Big Helmet Heroes - Apozh_DV


Tick tock... ⏲️

It's almost time to wear your most beautiful helmet!

Big Helmet Heroes launches on Steam on February 6th at 5:00 PM CET! ⭐ Mark your calendars and check your local time zone so you don’t miss the release!

We can't wait to hear your feedback! If you want to share it, feel free to join our official Discord channel!

https://store.steampowered.com/app/2397250/Big_Helmet_Heroes/

See you in the game!
SUPERVIVE - PADDINGTON PWYFF

OPENING CONTEXT
Okay this is one of the largest patches we’ve shipped, ever. And for good reason - there’s a lot of work to do as we rebuild the entire strategic layer of SUPERVIVE toward a brighter future. Speaking to the why: when we launched SUPERVIVE into open beta, we quickly saw that new players just didn’t know where to go or what to do in our more open-ended game. So we spiked some short-term changes like quests and the day 1 revival rules to try to expose the base game more quickly—which netted out some improvements.

That said, we knew there would be knock-on effects for the entire state of the game, like the revival rules reducing the consequentiality of the early game, and that teams would still struggle to make strategic decisions once their basic quests were done.

Looking forward, we believe that SUPERVIVE needs a lot more strategic structure to work as a deep, competitive game. We think it’s important that players can intuit what to do next in the game to win, as well as feeling there are meaningful choices to make along the way. This all starts with having a strong, knowable game structure to evaluate how you’re doing, which we can then build off of. This is why we’re starting with gold mattering a lot more, as this is one of the cleanest benchmarks of progression that almost all players understand.

P.S. We’re still working on that fireside to talk about the state of the game (and where we’re bringing it), but need some time to bake our thoughts. Thanks!

Also there is just an extreme amount of stuff in this patch you should read up on, including:
  • You upgrade your equipment via gold at Basecamps, Boat Shops, and Wandering Shopkeepers
  • You now drop half of your gold on death
  • Powers below exotic are now soulbound
  • Mobility adjustments across the Hunter roster
  • You can link your Discord to import your friends list, send messages, and invite friends via Discord
  • A new missions hub has been added to the lobby next to the queue button
  • We are experimentally supporting controller gameplay
  • Also:

Crysta
#Discussions_QuoteBlock_Author
NOTE: In most regions you can get Crysta for free by participating in the Discord quest! Go check your Discord quests to see if you’re eligible.
A new Hunter: Crysta, the Supercharged Burst Mage
  • Reverberation (PASSIVE): Crysta’s abilities mark enemies that her basic attacks and ultimate can detonate.
  • Maybelle & Boo (LMB): Fire a shot from your drone, dealing damage, and detonating Reverberation.
  • Flux Snare (RMB): Fire an energy snare that does damage on the way out, then returns: pulling, dealing damage, and grounding targets it hits on the way back.
  • Double Dash (SHIFT): A short dash with two charges. After every dash, Crysta shoots an empowered doubled basic attack, which can stagger monsters.
  • Magireactive Burst (Q): Press to fire a damage zone to target location. Press again to detonate, dealing damage to enemies in the zone.
  • Nuclarite Salvo (R): Fire a barrage of 5 energy beams at the target location, alternating over each shoulder, firing two projectiles on the last shot.
Discord Social
#Discussions_QuoteBlock_Author
We believe SUPERVIVE is best played with friends and so we’re partnering with Discord in order to make that easier for everyone. SUPERVIVE accounts can now be linked with Discord!
  • Linking your Discord account will allow you to do the following:
    • See your Discord friends on your SUPERVIVE friends list
    • You can send party invites to your Discord friends, and they can accept them from in-game and/or from Discord itself
    • You can send Discord friend requests to your SUPERVIVE friends who have linked to Discord
    • Message them while in-game and have those messages persist between Discord and SUPERVIVE
      • NOTE: We do not have any access to your entire private DM history - our platform just acts as a data pipeline to Discord, who stores your messages on their platform
    • Display a rich social presence to Discord so friends can know how many minutes you are into your Squads game and when they can jump in.
  • You can unlink in the settings menu
Ranked Party Restrictions
#Discussions_QuoteBlock_Author
In the Beebo patch we changed matchmaking in Ranked to be based on a combination of both rank and your MMR. This has improved matches and ensured that players are being matched more consistently with people of similar ranks. Historically we’ve let GrandMaster players party with Bronze players, which as you can imagine can make fair matchmaking pretty difficult. You can continue to party with friends in normal games with no restrictions, but when it comes to earning RP, there are now limits to how far apart ranks can be within a party.
  • The following is the full breakdown of allowed ranks (left is highest rank in your party, right is lowest rank allowed):
    • Platinum & lower <> Bronze
    • Diamond <> Gold
    • Master <> Platinum
    • GrandMaster+ <> Diamond
Game Structure
Early Game Structure - Gold Matters
#Discussions_QuoteBlock_Author
A major theme of feedback we’ve heard from players across all skill bands (especially new ones) is that the early game of SUPERVIVE is really free-flowing, which results in an experience where it’s hard to know: am I doing the right things? Am I playing optimally or not?

