Archer’s and Swordsman’s journey is close to its end — and so is Lords in Black tour. The Undead ship dropped anchor near Abberlore. The band is ready to prepare a scene for the concert, but the King refuses to let them in and bans the Song in the kingdom. Seems like it’s up to our brave heroes to make him reconsider. You probably have the idea of how it goes… but check in the video to see if you are right!
Hello there, today's update addresses some issues with upgrade scaling and Ropuka's behavior. We hope you enjoy the changes and look forward to more updates in near future!
Changes:
20 new achievements added There are now more achievements available between the game's start and reaching 100% collection.
Upgrades values and costs adjusted We've added more levels to most upgrades but made them all significantly cheaper so there should be less waiting periods between being able to buy something when you are playing for longer period of time.
Made Ropuka cut grass more evenly Instead of cutting a big hole in the middle of the island, Ropuka will now try to keep his lawn relatively even.
Greetings! You may have noticed the playtest button that quietly appeared on the store page and be wondering what that’s for. In this update I will tell you all about it, but first, a bit of history:
With TOXICANT I set out to make a game that wasn’t just another zombie shooter. Instead, I wanted to focus more on evasion, and much of the design is based around this (tunnels, stealth buffs/debuffs, stamina, etc.). At the time I was heavily inspired by games like Outlast and Alien: Isolation—games where you often need to run or hide instead of fighting your way out. As a result, the original version of TOXICANT contains no guns, only makeshift melee weapons and mining equipment. While I stand by this decision, and I still think it’s a unique experience, I know it’s not a playstyle that everyone wants. Sometimes you just want to blast everything in your way, and who am I to decide that you can only play this game hiding in the corner, cowering in fear?
To that end, I present the Rampage! update. This update adds the following:
A new shotgun item in the main game mode. Ammo is extremely limited, so you’ll still need to play the game largely as originally intended, but it will most certainly get you out of a bind more than any other weapon.
A new game mode: Rampage! mode, unlocked by finding the shotgun in the main game mode. In this mode you spawn with a fully loaded shotgun, and the level generation logic has been altered to for a more action-oriented experience (fewer tunnels, more enemies, more ammo spawns, etc.). While ammo is still scarce, you can generally play this mode closer to a traditional zombie shooter.
Those who are accepted into the playtest will get full access to the game for a limited time—I will do my best to communicate how long each playtest round will be ahead of time so there are no surprises. Feedback will be accepted in one of two ways:
A dedicated Steam forum (to be created at the start of the playtest)
I can’t promise I will be able to accept everyone, but I will keep adding participants until I get enough feedback and I’m confident the release will be a success. I don’t have a planned start date yet but I’m hoping for sometime in February.
Hey everyone! It’s time for For The Hive Devlog #8, and we’ve got some exciting updates to share!
🔥 Combat Overhaul – Dismemberment, part disablement, blood effects, and a much more skill-based combat system. Every encounter is now more tactical, intense, and rewarding.
🦠 New Attacks & Skill System – We’ve introduced light and heavy attacks for each species! Right now, all insects share a bite as their light attack, while heavy attacks are unique:
🐝 Bee – Sting for high close-range damage. 🦠 Termite – Acid spray to corrode enemies from a distance. 🐜 Ant – Charge to knock enemies back. 🕷️ Jumping Spider (WIP) – Soon to be able to leap into combat with deadly precision. 🎮 UI Upgrades – A new minimap, health & armor tracking, stamina & special resource systems, and an improved combat HUD.
🏡 Bases & Digging – We’ve added partial voxel technology, meaning you can dig tunnels, build mounds, and even create nests inside real-world-inspired locations like trees. In the future, this will allow players to design their own bases!
🌍 Playtest Zone Update – We’re keeping the current playtest zone for now, with some minor improvements. Due to the scale and complexity of For The Hive, level design takes a lot of custom work, and we’re aiming to hire a full-time environment specialist this year to develop the game’s first full map.
📅 Playtest Release Date – April 30th! We’re working hard to deliver on this date. Stay tuned on YouTube, Facebook, and Discord for updates!
🌐 New Website & Patreon – A new website is coming soon, and we’re also launching a Patreon for those who want to support the game’s development! Patreon perks include private development updates, early feature testing, and more.
💬 Let us know what excites you the most in the comments! Thanks for your support, and see you in the playtest! 🚀
New Features Stats Screen shows which items are locked with a hint on how to unlock Difficulties & Boards on the board selection screen now show tooltips with unlock conditions On the board selection screen ticks will appear next to each completed difficulty for that board New Relic: Silver Lining
Bug Fixes Ancient Order of Times and Product - Now has a cost Boar Blockers allow you to join words to them Reverse Engineering tooltip clarified for min 3 tiles (not 3 letters)
Balance Changes The Corner - Bonus increased from x2 Multi => x3 Multi per corner covered
- compass needle now points in the right direction - reduced maximum blackness of characters - fixed shininess of head - fixed title screen music slider being weird - significantly improved quality of lower graphics settings without fps impact - fixed backpack running sound playing if toolbelt equipped - increased AO quality significantly - fixed VFX on pumpjack - changed minimum shadow distance to 50 - added reset to default button for settings - fixed large powerlines being placed on roads hopefully - fixed VFX on drillrig - fixed deserializing regions throwing console errors - made bridges much straighter - increased minimum LOD settings for bushes & trees... should experience considerably less popping - added crossfading to distant LODS hopefully should significnatly reduce visable changes at lower graphics settings - fixed that weird line shit connor was complaining about i think - significnatly decreased vertex count of distant bushes (optimization) - reduced distant tree vertex count - better synced distant & close chunk tree generation which should reduce the amount of tree popping when chunks load in - fixed boots not being pickupable - fixed not being able to pick up flashlight - can now zoom with flashlight - fixed generator gobbling fuel and not giving empty containers lol - fixed vehicles not slowing down when you take off acceleration - fixed title screen fire not having smoke - can no longer respawn in regions you havnt discovered - towns now only show on the map once discovered - new poppup when completing task - fixed completed tasks not giving correct money + xp - fixed not being able to use consumables out of inventory when hotkeyed - picking any region on respawn returns camera to player on map - added icons for when looking at heavy items & interactables - increased some residential loot spawns by up to 50% - decreased garage loot spawns by 30% - reduced trader loot spawns by 30% - increased some rural structures loot spawns by ~30% - increased spawn chance of backpacks by 20% - reduced low-tier military structure loot spawns by ~30% - increased gas station shop loot spawns by 100% - added more loot spawn locations to some prefabs - fixed cotton rolls not highlighting - increased loot density of greenhouses & residential sheds