The new levels are not merely larger; they are crafted to be deeper and more intricate. Each area functions as a standalone environment, complete with its own ecosystem, challenges, and narratives. The Dam and Factory serve as prime examples of this development. We are releasing eight blockout screenshots—four from each location—to illustrate the scale and detail of these environments. These areas have been meticulously designed to offer comprehensive quests, minor locales for exploration, and ample resources for scavenging, ensuring that every part of the environment provides meaningful content.
Evolving Secrets
Each level incorporates secrets that change location periodically. This dynamic feature is intended to keep exploration engaging and rewarding, as new discoveries can be made with each visit. The shifting nature of these secrets encourages ongoing interaction with the environment, providing a unique experience filled with unexpected elements.
Strategic Control Points and Content Richness
Major locations now include key points of control that are central to the ongoing struggle for dominance between two major factions. Controlling these points can significantly impact the balance of power within the game world. This strategic element adds complexity to the gameplay, as factions and their allies receive bonuses for holding these vital areas. Minor locations will not be left too, but they are more of a little break between major locations.
The levels are populated with a diverse array of NPCs who contribute to the depth of the world. These characters assume various roles, from participating in faction conflicts to being involved in player raids, enhancing the dynamic and responsive nature of the environment. Their actions and interactions have tangible effects on the broader narrative.
Extensive Content for Exploration
The vastness of the new levels offers a substantial amount of content for engagement. Players can delve into extensive quests that explore the game's lore, discover minor places of interest with unique stories and challenges, and uncover hidden secrets. The environments provide numerous opportunities for scavenging valuable resources and strategizing over control points.
We continue to work on the Lost Region to make it greater. Stay tuned for further updates. :)
It's done, Dustgrave's Prologue has been released! You can go to its page and try it right now, and continue your journey in the final game once it's available.
Compared to the demo we released a few months ago, the Prologue brings a massively improved experience with extensive changes made to all game mechanics. Here's a changelog listing the most important changes!
Major Changes
Revamped and rebalanced everything related to combat. Many new items and enemies have been added, to offer a more consistent experience and add much-needed variety to enemies.
Companions can now be recruited while traveling across the world, and it is no longer possible to start with 4 characters. Companions have unique personalities, but for now, they have limited content as a few dialogues and barks.
Added a Crafting System, allowing for the creation of consumables and enhancement of equipment. Equipped items now have a Tier level that determines the scaling of their stats. Dismantling items will yield materials, including unique Tier-related ones that can be used to upgrade weapons and armors by visiting traders.
When wearing faction-specific armors or clothes, you can now disguise yourself as a member of that faction, opening new ways of solving quests or overcoming challenges. All existing content has been updated to accommodate this new feature.
Completely revamped the UI to be better-looking and easier to read, with several panels that have been rebuilt or improved to show additional info.
Added several dynamic sub-quests to most major quests.
Added a new dynamic major quest, with different flavors depending on where it triggers and who is involved.
NPCs will now react to murders, meaning you can no longer kill people without alerting potential witnesses. It’s still a little buggy, just like real-world justice, but we keep working on it.
Added Bombs as consumables, so that you can have fun throwing stuff at enemies.
Fixes and Improvements
Greatly improved performances all across the board, in particular, while travelling on the map and when rendering stealth cone of views. There are some issues and stutters left, which will soon be addressed.
Fixed some navigation-related issues in certain settlements with bridges or other similar structures.
Completely reworked the Minimap on the World Map. It’s now much bigger, it can be panned with the mouse, and shows more details on regions, locations, and related quests.
NPCs are smarter when it comes to detecting crimes.
Skills cooldowns will now reset between fights.
Improved the UI on the map to show more details of locations when hovering on the.
Saving is now possible in quest locations.
When saving the game, the position of playing characters is now saved properly, and no longer resets to the level’s entry point.
Greatly improved the existing combat log to show more info and be easier to read.
Fixed an issue with some quests related to finding stolen items or intel that couldn’t be completed.
Your character will now say something when trying to open locked doors or containers.
Locations on the world map will now dynamically change their looks to reflect their current status.
Reworked the Journal to display more information and to group related quests together.
