ArcheAge Chronicles - david.man
Hello gamers, near and far. I'm Yongjin Ham, the executive producer of ArcheAge Chronicles. We're excited to expand upon the world of ArcheAge with this new, ambitious title. Our goal is to make the game more accessible to a wider audience, expanding upon the typical MMO framework by incorporating open-world action gameplay. This next chapter coalesces the core ArcheAge spirit with a breath of fresh air, just like stepping into a new world for the very first time.

We've made sure that both new and long-time players can enjoy the game to its fullest on their own terms. Those who love single-player games can get a taste of journeying through a shared, dynamic world with other players, while MMO veterans can enjoy the immersion and rich gameplay they know and love. No matter what kind of gamer you are, you're sure to feel right at home in Auroria.


A New Story to Tell
The story of ArcheAge Chronicles takes place during the discovery of Auroria, roughly 50 years after the events of the original. The latter's narrative centered on the player's efforts to prevent a large-scale catastrophe, in lieu of exploring other contemporaneous plotlines. Now, we shift the focus to these untold tales, placing the hopes and struggles of Auroria's settlers at the forefront of a brave new world.

The title was chosen as a reflection of our aim to tell untapped stories from different perspectives in the same era, shedding light on previously unexplored lore. In short, there are many stories waiting to be told in Auroria, and we have plans for much more to come.

Bringing Action Combat to a Vast Online World
One of our key goals is to translate the tense, acrobatic combat found in single-player action games into a vast, persistent online world. This blend of genres allows us to make ArcheAge Chronicles more accessible to a wide array of players. We've crafted a dynamic, exciting action-combat gameplay that you can dive into with real people by your side.

However, the heart of ArcheAge Chronicles goes beyond just combat. The game offers content for all playstyles, including party play and twenty-player raids. Outside of progressing the main story, most PvE encounters can be accessed as both a solo player as well as a full-fledged party. In addition to thrilling battles, players can engage in world events, tackle open-world raid bosses, and experience iconic game modes like the Crimson Rift, all set within a richly detailed, MMO environment.

A Familiar Yet Evolved World for ArcheAge Fans
While ArcheAge Chronicles is a new game, many well-loved elements from the past will make a welcome return. We've built upon this legacy, preserving aspects like lifestyle content, housing, and trading while introducing added layers of depth and immersion. For instance, the housing system allows players to extensively customize their homes to their liking. You can also meet housemates to share and personalize your living space together.

Like before, crafting plays a crucial role in character growth. Trade is an essential mechanism for supplying the materials needed for crafting. We've retained familiar trade mechanisms from the past, such as using wagons, carts, and creating trade goods to sell in different regions, but with a twist. New variables will be designed into the transportation process to make it all the more fun and engaging. Trade isn't just an economic exchange, but a vital part of a player's journey through the world.

PvP will also have its place in ArcheAge Chronicles. Revitalized trade runs will involve elements of risk and reward, where PvP encounters become more likely as the stakes of the journey increase with higher levels. Additionally, we're exploring an evolved crime system and organized PvP activities, including arenas like the colosseum, to enhance the competitive experience.

We believe that once you set foot into the game, you'll discover an epic journey that respects the legacy of the original while offering something entirely new. We can't wait for you to explore this next chapter with us.

What's Next?
We have plenty more in store for you in future updates. Stay tuned for more information—and your next grand adventure in Auroria!

Until next time,
- Yongjin Ham, Executive Producer, ArcheAge Chronicles
Welcome to Elderfield - chris-cote
CHANGELOG

IMPLEMENTED
  • Fixed stealth musk bug
  • Minor spelling fixes
  • Fixed crash caused by checking status tooltips in battle
  • Added more element damage types to weapons
  • Weakened Pipe Cleaners (less HP, less damage, lower chance for Frenzy Slash)
  • Gave Pipe Cleaners a weakness (Insight)

PLANNED
  • Fix the out of bounds at midnight bug in mall stores
LandFall Survival - Mazxz
Hey everyone! We’ve just released another update for the Landfall demo, and here’s what’s new:

Increased Loot Drops: We've adjusted the amount of loot you can find throughout the game. Expect more opportunities to gather resources and gear during your missions.
Improved Tutorial Start: The start of the tutorial has been revamped to give new players a clearer and faster introduction to the game’s core mechanics.

These changes are aimed at enhancing your experience and making Landfall even more engaging. We appreciate your ongoing feedback and look forward to hearing your thoughts on these latest improvements!

Fishing Valley - Mike Carter
Hello, Anglers!

We’re thrilled to announce that Fishing Valley is participating in October’s Steam Next Fest! 🎣 While the demo is already available on Steam, this is a great time to dive into the relaxing world of Fishing Valley and explore:

  • Take on fishing quests using intuitive quick time events.
  • Unlock new gear to enhance your adventure.
  • Customize your aquarium with your best catches.

Join us during Steam Next Fest to celebrate fishing and share your experience!

Best,
Mike Carter
Rocky Mayhem - SepSlither
Hey guys!

Final update of the day brings small things including Steam Rich Presence! This is more of just experimenting what I can do with Steamworks but alongside the update comes a crucial fix which has been bothering me.

