Lyria grew up in the Realm of Flowing Waterfalls, where succubi lived peacefully under the rule of a royal dynasty. After her mother’s death, the king took Lyria into his family. She became a royal advisor, helping the kingdom thrive, though she always felt a deep sense of loneliness.
Everything changed when the Overlord appeared. He was courageous, wise, and strong—everything she had been searching for. Falling in love with him, Lyria vowed eternal loyalty and joined him on his journey to conquer other worlds.
Why do you think succubi are often portrayed as both beautiful and intelligent?
We are thrilled to announce that the Closed Beta Test (CBT) for FragPunk will take place on October 10, 2024!
To help you prepare for Closed Beta we prepared some Frequently Asked Questions below:
Q: On what platforms will the Beta Test be available? A: The Beta Test will be available on Steam and Xbox Series X|S with the option for players to engage in cross-platform matchmaking.
Q: When does the test start and end? A: Start Time: UTC: Thursday, October 10, 2024 22:00 US West (UTC-8): Thursday, October 10, 2024 14:00 Western Europe (UTC+2): Friday, October 11, 2024 00:00 LATAM (UTC-5): Thursday, October 10, 2024 17:00 Japan/Korea (UTC+9): Friday, October 11, 2024 07:00
End Time: UTC: Monday, October 21, 2024 23:59 US West (UTC-8): Monday, October 21, 2024 15:59 Western Europe (UTC+2): Tuesday, October 22, 2024 01:59 LATAM (UTC-5): Monday, October 21, 2024 18:59 Japan/Korea (UTC+9): Tuesday, October 22, 2024 08:59
Q: What regions and languages are supported? A: Regions: North America, Europe, LATAM, Japan/Korea Supported Languages: English, Mexican Spanish, Brazilian Portuguese, Japanese, Korean, German and French
Q: What new content can I expect? A: 5 New Maps: 3 added to Shard Clash mode (6 available maps in total) and 2 maps to Team Deathmatch (3 available in total) 2 New Characters: Spider and Sonar join our growing roster of powerful lancers, which gives you 12 lancers in total to choose from 2 New Weapons: making a total of 17 available to heat up the battlefield 3 New Modes: Ranked Shard Clash, New Team Deathmatch, and Capture the Core (6 total modes)
Q: How can I gain access to the CBT? A: Steam: Visit the FragPunk Steam store page (FragPunk on Steam) and click "Request Access" under "Join FragPunk Playtest" to sign up. We will begin confirming access daily after sign-ups go live as a token of appreciation for our dedicated players. Those selected will be notified promptly. Xbox: Xbox players will be recruited via the Xbox Insider Session. Please apply directly through the Xbox Insider Hub App. If you're unable to secure a spot through the above methods, don't worry! There are additional ways to qualify for the CBT:
Community Events: Stay connected with us on social media and participate in community events on both Twitter and Discord. Some of these events will offer the chance to earn a Closed Beta Test invite.
Q: How will I be notified if I'm selected for the Closed BetaTest? A: Steam: Players will receive an email from Steam once they are added to the Playtest and will also see their status on the store page for the base game. Xbox: If you are chosen as a Closed Beta Test participant, you will receive a confirmation email after the sign-up deadline. Be sure to check your email inbox for updates.
Q: Is pre-download available? A: Yes, you will be able to pre-download starting on October 8, 2024, at 22:00 UTC+0.
Q: What are the PC requirements for this test? A: Minimum: Requires a 64-bit processor and operating system OS: Windows 10 64-bit or newer Processor: Intel i7 8th or AMD Zen2 Memory: 16 GB RAMGraphics: NVIDIA GeForce GTX 1060 DirectX: Version 11 Network: Broadband Internet connection Storage: 35 GB available space Additional Notes: SSD required. This configuration is recommended for current testing.
Recommended: Requires a 64-bit processor and operating system OS: Windows 10 64-bit Processor: Intel i7 10th or AMD Zen3 Memory: 16 GB RAMGraphics: NVIDIA GeForce RTX 2060 DirectX: Version 11 Network: Broadband Internet connection Storage: 35 GB available space Additional Notes: SSD required. This configuration is recommended for current testing.
Q: Can I play the game offline after downloading it? A: No, FragPunk is a team-based PVP game that requires an internet connection at all times.
Q: Will test server data be wiped? Or will my progress carry over to the official launch? A: Closed Beta Test data will be wiped at the end of the testing period. All progress you make, including your characters, cards, and achievements, will be reset once the test period ends. Therefore, none of the progress made during the test will be carried over to the official release.
