This year has already been a very busy one for No Man’s Sky, with 6 updates already this year, including the huge Worlds Update. Our last update, The Cursed, dropped just a couple of weeks ago, and players have been loving the spooky Halloween vibe.
In game development some features take weeks or months, and others take years. Today we are releasing some features that have been years in the making.
Cross-Save
Starting from today we are rolling out Cross-Save support on all platforms. This has been a huge undertaking, and is one of most requested features.
Being able to jump seamlessly between platforms is really transformative. Players can play from the comfort of their sofa on console, continue an Expedition on the move with Switch or Steam Deck, build an incredible base on their beefy PC rig, and view it in incredibly immersive Virtual Reality.
No Man’s Sky now supports Cross-play and Cross-save between a huge number of platforms including PC, PlayStation 4 & Xbox One and Series X/S, Game Pass, GOG, Nintendo Switch, Steam Deck, PlayStation VR 1 & 2 and PCVR.
Adding the ability to transfer saves between platforms via a server is especially difficult for No Man’s Sky, as the work involved increases with each platform supported and how long folks have already been playing for. Both those numbers are large for our tiny team.
It’s very common for players to rack up thousands of hours of saves exploring across space, building elaborate bases and cataloging their discoveries, with incredibly detailed saves. Adding Cross-Save for us is a little bit like moving house, the longer people have lived there the more complicated it is to move them! We also have players who played once at launch, eight years ago, suddenly loading up that save on a platform that didn’t even exist back then!
For these reasons we have secretly been introducing the technology for this update for over 6 months. We are now ready to start rolling Cross-Save out to a small number of players. From today, all No Man’s Sky players can connect their different platform accounts together at https://cloud.nomanssky.com/cross-save. A subset of players will then be admitted to the beta. Participants in the beta will be able to upload and download saves from any connected platform, via the in-game save screen. In the coming weeks, all players will be invited to do so.
PlayStation 5 Pro
PlayStation 5 Pro releases today and is an incredible feat of engineering. We were so excited to get our hands on it from early days of development. We couldn’t wait to see what was possible in No Man’s Sky with so much power at our disposal!
We're excited to be able to share an enhanced version of No Man's Sky for PlayStation 5 Pro with players at launch. Bringing even more detail and higher image quality than ever possible on console before.
PlayStation Spectral Super Resolution (PSSR) allows for incredible upscaling to provide crisp 4K resolution at 60fps. No Man's Sky will also be an early supporter of 8k resolution, with the universe looking incredible in 8K at 30fps.
As well as a much sharper resolution at higher framerates, the increased power of the PlayStation 5 Pro has enabled us to ramp up the graphical quality across the board. Players on PlayStation 5 Pro will see improved lighting, with ultra quality reflections and higher quality ambient occlusion in all modes. Explore the most beautiful and detailed alien worlds No Man's Sky has to offer, for the first time on console.
Not only this, but all of these improvements also come to PSVR2! With our most stunning virtual reality imagery offering an even more immersive experience for Travellers amongst the stars.
The small team at Hello Games like nothing more than to play around with new technology. From supporting our players on first generation hardware, right back to Switch and PlayStation 4, to the highest end PCs, next generation consoles, and now support for cutting edge PlayStation Pro 5 is available at launch as another free update.
The PlayStation Pro update was already pushed live quietly in The Cursed update, so if you already have hardware, you can play it NOW!
The Normandy Returns
Everyone here at Hello Games is a huge sci-fi nerd. One of our absolute favourite series is the incredible Mass Effect games. To join in Mass Effect’s annual N7 celebrations, we are pleased to welcome the legendary SSV Normandy SR1 back into No Man’s Sky!
It was back in 2021 that the Normandy made its first appearance in one of the first expeditions we ever ran. The limited-time expedition starts today, runs for two weeks and culminates in players being able to claim the Normandy for their fleet.
In the intervening years since that event, we have welcomed a huge number of Travellers, not least a whole new cohort of Switch players and an increasingly large number of Chinese fans. Many of these new players have envied those who proudly displayed their Normandy in their frigate collection.
Mass Effect fans know that this legendary frigate only appears when it is most needed! Today, and for the next two weeks, as a love-letter from one science fiction game to another, we are giving everyone another chance to encounter the Normandy in an overhauled version of the original mission and add it to their collection.
