Physically store items in your open rucksack. As long as it fits and you have the weight available, you can store it. Shaking the rucksack upside down empties its contents on the floor.
New Chest Rig Inventory
[/h2]
The chest rig allows you to retrieve items a lot quicker than your rucksack, but it has a much smaller weight limit and capacity.
Storeable items are categorized by their physical size and can only be stored in matching or larger pouches in your inventory. A 20rnd M16 mag will fit in small, medium, and large pouches, while the 30rnd magazine can only fit in medium pouches and large pouches. (Helmet tap an item to see its pouch size)
Medium and large pouches are made up of 2 and 4 small pouches respectively. This means a medium pouch can store two small items or one medium item. A large pouch can store 4 small items, two medium items, or one large item.
Each chest rig has a different set up for its pouch sizes and weight capacity. The default rig included in the test build offers a good balance
[/list]
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Other Changes/Fixes:
Fixed backwards faces on rucksack and chest rig models
Fixed arm rotations for AI test scene
Back slot items (rucksack) automatically return to your back on release
Polished UI for menu
Fixed scaling errors with buttons' press progress (green square)
Fixed collision bounds for MAT49 VN magazine
Fixed wrong weapon info for M18 smoke grenades
Can no longer jump, open menu, or use action button on a grabbed item when the trigger is pulled (to prevent overlapping with chest rig trigger)
Added chest rig inventory tutorial to test range
Moved level selection to be behind the player on spawn
Fixed bug where shoulder items kept storing themselves on release even when they weren't being hovered
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Conclusion:
I didn't plan to completely rewrite the inventory, but I'm glad I took the time to do so because it's so much nicer to use and it looks a lot better as well. I know there's not any real tutorial for it yet, but hopefully the two videos showcase everything well enough to give you all a good understanding on how to work with it.
Both systems give a good balance between bringing what you want while still being limited enough to retain realism and a challenge. It will be even more exciting to use once additional items (health, tools, and mission items, for example) get added.
Anywho, I look forward to seeing what you all think about it!
The next update will focus on finishing and adding to the AI. After that, the revisions will be complete and I'll start work on the navigation system!
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If you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and good luck!
SIGNALIS Version PC-Steam 1.2.2 "KRÄHE" R-49 - This patch fixes various small, non-game-breaking bugs. - Reduced the compression of audio banks slightly to improve performance on certain systems. We apologize for the resulting patch download size.
This update is now also available on consoles. Thank you for your patience.
Detective Instinct: Farewell, My Beloved - Jalopes
Hey everyone!
When we first announced Detective Instinct, our goal was to release by the end of this year. After looking at our timeline and considering our options, we've decided we're no longer comfortable committing to a 2024 release.
This decision is mostly informed by our team's schedules through the end of the year and our desire to have a little extra time for polish and testing. Development is going well, and we expect to be able to release fairly early in 2025. We'll keep everyone updated!
Can't stress enough how much we appreciate all of your support; we never expected our game in this relatively niche genre to get so much excitement, so we want to make sure we're able to deliver the best game we can. And we still have a lot of cool things to share between now and release, so stay tuned!
As always, follow us on Twitter or Bluesky if you want to stay up-to-date with where we're at: https://x.com/TrainDetective
If you're a tester and have access to the game, you can play the demo build before it goes live by swapping to the "demopretest" beta branch, the password is "demodemodemo". To play the real demo once it goes live however, you will have to do some funky wizard magic. I'll make a post about how to do that when its time.
PATCH NOTES:
-Cannon tank attack changed. -Shed now displays remaining locked weapons. -Weapon pickup magnetism range no longer affected by game resolution. -More UI improvements on lower resolutions. -Neutrino Cannon maximum enemy penetration reduced (8 enemies per projectile -> 6). -Slam Cannon knockback reduced. -4 new upgrades. 2 early-game, 2 late-game. -Gunship behaviour changes. -Citizens have taken up arms -New videos. -Changes to some possible wave compositions for all modes.
