Fixed an issue where gold/silver chunks were not proccing off mining.
Fixed an issue where Dreadblade Marrowfiend was not spawning.
Revamped infested cellar (this area was just a bit too tight fit; needed an update).
New:
Reduced the bleed damage from bartrem's rock blast from 300% to 20%. This was doing a bit more damage than we liked after taking a large amount of damage up front.
Reduced the bleed damage from bartrem's shockwave from 300% to 20%. This was doing a bit more damage than we liked after taking a large amount of damage up front.
Reduced the bleed damage from bartrem's raging spikes from 300% to 20%. This was doing a bit more damage than we liked after taking a large amount of damage up front.
Reduced the bleed damage from butcher's rock blast from 300% to 20%. This was doing a bit more damage than we liked after taking a large amount of damage up front.
Reduced the bleed damage from butcher's shockwave from 300% to 20%. This was doing a bit more damage than we liked after taking a large amount of damage up front.
Reduced the bleed damage from butcher's raging spikes from 300% to 20%. This was doing a bit more damage than we liked after taking a large amount of damage up front.
Reduced the fel burn damage from Ravager's Corrupted blast from 500% to 20%. This felt too strong after surviving a huge hit, the burn was a bit much.
Hello, survivors! Today, we'd like to introduce some exciting new content related to stages. In the previous dev note, [Stage System Overhaul], we introduced a major change where each map is the "smallest unit of experience," and allows players to freely move between them. This change creates a sense of "free movement," making the exploration of REMORE more immersive and ensuring that the overall game tempo remains engaging and not sluggish.
However, compared to the previous system, where each map had a clear "start and finish," the new freedom of movement introduced a challenge: it became less clear when to place a pause—or even a full stop—on expeditions. In other words, the sudden increase in freedom led to a loss of clear markers or milestones for exploration.
To address this and prevent players from feeling lost, with this new freedom, we’re introducing two systems that act as temporal and spatial landmarks: World Time and Map.
World Time: Bringing Expeditions to Life
World Time is a new system that dynamically changes the state of each map as the expedition progresses. However, since basing it on "real-time" could create unnecessary pressure in a game where strategic movement is key, the passage of time will instead be linked to the number of movement tiles in the free movement state or the number of turns during combat.
As a result, enemies on each map now have a "respawn time." If you revisit a map shortly after clearing all the enemies, it will remain empty. But after a certain amount of World Time has passed, enemies will respawn. Furthermore, if a map is left unchecked for a long period, more enemies will spawn. We'll delve deeper into this "Dark Shroud System" in a future dev note.
In addition to the introduction of World Time, the state of each map will now be saved. For instance, if you revisit a map where you previously opened a door, that door will remain open, and looted chests will stay empty. Through these changes, we aim to deliver a more immersive experience, making Remore feel like a truly interconnected world rather than just a series of isolated stages.
World Time serves as the temporal progression marker for expeditions. If you've spent too much time on an expedition, the maps will gradually fill with enemies, while the number of items you can gather will noticeably decrease. At that point, it might be time to return to the safe haven for some rest and regrouping.
Map: Providing Direction for Expeditions
We’ve briefly shown an early version of the map in a previous developer note. The initial goal was to create a basic structure that connects maps, distinguishes special maps, and portrays the general geographical features of each region. With these minimal elements, we put together the first draft of the map and conducted internal testing.
After testing, we received a lot of feedback that the previous map was only fulfilling the most "minimal" role. Its only functions were to prevent players from getting lost and to indicate whether a special event would occur in the upcoming map.
As a result, we re-evaluated the information that should be included on the map. Instead of just focusing on what is “possible” from a UX perspective, we aimed for what would be "convenient." We redesigned the map’s structure, revised the labeling methods, and enhanced its aesthetic appeal.
First, we adjusted the icons and sizes of the map symbols. The goal was to make the distinction and importance of each map type immediately clear. To achieve this, we categorized the icons into three types and scaled the icon sizes according to their level of importance.
For the map where the player is currently located, we highlighted the icon's border to make it more visible. This allows players to more easily identify their current location and the next map they will encounter, enabling more "strategic" decisions.
We also marked "safe return points" on the map with icons, as these are key points for the player's journey. Additionally, if important objects are added later, they can also be indicated in a similar icon format, making it easy to see which objects are present on each map.
The result was much easier navigation and the internal testing results were positive too. The fun of free exploration and the appropriate tension were well-balanced, and with the introduction of clear markers for the journey, players could make more strategic choices. Some players might push the boundaries of safety on their expeditions, "Just a little more...!", while others may cautiously reveal the map, making careful progress.
Anyway that’s it for today, we'll be back next week with more exciting news! Thank you, survivors! REMORE
We're happy to unveil Cockwork Industries Complete v5.0, also known as the 5th Anniversary Edition, which is now available as a free update to the game!
The 5th Anniversary Edition is a soft remaster comes with improved animations and sex scenes, a reworked gallery and unlockables system and many other improvements under the hood.
On top of that, the game is now available two additional language versions: Simplified Chinese and Polish.
The Cataclysm patch is the last one during the Next Fest for now. After this patch until the 21st, we will focus on bug fixes.
After clearing the game, the next difficulty level is unlocked, allowing you to challenge more difficult battles (maximum difficulty 3).
Difficulty 2: Monsters' stats and behaviors become stronger!
Difficulty 3: Enemies that appear become stronger every turn!
Two new challenges have been added.
Now, the character's basic skill (heavy hit) deals damage equal to 100% of attack power instead of 140~200% of attack power.
The name of the basic skill has been changed from (heavy hit -> Basic Attack).
Accordingly, all allied characters' attack power increases by 2, and maximum health increases by 5.