Huge thanks to our friends at EA and BioWare for helping make this happen.
It has been a momentous year for No Man’s Sky in a number of ways. We’re so grateful to be able to continue this journey with you.
Today's a special day, it marks the first anniversary of the 1.0 release. But it is also more or less the eighth year we've been working on it and the fourth year since its first Early Access public release.
To celebrate, we thought we'd take a trip down memory lane and take you with us (or at least those interested in it).
In this post, we'll be showcasing some (very) old footage alongside visuals you've probably never seen before. It will highlight the different phases the project went through. And that later became the game you're playing now.
The Beginning?
"Eight years?!" You might think it's too long for a game this size. And you'd probably be right. But truth be told, when we started, most of us had just graduated out of school. We thought we were ready to make games (we clearly didn't expect that kind of journey).
So we just started…
We worked on a prototype, both visually and gameplay-wise. And we ended up with something quite different from where we are now.
Gunpawns had a really different shape and tone back in those days.
And it ended up looking like this:
You can already notice the will to make some kind of "forward-combat FPS", you can also notice how the game was called "Robot Quest".
Needless to say, we were happy but… We learned so much along the way of doing this that we thought we could do much better if we tried again.
So we "rebooted" the project and the prototype.
Reshaping the Tone
Aside from cleaning up the mess the prototype was in terms of code, we wanted to go way further in terms of player movement and we also fiddled around with a more colorful tone for the game.
So we restarted a prototype, find some visuals from that period below.
You might recognize a weapon which is still here to this day.
We clearly had amazing UI design skills as well.
Below is the map we created to try out the new style of movement we wanted for the game. One where we'd be able to move faster, jump higher and even double-jump! At that time, we didn't have any other movement capabilities.
We called that map "Lunapark".
We spent countless hours just running, jumping and traversing it. Tweaking every single movement value.
One little trick we decided to implement was to modify the player's acceleration after landing. When simply moving, the player's character acceleration was really high, and it tampered with the ability to stop precisely when landing on platforms. So we added something that slows down your acceleration for a little while after landing. This is a trick that is still in the game today and (hopefully) provides a better platforming experience overall.
The 'Dark' Days
Once again, we learned a lot during the new prototype. And once again, we wanted more. So we rebooted everything, again. But this time, we leaned towards a more serious approach in our visual concepts. You can see what it looks like below.
One positive thing about this reboot though is that we were finally joined by real programmers. That meant no longer needing to reboot the code because we ended up with some spaghetti-thing that was impossible to expand upon.
Dark Canyon
Old Concepts of the Moon
Advanced Key Art of the Moon
Concept Arts for Fields
Concept Arts for Story/Cinematics
But after fidgeting for quite a while with that direction, we realized we weren't really happy with it.
Let's turn on the Light!
That wasn't what we were looking for. We've always wanted a game that feels good to be in in terms of mood.
So we tried something more "colorful". But we were still quite far away from the final "cartoon-comic" style you can find in the game right now. Find some concepts arts below.
Zen Gardens
Residential Districts
Promenade
Chill Zone
Futuristic Apartments
And we were also becoming """"better"""" at handling Unreal Engine and its lighting capabilities.
Fields
Suburbs
Haven-City
Canyon
We also turned our eyes to investors and people who were willing to support us financially speaking in general.
So we had to make a trailer for that…
Comic-style Turn-around
While we were quite happy with the overall tone of the colors and the game being more "vivid", we still felt like we were missing something. So wanted to go more all-in in the comic-book approach.
Here's what it started to look like in our concepts / paintovers at the time.
But it didn't look quite as good in-game yet...
Or didn't it?
Meanwhile, we were also leveling up in marketing and business development.
The Early Access
After continuous tuning, we finally managed to find our artistic seed: the comic-style we were striving for.
And fortunately for us, because we were running out of time. We needed to actually make the game now and not just fiddle with graphics and gameplay.
So we released it in Early Access in 2020.
Some of you might remember, you joined us around that time!
We even made a little something to thank the first 200 of you who joined our Discord. We still can't believe we actually recently reached 15.000 members!
And we also had the chance to attend Gamescom one year later!
Also, a little something our main (and only) animator did in his free-time… Probably the first time we could enjoy the presence of Buddybot in our studio.
