We’re excited to announce that Aloft will enter Early Access on January 15th!
This marks the start of an exciting new journey, one where Aloft will continually grow and improve. With the fun and solid foundation we've built, the wonderful feedback from our community, and the popularity of our latest demo at Steam Next Fest, we are incredibly excited for the future of Aloft.
Around launch, make sure to check out the store page where we’ll be adding a ton of new information on the Early Access period, including more specifics about content that will be added.
As the game evolves, it’s important to us to maintain an open dialogue with all you Sky Sailors out there. As long as you keep sharing your thoughts, we’ll keep listening, so make sure to join our Discord, where you can chat with other players and share your feedback with us.
As the team continues to work hard on the launch and general polish, we want to thank you all for joining us on this journey. We can’t wait for you all to join us in the skies of Aloft on January 15th.
Look alive, Renegades! The following changes are available in HAWKED as of the latest update on Thursday, November 14, 2024. Update your game to play the latest version of HAWKED for free on your platform of choice.
This major content update will introduce the next exciting chapter of HAWKED — Issue #3: Worlds Beyond.
NEW CONTENT
Team up in swashbuckling co-op PvE Expeditions, continue your Renegade’s storyline, raise your Reputations across three faction tracks, craft your Loadout with Synthesis, and pit your wits against the Corrupted Heartlands map in the mega update for Issue #3: Worlds Beyond, out November 14. ISSUE #3: WORLDS BEYOND With the Heart of the Island unleashed, X-Isle has shattered into three Realities. It’s up to you Renegades to team up, venture across them all, and bring them back to the true timeline in the long-awaited PvE Expeditions Mode with three unique Realities: Disciple’s Kingdom, VEKTR’s Invasion, and Corrupted Heartlands.
CO-OP PVE EXPEDITIONS
Team up in the long-awaited [PvE Expeditions Mode], a swashbuckling co-op adventure for Squads of up to three players (with no PvP rivalry)!
In Expedition Mode, teams are friendly towards each other.
Treasuries now grant access to Vaults.
Extraction is only possible through the Vault.
The gym memberships have paid off, and all mob armies have undergone significant changes, becoming much stronger and more dangerous.
Disciple and VEKTR armies have expanded with new mob varieties.
Enemy logic placement has been reworked to include patrols, and some mob squads now respawn.
Enemies now appear in all Encounters.
Enemy reactions to melee attacks have been revamped.
CORRUPTED HEARTLAND
The all-new unique PvE Expeditions map! A manifestation of GRAIL’s own misplaced ambitions, the Corrupted Heartland is a dark and twisted Reality of greed left unchecked. The force unleashed by the Heart of the Island plagues X-Isle, corrupting everything its tendrils latch on to – weapons, Artifacts, even living beings. Seeking to confront the consequences of GRAIL’s actions, Bjorn has set out to find a remedy for the corruption and soothe the powers of the Heart. A challenge even for the most experienced Renegades, The Corrupted Heartlands Reality features enemies never before confronted.
PvP TREASURE HUNT MODES
No longer the only game mode, the Squad and Solo Treasure Hunt Modes have been adapted to a format similar to PvE Expeditions, featuring Vaults.
Players from other teams are hostile.
Players must collect 3 Glyphs instead of 4 to unlock the Treasury and access the Vault
Players cannot respawn automatically—only through allies at Revive Points.
Increased PvE difficulty.
Increased loot value.
Extraction is only possible through the Vault.
Cursed Chests: a valuable find containing valuable loot – but also guarded by some serious dangers!
VAULTS
Treasuries no longer contain an Artifact, but a portal to a Vault. These dangerous dungeons are full of traps and enemies, and only the most skilled treasure hunters and adventurers can brave their corridors and rooms to seize the Artifacts from their final chambers. What happens in the Treasury, stays in the Treasury. Once entered, players can only leave through the Extraction Point at its end.
REPUTATION SYSTEM
Rise up in the hearts and minds of GRAIL’s Finest by fostering friendships with your favorite characters. Follow the Story and complete Story Quests and Mastery Quests in three Reputation Tracks — Nellie, Bjorn, and Tabytha — across the Expedition Realities they’re tied to.
