Fallout 76 celebrated its sixth anniversary just last month!
We’ll say it a bit louder for those in the back… we’ve had six amazing years of Fallout 76, and we’re only just getting started! Before we look ahead towards the megaton of exciting content on the horizon, we’d like to take a moment to reflect on how far this game has come.
Since Fallout 76’s launch, we’ve had more than 50 major patches featuring over 20 milestone updates – and it’s all been free to existing Fallout 76 players!
Besides all this awesome content, I’d like to focus on the specific beats that served to progress the story of our Appalachia. I’ve always viewed these tent pole updates as chapters in Fallout 76’s story and, as such, think of our timeline like this:
Freshly awakened vault dwellers left the cozy confines of Vault 76 to brave the Appalachian wilderness, which beckoned them to explore its rolling hills, dark caves and learn of its former inhabitants long lost to time.
A year and a half later, members of the Foundation and members of the Raiders are drawn to this region from neighboring territories and begin to stake their claims within Appalachia.
In the Fall of 2020, in search of strategically beneficial technologies, the Brotherhood of Steel finished their trek to Appalachia. That story arc concluded with the second part of that chapter, Steel Reign, coming out less than a year later.
Players got the call to help settlements beyond the rolling hills of Appalachia in the Fall of 2022. In Fallout 76’s first off-map expedition mission, Appalachians traveled to The Pitt and, only a year later, Atlantic City.
The Summer of 2024: After several years of consistent nuclear bombardment, the Appalachian map mutated, and a new region, Skyline Valley, opened to the south. Players learned about a mysterious faction of ghouls called the Lost, and came under the employ of the Blue Ridge Caravan Company, running perilous routes along Skyline Drive Valley in Milepost Zero.
This October, we honored Fallout Day with our very first broadcast and celebrated our amazing community with the dedicated folks over at Fallout for Hope – who raised over $15,000 for St. Jude’s Research Hospital during the post-show.
While you’re perusing this letter, dear reader, our fellow “wasteland warriors” are enjoying the final update of 2024 and braving Gleaming Depths.
The gates of Hell have opened - as if the wasteland itself wasn’t bad enough already - offering our seasoned adventurers significantly greater challenges, along with the mightiest rewards and wasteland riches for those who live to tell the tale. Gleaming Depths is a first of its kind experience for any Fallout game; a true raid experience which serves as the introduction of the highly anticipated Four-Star Legendary weapons, armor and power armor.
While traipsing along them country roads, we’ve met over 21 million vault dwellers who bravely emerged from Vault 76.
That must be a huge vault!
Walk with us, dear reader, along this undiscovered road and cast your gaze towards the horizon for a glimpse of what’s coming to Fallout 76 over the next year.
For the first time in any Fallout game players can turn their character into a ghoul. Players who become ghouls will have chosen a life path full of challenges, but one equally ripe with potential. While ghouls suffer no ill effects from radiation exposure… be careful to not turn feral!
Smooth skin is overrated anyhow, don’t you think?
This highly anticipated Ghoul update comes to Appalachia in early 2025.
Then, when Spring fills the air, and the hills of Appalachia are in full bloom, flowers won’t be all that’s blossoming. Brave floriculturists, get out your weed killer and help a fellow green thumb, or they’ll be pushing up daisies. In 2025, we’ll be introducing an exciting new Spring-themed Seasonal Event: The Big Bloom! Jump in to earn a rich bouquet of new event-themed rewards and grow plenty of new wasteland friendships along the way.
And what would a Summer be without grabbing a fishing pole and heading down to your favorite radioactive watering hole? No need to worry about finding out because fishing is coming to the wasteland this Summer and is angling to reel-in our esteemed adventurers, collectors and traveling trawlers alike.
It all starts at a mysterious location where players encounter a fisherman who has decided to set up camp and share their love for fishing to one and all… or so it seems. This strange merchant will sell our players everything they need to catch any of the slimy, scaled swimmers found in all bodies of water across Appalachia. Sharpen those hooks! We’ll be eating well!
Later in the year, Mischief Night is set to make a triumphant return. This seasonal event offers players a fun spectacle full of spooks, scares, and mischief! In fact, Mischief Night encourages mischief. Who would’ve thought!
And what good are all the tricks without some treats? Mischief Night also offers a huge assortment of new rewards for your characters and your C.A.M.P.s. Thank you to everyone who helped test this feature on our public test servers earlier this year.
In addition to the exciting features touched on above, your favorite seasonal events will keep popping at a steady clip, including Fasnacht, Mothman Equinox and Meat Week. So, keep an eye out for more rewards to earn for your characters and C.A.M.P.s!
As we introduce even harder challenges, we will continue to present possible alternate playstyles through the introduction of new Perk Cards for our humans and ghouls alike!
We will also continue to make improvements to the core game—improvements that affect overall performance, visuals and gameplay, not to mention a complete revamp of the workshop C.A.M.P. build menu to make it easier for our builders to navigate. Stay tuned for even more exciting news later in 2025.
