Version 1.0.70: New: Item [Red Envelope]; 【 Red Envelope 】 After use, randomly receive 88 (80%)/888 (15%)/8888 (4%)/88888 (1%) gold coins. New: You can use 'Red Envelope'! Become a decorative object. New: During the period of January to March in the game, there is a 60% chance of winning battles and receiving red envelopes. New: During the period of January to March in the game, there is a 40% chance of discovering and dropping red envelopes. New: During the period of January to March in the game, there is a 20% chance of losing a red envelope while fishing or catching. New addition: [King's Island] Construction function adds a new ship [Chinese sailboat]. Add: Automatically receive 1 red envelope every 1-3 months after entering the game. Fix: [Gear Clipper] There is an error when clicking to modify the pattern. Wishing everyone a happy New Year 2025!!
With this update, Grandeur may be officially over … what’s that you say? What about all those Grandeur Writs you’ve accumulated? Don’t fret – you may have noticed, as a gallant gesture of Grandeur gratitude, that all your Grandeur Writs have magically transformed into regular Writs—ensuring nothing goes to waste!
Here’s a breakdown of what’s been updated:
Gameplay & Exploration
- Grandeur Event Curio Removed and Writs Converted: Grandeur Writs were supposed to be retired - so they won’t be available going forward … but don’t fret! All of your Grandeur Writs have now been converted to regular ‘ol writs, ensuring you can still enjoy the fruits of your Grandeur labor.
- Beta Label Removed: Some players may have noticed the word “Beta” in the bottom left of the title screen - that’s been removed.
Combat
- Focus Gain Affix Fixed: Resolved a bug where the "Focus Gain" attribute was doubling its intended value, causing balance issues. You can now expect accurate scaling when equipping gear with this attribute. Additionally, fixed an issue where repeatedly equipping and unequipping "Focus Gain" items caused misleading Focus Gain stat increases (it was a visual bug, stats weren’t actually affected; the visual bug has been fixed).
Hey everyone, Luke here from the Maximum Football team.
I wanted to give you an update on where we stand with the fix for card packs in MPL.
What Happened?
Throughout December, we encountered critical issues with our backend provider, making it impossible to sustain our online ecosystem at the scale of players we were serving. We initially deployed a temporary solution that restored card pack functionality, but unfortunately, the same issue resurfaced a couple of weeks later.
After thorough investigation, we realized that to ensure Maximum Football and MPL function as intended, we needed to migrate our entire backend system to a new provider. As you can imagine, this was no small task. Our team has been working around the clock to create a long-term solution that eliminates these issues for good.
The Fix Is Coming Next Week!
We are excited to announce that next week, we will be releasing an update that will fully restore MPL and online play, barring any major setbacks in the approval process. Here’s what this means for you:
Card packs will once again be fully functional.
Any users who made purchases during this downtime will have their inventories restored and will be able to open the packs they purchased.
MPL card customization will be reactivated and will now properly save when exiting the customization menus.
Season Pass Progression Boost
We know that these issues have affected Season Pass progression, preventing many players from unlocking rewards—including the Aircraft Carrier Stadium for premium players at Level 50.
To address this, we will be extending the Season Pass and looking into additional means to give our players ample opportunity to earn their rewards.
More Than Just an MPL Fix
This patch isn’t just about MPL and card packs. It will also include:
Gameplay fixes
AI adjustments
Fixes for frequently exploited online issues
More improvements across the board
We’ll be sharing more details about new features and gameplay adjustments throughout the week on our Maximum Football social channels—so stay tuned!
We truly appreciate your patience as we worked through this issue, and we’re looking forward to getting everyone back into the action.
Thank you for your support, and we’ll see you on the field!
The Dawning Clocks of Time® Remake - spacefarergames
This first patch of the year is a revision of the previous, which fixes provisioning and launch issues that could occur when using Proton on Steam Deck devices for the Win64 version.
With this new Year of the Snake we are introducing two exciting feature additions:
New Event Space with Quests In celebration of seasonal events you now have the chance to earn exclusive rewards by completing tasks in the game. Quests are purely optional and can be found in the new event space via main menu. Check there for available rewards and your progress on individual quests.
Badges Earned some badges through quests? Then showcase them for the world to see! With this update you can choose any of your unlocked badges and add them to your player card in lobby. And if you don’t want to show any, just select “none”. As time goes by more exclusive badges will be added, but make sure to earn seasonal badges when they come as they might not be unlockable after the event ends.
The entire Acureus team wishes you good fortune and prosperity! Happy new year!
