The Elder Scrolls® Online - ZOS_Kevin

Learn more about the upcoming Update 45 base-game patch and the new Fallen Banners dungeon DLC.

The Update 45 base-game patch and Fallen Banners dungeon DLC arrives March 10 on PC/Mac and March 25 for Xbox and PlayStation consoles. While the U45 base-game patch is free for all ESO players, an ESO Plus™ membership is required to access and play the Fallen Banners dungeon DLC.
Fallen Banners

Kicking off the year’s adventures and challenges, Fallen Banners introduces two new four-player dungeons for you and your team to explore.



Exiled Redoubt

As the continent-spanning Alliance War continues to ravage Tamriel, the Imperial Battlemage Lucilla needs your help investigating the mysterious disappearances of its soldiers. Join Lucilla in infiltrating the stronghold of the once-proud House Albus and discover a plot that threatens to condemn the people of Cyrodiil to endless war.

Fight for peace in Exiled Redoubt



Lep Seclusa

The Moth Priest sanctuary of Lep Seclusa is besieged, and the Elder Scroll it protects is threatened. You and your allies must defend the Moth Priests and their precious relic from the sinister Orpheon the Tactician and his army of deserters.

Defend the sanctuary of Lep Seclusa

Both dungeons feature their own unique storylines, characters, challenges (including unique boss battles), and secrets. Complete these dungeons and you’ll also discover unique rewards, including item sets, collectibles, and Achievements available only in these encounters.

As mentioned above, if you wish to tackle these two new Alliance War-themed dungeons, you’ll need an active ESO Plus membership. The dungeon DLC will NOT be available for purchase for crowns at launch.


Update 45
Arriving in tandem with the dungeon DLC is the Update 45 base-game patch. This free update includes a host of changes and improvements that all ESO players can enjoy.


Cyrodiil Champions Test Campaign

Update 45 introduces the early stages of the new Cyrodiil Champions test PvP campaign. When playing a Cyrodiil Champions test campaign, you and your fellow players are locked to specific class builds, including abilities, attributes, and items. This test allows us to monitor how the server reacts to simplified abilities, with the goal being to collect data and help us plan for the future of Cyrodiil and abilities.

During this test, seven set Cyrodiil Champion classes are available, and access to some features are blocked, including Crown Store provisions, items not included in the class templates, and more. During a Cyrodiil Champions campaign, all competitors are at equal power levels—it all comes down to skill!

Note that with Update 45, we are only just beginning to test the Cyrodiil Champions campaigns. Expect a full rollout with greater options and a more polished experience in the future.


Starter Zone Refresh

The starter zones of Betnikh, Stros M’kai, Bleakrock, Bal Foyen, and Khenarthi’s Roost have all undergone a makeover, bringing them more in line visually with the detail of ESO’s recent additions such as West Weald or the Telvanni Peninsula.

These starter zones have received improvements to their terrain transitions, materials and lighting, and atmosphere. Signs and banners have been positioned to better highlight services (such as crafting or banking locations), and lighting has been adjusted to better define important paths and other areas of detail. With the addition of more organic clutter and props, various portions of the zones should feel a little less sparse and a little more lived in—go check them out!


Quality-of-Life Improvements

This base-game patch also features a host of quality-of-life improvements to the game. This includes an improvement to the initial mount experience by significantly increasing their starting movement speed value (without dramatically increasing their top end speed). The team has also reworked specific Craft (green) Champion stars so they no longer need to be slotted for you to benefit from their effects. Finally, the team has also increased the visibility of the value of Mundus Stone Boons, including reminders as to when and where you can find them.

This is just the start of a series of general improvements to the player experience in ESO. Keep an eye out for even more additions and tweaks like the above throughout this year’s updates.

A Realm in Chaos
Tamriel is besieged on all sides, and the people of Cyrodiil need heroes, no matter what side of the conflict they are on. Are you ready to take up arms and defend the Moth Priests of Lep Seclusa or the forgotten soldiers of the Three Banners War? Are you excited to learn more about the various updates and improvements coming to the overall ESO experience? Let us know via X (formerly Twitter), Instagram, and Facebook.
Atomic Picnic - Dabzord
First of all, Happy 2025 Loners!

This update introduces exciting new features to enhance your adventure! Enjoy a revamped Objectives UI and two brand-new Mementos (Cosmic Fragrance and Infinite Trash), which add fresh layers of strategy to your gameplay.

We’ve also introduced visual upgrades, including polished drop effects and new banners for interactable objects. Plus, category icons have been redesigned for easier navigation, and performance optimizations ensure smoother gameplay for hosts and players alike.