The changes we made to the leveling structure (removing daily level caps) was the first step. We’re continuing on that path to both simplify our various ‘progression bars’ in the game, as well as having two key measuring sticks of power: levels and gold earned.
  • You now upgrade your equipment at Shops with gold
  • Monsters mostly drop gold (Chargers and Screamers occasionally drop potions)
  • All purple chests now drop guaranteed gold - along with other stuff
  • You can now shop at Base Camps, Boat Shops, or wandering Shopkeepers
  • The Anywhere Shop has been disabled
  • Cooking is gone
  • You must purchase consumables (VIVE Brew, etc) at Shops or looted from enemy deathboxes
  • ‘Gold Score’ (a combination of ‘held gold’ and ‘spent gold’) has been added to the UI - this is shown in the top right, next to damage, and on the scoreboard next to Held Gold. You can use this score to roughly calibrate enemy strength in terms of what they’ve purchased for upgrades or compare farm rates with the rest of your team.
  • Various parts of the economy have been tuned for this new gold world (including Shop costs and how much gold monsters give)
  • All boss monsters except biome bosses (the ones that spawn after you’ve cleared the zone) have had their EXP and gold rewards significantly increased
    • EXP Increased about 2.5x
    • Gold reward increased from ~600 gold to always giving 2,000 gold for every nearby ally
  • After the last night of the game, if there aren't any Shopkeepers in the game, one will be spawned at random and dropped onto the map after a short duration
  • Also a reminder that if your team doesn’t own a Base Camp you can still upgrade and buy supplies at Boat Shops and wandering Shopkeepers.
  • Deathboxes are now colored to reflect how much gold they have in them
More Consequence - Gold Drops
#Discussions_QuoteBlock_Author
A criticism of our day 1 revival rules is that there’s no early game consequence (valid). Trying to address that:
  • When you die, you lose 50% of your gold
EXP Changes
#Discussions_QuoteBlock_Author
One of the biggest pain points we’ve heard with the leveling changes is that it can take forever to get your ‘kit unlocked.’ Part of what we liked about adding additional levels is more space between the kit unlocked breakpoint and getting your ultimate, so we’re shifting EXP from 1, 2, and 3 to levels 4, 5, and 6 so you can unlock your kit faster but still take the same amount of time to get your ultimate.

