Gudrun's Solitaire Duel - Cybermind
A small fix, two buttons where missing audio.
Paladins® - HiRezKryptek
Greetings Champions, and welcome to Year 8 of Paladins! We wanted to take a moment before we dive into our first update of the year, Wekono's Wake, to talk about where we are and our direction moving forward. Over the course of Year 7, we focused our small team's efforts more and more on improving the systems and features that make Paladins a standout in the genre: an emphasis on customization through Items, Talents and Cards, updating and deepening Champion kits, and bringing together older concepts and new features to enrich our Realm.

Headed into 2025, we plan to continue these types of efforts while also aiming to shift to smaller, more frequent updates and hotfixes to further improve our ability to adapt development to player feedback while ensuring our team can stay nimble. This will be most evident in our shift in cosmetic additions and a larger effort towards the aforementioned customization and gameplay focus. Without further ado, let's dive into our first update of Year 8: Wekono's Wake!
General Updates
Experimental Queue: Subclasses
Throughout the year, we want to test out various ideas we’ve had that are more drastic gameplay shifts than we usually release. These features are meant to be explorations of directions to take Paladins that could lead to new modes or enrichening existing experiences. The first of these we plan to tackle is Subclasses, a role within your class that provides a powerful effect to a specific aspect of your gameplay. You select these prior to selecting your Talent, and their effects stack with other customization options. We’ll be testing these in their own Siege queue for players to compare to normal Siege, as well as considering them for alternative modes like Arcade or Wave Defense. Here’s the list of Subclasses releasing this update:
Damage
Predator
On earning an Elimination, reduce the cooldown of your Movement ability by 40%. Imani, Saati, and Strix gain 20 of their resources.
Shock Trooper
While on the Objective, gain 10% Damage Reduction.
Triage
On earning an Elimination, drop a healing deployable at your current location.
Note: Octavia does not select a Subclass, instead opting for her own Commander options.
Flank
Duelist
Gain 10% Crowd Control resistance for 3s after dealing 1500 damage.
Rallyman
On earning an Elimination, regenerate involved allies ammo by 10%.
Skirmisher
Heal for 4% every second while on the Objective.
Frontline
Fireteam Leader
After using your Q ability, provide allies within 50 units 30% Slow resistance and 20% Movement Speed for 2s.
Dug In
While on the Objective, gain 15% Crowd Control resistance.
Wanderer
You exit combat 1.5s faster and have 15% Movement Speed while out of combat.
Support
Rabid
For every 2,000 damage you deal, gain 30% Reload Speed and 10% faster cooldowns for 3s.
Skulker
You exit combat 1.5s faster and your Cooldowns are 10% faster while out of combat.
Spotter
You can no longer apply Anti-Heal, but damaged enemies take 20% more Headshot damage for 1.5s.


Map Refresh: Serpent Beach
Wekono has reawakened as her temple sees growth! This version of the map shares almost identical sightlines and pathing as the version most players are used to, which will remain in game as Serpent Beach (Classic). However, various aspects have been visually updated or adjusted to bring Serpent Beach into the modern era. Decorations have been added to adorn the walls with effigies to Wekono as well as her Champion, Mal'Damba. Sand is more prevalent, with walking trails connecting the temple structures and washing ashore the beaches. Vegetation has been updated to bring out the beach, with palm trees lining the skybox. Looking out into the sea will let players bask in the greatness of a new Serpent, whose body coils around the map to create archways. You'll also catch glimpses of Jaguar Falls and Frog Ilse outside the bounds of play!







Map Restoration: Serpent Beach (Classic)
In addition to the new vision of this classic, we've also restored details to Serpent Beach (Classic) to truly represent the version a majority of players experienced during the Open Beta. Enjoy the added flora and flames as wind gusts throughout the map!
Newcomer Queue
We’ve slowly been working to improve various aspects of playing Paladins for the first time & to have a place to learn how the game works without frustration. The Newcomer queue is our latest addition to this process, a Siege queue that is available exclusively to accounts below Level 35. This provides those Champions starting out an option to play that gives them a space to discover their favorite characters and understand the game with lower pressure. This does not prevent them from queueing for normal Siege, it’s simply a choice we want to offer to allow people to learn at their own pace. The gameplay of the Newcomer queue is identical to casual Siege so it’s the perfect way to transition from new to dedicated!
New Customs Settings
We’ve added a few more settings to Custom Matches for those looking to play with a variety of LTM and Experimental features!
  • Enable/Disable Subclasses
  • Enable/Disable Beyond Store
  • Override Loadout Card Level
    • This allows people to play Cards to the Max in Customs at any Card level!
  • Talent Selection
    • This will allow players to use the Truly Talented selection in Customs. Note: Any Champion who is not in Truly Talented will use their normal Talents.
Ranked Season 8
Welcome to Season 8 of Ranked! Our goals with this Season are to make systemic changes that make the mode more enjoyable to grind as well as easier for players who have historically shied away from the queue to join. It’s some of the largest adjustments to the system we’ve made in recent years, and we’re excited for players to get their hands on it and give us feedback! NOTE: Season 7 Loading Frames will be distributed in our next major update.
Requirements
  • Increased the number of Champions required from 18 ➡️ 24
Tier Points System
  • The base amount of Tier Points players can move has been increased from 11 ➡️ 15
  • The maximum amount of points players can move has been increased from 16 ➡️ 23
  • The maximum amount of points players can lose has been increased from 16 ➡️ 23
  • The severity of which favored teams lose Tier Points on a loss is decreased by 33%.
Map Frequency
  • Serpent Beach (Classic) has the same frequency as Serpent Beach in Season 7.
  • Serpent Beach will have higher frequency during Split 1.
Draft Changes
We’ve heard a lot of complaints about the time spent in Ban Phase & its usage across skill levels, so we’re planning to implement a system that dynamically scales the amount of bans based on the skill of the lobby.
  • Gold & below lobbies will have 2 bans per side
  • Platinum will have 3 bans per side
  • Diamond+ will have 4 bans per side
Our goal is to finetune this system to allow players to slowly learn the priorities of banning as they climb the ranks as well as giving lower skill players faster matches and more Champions to pick from to encourage them to give Ranked a fair shot!
Rewards
We’ll continue to have expected rewards both for the Season and the Split, provided at the usual milestones.
  • Play 100 Matches - Avatar
  • Win 75 Matches - Subjugator Zhin, a recolor of Conqueror Zhin
  • Place in a Split - Golden Cache
  • Play 25 Matches in a Split - Avatar
In addition to the traditional rewards offered via Ranked, we’re now also offering new rewards in addition to what was done prior!
  • Reach Masters in Season 8 Ranked to receive a Limited Skin Token
    • We’ve converted the Anniversary Store into the Limited Skin Vault and will be rotating skins in and out of the Vault occasionally so stay tuned!
  • COMING SOON: Play 25 Games on a Class to receive their Class Chest
    • If you own all the contents of the Class Chest, you’ll instead receive 100 Crystals.
Wekono’s Wake Event Pass
This update, the Event Pass we're offering has some changes to accommodate our focus on gameplay as well as simplify how we handle Flashbacks.