Final Form
Three years later, in November 2023, Roboquest finally reached "its final form".
Our concept artist worked hard for the Steam Key Art.
And of course, the game evolved quite a bit...
Conclusion
Well, this was quite a long post, mostly because of all the visuals we shared.
We hope you liked this trip down memory lane, we sure did here at the studio. We laughed tracking back those visuals and remembering the fun (and challenging) times connected to them.
As for the future, the Endless Update is coming end of November. Like we said earlier, we will be sharing information about it over the course of the month. We will also share devleaks on Discord (we will sum them up in our posts here on Steam when able).
Stay tuned Guardians, have a great robot-smashing times!
And most importantly, thanks to everyone tagging along to that amazing journey.
Looking for a fresh look for your firearms? This week’s the week to upgrade your style with 30% off five Weapon Skins in the Shop: Battle Chic (Tyrant-8 Skin), X-Ray (GARR 21), Industrial (Steady 20-20), Jolter (R&M Governor), and Heavy Metal (Tyrant-8) with discounts active until November 14.
On a side note, the Gatorfolk Avatar is also 30% off this week, so make sure to grab that classic, too!
Visit the Shop to find the full collection of cosmetics, stop by the lower deck of the Riftwake and chat with GE-0, or access it via the navigation menu.
IMPORTANT! Because the update is still being tested, the information in this article is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the update goes live.
Wonders of the Arctic
13.11 is our New Year update, so we've naturally prepared a festive atmosphere for you to enjoy both in your Port and on the battlefield.
You'll visit the new Port of Nordlyshavn, where you can decorate your very own Christmas Tree with ornaments that can be unlocked by completing missions.
A special Advent Calendar will replace the standard daily rewards from December 1 through 25.
You can earn Festive Rewards for all the Tier V+ ships in your Port!
Unwrap Santa's Gift containers, streamlined to two types—Santa's Gift and Santa's Mega Gift—both stuffed with a new rotation of ships!
Light your enemies up like a Christmas Tree with three new holiday-themed enemy destruction effects.
Removal of Magazine Detonation
Based on player feedback, we've decided to change our stance on the magazine detonation mechanic and are going to remove it from the game entirely starting with Update 13.11
This change goes hand-in-hand with another series of changes, including the removal of the Juliet Charlie signal, which will be replaced with the new Charlie Kilo signal, increasing ship HP and squadron HP by +5% and +2.5%, respectively. The Magazine Modification 1 upgrade will be removed entirely, and all of its owners will automatically receive full compensation in Credits.
Event Pass
Our heroes Li Wei and Olaf Lundgren are nearing the end of their expedition to the North Pole! Update 13.11 features two themed Event Pass chapters, each dedicated to an explorer you’ve already met in a previous update.
Advancing through the Event Pass levels will bring you Commanders Li Wei and Olaf Lundgren, plus various awesome rewards like ships!
Each Event Pass chapter lasts for 3 weeks, features 25 levels and functions as a standalone Pass. This means that once the first chapter ends, you won’t be able to complete it retroactively!
Star Trek Operation—Queen's Rage
The final chapter of our STAR TREK Operations unfolds in Update 13.11. At the beginning of the Operation, you must defend three control points at risk of falling to the Borg. You’ll face three enemy waves, each led by a powerful minion.
If you successfully defeat all the Borg Queen's minions, she'll have no choice but to join the fight herself…
The third phase of the Star Trek Operation reward track offers Steel, Free XP, Elite Commander XP, special and rare economic bonuses, signals, Star Tokens, and collection items.
Dockyard: Niord
Construction of European Tier IX battleship Niord is commencing at the Hamburg Dockyard. The ship features eight accurate 380 mm main battery guns with a fast reload. She also boasts 20 torpedo tubes with a tight spread, fast speed, and long range.
One of the intermediate rewards is European Tier V destroyer Kalmar, which can be found at the 8th shipbuilding phase.
The Dockyard construction process consists of 20 phases, 18 of which you can advance through via combat missions, while the rest can be purchased for Doubloons. Each shipbuilding phase costs 3,000 Doubloons. Starter packs of two and six phases can be purchased for 5,000 and 12,600 Doubloons, respectively.
Asymmetric Battles
The beloved battle type where you fight as a team of five against superior bot-controlled forces has returned!
