Sep 2, 2024
Idle Kitties Online - concole_ ❤️pick me plz

https://store.steampowered.com/app/3062030/Idle_Kitties_Online/
https://store.steampowered.com/app/3146000/


Hi everyone, long time no see!
Here's a look at a new update that changes the rotation of collections and more!


Whats new:
  • Animals and Space collections are going to rare pool
  • New collections Sweet and Jewelry are added to regular drop pool
  • Added case recycle system. Now you can recycle every case for double fish amount
  • Added collections menu. This is where you can conveniently track collected cats by collections and watch them
  • Updated Steam Timeline feature with more icons and events
  • Equipped items now marked in the inventory. To unequip an item, you must click on it again
  • Added system of pins and nickname effects (will be available in the next update)
  • Small fixes

have fun
Overlewd - Meletric


Hello, Overlords!

As the Lupercalia update draws near, Dragon is eager to finally join your army and bring with her some important changes. We're excited to announce that Dragon will soon become available for you to meet! She's a feisty one, so get ready to see her fiery temperament!

You'll also find a brand-new dragon-themed set of skins added to the game with the update! You can get them in the in-game shop or at the Lupercalia event shop. Some fierce dragon-skinned girls will be encountered in Lupercalia battles, so hold on to your hats.

As a part of the ongoing effort to make the game more transparent, there are quite a few changes we are working on to make content more easily acquired and less confusing when purchasing, along with clear value propositions. We are starting off with the empathy packs: they will receive a rework and will now be specifically targeting empathy, with no memory shards and appropriate price reduction.

A new daily log in will be added to the game to make your life easier.

We know how much you love markers and notifications, so we've added another really useful one - it will notify you when your vault in the Municipality is full, and you can claim your silver.

There is something to address: the deleted previous post held incorrect information on acquiring event girls moving forward. We are always looking to improve the ways players can acquire free content in the game’s life cycle. Based on the player content consumption patterns, we’ve decided to rework the way you can spend event currency and obtain event-limited girls.



Starting with the update, the event shop will become a safe place for main event skins to reside in. You can pick and choose which one to get. Event girls will not be sold there anymore.

However, they are a part of both free and premium Battle Passes. You can receive a heroic rarity character for free, just by playing the event. This way anyone can acquire an event girl simply by playing and completing quests which should make it less of a grind. Changes take some time, so we’ll look at how things work and evaluate the change for future events.

In case you'll want to get the most out of it and acquire Premium Battle Pass, you'll also get both girls in Legendary rarity, ready for action! Event girls will also still be accessible through the Event summon.

To clear things up a bit: this month’s Battle Pass is a test bed of sorts, it will be extended to the second month and Dragon will be added as a reward.
To sum up the character situation: Premium Battle Pass will reward you with a Legendary Dragon and the free one will give you a Heroic Dragon.

Starting with the next main event, we'll introduce planned changes to split monthly battle passes and pricing!

Lypercalia update is expected to roll out Tuesday, September 3.
Sep 2, 2024
Lab 77 - Distilled Productions Limited

Currently, the state of Lab 77 is as follows:

135 of 144 bugs have been squashed. Of the remaining nine, three require further work and six require more testing or minor fixes.
- Artwork, music, sound design and voice overs are being worked on.
- A demo for the Steam Next Fest is in the works.

I finally have fixed the camera issues I have had. Annoyingly it was a very simple fix that should not have taken this long for me to find. Essentially, the issue revolved around a value in my CameraMovement script called PosDelta2DX. This value is used to allow the player character a range of free movement in the camera view without having the camera being locked to a position offset from the player position, and it is not ever meant to be more than a value of 2.0. Now, I still don’t fully know how this happened, but under an edge case where the player moved along the direction of a conveyor belt, as in moved left while on a conveyor belt that moves the player left, this value was calculated to 2.1, which stopped the CameraMovement script from calculating the camera’s position.

Now, it is important to understand that it took me over six weeks of testing and trying fixes to finally arrive at a solution. Because the solution was simply this:


As you can see in the above image, the solution was to cap the PosDelta2DX value at 2.0. Additionally, the same must be done with -2.1, capping that at -2.0. Doing that will allow the camera movement to keep calculating itself within the preset parameters, and now Lab 77 has a functioning camera again. Programming can often really be a humbling experience.

This experience does go to show how often the simple solution is the functional one. I spent quite a long time while working on this trying to implement these overly complex solutions such as creating special camera movement conditions for when the player was in contact with the conveyor belt, which only made the movement more stuttered. I also tried to implement camera movement using the Vector3.SmoothDamp() method which also made the movement very stuttered. This sent me down a rabbit hole wondering if I had to re-implement the player movement as I thought the stutter came from the camera oscillating between two instances of the player in one frame.