Attached to this, we overshot our changelist last patch in swinging the game too hard toward PvE farming, so we’re increasing the rewards of PvP (especially early game PvP) so those skirmishes matter in building a lead.
  • EXP gained from knocking enemies has been increased across the board (when they are higher level, at-level, or below level)
  • PvP knocks will grant a full level no matter what if you’re below level 3
  • Opening boxes and vaults now give XP, which scales up with the phase of the game
  • Level 1-6 EXP per-level requirements changed from 50/65/80/95/110/300 >>> 45/55/85/100/115/300
Soulbound Powers (below Exotic)
#Discussions_QuoteBlock_Author
In our current gold-matters world, we’re seeing powers be deprioritized for the more guaranteed, reliable value of equipment upgrades (which you don’t lose when you die). We want players to be able to learn and appreciate the value of powers, so that starts with them being reliably accessible at least throughout a game session.
  • All powers are soulbound, except exotics (meaning: powers don’t drop on death, only on team wipe)
Monster Staggering
#Discussions_QuoteBlock_Author
What we mean by monster staggering: when there is a blue circle under the monster, hitting them with an ability will ‘stagger’ the monster, dealing a large % of their health as damage, and making them take bonus damage for a set period of time. With PvE playing a larger role in the game, we’re going to continue refining mechanics so they feel interesting.
  • Monster stagger windows are increased by 1 second
  • Monsters now become staggerable at set health thresholds
  • Stagger damage has been lowered from 60% total health >>> 25% total health (but there are more windows)
Pod Drop Speed Increased, Especially for Solo Pods
#Discussions_QuoteBlock_Author
In a world where split gold farming is more valuable, we’ve seen the desire for teams to split up even more in the early game. Basically this allows solo pods to break off and move further away from the main ‘team’ pod, faster.
  • Team drop pod speed has been increased by +50%
  • Solo pod drop speed has been increased by +200%.
  • Detach from team pod time reduced from 1 >>> 0.5 seconds
Hunters
LMB Levels
#Discussions_QuoteBlock_Author
Adding a little more build texture for where you put your early-to-midgame ability levels.
  • All Hunters can upgrade their primary attack (LMB), which will either grant +10% damage per upgrade or +20% ability power ratio (meaning they scale with your ability power)
Mobility, Balance, and You
#Discussions_QuoteBlock_Author
We like that our action combat feels visceral and fast, but want to address cases that make you (or your target) feel out of control. These changes are targeted at making combat more predictable, knowable, and reactable by adding windowing—meaning clear windows or moments where you and your opponent can ‘see’ the next step in the combat flow and can micro-adjust, rather than just slamming out abilities.

Also to call out the addition of ‘winddown’ frames on Oath and Brall - we know that having mechanical optimizations for hyper-mobility is cool, but it creates an arms race where we either have to buff up the entire roster to match that level of speed and fluidity (we’re already seeing unreactable engagements) or we have to hold the line with reductions so there’s some form of parity. We choose the latter.