You can play Tier VI–X ships and superships
Five ships to a team on the player side
Maximum difference of one tier between the ships
You can play any ship type
Clan Patrols
Update 13.11 also delivers a temporary new activity—Clan Patrols—available for all Clan members. Inside the special Patrol window under the Clan tab, you can choose a battle type for Patrols and receive extra rewards just by playing it!
Hello. This is Victoria, Narrative Design Lead of Victoria 3, and today I will be covering the narrative content that will be coming in Pivot of Empire. I will also be covering some important free features which I ran out of space to write about in diary #134.
Pivot of Empire is centred around British India, its progression from the East India Company to the British Raj, and the Indian struggle for independence. It also includes a selection of narrative content for the Sikh Empire, Princely States, and the Mughal Emperor in Delhi. Owners of Pivot of Empire will be able to experience a myriad of historical and alt-historical courses, from a revived Mughal Empire to an all-encompassing Company run according to the principles of Utilitarianism.
Imperialism of Promise
During the early nineteenth century, many of the British East India Company’s administrators were influenced by the works of Jeremy Bentham, the founder of modern utilitarianism. The most notable of these figures is John Stuart Mill, who served as an East India Company administrator for thirty years, famously authoring a tract defending Company rule in the aftermath of the Indian Uprising of 1857. Following his return to Britain after the establishment of crown rule in India, Mill would become one of the most notable proponents of utilitarianism.
Utilitarian principles served as a crucial element in justifying British rule over India to the British populace. James Mill, father of John Stuart Mill and a noteworthy follower of Bentham, was a notable advocate for the British Empire in India, publishing The History of British India in 1817. The idea of India as a stagnant region which required the intervention of a dynamic foreign power to prosper was a common attitude amongst the British administration. In the eyes of the utilitarians, the purpose of the British administration was to rationalise the fundamentally irrational society of India. Ideology based around an imagined dichotomy between a dynamic, rationalist West and a stagnant, irrational East is a persistent theme amongst the European intelligentsia of the Victorian era, most often referred to as “Orientalism”.
Historically, the efforts of the utilitarians were primarily concentrated upon codifying and standardising various aspects of Indian society that had formerly gone unwritten. The traditional Indian reliance upon spoken agreement and personal meetings was anathema to the sensibilities of the British administration, who wished to establish absolute, uncontested control over Indian society whilst simultaneously remaining distant from their subjects. British India was characterised by the tension between the need to maintain Indian intermediaries to govern the subcontinent, and a near-total lack of trust in these intermediaries. In such an environment, the administration developed an obsession with paperwork, which it retreated behind in order to distance itself from what it saw as a chaotic and unpleasant society. This fixation is represented in-game through the traits and ideologies of the East India Company interest group, which was revealed in Dev Diary #134.
For much of its existence, the British administration was split between elements which wished to govern by making use of traditional Indian institutions, and those who sought to impose British systems of governance on Indian society. The utilitarian administrators of the East India Company, with their ambitious social reform programs and dreams of benevolent despotism, represented the latter tendency. The government of the British Raj immediately following the Indian Uprising [also referred to as the Sepoy Mutiny] largely represented the former.
The utilitarian administrators are represented by the Utilitarian ideology, which favours a variety of ambitious bureaucratic and social reforms. Utilitarians are connected to the Utilitarian movement, which may appear for any country with the English, Australian, or Anglo-Canadian primary cultures.
The East India Company has a Utilitarian movement at game start, which has a support base largely consisting of European bureaucrats and other Company officials. In a colony such as India, the Utilitarian movement has great difficulty attracting support outside of the administration itself.
If the Utilitarian movement acquires sufficient support amongst the members of an interest group, said interest group is said to be pressured by the movement. A pressured interest group gains the ability to generate leaders with the movement’s ideologies, as well as promoting agitators supporting this movement to leadership positions.
If the East India Company gets a Utilitarian leader, either through random generation or promoting a character such as John Stuart Mill, it will become immensely more receptive to various progressive reforms. However, the utilitarians are deeply unpopular with the Indian population, and their relentless drive to impose their vision upon society will deepen tensions between the colonial government and the Indian populace.