Of course there are not multiple instances of players in any scene. However, I thought this was something that could happen due to updating the Rigidbody2D component instead of the Transform, or vice versa. Or I thought that the movement being updated in the player controller class was not properly picked up by the camera movement due to the order of execution for event functions. This should of course not be an issue, but Unity being Unity nothing is off the table. Thankfully, I did not have to do any this in the end as that would have been a major undertaking which could have changed the characteristics of the feel of movement in the game. This would have posed an issue for me, as I am very happy with how the movement feels in game.

On a side note, I did have some fun moments in trying various fixes for this bug, one of which resulted in making a specimen rocket ship

I have applied for Lab 77 to be in the Steam Next Fest: October 2024. This means that I will be making a demo of Lab 77 containing the first 11 levels. This demo will mainly be there to show the gameplay and some other features, but it is important to note that this demo will not show the full polished version of the game. Still, my aim is that the demo will be interesting on its own, which I will be able to do. And hopefully partaking in the Next Fest will steer more eyes towards Lab 77.

Making the demo has thankfully been a very straightforward process. Since I spent a lot of time on the underlying systems, I have been able to easily adapt the demo to include the first 11 levels without having to implement any workarounds or having to solve any other issues. Because of this, I have been able to spend some time on polishing the demo a bit which will help. Goes to show that planning is important when programming, and thinking ahead. This also means that I have had some time to try some different things, such as adding more layers to the background.

I thought this worked quite well, though it’s probably best not to do this with every level as it can get a bit busy. Also, if you want to see a full video of this you can do so here. On a side note, I do post a lot more updates and behind the scenes stuff on the Discord, which is accessible though the Patreon, and I am trying to be better about posting the same things directly to Patreon too. I have gotten into a rhythm of posting to Twitter but adding more places to post updates has somewhat thrown off that rhythm. It is unfortunately not the easiest thing to keep on top of doing effectively three full time jobs at once.

If you want to read all the previous Dev Diaries, you can do so here

That is all for this dev diary, more to come in two weeks.

- Olav
Sel Mounta-Siege the Demon Castle - randomness5555
Hey all, quick fix here thanks to one WakkaBlitzBallChamp! Glad you've been enjoying the game my dood, I tried to contact you to get more info on the bug but it turned out to be so simple I didn't ultimately need more.

Basically, Karkuda's dialogue would lock up post battle if you'd specifically approached him from the front (the sides were fine hence why I'd missed it in my own testing).

He'll now be able to push through the party if you do so, and the other sides still seem to work just fine.
This patch might include some minor fixes made since the last patch too but they're so small I don't even remember what they were.

As usual, it might take an hour or so though for the patch to go live, and feel free to let me know if it didn't work.


It's also worth noting, while I've not been actively adding more to my released games, I've not abandoned them, just been busy working on newer products and with my new other job. Anyone that has an issue in any of them is welcome to bring it up and I'll see what I can do to patch it up!

Also if there IS any desire for me to add additional content to any of the released games, do feel free to send in suggestions! I'd be perfectly happy to expand them if it's something I thought would genuinely improve them!
The Deadly Path - damian
Thank You for Joining Us at Gamescom 2024!
We want to extend a huge thank you to everyone who stopped by to check out The Deadly Path at Gamescom 2024 (especially our personal friend, the baby bat)!

Your enthusiasm and support mean the world to us, and it was incredible to see so many of you diving into the game, sharing your feedback, and connecting with us in person.

We hope you enjoyed the experience as much as we loved bringing it to you. Stay tuned for more exciting updates as we continue to refine and expand the world of The Deadly Path!

Public Playtest Closed – A Huge Thanks to Our Players!
We also want to let you all know that the public playtest for The Deadly Path has officially come to an end, and we want to express our sincere gratitude to everyone who participated.

We greatly appreciate the time you spent playing the game and all of the thoughtful feedback that you provided. Your comments and suggestions are invaluable as we continue to fine-tune and enhance the game. We’re excited to take everything we’ve learned from this playtest and work on making The Deadly Path even better.

Thank you for being a part of this journey with us, and don't forget to join our Discord and follow us on Twitter!
Sep 2, 2024
Mount & Blade: Warband - Dejan


Viking Conquest 2.069 is live! Server admins and modders can access the latest files on our website here.

PATCH NOTES (2.069)
  • Restored the player's ability to make peace.
Together in Between - SpekTrom02
Hello, puzzle lovers!