This pass will be 30 levels of exclusive Titles, currency, and for the first time ever multiple Diamond Troves and several other chests containing cosmetics from across the game. While there aren't many new contents, the value offered in this eclipses Flashback Passes and allows us to focus our time on other aspects of the game.

We did want to offer something new for the players who own almost everything or those looking for a chase, so at the final level of the pass you can earn Loci-Buster Ash, a recolor of Xeno-Buster that sees the fight taken to a more Arctic aesthetic.
Mode Rotations
Arcade
  • Onslaught removed from the rotation of modes.
    • Moving forward, whenever we swap which mode is featured outside Arcade, that mode will no longer be featured in Arcade.
    • Next update, we plan to swap Team Deathmatch and Onslaught so TDM will be featured as the standalone queue.
Limited Time Modes
Truly Talented
Jenos
  • Illuminated Talent from Reality Warp added.
Maeve
  • Swapped Artful Dodger for Street Justice.
  • Increased execution threshold during Midnight from 40% ➡️ 75%
Balance
General
Anti-Healing
  • Decreased the starting value from 30% ➡️ 25%
After watching our changes to Anti-Healing’s ramp speed from the latter half of Season 7, we saw the desired improvements in the late game distribution of healing. However, the effect on the early & middle game was a bit more heightened than we intended and led to some matches lacking proper pacing. To alleviate this, we’re shifting the starting value for Anti-Heal down a single interval to allow a bit more time in these earlier stages while still keeping the scaling fast.
Items
Blast Shields
  • Decreased cost from 300/600/900 ➡️ 275/550/825
Bulldozer
  • Increased scaling from 30/60/90 ➡️ 50/100/150
Deft Hands
  • Decreased cost from 225/450/675 ➡️ 200/400/600
Guardian
  • Increased scaling from 15/30/45 ➡️ 20/40/60
Returning Item: Resilience
  • Reduce the duration or effectiveness of Crowd Control effects by {25|25}%.
  • Replaces Unbound
Sentinel
  • Increased cost from 200/400/600 ➡️ 225/450/675
  • Reworked to “Gain a 200|200 Health Shield for 5s after an Elimination.”
Wrecker
  • Increased cost from 275/550/825 ➡️ 300/600/900
  • Increased scaling from 30/60/90 ➡️ 50/100/150
To kick off the Season, we’re bringing a whole host of Item changes with two goals in mind: making Items a more powerful part of our gameplay loop as well as merging together various eras of Items to curate the most diverse offering we could have. The headliner changes are those around Wrecker, Guardian, and Shields. Shields used to be a much more prevalent part of Paladins’ sandbox, with the health values higher and Wrecker more impactful than has been the past few Seasons (circa Season 3 onward). As part of Season 8, we’re returning closer to that style of defensive gameplay, with some new additions as well!
Wrecker is having its price increased slightly, but its scaling nearly doubled to make it the new standout item of the Offense category and a powerful counterplay to Shields. Guardian is also getting a minor bump to still allow it some room to either encourage a Wrecker purchase from your opponents or augment a Shield-heavy composition. Speaking of, Resilience is returning as the premiere CC counter Item! With that change, Sentinel has been adjusted to offer a bit more value on Shielding.
Alongside these larger changes, we’ve also finetuned the pricing of Blast Shields to accommodate its slightly more niche use and Bulldozer is being reverted to its S2 values to encourage its purchase when team composition leans heavy into Deployables.
Effects
NEW: Shock
On various Champions in the balance notes below, you’ll notice a callout to Shock damage. We’ve been working on various ways to expand the way Champions kits interact and ways for them to influence drafting beyond Items or Class. Shock is our first foray into these goals, with select Champions now having a VFX on targets they hit and Kinessa having a Talent that interacts with these jolts similar to Tribunal Upgrades on VII, but with no additional effect at base.