The presence of a notable utilitarian reformer within British India will trigger the Imperialism of Promise journal entry, which covers the efforts of the utilitarian administrators to realise their ideological goals. It will require an enormous expansion of the colonial bureaucracy to complete, as well as passing numerous reforms. These reforms are based on historical policies advocated for by the Company’s utilitarian administrators.
The Indian Penal Code of 1860, the first codified all-Indian system of law, was a utilitarian project incorporating various proposals by James Mill. Another utilitarian, Thomas Macaulay, served as one of the framers of both the Penal Code and the British Indian education system. Despite being drafted prior to the start of the game under Company rule, it took twenty-five years for it to be finalised and enacted by the government of the British Raj. The Penal Code nominally abolished slavery within India, although the practice remained widespread until the twentieth century.
Other notable utilitarian reforms in India include the abolition of Sati and the creation of the English education system under Lord Bentinck, and the legalisation of the remarriage of widows under Lord Dalhousie.
Historically, the projects of the utilitarians fell short of their goals, unable to overcome the contradiction between the administration’s desire for uncontested control and its unwillingness to trust non-Europeans. Despite their enormous bureaucracy, vast railway networks, and unparalleled capacity for violence, the British never truly managed to secure supreme political power in India. Outside of the employment of violent measures, their ability to effectively and sustainably govern India was relatively limited. The outbreak of the Indian Uprising in 1857 and the end of Company rule shifted the priorities of the British administration–the utilitarian outlook of reforming Indian society mostly fell out of fashion, and the Raj shifted towards a more conservative sort of administration that made greater use of Indian intermediaries and traditional institutions in its governance.
If one can complete this journal entry, however, they will have successfully realised the utilitarians’ vision for India–an all-encompassing bureaucracy devoted to codifying, rationalising, and anglicising all aspects of life across the subcontinent.
Indian Nationalism
Once pan-nationalism is researched by British India, it will become eligible for the Indian National Movement. This is a unique political movement which represents Indian secular nationalist organisations such as the Indian National Congress. It has the Sovereignist ideology, which favours basic civil liberties, equal rights for native Indians, and policing laws that institutionally favour Indian landowners over the colonial government.
The Indian National Movement represents the more secular form of Indian nationalism that characterised organisations such as the Indian National Congress. India also has movements that represent the explicitly Hindu and Muslim nationalist movements, which will be addressed later in this dev diary under “Communal Divides”.
An astute observer may note that the movement cares about more than just law stances. Political movements may now possess scripted factors which adjust their Activism in various directions according to any condition one may think of. In the case of the Indian national movement, having a high liberty desire increases their activism, as does being a less autonomous subject type. If British India can achieve Dominion status, this will appease the Indian national movement just as much as possessing a favourable law will.
The Indian Home Rule journal entry represents the initial demands of the Indian national movement - improved status within the British imperial system, and later the granting of self-government to India. Whilst steps in the direction of self-government were taken historically, these measures were only implemented after the Amritsar Massacre of 1919 had turned the Indian nationalist movement towards full independence.
Whilst the Indian Home Rule journal entry is active, the government of British India will be able to petition the British government for permission to democratise its administration. The chances of success will be determined by the progress bar, which represents the level of trust that Britain has in India. Poor relations with Britain will harm its progress, as will famines or aggressive governments on either side.
Once the Home Rule journal entry appears, Britain will receive a journal entry interfacing with it. If the British AI feels that its rule over India will be threatened if reform is not carried out, it will be inclined to press these buttons, creating an Indian legislature and democratic elections for such.
However, if a civil war of any kind breaks out, or if the Activism of the Indian national movement rises above 50%, British soldiers will fire on the protestors, and India will be sent into a downward spiral.
Once the Amritsar Massacre occurs, all hope for reconciliation between British administrators and Indian subjects is over, and the only option left for the British authorities is to hold onto India for as long as possible whilst trying to avert civil war. The Indian Nation journal entry will persist until the Indian national movement is marginalised, or India has been granted independence.
If a civil war breaks out in India whilst India possesses the Indian Nation journal entry, Britain will be inclined to pull its agents out of India and either leave the subcontinent to collapse, or hand over governance to whoever the rebel leader is. The former option will create an absolute mess in the formerly British-controlled regions for the newly-independent Indian state to deal with, whilst the latter will give the revolt control over all of India.
A British evacuation does not always signal the end for the Raj. In some circumstances, the British administration may choose to take a third option, and ignore the British call for withdrawal.