Many thanks to all the nice people who tried out the demo! 💖 The demo is constantly being developed and updated every few weeks. So it's worth checking back every now and then :-)
The demo update 0.8.3 includes the following improvements:
Content Improvements
New coat colors: There are 4 new coat colors, making 10 different horses in the game. The new colors are Buckskin, light Dapple Grey, dark Dapple Grey and Snowflake Appaloosa (the spotted ones are my favorite).
New and updated sound effects: All sound effects in the game and the UI have been revised and/or replaced with new ones. The horses now snort and neigh depending on the situation.
New background music: The game now contains more and new music tracks. Problems with YouTube's Content ID (despite valid licensing) should now be resolved and no longer be incorrectly detected.
More exciting landscape: The landscape of all biomes has been made a little more varied and now has more topology. There can now also be small rivers in the mountain landscape.
Technical Improvements
Improved camera: The old camera was sometimes shifted by half a pixel and was therefore blurry for a moment. The camera has been completely redesigned and is now always sharp and buttery smooth.
Adjusted audio volume: The volume of all sound effects and background music pieces has been normalized and adjusted to common loudness standards. The overall sound is now much more balanced.
Bug Fixes
Fixed jittery movement of the following horses
Fixed completion issue of level based challenges
Fixed the balancing of challenges
Fixed the bonus for level based challenges
Fixed flickering dead horses
Fixed crash when resetting data during run
Added confirmation before resetting data
Improved drawing performance of vegatation
The follow-up update 0.8.4 (January 31) also brings a few fixes and improvements:
Gameplay Improvements
Improved accuracy: In some cases, it could happen that following horses jumped a little too far or too short. The physics for following horses have now been improved so that all horses land on exactly the same spot. This should mean that there are no more unfair moments :-)
Small Fixes
Fixed jump and drop animation of horses
Fixed jumping camera after all horses died
Improved the camera during the pause screen
As always, let me know what you think of the new horses or the new audio improvements! Feel free to share your experiences, post screenshots, or drop suggestions in the community hub.
Thank you once again for being part of this journey – your support means so much to me as a solo developer. 🤗
Cities are a natural setting in a science fantasy universe. Built over their own ruins, where the past and future mix into a heady kaleidoscope of people and technology. Cities are a microcosm of the world around them, but also with unique details and inertias. Without having to write (or read) tons of lore, just what kinds of buildings are in a city, what people do there, how it engages with the surrounding environment says a lot.
The upside of a modern or medieval theme is it's very easy to communicate what function individual elements of the game serve. For example compare “stone” to something invented like “plastoid”. Everyone knows what stone is, how to get it, and its benefits and downsides. “Plastoid” needs an explanation, and requires more from the game on what it is, what it does, and how to get it.
For a space fantasy setting like Amberspire's, the details are important, and the resources are the most important. Them and the buildings are the first elements of the theme and game the player interacts with, and continues to throughout. What they are, do, and how the player gets them reflects the setting of the city and the world, and is a direct line to the player's mind on what's going on in this world.
That said, communication is still a concern! For Amberspire I’ve tried to mitigate this issue. The first is to use only common words like Metal, Quartz, or Sunlight. A few might bend this rule slightly (they don't have final names as of yet!) but they will be understandable within the broader language of sci fi concepts.
The next big thing is being very loose with the idea of what constitutes a resource. Resources like Shadow, Ritual, or Glow represent ephemeral and abstract concepts but are still treated as other resources: created by buildings and used to make your city function. The game slowly introduces these resources and the player can begin to interpret what they are by how the city uses them. These are in place of fussy, complex, or interchangeable sci-fi/fantasy resources that can fall flat. I don’t expect the player to know what Horizon, Tides, or Gathering are when they start the game, but they do represent things and interpreting what they are is an aspect of the game.
The resources are a primary method of communicating science fantasy to the player, as important as the art and music. If the player is thinking in terms of wood, sheep, or stone, no matter what the aesthetics are telling them, the theme is undercut by how the player thinks about the game in a straight mechanical sense. When playing Amberspire, sentences like
I need the Lighthouse to produce Void to construct a Clockworks. I'm not sure whether the Silk is better used at the Starport or the Arena. A nearby Observatory can generate Starlight for both a Necropolis and Arboretum. will cross the player’s mind. And that brings forth the science fantasy theme that I want, in a way that's inescapable.
Today we fixed a critical bug surrounding embarkment and disembarkment of units. The bug allowed crafty Generals to skip the intended timer for the action. Now everything works as intended, making naval landing forces as vulnerable as they should be during the critical phases of an invasion.
Further we cleaned up the weekly and monthly player rankings. A bug snuck in that made everyone show up with the same rank. Now your actual, current rank will be displayed next to your name. We also cleaned up faulty translations in some of the Hero descriptions, and made sure that the progress bars in the main menu look pretty again.
For a closer look at the changes please check out the detailed list of updates and share your feedback with us on the forums and our Discord server.