The big day is here! Together in Between is officially live! 🎉

In this innovative co-op puzzle adventure, you and your partner will be trapped inside a magical book. One of you will navigate the white dimension, while the other explores the black dimension. You’ll need to solve challenging puzzles by communicating only through voice, without being able to see each other.

Together in Between is our first-person puzzle adventure game designed for two players, featuring unique two-dimensional gameplay. Each level presents challenging puzzles that require teamwork and effective communication. Set in a mysterious and enchanting world, this adventure offers a captivating atmosphere with every corner waiting to be explored.

While playing Together in Between, you might encounter some bugs. Your feedback is incredibly valuable to us! If you experience any issues or have suggestions, please share them on our Discord server. This will help us improve the game and provide you with a better experience.

Discord



Adventure awaits! Experience Together in Between today and embark on an unforgettable journey!
Together in Between: Chapter One - SpekTrom02
Hello, puzzle lovers!

The big day is here! Together in Between is officially live! 🎉

In this innovative co-op puzzle adventure, you and your partner will be trapped inside a magical book. One of you will navigate the white dimension, while the other explores the black dimension. You’ll need to solve challenging puzzles by communicating only through voice, without being able to see each other.

Together in Between is our first-person puzzle adventure game designed for two players, featuring unique two-dimensional gameplay. Each level presents challenging puzzles that require teamwork and effective communication. Set in a mysterious and enchanting world, this adventure offers a captivating atmosphere with every corner waiting to be explored.

While playing Together in Between, you might encounter some bugs. Your feedback is incredibly valuable to us! If you experience any issues or have suggestions, please share them on our Discord server. This will help us improve the game and provide you with a better experience.

Discord



Adventure awaits! Experience Together in Between today and embark on an unforgettable journey!
Temtem - Tsukki
Important notice

The focus on this patch was to make Temtem more enjoyable in a more casual way, putting aside our long-held fears that having things become too easy would destroy or make impossible a proper, stable player economy. Screw that! We've made adjustments to most gameplay areas so goals are more achievable and accessible, and most things can now be obtained in less time. In this new Temtem era, the dream of having Luma and Umbra Tems will become a reality for more players, but we still tried to keep the flow of new Lumas/Umbras comprehensible. We've also added new measures against backtracking during the campaign, improved the economy for players on the early stages of the game, made endgame activities easier and more rewarding, revamped Saipark to last a long time, added some nice touches to ranked play, and muuuuch more. We're also opening the floodgates on all cosmetics and Tamer Passes, so the Archipelago is sure to become more colorful! There's hardly any area of gameplay untouched in this patch, so we recommend you give these bad boys a read, or else you might be caught off guard by the changes, or even miss some interesting perks!

This patch is huge, special and bittersweet: it's Temtem's last big planned patch. From now on we'll meet back here from time to time for small bug fixes, and the occasional balance changes. We've reached our original goals for Temtem, fulfilled –even surpassed!– our planned roster of Tems and islands, and saw this game become bigger and greater than any of us could have ever dreamed of. As we kiss it complete, we want to put the cherry on top by making sure everyone, all of you who've been playing for years and any upcoming newbie snatching Temtem for the first time, can have the most enjoyable time while playing.

We hope you like patch 1.8, and that it makes Temtem nicer to play, replay and return to. We also hope you'll stick with us as we discover new genres, learn and become better devs and continue enlarging the Temtem universe with more games, animated series, more merch and whatever the future brings, be it project Downbelow or a future —yet unplanned— Temtem 2.



New Stuff

Welcome to the new Store: not Premium, nor rotating anymore!
  • The Store will not rotate anymore, and the Weekly Feature section has been removed.
  • The Store is now an enormous, permanent recollection of all previously Premium cosmetic items in Temtem, all of them purchasable with Feathers.
  • We've added all the cosmetics available in the previous Store (both items in the daily rotation and all the history of items available in the weekly featured rotation). You'll also find all items from past in-game events, the cosmetics from all Tamer Passes (this will allow people to access the cosmetics even if they don't want to farm the Pass, and to have multiple copies of those that allow it), and a handful of extra items that were currently outside of player's reach, mostly common cosmetics and furniture for Housing.
  • Items that are not part of the store are: promotional items (such as the Paharo Mount or Twitch drops), items available in Tamer's Paradise, items available in the normal Boutiques, items obtainable through the Challenge Modes, furniture obtained through Dojo Wars, and items obtainable through the Arcade Bar.
  • The rotating nature of the Store was the main cause of FOMO that still remained in the game. Part of our desire for Temtem to be enjoyable for as long as possible without new updates includes making sure there is no FOMO left, and offering a greater fan of customization possibilities for players.