This is a limited implementation that is meant to allow players to test the effect and give feedback on if the direction is something worth expanding or moving away from. Paladins is already an Effect-heavy game on the CC side, but expanding our Effects into more unique damage types and applications could allow for more interesting nuance. As always, community feedback will be key!
Champions
Androxus
Revolver
  • Reduced time for reload pre-load from 1.3s ➡️ 1.2s
  • Increased time for reload post-fire from .4s ➡️ .5s
Ash
Siege Shield
  • Increase from 4500 ➡️ 4750
Fortress Breaker
  • Increase bonus from 2500 ➡️ 2750
Due to the changes to Wrecker, we'll be adjusting most base Shield abilities slightly upward to compensate for the early game pressure Wrecker may cause. Our goal with the Shielding changes are not to make Shields irrelevant, so we'll be watching closely to make sure the push and pull still remains both with and without Items.
Barik
Blunderbuss
  • Increased accuracy from .8 ➡️ .85
Barricade
  • Increase Shield amount from 4000 ➡️ 4500
Dome Shield
  • Increase Shield amount from 10,000 ➡️ 14,000
  • Increase duration from 6s ➡️ 8s
Accelerator Field
  • Increased scaling from 10|10 ➡️ 12|12
  • Duration increased from 4s ➡️ 5s
Bowling Ball
  • Scaling increased from 150|150 ➡️ 175|175
Bunker
  • Scaling increased from 200|200 ➡️ 250|250
Combat Repair
  • Scaling increased from 90|90 ➡️ 100|100
Double Time
  • Scaling increased from 50|50 ➡️ 65|65
Failsafe
  • Reworked to "Reset the Cooldown of Rocket Boots when you are at or below 40% Health" ICD 30|-3
Field Deploy
  • Scaling increased from 20|20 ➡️ 50|50
Forged Alloy
  • Scaling increased from 140|140 ➡️ 150|150
Healing Station
  • Scaling increased from 25|25 ➡️ 50|50
Palisade
  • Scaling increased from 0.4s|0.4s ➡️ 0.6|0.6s
Barik has slowly slipped from his comfortable spot as a safe Frontline pick to struggle to stay competitive against most compositions. After assessing where the weaknesses in his kit reside, we've decided to amp up his Cards to be more impactful and provide him stronger build options. We also are increasing Dome Shield's efficacy substantially to make it a larger threat to handle for opponents.
Betty
Cluster Grenade
  • Now also detonates on contact with enemies or Shields
  • Decreased secondary detonation timer from 3s ➡️ 2s
  • Increased initial impact damage from 250 ➡️ 350
Buck
Net Shot
  • Decreased cooldown from 10s ➡️ 8s
Recovery
  • Decreased cooldown from 10s ➡️ 8s.
  • Decreased channel time from 1.5s ➡️ 1.2s
Bulk Up
  • Increased healing from 400 ➡️ 600
Ensnare
  • Increased bonus damage from 20% ➡️ 25%
Concussion
  • Scaling decreased from 1s ➡️ .6s
Giga Siphon
  • Reworked to "Increase your Movement Speed by 8|8% for 3s after using Recovery."
Reconstruction
  • Scaling decreased from 1s ➡️ .6s
Buck is a strong yet niche Flank, mostly owing to his heavy reliance on Cards and Talents to cover gaps in his base kit. While this design is enduring and we intend to preserve most aspects of it, it has also led to his popularity and play rate dropping over time. We're shifting some of his cooldown Cards effects slightly into base, giving him a bit more room to create builds that don't spend the majority of points on those options. We've also reverted Bulk Up back to one of its stronger states and partially given Ensnare some damage back to bring back the version of Buck that lives in many veterans memories.
Caspian
Love & War
  • Reduced time for reload pre-load from .8s ➡️ .7s
  • Increased time for reload post-fire from .3s ➡️ .4s
After the changes we made to Vatu's animation canceling, we wanted to go across the roster and ensure the cancel timings made sense for both animation and gameplay balance. As a part of that investigation, we found several cases where we could make animation canceling better and more fluid for several Champions. Any change you see like this one on Caspian is meant to make timings consistent across the game!
Cassie
Crossbow
  • Decreased reload time from 1.4s ➡️ 1.2s
  • Decreased time for reload pre-load from 1s ➡️ .8s
Dodge Roll
  • Reduced cooldown from 7s ➡️ 6s
Big Game
  • Increased Max Health damage percentage from 8% ➡️ 9%
Drain Life
  • Scaling increased from 75|75 ➡️ 85|85
Onslaught
  • Scaling increased from 75|75 ➡️ 85|85
Intense Training
  • Duration increased from 1.5s ➡️ 2s
Incitement
  • Scaling reduced from 1s|1s ➡️ 0.8|0.8
Cassie has been in a similar spot to Buck, however her popularity remains higher despite lower efficacy. These changes are meant to buff the playstyles on Cassie that haven't had as much room for success, specifically ones that focus on her sustaining herself and surviving duels. Big Game is also getting a slight increase to also have its value on lower-health targets a bit more competitive with Exaction.
Corvus
Officer’s Pistol
  • Reduced time for reload pre-load from .85s ➡️ .8s
  • Increased time for reload post-fire from .35s ➡️ .4s
Dredge
Movement Speed
  • Increased from 340 ➡️ 350
Abyssal Reload
  • Increased damage from 850 ➡️ 1000
Broadside
  • Decreased postfire from 1.2s ➡️ 1s
Scuttle
  • Now also reduces Abyssal Reload’s damage to 700
Reworked: Hurl
  • Hits with Harpoon refund its Cooldown and generates 50% more Ultimate Charge. Harpoon no longer Slows.
Mortal Skewer
  • Scaling increased from 70|70 ➡️ 80|80