Fixed several issues with dead people still being highlighted and showing UI pieces in combat, now they’ll be left alone until the end of the battle and won’t bother you anymore.
In many quests, after trying diplomatic solutions it is now possible to go back and try different approaches instead of being locked into the choice after just one step.
Prisoners found while exploring or doing quests that are not directly related to a quest now have many more interactions.
Imprisoned people won’t free themselves and stand still like idiots after you talk to them. They will now be committed to their role of kidnapped or jailed people.
NPCs overlays will glitch less often.
Fixed a critical issue with Stealth remaining active during combat.
Fixed several issues with loot dropping from enemies and the condition of such items.
Mercenaries camped in a settlement will no longer pretend to be part of the local authorities.
You will now be able to repair items, since we repaired the UI allowing you to do that!
Expanded and improved all dialogues related to finishing a quest and getting a reward, increasing contextual accuracy and giving the player some choices to make.
Wandering parties of traders or minor factions will appear in different settlements and move after some time.
Tutorials can be turned off in the options.
Characters will now react differently to Records depending on their ethics.
Changed how critical hits work with status effects, now they simply increase the duration by 1. This also applies to Grazes, which only decrease duration by 1.
Fixed a frankly ridiculous amount of game-breaking bugs, which says a lot about our competence as developers, but who am I kidding? Maybe three people will read this, so we will keep telling everyone, including ourselves, that we’re good at this.
Added a lot of combat and ambient sounds to make the world more lively. Well, more lively than pretty much nothing was easy to achieve.
Added a new panel to show relationships between factions.
Fixed cooldowns on certain actions not working as intended.
Dead people will no longer engage in solo conversations.
It's done, Dustgrave's Prologue has been released! Experience the first few hours of Dustgrave: A Sandbox RPG and keep your savegames to continue the journey in the final release!
Compared to the demo we released a few months ago, the Prologue brings a massively improved experience, with extensive changes made to all game mechanics.
Here's a changelog listing the most important changes!
Major Changes
Revamped and rebalanced everything related to combat. Many new items and enemies have been added, to offer a more consistent experience and add much-needed variety to enemies.
Companions can now be recruited while traveling across the world, and it is no longer possible to start with 4 characters. Companions have unique personalities, but for now, they have limited content as a few dialogues and barks.
Added a Crafting System, allowing for the creation of consumables and enhancement of equipment. Equipped items now have a Tier level that determines the scaling of their stats. Dismantling items will yield materials, including unique Tier-related ones that can be used to upgrade weapons and armors by visiting traders.
When wearing faction-specific armors or clothes, you can now disguise yourself as a member of that faction, opening new ways of solving quests or overcoming challenges. All existing content has been updated to accommodate this new feature.
Completely revamped the UI to be better-looking and easier to read, with several panels that have been rebuilt or improved to show additional info.
Added several dynamic sub-quests to most major quests.
Added a new dynamic major quest, with different flavors depending on where it triggers and who is involved.
NPCs will now react to murders, meaning you can no longer kill people without alerting potential witnesses. It’s still a little buggy, just like real-world justice, but we keep working on it.
Added Bombs as consumables, so that you can have fun throwing stuff at enemies.
Fixes and Improvements
Greatly improved performances all across the board, in particular, while travelling on the map and when rendering stealth cone of views. There are some issues and stutters left, which will soon be addressed.
Fixed some navigation-related issues in certain settlements with bridges or other similar structures.
Completely reworked the Minimap on the World Map. It’s now much bigger, it can be panned with the mouse, and shows more details on regions, locations, and related quests.
NPCs are smarter when it comes to detecting crimes.
Skills cooldowns will now reset between fights.
Improved the UI on the map to show more details of locations when hovering on the.
Saving is now possible in quest locations.
When saving the game, the position of playing characters is now saved properly, and no longer resets to the level’s entry point.
Greatly improved the existing combat log to show more info and be easier to read.
Fixed an issue with some quests related to finding stolen items or intel that couldn’t be completed.
Your character will now say something when trying to open locked doors or containers.
Locations on the world map will now dynamically change their looks to reflect their current status.
Reworked the Journal to display more information and to group related quests together.