And as some of you Loners requested, you can now skip the Special Chest Animation!

What's New
  • New Mementos Added:
  • Cosmic Fragrance (Purify)
    • Once you purchase some Cosmic Fragrance levels, you can spend them during a level up to Purify any Cursed Curio, removing all negative effects and only obtaining the positive ones!


  • Infinite Trash (Banish)
    • After you get some Infinite Trash points in the Mementos store, you can spend them during a level up to banish any level 1 Curio or Cursed Curio from the pool so they won't reappear again during this run. Keep in mind you can't banish Curios that you've already obtained. If you banish a cursed curio, that exact combination of effects won't show in your current run again!


  • New Objectives UI – A sleek and improved way to track your goals!


Visual Improvements
  • New banner for interactable objects and NPCs in the camp.
  • Polished drop VFX for better consistency with pebbles’ behavior. Both now rotate when dropping.
  • Enhanced VFX for the curio "Bitter Barking Brew."
Quality of Life Updates
  • Category Icons: Redesigned for easier navigation (Discoveries, Mementos, Loadout, Start Picnic).
  • Performance Optimizations:
    • Boost performance for the host by revamping enemy systems to determine player position.
    • Optimized VFX for One-Eyed Twirl for smoother visuals.
Changes
  • Special Chest Skip:
    • Only the host can skip, with a fast-forward button, to finish the animation quickly.
  • VFX optimizations for Icy Orbs.
  • Curio UIs now display "MAX" instead of "LVL 4" when maxed on every screen.
  • Removed Christmas decorations from the camp. It's time to welcome the new year!
Fixes
  • Turtle Bombers localization names are now correctly displayed on the discovery screen.
  • Buff stacks no longer break lines when exceeding 99 (below health).
Known Issues
  • The game starts stuttering during the transition to the Final Boss stage
  • The game starts stuttering, freezes, and clients are disconnected
  • Opening Taka-chan and then instantly leveling up might cause the Taka-chan screen to freeze
  • Music starts stuttering and stops playing until the game crashes or the user returns to Camp in co-op
  • Dead ally might be invisible to other players
  • Safeguard while downed blocks the user from continuing playing
  • Inviting through Steam makes friends join random people
  • Ash's Ultimate and Gear Dash Combo Allows Unintended High-Flying Out of the Playable Area
  • Placeholder Cubes are Being Used as Debuff Indicators
  • Incorrect Prompt for Curios Screen: "TouchPad" is Shown Instead of "Share" on the PS5 Controller
  • The player can get stuck in a gap and fall out of the map area
  • Selecting 'Unlock Skills' on an unlocked character and then switching to a locked one allows purchasing skills for a locked character

Director's Commentary
Hey everyone! Thank you so much for all your comments, feedback, critiques, and suggestions. A special shout-out goes to ruff1298 in our Steam Discussion forum; bro's been cooking a lot. While we're preparing our first major update, addressing the most significant player's pain points is still essential. We're currently looking at changes related to the first map's difficulty and improving the Discovery System to allow for a much better progression and unlock flow. This will be a lot of work and take some time, but we hear you and want to make it right <3.

Please keep sending your feedback; this is the only way we can make Atomic the best game it can be 😊 . As always, I'll be on the Steam Discussion forum answering you guys, or you can ping me on our Discord and send your feedback there!

Cheers!
-[Dev] Ashkental
Boomcestors - Chironn
-Fixed some translation errors.
-Fixed bugs that caused certain items to not provide the necessary stats.
-Added support for 3440x1440 resolution at the request of a Boomcestors enthusiast.
-Added two different environmental effects:
Rain: Can occur randomly on any map and slows enemies by 10% when it happens.
Mountainous Terrain: Active in Map 2, increases the cost of support units by 50%.
-Fixed the map issue that caused drones to not function as intended in Map 2.
-In response to feedback that the first map was excessively difficult, the number of enemies has been slightly reduced, and the chances of encountering soldiers and weapons in the market at the start have been slightly increased.
-The cost of support units now increases slightly as they are used (limited to the current attack only).
-Fixed a visual bug in the item locking system in the market.

-Explosive ammunition now deals damage to units with black shields. Additionally, explosive ammunition has been slightly weakened due to feedback that they were too powerful.


-Added the "Protect the Flag" mission to Map 3. Players must now ensure that the flag does not fall while fighting enemy waves.


-Added the "Protect the City's Gate" mission to Map 4. Players must now ensure that the gate does not fall while fighting enemy waves.