Q: Key rewards that can be retained in the official Launch (if you obtain that this time): A: Kismet Skin: Pop Idol Epic Weapon Skin: Wasteland Miracle Headwear: Jack-o'-Lantern headwear
Q: Can I use a controller to play FragPunk on PC? A: Yes, FragPunk will have controller support during this test.
Q: Can I use a mouse and keyboard on console? A: Yes, you can still use it but without assist aiming when you are using mouse and keyboard.
Q: Will all access codes become invalid after the test ends? A: Yes, all codes for this test will only be valid during the test.
Q: Can I share or lend my account to others for playing? Does it support family sharing? A: No, you cannot share or lend your account to others. We strongly discourage this as it can lead to account fraud or hacking when sharing accounts. Any accounts compromised in this way are at your own risk.
Q: Can I share my gameplay from this beta on social media through live streaming, videos, or screenshots? A: Absolutely! Feel free to share your gameplay experiences openly. We encourage players to showcase their fun moments in FragPunk during the Closed Beta Test period. An event will be announced soon, so stay tuned!
Q: If I encounter any issues or bugs during the testing process, how can I provide feedback? A: We highly encourage you to share your feedback and report bugs to help improve the game experience. You can join the official FragPunk Discord community, find FragPunk Support in the #Feedback Desk channel, and submit a form to provide your feedback.
Q: I have a question that's not covered here, where can I go to ask? A: Please head to our Discord community and contact our team for further inquiries: https://discord.com/invite/fragpunk.
Q: Want to learn more about us? Follow us on our social channels: A: Discord|X|Facebook|Instagram|TikTok|YouTube|Twitch
The Puppeteer has prepared gifts for everyone, especially for those who couldn't play this night and this morning! Log in to the game right now to get a large first aid kit and useful amulets!
Get your guns ready and set foot into Soulslinger's largest Early Access update to date!
The new boss 'Sentinel' is waiting to be defeated at the end of the 'Outskirts' realm, you can find the ‘Wraithshot’ schematics to add a powerful addition to your weapon arsenal, and finally get introduced to the game's main villain, Victor!
But that's not all, of course! The major update introduces new 'Rush Encounters', adds five new, elite enemy types, a new relic, the final Well of Tears upgrades, and not least lots of new conversations back at Haven that provide you with more lore and story details.
So, what are you waiting for? Death is calling you back to arms!
And without further ado, this is the complete changelog for version 0.658:
NEW FEATURES:
The second half of the 'Outskirts' realm has been added with new arenas and new enemies
Added a massive new cinematic right after beating the Revenant Sheriff, this introduces 'Victor', the main villain of the game
Added a new weapon: the ‘Wraithshot’ schematics can be found upon defeating the 'Revenant Sheriff' boss
Introduced 'Rush Encounters', these become available after meeting Victor
Added five new, elite enemy types summoned by Victor during Rush Encounters
Added a new boss: the 'Sentinel' can be defeated at the end of the 'Outskirts' realm
New relic: the Scroll of Wealth schematics can be purchased from the pirate vendor, causes coins to stay on the ground longer
Added "Remnant Bossfights", you can now fight realm bosses such as the Cursed King or the Countess again for more rewards
Lots of new conversations back at Haven that provide more lore and story details
Added the final Well of Tears upgrades that unlock Battle Shrines
Added Battle Shrines to the game, these offer unfair temporary advantages in exchange for sacrificing health
BALANCE:
Bossfights are now mandatory and cannot be postponed -- if you still want to do that, there will be an endless mode
Slightly reduced the Dune Guardian's health and increased its cooldown
All Death Offers are now more powerful or have less severe downsides (excluding Reaper's Resilience)
Slightly increased the Night Quartet's cooldown cost
The 'Bullet of Vitality' perk is no longer consumed upon use and works like other bullet perks
Buffed Shock Bullets to deal much more damage
Buffed the Lightning Strike spell to have a significantly higher range
Nerfed the amount of damage resistance you can get from all sources
Increased Cursed King and Countess damage
Reduced the requirement of the melee achievement from 1000 to 100 punches
IMPROVED FEATURES:
Performed an overall optimization pass, the game should run smoother in general
Optimized the performance of the electric dash/stun reload visual effect
Added the segment info (the one you see on the loading screen) to the character screen as well
Replaced the melee animation with a more impactful punch
BUGFIXES:
Fixed a bug where the Blood Rune would not become usable again if it was reset after traveling through a gate
Fixed a bug where the death sound would play twice if the "Boss Defeated" message was displayed while loading Haven
Fixed a bug where the Shotgun and Night Quartet weapons would only fire a single projectile if fired while using ADS
Fixed a bug where summoning a Golem right before entering a gate disables enemy AI in the next arena
Fixed a few instances of the bug where enemies could be summoned inside unreachable building interiors in the Outskirts realm
Fixed a bug where the Silver Defiler wouldn't work with the gunslinger Well of Tears upgrade
Fixed a bug where killing a Nightmare creature would immediately destroy its projectiles
Fixed a bug where entering the Countess bossfight would reset the current save to the Land of Memories immediately
Fixed a bug where the lowHP sound event would carry over into Haven, shutting out a lot of the sound effects
Fixed a bug where the "Who needs powers" achievement could only be unlocked in difficult mode
This update is mostly a bug fix update, but there are also a few general improvements. Games in the network lobby will now remain longer (up to 6 weeks of inactivity) to prevent them being deleted during longer vacations. However lobby games that are still in the setup stage, will be deleted more quickly (after 1 week of inactivity) to prevent cluttering. The income overview is now color coded in the same way as battle reports, making it easy to see which entries are commanders and mages.