Pivot of Empire also includes numerous events related to the Indian national movement, such as the famous Salt March and various other actions carried out by Indian nationalists against British rule.
Communal Divides
Once you advance sufficiently into the game, and as ethno-religious identities start to emerge and solidify, you will have to contend with the growing issue of Hindu-Muslim intercommunal tensions. Juggling the political interests and desires of these two groups will not be an easy task, and you will periodically get events that complicate it even further.
As long as the Communal Divides journal entry is active, radicals from discrimination and attraction to religious nationalist political movements will be increased, so resolving the issue will quickly become a priority.
An Indian federation, wherein Muslim majority states will be granted autonomy will be one way to tackle the issue, but reneging on the promise of autonomy later on will result in massive unrest in your country’s Muslim population.
The Dravidian Movement
The early twentieth century in British India saw the emergence of several popular movements opposing caste discrimination. The Dravidian Movement began in opposition to the dominance of Brahmins in the administration of the Madras Presidency, and eventually led to the establishment of caste-based reservations in Madras.
The British East India Company starts with the Caste Not Enforced law, to represent the yet-uncodified status of the caste system in the 1830s. Once the British Raj is established, the Caste System Codified law is automatically enacted, representing the efforts of British administrators to codify the caste system nationwide in the aftermath of the Indian Uprising of 1857. The incorporation of native Indians into the Indian Civil Service under the British Raj was, historically, enormously skewed towards Brahmins. This inequality sets the stage for the future Dravidian Movement.
The Dravidian Movement journal entry covers more than the historical Dravidian Movement. To expand the scope of this narrative from the Madras Presidency to all of India, we have wrapped several other historical anti-caste movements into this journal entry, such as the the Self-Respect Movement of Erode Venkatappa Ramasamy [or Periyar] and Bhimrao Ramji Ambedkar’s “annihilation of caste”.
Whilst the Dravidian Movement is active, events pertaining to the struggle against caste discrimination will periodically appear in British India.
That's all we have the space to show off here, check out the rest on our forums!
NEODUEL: Backpack Monsters - The 4 Winds Entertainment
Salutations, Duelists! As of today, November 7th, 2024, a new patch has gone live for NeoDuel: Backpack Monsters. To experience the most recent and up to date build of NeoDuel on Steam, make sure you update your game. Here's what to expect in this patch note:
THE BIG UPGRADE PATCH
DID SOMEONE SAY MAWR UPGRADES!? Yes indeed, and that brings a staggering amount of almost 160 Upgrades in the game with today's 13 new additional Upgrades. The new batch is just adds some missing pieces to the puzzle, and here's the full list including in order from left to right.
David (available in stage 1,2 and 3): Take 30% maximum health damage and gain 20% damage.
Goliath (available in stage 1,2 and 3): Gain shield equal to 25% of your max health and lose 5% damage.
Regen of the Colossus (available in stage 1,2 and 3): Every second, gain 1,5% of your maximum Health.
Roll of the dice (available in stage 1,2 and 3): Cosmions have 10% chance of not consuming Energy.
SHIELDS UP 1 (available in stage 1): At start, gain 40 Shield.
SHIELDS UP 2 (available in stage 2): At start, gain 90 Shield.
SHIELDS UP 3 (available in stage 3): At start, gain 150 Shield.
Stop the Bleeding (available in stage 1 and 2): For every loss you have, gain 2 Toughness.
Strength from numbers (available in stage 1 and 2): For every Cosmion you have, deal 1% more damage.
Tough Shell (available in stage 1, 2 and 3): For every Defender you have, gain 1 Toughness.
Slimi packet 1 (available in stage 1): Your Slimis now have 4 second cooldown instead of one time effect, gain 2 Slimis.
Slimi packet 2 (available in stage 2): Your Slimis now have 4 second cooldown instead of one time effect, gain 4 Slimis.
ANOTHER ONE? (available in stage 2): Gain a Rogueduck, lose everything you have.
Developer’s Notes: With this update, you will realize that the Upgrade selection pool is getting bigger, and we won't stop there. When a pool gets this big, it can be very hard to find the Upgrades you are looking for in the long run. While we don't want players to be forced into playing a specific build every time, we also do not want Duelists to NEVER play their dream composition. In a near future patch, we are thinking of a QoL update which will further make the entire Upgrade selection feel good and reliable.