Anyway, going to call out the changes we’ve made explicitly toward our goals of mobility balance, the details of which will then be noted under the Hunter’s total changelist.
  • Joule’s Voltaic Spear (RMB) now spawns a lightning orb after a brief delay, rather than instantly, so she can’t instantly combo the two abilities for a free, unreactable dash reset
  • Joule’s Thunderstorm (R) has had its cast time increased and has a landing indicator
  • Kingpin’s level 4 dash (SHIFT) is less effective at resetting his shotgun (LMB) attack speed so he can’t instantly mow you down with a combo
  • When Brall and Kingpin cast their big windup ability (Brall’s RMB or Kingpin’s Q) and then immediately dash to negate the cast-time of the ability, they are now restricted in how much they can turn/aim that ability
  • Brall’s Tether Strike (Q) impulse force has been decreased, cooldown has been increased, and level 4 upgrade now refunds less cooldown when an enemy is hit. Additionally, the tether now breaks if Brall is stunned, and cannot be activated if Brall is rooted or grounded
  • Oath and Brall now have ‘winddown’ frames on certain movement abilities, where they can’t immediately use their glider to sustain momentum
  • Bishop’s Blast-Off! (R) now has a cast time wind-up and has had its velocity decreased
Bishop
#Discussions_QuoteBlock_Author
We’re hearing feedback that Bishop’s talents don’t have a lot of diversity, so we’re adjusting the other options to be more attractive, and giving her a general buff. Regarding the ultimate change - we like biasing her ult usage more toward offensive engages and less defensive ‘get out of jail’ use.
Rocket Launcher (LMB) - Big Rocket
  • Empowered shots now deal +20% more damage and have +10% explosion radius
Displacement Charge (RMB)
  • Level 4 upgrade now gives: -5 second cooldown and radius/impulse have been increased
Haymaker (Q)
  • Level 4 upgrade now gives a shield for hitting multiple targets (up to 2) and reduces the cooldown by 1 second for each target hit
Blast-Off! (R)
  • Initial cast time increased from 0.3 >>> 0.5 seconds
  • Velocity decreased from 2500 >>> 2250
Brall
#Discussions_QuoteBlock_Author
Still does a lot of damage and is moving all over the place. We talked about the movement changes above, but to especially call out the winddown frames - we understand going from super-mobile Brall to this version might feel more restrictive, but we have to start clamping down on free movement to get to a more balanced world. Context on the RMB change: it’s an experiment where the spell is slower and heavier, but easier to aim—hopefully makes him feel rewarded for landing it, while being clearer to enemies.
General
  • Brall’s Flame Step (SHIFT) and Adaptive Strike (RMB) dash now have ‘winddown’ frames where Brall can’t immediately enter a glider state to preserve extreme forward momentum
Blazing Spirit (Passive)
  • Updated Blazing Spirit to be way more noticeable while also framing Brall more clearly
Adaptive Strike (RMB)
  • Cast time increased from 0.35 >>> 0.55 seconds
  • Brall can now aim RMB freely
  • Now has a warning icon overhead of the Brall when casting
  • Now displays separate cast bars for press and hold vs. tap
  • Execution Slam
    • Execution multiplier decreased from 2x >>> 1.5x
    • Execution threshold decreased from 45% >>> 35%
Flame Step (SHIFT)
  • Cooldown increased from 10/6/6/6 >>> 11/9/7/6 seconds
  • Casting Adaptive Strike (RMB) and then using Flame Step (SHIFT) now restricts how far you can turn while dashing
    • This means you can flick your RMB a lot less if you try to use Shift to get around RMB’s cast time
Tether Hook (Q)
  • Impulse force decreased from 2150 >>>> 1900
  • Cooldown increased from 14.5/12.5/10/10 >>> 18/16/14/12 seconds
  • Level 4 Upgrade now refunds 50% >>> 33% remaining cooldown when an enemy is hit
  • Tether now breaks if Brall is stunned
  • Tether cannot be activated when Brall is Rooted or Grounded
Ghost
Combat Slide (SHIFT)
  • Level 4 Upgrade now grants a 2 second Movement Speed buff on dash end
Kingpin
#Discussions_QuoteBlock_Author
We’re keeping an eye on Kingpin, but for now just trying to curb his more extreme combos.
Dash (SHIFT)
  • Level 4 upgrade attack speed reset has been reduced from 100% >>> 50%
  • Casting Primal Slam (Q) and then using Dash (SHIFT) now restricts how far you can turn while dashing
    • This means you can flick your Q a lot less if you try to use Shift to get around Q’s cast time
Jin
#Discussions_QuoteBlock_Author
We felt like Jin did too much damage with his LMBs when sticking on targets and had access to his ultimate too frequently. We still want him to fulfill his role as an assassin so we’ve adjusted his Q to be slightly more consistent.
Ash’Gara Warblade (LMB)
  • Damage reduced by 20%
Flip Slash / Death Blow (Q)
  • Red decals now display on both spells to better communicate hitboxes
  • Death Blow base damage increased from 58/72/90/90 >>> 81/101/126/126
  • Death Blow AP ratio scaling increased from 29%/36%/45%/45% >>> 38%/48%/60%/60%
  • Death Blow execution damage scaling has been reduced from 100% <> 400% scaling to 100% <> 300% scaling from 0% to 80% missing health
    • Death Blow should do more damage than before until around the 60% health mark
    • Death Blow is slightly nerfed (~5%) to enemies below the 60% health mark
Feylight Clone (R)
  • Cooldown increased from 40/35/30 >>> 45/40/35 seconds
Joule
#Discussions_QuoteBlock_Author
Previously, Joule could snapcast her RMB and dash through it immediately knowing that it’d give her a reset. This change means that she’ll have to pause before committing. We know adding more windows to someone as lightning-fast as Joule may feel disruptive, but as we’ve said before, we need to start clamping down on these unreactable, hyper-fast actions to get to a readable, balanceable game state.
Voltaic Spear (RMB)
  • Lightning orb now spawns instantly >>> after a 0.5 second delay
    • NOTE: 0.5 seconds is the value we’re starting with. We still want Joule to feel like lightning, but we also want it to feel like there’s a breath for other players to react. This is a lever we’re looking to tune so tell us how you feel.
Surge (Shift)
  • Dash explosion radius reduced from 200 >>> 160
Thunderstorm (R)
  • Cast time increased from 0.15 >>> 0.3 seconds
  • Landing indicator added
Oath
#Discussions_QuoteBlock_Author
We’ll just keep saying this: we know that having cool mechanical optimizations for hyper mobility is fun, but it sets the stage for a mobility arms-race where everyone needs to either be able to react to lightning fast engagements or have ones of their own. Gotta start somewhere.
General
  • Oath’s Spin Dash (SHIFT) and Magnetic Hammer (LMB) attack now have ‘winddown’ frames where Oath can’t immediately enter a glider state to preserve extreme forward momentum
Shrike
General
  • Bugfix: Fixed an issue where Shrike’s Disengage (SHIFT) would sometimes get overwritten when trying to bunnyhop
Truetalon Rifle (LMB)
  • Reduced cooldown from 1.7 >>> 1.5 seconds per shot (this increases her rate of fire)
  • Proc-ing Raptor’s Mark (PASSIVE) can now stagger Monster
Scout Hawk (Q)
  • Picking ward up makes you vulnerable and roots you now
  • Doubled the health of the ward, and added health bar visuals
Dive-Bomb (RMB)
  • Should feel better to use
Void
  • Gravity Orb (LMB) damage no longer scales continuously with time spent not firing. Instead, damage is binary (fully charged vs. uncharged)
Items
Consumables
#Discussions_QuoteBlock_Author
We think the average SUPERVIVER-ian should be able to afford basic household goods, so we’ve asked vendors to lower prices and they listened (also they really upped their stock). One spicy one to note is that MOST WANTED is now available at the Shop - a hero play is just 3000 gold away.
Base Camp Shop Prices:
  • Hypervive: 2000 >>> 1000 gold
  • Jump Pad: 2000 >>> 3000 gold
  • *NEW* Elixir of Health: 1500 gold
  • *NEW* Elixir of Mana: 1500 gold
  • *NEW* Elixir of Speed: 1500 gold
  • *NEW* Most Wanted: 3000 gold
  • *NEW* Ultravive: 5000 gold
  • Deployable Base: 5000 gold
  • Respawn Beacon (Unchanged): 8000 gold
Scan Grenade
#Discussions_QuoteBlock_Author
If you’re tired of getting bush cheesed, try one of these out.
  • Can now be picked up off the ground
  • Increased cast range by 500
Powers
Abyssal Eye
  • Holder can now see invisible units
  • Only their vision cone can see invisible units
Blinkstone
  • Cooldown increased from 12.5 >>> 20 seconds
Delicate Barrier
  • DR linger duration increased from 0.5 >>> 1 seconds
  • DR amount decreased from 50% >>> 30%
Map