Abyss Cannon
  • Scaling increased from 1|1 ➡️ 2|2
Gun Deck
  • No longer also increases maximum ammo
  • Scaling increased from 3%|3% ➡️ 4%|4%
Plank Walker
  • Scaling increased from 100|100 ➡️ 120|120
Haul on the Bowline
  • Scaling increased from 7%|7% ➡️ 8%|8%
  • Duration increased from 3s ➡️ 4s
Heave Away
  • Scaling increased from 0.2|0.2 ➡️ 0.6|0.6
Dredge has been performing well for himself after the return of Blast Shields, however there have been some long-standing areas of tension between his design, his balance, and his fluidity. We want to make Dredge more dynamic to play and also more interesting to fight, as such we're adjusting his Talents to reduce some of the efficacy of Scuttle and turn Hurl into a skill shot reward as opposed to a spammable option. We also are buffing a variety of his Cards to give him alternative build choices and to play around with and potentially surprise opponents with new game plans.
Drogoz
Rocket Launcher
  • Reduced time for reload pre-load from 1.4s ➡️1.2s
  • Increased time for reload post-fire from .4s ➡️ .6s
Salvo
  • Decreased cooldown from 20s ➡️ 18s
Follow the Scent
  • Reworked to “Generate 1|1 Ammo after using Fire Spit.”
Fernando
Flame Lance
  • Reduced time for reload pre-load from 1.8s ➡️ 1.5s
  • Increased time for reload post-fire from .4s ➡️ .7s
Chivalry
  • Increase from 3500 ➡️ 4000
Furia
Cherish
  • Now also heals Furia herself if in range
  • Cards that affect Kindle Soul targets also work with Cherish
Light Forge
  • Increased duration from 1.5s ➡️ 2.s
Grohk
Lightning Staff
  • Reduced time for reload pre-load from 2.5s ➡️ 2s
  • Increased time for reload post-fire from .4s ➡️ .9s
Spirit’s Domain
  • Healing now scales up to 30% increased healing if held on target.
Shock Pulse
  • Now applies a Shock effect for 1.5s
Imani
Pyromania
  • Removed decrease to Pyre Ball’s damage
Affinity
  • Reduced ICD from 5s ➡️ 3s
Arcane Ice
  • Increased scaling from 15|15 to 25|25
Elemental Barrier
  • Reduced ICD from 5s ➡️ 3s
Inara
Crag
  • Removed ICD
Io
Light Bow
  • Reduced time for reload pre-load from 1.2s ➡️ 1.1s
  • Increased time for reload post-fire from .4s ➡️ .5s
Jenos
Star Splitter
  • Reduced time for reload pre-load from 1.2s ➡️ 1.1s
  • Increased time for reload post-fire from .4s ➡️ .5s
Kasumi
Yokai Doll
  • Reverted damage falloff from previous update
  • Increase bonus damage on Deployables & deployed Shields from 250% ➡️ 400%
Khan
Heavy Repeater
  • Decreased post-fire from .24s ➡️ .22s
Bulwark
  • Increased Shield health from 4400 ➡️ 4500
Overpower
  • Reduced pre-pull time from .5s ➡️ .25s
Storm of Bullets
  • Reduced bonus firerate from 60% ➡️ 40%
Vortex Grip
  • Now also Weakens the target to weapon attacks by 15% for 1.4s.
Shield Wall
  • Increased scaling from 200|200 ➡️ 250|250
Khan has been a bit stagnant in his loadout useage with Storm of Bullets providing a significant DPS that outweighed his other benefits. To shift him away from this, we've partially put Storm of Bullets into base kit while reducing its effect to match the Live version. In essence, this is a buff to his other Talents. Vortex Grip is also seeing an additional change, allowing Khan to enable his team to burst a foe he grabs by Weakening them. We've also tightened up his Ultimate pull time to make it feel more consistent on both sides of the cast. P.S. We're keeping an eye on Lian's Shield and still considering directions to take it into the future
Kinessa
Bag Em & Tag Em
  • Now applies a Shock to enemies instead of a Mark
Oppressor Mine
  • Now classified as Shock damage
NEW: High Voltage
  • Carbine Rifle now deals 25% increased damage against Shocked targets.
  • Replaces Crystalline Battery.
Here we go again. After Crystalline Battery's niche, fun but ultimately ineffective time in Live, we took a step back and considered all the change we've made to her the past few years as well as success we have had with designs elsewhere. This new Talent, High Voltage, gives her a flexible Carbine playstyle that synergizes both with her kit but select Champions across the roster to gain a potent damage buff.
Lex
Magnums
  • Reduced time for reload pre-load from 1s ➡️ .9s
  • Increased time for reload post-fire from .4s ➡️ .5s
Lian
Heirloom Rifle
  • Reduced time for reload pre-load from 1.3s ➡️ 1.1s
  • Increased time for reload post-fire from .4s ➡️ .6s
Maeve
Artful Dodger
  • Activating Nine Lives interrupts and cleanses all Crowd Control effects. You have an additional midair jump.
  • Replaces Street Justice
Makoa
Shell Shield
  • Increase from 4000 ➡️ 4500
Ancient Rage
  • Reduced prefire from .15s ➡️ .05s
  • Shifted mesh scaling to Leviathan
  • Removed headshot damage protection
Half Shell
  • Also provides 500 bonus Shield health
Leviathan
  • Now also has Makoa grow by 50% and resets Shell Shield’s cooldown as well
Barrier Reef
  • Increase trigger threshold from 900 ➡️ 1000
Moji
Sparkle
  • No longer Self Slows while firing
Magic Shield
  • Increase instant Shielding given to allies from 100 ➡️ 200
  • Moji now will give a total of 600 Shielding to all allies in range
  • Increase Shields given duration from 4s ➡️ 5s
Jubilation
  • Increased maximum stack damage from 350 ➡️ 550 (800 ➡️ 1000)
Morning Breath
  • Reworked to “Sparkle regenerates {scale=20|20}% Ammo spent when hitting an enemy."
Shimmering
