We are proud to announce that after 17 years of development, Caves of Qud launches into 1.0 today. A new trailer celebrating the launch will also be debuting today at PC Gamer’s Most Wanted showcase. Make sure you tune in starting at 12pm PST/3pm EST/8pm GMT/9pm CEST.
EDIT: The 1.0 launch trailer is now live!
The Caves of Qud 1.0 update includes:
The conclusion of the main quest, with multiple endings
Lots of new music, sound effects, items, and final UI polish
If you already purchased the base game, you can complete the Dromad Deluxe collection (and get your seal) by buying the rest of the items in the bundle.
What’s Next?
What comes after 1.0 for Caves of Qud? First and foremost, the team will be taking a well-deserved break. Putting the capstone on a game as complex as Qud took a whole lot of work. After that, we plan to continue updating the game, with two big feature arcs already in mind. Whether those are free updates or paid DLC has yet to be determined.
And while we might push updates to the live branch, we’ll be keeping save game compatibility stable between big feature arcs. This should allow modders to feel comfortable getting to work on new mods. Compatibility might break when a big feature arc does drop (whether it’s free or DLC), but we’ll give plenty of lead time in the run up to those releases.
Other than that, we’ll be working on supporting other platforms. More news on that later.
Beginner Tutorial
We’ve collaborated with SBPlaysGames to create a beginner tutorial designed for first time players who want to jump in quickly. If you have been hesitant to start playing, this guide is a great companion to stat your journey. And if you have any friends who are Qud-curious, send them this video!
Reddit AMA
We are hosting an AMA on r/Games with the Caves of Qud team on Monday December 9th 2024 starting at 10am PST/1pm EST. Bring your questions about Caves of Qud development, what it’s like working on an Early Access title for over 15 years, or something dank such as their favourite Dune memes!
Merch is Live!
The first wave of official Caves of Qud merch by Mighty Merch is now available for pre-order! Show off your love for our esoteric indie roguelike with a Live and Drink t-shirt. Hang up a print of a fictitious sci-fi novel featuring a strange and wondrous vista from the world of Qud. The first wave will contain t-shirts, stickers, posters, and pins, with more designs and items coming in future waves.
Speedrun Contest for Content Creators - Update to Rules!
Attention Qud experts, speedrunners, and streamers alike! We are holding a special contest to celebrate the 1.0 update and the end of the game. Choose your run difficulty and beat the game as quickly as possible in front of an audience to win fabulous Caves of Qud prize packs. This is a contest designed to be streamed and shared with your community. PLEASE NOTE: Rules have been refined and updated since last week’s post so please review all the details again. Full details and rules can be found here.
A Thank You…
It feels like a fever dream to be releasing 1.0. Seventeen years of development, nine and a half years of Steam Early Access. The only constant has been that whenever we’ve shown the game to a wider audience, there are more and more weirdos just like us who are ready to connect with it. Thank you so much for supporting us through the years — some of you since the very beginning — and helping us bring something original and heartfelt into the world.
Full Patch Notes for Caves of Qud 1.0
END OF THE GAME
We added the end of the game, including the conclusion of the main quest and the ability to beat the game, with multiple endings.
In support of this we added many, many things that are too numerous to list and would need to be redacted anyway. Enjoy!
SOUND & MUSIC
Added several new music tracks, mostly for the endgame but one for overland maps in the salt marshes, desert canyons, hills, and flower fields.
Added several remasters of existing tracks.
Added many, many new sound effects.
UI
Added a new main menu with animation.
Refactored the main menu and secondary menu options.
Polished the frames of several submenus, like the Mods menu and Modding Toolkit.
Renamed the Skills & Powers screen to Skills, the Attributes screen to Attributes & Powers, and the Inventory & Equipment screen to Equipment.
We made several functionality improvements to the Equipment screen.