We've revamped Luma and Umbra hunting:
  • The new appearance rate for Luma is 1/2.000.
  • The new appearance rate for Umbra is 1/20.000.
  • Umbra and Luma radars will now break after you capture an Umbra or Luma Temtem during that radar.
  • New item: Umbra Radar Box. It will provide a random Umbra Radar when used. You can purchase them at Nanto Labs.
  • The price of Luma Radars has been lowered a 20%.
  • Let the party commence! We want players to have a better shot at finding Luma and Umbra, while also keeping some control over hoarding Luma and Umbra Tems. It's now way easier to find the Luma/Umbra you want, both with Radars and in Saipark, but it should be a tad harder to get 40 copies of your fav Luma/Umbra. To give you some numbers, in 1.7 the chance of finding a Luma/Umbra in a radar was 19.22%, while with patch 1.8 the possibility has gone up to 55.13%.

Saipark is now a whole different place:
  • You will no longer have to pay a fee to enter the Saipark.
  • All weeks will be Luma week at the Saipark.
  • You will only be able to capture ONE Luma Temtem per week in the Saipark. Once you've achieved your weekly Luma catch, no more Luma Tems will spawn in the Saipark.
  • You will now be able to use any type of TemCards in the Saipark.
  • SaiCards will remain, but their special conditions will disappear: they will no longer have an expiration date, will be purchasable from Temporiums and will be usable outside of Saipark.
  • SaiCards will have a normal capture rate (x1) in all zones except Saipark, where it will have a doubled chance (x2) to capture the Tem.
  • These changes are made with the main goal of removing as many as possible of the current pain points of the Saipark, and making the experience a lot easier and more enjoyable, which as you can see is the general trend of this patch. Like for Luma & Umbra and radars, we had to put down some limitations so it didn't get out of control, even more so in Saipark's case because of our ongoing battle with bots. It will now be easier to find a Luma in Saipark, and it's now free to enter, so most players will be rewarded with a sparkly new Tem. We've also made SaiCards a choice instead of an obligation, while allowing the most aesthetic-oriented players to keep that Saipark drip!

Select any Tamer Pass, from any Season:
  • You can now select which Tamer Pass from any Season you want to work towards at any given time.
  • You can select from all Tamer Passes, and switch from one to another in a second.
  • You can only have one Tamer Pass active at a time.
  • Your progress in each Tamer Pass is stored, including the progress you might currently have, so you won't lose anything while switching from one Tamer Pass to another.
  • You'll be able to purchase the "Premium" (please keep in mind there's no longer any Premium currency in Temtem, but we don't really have a name for this section yet) track of any Tamer Pass you choose, and it'll remain unlocked even if you change to a different Tamer Pass.
  • Your selected Tamer Pass and its progress will be maintained across platforms.
  • While we announced this change a while back, it's also part of our intention to address FOMO and fully eradicate it from Temtem so all Tamers can enjoy things at their own pace.

An entirely new Ranked system:
  • Everyone's TMR will be reset to 1000 with the launch of patch 1.8. This will ensure a cleaner slate for the competitive scene following all these changes.
  • Ranked Seasons will now happen automatically every two months. This will take place during the scheduled maintenance period, usually the first Monday of each month.
  • There will still be a seasonal TMR reset like there has been up until now, following the same formula and recalculating TMR for each range based on the population, just as it has been so far.
  • When the competitive season changes and the TMR is reset, all players will receive a Feather reward based on their rank when the previous season ended. It will follow the same logic as all these past seasons, with the only change being the reward.
  • Rewards will rank from 1000 Feathers for Bronze, up to 7000 Feathers for Legend players.
  • The compulsory ranked placement matches have been reduced from 10 to 5.
  • The TMR multiplier of the placement matches has been reduced so they are not as decisive as they were before.
  • We have reverted a past change that limited the amount of TMR you could lose to an opponent with a lower TMR to that of your current TMR; if you lose against an opponent with lower TMR, you will lose the natural amount of TMR resulting from the rival's TMR number.
  • We have also reverted a past increase in K-factor in ranked: we've reduced it so variance in TMR is not that significant.
  • TMR will now be displayed.
  • You'll see how much TMR you win or lose from a Ranked match in the result screen of it.
  • It will now show on the Tamer Profile of each player alongside the rank. It will only be displayed once the Tamer has completed their placement matches.
  • It will also be displayed on the Competitive lobby.
  • With the Tamer Season system gone, the Ranked system can finally have its own schedule. We we want to ensure ranked playing still provides cyclic changes and rewards, and we've taken this chance to provide ranked players with features they've requested for a long time. Some of the changes made are also intended to combat the TMR inflation the game had been suffering for some months.
  • Please note: due to a bug, when you log into the game for the first time after a patch, you'll get a message saying you've earned a lot of Feathers. It's a visual bug, and you're not actually getting those Feathers, but rather the Ranked rewards from Season 7.