-Added new Steam achievements.
Jan 9
Forbidden Fantasy - Vinão, o Horrívo
Fixed issue where the finale screen, where choices made at the end of a chapter are shown, had broken font in Russian
Jan 9
Key To Heaven - K2H_Dev
* Fixed weapon gfx issue.
* Fixed english quest list.
* Fixed blackscreen issue.
* Fixed spellicons shaking.
Tiny Pixel Planets - SP Possibilities
Hello again! I find it very important to keep everyone up to date with development progress and behind the scenes of Tiny Pixel Planets. So today I will be discussing some of the feedback I got on the last post and how I plan to tackle these issues.
Tiny Pixel Planets is Tiny Pixel Planets
First of all I must get this out of the way because I have seen a lot of comments, and not just on the last post, comparing my game to Starbound or Terraria. Obviously that cannot be avoided given how look wise they are similar, but that is in no way my goal. I really don't care what Starbound or Terraria have done or how to make my game more like those games. I am a solo developer that is working on a free open source passion project, I could care less if people prefer games that are made by entire studios over my game. In fact I highly recommend if you are looking for something big and layered, go play those games, as they are both great games on their own. Now with that out of the way let me address my plans for fixing issues that have been brought up.
Issues I am fixing
I had a lot more features planned for Title Update 6, but it would appear that my game is in desperate need of a revamp, so I have scrapped any feature I haven't added yet in order to focus on these issues. Let me go over the revamped features I have added/plan to add.
The tutorial

Like I mentioned in the last post, the current tutorial in TU5 sucks. It hardly goes over everything in the game, and you have to exit and create a new save after finishing it. So I have added tutorial popups that will be displayed throughout your play through. You can toggle these tutorials on/off in the save creation, and that decision will be auto applied to all new saves from then on. This is already in TU6 and can be played tested in the beta versions in the git repo.
Sound revamp
I am in the works on a new sound system that will allow for customizing not just sound effects volume, but different categories of sound effects. This is a feature that definitely should've been added sooner, but I guess I got to ahead of myself on features.
Settings revamp
I am also working on completely changing the settings menu and adding much more settings. Instead of having one page with all the settings thrown on there, there will be tabs for each setting category (sound, graphics, keybinds, ect...). I am also planning on making it so you can change settings in the game and not just from the main menu.
Gui
I have never felt like the GUI was a problem, but admittedly I am the developer so I tend to not notice things like this. I made the GUI the way it is because I find pixel density very important. Almost every single pixel in Tiny Pixel Planets is the same size, making the game feel consistent. I fear that if I have different pixel density fonts or make the GUI not match with the pixels in game, it will make it look horrible. I will experiment with GUI resizing, but I make no promises that it will change. I guess my alternate would be to resize the entire game to make the global pixel size smaller.
Player animations
I have been experimenting with new player animations that are much more fluid then the ones currently in game. My biggest hold back is that if I redesign the characters, I will also have to painstakingly redesign every clothes/armor in the game. And if I add more frames to the animations that will be even more work. I will work on the animations, but this will delay TU6 by a sizable amount. Also I have increased the player's base speed which feels so much smoother now.
Space navigation
I don't necessarily understand what is wrong with the current space navigation system, but I will be adding a star system map to help with navigation.
Closing remarks
I am a solo dev, that does all the programming, art, and game development myself. I am trying my best to make Tiny Pixel Planets something everyone can enjoy, but maybe it's about time I accept that I need help with working on Tiny Pixel Planets. If you are someone that can lend a hand with development, or have some ideas of your own, feel free to take a look at the github repo, or get in contact with me at sppossibilities1@gmail.com. Anyways until next time, go explore space!
Autonomica - Crytivo


Hey everyone,
The team and I want to get your opinion on a really important part of our game's future. As you’ve probably noticed (duh), the game has evolved a lot over the years, and we can’t wait for you to play it.
While our game has detailed and innovative farming systems, it’s so much more than just a farming game. You can build and customize your structures with a system inspired by The Sims, allowing for incredibly detailed personalization. You can automate the production of organic and non-organic products with complex conveyor systems and diverse machinery inspired by Satisfactory, all designed with sleek, minimalistic styles to seamlessly fit into your builds.

We’re creating an open world with uninterrupted day-night cycles and seamless seasonal and weather transitions. Not only will your character react to the environment, but the world around you will too. NPCs will offer quests, share their stories, and let you form bonds to help them rebuild or start their businesses. You’ll even see their startups grow and change right in front of you.

For players who want a challenge, we’ve got settings that ramp up survival and combat experiences. And all of this is tied together by a main storyline (which I can’t spoil too much yet because it’s still in development).