Wait, did you think I would disclose everything in this letter? We must leave some room for surprises too! 2025 is shaping up to be a helluva year!
From everyone at Bethesda Games Studios, thank you all for the continued support and enthusiasm. Bethesda Games Studios has the best community in gaming!
Happy Holidays, and enjoy this fun graphic celebrating you, the Vault Dwellers,
Thanks for your continued feedback and support on Toads!
The latest Hotfix features:
Major changes:
- Fixed a bug where Veve Ouragan and Veve Poison could target friendly units - Fixed a bug where Veve Ouragan could target non-pushable units - Fixed a bug where roots could spawn on top of other objects - Fixed a bug where the hero's tooltip would permanently disappear after clicking on its portrait - Support Toad's drop rates now change depending on the run progression - Fixed a bug about enemy AIs not sorting threats properly - Removing cards now costs 6 Oil (previously 10) and 8 in Corruption mode (previously 12) - Rioters now have 4 HP (previously 2) - Sneak Out now costs 1AP to play - Gumbo now costs 2AP to play - Sacrifice now costs 1AP to play - Silence now costs 1AP to play - Howl now costs 1AP to play - Fixed a bug where Penitence would reset and Shoot 0 when continuing a run - Fixed a bug where Fungal Deliverance would not trigger On Discard effects
Minor changes:
- Barricade's description now includes that they let players draw 1 card when destroyed - The option to replace random cards at the beginning of the run should not replace Step anymore - Changed the price of new run bonuses - Fixed a bug where the low HP idle animation would not be played when continuing a game - Fixed a bug where combat music would not play when continuing a game
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Thank you for all the recent feedback. I believe turn based mode is here to stay! Now that I finally have the core structure of the game nailed down, I am attempting to tackle the daunting task of adding uniqueness to each run while also keeping the scope of the game under control. My issue right now is that the game can more or less become solved since there is a limited amount of randomness. I have three main changes that I think will each make runs more interesting while also hooking into existing systems. The first system is discoverable islands (the dark clouds shown in the image below).
This is just a quick and dirty POC, so your feedback and ideas about the design will be massively helpful.
Discoverable Islands Design:
There will now be hidden islands in the clouds
These islands will be “discovered” when the player places a tile group adjacent to the tiles
The tiles on the island will have their max number of tile-based resources, pre-placed improvements (coming soon), and will be the main way the player finds mountains (as a reminder, mountains will be where the player gets ore to refine into metal)
The current POC has fairly high control over the placement of these islands, so smaller islands will appear closer to the start, mid-sized islands further away, and large islands very far away
I am preventing islands from spawning in the “starting area” so that the early game can have uninterrupted placement
My goal is to make the board feel a bit more unique each run and also create an interesting decision between building toward a new island or using the tile group to get better adjacency
The other major change is the addition of the Relic Alter building. When you build this building you will get a choice of there relics. The relics will have powerful buffs or change the way you play the game. I have add 6 simple POC relics. My goal is for these to be build defining things you want to work towards each run. I have a lot more QOL stuff to add to the relics system.
Naturally this work is leading me to explore more roguelike vibes. So why not go all the way and make it a roguelike village builder?
The soundtrack of INAYAH - Life after Gods is composed by Alex Kestner, a fifth-generation musician who graduated from the Moscow Conservatory with a degree in piano performance, and Alexander Budagyan, a veteran composer with experience working for brands like Lamborghini, NHL, and LEGO, ensuring a rich and immersive musical experience.
Each boss theme is uniquely composed to reflect their personality, atmosphere, and role in the narrative. These tracks heighten the tension and pull you deeper into the intensity of every battle. Have a look on the synchronised drummers in this sequence:
Want to dive deeper into the music? ⚔️ Check out the incredible work of our composers, Alex Budagian and Alex Kestner
Today we released Start11 v2.5 with new features, a couple of enhancements and bug fixes as well. The update is rolling out now and you can check for an update by opening the configuration panel, clicking About, and searching for the update.
New with version 2.5 is the ability to use a vertical taskbar on Windows 11. The vertical taskbar can be placed on the left or right side of the display and functions just as you remember from previous versions of Windows where this configuration was supported. To enable the new taskbar experience, open the configuration panel, click Taskbar, scroll to the Taskbar position option and select you desired configuration.
Along with the new vertical taskbar support, centered taskbar buttons with a left aligned Start icon is now supported on more than two monitors (previously only two screens were supported). While support for two monitors covered the majority of our users, we wanted to make sure power-users who have many displays can utilize this layout as well.
In addition to the new functionality, several bugs are being squashed with this update. We have improved compatibility with the latest Insider builds of Windows 11 that we expect to be released in the coming months and with this release, Start11 v2 will be ready for those updates.
Vertical taskbars have been highly requested by our community and we are happy to finally check this feature off the backlog. If you have any requests for upcoming features or find any bugs that we missed in our testing, make sure to join our community here.