Added a new option that allows pagination binds to move between inventory and equipment panes and arrow keys to collapse / expand categories. (Options > UI > "Navigate inventory and equipment panes with left/right pagination instead of movement binds"; must have advanced options enabled)
The option "Equip/unequip highlighted item when pressing right or left" now functions in modern UI when using pagination navigation on the Equipment screen.
Added a new option to expand whichever of the inventory or equipment panes is currently focused. (Options > UI > "Expand the equipment or inventory pane when focused"; must have advanced options enabled)
The proper pane on the Equipment screen is now selected based on how you enter the screen (ie, hitting 'i' will enter the screen with the inventory pane in focus).
Added a selection highlight to the inventory and equipment lists.
Added hotkeys to the equipment pane in list mode.
Dragging an item onto the paper doll background now autoequips it to an appropriate slot.
Right-clicking a piece of default equipment on the paperdoll now inspects it.
The inventory search filter now prefers exact substring matches instead of fuzzy searching by default. The search mode can be changed in the toggle options on the Equipment screen.
Added tooltips for the filter categories.
Added compute power to the secondary attributes pane of Attributes & Powers screen. It only appears if you have compute power greater than the default of zero.
Added a new option that allows the character sheet to expand to full height or full screen on large monitors. (Options > UI > Character sheet size)
Buy Mutations and Show Effects are now navigable options on the Attributes & Powers screen.
The Quests screen now supports expand and collapse-all binds.
Left and right now expand and collapse categories correctly on the Tinkering, Journal and Quests screens.
Collapsing a category on the Skills screen now selects the proper parent category.
Using search on the Skills screen now searches all skills, including unexpanded categories.
Added a sort menu to the Reputation screen.
Added tooltips for the Journal tabs.
Removed the unused "general" category from the chronology.
The stage dock width is now saved between sessions.
Improved the character creation UI on small screens.
Improved the formatting of the Skills screen.
Improved the formatting of the Tinkering screen on small screens.
Improved the formatting of the Quests screen on small screens.
Right-clicking on the worldmap now defaults to look instead of the interact menu.
Becoming nook terminal lines can now be clicked.
You can now right-click the background to exit the becoming nook terminal.
The modern UI now properly shows robot modules.
Opening the abilities menu when you have no abilites no longer shows placeholder text.
OPTIONS
We did a big refactor of the options menu.
Massively simplified and reduced the number of default "simple" options.
There's now a "Show advanced options" checkbox next to the options search bar (and in the Legacy UI, an App Settings option). Enabling this reveals all options.
Did an edit & cleanup pass on option categories and text.
Deleted some deprecated options.
Added a volume slider for combat sounds.
Added a volume slider for interface sounds.
We did a refactor of the control bindings menu.
Did an edit & cleanup pass on binding categories and text.
Deleted some deprecated binds.
Changed all references from 'keybindings' to 'control bindings'.
Search text is now cleared when reopening the options menu or control bindings.
TUTORIAL
The tutorial pumping station no longer stocks hundreds of drams of free freshwater.
Sprint and Freezing Ray are taken off cooldown if you need to use them.
Fixed a bug that allowed you to take the starting chest.
Fixed a bug that allowed you to miss with Freezing Ray.
Fixed a softlock in the tutorial if you failed to equip the torch.
Fixed a bug that allowed you to reset the starting location to Joppa.
Fixed a bug that prevented you from getting the battle axe.
GAMEPLAY
We reduced the point cost of some mutations.
Quills now costs 3 instead of 4.
Psychometry now costs 3 instead of 4.
Stunning Force now costs 3 instead of 4.
Pyrokinesis now costs 4 instead of 5.
Cryokinesis now costs 4 instead of 5.
The Star-Eye Esper preset now has Sense Psychic.
Stunning Force now deals damage in up to 3 increments based on proximity to the center of the blast, as it's supposed to.
You may now seal yourself in [redacted] when you are gigantic.
Pools of liquid indirectly affected by warm static pouring now glitch into a safer subset of liquids.