As part of Next Fest, Edu will be playing through POROTO, sharing some of his inspirations and decision making for designing the game, and will be taking live questions as he plays. He will also be trying to obtain some of the achievements live, so tune on to find out whether they are actually tough!
Lord Cinderhell was kind enough to show off all the new goodies he could get his hands on in the upcoming 1.2 Update! We were constantly hearing his evil cackling, so I guess we can safely say that at least he’s enjoying the content. >.>
Now, let’s dive into the key features of Update 1.2!
Ability Evolutions
The long-awaited Ability Evolutions are finally here! You can now combine specific max-level active abilities (weapons) and passive skills into a supercharged new skill that’s both visually impressive and utterly devastating.
For example, the Fire Tornado can now evolve into Soulstorm—in addition to spawning the regular Fire Tornadoes, it summons a Soulstorm Tornado that acts like a minion, constantly hunting enemies to burn and destroy! 🔥🌪️
Also, in this update, some talents exclusive to specific villains have been converted into evolutions, as they felt more fitting in this form. But don't worry! Villains who lost those "evolution" talents have received even cooler, brand-new talents.
Unique Villain Mechanics
Each villain now has a unique interactive mechanic right from the start, which automatically upgrades every 5 levels with a visual indicator in the UI.
For instance, Lord Cinderhell's old passive, Infernal Domain, has been promoted into his Unique Mechanic! Now, aside from its original effects, it has a power-up indicator. Every enemy burned fills the bar, and once fully charged, Lord Cinderhell gains a 2x Fire Damage bonus for a short time! The bar resets when the effect ends, and the process begins anew.
Every villain will have their own Unique Mechanic, adding more depth and strategy to each playthrough!
Dark Aspirations
Each villain now comes with their own set of Dark Aspirations—personal challenges that will grant a Skull when completed. The first three characters (Rend, Cinderhell, and Cordemal) have relatively simple aspirations that will take about 1-2 runs to complete, unlocking their first row of talents.
Villains like Taurok, Aphorius, and Zargoth will face more challenging aspirations, taking 3-5 runs on average to complete. Aurelian falls somewhere in between, with aspirations taking 2-4 runs. Lastly, Varkath and two future villains (not arriving in 1.2, but soon!) will have the most difficult aspirations, typically requiring 4+ runs to conquer.
Context: We designed Dark Aspirations to give newer players a meaningful choice after their first run: replay with more talents or try out a different villain. These quests offer a quicker way to unlock the first talent row by earning extra Souls, bypassing some of the RNG (boss drops) or Hero-Slayer mechanics!
Special Traits
Each Villain will now have a Starting Trait - basically a Unique Passive Effect (text in green on the right panel). These effects can be quite powerful, so make sure to check Traits for every villain!
Some are powerful Stat bonuses with a special scaling condition:
Others are utility options available at certain levels:
Extended Talent Trees and Talent Rework
As mentioned in last week's newspost regarding talents - we have extended the talent trees for every villain, adding 3 more options at higher Skull Levels and also heavily reworked some of the talents that functioned better as Weapon Evolutions, so had to be replaced.
Once again, Lord Cinderhell was unkind enough to let us have a sneak peek into some of his new talents:
Weirdly chilling, isn't it? Some of these talents can drastically change your Villain's builds!
World Quests
We have added a new Map Interaction and a source of skulls: World Quests. These are challenging quests, that have a special conditon attached to them. For instance, this one summons an Angel that has an aura, that nullifies all the damage from all your skills as long as he's nearby! Worry not, though, as a portal of Hell will be summoned, where the angels has to be "kindly escorted" into. Doing so yields powerful rewards! It's just a matter of not being torn to shreds by a bunch of angry peasants, while doing 0 damage to them!