Fixed several issues with dead people still being highlighted and showing UI pieces in combat, now they’ll be left alone until the end of the battle and won’t bother you anymore.
In many quests, after trying diplomatic solutions it is now possible to go back and try different approaches instead of being locked into the choice after just one step.
Prisoners found while exploring or doing quests that are not directly related to a quest now have many more interactions.
Imprisoned people won’t free themselves and stand still like idiots after you talk to them. They will now be committed to their role of kidnapped or jailed people.
NPCs overlays will glitch less often.
Fixed a critical issue with Stealth remaining active during combat.
Fixed several issues with loot dropping from enemies and the condition of such items.
Mercenaries camped in a settlement will no longer pretend to be part of the local authorities.
You will now be able to repair items, since we repaired the UI allowing you to do that!
Expanded and improved all dialogues related to finishing a quest and getting a reward, increasing contextual accuracy and giving the player some choices to make.
Wandering parties of traders or minor factions will appear in different settlements and move after some time.
Tutorials can be turned off in the options.
Characters will now react differently to Records depending on their ethics.
Changed how critical hits work with status effects, now they simply increase the duration by 1. This also applies to Grazes, which only decrease duration by 1.
Fixed a frankly ridiculous amount of game-breaking bugs, which says a lot about our competence as developers, but who am I kidding? Maybe three people will read this, so we will keep telling everyone, including ourselves, that we’re good at this.
Added a lot of combat and ambient sounds to make the world more lively. Well, more lively than pretty much nothing was easy to achieve.
Added a new panel to show relationships between factions.
Fixed cooldowns on certain actions not working as intended.
Dead people will no longer engage in solo conversations.
The action is heating up with Stop 2 of the Metaverse Poker Tour taking place on Thursday, October 24th in the thrilling Spies environment! Brace yourself for even more fierce competition, jaw-dropping prize pools, and your chance to claim exclusive, one-of-a-kind rewards. Let’s take a look at what’s to come!
Stop 2 - Spies Schedule 📅
Get ready for 62 electrifying events this second stop of the Metaverse Poker Tour! This is your chance to outsmart the competition and secure an MPT Season 4 Ring or one of our custom-designed MPT Bracelets, created exclusively for each Main Event! With every victory, you’ll climb the leaderboard and carve your name into Vegas Infinite history. Don’t let this opportunity slip by!
Step Into the Spy Life!🍸
Step into the world of espionage with exclusive rewards in Stop 2 of Season 4! Compete in the Mini Main, Main Event, or Ultra High Roller to unlock the coveted Spies Swag Bags. Inside, you’ll discover Spies Shades that shoot lasers, a sleek Chest Corsage that doubles as a camera, and for the high rollers, an elite Spies Holster complete with Spy Pistols and a dramatic Spies Laser Entrance! Plus, enjoy bonus Drink Bombs and Martinis for that full spy experience. Don’t miss your chance to grab these undercover treasures!
Get your hands on a Winner’s Ring! 💍
Show your skills and triumph in any standard MPT stop event to earn this gorgeous Season 4 Winner’s Ring! With countless chances to compete, you’ll have plenty of opportunities to take home this coveted symbol of victory. Step up to the challenge and claim your prize!
Did you miss the new goodies? Hey, we're not coming empty-handed. Probably already guessed what we want to show you (because it's obvious if you read the title of the post) 😏 Meet hot animations with some girls of the Pentarull world that will brighten up your evenings or nights.
By the way, the full animation pack will be released on Steam on October 20! Very soon you can buy it for yourself or give it to your friend, which will include 33 scenes from the main game and all the released story DLC. Also included in this pack will be a gallery file that immediately opens all H-scenes and erotic cards in the game itself!
Examples of H-scenes (gif or mp4 could not be uploaded to this post)
All Lost Ark servers will be taken offline for 3 hours to release a hotfix on Wednesday, October 10th at 12:00 PM PT / 07:00 PM UTC. This hotfix will include the following changes:
Players will be able to progress through the Main Story Quest in North Kurzan and access Tier 4 as intended. Players who have logged into the game after the Arkesia Ignited Update released, and prior to the hotfix, will have to redo “Crimson Red Floral Scent of Temptation” and “Gathering Lightning Clouds” before they can proceed with the main story quest.