Charge can now be used while standing next to plants without melee attacks.
Love tonic effects now more reliably expire when old zones are loaded.
Restocking merchants now more reliably trade away unimportant items sold to them.
MISCELLANEOUS
Added special time icons for Tzimtzlum and [redacted].
In addition to all the new objects, we added several new tiles for old objects.
Added a new figurine tile.
Added four new sultan statue tiles.
Added a tile for portable wall.
Added a tile for psychic glimmer.
Added new tiles for all golems.
Added new tiles for albino ape, ogre ape, cragmensch boulderer, cragmensch luminary, glittermensch boulderer, glittermensch luminary, several merchants, Mayor Nuntu, plated knollworm, worm of the earth, dromad caravan guard, juicing cannibal, bow turrets, yempuris phi, and the Pilgrim calling.
Proselytize now asks which creature to target when there are two+ targets in a square.
Bask is now disabled when not usable.
Plants summoned by Burgeoning are now considered trifling and, for example, won't generate messages for follower deaths.
Toggling the Trash Rifling ability now resets the autoexplore ignore list for trash in the zone.
Added an explanatory popup when a vendor identifies an item for you.
Improved the performance of power transmission elements.
[modding] Subtype tiles are now flipped to be right-facing programatically.
[debug] Added a new “resetauto” wish to reset the autoexplore ignore lists for the zone.
BUGFIXES
Fixed a bug that caused containers to rarely become filled with 'objects' and 'pooledobjects'.
Urchin cherubs are now properly mobile.
Fixed a memory leak on the Attributes & Powers screen.
Fixed a bug that caused creatures separated from their leader to sometimes ignore your attacks.
Fixed a bug that caused powered items to be drained rapidly if traveling on the world map in a vehicle.
Fixed a bug that caused sensing effects like Heightened Hearing to apply to yourself in darkness.
Fixed a bug that caused gigantic, two-handed equipment to use more slots than required, if any were available.
Fixed a bug that caused flame and frozen sound effects to rarely play at inappropriate times.
Fixed a bug that caused blank 'this rank' and 'next rank' entries in mutation descriptions.
Fixed a bug causing rapid mutations to not apply some changes to mutation effects.
Fixed a bug that caused the layout to jitter on the Skills screen when the scrollbar appeared and disappeared.
Fixed a bug that caused stacks to temporarily disappear from trade after recharging an item from the stack.
Fixed a bug that caused sultan statue names in the journal to not be properly highlighted.
Fixed a bug that caused extremely long names to break the layout on the Attributes & Powers screen.
Fixed a bug in the scrollbar positioning of wide popups.
Fixed inconsistencies in the direction the player tile faces.
Fixed a rare exception during object destruction.
Fixed an issue with right-trigger wait on Steam Deck.
Fixed an issue with click-to-explore pathing.
Fixed some responsiveness issues at 1.5x in 1080p.
Fixed some responsiveness issues with Skills lines.
Fixed some intermittent layout issues in the status screens.
Fixed some layout issues in character creation
Fix a rare exception during zone build.
Fixed the "mod with tinkering" item action in the classic UI.
Fixed a description error with ThermalAmp and hamsa selection.
Fixed problems with the disabled mouse input option.
Fixed a bug with display names of some quests involving dynamic items.
Fixed a bug that caused tooltips to get stuck open.
Fixed a bug that caused tinkering line items to be unclickable.
Fixed a rare bug in zone generation due to random baetyl rewards not generating properly.
Fixed a bug in the scroll position of the journal map when highlighting a new entry.
Fixed a bug that caused layout issues in the map editor when reopening after reloads.
Fixed a bug that caused the comparison tooltip to overflow on small screens.
Fixed a bug that caused the hover tooltips to sometimes flicker.
Fixed some layout issues on small screens on the Equipment screen.
[modding] Fixed an issue with AllowedMutationCategories on Genotypes during character creation.