Global Events
When the World Quests will be unlocked you'll also unlock Global Events. These are random occurances of weird and otherwordly effects on the map! Can you survive through them all?
That’s It...that was HUGE! THere are also a bunch of undocumented changes that we are sure you'll have a blast discovering!
As always - special thanks to our Discord members for helping us to make the game better!
Thank you for being a part of this journey. Your support is what drives us to make Undead Onslaught the best it can be. Stay tuned for more updates and keep the feedback coming!
Greetings, Adventurers! In this update, we’re excited to finally reveal Season of Moomin with you! Days of Mischief is also headed your way, along with some updates to improve your gameplay experience and another hefty batch of bug fixes.
Season of Moomin
Sky’s newest collaboration arrives in this update! Enter a timeless story as an invisible child meets the friendly family of Moomintrolls and struggles to emerge from the shadows of her past.
Meet the Moomins and their companions as they get to know Ninny the invisible child. As you explore the enchanting world of Tove Jansson’s classic characters, you’ll discover the ways that friendship and acceptance can restore color no matter how faded the world may seem.
To begin your journey, check in with the Moomin Storybook. This guide offers a series of quests that gradually unfold to tell the story of the Season from both the Moomins' perspective and a Sky Child's perspective.
Along the way you'll have the chance to unlock themed items that reflect the Season—special outfits, capes, hairstyles, an instrument, and more!
The Moomin Storybook brings several items in their Friendship Tree: A new expression, plus an outfit and a cozy family portrait that can be unlocked for regular Candles. Season Pass holders will also have the chance to unlock three Ultimate Gifts.
In the in-game shop menu, you’ll also find special collaboration items inspired by some of the characters you’ll encounter during the Season: (all prices USD)
Hattifattener Shoulder Buddy: $2.99
Pointed Snufkin Hat: $4.99
Roving Snufkin Robe Set: $9.99 (Comes with scarf and outfit)
Moomintroll Accessory Set: $11.99 (Includes ear and tail accessories)
Stay tuned for a soon-to-be-announced cape coming in the 0.27.5 update too—it will offer a memorable way to carry a piece of Moominvalley with you throughout Sky.
These special collaboration items are currently planned to be available only until the end of the Season.
Season of Moomin begins at 00:00 October 14th and continues until 23:59 December 29th (all times Pacific).
Season of Moomin: Sky Web Store Promotion
After Season of Moomin begins on October 14th, the Sky Web Store will offer 15 additional regular Candles with the first purchase of any item during the Season. For more information about the Sky Web Store, see our FAQ page!
Days of Mischief
First it was Dark Dragons, then it was Dark Crabs—but this year, something else altogether has been unleashed, and the Spirits in the Cackling Crab need Sky kids’ help!
The Spirits tried to summon a creature to the area above the cave, but something wasn’t quite right. Instead, something much more chaotic has appeared.
In each of the event’s three weekly phases, the Spirits will ask you to lend a hand to keep the chaos at bay. Help them take care of what they’ve brought in—on land, in the air, or even by the brooms they’ll lend you— and you can find event currency Light in the process too!
Up to 5 event currency can be forged each day by gathering event Light. That event Light can be gathered while participating in the activities the Mischief Spirits ask for your help with. Event currency can then be used to unlock this year’s new items:
Mischief Star Sticker accessory: 16 event currency
Mischief Cauldron: 22 event currency (Take a sip of this cauldron’s brew to temporarily turn your Sky kid green!)
Mischief Spider Bun hairstyle: 36 event currency
These items can also be purchased:
Mischief Raven-Feathered Cloak: $17.99
Mischief Withered Broom: $19.99 (This prop offers your avatar a way to fly in all but the stormiest of places in the realms)
Items from earlier years of Days of Mischief will be back, too, for those who are interested. For all details on older items, please check out our patch notes for the event from previous years. As for the IGC (in-game currency) items introduced last year, the Goth Garment and Goth Boots will be 58 and 38 Candles respectively, and the Crabkin Accessory will be 36 Candles.
