sharing feedback and chatting with us in Discord. With your help, we've improved the pricing matrix for low level armor and weapons you can get at the beginning of the game. All of the prices have come down a bit, so remember to go shopping when you've got some U-Dahs after your latest heist.
Story Repercussions
We've improved the story events if you ignore the starting Vanguard's Cube Run mission. Don't do it - it is not exciting, and the Vanguard just gets mad. But before we had missed the consequence here and nothing was said and no one cared. That said - go on the mission! z
v1.8.39 - 8/2/2024
- Added reactive music system - game music now responds to rising stealth and combat tension, varies music intensity - Major increase in variety of music in missions - Added 5 new matrix hosts maps to hack-only and proc-gen missions - Down-balanced Soldier's Coordinated Charge - removed option to get +1 max charge, total move speed bonus is +25% - Improved Decoy II and III with more Deck Armor, reduced Program Ratings - Added 6th upgrade option for Cybersword's Deflection Field to reduce cost to -1 AP - Fixed issue with Chameleon Sheathe implant blocking Stealth Armor from being equipped - Minor price reduction for Power Level 2 weapons and Power Level 2 an 3 Armors - Improved starting Vanguard's reaction to ignoring Cube Run mission - Tightened up timeline on all proc-gen missions, reduced by 1-2 days