Following up on the Automon Arena announcement, I'd like to talk about what's done, what's coming and why.
So, first of all, if you want to be up to date on all of this, you can join the Discord or follow me on Twitter or BlueSky
But if you want to be extremely out of the loop and only read these updates once every 3 months, be my guest.
So, without further aDON'T, newsworthy stuff:
The game is already publicly playable, and will remain so forever, at the Itch page. You can set up a game with your friends, or if you have none, bots. Though there is no tutorial so prior knowledge of the Automon is recommended.
I will try to set up a Steam page for Automon Arena sometime at the beginning of next year, to allow for more organic player growth through Steam. Ideally I'd like the game to look a bit better before that happens.
Some fun stuff to show how the game plays etc: 1. I actually got an artist instead of drawing in MS Paint with a mouse this time. Look at them!
2. Area navigation is completely different compared to original Automon - there's now a big shared map, and all players move at the same time. It's turn based so when going up against players, the game will proceed only when everyone selected their areas
3. To have a PvP fight, you need to physically find other players by going to the same areas as them (going towards each other also triggers a fight). You can see the other player's party, but you don't know what they'll actually pick for their team. But that goes both ways! Great opportunity for mind games. Players have limited lives before they're out of the game, and PvP is a great way to murder someone out of the game completely
4. There are boss areas where you'll face a challenging mono-typed NPC. Just like fighting players, you won't know their team composition and it's selected by AI smart enough to consider your team's weaknesses in their choices (but not smart enough to arrange their team sensically... for now) Why would you fight them? For now, just for fun because I didn't implement a reason yet. (The plan is for these gyms to give out badges, similar to the original game, that boost your team in some way. Also, I'm considering the possibility of having a "Champion" area in the middle of the map, which requires a certain number of badges to enter, but will allow players to face a superboss (and the Pretty Good Three) and win the game by beating it, as an alternate win condition)
Have a Merry Christmas, and see you on Discord (or back here in 3 months I guess?)
🎄 ‘Tis the Season in Dungeons of Hinterberg! New Free Holiday Costumes! 🎅🦌 Adventurers of Hinterberg, the holiday season is upon us! 🌨️ As the snow falls and the fire crackles, we’re thrilled to bring you two brand-new, FREE seasonal cosmetics to help you celebrate the most magical (and mischievous) time of year!
Introducing the Santa Costume 🎅 and the Krampus Costume 👹—now available in Dungeons of Hinterberg!
🎅 Santa Costume: Spread the Joy! Step into the boots of the jolliest figure of all time! Feel the warmth of the season as you spread cheer (and maybe the occasional sword swing) across the slopes and dungeons.
Did you know? Santa Claus has origins in folklore as Saint Nicholas, a 4th-century Greek bishop known for his generosity and miracles. Over the centuries, this figure blended with other winter traditions to become the Santa we know today—full of festive magic and good will!
👹 Krampus Costume: Embrace Your Dark Side! For those of you who prefer a more... mischievous approach to the holidays, the Krampus Costume is here to channel your inner trickster. With twisted horns, fur-lined robes, and a menacing grin, you’ll be the fearsome folkloric legend of Hinterberg!
Krampus, the horned creature of Alpine folklore, was said to punish naughty children during the festive season, often depicted as the shadowy counterpart to Saint Nicholas. With roots in pre-Christian traditions, Krampus represents the dark side of winter—where the line between celebration and chaos blurs.
How to Unlock the Costumes: Both costumes are available to purchase in the shop. No grinding required and you’ll be ready to strut your holiday style in no time.
Get into the holiday spirit (or mischief) and dive into Dungeons of Hinterberg with your new seasonal outfits! Whether you’re delivering presents or punishing those who misbehave, the season is yours to celebrate.