As usual, free trial spells from all items can be found in the event shop in Aviary Village.
And of course, the Secret Area accessible from the Vault of Knowledge is open to everyone while the event is running.
Days of Mischief will run from October 21st through November 10th Pacific Time. With tricks, pranks, spells, and transformations galore, there’s plenty for everyone to enjoy during Sky’s spookiest event of the year!
New Daily Quests
0.26.5 included our first set of new Daily Quests. Now in 0.27.0, we’re including another round that we hope you’ll enjoy! Perhaps you’ll discover new ways that the Spirits of Sky are connected to the realms, and to each other.
(We’ve also included some small changes related to using the counter where these Spirits wait, which you may also notice!)
Nesting Workshop Updates
Starting in 0.27.0, when you go to unlock an item that’s available in the Nesting Workshop rotation, you can find them sold as individual items rather than in sets of two or more.
Once you unlock an item from the Nesting Workshop, it's now also possible to get additional copies of it while editing a Shared Space. When you’ve placed all the copies you have of that item, a “+” symbol will appear on its icon if additional copies can be purchased.
We hope this makes it easier to enjoy the items you like at the pace that you want!
Twitch Account Linking
Beginning in this update, when logging into Sky, iOS and Android players will have the option to link their Sky account to a Twitch account. (If you’re on another platform, don’t worry—we’ll bring that option to more platforms in future updates!)
Daylight Saving Time ends at 2:00 am Pacific Time on Sunday November 3rd, moving clocks back an hour. Time notation for events in Sky will change from PDT (UTC -7) to PST (UTC -8).
If you are in a region that does not observe this time change, after November 3rd the daily reset will occur an hour later for you.
Other Updates
A new type of accessories category for face items. This allows avatars to wear glasses and earrings or glasses and head accessories at the same time. We also updated the icons for some cosmetics, as well as those used for the neck accessory and head accessory categories.
0.27.0 includes a few more changes to the new player experience. One which players with more experience may encounter depending on how many Spirits they’ve met: If you’ve rescued a Spirit but haven’t brought them to the temple in their realm, they will now follow behind you until you bring them to their temple. Other changes include:
Adjustments to the social space in Daylight Prairie to make it easier for new players to understand where to go.
In Hidden Forest, the beacon hint shows when a new player calls.
The end of the cutscenes after completing a Spirit’s memory quest are a bit shorter.
Move the Winged Light that was near the gate between Daylight Prairie’s Butterfly Fields and Village area; it will now be in the Daylight Prairie social area.
In Isle of Dawn, the Winged Light at the temple will appear in that location only the first time that a new player collects it. Once they progress to Daylight Prairie, when they need to collect that Winged Light again it will appear near the exit of the first tunnel in Isle of Dawn, at the remains of the boat.
One of the feedback topics we’ve been hearing from the community was about the tea tables and their chat functions—namely, that it often felt confusing that chat wasn’t possible without drinking a full cup of tea for some tables but not others. From 0.27.0, chat becomes possible at any tea table after only one sip of tea.
The “You are about to be reborn” text has been added back into the game.
Spells activated from the emote favorites menu can now be canceled from the emote favorites menu.
Increased the max number of spells that can be used at the same time to five.
Thai localization has now been added.
Improvements and Bug Fixes in this update include:
Highlights
Camera hints for Spirits’ memory quests should now only trigger if both of these conditions are met: you have not completed that Spirit’s memory quest before, and you also haven’t opted in to participate in doing that memory quest again.
Freshly served Light goodies in the Elevated Clearing won’t sink if you don’t burn them before the Spirit brings out the next batch of goodies.
Fixed an issue where some expressions, spells, and stances would not be saved in the emote favorites menu after the game was restarted.
[PC] Screenshots save properly to the Steam screenshot directory.
[PC] Player can move around while having an instrument equipped.