This patch is also focused on a rebalancing of Neoduel's Upgrades, with a plethora of changes mostly on a granular level in terms of stats, based on now one full month of Duelist data. That ranges from how many times certain Upgrades or Cosmions were picked in the shop, and pair it with current win streak and overall success rate. We hope that the following rebalanced upgrades will incite some new build crafting juice:
Adrenaline Boost (available in stage 1,2 and 3): Once per duel, when you are below 25% Health, gain Shield equal to the 25%->20% of your maximum Health.
Better Than Nothing 1 (available in stage 1): Each lose gives 4->5 additional coins.
Better Than Nothing 2 (available in stage 2): Each lose gives 6->8 additional coins.
Better Than Nothing 3 (available in stage 3): Each lose gives 8->10 additional coins.
Blood Pact (available in stage 1,2 and 3): Lose 20%->30 of your Health but gain 5-6 Strengthen.
Blood Pact (available in stage 1,2 and 3): Your Cosmions deal more damage according to your opponent's missing health (1%-40%->30%, capped at 40%->30% Health).
Cheap Tactics (available in stage 1 and 2): Common and Rare Cosmions trigger 35% faster.
Corrosive Acid (available in stage 1 and 2): Acid now also damages the opponent Health. Acid now deals %25 less damage.
Defense of Many (available in stage 1, 2 and 3): Gain 8->7 Shield per Cosmion you have.
Earthen Armor (available in stage 1, 2 and 3): Gain 5->7 Toughness.
Elemental Synergy (available in stage 1, 2 and 3): Cosmions from your most used element have additional 30%->20% Cooldown Reduction.
Energized! 1 (available in stage 1): Gain 5->6 Energize.
Energized! 2 (available in stage 2): Gain 7->9 Energize.
Energized! 2 (available in stage 2): Gain 10->12 Energize.
F.A.S.T. (available in stage 1, 2 and 3): Gain 7->5 Haste.
FireStarter 1 (available in stage 1): Inflict 5->4 Burn.
FireStarter 2 (available in stage 2): Inflict 10->8 Burn.
FireStarter 3 (available in stage 3): Inflict 15->12 Burn.
FlowMaster 1 (available in stage 1): Gain 10->15 Flow.
FlowMaster 3 (available in stage 3): Gain 30->25 Flow.
Greedy Dragon 1 (available in stage 1): Gain 10->8 Coins.
Greedy Dragon 2 (available in stage 2): Gain 15->12 Coins.
Greedy Dragon 3 (available in stage 3): Gain 20->16 Coins.
Harmonic Resonance (available in stage 2 and 3): If you have equal number of Fire and Water Cosmions, gain 45->50 Flow and inflict 15 Burn.
Icy Protection (available in stage 1,2 and 3): Triggering Frostbite also gives 25->20 Shield.
Icy Veins (available in stage 1, 2 and 3): For every Ice Cosmion you have, inflict 2->3 Frostbite at start.
Jitterz (available in stage 1, 2 and 3): Boost your Energy regeneration rate by 40%->30%.
Last Breath (available in stage 2 and 3): When you are below 40%->30% Health, Attacker Cosmions gain 100% Critical Chance.
Less is More (available in stage 1, 2 and 3): If you have less Cosmions than your opponent, gain 10->12 Toughness.
Like the Wind 1 (available in stage 1): Gain 5->6 Clarity.
Like the Wind 2 (available in stage 2): Gain 7->9 Clarity.
Like the Wind 3 (available in stage 3): Gain 10->12 Clarity.
Link Master (available in stage 1, 2 and 3): For every 3->4 active links you have, gain 1 random buff.
Love is in the Air (available in stage 1, 2 and 3): Gain 1 Restoration for every 2->1 Air Cosmion you have.
Master of None (available in stage 1, 2 and 3): If you have no more than 4 Cosmions of the same element, gain 4->5 Toughness and inflict 4->5 Brittle.
MORE ENERGY (available in stage 1, 2 and 3): Increase maximum Energy by 33%->40%.
More is More (available in stage 1, 2 and 3): If you have more Cosmions than your opponent, inflict 10->8 Brittle.
Muscles Up 1 (available in stage 1): Attacker Cosmions gain 2->1 additional damage, gain 1 Plinn.