  • Increase duration from 4s ➡️ 5s
Nyx
Abyssal Fortress
  • Increase from 1500|3000|4500 to 2500|3750|5000
Unyielding Advance
  • Increase scaling from 200|200 ➡️ 250|250
Pip
Potion Launcher
  • Reduced time for reload pre-load from 1.1s ➡️ 1s
  • Increased time for reload post-fire from .4s ➡️ .5s
Healing Potion
  • Increased healing from 1000 ➡️1200
Weightless
  • Increased duration from 2.5s ➡️ 3s.
  • Pip has an additional midair jump during the ability.
Mega Potion
  • Healing bonus changed from 100% ➡️ flat 1000 bonus
Raum
Hellfire Gatling
  • Reduced time for reload pre-load from 3s ➡️ 2.75s
  • Increased time for reload post-fire from 1s ➡️ 1.25s
Ruckus
Miniguns
  • Reduced time for reload pre-load from 1.1s ➡️ 1s
  • Increased time for reload post-fire from .4s ➡️ .5s
Emitter
  • Increase Shield health from 2000 ➡️ 2500
VII
Heavy SMG
  • Standardized reload timing across fire modes
    • Mag Dump’s reload time is decreased from 1.4s ➡️ 1.2s
  • Reduced time for reload pre-load from .85s ➡️ .8s
  • Increased time for reload post-fire from .25s ➡️ .3s
Tribunal Upgrades
  • Burst Mode transitioned to Shock damage
Sha Lin
Passive
  • NEW: Hazy Vision
  • While Stealthed, Sha Lin has 20% increased Movement Speed.
Longbow
  • No longer slows Sha Lin while charging
  • Increased minimum damage from 30 ➡️ 100
NEW: Desert Shadow
  • Eliminations enter you into Stealth for 2s. Shots from Stealth deal 200 increased damage.
  • Replaces Desert Silence.
Sand Trap
  • Removed 1s Cooldown penalty
  • Reduced effective blast radius from 20 ➡️ 12
Poise
  • Reworked to “While in Stealth, gain 40|40 increased Jump Height.”
Skye
Tactical Reload
  • Reworked to “Increase your maximum Ammo by 2|2.”
Twilight Armor
  • Reworked to “Increase your maximum health by 50|50.”
Strix
Talon Rifle
  • Reduced time for reload pre-load from 2s ➡️ 1.6s
  • Increased time for reload post-fire from .4s ➡️ .8s
Pistol
  • Reduced time for reload pre-load from 1s ➡️ .9s
  • Increased time for reload post-fire from .4s ➡️ .5s
Talus
Veracharger
  • Reduced time for reload pre-load from 1s ➡️ .9s
  • Increased time for reload post-fire from .4s ➡️ .5s
Tiberius
Combat Trance
  • Reduced prefire from .2s ➡️ .09s
NEW: Borrowed Luck
  • Combat Trance now resets your other abilities' cooldowns when activated.
  • Replaces Predatory Instincts.
Torvald
Health
  • Increase base Health from 2800 ➡️ 3000
  • Decreased base Shield from 2700 ➡️ 2500
Gauntlet
  • Reduced time for reload pre-load from 1s ➡️ .9s
  • Increased time for reload post-fire from .4s ➡️ .5s
Nullify
  • Now classified as Shock damage
Protection
  • Increase duration from 4s ➡️ 5s
  • Decrease cooldown from 9s ➡️ 8s
Recharge
  • Increase from 2700 ➡️ 2750
Hyper Beam
  • Torvald now goes CC immune during the windup animation
Viktor
Cardio
  • Now also increases Jump Height by 150% during Hustle
Shrapnel
  • Now also deals an additional 150 damage
Vivian
Light Machine Gun
  • Reduced time for reload pre-load from 2.6s ➡️ 2s
  • Increased time for reload post-fire from .4s ➡️ 1s
Deflector Shield
  • Increase health from 1200 ➡️ 1500
Sentinels
  • Now classified as Shock damage
Suspect Everyone
  • Removed Shield health bonus
  • Removed ICD
Willo
Wand of Overgrowth
  • Reduced time for reload pre-load from 1.3s ➡️ 1.2s
  • Increased time for reload post-fire from .4s ➡️ .5s
Fauna
  • Reworked to “Increase the Knockback you receive from Wand of Overgrowth by 40|40%”
Yagorath
Piercing Quills
  • Uses Ammo instead of Cooldown, reloads every .5s.
Devour
  • No longer refunds 30% energy if the target takes 1000 damage and is dropped due to collision
  • No longer has Critical Hit spots on her Tail
  • Modified how Yagorath checks for sight on targets to not allow her to Ultimate people through walls
Unnatural Persistence
  • Reworked to "While in Hardening, receive 50% increased healing from others."
    • Out of Time considers this an effect of Hardening, reducing the effect to 25% but allows it to linger.
Sight Begets Strength
  • Increase Shield health from 90 ➡️ 100
  • Increase duration from 4s ➡️ 5s
Ying
Ephemeral
  • Reworked to “Reduce the cooldown of Dimensional Link by .5|.5% for each hit with your weapon.”
Bug Fixes
Cards
  • Fixed an issue where some Card decks were misnamed or poorly ordered after recent balance adjustments.
Effects
  • Fixed various instances of effects not being highlighted in our recent update to Status Effect indication.
Skins
  • Fixed an issue where Shikoa Makoa’s hook chain was not textured as intended. This skin has had its visual textures and colors updated slightly.
  • Fixed an issue where Street Style: World Tour and Ska’drin Celebration skins had temporary or blurry Loading Art
Champions
Drogoz
  • Fixed an issue where Fire Spit erroneously stated that its Weaken was to all attacks, it is only to weapon attacks.
Lillith
  • Fixed an issue where Blood Hex’s damage was not scaling down properly after targets began to lose health.
    • We’ve heard some player feedback that enjoyed this accidental change to Lillith. We’ll be investigating ways to allow her Hex to be a more aggressive option in her kit in a future update
LoveCraft - pers-krolya
In the package: pose 1, pose 2, pose 3.
Buy 3 sweet poses on the couch at once at a super price!
Attention! Positions are available on sofas from the "sex" section.

