It's great to see so many people have been enjoying the new major update. I've been hard at work the last couple of days grinding through all of the bugs that have been reported, and am happy to deliver that along with a few usability improvements. If you have a bug to report, you can report it in the #bug-reports channel of the official discord or on the bug reporting discussion forum.
Changes/Features: - Added button to craft editor loadout matrix to add a missile template to the fleet without having to go to the missile editor. - Rebuilt Canyon navigation tree at a higher resolution. - Added a scroll bar to the confirm modal if the height of the text exceeds 500 pixels. - Added a scroll bar to the action menu weapon list if there are more than 6 items. - Added click padding around ship and craft info bars to prevent clicks between panels causing deselection. - Added click padding around various selectable UI elements in skirmish. - Decreased attack run range of KBU-15, RBU-15, and KBU-22 to 2km (was 2.25, 2.25, and 3 respectively). - Decreased required straight-and-level time for bomb release to 3 seconds (was 5).
Bug Fixes: - Fixed craft oscillating between combat and cruise when ordered to attack a receding target. - Fixed some NREs in grouped tracks when exiting a match. - Fixed a tutorial 3-2 voiceover line being cut incorrectly. - Fixed craft checking target aspect when firing missiles at ships, intended only for dogfighting. - Fixed game failing to start if an AI player was given a fleet with a loadout that had no missiles in a fixed component like a missile bay. - Fixed being able to select the same ship the selection widget was opened from (e.g. for formation guide selection). - Fixed faction sharing for spaceframes checking save key instead of base key. - Fixed additional missiles being deposited into magazines when post-flighting craft with unexpended weapons at high time accelerations. - Fixed unused craft ammunition not being returned to a magazine on landing if the magazine had been completely full at game start. - Fixed craft weapons indicating ammo storage volume in m^2 instead of m^3. - Fixed Solomon mount 1 and 2 cap references being swapped. - Fixed a few errors in starter fleets, such as missing weapon groups. - Fixed tutorial callout boxes not appearing for some parts of the ship info bar. - Fixed tutorial objective list blocking mouse interactions. - Fixed craft approach points on CLN Core A and Bow A container bank slots not being correct for Small Mounted Hangar which does not extend above the hull lip. - Fixed missile editor tooltip for anti-radiation seeker Signal Discrimination setting not matching new options. - Fixed craft groups transferred to a new owner not showing up in the ship list. - Fixed empty loadout select item showing a font tag sometimes. - Fixed server admin permissions not carrying through to debriefing screen. - Fixed exception in AI knowledge update when an opposing player's fleet was not loaded. - Fixed InvalidOperationException if an active AI-controlled flight landed or was destroyed in the middle of a command update. - Fixed NRE in ship clustering coroutine. - Fixed submunition warhead Release Range slider showing invalid ranges when no submunition was selected. - Fixed Journeyman MT1 having it's unmask side set to either instead of negative. - Fixed cruise missiles beginning their turn onto the next leg of a waypoint path early. - Fixed craft not collecting missiles on pylons into their LOD groups if they had been previously unloaded, causing them to be visible through the fog of war. - Fixed AI considering ships for the cringe capper role when they had passive sensors, FC radar, jamming, illumination, or directable sensors. - Fixed AI protected leaf query considering some leafs as vulnerable when they were not. - Fixed exploit allowing player fleet colors to be set outside the 0.0-1.0 range.
1. Fixed various problems such as players flashing back, reading file crashes, and the game crashes easily. 2. Supported DLSS3 and fixed the localization translation problems except for China. 3. Fixed the problem that some quest punctuation positions are wrong. 4. Increased the third chapter of the plot to skip the function (some of the old graphics card players use the second startup item will lead to the third chapter is very stuck, you can generate switch the first startup item, if not, please press M to skip the plot) 5. Repaired the problem that it is easy to fall into the void from the old home back to school. 6. Fixed the problem that Kidney Treasure will be consumed at the same time, and added the number of Kidney Treasure, players can buy more and use it to exercise. 7. Fixed the problem of getting scholarships stuck 8. Fixed the leaderboard problem 9. Fixed the problem that entering the purchase house will not work. 10. Fixed the problem that the love event can deduct money for repeated conversations. 11. Fixed the problem that some models don't collide. 12. Fixed the problem that love events can be triggered inexplicably. 13. Fixed the problem of not being able to find the monk in the basketball court. 14. Fixed the problem that the director cannot be found in the garden. 15. There are a bunch of micro details and so on, welcome to play again!