Here's what Steam Rich Presence can look like:


Patch Notes
New
  • Added Steam Rich Presence
Fixes
  • Fixed Most Wanted "Normal" leading to another mode
  • Fixed Rescue Operations Level Select appearing when not completing all levels
Oct 10, 2024
Horticular: Build a Garden, Attract Wildlife - inDirection Games
  • Increased loading and splash font sizes.
  • Fixed issue when opening menus on the gamepad in French.
  • Fixed formatting issue in the German placer tutorial when using a gamepad.
Oct 10, 2024
Bean There, Won That - remremstudios
Nothing says stable like 3 updates in one day. Again will copy the total patch notes below. Should not be updating this regularly but hotfixing till solid stability

Bug Fixes:
* Crashing issue found and hopefully sorted. Please if you experience a crash come to the discord
* Game selection not being randomised
* Issues with betting
* Deactived bloom works properly
* Addtional error catching

General Changes:
* Now if playing multiple rounds in a session it will try to not replay games

Minigame Changes:
* Propella : Fixed spawning position of player 6
* Hold The Cash: Increased camera FOV
* Speary Me: Increased camera FOV
Oct 10, 2024
The Last Plague: Blight - originalstudios
Time for another set of fixes and balance changes! Big thanks to everyone reporting issues you're seeing on the forums and in Discord. Appreciate your patience as the game experience is nailed down!

Also good progress is being made on a third person camera mode. It's not ready quite yet but will be out soon, most likely in the next update.

Fixes:
  • Expanded wall piece collision boxes to hopefully prevent animals from hopping over them in certain cases
  • Fixed co-op client players not being able to use rafts properly in certain network conditions
  • Fixed co-op client players not seeing plant growth properties and stats
  • Fixed co-op client players not seeing decontamination stats for decontaminated food items
  • Fixed crushed silver ore not being able to be used as a cooking ingredient
  • Fixed multiplayer game revert and then immediate start showing a "corrupted save" due to the game trying to load the just-deleted saves instead of the new top-level save
  • Adjusted when and how caves are loaded in memory to prevent cases of cloaked figures falling through and re-appearing on the terrain directly above the spot in the cave. Also added some failsafe code to move any above-ground cloaked figures back down into the cave
  • Fixed realgar crystal creation point to be in front of the resource instead of being off to the side and potentially clipping through the cave wall
  • Fixed co-op clients not seeing details when hovering over a building in the process of being upgraded
  • Fixed leatherworking task description to better reflect completion criteria, ie. cut the tanned leather into pieces
  • Fixed distant cave lighting weirdness related to the shadow rendering changes in the previous update
  • Adjusted main menu news popup to longer block main menu in case of weird resolution on first game launch with two monitors
  • Fixed translations for the wait for contact tasks
  • Allowed rain water along with potable water for fungicide crafting recipe
  • Fixed covered clay jar interactions so that it can be filled/emptied with a clay bowl in either hand
  • Fixed item movement blocked in placed backpacks if an inventory holding item like a small leather bag was in the top-left spot in the bag
  • Fixed lid removal from covered clay jar losing all stored items in certain cases instead of having the items moved to your inventory
  • Fixed raw wolf meat cooking into boar meat
  • Allowed jerky to be decontaminated
  • Fixed item/stockpile placement starting and stopping instantly due to bad distance checking
  • Fixed fungicide recipe not being locked before the relevant letter explains it

Balance:
  • Reduced Blight cloud growth
  • Increased chance of multiple mushroom growth after a growing cycle
  • Reduced dehydration rate of all plants
  • Increased most plant and herb generation in the world
  • Pine cones are now contaminated like plants (sorry!)

Other changes:
  • In-game news section no longer shows non-Steam community news
  • Raft piloting isn't automatically ended when hitting the shore to prevent unintentional character movements in some cases
  • Added CJK fallback fonts for players wanting to use those characters in game names and other places
  • Allow collision with player character when placing items or buildings
  • Increased fuel requirements for tinder/kindling to get round numbers of the required materials again after the increased fuel amounts from the previous update
MegaQuest Playtest - brandon
Major Changes!

- Bow/Arrow now occupies the "RT" slot.
- Shield is given immediately at level start.

- A 3 Stat system is in place (but not hooked up completely). Brute/Magic/Range are values you can choose to allocate to during gameplay. Similar to Dead Cell's scroll system, but maybe even simpler to start.

- There are some new bugs introduced, so there will be a few quick fix patches coming in.

Roadmap:
- Work continues on the Narrative/Plot and level design.
- Spells are identified as something that there needs more variety to 'demo'
- Some more (optional) level content will be added
- Coins should be able to buy stuff

---- amongst a huge back log of so many things...

I personally feel like these additional mechanisms although simple really help the experience feel more complete. Character development is a huge in what the story/narrative will need to assist in. Still needs a lot of UI work.

The November target would be a submission to some Indie Festivals coming on later next year which would need to happen now. As usual, lagging on the website, marketing, pitch, etc... etc... I will really need that in place by November when I want the Demo live while I submit...

I think 10/15 is the date I would like to set the playtest to open to the public, so we can have more feedback to work towards a more polished demo.
Oct 10, 2024
Illegal Simulator - Schnoz
Fixed Checkout Bug
...