From January 31st to February 2nd Nubs is holding its first open playtest!
Nubs! is currently in a playable state but still in active development. While this playtest is representative of the final game, it will miss some features, items, maps and other possible additions.
Sign-up: Head to the Nubs! Steam Store Page, click ‘Join the Nubs! Playtest’, and you’re in! You’ll be notified when the playtest begins.
Playtest duration: Starting Jan 31 at 3:00 PM(CET) all weekend long! Servers will be live 24/7.
Quickmatch times: Don’t have enough people to play with? Join our organized matches to have a bigger chance of joining a full match and see if you can even out-nub the dev team!
EU times:
Friday Jan 31, 20:00 - 22:00 CET
Saturday Feb 1, 21:00 - 23:00 CET
Sunday Feb 2, 20:00 - 22:00 CET
NA times
Friday Jan 31, 8:00 PM - 10:00 PM EST
Saturday Feb 1, 9:00 PM - 11:00 PM EST
Sunday Feb 2, 8:00 PM - 10:00 PM EST
Encountered a bug or issue? Report it in our playtest-bug-reports channel over on Discord, give it a description on how/when you encountered this bug.
Do you have feedback? A survey will be available soon.
Any further questions about the playtest? Check out our FAQ. Can’t find your question? head to the playtest channel on our Discord and ask away!
That's right! Everyone that joins will receive an exclusive golden... chicken? Yes, you will receive a golden chicken! So be sure to sign up for the playtest right now over on the Nubs! store page and you will get notified when it's available!
We're super excited for everyone to try Nubs!, and we are anxiously awaiting your feedback and to see how everyone is enjoying the game.
Ahoy! Finally, we can show you a glimpse of what we’ve been working on over the past few weeks. What would a pirate game be without the most exciting way to fight and plunder enemy ships? Of course, we’re talking about boarding...
Not only will you be able to destroy enemy ships from a distance, but with a bit of luck, you’ll also get close enough to board their vessel. This way, you can not only earn more rewards but also save on potentially expensive repairs to your own ship!
But before you can engage in boarding, you need to prepare properly. The first step is to go to the ship management screen and select the appropriate menu option to assign sailors for combat. In this window, you can place sailors in specific locations on the deck, allowing you, as the captain, to decide where each crew member will fight. The second part involves selecting equipment. The game offers three weapons: a saber, a pistol, and a musket. We’ll share more about these weapons and how they impact combat in future posts.
It’s worth mentioning that each weapon icon in the armory not only represents the weapon itself but also the ammunition available for it. Hence, deploying a sailor with a specific weapon will consume one unit of the corresponding resource.
Once your crew is armed, it’s time to find a potential opponent. Ideally, your target should be slightly weaker than you to ensure the rewards are worth the fight without risking defeat.
After selecting your target, it’s time to battle. You’ll begin with ranged combat, during which you can approach the enemy ship and execute a boarding maneuver once you’re close enough.
After a successful boarding maneuver, the fight transitions to melee combat. As you can see, the player’s sailors are positioned at the bottom of the screen, while the opponents are at the top. The arrangement of your sailors and their equipment reflects the choices you made in the arming window.
During the fight, the player can freely move the camera and rotate the view, making it easy to observe the battlefield during the skirmish.
That’s all we have prepared for you today. In the coming weeks, we’ll delve deeper into the combat system and share more details about the mechanics of fighting. Let us know what you think!
Remember to follow us on social media and join our discord server! (click on the banner above)
Orbital gun of bastions have been slightly changed, as it was impossible for ships to dodge their attack if the bastion was on the opposite edge of the system from where the group of players was standing, but when the player himself was inside the system (the ability to fly out of the radius while inside the system should always be at standard speed) Angle of attack: 12.5 => 11 Preparation for a shot: 5s => 7s Cooldown: 30s => 40s Energy consumption: 50 => 200 Also, so that bastions do not pose a huge threat inside the system with devices - their radar (when using devices) is significantly reduced (by ~2.2 times) Additionally, the projectile now has its own tracer effect (new effects for bullets and other in the future) "Audibility" of the shot can now be heard throughout the system
Acceltor - energy consumption 2 => 1
All accounts above level 11 were checked for errors in quests not allowing to get into c3 - fixed if any
On phones now increases the target selection close button Target selection on PC is now closed via ESC
Japanese Castle Defense : Zundamon Castle - KC Project
Update Announcement for Zundamon Castle This is a summary of the updates that took place on 1/21 and 1/22.
[Content Additions & Changes]
[+] Implemented priority feature[+] Increased HP for Kiridan, Itako, Zunko, and Melee Zundamon (The level calculation bug was fixed, and as a result, the difficulty was slightly higher, so this adjustment aims to ease that). We believe that battles where units can exchange blows are more interesting than immediate deaths from being hit, so we will continue to balance the game in this direction.[+] Changed the gravity handling of ally units. Also, optimized the movement processing.[+] Changed the enemy list text in Challenges to a more readable color.
