- The anti-cheat system has been improved to enhance fair gameplay and security.
New Role Added - HR:
- HR Role: A brand-new HR role has been introduced to the game. - HR can protect a player from being fired, adding a strategic element to gameplay. - Players can take on the HR role whether they are a Slacker or a Specialist.
New Features:
- Chat Bubbles: - Players can now chat with each other! Messages are only visible to those in the same room for added immersion. - You'll receive notifications in chat when a player leaves the game.
New Task:
- Knock on the Fish Tank: A fun new task has been added to interact with the office fish.
Reward System Revamp:
- The in-game rewarding system has been improved for better balance and progression. - Players can now purchase in-game currency once again.
New Customizations:
- Eyes: - Eye customization is now available. - A new red eye color option has been added.
- Hairstyles: - Six new hairstyles have been introduced for more variety.
- Eyebrows: - A brand-new eyebrow style has been added for further personalization.
- Clothing: - Two new shirt designs to choose from. - Hoodies and sweatshirts have been added to the wardrobe. - New pants options are available. - Four new shoe styles to customize your character's look.
Bug Fixes and Quality of Life Improvements:
- Object Spawn Fix: Objects now spawn correctly in the center. - Performance Enhancements: Various optimizations have been made to improve gameplay performance and stability.
Thank you for your continued support and feedback!
At long last, Version 1.1 has arrived! Its major features include PvP Mode, Skins, & Stats Profile. And as per usual, it comes with a bevy of balance, fixes, and other updates. Check out our video overview for the quick rundown, and below is our full notes!
General
Added PvP Mode!
Is played in 1v1.
You start with 30 lives and 3 pre-selected Defenses and see who can survive the longest, or who has the most lives left when the game ends.
You can also play it with the same random loadout, or a completely random loadout for both of you.
You can send Axons at your opponent. This costs Credits. The quality of Axons you can send increases as you send more.
If your sent Axons are killed, your Credits are refunded during the wave. If they leak on the opposing side, those Credits are lost.
If you leak, you get free spawns. These do not contribute to upgrading your Axons.
This mode features 4 different maps and has 4 wave lists that it randomizes between.
Various Defenses have had their base costs adjusted for this mode to be more viable. -- Note: You can play this mode solo by starting a lobby with only one player. The opposing player will be replaced by a bot.
Added 3 Skins for each Defense. You unlock them by completing achievements.
Added a Profile page! This can be accessed from the top-right corner in any menu (click your name or portrait). You can view your stats, achievements, and equip tower skins from here.
Added the ability to draw lines on the grid by holding down Ctrl + Left-click.
Balance
EMP Rework
EMP no longer completely shuts down Axon abilities. It instead reduces their effectiveness by 50%.
Affected Axons
Repairer: Reduces healing amount to 16 + 0.75%.
Spectre: Revives with 37.5% HP.
Cloaker: Duration reduced to 1.5 seconds.
Infector: Duration reduced to 2 seconds.
Protector: Damage reduction reduced to 20%.
Regenerator: Healing reduced to 2 + 0.25%.
Adv. Reparier: Healing reduced to 50 + 0.75%.
Replicator: Replicant HP is reduced to 50%.
Teleporter: Tiles teleported reduced to 3.
Architect: Duration reduced to 3 seconds.
Carrier: Hover Jet HP is reduced to 50%.
Colossus: Takes 50% damage from the front.
Disruptor: Attack speed reduction reduced to 12.5%.
Mass Cloaker: Duration reduced to 1.5 seconds.
Mass Teleporter: Tiles teleported reduced to 1.5.
Medivac: Reduces healing amount to 22.5 + 0.75%.
Overcharge Tank: Boost reduced to 160%.
Reverser: Temporal time reduced to 1.5 seconds.
Scarab: Nano Scarabs spawn with 50% HP.
Scarab Lord: Scarabs spawn with 50% HP.
Linked Squadron: Reduces healing amount to 10 + 0.25%.
Supply Tank: Reduces healing amount to 2.5 + 0.25%.