Story Quests: Advance the storyline and delve into the character’s activities and motivations, revealing more of HAWKED’s overall storyline. They can only be completed once and grant a lot of Reputation.
Mastery Quests: These are mostly focused on quantitative gathering or mastery of something, with a narrative less impactful to the main story. They are repeatable but grant less Reputation than Story Quests.
Players gain a variety of rewards for increasing their Reputation levels with access to purchasing new Gear, Weapons, Mods, Reserves Slots, and Expendables from the GRAIL armory. Players at the maximum level of a Reputation Track can tackle Challenges, rewarding access to especially powerful weapons upon completion. Players are granted free access to Tabytha’s Reputation Track. Bjorn's and Nellie's Reputation Tracks are unlocked with the Realities Expansion Pass or Master of Realities Expansion Pass. NOTE: Your Character Reputation levels will be persistent from Issue to Issue. GRAIL Loyalty will be removed in Issue #3: Worlds Beyond, and all previous progress will be transferred to Reputation.
SYNTHESIS SYSTEM
Find a purpose for each and every piece of loot you extract from X-Isle — including your hoard of duplicate Artifacts and Trinkets — through Synthesis! Experiment with their qualities, upgrade their abilities, and unleash the ultimate power of Affixes through three kinds of Charged Artifacts: Legendary, Masterwork, and Corrupted. Masterwork and Corrupted Artifacts are unlocked with the Realities Expansion Pass or Master of Realities Expansion Pass.
BLACK MARKET
GE-0 has opened a Black Market where players can spend their hard-earned Hawks on a selection of Trinkets and Artifacts. The selection refreshes daily, though he won’t tell how he procures them.
CHARGED ARTIFACTS
Master the craft of Synthesis and charge your Artifacts with dangerous Affixes of Legendary, Masterwork, and Corrupted qualities.
Legendary Quality Affix: Grants an additional quality.
Masterwork Quality Affix: Grants an improvement to an Artifact’s existing attributes.
Corrupted Quality Affix: Kiss/Curse mechanic that grants an improvement alongside a Corruption that significantly alters the Artifact's use in gameplay.
Each Artifact has its own unique Affix for all three qualities, so get crafting and see what powers they hold once pushed to the limit. Affix charges are consumed each time a player enters a match, reverting to the Artifact’s Epic quality once full depleted. Artifacts can be charged up with Affixes again through Synthesis.
CORRUPTED WEAPONS
A new quality for weapons wrapped by eldritch tendrils and warped by unique Affixes, sure to be useful to whoever dares wield them!
Increased attack efficiency.
Each carried Corrupted weapon increases incoming damage.
Only found in-match, dropped by Hexed Renegades (enemy type).
LOOT CHANGES It is now possible to extract Weapons, Mods, and Armaments to be used in a later match, or kept in storage. It is also possible to purchase these items before the match using in-game currency. New items become available and storage capacity increases based on Reputation levels or completion of Quests. NOTE: Some items can only be found in a match or purchased from the Shop.
Weapon chests now come in three qualities: Uncommon, Rare, and Epic.
Loadout now has additional slots for armament weapons and Mods.
Caravans now drop a loot dispenser, allowing all Renegades who participate in bringing the beasts of burden down a share of the spoils.
GLYPH CHANGES
The Heart Glyph has been removed — all players now can respawn from the start of the match.
GAMEPLAY CHANGES
Mutators: Match-altering effects randomly applied at the beginning of a session.
Solo Player Buffs: Players with an incomplete squad will now receive additional resurrections through Heart Glyphs. +1 to each player in a 2-player squad, +3 to solo players.
Players receive +25 Shield and +25 Health for each absent teammate.
Players receive a +50%/100% increase to their PvE damage for each absent teammate.
Players will receive a decrease of -1/-2 to their Shield recharge time.
NEW CREATURE VARIETIES
Knuckleheads: No longer needs a Shroudbasker rider to wreak havoc.
Slabscales: It’s a family reunion for the big fellas as distant cousins join the tribe; the poisonous Corroder, the fiery Scalder, and vicious Summoner.
Gamma Unit: Now occasionally yeets mines.
Poison Croaker: Croaker but poison.
LOOT MORE ARTIFACTS
[Hunt Artifact] Wyvern’s Wail: When they think it’s over, make them think again.