Ion Acres + Site 38
  • Has received a Gameplay and Visual Update
New Map Area: Fortress (a sub-area of Chaos Steppes)
  • Gameplay and Visual Update
Client
Practice While in Queue
  • A common request from players has been that once you’re queued you’d like to be able to jump into Practice.
  • We’ve added a new queueing option so you don’t need to re-queue from Practice Mode
Custom Games
  • You now have the ability to disable the Day 1 revival rules in Custom Games as a setting
Tutorial
  • Removed parts that are no longer accurate
Team Communications/Coordination

  • "Fight!", "Group Up!", and "Help!" have been added to the ping wheel, now with new art
Ally Camera
#Discussions_QuoteBlock_Author
We have new Keybinds to have your camera look at your teammates
  • Holding F2, F3, F4 switches the camera to your ally location for P2, P3, and P4
  • Keys are rebindable
  • You still have control over your character while looking at your ally
  • Will try and show ally deathbox if they're dead
Voiceover (VO) Updates
  • Added Announcer VO for 4 and 3 squads remaining
  • Increased Ability VO cooldowns across the board (e.g., Ghost players will hear "Firing Downrange!" less often)
Experimental Controller Support
#Discussions_QuoteBlock_Author
VERY EXPERIMENTAL. TRY AT YOUR OWN DISCRETION BUT MAYBE TRY IN PRACTICE MODE FIRST.