Vanguard: Taunt duration reduced to 3.
Unaffected Axons
Berserker
Scout
Sentinel
Nano Scarab
Squadron
Transport
Booster
Hover Jet
Juggernaut
Replicant
Skipper
Avenger Squadron
Adv. Transport
Lifter
Marauder
Purger
Survival
Lowered HP multipliers across the board.
Added the ability to remove a Defense from your loadout at wave 30.
Adjusted waves 18 and 19 on Blank Canvas to stand out a little bit less in terms of difficulty.
Axons
Marauder base HP reduced from 210 to 200.
Reverser base HP reduced from 160 to 150.
Reverser ability cooldown increased from 10 to 12s.
Defenses
Arc Reactor
Global Upgrade no longer increases bounce range.
U3 damage reduced from 18 to 16.
U3 bounce damage multiplier reduced from 1.35 to 1.3.
Artillery
Impact damage increased from 8 to 9.
Axon Factory
Global Upgrade EMP duration increased from 5 to 6.
Catapult Mine
Range increased by 1.
Cryo Beam
Base damage increased from 9 to 10.
U1 damage increased from 5 to 6.
Drilling Laser
U3 upgrade cost increased from 25 to 30.
U3 AoE damage increment per second increased from 4 to 4.5.
Duplicator
Duration increased from 12 to 14s.
U1 duration increased from 15 to 18s.
Electron Launcher
U2 EMP duration increased from 1 to 2s.
EMP Gatling
EMP Max duration increased from 4 to 6s.
EMP duration applied per shot increased from 0.75 to 1.2s.
EMP Mine
Now deals 20 damage when triggered.
U2 damage increased from 30 to 40.
Energy Saw
Base damage increased from 6 to 7.
Frag Hammer
Base damage increased from 90 to 100.
U3 damage increased from 45 to 55.
Inertia Blaster
Base damage increased from 8 to 10.
Range increased by 0.5.
U3 Power cost increased from 25 to 30.
U3 no longer loses damage per shot, it is now per kill.
Link Blaster
Base damage increased from 10 to 12.
U3 damage increased from 12 to 14.
Network
U3 Credit Cap per wave reduced from 36 to 30.
U3 Credit Cap increase per U3 Network tower reduced from 6 to 5.
U3 no longer generates Credits from Squadron units.
Global Upgrade reworked. Every 2 Network towers in the chain, up to 8, now increases the base damage by 1 and cap by 1.
Plasmathrower
U2 and U3 damage increased from 14 to 15.
Global Upgrade damage bonus against Armor reduced from 250% to 200%.
Plasma Cannon
U2 EMP duration increased from 5 to 6s.
Plasma Vent
U3 Power cost increased from 25 to 30.
U3 now has a damage cap of 12 damage per second.
Reaper
U3 upgrade cost increased from 25 to 30.
U3 base damage increased from 20 to 24.
Global Upgrade EMP duration increased from 3 to 4s.
Seeker Drone
U2 stun duration reduced from 2 to 1.5s.
Target Marker
Maximum damage cap reduced from 2000 to 1500.
Overloads
Boost Range now increases range by 1, but is active for the entire wave.
Hypercharge duration increased from 6 to 8s.
EMP Blast Duration increased from 6 to 7s.
Nuke base damage increased from 60 to 70.
Radiation Cloud DoT damage increased from 6 to 7.
Zeus Cannon Damage ratio increased from 20% to 25%.
Zeus Cannon Overload Tech bonus increased from 20% to 25%.
Techs
Scaling Economics reworked and has been reenabled in Survival: -- Old: Placing down a Defense reduces the Credit cost of the next Defense of the same type, up to a cap of 6. -- New: When placing down a Defense, reduces the Credit cost of the next Defense of the same type within the same wave by 3. Up to a cap of 12 Costs reset every wave.
Feedback Loop reworked and has been reenabled in Survival: -- Old: Gain 1 Power for each upgraded Defense, up to a cap of 10 per wave. -- New: If you did not sell this wave, gain 3 power for each Defense you upgraded at the end of the wave. Up to a cap of 12.