Effect: Each time you discharge a firearm, gain one charge. When reloading the same firearm, or it overheats, release shrapnel shards for each stored charge, each dealing up to 5 damage.You lose all charges when swapping weapons. Store up to 7-10 charges.
Legendary Affix: Your Slingshot Traverser fires 6 shrapnel shards with every shot.
Corrupted Affix: Max charges increased to 14, but the spread is increased and shrapnel only fires when the maximum charge is reached.
Masterwork Affix: Shrapnel speed and critical multiplier are increased by 40%.
[Survival Artifact] Leatherneck: A treasure hunter’s gotta have thick skin.
Effect: When Shields are restored to maximum, gain an additional Shield boost for 6-9 seconds. The boost is equal to 100% of the Shield restored in the last 2 seconds. Cannot exceed 30 points.
Legendary Affix: Leatherneck grants 30 shield boost when a negative effect is applied to you. This boost is removed if you have no negative effects.
Corrupted Affix: Shield boosts grant 20% damage resistance, but Shield boosts also decay 2 points per second.
Masterwork Affix: Leatherneck’s Shield boost is no longer limited and is now equal to 125% of the Shield restored in the last 4 seconds.
[Survival Artifact] Limb Regrower: Live to fight another day.
Effect: Restore 45-60% of your missing Health 2.5 seconds after losing Health. Activation timer resets every time you take damage.
Legendary Affix: When Limb Regrower triggers, it also restores Stamina equal to 150% of applied healing.
Corrupted Affix: Activation timer resets after taking any damage (shield and health) but the timer is increased to 4 seconds.
Masterwork Affix: Limb Regrower can restore Health even when you are knocked down.
[Utility Artifact] Sea Shroud: When losing a fight, hide in plain sight.
Effect: Upon losing full Shield capacity, gain invisibility for 6.5-8 seconds.
Legendary Affix: Sea Shroud grants invisibility while in water and for 8 seconds after leaving water.
Corrupted Affix: Sea Shroud invisibility activates after taking any damage, but has a 12-second cooldown between activations.
Masterwork Affix: Sea Shroud invisibility duration is extended by 0.5 seconds for every 10 bonus points to your maximum Shield.
EQUIP NEW CLASS CARDS
Medusara, The Sea Shield: It pays to have friends in low places.
Effect: The Familiar’s Boon Gear and jellyfish clusters on X-isle grant you 50% more shields.
Tina Colada: Bringing the party to X-Isle, find her in a match and join her for a dance to spark some fireworks that’ll call down a crate of consumables for you to restock on supplies!
Eclipse: A new Combat Class Card encounter.
Fortune Rifts: Special areas on the map where players can encounter more challenging trials, formidable foes, and valuable loot to match the risk. Fortune Rifts are marked on the map with orange circles, with challenges indicated by orange markers
BALANCE IMPROVEMENTS & ADJUSTMENTS
GEAR BALANCING & CHANGES
[Exo Gear] Blockade Ram
No longer has charges. Has a 7/8/9 active duration time and 12 seconds cooldown instead.
Now grants resistance against pulling and pushing abilities.
40/70% of damage taken converts to Shield.
Enemies now consider players using a barrier a priority target.
[Exo Gear] Kick-back Coin
Every coin ricochet splits bullets in two.
Legendary quality decreases Gear cooldown from 20 to 15 seconds.
[Exo Gear] Doomerang
Can now ricochet from the same target more than once.
[Ward Gear] Shock Rocker
No longer converts damage dealt to your Shield.
[Gear] Cohort's Kite
Healing per second is decreased from 6/7/8 to 3/4/5.
[Gear] Flare Gun
Rare quality now reduces cooldown up to 50% depending on the amount of supplies in a player’s inventory.
BOOSTER BALANCING AND CHANGES
Boosters have been removed.
GRAIL+ now grants an equal amount of Hawks instead of a daily Booster.
CLASS CARD BALANCING AND CHANGES
Traverser damage bonus is increased from 25% to 40% if no Class Card is active.
[Class Card] Rowan Rocksteady, The Non-Stop Shredder
No longer allows players to play the Shock Rocker infinitely, but increases its duration from 3.5 to 5 seconds.