KNOWN ISSUES:
  • The Controller is known not to work in the following areas:
    • Out of Game
    • Drop Phase (selecting drop location)
    • When interacting with Shop UI / Death boxes
    • Interacting with other HUD elements (when fully eliminated)
Missions Hub
#Discussions_QuoteBlock_Author
While some players are grinding ranked all day every day, for many other players Hunter’s Journey, Mastery, and the Battle Pass are the core of their progression experience. Daily and Weekly missions are one of the biggest sources of EXP and while we’ve had a missions tab, it was hard to notice and most players never really realized that they were there. We’ve created a new missions hub that highlights new missions available to you and should make it easier for you to identify things to do to level up faster.
  • A new missions hub button has been added to the lobby
  • When you have new missions it will light up with a notification
  • When missions are complete, go back to the hub after your game to claim your rewards
Other QoL/Bugfixes
  • Void has received updated tooltips (thank you OmnipresentOatmeal!)
  • Fixed an issue where Crystals that spawn in the second phase of Biome Soul Bosses would fall over and die on their own
  • Mana Cloud: Updated activation VFX
  • Hudson: If you hit an enemy with your ultimate, you are no longer yaw locked to face them
  • Interact: Increased the interact buffer time from 0.2 >>> 0.5 second to make it easier to interact with things like sniper ward
  • The Two-Way Tunnels and Beebo Hunter missions now progress if you get an assist while fulfilling the mission conditions, not just a knock (thank you for the suggestion Keldric Usugi!)
American Truck Simulator - Petr
We are happy to reveal another part of the upcoming Missouri map expansion! In today's blog, we have a preview for you of selected settlements and street art waiting to be uncovered in this DLC for American Truck Simulator, so let's take a look.


Sedalia
The county seat of Pettis County is located in the central part of the Show-Me State, just east of Kansas City. The city was established in 1857 and more than 22,000 people live there. Of course, we couldn't leave out some of its landmark buildings to make you feel like you are really there! These include the Katy Trail Bridge over US-50; the historic district along with the local church, gate, and tower; and also the beautiful "Welcome to Missouri State Fair" display with a train, statues, and water tower.




Hannibal
Located right at the Ilinois border along the mighty Mississippi River, the historic town of Hannibal is known as the boyhood home of the famous author Mark Twain. Our map designers and asset teams have meticulously recreated multiple beautiful landmarks for this town, such as the local bank, church, and school. Make sure to stop by!





Lancaster
In the northern part of Missouri near the Iowa border, you can come across the small town of Lancaster. Despite its smaller size in area and population of just over 600 residents, this settlement is the county seat of Schuyler County. Lancaster is a picturesque town with some nice historic buildings such as the court house which you will be able to see on your travels.



Street Art
When you are trucking through Missouri, make sure to keep your eyes peeled for beautiful street art you can admire along the way. Multiple cities and towns feature buildings adorned with amazing colorful murals. Two works of art can be found in Joplin and Kansas City, with others scattered across Galena, St. Joseph, and St. Louis. Just take a look here!







We can't wait for you to explore all this once Missouri is released for ATS! Want to show us that you are also looking forward to trucking in this map expansion? Then add it to your Steam Wishlist! Remember to follow us on our Twitter, Facebook, Instagram, Bluesky, and YouTube, so you won't miss out on any American Truck Simulator news. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Drive safe!

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
Hydro - HarmanMotor
Hey folks! I'm delighted to announce that play-testing for Hydro's Demo build is well-underway and has been ongoing for the past two weeks!

This is a big milestone and it brings us ONE STEP CLOSER to public Demo release!

So far I have been receiving some great feedback from play-testers and I've already been implementing not only bug fixes and optimizations, but also new features and game play mechanics!

A super-quick teaser of the latest additions include:

- A Generator RPM and river flow speed variation mechanic; you will need to adjust the governor speed control during game play, to keep your Generator RPMs in-check so that power output is not interrupted; you'll get visual and aural indications of how fast the river is flowing, along with 'cinematic' crashing of waves audio effects to signify when the river is up to no-good...

- An updated Generator Temperature model; now, the temps will 'plateau' when they get to a certain point if you've reduced the power output setting of the Generator (or synced to the Power Grid at lower frequencies).

- Addition of a brand new 'Local Power Fusebox' which houses a number of different fuses (e.g. for interior lighting, marker light(s), accumulator charging) that will wear-out and 'blow' when you least expect them to... (you can repair these using the newly-added Fuse Repair Workbench).

- Addition of a 'Reputation' rating for the player. This starts off at 100 (percent). Based on your actions in the Hydro world, (e.g. if you generate too many noise complaints from running the power station poorly, or if you fail to meet the Township's demands for power), your Reputation will gradually deteriorate and if you let it deplete too low, you'll find that the Township will stop sending you some of the 'high-prestige' Township Demands, meaning that you'll end-up working harder to generate less overall funding. Thankfully, it is possible to restore your Reputation rating gradually, by operating the power station correctly!

- Get that sponge bucket! Addition of a 'cleaning' mechanic for the power station; I plan to add more 'maintenance' and 'upkeep' mechanics as time goes on as well.