I would like to announce that Hostile Dreams 2 Steam page is now live! Please add it to your wishlist to be the first to know about the release, updates, and the upcoming Demo.
Thank you for your support!
An extremely challenging psycho-horror platformer with unique ragdoll controls – partially inspired by my dreams.
The idea for Hostile Dreams came to me a few years ago. I’ve had recurring dreams where I’m being chased or find myself in a helpless situation—unable to move or run, just flying aimlessly. With Hostile Dreams, I wanted to capture and convey that feeling of helplessness.
I released the first part in 2023, but as it was my first game, it had its fair share of flaws. Now, with the second installment, I’ve aimed to refine and expand upon that core concept in a more polished form.
The demo for Pip My Dice will get an update to rotate some of the content and fix some bugs. The official date is the 25th of January. I will post the details of the update in another event
Leaderboards reset
Because of the content being updated, the yellow die bug being patched, etc., the leaderboards will be reset in all categories! You will also not be able to finish a run that you started on the previous version for obvious reasons. So make sure to finish your run before the update! I will put the previous build on a beta branch for those of you who still want to play with the current version of the yellow die, with leaderboards disabled.
Release Date
Unfortunately, I have pushed back the full game release to Q2 2025 :c I want to provide you with the best experience, and within the given timeframe, it's not possible. I hope you understand, being a solo dev with a full-time job to pay the bills is not a walk in the park!
Endless mode
I know that some of you are dying for endless mode; that's why I'll host a closed beta, probably in early March, for you to test it out and give feedback on, as well as other features. Access to the closed beta will be given on Discord; make sure to join if you haven't already: https://discord.com/invite/YXKxNNafzY
That's it for now. A big thank you to all of you for being part of the community and playing my silly dice game :D
This is just the most necessary changes needed to make this testable in full, here are some key changes:
Areas now have a tracker for how many objects are painted and filled
When an area is filled in sufficiently then a yellow "Key" object is spawned
There are new gating that requires these yellow "Key" objects to open paths
Added the Sword Relic and Bow Relic to the map to be discovered and used to traverse the layers of the map
Enemies are now stunned when painted red temporarily, but can still be permanently defeated with the Sword Relic
Changed the model on the boat that ends the demo to something more eye catching
When rewards are spawned from filling the environment there are trails that draw attention to them
Additional changes are primarily bug fixes, flow changes, replacing some old models with new ones, and adding a fish man to meet in the gazebo. Normal stuff.
Just before the Christmas break, Tyler Sigman (Co-Founder and Design Director) and Chris Bourassa (Co-Founder and Creative Director) of Red Hook Studios headed over to r/Games for an Ask Me Anything on all things Darkest Dungeon. We’ve picked out just some of the questions and answers for you, so you can gain a little more insight into the upcoming Kingdoms update and our next DLC, Inhuman Bondage.
If you want to read all the questions and answers, with some about the studio and wider franchise, be sure to head on over to the r/Games Reddit.
Question - The parallels between the upcoming Kingdoms game mode and the DD1 dungeon crawling is uncannily similar. To make sure everyone's on the same page, will this be following the footsteps of DD1's formula, or completely new?