Cheaper Traps reworked and has been reenabled in Survival: -- Old: Reduces the Credit cost of traps by 4. -- New: When placing down a Trap or Mine, each adjacent Trap or Mine of a different type reduces the Credit Cost by 3.
Just a Scratch reworked and has been reenabeld in Survival: -- Old: Axons take 10 damage when they spawn in. -- New: Axons take 10% additional damage within 5 range of the entrance.
Bonus Sell Charges reworked and has been reenabled in Survival: -- Old: Gain 2 extra Sell Charges each wave. -- New: Gain an extra Sell Charge and 10 Credits when leaking.
Trap Master reworked and has been reenabled in Survival: -- Old: Reduce Trap and Mine upgrade costs by 5%. -- New: If a Trap or Mine has been active on the field for 5 waves, reduce its Upgrade Costs by 5 Power.
Elite Killers reworked and has been reenabled in Survival: -- Old: +1 Credits when an upgraded Tower gets a kill, up to a cap of 30 per wave. -- New: If you didn't Sell this wave, each Defense you upgrade gains +10% Damage for the duration of the wave.
Blocker Exchange reworked and has been reenabled in Survival: -- Old: +1 Blocker when you sell a Tower, Can only trigger once per wave. -- New: When a Blocker is consumed, gain +8 Power. Can only trigger once per wave. Note: Other Techs that consume Blockers are pre-requisites for this Tech showing up in Survival.
Sentinel reworked and has been reenabled in Survival: -- Old: +2 Credits per unupgraded Tower kill. Up to a cap of 30 per wave. -- New: Every 5th kill from an unupgraded Tower gives +2 Credits, up to a cap of 20 per wave.
Note: This means that any one tower needs to score 5 kills individually to trigger the bonus once. Also, for Network, this doesn't count if ANY of the Network Towers in the chain are upgraded.
Audio
Added a new music track to the game.
Updated most of the music tracks in the game.
Added a sound effect for the contextual ping in Multiplayer
Visuals
Each manufacturer now has a unique fade-in animation when built
Improved Start/Exit Portal visuals
Teleport Portals now show up as yellow and have a teleport visual
On Leak visual updated
Updated colorizations on several Defense upgrades, including Pulseray, EMP Gatling,
Frag Hammer jet trail improved
Link Blaster U2 now has a cable glow to connected Towers
Fixes
Fixed an issue where the Backtrack Overload would end prematurely if cast shortly after a path change took place.
Fixed an issue where the Plasmathrower Global Upgrade wasn't working.
Fixed an issue where Hypercharge only worked on the first attack on Frag Hammer.
Fixed an issue where Portable Generator U1 was listing range instead of AoE.
Fixed an issue in Co-op where some Techs weren't cleared properly and would persist into the next game session when pressing continue.
Fixed an issue where the Sniper Global Upgrade ricochet could bounce to cloaked units.
Electron Launcher's range can now be buffed past its Global Upgrade cap.
Fixed an issue where Axons that couldn't be EMP'd triggered EMP Mines.
Fixed an issue where the game could freeze if you had spawners/splitters on maps with a checkpoint or teleporter.
Fixed an issue with the total damage graph.
Fixed a tooltip error in regards to Portable Generator's Credit cost cap.
Fixed an issue where the "Feedback Loop" Tech was granted as soon as it was picked up.
Fixed an issue where Duplicator clones did not get affected by adjacency buffs.
Fixed an issue where Scarabs, Replicators, Carriers and Transport units would not get the HP multiplier applied to them after being spawned.
Fixed the Game Over stats overlapping the Multiplayer chat window.
Fixed an issue where Astrosys' "create a tile under the placed Defense" Tech didn't allow for placing anything else on it after the tower that created it was sold.
Fixed an issue where the Astrosys Tile Tech allowed you to place tiles outside of the available play area.
Fixed an issue where some waves on Two Sides only spawned on one side.
Fixed an issue where the localization string for the Two Sides map in Survival was incorrect after switching language.