[Bug Fixes]
[+] Fixed an issue where the cost display for level 10 upgrades for soldiers was showing as level 11.[+] Fixed a bug where farming activities that continued from autumn were not immediately interrupted when entering winter.[+] Fixed a bug where the position of the fishmonger worker was offset.[+] Fixed an issue where, after loading, the enemy in the challenge would reflect the difficulty from before the load.[+] Fixed a bug where no items were obtained when digging a dirt path.[+] Fixed a bug where the effects of snow and heavy snow were applied to work speeds as well.
Fixed a critical error in navigation on the global map (for the Sambro faction - a port, the battalion got stuck when starting a new game).
Fixed critical errors in the fog of war (sometimes led to a black screen, as well as to disabling the fog of war in the tactical game mode).
Added quick save and load, to the F5 / F9 keys (on the global map).
Fixed the cost of some shells on the world market.
Improved the production window (information about the production time).
Fixed a critical error due to which the game could freeze at the end of a tactical battle.
Optimized the operation of the video card memory, eliminated game crashes due to lack of video memory (after a tactical battle).
The workshop has been improved (the system for creating modifications without using UE4 has been simplified), a new type of modification has been added (small arms).
The graphics of the game have been significantly improved, all biomes, vegetation, etc. have been improved.
The ability to start a new campaign in 2023 has been added (the range of starting date selection has been expanded).
The ability to send supplies from battalions to other battalions, cities, and to the world market has been implemented.
Diplomacy has been improved, the ability to request battalions from puppets has been added.
Critical errors in the "peace enforcement" system have been fixed.
The optics of armored vehicles have been improved, a division by types of optical devices has been added (zoom, in the future we will add a stabilization system for guns).
Total Conflict SDK is now in the game folder by default (only in the beta version branch).
Added the ability to land your troops in the ports of allies and puppets.
Hey, fellow vampire slayers and sci-fi enthusiasts!
First of all, let’s address the bat in the room 🦇—yeah, we’ve been quiet for a while. But it wasn’t the silence of a coffin; it was the kind of silence where you’re furiously hammering away at a masterpiece. 2024 was a massive year for Dixotomia! Behind the scenes, we were busy battling bugs, conjuring up weapons, and crafting new ways for you to bite (or get bitten). But today, we’re breaking the silence with HUGE news about the progress we’ve made.
Spoiler alert: we’re ridiculously close to release!
Development Highlights (Sink Your Fangs In)
Listening to the Community (And Actually Doing Something About It!)
We’ve taken your feedback from the demo and turned it into action. More than 500 improvements (yep, we stopped counting at some point) were made to polish the gameplay experience. From mechanics to UI tweaks, if you suggested it, chances are it’s in there.
Taking the Game to the People
Over the past year, we hit up over 10 events to showcase Dixotomia to live audiences. The feedback we gathered helped us shape the game into something even more thrilling, immersive, and downright vampiric.
Weapons & Abilities
Since our last update, here’s what we’ve added:
3 tiers of upgrades for primary weapons, so you can slay in style.
4 new weapons (plasma shotguns? laser stakes? You betcha).
3 grenade types, because sometimes you just want to blow stuff up.
6 vampire skills. Mind Control, Shadow Dash, and more to make you feel like an apex predator.
2 support items to save your neck (literally).
3 skill-boosting items to keep your power-ups popping.
Tons of other interactive goodies, and that’s still not the final list for launch!
New Locations & Exploration
What’s a good VR game without stunning places to get lost in? Here’s what’s new:
Tibet – Where ancient mysteries meet modern science to become advanced technologies.
Vivienne’s Tower – A hauntingly beautiful skyscraper hiding dark secrets and its deadly beautiful and dangeros master.
Deneryte Processing Plant – Industrial nightmares brought to life under control of a cold, pragmatic and emotionless AI.
Oh, and the final location? It’s in its finishing touches and promises to leave you breathless.
Improved Gameplay Systems
Ability Upgrade System – A brand-new system lets you develop and apply vampiric powers, making every playthrough feel unique.
Player Calibration Options – Calibration is now easier for everyone, including players who prefer a seated mode.
Hand Shaking Fix – We’re thrilled to announce that the notorious hand shaking issue has finally been resolved—smooth VR interactions are here at last!
New Characters
Over 30 unique characters have been created to inhabit the world of Dixotomia, each adding more depth to our sci-fi vampire universe.
New Sounds and Music
We’ve composed music and sound effects for all locations, items, weapons, and skills, ensuring an immersive and atmospheric audio experience.
We’re Almost There – And We Need YOU!
After 4+ years of blood, sweat, and pixels, Dixotomia is finally nearing the finish line. We’re incredibly excited to get this game into your hands (and VR headsets) soon! If you’ve been following along and you’re hyped for the release, we’d love it if you could spread the word. Whether it’s sharing a post, tweeting about it, or just hyping it up to your gamer friends over coffee—every little bit helps us grow the community.
Want to learn more?
Dive into our social media accounts linked below and stay tuned for even more updates as we approach launch day. Let’s make Dixotomia the VR vampire shooter we’ve all been dreaming of (or having nightmares about)!
Thanks for sticking with us through this journey. We can’t wait to see you in the game soon!