As a result, early-game monsters have become slightly weaker. - Slime Health 20 → 18, Attack 5 → 4 - Goblin Warrior Health 16 → 15, Attack 6 → 5 - Wolf Health 32 → 28 - Goblin Mage Attack 9 → 8 - Stump Health 50 → 45
Forgotten King: All phase health -5
Black Dragon: Phase 3 attack power -1
Now, the skill and trait selection windows open much faster during multiple level-ups.
Bug Fixes
Fixed an issue where the health display during level-up and item selection showed more health than the actual maximum health when increased maximum health%.
Resolved a bug that prevented certain jobs from learning legendary skills.
Now, burn effects are removed when burn stacks reach 0.
Magictrooper no longer casts Shield Push and Resurrection.
Fixed an issue where Russian content appeared in the Traditional Chinese translation of skill descriptions, and Russian descriptions were empty.
There's a lot going on behind the curtain at Wildcard as we gear up for one of our favorite events of the year, Fear Ascended, and a cause that's close to our hearts at the Studio, Extra Life. We've seen lots of excitement about Fear Ascended in the community so let's jump straight in and share the date!
The shadows are creeping closer... Fear Ascended is set to sink its claws into ARK from 10/30/2024 to 11/13/2024, unleashing a dino-sized dose of eerie delights and primal frights. As the night closes in, get ready for a spooky season that’s more bone-shaking than bone-breaking. Keep your ears to the ground, Survivors—there’s more lurking in the next Community Crunch!
Download & play new custom content created by players, including new maps, creatures, items, and game modes, through a dedicated new Mod-browser directly within the game. Enjoy an endless stream of new ARK content as the creativity and talent of the community is fully unleashed for the first time across gaming platforms and stay tuned as we spotlight more Cross-Platform Mods each week!
It’s that time of the year again and we’re gearing up for another Extra Life stream to support children’s hospitals through games and the strength of gaming communities.
We are excited to be going live from our Seattle office Saturday November 2nd at 10AM Pacific for 24 hours of entertainment, amazing giveaways, and much more!
If you are interested in donating, click on the button below! All donations go to the Extra Life organization and contribute to raising the Official Network rates for 24 hours!
We will announce all the final details in a future Crunch, but here's sneak peak of what you can expect:
Reveals of upcoming game content, such as ARK Extinction and Bob's Tall Tales Part 3
Preview of 'ARK Ultimate Mobile Edition' from Grove Street Games
First Looks at ARK The Animated Series Part 2
Stop by on November 2nd and hang out out in our Twitch stream or Discord for an opportunity to win a cool giveaway!
Alternatively, you can join the Studio Wildcard Extra Life Team and help raise money for children in need! By teaming up with us on Extra Life Gameday, not only will you be part of 24 hours of epic reveals, giveaways, and entertainment, but you'll also be giving back to those who need it most!
This weekend, the Official Network will be receiving bonus rates! It will be active until Monday, October 21.
PVP/PVE: 2x Harvesting, Taming, and Experience, and Breeding
Small Tribes: 4.5x Harvesting, Taming, and Experience + 4x Breeding
ARKpocalypse: 5x Harvesting, Taming and Experience, and Breeding
Player's creativity, passion, and love for this lil' dinosaur game inspire us daily. It’s awesome to see what ARK sparks in you—be it art, mods, or stories that capture the spirit of our shared world. The talent of this community is next level, and witnessing your creations and passion reminds us why we push the boundaries of ARK’s universe.
Creator: Phlinger Phlinger demonstrates how to get your first Rock Drake egg the easiest way possible!
Creator: Ark Trade Federation Learn how Sir 5rM8 can automatically fertilize your crop plots, pull the crops and berries out, and put them into refrigerators for long-term storage!
Fixes: - Shader compilation screen was showing all slides for subsequent playthroughs - Credits not showing upon ending - Certain audio causing peaking and artifacting - Adjusted world placement of the Journal to be easier to see - The lock and chain on the tunnel gate not instantiating correctly for save game loads - On screen hint for the journal not showing arrow key instructions for subsequent page navigation. - Cellphone was not activating for loaded save games when on the charger - Cellphone getting stuck on the charger - Cellphone being equipped throughout multiple random parts of the map - Canoe errors for velocity magnitudes attempting to divide by 0 - Woodshed light not instantiating at the correct time - On screen hints for the fire and sleeping bag showing before obtaining matches or lighting the fire at the camp - Rain audio still playing when entering the closet scene - Retry on the 3d printer could be interacted with prior to the appropriate time - Adapted music post bridge fall and adjusted the light dimming rate - Inverse volumes being disbanded too early in the forest - Thermos in the apartment zooming too close to the camera on inspection - Added explicit save points and autosave disable points to avoid invalid load-ins - Disabled density volumes on the ending scene - Dialogue erroring for the ending scene - Dialogue erroring for the post credits scene - Credits being truncated - Increased stalker speed - Decreased look triggers for platforms - Dialogue for the post credits scene was not timed correctly with the voice audio - Implemented dirt decals to the sewer tunnels - Adjusted audio cues for water rushing through sewer tunnel stairs.
Ink Escape: Coven Conundrum - Unlucky Planet Games
Join me as we dive into Ink Escape: Coven Conundrum!
Journey through the pages of books to discover more of your ancestry, work through interesting puzzles and enjoy the illustrative artwork in this puzzle escape room game.
During this year's Fall Next-Fest we will be live-streaming Play-thrus of our demo showing off the art and animation. We'll also be dropping hints as to what's coming next in the full release and what might be found in future books.
Now's you're chance to chat with devs live, ask questions, give feedback, and even make suggestions for the game. Hope to see you there!