[Edit 2024.10.10] An earlier version of the patch notes indicated that a Winged Light would appear after the exit of the first tunnel in Isle of Dawn. This change is related to updates for new players; an updated description of this change has been added to the “Other Updates” section above.
Gameplay
Fixed a bug with the Guide system that would prevent handholding between the guiding player and the player that requested assistance
When a player leading someone by handhold views a Shared Space followed by a Shared Memory, the player being led by handhold should no longer see the Shared Space pop in and out in a loop.
Restored the ability to chat at the table near the Aviary Village archway counter once Daily Quests are completed.
Meter that indicates how many props you can add to the Nest should be more accurate when adding or removing props.
Fixed a bug where the shadowy creatures in the Fire Trial would turn into dark spheres if you touched them after meditating at the trial’s shrine, instead of making them disappear.
Skipping cutscenes when reliving a Spirit’s memory in the Valley of Triumph Dreams Village should no longer relocate the player elsewhere in the level.
Fixed a bug for Season of Remembrance quests that caused prompts to follow Spirits to their preferred location to be missing.
Fixed a bug involving the Daily Quest counter in Aviary Village that caused Spirits a player hadn’t met yet to rotate and face them when they were interacted with.
Some Daily Quests on specific dates were not being translated to supported languages. This should now be resolved.
Fixed a bug that prevented the Sleepy Traveling Merchant from appearing for some players.
In cases where copying text is not supported, the option for the copy text function has been disabled.
Relationship menu options that are inactive due to piggyback, handholding, carry, etc. can no longer be selected. This will resolve several issues, among them an issue where players in Cradle Carry could force and be forced to hold hands with other players.
When activating a spell, the spell description should now more accurately indicate whether it affects only you (for example, the pinwheel spell), or both yourself and friends you’re holding hands with.
Fixed a privacy bug related to Nests: When two friends each enter their own Nests at the same time, they can no longer see any chat messages sent by the other player.
A Winged Light should no longer appear in the wrong location for the Map Shrine in Daylight Prairie Village.
Fixed a bug that caused the guiding beacon to appear behind you in some areas instead of appearing in front of you to guide you to where you probably actually want to go.
Emote favorites menu will now close when you go AFK.
When using a gamepad, a player carrying someone with piggyback is better able to move forward in a straight line.
Controller should no longer vibrate constantly after cutscenes in the Hidden Forest Temple.
Fixed a bug that showed certain Daily Quests at incorrect locations on the Map Shrine.
Daily Quests can be turned in without sitting at the counter near the archway in Aviary Village.
Cosmetics
When sitting down with the “sneak” stance while wearing the Bearhug Hermit’s cape, your avatar’s face will no longer clip through the cape.
Resolved some shadowy texture issues when the Duets cello is equipped.
Sky kids’ upper arms won’t deflate in certain poses when wearing the Pianist’s Flourishing suit from Season of Duets.
Fixed a bug that could prevent plushies from being visible to other players.
The Princess’s mask from Season of the Nine-Colored Deer fits properly when the avatar is wearing the Sunlight Beach Shorts outfit.
Resolved a subtle but old skinning issue with some of the umbrellas causing flickering discoloration while opened, or that seemed to add random small bits of material to the umbrella itself.
It’s no longer possible to take an in-game photo while previewing a Shared Memory that uses the photo camera prop, since this only results in a broken image.
While under the effects of the Crab Curse Spell, using the dash movement will no longer prevent the camera props from being used after the spell has ended.
The remaining backpacks used when wearing some props have all been updated to use the New & Improved version that has already been used for other props.
When a player holds hands with someone and is being led by them, when they equip an instrument and then start walking, the instrument placement won’t float oddly in front of them.
Plushies no longer jitter, and they don't drop when flying.
General Fixes and Improvements:
Fixed an animation bug where players could look misaligned when they used the cradle carry interaction.