Every Tamer's Paradise activity has been adjusted and changed. Here's a complete list of everything added and improved upon!
  • We've changed the behavior of the flame icon on Tamer's Paradise activities.
  • Every activity used to have its own threshold to enter flame levels, and it was confusing. We've equalized the threshold across activities to 100, so now you'll start seeing the flame icon after surpassing level 100.
TemSafari
  • We've added a reroll option for the banned types in TemSafari.
  • When doing a reroll, the game will offer you a new list of banned types for the activity.
  • You can do as many rerolls as you like, as long as you have the funds for it.
  • It will cost Pansuns.
  • The number of banned Types has been reduced from 4 to 3.
  • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: wild Tems will now appear at level 75, and go up one level per new Tem. After 18 Tems have been defeated, newer Tems go up 2 levels per new Tem. After another 18 Tems, they go up 3 levels per new Tem, etc. The leveling up curve is less steep now, allowing Tamers to go farther in the activity.
DraftArena
  • Enemies will now appear at level 73, and go up in level in increments of 3.
  • DraftArena will now display a full battle log when entering combat, even before you have seen the rival Tems.
GritArena
  • We've added a reroll option for the banned Tems on GritArena.
  • When doing a reroll, the game will offer you a new list of banned Tems for the activity.
  • You can do as many rerolls as you like, as long as you have the funds for it.
  • It will cost Pansuns.
  • The number of available Tem species has been increased from 50 to 60.
  • The number of banned Tem species has been reduced from 45 to 35.
  • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: enemies will now appear at level 72, and go up in level in increments of 6.
DigiLair
  • The Tems you receive at the start of a DigiLair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.
  • All target Temtem on DigiLairs have received a scaling buff on their Luma and Egg Move chances. The higher the difficulty, the bigger the boosts.
  • The price of a DigiLair token has been reduced from 7k to 5k Pansuns.
Evershifting Tower
  • We've also added the option to run away from one NPC Tamer per run in the Evershifting Tower.
  • It's the same prompt used to run away from combat against wild Tems.
  • The Tamer will disappear after you choose to run from them, but you will not get any rewards from it.
  • You won't be able to skip Tamers that block access to a new floor, the ones marked with the quest icon. You must fight those.
  • You can now always run away from wild Tems in the Evershifting Tower.
  • Evershifting Tower will now display a full battle log when entering combat, even before you have seen the rival Tems.

You can now skip animations during combat:
  • If you enable this setting, you will skip: Tems' entrance in battles, Technique animations, Status condition animations.
  • You will not skip any information, and will still see the result screen, or the experience screen.
  • This will be a new selectable setting in the Settings menu.
  • This might come as a surprise to many of you, as it was a change we haven't agreed with for a long time. Back at the start, when the forums were the place to suggest ideas and there were only 3 islands, we commented in passing that we'd like to include this in the game, and it was a viable design choice. However, as Temtem grew and we became aware of the player economy that was bubbling up, and how important it was becoming, we realized introducing this setting would bring forth a lot of trouble for its effect on said economy. We decided against it, because as it were, including it would mean everyone would have to activate it to be able to take part in the economy. Faster combat meant faster Luma hunting for those who activated it, thus creating a situation of imbalance. With Temtem having reached completion, we are not that concerned about the economy anymore, and we'd rather have players of all levels of experience, skill and commitment happy and satisfied, enjoying the game more. Since patch 1.8's trend is to make the game kinder, more enjoyable for casual and devoted players alike, you can now skip combat animations.

You can now see when a Temtem will evolve.
  • You can see the level at which the Temtem will evolve on its details page, right under the location where you encountered it.
  • The message will let you know either the level at which the Tem will evolve, or that it's ready to evolve (in case you had previously stopped its evo for any given reason).
  • While we couldn't add the exact level at which it was caught because of technical reasons, we believe this is a fitting solution to the problem of not knowing when a Tem was going to evolve!
  • You can now select directly from your TemDeck when handing over a Temtem to an NPC.
  • You'll be able to access the Tems on your TemDeck when requested a Tem by an NPC, be it for a quest or an exchange.