Machinist Drone skills will now do their appropriate damage.
The 'Time Together' weapons skins for the Wardancer and Scrapper classes will now display as intended.
On Ignite servers, the Protection Stone boost for characters over item level 1600 has been fixed.
10,000 Refined Protection Stones (Bound) are included in Ignite Server compensation to help address this
On Ignite Servers, the Honing Materials discount text for items in level range of 1580-1620 such as Leapstones, Shards, Protection and Obliteration Stones, and Oreha Materials was incorrectly displayed as 50%. This text has been adjusted to correctly show 60%.
Increased the rewards of the Item Level Complete Pack (item level 1540) in the Rising Mission.
Removed the Ebony Cube Weekly Una's Task from Ignite Servers.
Removed the "Market Value" buttons in the Auction House and Market.
Fixed issue with Guild Position and Role settings UI.
Added translations to the Level complete pack (Blue Crystal).
Fixed Bracelets so their stat rolls are not a static number.
Fixed an issues where wallpaper and collectibles would show as missing.
As an additional note, the Blue Crystal price of Crystalline Aura Plus in the shop is currently incorrect. This will be adjusted to the intended price of 510 Blue Crystals on October 23rd. In order to make up for this error, players will be able to purchase Crystalline Aura Plus at its current Blue Crystal price until this change takes place on October 23rd.
Players will receive the following compensation for this downtime:
Legacy Servers:
2024 Summer Fruit Trail Effect Selection Chest
Aura of Resonance Recovery Elixir (14 days) x4
Chaos Dungeon Rest Bonus Recovery Brew x4
Crystalline Aura (3 days)
Radiant Hero Bracelet Chest * 10
Pheon * 100
Regulus's Light Currency Chest * 10
Ignite Servers:
2024 Summer Fruit Trail Effect Selection Chest
Aura of Resonance Recovery Elixir (14 days) x4
Chaos Dungeon Rest Bonus Recovery Brew x4
Refined Protection Stones (Bound) x10,000
Thank you for your patience, and we'll see you back in Arkesia soon!
-Added Kill Count -Added Level UI -Added Sound Effects -Added New Mouse Cursor -Added Controller Support
I've added some exciting new features to improve your experience! There's now a Kill Count to track how many enemies you defeat. The Level UI has been updated for a clearer display. I've also added new sound effects to make the game more immersive. A fresh mouse cursor has been introduced for a new look. Plus, full controller support is now available for easier navigation and gameplay. These updates should make your experience smoother and more enjoyable!
Here’s a scary story: last year we completely forgot to hold our annual Halloween contest. 😱
We rectified that for the holidays, but this year we’re (just barely) better prepared. We hereby kick off 2024’s Halloween contest, with entries due by 11:59pm Pacific time on October 31. That gives you three weeks to get all artsy craftsy in the spirit of the spooky season… let's go!
THE RULES
Send pics (or other files as appropriate) of your Sam & Max themed entry to contest@skunkapegames.com by 11:59pm Pacific time on Sunday, October 31. If your file is too big to play nicely with email, sending us a link to a Google Drive, Dropbox, etc. works too. Also tell us how you want to be credited if we share your entry. (Your name or handle, website URL, Twitter, etc.)
Your entry can be fan art, sculpture, cosplay, music, video, words... anything, really! (As long as it won't make our lawyers mad. Keep it legal!) Check out the winners from 2023, 2022, and 2021 to see which entries we’ve gone for in the past.
You can submit multiple entries, but only win once. By submitting, you grant us permission to use your entry (with attribution) for promotion on social media, the Skunkape website, and other places where promotion happens.
To select the winners, the Sam & Max Remastered team will hold a democratic vote overseen by a panel of objective nonpartisan observers. (Pretty sure we’ve got some of those around here somewhere…) In the event of a tie, Steve Purcell gets the tie-breaking vote.
THE PRIZES
10ish runners-up will get your choice of a Sam & Max Save the World, Sam & Max: Beyond Time and Space, or Sam & Max: The Devil’s Playhouse key on your preferred platform
3ish honorable mentions will get a game key AND a Steam key for the brand new Devil’s Playhouse soundtrack (so new we haven’t even released it yet!)