- A heap of performance optimizations and bug fixes!

All combined, these changes should go a long way to adding to the realism and engagement you feel whilst playing Hydro and needless to say, they will all be included in the public Demo build.

To learn more about these latest developments and see them in action, view my brand-new video (linked below) on my YouTube channel.

My laser-focused goal right now is to complete the finishing touches to the Demo build over the coming weeks and get it released publicly for you all! (inside scoop: I may try and squeeze a few more new mechanics/features into the Demo before its release, if I get the chance...)

Watch this space as things continue to develop and thank you so much for your ongoing support!

https://youtu.be/Q7NTooG3p7A
Descenders Next - ZxAxify


Hi everyone!

We're now approaching the last 24 HOURS before the end of the Descenders Next Beta!



We've learnt a lot over the last few weeks, and thanks to your invaluable feedback, we've managed to implement lots of cool changes, with a lot of exciting ones to come! We're gonna be talking about everything you can expect, including changes and improvements we'll be making based on the feedback we've received, so be sure to keep an eye out when we drop some post beta discussion!



We want to thank you again for playing Descenders Next, and letting us know your thoughts and what you've been enjoying! We can't wait to share more with you, so be sure to keep your eyes peeled! The best place to keep up with Descenders news is our Discord, so be sure to head on over and join our amazing community!

We'll see you very soon, but enough from us, go and tear up those tracks, you don't have long!

- RageSquid & No More Robots

Descenders - ZxAxify


Hi everyone!

We're now approaching the last 24 HOURS before the end of the Descenders Next Beta!



We've learnt a lot over the last few weeks, and thanks to your invaluable feedback, we've managed to implement lots of cool changes, with a lot of exciting ones to come! We're gonna be talking about everything you can expect, including changes and improvements we'll be making based on the feedback we've received, so be sure to keep an eye out when we drop some post beta discussion!



We want to thank you again for playing Descenders Next, and letting us know your thoughts and what you've been enjoying! We can't wait to share more with you, so be sure to keep your eyes peeled! The best place to keep up with Descenders news is our Discord, so be sure to head on over and join our amazing community!

We'll see you very soon, but enough from us, go and tear up those tracks, you don't have long!

- RageSquid & No More Robots
Red Rogue Sea - Mondeschain
Once part of the Royal Army, they are now deserters who formed their own bands of free pirates. Each crew pursues a different goal: treasure, plunder, revenge… Their naval tactics are as varied as their ambitions, ranging from direct assaults to cunning schemes. Hardened by a life at sea, they pose a great threat to the navy’s rule.

Ahoy, captains!

Are you ready to stand against the navy and claim your freedom in Red Rogue Sea? You’d better be prepared, because the survival rate won’t be high!

Each faction in Red Rogue Sea will have several captains available (and unlockable). Captains add two copies of a captain card to your tactical deck. These cards are powerful and unique, giving a distinctive specialization to your gameplay strategy.




Sharpen your tactics by combining them with other synergistic cards, and build your deck around them to maximize a specific playstyle. You won’t find two captains alike, so make sure to unlock them all by completing certain milestones during the game with the corresponding faction.

Today we introduce the first captain of the Merchants faction: Razdal.
Razdal served for years as a mercenary before enlisting, so he maintains contacts with his former comrades-in-arms. With him, you can include the “Mercenary” card in your deck, granting access to a mercenary who will fight for you for a limited number of combat rounds.


We end this post by also introducing the captain of the Renegades faction: Cornelis.
Cornelis was a high-ranking officer in the navy, one of the fiercest fighters and a renowned strategist. Under his command, you’ll gain access to the “Liberator” card, which provides extra movement to reposition your crew members more easily.

Ashes O : Exponential RPG - Thib
Gameplay Improvement: Added slight coyote time and increased flexibility in jumps.
Graphical Fixes: Fixed various visual bugs.
Steam Deck Optimization: Continued improvements for better compatibility.
Feb 5
Neon D-Fence Remaster - TnT Gamez
Add
  • manual enemy priority targeting toggle on click

Update
  • enemy z index now above towers
  • tower audio limits adjusted
  • tower targeting system
Mr. Hopp's Playhouse 2 HD - moonbitgames
- Fixed 'Billy's Ball' chapter where the ornament can fly off the map.
- Changed True Ending radio song.
- Medallion 6 Special Stage made easier.
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