We've added a new item: Temessence Ampoule.
  • Similar to the Temessence Phial, it recovers 50% of HP of your entire Team.
  • It's, however, a consumable item. You'll be able to purchase it on Temporium after Tucma.
  • You'll find some Temessence Ampoules around the world as well. We've introduced new spots to reduce backtracking during the campaign.
  • It cannot be used during battle.

New item: ETC Pieces.
  • ETC Pieces are fragmented bits of ETCs (Egg Technique Courses) that you can obtain from loot pools, Wishing Wells, or endgame activities like Lairs.
  • You can trade these ETC Pieces for any specific ETC at a new shop located in Tamer's Paradise, the endgame island.
  • All ETCs will be available to exchange at the shop!
  • Different ETCs will have a different price in Pieces, but this is a surefire way to obtain those ETCs you might have been after.

We've added three new usable furniture pieces from the Temporium!
  • You can now have a TemDeck, a Vault and a Healing Machine in the comfort of your own house!
  • These replicas work exactly like their Temporium counterparts.
  • They will be included in the Store.

We've added a new Wishing Well on the Pansun. It can drop pheromones from all Temtem types.
You can exchange Mythical Tems for WishYouWell coins.
  • Have one too many of those big boys? Ellie, on the Pansun, will gladly take them off your hands and give you two coins for your trouble.
  • It doesn't matter which Mythical, or whether it's regular, Luma, or Umbra: the return is always two coins.

We've added an Unstick option at the end of the Settings menu.
  • It can be used once every 8 hours.
  • It cannot be used in the Challenge Modes to prevent exploiting.
  • This command will help in cases where players find themselves stuck on different situations.
  • If you're in combat with an NPC, the command will get your character out of battle first, and moved to the Temporium you'd last visited.
  • If you're out of combat, your character will be moved to the Temporium you'd last visited.


Improvements

We've increased the reward of NPC Tamers by 40 Pansun each.
  • We made this change to improve and favor player economy during the early stages. You will most notice this on the first two islands, Deniz and Omninesia, where you will now be able to buy a Balm with every Tamer you defeat. This will allow for faster travelling and extra monetary comfort
  • A total of 685 Tamers have received this change, which means a total increment of 27.400 Pansuns in a complete game run.

Eggs wills now hatch faster.
  • From a range of 5-45 to 3-30 minutes, depending on catch rate.

All platforms have received upgrades to their loading times.
  • Our Tech team have tinkered with the memory management on all platforms to improve it across the board. This results in shorter loading times.
  • For a more in-depth explanation: Temtem uses Unity's Addressable system to load and download game assets. To put it simply, each addressable is one little box where we store different assets. For example, all assets pertaining to Platypet (3D mesh, texture, animations) are stored in one addressable, one little box. When we want to show Platypet in game, we simply load this box and all its contents ; once we don't want to show Platypet in-game, we simply unload that box.
  • We have updated the entire addressable system. The new version includes improvements in the way addressables are managed, so they take less to load and require less memory. This new addressable version couldn't handle past addressables, so we've had to redo all the addressables in the game. This is also why the size of this patch is slightly larger than usual: all the addressables in the game have been rebuilt.
  • You'll be able to feel this when loading up the game, teleporting, entering and leaving buildings and entering and leaving combat.

Switch has received extra improvement on loading times.
  • On top of the previously mentioned loading times improvements to all platforms, Switch has gotten a severe enhancement of how it handled and cleaned up memory. Since memory management has been improved, we can now allow for better memory allotment.
  • We've lowered the quality of textures on Switch, so they take up less memory and contribute to the general improvement of loading times. This is a small sacrifice in looks that will go a long way in performance.

Anahir can now be selected as the target Temtem on DigiLair.
  • Since it doesn't have spawn points in the wild, DigiLair will treat it as if it were a Temtem with a 5% encounter rate.
  • We understand that achieving Anahir Luma, or even Umbra, were tasks that were getting more difficult as fewer new players joined the game, putting those Anahir into circulation. With this change we hope players who have that goal in mind can feel it more feasible.
  • Please note: due to a small bug with the amount of Luma Drops it provided, you won't be able to exchange Luma Anahir at Nanto Labs until next patch.

Mythical Lairs have been adjusted:
  • The Tems you receive at the start of a Lair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.

The minimum required Warriors for Dojo Wars has been reduced from 9 to 5 members of a club.
  • Now clubs with less active members can still take part in Dojo Wars!

We have removed the Kudos for winning tournaments and Dojo Wars. 
  • These two Kudos, Champion and Dojo War Champion, will be hidden from the list of Kudos and removed from the requisites of the Archtamer Kudo.
  • Players who had already completed these Kudos will keep the title.
  • In our effort to make Temtem as enjoyable and sustainable as possible without content updates, and with greater attention to a less populated environment we want to ensure these Kudos, hard to obtain with a lower population, don't stand in the way of completion of other Kudos.