Happy Holidays from all of us at Microbird Games! 🎄
We are working hard on releasing a massive update that will make the game about 2-4 times as long as it was prior. Adding more weapons as well as more enemy's to deal with and hopefully enhancing the story. And best part for all of you. Its going to be a completely free update for anyone who has the game now or in the future! We hope you enjoy! We are hoping to release it in the next week or 2.
Hello everyone, happy Thursday! Hope you are enjoying 0.96! We are deploying a hotfix for the more critical issues with an unfortunate announcement as well. Check it out! ->
Since the release of the 0.96 we have seen an increase of feedback as well. This is awesome as it helps out a lot for our GD to make changes and balance things out, so keep it coming. We would also like to ask you, if possible to have screenshots and even better videos, ready so we can nail it down.
One thing we saw was happening was overwhelming exploit to take down mechs and get high end loot easy. This will be fixed this update and unfortunately we will have to take a measure here. Hence all high end loot gained from mechs in this way will be removed. This was a better option as the alternative would be another wipe and we do not want to punish legitimate players.
Now to the bugfixes:
Fixed the issue where puppets would have massive HP.
Fixed the issue where sleeper puppets would not react when shot.
Fixed the issue where squadmates could not destroy window fortifications.
Fixed the issue where it was difficult to place BB elements in some cases.
Fixed the issue where some backpacks had wrong grips assigned to them.
Fixed the issue where you could not exit prone position with the prone position key.
Fixed the issue where Brenner would get bugged out when destroying chests.
Fixed the issue where tutorial tasks would sometimes skip steps.
Fixed the wrong audio when crafting armbands.
Fixed the issue where turrets could be destroyed even if BB damage is disabled in zone settings.
Fixed the issue where interacting with some items while prone would bug out the character.
Fixed the issue where vehicles would sometimes spawn in inaccessible areas.
Fixed multiple animation and clipping bugs.
Fixed the issue with missing localizations.
Fixed the issue where DEENA would skip voice lines sometimes.
Fixed the issue where headlamps would be repaired with sewing kits instead of electrician tools.
Fixed the issue where some BB elements had wrong destruction zones and particles.
Fixed the issue where pushing vehicles would sometimes make you float.
Fixed the issue where you could not place tree branches in log sheds
Fixed the issue where m249 had wrong malfunction icons.
Fixed the issue where you could build wooden BB elements through buildings.
Fixed the issue where dropships would instantly pick up sentries once they were delivered.
Fixed the issue where some quests would not give proper rewards.
Fixed the issue where turrets would have wrong range displayed.
Fixed the issue where mechs would take too much damage from some sources.
Fixed the issue where minigun turret would keep fire audio on loop when empty on ammo.
Fixed the issue where server restart would break the quest cycles.
Fixed the issue where puppet navigation could sometimes cause a server crash.
You can now only have 1 tutorial task active at the same time.
Mechs now drop 2 boxes of 50cal ammo instead of 4.
Made it easier to see which tutorials are completed.
Reduced melee damage dealt to Razors.
Slightly reduced the size of the improvised backpack.
Removed GL grenades from traders.
Turret mass now depends on ammo it contains.
Implemented a dropship encounter blocking option for custom zones.
Implemented server settings that control the spawn weight multiplier of dropship and zombie cargo drop encounters.
Turret attitude towards prisoners, puppets, vehicles and TEC1 (Sentry and Dropship) can now be changed through server settings.
Added a server setting to control if quests can block purchase of tradeables.
Further explanation of a previous setting in the economy file:
"gold-price-subject-to-global-multiplier": "1" - Enables or disables predefined modifier based on holidays and weekends. This is still a work in progress. "gold-base-price": "-1" - Sets base gold price. "gold-sale-price-modifier": "-1.0" - the percentage of the base purchase price for gold that will be received for selling gold. "gold-price-change-percentage-step":: "-1.0" - This setting will take the percentage of gold missing from the trader, and divide it with gold-price-change-percentage-step to get amount of steps, example: maximum amount of gold in bank is 10, 2 is missing, that will take 20% and divide it with gold-price-change-percentage-step which for this example we will set to 0.1 (10%), 20% / 10% = 2 This number is the multiplier with gold-price-change-per-step (for example 0.02), which gives us 0.04 (4%), and our new base gold price is gold-base-price * 1.04 (1040 if the gold price is set to 1000) "gold-price-change-per-step" : "-1.0" - This setting is defined in the percentage and it will be multiplied by the result of the gold-price-change-percentage-step to determine increase or decrease the price of the gold (depending if you are buying or selling gold).