General
Color coded income overview
Income overview now also shows units with 0 upkeep cost
Better flag centering on random maps
Fix for mounts retreating after fort siege defence
Tweaks to cave PD
Armor of twisting thorns can now longer be used by inanimates or undead
Host crash fix
Potential crash fix for browse pretenders
AI improvement for sieges
Network games (in lobby) are now only deleted after 6 weeks of inactivity
Not yet started games (in lobby) are deleted after 1 week of inactivity
Twiceborn didn't work for non-amphibians in underwater labs
Birds of Splendour will now get rid of afflictions when reborn
Use current directory as fallback if failing to create normal save directory
Fix for curse of stones not affecting unmounted units
Cave rivers now give bonus to pop growth
Event fixes
Typo and stat fixes
Modding / Map Making
New armor mod command: #protparts
Batmap "empty" now looks more empty
New spell command: #sumhealaffs
Map editor now loads fog of war setting properly
Fix for modded weapon with nbr 3000+ not having correct info
Map editor ctrl-b (border image) didn't work with multiple planes
Fix for parsing maps without a newline at the end
Fix for mounts with breath weapon not getting any beams
After having the latest patch tested on the Experimental branch we just made it available for everyone. We'd like to thank players active on the branch and giving us feedback and reporting bugs. We made some additional changed including some new Bug Fixes.
Full Patch Notes
Compendium QoL:
Every hero now has their own Torment Shard pool.
Holding the button to spend a shard will continuously increase them.
Right-Click removes shards from a single stat.
Collecting one Torment Shard will increase the shards for all characters.
The amount of used Torment Shards can now be seen in the end screen.
Torment Balancing:
Agony will add 1 Defense to each enemy per rank.
Changing the scaling of Torment Levels and the Vault past 30 minutes.
Health will be changed to scale x1.12 instead of x1.2.
Defense scaling will be added with x1.12.
In Vault the Torment Levels will add 0.33 base defense to enemies each level.
Damage scaling will be changed from +4% to +5% per level.
Blood Catcher:
Scaling of the Max. HP effect will be limited from 100 3 000.
It's been a minute since I last wrote about Cosmic Cowboy and there have been tons of changes, additions and fixes over the last few months (even a brand new Steam page - wish list today 😉)
If you're unfamiliar or new to Cosmic Cowboy let me fill you in 👇
Inspired by classics like Fallout 1 and XCOM, “Cosmic Cowboy” takes you on an adventure across the distant planet of Proxima Centauri B. In this character-driven Space Western narrative, you’ll navigate through a world filled with dangerous inhabitants and intriguing mysteries. The game offers a rich, immersive experience with its strategic gameplay and compelling storyline.
What's Changed?:
When in range, it is now easier to select between enemies using the new skull UI selection. This also shows a much more cinematic view of the enemy, giving the gameplay a much more XCOM-like gameplay feel.
We got lots of feedback for the enemy turn taking too long, so now only the enemy within the range of the player will move, instead of all enemies at the entire level moving at once. This stops issues in areas such as level 2, where the player had to wait a long time for their turn.
Level 2 now has a turn limit/timer. When this timer expires, the level fails. So you better be quick getting to the exit!
I wish I could list all the changes here but quite frankly there has been so many so you'll have to try them out yourself!
We've also done tons more quality-of-life changes such as fixing some UI glitches, game-breaking bugs and tweaking some values for gameplay balancing. There's so much more to discover and you should definitely check it out in our upcoming demo (see below for more details!)