What I can tell you is:
The world is thriving and beautiful, but something is changing. You’ll encounter mysterious, ghost-like entities we call Phantoms. Thanks to reckless experiments by (X) Corporation, time portals have appeared. These rips in time revealed a terrifying truth—the world is heading toward its end. To stop it, we need answers, and those answers lie in the distant future, at the very edge of time itself.
You’ll need to Travel to the future alone or with your friends. There, you’ll face Phantoms (PVE), rival players (PVP), and a crumbling, desolate timeline as you Extract vital resources and information to bring back to the present.

The best part about all of this? You get to decide how to experience this story. If combat and competition aren’t your thing, no problem—you can choose a more relaxed, exploration-focused journey with customizable difficulty settings. Discover the mysteries of the future at your own pace without the pressure of battles. But if you love intense missions and high-stakes action, those challenges are waiting for you too.

Whether you’re uncovering secrets or braving the chaos to secure critical resources, your role is vital. The story adapts to your playstyle, so no matter how you choose to engage, you’ll play an essential part in shaping the future of our world.

Now, let’s be real—we’re not planning to deliver some crazy, cinematic, AAA-level story (yet! lol). Our budget doesn’t quite stretch that far. But you can expect solid lore and meaningful story development.
And yeah, we know it’s ambitious. But with over 10 years of experience in game development, we’re confident we can deliver. Many foundational systems are already in place. Sure, there’s still a ton of work ahead, but we believe in what we’re building, and we’re sure you’ll love it, soon we will let you try it out.

Now, here’s where we need your input. One of our biggest challenges right now is the name of the game—Farm Folks. At first, I thought it was fun and kind of ironic, given the scope of the game. But now, we feel like the name might be holding us back.

A lot of new fans see the name and assume it’s just another farming game, which—now you know—it’s not. What started as a simple farming game has grown into something entirely different, far bigger than what the original team had planned.

For context, the old team couldn’t finish the game. When we took over, we initially planned to complete it as it was. But we quickly realized much of the work wasn’t leading anywhere. So, we decided to take our own shot at it and build the game we truly believe in.
That said, we committed to fulfilling the promises made by the original team. Backers of the original Farm Folks campaign will still get access to the game based on their chosen rewards tiers. On top of that, we’ve committed to matching—or even exceeding—the value of those rewards with our new Kickstarter campaign.

Keep in mind, we didn’t receive any money from the original Kickstarter campaign. This is purely a gesture of goodwill because we thought it was the right thing to do. Farm Folks was a title we originally expected to publish, but unfortunately, things didn’t work out, and we lost a lot of money in the process. Even so, we’re determined to turn this around and deliver something truly special.
Ahead of our Kickstarter campaign—and to avoid future confusion among old and new fans—we’re considering a name change. We hope this will help everyone better understand what kind of game we’re making.

Today, I want to ask for your opinion:
Do you think we should go for it, or should we stick with Farm Folks and keep fighting the fight (lol)? I’ve always been transparent with you, and your opinion matters to me. Let us know what you think, either drop a comment under this post or cast your vote on our official discord: https://discord.gg/fBtYG6S

We would love to hear your feedback and input on this matter. Thank you so much for being here with us and helping shape the future of our game!

- Alex & Crytivo Team
DSS war party - Fabian Viking
  • Updated to .net8
  • Added steam stats to collect user data
Jellitito - IceBlade
Great news! You can now open cases for both skins and keys again! We found a little issue that was messing things up, but everything’s working perfectly now. So feel free to open them and grab some cool new skins for the jelly and table!

Also, we’ve tweaked the system for opening skin cases: you now only need 5 items instead of 10! To open a case, you just need:
  • 1 skin of quality "Common".
  • 1 skin of quality "Rare".
  • 1 skin of quality "Unique".
  • 1 skin of quality "Legendary".
  • 1 skin of quality "Mythic".

Thanks for sticking with us; let’s make it Jellitito!
Mage and Monsters II - Lazarus
Patch 0.3:
- 2 new heroes have been added to the demo: Medela, a ranged healer hero who gets +100% health to melee units but they also have -50% damage, and Magarth, a melee hero who cannot cast spells, but starts with bonus upgrades to melee units, and gains 1 gold each time she kills an enemy unit.

- Added a quick restart feature so you can quickly play again with the same hero/unit/spell combo.

Bug fixes:
- Fixed a bug with Elven Archers getting +20% to rapid fire instead of the intended +30%
- Fixed a bug with Elven Archers Rapid Fire starting with +40% instead of the intended +60%.
- Fixed a visual bug with Gareth regen not disappearing.
- Made it so Panic doesn’t make units go off screen.




Also note that I will not be releasing a prologue, but instead make sure this demo version works well before moving on to prepare the full release version.
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