1 grand prize winner will get a game key, a Devil’s Playhouse soundtrack key, AND a set of Sam & Max plushies courtesy of our buddies at Uncute!
Let the creativity commence! We'll announce the winners the week of November 4.
Here’s a scary story: last year we completely forgot to hold our annual Halloween contest. 😱
We rectified that for the holidays, but this year we’re (just barely) better prepared. We hereby kick off 2024’s Halloween contest, with entries due by 11:59pm Pacific time on October 31. That gives you three weeks to get all artsy craftsy in the spirit of the spooky season… let's go!
THE RULES
Send pics (or other files as appropriate) of your Sam & Max themed entry to contest@skunkapegames.com by 11:59pm Pacific time on Sunday, October 31. If your file is too big to play nicely with email, sending us a link to a Google Drive, Dropbox, etc. works too. Also tell us how you want to be credited if we share your entry. (Your name or handle, website URL, Twitter, etc.)
Your entry can be fan art, sculpture, cosplay, music, video, words... anything, really! (As long as it won't make our lawyers mad. Keep it legal!) Check out the winners from 2023, 2022, and 2021 to see which entries we’ve gone for in the past.
You can submit multiple entries, but only win once. By submitting, you grant us permission to use your entry (with attribution) for promotion on social media, the Skunkape website, and other places where promotion happens.
To select the winners, the Sam & Max Remastered team will hold a democratic vote overseen by a panel of objective nonpartisan observers. (Pretty sure we’ve got some of those around here somewhere…) In the event of a tie, Steve Purcell gets the tie-breaking vote.
THE PRIZES
10ish runners-up will get your choice of a Sam & Max Save the World, Sam & Max: Beyond Time and Space, or Sam & Max: The Devil’s Playhouse key on your preferred platform
3ish honorable mentions will get a game key AND a Steam key for the brand new Devil’s Playhouse soundtrack (so new we haven’t even released it yet!)
1 grand prize winner will get a game key, a Devil’s Playhouse soundtrack key, AND a set of Sam & Max plushies courtesy of our buddies at Uncute!
Let the creativity commence! We'll announce the winners the week of November 4.
Here’s a scary story: last year we completely forgot to hold our annual Halloween contest. 😱
We rectified that for the holidays, but this year we’re (just barely) better prepared. We hereby kick off 2024’s Halloween contest, with entries due by 11:59pm Pacific time on October 31. That gives you three weeks to get all artsy craftsy in the spirit of the spooky season… let's go!
THE RULES
Send pics (or other files as appropriate) of your Sam & Max themed entry to contest@skunkapegames.com by 11:59pm Pacific time on Sunday, October 31. If your file is too big to play nicely with email, sending us a link to a Google Drive, Dropbox, etc. works too. Also tell us how you want to be credited if we share your entry. (Your name or handle, website URL, Twitter, etc.)
Your entry can be fan art, sculpture, cosplay, music, video, words... anything, really! (As long as it won't make our lawyers mad. Keep it legal!) Check out the winners from 2023, 2022, and 2021 to see which entries we’ve gone for in the past.
You can submit multiple entries, but only win once. By submitting, you grant us permission to use your entry (with attribution) for promotion on social media, the Skunkape website, and other places where promotion happens.
To select the winners, the Sam & Max Remastered team will hold a democratic vote overseen by a panel of objective nonpartisan observers. (Pretty sure we’ve got some of those around here somewhere…) In the event of a tie, Steve Purcell gets the tie-breaking vote.
THE PRIZES
10ish runners-up will get your choice of a Sam & Max Save the World, Sam & Max: Beyond Time and Space, or Sam & Max: The Devil’s Playhouse key on your preferred platform
3ish honorable mentions will get a game key AND a Steam key for the brand new Devil’s Playhouse soundtrack (so new we haven’t even released it yet!)
1 grand prize winner will get a game key, a Devil’s Playhouse soundtrack key, AND a set of Sam & Max plushies courtesy of our buddies at Uncute!
Let the creativity commence! We'll announce the winners the week of November 4.