My Slime Garden - Slimebox Games
Version 0.71 contains various bugfixes and a new spawner powerup + ultimate
Implemented Object Pooling in a bunch of more scenarios to save memory and run faster.
Pretty drastic change so let me know if you guys run into any bugs!

Version 0.71:

** Bugs / Adjustments **
  • - changed ranged icon reward to misc icon
  • - recolored range icon so its easier to see if its blue
  • - removed infinite enemy spawn from race mode
  • - race checkpoint visuals slightly updated
  • - fixed spam quest break
  • - Adventure mode weapon effects rework to optimize memory usage
  • - Slime Six Shooter got a 2x damage buff
  • - added back on kill knockback

** New Features **
  • - fixed shield burst bug with auto fire weapons
  • - now theres some fun tech you can do with shield buy holding both buttons and release timings
  • - New power up Lighting Strike added
  • - New ultimate Lightning Storm added
Chocolate Factory Simulator - Games Incubator_Team
Hey Chocolate Masters! 🍫

We’ve got something truly special for you! Today, we’re excited to announce that UPDATE I has just been released as part of our roadmap. 🥳

This is just the beginning of some amazing changes that will take your factory to the next level! 🚀

We’re super pumped to share these new features and improvements with you. Every hour we put into developing this game is dedicated to helping you feel like true chocolate masters! 🍫💪




Stay tuned for more updates, as this is just the beginning! But for now, without further delay – check out what's new in "UPDATE I"! 👇