Muscles Up 2 (available in stage 2): Attacker Cosmions gain 4->2 additional damage, gain 2 Plinn.
Muscles Up 3 (available in stage 3): Attacker Cosmions gain 6->4 additional damage, gain 3 Plinn.
Nature Heals (available in stage 1, 2 and 3): For every Nature Cosmion, healing effectiveness increased by 5%->7%.
Optimized Defense (available in stage 1, 2 and 3): All Shield you gain increases by %25->20%.
Ouch (available in stage 1): Gain 3->4 Spike.
Ouch!!?!?!? (available in stage 3): Gain 7->6 Spike.
Pure Soul (available in stage 1): Negate the first 4->5 incoming debuffs.
Purer Soul (available in stage 2): Negate the first 7 incoming debuffs.
Purest Soul (available in stage 3): Negate the first 10->9 incoming debuffs.
Purist (available in stage 1, 2 and 3): If you have no essence in your bag, gain 15%->20% maximum Health Shield.
Resilience (available in stage 1, 2 and 3): You take less damage according to your missing Health (1%-40%-> 1-30%, capped at 30% Health).
Slimy Barrier (available in stage 1, 2 and 3): Gain 15->16 Shield for each Slimi you have.
SoulStealer 2 (available in stage 2): Gain 6->5 Siphon.
SoulStealer 3 (available in stage 3): Gain 9->7 Siphon.
Spacious! 1 (available in stage 1): Gain 3->2 random zones.
Spacious! 2 (available in stage 2): Gain 4->3 random zones.
Spacious! 3 (available in stage 3): Gain 5->4 random zones.
The Core of All (available in stage 1): Gain 8->7 Common essence.
The Core of All 2 (available in stage 2): Gain 7->6 Rare essence.
The Core of All 3 (available in stage 3): Gain 6->5 Epic essence.
Tiny Army (available in stage 1 and 2): Common and Rare Attacker Cosmions gain 4->3 Damage.
Versatile Army (available in stage 2 and 3): If you have no duplicate Cosmions, gain 7->15 maximum Energy.
Win-Win 3 (available in stage 3): Each win gives 5->4 additional coins.
Developer’s Notes: In general, we realized that some Upgrades were either too strong or extremely weak. This made the already frustrating aspect of the Upgrade selection RNG even worse for players. With this big balance update and 13 new Upgrades (on top of those added last week), we hope it bring the power level of all of them more in sync, so Duelists do not feel as bad when they are picking a less than ideal Upgrade option for their build.
BUGFIXES AND KNOWN ISSUES
Japanese, Korean, Traditional & Simplified Chinese - KNOWN ISSUE : We've needed more time to implement all new localization for this patch, and due to timezone differences will have some unedited translations for these languages, but will be patched in less than 24 hours..
Steam Deck bugs - KNOWN ISSUE : Steam Deck running on Linux means that lots of those OS bugs are affecting Neoduel "on the go". Expect to see black bar in places where some animations are not loading correctly, and there's small instances of cloud save not working as intended, creating a different instance of your save on the machine. We're currently investigating a fix.
Achievements - KNOWN ISSUE : We received small reports of certain complex achievements like "Fusion Complete" are not triggering upon completion. We're currently investigating a fix but require more data so don't hesitate to open a support ticket on Discord.
For the most recent news, join the NeoDuel community by following us on Twitter or hopping into the T4W Discord server. Please contact our support channel on the T4W Discord server if you need assistance with typical technical issues or if you are unable to resolve your problem. Till then, keep on dueling, and good luck!
1. Fixed the problem that monsters would not spawn 2. Fixed the problem that cards would appear when the discard pile was 0 3. Fixed the problem that the bottom frame of the button would not disappear after the elixir was used 4. Fixed the problem that the magic weapon would appear repeatedly 5. Fixed the problem that the paralysis effect would not disappear after the monster died 6. Fixed the problem that the card reward was wrong when clearing the small boss and fighting the boss 7. Fixed the problem that the card could not be used on [Skeleton Axe Soldier] 8. Fixed the problem that the animation of [Shikigami Wolf Demon] would not switch when selecting a character 9. Fixed the problem that the experience bar would get stuck and there was no return button when the experience was settled 10. Optimize the talent reset function
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