Fixed an issue where Nuclear U3's debuff indication didn't track past portals.
Fixed the Zeus Cannon Overload Tech not affecting the HP percentage value.
Fixed an issue where the Reverser warning message wouldn't pop up properly.
Fixed Reverser not listing its "healing" mechanic in its description.
Soundtrack Released!
Lastly, you can now buy the official soundtrack! It contains 20 tracks, by our composer Nick DeJohn. As noted in our patch notes, every track has received a mastering pass, making the music truly shine. Check it out!
That's it for Version 1.1! We hope you enjoy the PvP Mode, as well as the many other additions to the game. If you're looking for strategies and players, you can always join our Discord. Let us know what you think of it!
We have started the work on the new trees, they will be cuttable, plantable, grow over time, be affected by wind and change colors with the seasons, we are unsure if fruit tress will come in this update or not, depends how hard it will be to implement, but i think it will work out.
We have started the tests on the new shader for the leaves using simple bushes. The shader can turn a very simple topology into fluffy leaves, here how the test bush model looks like without the custom shader.
This will not only make modeling a lot easier, but will halve the size and complexity of the models used, in comparison, this is the model we are using for bushes currently
We also got the Axe model done and I made the animations, haven't tested them yet ingame, but should be working
The trees we are making will slowly grow in the grasslands and in forest biomes and will be the source of wood, so players won't need the placeholder cart anymore.
Other than the trees we have fixed a few bugs this week and added a new critter, you can find the Sllia on shallow waters during autumn
Made upgrade tiles now have animations when you hover or click them.
Added a hand animation for when you buy stuff.
Added a resign button to multiplayer.
Improved distinction in the win scene.
Added a udp scanner which now automatically adds local hosted games to the multiplayer lobby browser.
Added placement weight to Turbo, Supercharger, and Lighter Pistons.
Made Tireboost Heater unlock Block.
Added a "Hyper Board" which is a change of your board from 5x5 to 7x7. This is unlocked when you have unlocked all empty tiles.
Added "Pattern Upgrades" or "Hyper Upgrades" which are upgrades that are unlocked when you unlock the "Hyper Board."
Changed the tool "Merchant" so that it also places -1% sale on all tiles surrounding it every turn.
Made deceleration/wind resistance more realistic in that the resistance is the same whether you throttle or not. Previously it decelerated 80% less when holding down the throttle compared to letting go.
In our previous announcement, we gave you an in-depth look at how Hunt, Trap, and Sacrifice Monsters works in the game. But what about the behind-the-scenes of RailGods of Hysterra? How is the game being created? What core aspects are we building into it? And of course, what makes this journey so exciting? Curious yet?
Check it out in our Devlog #1!
We encourage you to ask questions, leave a comment, and add RailGods of Hysterra to your Steam wishlist to stay updated on the game’s release.
New episodes are on the way, where we’ll explore the creation of characters, enemy design, game mechanics, and the rich story brought to life through worldbuilding. Stay tuned!
Join us and heed the whispers of the RailGods — your fate awaits!
Update to base hover skill. Before, Hover and Hover boost had different ways of activating, but they are now unified. It now activates by holding the jump button while jumping/zapping, instead of having to release and press again (in the case of base hover). - Also does not deactivate by doing a downwards move input.
Fixed an issue where you could get stuck inside Radiant surfaces while using supernova and lightstream.
Fixed an issue where a certain statue was not saved as found. - If this happened to you, it should be fixed by going back to The Maiden statue to retrigger the cutscene.
Solved an issue where the map would sometimes automatically start moving when you open the map.
Improved cutscene stability.
Currently unsupported languages now default to English.
Solved an issue where the aim effect on certain abilities would increase in intensity, resulting in obstructing view.
Hey, Civ fans! Our last developer livestream before Civilization VII's February 11 launch is right around the corner, and we're peeling back the curtain on two highly requested topics: multiplayer* and post-launch content. Join us live on the Firaxis Games Twitch Channel or Civilization YouTube Channel on January 30th at 10 AM PT/ 1 PM ET / 6PM GMT.