[Class Card] Kaia Shorebreak, The Hydro Maestro
Max Health bonus persists after leaving water for 20 seconds.
Max Health bonus decreased from 25 to 20.
Bush Masta', The Killer Guerrilla
New Mechanics: +25 Firearm damage to PvP targets out of combat, +100 to PvE enemies.
El Toro Loco, The Hardened Guardian
New Mechanics: Shield recharges 35% faster while a Gear is active.
Eclipsa, The High Grounder
Damage bonus is increased from 30% to 35%.
Far-Eyed Falcon, The All-Seeing
New Mechanics: 10% chance to deal critical damage when attacking scanned targets.
Wrath Raven, The Savage Scav
New Mechanics: Scorn Trophies drop 30% more often from defeated enemies. Performing a finisher on a rival Renegade pings the next closest one.
COMBAT CHANGES
Base and cap Shield/Health values have changed:
Base Shield: 50 to 20
Base Health: 125 to 150
Cap Shield: 125 to 100
Cap Health: 175 to 200
Melee attacks no longer deal damage through Shield.
Disguise changes:
Enemy detection radius has increased, while detection speed has been significantly reduced.
Reactivating disguise leads enemies to briefly lose sight of you.
If enemies detect a disguised player, they will see themselves outlined in red.
Scanning effects now increase critical damage (e.g. weak spot damage) instead of a random chance to deal damage.
GENERAL CHANGES & IMPROVEMENTS
ENEMY IMPROVEMENTS
Enemy stats have been rebalanced.
Enemies will now attack knocked-down players if there are no other potential targets within a certain radius.
Enemy distribution has changed across all maps.
Improved shooting impact against creatures.
Elite VEKTR units now spawn random drones instead of specifically assigned ones.
Theta units will now shoot while moving, increasing attack speed with each shot
GLYPH CHANGES
Feather: Max ammo bonus is decreased from 100 to 50.
Harvest: Ammo restoration is decreased from 100 to 50.
Sun: Bonus Shield value is decreased from 20 to 10.
Potion: Health restoration is decreased from 3 to 1 point per second.
Flower: Health restoration is decreased from 5 to 3 points per second.
TRINKET CHANGES
Legendary Trinkets no longer provide Stamina bonuses.
Carrying a VEKTR Epic Trinket now grants +5 to your maximum Shield.
WEAPON CHANGES
Anti-Shield Grenades have been redesigned for PvE.
UI IMPROVEMENTS
The Quest log has been reworked
Added menu with categories representing all Quest types.
Daily and Weekly Quests have been removed and are now displayed in a separate section on the Renegade Pass menu.
The Loot page has been reworked
Now also shows Mods, Shield, and Weapons alongside Treasures, Artifacts, and Currency.
Shows Affix depletion of Charged Artifacts (Legendary, Masterwork, and Corrupted)
PvP damage and PvP kill count columns have been removed from PvE Mode statistics menu.
ACHIEVEMENT CHANGES
Some achievements have been adjusted due to the introduction of new mechanics and the removal of old ones. All progress players have made in existing achievements will carry over to the updated ones.
(Previously) Agent of GRAIL: Reach GRAIL Loyalty Level 10.(New)Inner Circle: Reach maximum Reputation with any veteran Renegade.Was Booster Shopper - Purchase 100 Boosters from the GRAIL shop.Now:Decked Out - Purchase 100 items for your Loadout.
MINOR CHANGES & IMPROVEMENTS
Ripclaws: Discovered hot sauce, now breathes fire.
Fanatics: Now throw fire whirlwinds while attempting to escape.
Added hit visuals for ranged creature attacks on players.
Added precast animation to Gamma’s Dash ability.
Added precast animation to Spitfire’s Rush ability.
Caravans don’t have time for traffic and now push creatures out of the way.
Changed color pallet of different creature classes, making them more distinct.
Croakers will now move less between each shot.
Improved caravan chest positioning on the ground.
Increased collision of VEKTR alarms Crystals, making them easier to hit
The Mass Heal ability of the Champion Fanatic now accounts for line of sight to heal targets.
Players attempting to complete puzzler Encounters are now ambushed by enemies.
Some enemies have been to a few drama classes. Slabscales and Delta units now feature new death animations with a flair for the dramatic.