Changes, improvements and additions:
  • Added a visual aid for setting up the Melanger: The Melanger is a complex machine with numerous valves, levers, and other moving parts, but adjusting all these controls to the correct values is the only way to properly prepare chocolates, fillings and other sweet products. To make this proces easier, we've added a system that checks your Melanger's settings based on the currently pinned recipe. To use it, simply pin the chosen recipe, then walk up to the Melanger and use the "Toggle machine parameters helper" interaction ("E" key by default). Icons will appear in the critical parts of the Melanger, indicating whether the temperature, power, and consistency settings are correct for the pinned repecie.
  • Order cancellation feature added: You can now cancel active orders by interacting with the phone. A new window allows order cancellation if conditions permit (for example mission-related orders cannot be canceled).
  • Reputation system adjustments: You can no longer drop below current reputation level, ensuring progression is not blocked or severely slowed. Reputation points will still be deducted for rejected or failed orders, but the overall reputation level (stars) will remain unchanged. For example, once the Topping Container is unlocked in the Shop, it will stay available for purchase even after multiple failures leading to a significant loss of reputation points.
  • Recipe search functionality added: A search field has been added to the "Recipes" tab, allowing players to search for recipes by name. This search bar is located on the left page of the Book, similar to the Store tab.
  • Enhanced popups and encyclopedia entries: Added many new popups and encyclopedia entries to better explain main game mechanics. Some notable examples include: Heater, Interior Designer and all decorating and designing stations. Disclaimer: All the newly added popups and entries are part of the ongoing proces of improving the clarity and understandability of the game's mechanics. However, since this proces is still ongoing and we are working on further improvements. You feedback is appreciated in this regards.
  • Nougat has learned that silence is gold: Nougat realized that not everyone is interested in his lively commentary while tightening screws or carrying coal, so from now on he'll perform his tasks in silence.
  • Unlocking popups then a machine is unlocked: Popups for the Melanger, Tempering Machine, and Topping Machine will now appear when the machine is unlocked (whenthe cover is removed) instead of when a quest step is completed.
  • Improved readability of the blackboard: The fields on the board have been colored, grouped, and rearranged to make order details even clearer and individual items on the boards easier to distinguish from each other.
  • Container fill level visualization: A fill level bar has been added to each container in inventory slots, providing a quick overview of which containers are empty and which still contain ingredients.
  • Improved decoration box functionality: Decorations will now be taken first from the least filled box to optimize inventory management.
  • Enhanced chocolate status visibility: Chocolate statuses (Tempered, Crystallized, and Suitable for filling) now feature more distinct colors to highlight their importance. Additionally, the status "Suitable for filling" has been renamed to "Can be filled" to avoid confusion.
  • Mortar content display enhancements: A new window showing the contents and grinding level is now visible while grinding with the pestle. As a result, notifications about grinding level changes have been removed.
  • Nougat has improved at distinguishing different objects: He's now so good at it that he can tell large bowls from small ones - he will no longer bring the first one he finds nearby (unless you don't mind, in which case you can still ask for "Any" bowl). Additionally, he will now look for empty bowls first.
  • Adjusted the colliders of many objects: Items (like bags, cans, bowls etc) now occupy less space, making it easier to place them closer to each other.
  • Improved vending machine sound effects: A new sound has been added for chocolate sale notifications. The previous sound will now only play when there is exactly one chocolate left or the machine becomes empty. Additionally, the audible range of the Vending Machine sounds has been adjusted.
  • Better tooltip visibility for machines: Tooltips for the Docking Station and Press have been raised to enhance visibility during interactions.
  • Improved the chocolate tempering system: The upper temperature range for tempering didn't always work correctly. Now, tempering should function properly, regardless of whether the chocolate is tempered using a pot, the Melanger, or the Tempering Machine.
  • Improvements to Press upgrades: Missing sound effects have been added to both the filling spots and filling tank, as well as a popup that appears on the first unsuccessful filling attempt (when the pressure from the syringe gets too high, the indicator goes into the red zone and the safety valve triggers).
  • Recipe sorting improvements: Recipes in the Book are now sorted by category and name for easier navigation.
  • Updated decoration box names and descriptions: Decoration box names no longer include the maximum number of decorations - which caused confusion when the content changed but the name stayed the same (object names are constant). Content quantity value has been moved to item's description to clarify that it does not represent the current quantity.
  • Skip! Skip! Added the ability to skip dialogs (by default using the spacebar).
  • Improvements to the keybinding system: The keybinding system has been refined, and you can now reassign more buttons. Additionally, several new inputs have been added to the game, so it's worth taking another look at the settings and possibly updating or customizing them to your preference.
  • Added an "Under Construction" notifications: Due to ongoing work on translations and the encyclopedia entries, we've added reminders in certain places: in the Main Menu, the Pause Menu, and as a popup when the game is first launched. Any shortcomings in the translations are temporary and will be fixed soon. We believe it's better to have more accurate and clearer descriptions of the game mechanics, even if there may be minor stylistic errors.
  • Updated mission requirements: The chocolate tempering task previously required 80g of chocolate mass, while the mission stated 100g. To align with the actual requirement, the mission now correctly specifies 80g.

Bug Fixes:
  • Fixed a bug that caused Nougat not to perform interactions with an item if the player was holding an item of the same type in their hands or had one in the inventory. In Nougat's little robotic brain it didn't register that there could be more than one item of the type "cocoa bag" or "large bowl". He's undergone the necessary training and learned to differentiate objects better.
  • Fixed a bug that sometimes made it impossible to interact with items dropped on the ground by Nougat. We've taught him not to break other people's things, and that if he borrows something he should return it in no worse condition than when he took it.
  • Fixed a bug causing the buttons in Nougat's command menu to sometimes change their order, making them appear incorrectly sorter.
  • Fixed multiple issues related to pouring container contents into the Melanger or trash chute by Nougat, addressing problems such as pouring incorrect or imprecise amounts.
  • Nougat will no longer interrupt player interactions with valves, levers, or pouring actions when finishing his own operations.
  • Fixed the incorrect description of the Wafer Box in the Shop.
  • Resolved an issue where the Blip could occasionally get stuck hovering over the balcony when arriving to pick up an order.
  • Fixed a bug that sometimes caused the "PERFECT!" status to be awarded incorrectly during order evaluation - it was based solely on the first chocolate instead of the entire order.
  • Fixed a bug causing the Vending Machine to stop selling after a single chocolate sale.
  • Corrected the "Main Page" tab in the Book, which was not highlighted properly on the first opening.
  • Fixed an issue where the purchase sound effect would play when using the Interior Designer machine, even if no purchase was made.
  • Resolved a bug where the customization purchase task in the Interior Designer machine was marked as completed even if the player only browsed options without buying.
  • Fixed visual glitches occurring on some factory elements after exiting the Interior Designer machine.
  • Addressed performance drops caused by the initial playback of music tracks.
  • Fixed a bug causing duplicate and unnecessary fields to appear in the "Possible upgrades" section of the Tempering Machine info window.
  • Fixed a bug that prevented putting decorations in certain parts of elliptical chocolates (the apparent no available space for decorations on the chocolate's edges).
  • Fixed a bug that sometimes caused texts on the room name signs to flicker.
  • Fixed particle color for pouring heavy cream effect. They should no longer look as though the heavy cream is far past its expiration date.
And finally… remember, it’s you who’s helping shape this game with us! Your feedback, ideas, and passion are what make Chocolate Factory Simulator better and better. 🍫✨