Watch us take our first deep dive into Civ VII's multiplayer via a live showdown set in the Modern Age. Then, sneak your first peek at our post-release content roadmap to get a sense of what's coming after the game launches next month. And as always, we'll be revealing a new leader First Look during the show!
Also, if you haven't scooped it up yet, don't miss another chance to redeem the Exploration Age cosmetic banner as a Twitch Drop by watching for at least 15 minutes on the Firaxis Games Twitch channel.** For full details, head to the Civilization VII Twitch Drops page.
Come tune in on January 30, leave your questions, and get hyped with us for the upcoming launch of Civilization VII on February 11, 2025! After the stream, be sure to check out the official Civilization VII website for more updates. We'll see you there!
*Map restrictions may apply to gameplay on Nintendo Switch and certain cross-play multiplayer games. **Requires an internet connection, a Twitch account, and a 2K Account linked to the platform account used to play Sid Meier's Civilization VII. 2K Accounts are free. One per 2K Account. Rewards must be claimed from Twitch Drops inventory within 24 hours. Rewards will be automatically linked to your 2K Account once claimed via Twitch. Void where prohibited. Terms apply.
I hope everyone had a wonderful holiday season and managed to fill your bellies with lots of cookies! After recovering from the sugar and cookie overload ourselves, the work continues on the latest update for the Clueless Crew!
In the new version, we’ve reworked a lot of things, fixed many of the bugs you reported, and are also preparing some exciting new features! Since it’s so satisfying to look at neatly organized lists, I’ve decided that this time we’ll review what’s coming in the next version in this format!
Bug Fixes: - Duplication issues that allowed players to duplicate tools or loot. - Multiplayer synchronization issues for players joining mid-game. - Fixed tick rate-related bugs and improved tool functionality to enhance overall stability. - Resolved a player revive bug where issues occurred if the ragdoll moved. - Dropped tools would respawn with fully charged durability after death. - Many more smaller bug fixes.
At this point, we feel like we’ve addressed almost every game-breaking bug during testing. However, if any new ones pop up, don’t hesitate to let us know via the in-game feedback button or on our Discord server!
Improvements: - Reworked valuable spawn system: Loot is now distributed across the map based on the quota, with a slight margin. This creates a more stable, automated system, and if we want to introduce new items like gold bars in the future, we simply need to add them to the item pool. - Navigation mesh improvements for both enemies and players: This ensures that enemies can navigate to all areas, and players won’t experience issues like getting stuck in walls or teleporting to out-of-bound locations.
New Features: - The Ashfeldt Prison is a new map featuring unique challenges with its distinctive panopticon prison layout. - The truck now has a toggleable radio that plays soft music to help stressed and tired crew mates unwind. - Enemies can now be stunned for a short time using tools that match their backstory. (For example, the ghost of a workplace accident victim is vulnerable to a drill.) - A new urban legend joins the game: rumored to be a serial killer who died in Ashfeldt Prison. His case file lists the name "Sullivan," and at the time of his arrest, his only possession was a pistol. - Players can now push back enemies to some extent when they charge at them, reducing the chance of being cornered. - Jumping from too great a height will now injure players, accompanied by a realistic leg-breaking sound effect.
That was the list of things currently under development that we plan to release in the first days of February. I hope you’re as excited about the upcoming features as we are, and that they’ll help you haul even more loot out of the crumbling, dark buildings!
If you have any questions or would like to share feedback about the game, you can do so using the Send Feedback button in the game, or reach out to us on our Discord channel, where we’re available almost anytime! For even more news and updates about our games, make sure to follow our channel on X!
Hello friends! Every Friday 17:30 UTC/GMT - we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.
Glittering prizes include: 1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 8 all new cards! Complete that second set and enter a final tier of 12 rare cards! Assemble all cards from all tiers and receive a special prize. Easy! 2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes! 2.5) One non-Champion from the top 10 gets a Challenger Card - introduced along with 12 new loco cards from Myths And Rails and Editor's Bulletin!
Visit our Discord server (#lets-play-together channel) to learn more.