Example of "gold-price-change-percentage-step" and "gold-price-change-per-step" calculations:
10 max in bank and is 2 missing 2 of 10 = 20%
gold-price-change-percentage-step - 0.1 (10%)
20% / 10% = 2
gold-price-change-per-step - 0.02 (2%)
2% * 2 = 4%
gold-base-price - 1000
1000 + 4% fof buying gold or 1000 - 4% for selling gold
Until Dawn Patch 1.08 is now live for PS5 and PC. We've bumped the patch up a version, as we released a small hotfix patch for PS5 earlier in the month (1.07).
🔧 Fixes
Disabled the ability to have TAA on when FSR is on
Player choice percentage telemetry is now correctly tracking across all platforms
The It's Shining trophy/achievement can now be unlocked when gathering the interactions from Episode Select
Symphony of Horrors achievement no longer unlocks early in some instances
Fixes for stuttering issues when Mike is in the Sanatorium in Chapter 9
Fixes for butterfly effects showing the wrong informtion at the end of playthroughs
Josh's Character screen now appears in Chapter 10
The shader compilation start up process has been changed. There is now a shorter initial compilation screen, with some of it taking place in the menu. If you attempt to start the game during compilation, you will hit a warning screen (You can revert to the old system by launching the game with the command -legacypso via Steam Launcher)
Movement prompt now appears during the deer approach in Chapter 6
Carnival of Solitude achievement no longer requires gyroscope function to unlock on Steam Deck
If experiencing a crash on boot while playing on Steam Deck, please switch to Proton Experimental in the compatibility settings of your device
Today’s the day! We’ve rolled out a mini content update with some nice surprises to spice up your Blindfire gameplay. Think of it as a small box with a big, shiny bow. Except instead of a bow, it’s traps. Lots of traps! Nervous? You should be. Here’s a breakdown of all the new additions to Blindfire:
WORKER’S FORGOTTEN LAMP The Worker’s Forgotten Lamp is a new illumination trap with a wide area of effect. When triggered, it floods the nearby surroundings with bright white light and emits a distinct sound, making it nearly impossible to stay hidden. If you stumble into one, try to make the most of it. And if you get exposed? Well, sprint as fast as possible because that blinding light will make you an irresistibly easy target.
CONTAINER TRAP Containers were top-tier hiding spots in Blindfire, until now. Meet the Container Trap, your new worst nightmare. While the lasers in this trap are not lethal (despite their intimidating vibes), they will mess up your day if you accidentally set it off. So go ahead, keep hiding in those containers. We dare you…
SHUTTER “TRAP” Okay, technically this isn’t a “trap”, BUT it is incredibly useful. The Shutter lets you seal off key routes on the map, forcing your enemies to take an alternative path or awkwardly stand around waiting for the door to open. Whether you’re blocking enemies to give your team a breather or trolling as a spectator by repeatedly shutting the gates, the strategy is entirely up to you.
UV HORIZONTAL LIGHT Let there be light. UV light! The UV Horizontal Light not only exposes you and showcases your fabulous cosmetics, but also adds another fun layer of strategy to your gameplay. Here’s a tip! Most traps in the game, including this one, can be activated by shooting them. Did you know that? No? Well, now you do. Go forth and start shooting at random lamps.