We can’t wait to hear your thoughts, and we’re already getting started on the next sweet updates! 🎮🍬

Have fun!
Chocolate Factory Simulator Team
Assetto Corsa EVO - HyperTube
Version 0.1.4. is now live. This includes:

AUDIO:
- reworked music system to result in better reliability and improved fading
- new music for menu, gameplay and ending sessions
- fixed potential issue when audio device is lost
- tweaked Mount Panorama audio reverb zones
- tuned audio slip ratio logic and feedback
- fixed BMW M4 CSL backfire audio playing in idle
- fixed Lotus Emira compressor sound
- fixed Chevrolet Camaro ZL1 compressor sound

CONTROLS/UI:
- localization updates
- fixed responsiveness issue in Manage Preset UI
- fixed mirrors toggling in multi-mirror (with right mirror disabled by default)
- Showroom: fixed car instrumentation inconsistencies via the car controls widget
- Showroom: fixed missing lights on showroom scene change
- Showroom: fixed incomplete dash display render
- implemented function to listen to concurrent devices: if multiple devices are responsible for the same input
One device can be active, the other device will sleep until they are moved by a margin, replacing the active one
- fixed controller steering assist affecting direct input devices when both devices were connected
- mouse cursor now disappears after a few seconds of inactivity
- changed default FOV of driving cameras (default button now resets to 55)
- fixed overlap between game version and online status in localization
- enabled axis visualization in the controls page
- added 0.2s repeated function for L/R/U/D in controllers
- fixed inconsistency behaviour when making quick turning inputs with a controller
- fixed an issue with garage cars visibility with Italian localization
- increased mirror yaw limits
- fixed an issue with double startup scene loading

RENDERING:
- fixed black screen at Imola and other tracks in triple screen
- disabled TV camera movements in VR
- reduced VRAM usage
- fixed VR and triple screen missing undercar shadows, artefacts on probes, veil flicker etc.
- fixed VR flickering on the sky box
- optimized VR GPU performance
- optimized triple screen GPU performance
- improved car reflections to be more cubemap resolution independent (notably medium setting has an improved quality)
- fixed an issue on resource indexing (fixes some of the minor AMD-specific glitches)

GRAPHICS:
- fixed missing mesh skinning from the Alfa Romeo Junior front springs
- fixed minor visual issues on the Alfa Romeo Giulia GTAm
- fixed Hyundai i30 N LOD issues with lights
- fixed an issue with the AMG GT2 lights colour inherit
- fixed a missing default rim customization definition of a Toyota GR86 configuration

PHYSICS:
- fixed BMW M4 CSL ride height limits
- fixed BMW M4 CSL launch control
- raised minimum pressure in setup limits
- adjusted minimum tyre pressure limits


Updates to server infrastructure to enable online mode for all will be arriving soon.

Thank you for participating in the Early Access Program.
Things Too Ugly - jakub.czyz
Hello Friends,

Thank you for following along with Things Too Ugly. It’s been wonderful experiencing your support and engagement. I hope you’ve enjoyed the story and world building of the game, but should you have lingering questions, a longing to look beyond your office, or simply a want for more, I’ve got some good news: I’ve been hard at work on some extra content, and it’s now available.

The Art & World of Things Too Ugly

Explore this digital art book companion that takes the form of the fictional Cryptogram Magazine, a publication dedicated to the strange and scientific in the rural midwestern United States. 30 two-page spreads! Within, you will find a collection of stories ranging from cryptid sightings to emerging technologies, as well as an exciting exposé on Terebro Inc. following the events of the game. Pore over photographs, drawings, and digital collages. Dozens of pages of concept art, writing, and more comprise this special Cryptogram issue.

The Sounds of Things Too Ugly

Listen to the eclectic and haunting original soundtrack. Revisit the sounds of Father Floodplain & the Midnight Communion, It Came from the Aether, and more (even if you haven’t found them on the in-game radio).

Again, I thank you for your support, and I hope you’ll enjoy delving further into the world of Things Too Ugly.

Working hard, working safely, working always.

-Kevin, Professor Space Games


Jan 29
Polylithic - darkfejzr
This is a minor update, and please let us know the bugs :)

  • Added ability to loot dead Tribespeople
  • Fixed carving wheel for animals in Prologue

We Want to Hear From You!

Your feedback is vital to shaping the world of Polylithic. Join the conversation on any of these platforms:


https://store.steampowered.com/app/1839060/Polylithic/
Terraforming Mars - TwinSails_Crunch3d

The battle to become the first corporation to terraform the red planet is getting more fierce! With the introduction of the Big Box Promo Pack, more corporations and new cards are coming. Experience all the new depth of strategy and tactics on February 10 on Steam and Mobile.

https://store.steampowered.com/app/2948110/Terraforming_Mars__Big_Box_Promo_Pack/
Kitchen Wars: Appetiser - Panzer
Pre recorded gameplay
...