New Levels Sneak-Peak:
We are also very keen to show off the next upcoming levels that we have planned, with each level (similar to levels 1 and 2) offering a unique gameplay experience for players such as level 2 having a turn timer before the level fails unless you can get to the exit quick enough.
Level 3:
Set a few hours after the events of level 2, where Cowboy and A.M.I snuck aboard a cargo ship, they find themselves within several tight rooms and corridors. At this point in the game, players should feel more comfortable in the skills they have chosen and this will be an excellent sandbox to test their builds.
Level 4:
Featuring much more open spaces and a much bigger use of height and verticality, this level takes place in the middle of town being shaken up for their goods and money. (Must be the right person in the right place and time) This level focuses more on your ability to neutralise all enemy combatants. This is where sci-fi truly meets the wild west.
Level 5:
Taking inspiration from Cyberpunk 2077 and giving players a multitude of tactical options, Level 5 takes place on a cargo train that Cowboy "borrowed". This level focuses on less player exploration and more on close-quarters defence as hostile forces attempt to board and retake the train.
Level 6:
I'm not spoiling this level, you'll have to find out in the full release ;) but we have some really cool ideas planned!
Future Plans:
Over the next few weeks, we are hoping to get the next few levels programmed and into a playable state, where we will be conducting private playtests so we can catch those pesky bugs. We are also planning to change how accuracy and range work. Instead of the accuracy being a set value, it will now change depending on how far you are from an enemy and vice versa.
Likewise, we are also adding more skills and abilities so you can have even more freedom and replayability within the gameplay and we will be sharing further details soon!
Steam Next Fest (October 14th - 21st)
We are also very happy to announce that we will be launching a brand new free-to-play demo during Steam Next Fest. This demo will feature all of the new changes and fixes that I have previously mentioned. We are looking forward everyone to playing our game on Steam for the first time, it's super exciting to finally see everything come together. We've been hard at work the last few months, ironing out pesky bugs so having an actual Steam page and playable demo feels super cool, I'm proud of all the work we have created so far.
Keep an eye on the store page for further updates and a release date!
Closing Thoughts:
While we had to delay the game as we felt that some features weren't up to scratch and up to our high standards of quality, we are 101% committed to creating the best possible gameplay experience that we can. We are hoping to announce a new release date very soon
We always deeply appreciate all wish lists we get on Steam, this not only makes us feel great to see so many eagerly awaiting the release of the game but also helps push the game more out with the Steam algorithm.
For those wondering why it's taking a little bit longer than we thought to get the game out the door, we are a group of volunteers and are doing this out of our love and passion for games, so we don't have tons of spare time to work on the game. But rest assured we are committed to getting a full release, getting things done week by week. We don't get paid for our work here and so we all have to work other jobs while we work on this in our free time.
The team and I can't wait for the release of the demo. We have around 1 - 2 hours of gameplay complete for you to enjoy!
After we scared ourselves with a false start, I'm happy to say Halloween Map is now live until the 4th of November. 👻
# v33.1
## Improved * Lower CP target to 250 points.
## Fixed * Reintroduced the Halloween map. * Fixed some platform code that boot-locked the game when it failed. * Fixed holes in all maps. * When you log in we now make sure you actually have all the skins you should have received. * Private servers will now select a new admin if the current admin is no longer present after a server restart. * Spectator: Removed store popup as it didn't work for spectators.
We’ve been blown away by the love and support for Human Fall Flat VR since we announced it to the world! It’s been great to see so many fans of the original game excited to jump back in and play the game in a completely new way. Likewise, we’re also really excited to see players who are completely new to the game join us for the very first time!
While reading through your comments we know that many of you have a lot of questions. So we thought we’d open up the floor for you to drop us your questions, and we’ll try to answer what we can in a follow up news post! You can submit your questions using this form.
We are hosting a very special event with Human Fall Flat creator Tomas Sakalauskas, who will be answering the questions YOU submitted on Discord. The event will be held on the 24th October at 6PM BST/10AM PT, so mark your calendars and don’t miss out!
We welcome anyone to come along to learn more about the game, how development went (or just to hang out!)
You can find a link to our Discord, where the event will be taking place here: discord.gg/hff
Finally, if you haven’t already, check out our first Dev Blog where we introduce the team behind the development of the game!
To keep up to date with all things Human Fall Flat, follow us on Twitter/X @HumanFallFlat, join our Discord server, and don’t forget you can watch the latest trailers on our YouTube channel too.