NEW FREE COSMETICS It wouldn’t be an update without some fresh drip, right? We’re bringing you 10 new masks, 5 new outfits, and 2 new weapon skins that apply to every weapon currently in the game. That’s a lot of options to flex on your opponents with. Personally I’m a big fan of the new Uzumaki mask. Which one is your favorite?
NEW TUTORIAL HUB Blindfire is deeper than it looks, and we want everyone to hit the ground running. That’s why we’ve introduced a shiny new Tutorial Hub! It features a series of short, easy-to-follow videos designed to help new players learn the ropes. So, if you’ve been struggling to explain the game to your friends and family, tell them to watch it because let’s face it, we all need more recruits to grow the awesome Blindfire community during this early access phase!
NOTE: A more immersive, hands-on tutorial experience is in the works for the future, but for now, these videos will make sure everyone gets the basics of mechanics and game modes down.
That’s everything for today! Don’t worry, January is just around the corner, and with it comes another great content update. Until then, I’ll see you all in the arena. Stay sneaky, stay deadly, and try not to get caught in a trap (or do, for science).
I’d like to share that I just updated the game to the latest version (12.0).
And in this update I added the story of a Biker girl who is seeking shelter aboard the Green Beetle. She's trouble, even for Keen. But by helping her out she will eventually open up-...and show a totally different side of herself :)
And as a little extra, I made the ships that arrive on the map, now also appear on the Bridge. So Keep an eye out for that as well.
Well have fun playing!
This has been added (in more detail)
New Location: Bike in Repairbay
Updated Location: Bridge with a view on ships
Updated Location: Shuttlelbay
New scene: Bikers Arrival
New scenes: Biker getting items
New scene: The Tattoo
New scene: The Arcade challenge, 3 rounds against Riyuka.
New challenges: Find the tube, Find the cart ( it's been moved out of the maze).
Updated Minigame: The Arcade -Solar Queen
Other additions: Various items, a huge amount of additional story art & several small animations.
I also fixed the spelling errors & bugs you found, thanks!
Good to know...
If you just want to see the new story-content, you can best start playing from the Bikers story.
Generally, when someone tells you to come back later; pass through keens room.
And please don't forget ...(for returning players)
Old save games cannot be re-used after an update & will get you stuck if you do; because if code changes, saves break.
You can instead use the chapter select screen to get back to where you were (also, hold down ctrl to speed up text).
Walkthrough
Are you stuck, then maybe the walkthrough can help? You can also find it again in the sidebar of the store-page, by clicking on the ‘ manual ’.
Behind the scenes
And like always, I also love to show you a bit of how I actually make Space Rescue.
Now this update is about a biker girl, and what would a biker girl be without a bike right? So one of the first things I designed for this update was her bike. And here you can see my design proces for that. I hope you like the outcome! :)
Step 1. Sketching
Step 2. Refining
Next?
And that's all the news I have for now. But meanwhile I already started working on the next update, which I hope to release again in few months (You'll find the new release dates in FAQ).
Moll has given the Discovery the slip, but that is the least of anyone’s concerns, as her actions may threaten life in the 32nd century.
Event Name: Inertia Event Type: Faction/Galaxy Event Start: Thursday, [12/05] at Noon ET (16:00 UTC) Phase 1 End Time: Saturday, [12/07] at Noon ET (16:00 UTC) Event Finish: Monday, [12/09] at Noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: Y Faction Winner Bonus: Y
Good survivors, after hard work we present the new version of KAOS SURVIVAL with lots of new features, such as swimming, hunting, new items, bow, weapons system and much much more, come and discover. Bugs may happen, we hope you report them to us on our discord. So that together we can create KAOS an increasingly entertaining game.
PT: Boas sobreviventes, após um árduo trabalho apresentamos a nova versão do KAOS SURVIVAL com imensas novidades, como nadar, caçar, novos items, arco, sistema de armas e muito muito mais, vem descubrir. Pode acontecer bugs, esperamos que nos reportem no nosso discord. Para que junto possamos criar KAOS um jogo cada vez mais entretido