Avatars summoned from the Friend Constellation now appear properly holding out their unlit candle instead of having their arms clipping inward awkwardly.
When the player places the Kettle prop and another player picks up the Big Manta Plush while seated at the Kettle, the plush should no longer be placed horizontally.
Fixed the odd and frankly painful-looking contortions that could happen to Sky kids’ legs when doing flips in flight.
When another player near you unlocks a new stance, their stance should more reliably be visible to you.
When a friend reaches the very end of Eye of Eden with you, their hand will no longer be stuck being held above their head.
Side hug animation should look better when swimming.
Fixes for the orange wifi symbol sometimes showing even during a stable internet connection.
Players should no longer be able to bypass cooldowns on props (like the fireworks staff) by spamming inputs in the favorite emotes menu.
Plushies are for hugging, and we would be heartbroken if they were ever accidentally set on fire. So, to improve fire safety, Sky kids will no longer be able to hold a plushie at the same time they hold out a candle to offer friendship to another player.
Fixed a bug where the confirmation menu is cut off when purchasing the Journey Pack on devices with a smaller screen.
Memory Shrine text should no longer overlap with the AURORA concert countdown timer.
Fixed an issue that caused UI objects to disappear when a player transitioned between levels while the Sky Codes option was open in the settings menu.
Invited another round of Spirits to the optimization club to reduce clipping issues and avoid awkward cape placement caused by the shoulder piece, among other things. This includes several Spirits from Hidden Forest and Golden Wasteland, plus a handful of Spirits from across the other realms.
Fixed bug affecting instrument spells where the instrument menu remained open after the spell expired.
Fixed a visual glitch in the Aviary Village outfits area where the level would disappear based on where you were standing.
Camera no longer randomly zooms in and out when swimming in Prairie Peaks.
Updated the mask from the Waving Bellmaker, namely to fix the metallic forehead.
[iOS] iPads that use external peripherals like track pads should have more reliable flight control.
[PC] Currency symbol properly appears next to prices in the in-game shop menu.
[PC] Placing props in the level should now be possible with left mouse button (it was previously bound to the spacebar).
The rock went wandering one night, enjoying the gentle light from the moon and stars. While sitting under a tree, they noticed Sky kids leaving riddles for each other. Wanting to join in on the fun, the rock made their own:
"What's the BEST, most AMAZING, CUTEST creature in the whole wide world? You'd better say jellyfish!"
...Rocks aren't very good at riddle games.
Please refer to this page for known issues ongoing or introduced with this patch: Known Issues Patch 0.27.0
As always, we look forward to hearing your feedback, and encourage you to join the community discussion on our official Discord server at https://discordapp.com/invite/thatskygame!
Age of Empires III: Definitive Edition - Lady Eridani
In February we hosted the New Year New Age even which looked ahead to what was coming in the Age of Empires and Age of Mythology franchises. Part of the roster of announcements was revealing a new DLC for Age of Empires III: Definitive Edition, with a release date of the end of 2024.
With many active projects across the franchise, we’ll be pushing out the release for the DLC to a future date. This decision was not made lightly and is based on the bandwidth of the entire Age team across World’s Edge and our partner studios.
We understand that this will be disappointing for those of you who have been excitedly waiting for news.
We will however be releasing a new update for Age of Empires III: Definitive Edition. This will go live at 10am PT on October 24th and adds quality of life updates and balance changes.
A big thank you to all of you who continue to play Age of Empires III: Definitive Edition and its existing DLCs.
Hirocato's version 2.0 is OUT! It includes a newly crafted feature where you'll be able to rewind time for a few seconds to fix falls, spike deaths, and complete cleaner, faster runs. 🔥⚡️
I really hope this improves the Hirocato experience, making it more enjoyable and less ruthless 💛 Happy running, y'all! 🐱
ASCENDANT is Crashing Steam Next Fest, From October 14th!
Lock and load, gamers! It’s time to strap in, fine tune your custom weapons, and prepare for the mayhem because ASCENDANT is storming Steam Next Fest! That's right, we're giving you free Open Beta access starting from October 14th, where you can unleash all the pent up chaotic energy you’ve been saving up while we’ve been sharpening our metaphorical biopunk blades (no actual blades - we prefer our carnage with bullets, baddies, and biocores) Plus, for anyone who’s played before, expect to see some… ‘scary’ additions, because Halloween has arrived in The Lobby!
Did Someone Say ‘New Trailer’?
Oh yes, you read that right, we’re delivering a brand new trailer during Next Fest - packed with more biopunk madness and ‘80s neon-drenched carnage than you can handle. Think of it as a sneak peek at the havoc you’re about to wreak - trust us, you don’t want to miss it. For now, here’s a little teaser of what to expect…
Fresh Meat, New Features
For those of you who've already dived headfirst into the glorious insanity that is ASCENDANT, we’ve got some epic new features waiting for you, because what’s the point of strategic survival if we’re not keeping you on your toes?
New Event: Fire Sale: All shops will offer free items for a limited time during matches. Players will receive a 1 minute warning before activation, which lasts for 3 minutes.
New Event: Forest Power Plants: Special plants can be found in the wilderness. Destroying them yields power and potential goodies, with varying rarities affecting the loot.
Match Modifier: Event Overload: Activates more events than usual during matches.
Bunker Dome: Assault Variant: New dome ability that boosts damage for allies inside.
Customization Options: New premade appearances, beard styles, eye colors, and charms for weapons.
Halloween has arrived in The Lobby!
Updates & Patch Notes: Yeah, We’re Listening
We’ve also fine-tuned and updated the game based on your totally polite (and definitely not rude) feedback. So, if more balanced gameplay, smoother combat, and all the fun-size improvements that make your massacre even more satisfying were on your hit list, consider it done:
Map-Wide Events: Increased likelihood of multiple map-wide events occurring simultaneously!
Weapon Unlock Changes: Unlocking new weapons now grants additional modules and perks, retroactively awarded to existing players.
Boss Summoner Event Revamp: Now appears as a small camp with a console and a scanner drone, providing a clearer path to the boss after activation.
Vehicle Update: The three-seater vehicle has received a new appearance, and you can earn and apply custom skins to the quad vehicle.
Gorlizard Control Changes: Our big, scaly boy now has a loud roar when possessed, and when he uses any of his abilities (Roar, Leap, or Heal), it will also leave a temporary marker on the map, to give you a rough idea of where he might be!
Lobby Updates: The pub has been renamed to The Side Quest and chat options for vendors have been expanded to provide you with useful gameplay tips.
Deathbringer Clarity Update: Health gauge appears when shot; a ‘repairing’ icon is now displayed when disabled.
Performance Enhancements: Various performance improvements, including clearer player outlines and projectile tracers.
For the full list of changes, check out the Patch Notes.
ASCENDANT Is The Place To Be, From October 14th
During Steam Next Fest, you’ll be given full access to ASCENDANT’s world of retro-futuristic carnage. Our multi-team squad-based tactical shooter isn’t just about shooting stuff (okay, it’s a lot about shooting stuff), the name of the game is to adapt, strategise, and survive. Oh, and to make sure your opponents walk away with their dignity in tatters - while you claim victory with those sweet, sweet biocores.
And when you’re not balls-deep in mutant turtle guts or dodging bullets from the other side of the map, you can head on over to The Lobby, where you can craft new weapons, battle with other players, run time trials, and even play hide-and-seek (you’ll see). It’s also a great place to trash talk while prepping your loadout for your next mission.
Wishlist Now, Play Later
So, what are you waiting for? Get yourself over to Steam and wishlist ASCENDANT now, so you’ll be ready to jump in as soon as Next Fest begins. We’ll see you on the battlefield.