Answer - Kingdoms is a completely new experience. It is not, strictly speaking, "DD1 in DD2" and we caution people not to expect that. But it borrows many themes and mechanics from the original game, and fuses them with the core of DD2. "Town events", a larger roster, a persistent worldspace, make a return. It also brings a host of new stuff to the fore - a more involved quest chain (an evolution of the Crusader quest from Binding Blade DLC), Inn skill trees, the new playable Peasant Militia - just a ton of really cool ideas. You'll be racing to complete the quest chain and keep your Inns safe against escalating attacks as time ticks down. - Chris
Question - The kingdom/inhuman bondage update on console will arrive on a later date, but it has already been planned for release or the date has to be planned yet? Thank you
Answer - We don't have a firm date yet because the complexities of porting make it hard to predict with certainty. Also, there tends to be a bit of variation in how many unexpected bugs are found once the PC version releases. But our goal will be to turn the port around and get it onto the consoles as soon as we can. - Tyler
Question - Hi! For the Kingdoms mod, will the unlocked stuff from the main campaign be there too? Or will the Kingdom mod be really fully independent? Same question about the DLC. Thanks, can't wait to go back in!
Answer - We intentionally have designed Kingdoms to be entirely separate from Confessions as much as possible. If somebody buys the game, we want them to be able to play Kingdoms first if they wanted to. So in this regard, almost none of the unlocks from Confessions carry over to Kingdoms mode. One exception are the Stagecoach skins (livery). You have to unlock those in Confessions to be able to use them in Kingdoms. But otherwise, there isn't any crossover. - Chris
Question - Any plans of bringing back Hound Master and making Bounty Hunter as a permanent character like the others?
Answer - Bounty Hunter is fully playable in Kingdoms, but no plans to bring him into Confessions mode as a full character. The theme of Confessions is atonement, and moving past your trauma, and I think it makes the character more 'his own thing' by not participating in that emotional journey. Did you enjoy Book of Boba Fett? I sure as hell did not. Sometimes, the less we know about a character, the more interesting they are. Will BH always be different from the other heroes going forward? No, it just made sense for the Confessions mode. No comment on Houndie just yet - we get a lot of asks for him :) - Chris
Question - As DD2 approaches the release of Kingdoms and Inhuman Bondage, the two big milestones, the future seems a little foggy. We know that 2025 will see Crimson Courtiers and Coven come as the next modules for Kingdoms, as well as reworks for the remaining heroes with old paths. However, we don't know how they will be released, and what is more in store in DD2 once Kingdoms, Hero Reworks, and Origin Skins are finished.
My question is, can we expect a Road Map somewhere in the near future to add more certainty about the game's future?
Answer - Looking ahead to 2025, we have confirmed the Inhuman Bondage DLC, Kingdoms1/2/3, and hero paths & skins. We have plans for *even more* on top of that as well! Now, to be totally honest with you, we are not big fans of roadmaps. We need to maintain some institutional agility, to pivot and reorganize as challenges (or happy accidents!) happen. We don't want to set expectations early and find ourselves unable to meet them. That's why we prefer to announce only what we know to be coming next. We're as forthcoming as we can be! - Chris
Question -Will the Infernal Blaze Mechanic be part of kingdoms? and most important! Will the snuff flame mechanic come back?
Answer - Glad you like the Infernal Flames! Our designers had a lot of fun creating those as an interesting way of doing opt-in difficulty challenges. The first Kingdoms release won't have any Infernal Flames integrated, but it's something we are thinking about as potential additions to the following releases. That being said, we have a number of difficulty options that will be configurable for the first Kingdoms release, so people can scale the challenge to their liking somewhat. - Tyler
Question - Can we look forward to a Dev stream featuring either of the content updates this January?
Answer - Yeah, why not? Let's do it the week of Kingdoms release! Maybe not release day, but shortly thereafter. Sound good? - Chris
Question - Will people who buy the oblivion edition gain access to the inhuman bondage DLC or will they have to buy that separately. Also how’s development for that going.
Answer - Inhuman Bondage DLC must be purchased separately. We plan to create new bundles with all the stuff together. But the intent of the bundles is not to be "season passes" or DLC pre-purchases. They are always structured just to be discounts of whatever is currently available, to give you a price break if you get all the stuff together. - Tyler
Question - This one is about gameplay for kingdoms. What is inspiring this new gamemode? Are there other games that you pulled some design from that are complimenting the main gameplay loop of kingdoms?