Improved visibility of VEKTR Drone weak points.
Weapon slots are now squared in line with other item slots.
AFK players can no longer revive allies at Resurrection Points.
The final section of the tutorial now has a Vault section, just like the main session.
Added cooldown on stagger from Traverser melee attacks.
Taking damage now shakes the crosshair/reticule.
Trinkets, stashes, and weapon chests no longer appear on the mini-map.
Fresh Ambition: new players, as well as players who have not logged into the game for over two weeks, receive the "Fresh Ambition" effect, reducing PvE damage taken and gradually diminishing across five matches.
BUG FIXES
Added localization for Class Card Encounter NPCs.
Fixed a rare issue where Slabscales couldn't be damaged.
Fixed an issue where totems wouldn’t properly apply invisibility on themselves.
Bodhi Illusions are no longer displayed as "REDACTED (Eclipsa) Illusion" when killed
Fixed an issue where the visual effect of the Bang-O-Matic Gear showed an incorrect radius.
Agent Kappa visually matches his Class Card now.
Fixed a bug where the Chosen’s Token Artifact didn’t appear with its characteristic glow and beam when on the ground.
Empower shot VFX no longer appears when you hit blue crystals.
Class Cards encounters now properly account for players' invisibility.
Fixed an issue causing Drones to get stuck in one place.
Fixed an issue causing Epsilon Units to switch between assist and mobility mode when shot.
Fixed an issue causing Shroudbasker Poison Grenade to last longer than its visuals.
Fixed an issue with players not losing their Hoverboard if their Wave Glyph wears off while in midair.
Fixed an issue where Spy Drone animations wouldn’t work properly.
Fixed a Bodhi movement animation where he would freeze in shock at the sight of an Artifact on the ground.
Fixed Totems from defying gravity and spawning in the air.
Improved enemy navigation in various Encounters.
Enemies have learned how to gracefully run upstairs in the Tutorial.
Fixed an issue where the client could freeze when using the Cohort's Kite Gear.
Fixed resurrection timer icon during revival.
Fixed fire visibility in a variation of the Pressure Pillar Encounter.
Fixed the Mysterious Tree Encounter becomes impassable after using Gear or explosives.
Fixed display of banner change in the profile window.
Fixed price display in the session store for PS4 and Xbox One players.
Fixed display of markers in the world for players on PS4.
Fixed visual effect of melee attacks with the Kabosu Traverser.
Fixed situations where a melee attack wouldn’t deal damage.
Fixed aim assist not working properly in the Tutorial and Shooting Range.
Removed Pietro Pop-Off infinite ammo. He will now properly reload and use his Provider Gear like the rest of us mere mortals.
All known Encounter bugs have been fixed, and various improvements have been made.
Welcome to our first dev diary for Zombie Assault: Resurgence! Since we announced the game, it has been amazing for the team to see the excitement build around the community and we can’t wait to show you more of what we’ve been working on over the coming months.
As tempting as it is for us to share everything with you now (seriously, we’ve so much we’re excited to show you all), this dev diary is going to focus on explaining the first few game modes that ZA:R will be have to offer, as well as announcing our First Look playtest, happening THIS MONTH! But first, here’s a little snippet of our first-look map, The Mining Facility, to whet your whistle!
Prepare to drop in hot in this broiling underground facility and the main base of operations for the mineral miners.
Game Modes/Characters
The First Look playtest will include three awesome game modes. These will be objective-based missions and are as follows (Note: these are not the only modes ZA:R will have - just the first few we’re sharing with you!):
Eradication
Eradication is a wave-based mode where you must clear out the entire horde of zombies in order to complete the operation. (In-game desc: The Mining Facility is overrun with zombies. Clear the area so the miners can return to work!)
Eradication Surge
Eradication Surge is a time-based mode with an endless swarm of blood-thirsty zombies. The objective is to survive and take out as many zombies as possible before the timer runs out. (In-game desc: The zombie population in the Mining Facility is growing exponentially. We’re dropping you in hot! Take out as many Zombies as you can before we return!)
Cache Recovery
Cache Recovery is another time-based mode where packages will spawn around the map and the objective is to recover as many as possible whilst fending off the zombies. (In-game desc: A Cargo Ship of HVM equipment is dropping packages at the wrong coordinates. We only have a limited time, so gather as many as you can!)