We have added a new Folder to the Backpack: Patch folder.
  • This includes all the Patch gears that prevent a Tem from gaining TVs on a particular stat.

We've increased the amount of different Stickers each player can find.
  • While this does not completely remove trading from the picture, each player can now find more Stickers without help.

Stickers can now also be obtained from completing Postal Service daily quests!
  • The chance to get a sticker is higher the more packages you get to deliver.

We have changed the way X/Y Incubator tickets work.
  • It will now add a 30% plain increase to the existing gender probabilities. So if the Temtem had a 10% chance of being male, by using a Y Incubator ticket, the chance will rise up to 40%.

You can now purchase WishYouWell coins using Feathers.
  • Sold by Soulful Souldad at the Tamer's Paradise mall.

We've added more cosmetics and housing furniture to the Wishing Wells! All come from those available to purchase with Pansuns.

We've changed the loading screen for teleporting, which caused eye strain for some players, and also the one for the Narwhal, and for the Umbra spaceship.

We've added an internal trigger on the Innkball ramp so players can open the door from the inside and avoid having the ball get stuck on it.
  • This improvement made to the Innkball minigame was a response to a bug that happened after we had sent the Nintendo Switch build to certification, so that change didn't make it into the Switch version. We'll add this change into the Switch version in a following update, and we apologize to Switch players for this mishap.

We've updated the time goal for the Speedrun Challenge Mode.
  • It has been lowered from 10 hours to 9.5 hours.
  • The Speedrun Challenge Mode will have the option to skip animations activated by default. Players can turn them off in settings if they want to.
  • Since this patch includes a lot of improvements that help complete the campaign faster, such as more Pansuns, the Temessence Ampoule and the option to skip animations, this challenge mode has been revisited to reflect those changes.

We've created a separation to ensure the recent items tab in the Backpack isn't affected by playing Evershifting Tower.
  • Now you'll see the recent items for Evershifting Tower only while you're in it, and they won't persist after you leave the activity.


Economy
  • The price of the Matter Transfer Drone has been lowered, from 250 to 100 Pansuns.
  • As mentioned above, the price of Luma Radars has been lowered a 20%.
  • The price of Luma Chromeon Radars has been reduced an extra 50% on top of the price reduction for all Luma radars.
  • The price of a DigiLair token has been reduced from 7000 to 5000 Pansuns.
  • The price of all purchasable items on the Breeding Center (DNA Strands) has been reduced a 50%.
  • We've reviewed all the prices in the ETC shop according to Trade House tendencies to make sure they align with it.

PvE
  • Dojo Parks will now reward 2 more Telomere Hotfixes, and have a better chance to drop a Telomere Hotfix: Trait Swap.
  • We have reviewed and updated the TV spreads and Technique Pools of all Tems you can rent/use in endgame activities, such as Tamer's Paradise activities and rematches.

PvP
We couldn't fit all the PvP balance changes in here! Please head over to our website for the full list of changes.

Bug Fixes
All platforms

  • Fixed a softlock in TemSafari if your last two Tems faint at the same time.
  • Fixed a softlock after attacking a Temtem with Bait and fainting in that same turn.
  • Fixed a softlock when swapping in two Tems with Gears that trigger upon entry on the field and that induce Status conditions.
  • Fixed a softlock caused by a particular situation when swapping in a Landing Transmog Mimit and a Protostar Galios.
  • Fixed a softlock when and NPC Tamer's Tem dies to the effects of our Pigepic's Fainted Curse.
  • Fixed getting stuck when starting a cinematic that involves player movement if the player was sitting.
  • Fixed that the rewards from the Challenge Modes were being tied to secondary accounts in the case of cross-progression. Rewards are now tied to primary accounts.
  • Fixed that cosmetics purchased using Feathers on the Premium Store on a secondary account were linked to it, as opposed to the primary account. Items purchased with Feathers should remain linked to the primary account, and return to it upon breaking cross-progression.
  • Fixed that the reward for level 39 on the Frozen Tales' Tamer Pass was the wrong one.
  • Fixed that choosing some specific settings would lead to continuous error messages.
  • Fixed several desyncs in Temtem's HP and Stamina when certain Traits are involved.
  • Fixed a desync in turns left of Status Conditions that had been applied by Gears whose activating trigger was "when entering the battlefield" after Galios resurrected through its Trait.
  • Fixed a desync in Galios' HP when it rested for a turn after changing its Trait.
  • Fixed Bamboozle not triggering visually when applied on an ally with Kaleidoscope in PvP matches.
  • Fixed that the "1 turn of Poison" bonus was not properly applying to all enemies in the TemSafari.
  • Fixed not seeing the message to complete the placement ranked matches when trying to sign up for an in-game Tournament. This could lead players to think they had subscribed correctly when it wasn't the case.
  • Fixed that the info on obtained experience after defeating a Tem was being automatically skipped.
  • Fixed Trade nodes appearing as rest nodes in the map and mini-map of Lairs.
  • Fixed that we could do a second launch on Innkball if the ball had entered the zone from a very soft initial launch.
  • Fixed mouse-navigation in the waters around Properton to prevent players from getting stuck around some stairs.
  • Fixed that the rank logo of a player wasn't showing if they left for the lobby right after a replay, and then rejoined the game.
  • Fixed that, when hatching an Umbra egg that was on the first slot of the Squad, the newborn Temtem will not show the right Umbra particles nor VFX.
  • Fixed some internal issues when trying to place the Mimit Hologram plinth furniture in a house.
  • Fixed the MegaZizare Steed showing the wrong animations after performing certain jumps. RIP funny sleepy MegaZizare, you were really fun.
  • Fixed that the NPCs at the Crystal Shrine weren't turning around to face the player when interacted. Rude!
  • Fixed an issue with the scroll on the My Auctions section of the Trade House if players claimed the last 4 items from bottom to top.
  • Fixed that the Spectate button would quickly lose their highlighting color while hovering over it.
  • Fixed the message of successful buyout lingering on the screen for a few seconds too long.
  • Fixed that playing the Fomuball emote would cause other emotes to have show displaced VFX.
  • Fixed some UI issues when the resolution was widescreen 32:9.
  • Fixed an untranslated term the Weakener Lemon's description in German.
  • Fixed a wrong translation for the "What are you Buying?" kudo in German.
  • Fixed that the lighting on places would overlap with the lighting in the cosmetic preview of Stores and Tamer Passes.
  • Fixed an issue with lighting in co-op is we spent too much time on the Learning Tech screen followed by an evolution scene.
  • Fixed a visual issue on some trees in Deniz if the resolution was 21:9.


PC, PS5 and Xbox
  • Fixed not being able to trade duplicate copies of an outfit we're currently wearing.
  • Fixed some mounts that weren't displaying the right emissions.

PS5
  • Fixed that the same button press employed to dismiss a "Please disable the PSN-only setting" message was also interacting with the world.
Grocery Store Simulator - M01
[ NEW ]
  • The cart is now interactable by holding the left mouse button (LMB).
  • Added the ability to sell stocking carts.
  • Added "In Storage" quantity indicator in the "Order Goods" tab.
  • Increased market prices for fruits and vegetables.
  • Rebranded several items.

[ FIXES ]
  • Fixed issue where employees could be interacted with while sitting at a checkout counter.
  • Fixed employees freezing when unable to return a box to a storage shelf.
  • Fixed customers shuffling in the checkout line.
  • Fixed several instability issues with the checkout counter.
  • Fixed infinite money bug related to the checkout counter.
  • Fixed crosshair recentering when clicking on the background of a credit card reader.
  • Fixed issue with change sometimes remaining on a checkout counter after closing or picking it up.
  • Fixed credit cards sometimes remaining in the reader after completing a transaction.
  • Fixed bug allowing exit from checkout counter through walls.
  • Fixed some shelf sections storing more items than others of the same size.
  • Fixed issue where customers would reserve the front of queue when they are far away from the checkout line.
  • Fixed employees not confirming transactions after taking money while sitting at a checkout counter.
  • Fixed issue of employees sometimes getting stuck at the checkout counter.
  • Fixed employees going outside the map to retrieve boxes.
  • Fixed issue allowing interaction with one checkout counter while sitting at another.
  • Fixed being able to pick up equipment while sitting at the computer.
  • Fixed "In Stock" value display errors.
  • Fixed incorrect values shown for "Store Level" and "Current Balance" on the computer.
  • Fixed in-game menu crashes.
  • Fixed some items not having shelf tags.
  • Fixed some items not being displayed on boxes.
  • Fixed various out-of-map interaction issues.
  • "Invert Mouse" option now works correctly at the checkout counter.

[ GENERAL IMPROVEMENTS ]
  • Enhanced employee and customer movement.
  • Improved employee stocking efficiency.
  • Customers now consider the distance to checkout counters when choosing which one to use.
  • Various visual improvements to checkout counters.
  • Modified employee morale meter.
...