Answer - Great question! Kingdoms came about because after the Binding Blade DLC, we were brainstorming on what cool stuff to add to the game. The most obvious answer is usually "more content!" (more regions, more heroes, more items, etc.) We wanted to think a bit more big picture and one thing led to another (as sometimes happens) and we came up with the audacious idea to sort of remix all the elements of the game into a different package--then players could have more than one mode to play, and perhaps find the mode that appeals to them the most.
More specifically, we got excited about blending some elements of DD1 and DD2 together to create something different than either. So for example, could we use DD2's combat, traveling, and inns, but then bring over stuff like DD1's persistent roster, "town events", and more epic "quest" that is split into smaller bite size quest steps. It sounded fun to create a bit of a board game strategic metagame and then layer in the rest of how most of DD2 functions. Then we started thinking about how the best way to do it would be the insane idea of offering it as a completely free update. And here we are...
Oh, as for inspiration, I think borrowing a bit from board games in general, and then of course borrowing from our own work on DD1. But nothing else directly springs to mind because Kingdoms is a bit of its own unique thing. But that definitely fits with how we like to design. Going back to DD1, the differences between Crimson Court vs Color of Madness vs Butcher's Circus are all pretty massive. We like to experiment. - Tyler
Question - Will Kingdoms still incorporate the stagecoach and travelling seen in Confessions?
Answer - Yes, Kingdoms still features the Stagecoach and traveling. However, the structure is quite different, and the biggest way it's different with regards to the traveling is that each region is much shorter. In Confessions mode, each region is a very long and arduous journey (intentionally), of which you only have to do a few to get to the end boss. In Kingdoms, the travel takes you between Inn and Camp locations on the Kingdoms map. Each region travel increments one "day" of world time, and the travel itself is much shorter than a comparable Confessions region. So the flow and pacing are quite different. We have a lot of fun with this day mechanic--adding interesting events and other things. The shorter regions are also key to another big part of what makes Kingdoms different than Confessions. In Confessions, you form one party and then use that party to try to get all the way to the boss. In Kingdoms, you change up your party frequently. So you can reconfigure based upon whether you are heading into the Shroud, say, vs the Sprawl. It gives a bit more of the DD1 missions feel at times. Which heroes are available to you depends on where you are on the map and which inns or camps those heroes are staying at. You can move them around on the map, so this creates a cool strategic board-gamey feel where you are trying to plan a few moves in advance, to keep your party optimized for each region you might want to tackle. Of course, this being DD, there are other reasons you might need to rest a hero and swap for a new one: for example, they might be stressed or worn out or have terrible debilitating quirks that need treated. :P - Tyler
In an ongoing effort to change the experience and smooth over earlier portions of the game, we’ve added a second part to the Archivist questline which will reward the player with a level 34 headpiece item. Head on over to Arcangrove’s Library to begin the Archivist questline.
Changes to Sanrick
Sir Sanrick’s loop has had some changes made to it. We’ve increased the gold income from the quest and the map you fight Sanrick in now automatically closes after his defeat. Beyond that we’ve also added some new rewards to Sanrick. 2 new statues and a title join the roster of items you can earn from the speedy Knight. Additionally, we’ve increased the stats on the Scared Wind Helmet and Pauldrons.
New Promo: Sparking Bolt Bows
We’ve got two promo items for January. First is the Sparking Bolt Bow; to get this shiny bow, just purchase any package in the upgrade shop, now with 50% extra Dragon Crystals on select packages. For those that have one of the Guardian upgrade packages, you will also get the Titanium Celebratory Bow at no additional cost.
🏡 House Spotlight
We will showcase another amazing Player Housing creation tomorrow! Want to enter your house build? Here's how.
🏆 Mischievous Moglins contest winners announced next week 🤺 Sir Lanceler questline inspired by the original AdventureQuest 🌈 Color customization freedom in barber shop 🐍 Lunar New Year
Battle on, Clarion, Artix, Beleen, and the AdventureQuest 3D Team