Mercenary Classes
In ZA:R, you’ll have three playable classes to choose from; Assault, Medic and Heavy, each with their own unique abilities specific to their class. There will be much more customisation options when it comes to building your character, but more on that in future dev diaries!
First Look Playtest
So, on to the playtest details! From November 25th (GMT) - November 27th (GMT), we’re going to be running our very first playtest for Zombie Assault: Resurgence on Steam. As we touched on before, this first-look build will be focused on a small segment of what the full version will eventually become, including the one level and three game modes mentioned above, as well as three weapons (a Pistol, an Automatic Rifle, and a Shotgun). The purpose of this test will be to get initial feedback from you all on the look/feel of the game, controls and the overall funness!
To participate in the playtest, please fill out the application form below before midday on Monday, November 18th (GMT). Steam keys will be sent to all participants shortly before the test begins!
- Skin protection scales with AI difficulty. Making slightly easier to kill enemies in lower difficulties. - Hephaestus now can drop alpha DNA samples. - Hephasteus drop increased for beta DNA samples. - All players need to be close to the door to open Hephasteus temple - Added more trees in different spots. - New SFX/FX for tree seeds. - Seeds increase rate of higher quality DNA - Reduced price for Beluga, Quake deflesher and Septum. - Fixed some bad collisions spots. - Titan is now notified for a bigger time. - Titan now lands in the correct spot where the player is.
It is I, the Devil, and I like fingers I wish to thank all our Bonesaw players for this amazing first week since our Early Access launch.
My minions (the developers) are hard at work, gathering feedback and working on additional content. Here’s a small breakdown of what was fixed / changed in the new update:
[Changed]
I noticed that the effect of the card Double-Edged Fate was too powerful, and many players found winning a free point to be unfair. I have ordered my minions to adjust both the effect and name of this card. From now on, the Punishment card will only remove 1 point from your opponent.
My dev-servants have also made a minor update to the Rob a Chip ability. Players can now play this chip to discard one of their opponent's chips without using it. After selecting which chip to steal, they can click on it once more to discard it.
[Fixed]
A problem was resolved that allowed the Devil (me) to ignore the Target Aim chip played on a hand when using the Split Hand Attack chip. (Was it a bug, or was I cheating?)
My developer minions also fixed an issue where a hand would remain active at the start of the following rounds after losing 4 fingers. A hand with 4 missing fingers is a dead hand!
Coming hot on the trail of our previous release, we have now made the second forest map Pollution Peak playable! The Viking brothers have also received some small gameplay changes!
Join us on our Discord for discussions and feedback.
While 1000 Deaths unfolds in three distinct episodes, its storylines aren't presented chronologically. Players experience the lives of our protagonists, Maxie, Boga, Terry, and Vayu, from different perspectives and across different ages. Each episode explores a core theme and focuses on specific character pairings.
Firestorm: Friendship, Politics Firestorm, the first episode developed, introduces Vayu and Maxie. Vayu, loyal to Maxie, struggles between supporting their friend's ambition for big-city fame and helping their hometown in need. This episode lays the foundation for the overarching narrative and introduces the platforming hubs known as Headspaces. Platforming mechanics fluctuate between puzzle-style levels involving entering doors at the correct gravity orientations and action-packed levels with Maxie-themed lava balls as your main enemy.
Offshoot: Labor, Ethics Offshoot explores the bond between Terry and Boga as they navigate the complexities of growing up and pursuing careers. Terry views Boga as a follower and must confront their worldview while Boga struggles with different career paths. This episode features intricate platforming puzzles centered around toggle switches, reflecting Boga’s inability to make decisions.
Moonshine: Love, Trauma Moonshine explores the complexities of love and the scars of trauma. It follows Maxie and Boga as they chase music stardom, a pursuit that threatens to tear their relationship apart. This emotionally charged episode delves into the consequences of repression and the impact of past experiences. The platforming uses gravity-switching triggers to evoke the rollercoaster-like feeling of heated romance.
Stay tuned for more behind-the-scenes glimpses into the development of 1000 Deaths! Get the latest scoop on our socials: