Hello everyone! Today I have good news - the first open Solar Wave playtest has already started! Anyone can participate.
What awaits us all? 13 types of fleets (including several enemy ones), 20 different ships for them, a pack of stations and planets, a tricky economic system and 3 missions to play with it all. This playtest will focus on simulating the state and the work of the economy, so you won't have to go on aggressive campaigns yet. But don't expect your opponents to leave you alone — it's going to be very hot at times!
Be sure to play the training mission "The Beginning of the Invasion" - it will help you figure out how everything works here. I hope you enjoy it. 😊
PS: When closing, the game will prompt you to leave a small feedback. I would be extremely grateful if you would do this. This will help me adjust the direction of the game's development and make it better. Thank you in advance! 😌
A small quality of life update based on feedback I've read that should hopefully bring the game to a much better state for everyone!
Added: FOV sliders for both 1st and 3rd person to the Game Settings Added: Missing QA Testing credits to the credits screen Added: A reload checkpoint button to the pause menu Changed: Spacebar to Escape for skipping cutscenes Changed: Increased the amount of health pickups that appear in Streetside Suppression's wave battle segment Changed: Decreased the amount of strong enemies that appear in Streetside Suppression's wave battle segment Fixed: A bug where some cutscenes could be skipped at any point when there should be a five second delay before you're unable to skip a cutscene Fixed: A bug that allowed you to pause during a level's intro cinematic Fixed: A bug where Deacon (boss form) would sometimes break due to not being able to navigate towards the player if they're in a corner Fixed: An exploit where Deacon (boss form) would always miss his attacks if you just stood still in the middle of a room Fixed: A spot where Deacon (boss form) could get stuck if he got under the stairs Fixed: Projectiles not being able to pass a spawn trigger in Fishly Land's Mechanical Constructs level Fixed: A bug where you could blast a blastdoor from the wrong side Fixed: An exploit where you could slip by the spinning fan in Quiet Towers's checkpoint zone Fixed: A bug where the Aerial Guards would leave attack hitboxes behind after death Fixed: Potentially fixed Emmeline getting randomly stuck in her first phase of the Act 5 final boss fight Fixed: A bug relating to the player's missile not colliding with a few enemies Fixed: A bug where player projectiles could be blocked by corpses Fixed: A bug where the player could use their slow time ability when the tutorial prompt for the slow time ability appears on screen
This is your last chance to play the autumn edition of our game demo on Unreal Engine 5.3! In this version, you can read Kashubian tales, jump through traps, and battle Kashubian demons to the music of Percival Schuttenbach.
The current game modes have been reworked and will return in an even more exciting form at the full release.
A new game mode, "Challenges," will be integrated with the story mode, allowing players to use their custom-built party in the Amber Road mode.
📸 Below is a sneak peek of the new mode—we’ll share more details soon!
Over the past few months, we have focused on improving game mechanics, optimizing locations, and enhancing character models (including new MetaHuman characters). We’ve also been working on NPC dialogues, quests, and building new locations.
Our planned release date is June 2025, but we will officially confirm it in about 1.5 months, depending on our progress. Our goal is to deliver a polished game, and if we're not satisfied with our progress, we may take a bit more time. Player satisfaction is our top priority!
The current version of the game is fully functional on the latest Unreal Engine 5.5, featuring AMD FidelityFX Super Resolution 3 (v3.1.3). DLSS 3/4 will be implemented once it is officially supported by Unreal Engine 5.5.
So, join us in the dungeons, enjoy the stories, and have fun!
- Fixed issue where spamming the interact button would cause elevator levers and doors to de-sync between servers and clients. - Adjusted Spawn prices - Removed unwanted world objects leftover from development - Fixed in-session lobbies from appearing in the join session menu - Spawn menu countdown timer is now synced with the host
This is a small update bringing minor improvements and bug fixes across Trivia Tricks - thanks to the members of our community who took the time to report them to us directly! If you have something you'd like to contact us developers about then you can always reach us on the Official Discord.
The 3-Tricks team is currently exploring the possibility of bringing Trivia Tricks to more platforms, and we hope this can be done in a way which improves the experience for Steam players too. This is VERY early days so no promises, but keep your eyes out for further news as we'll share it as soon as we can!
Fixed a bug where the 'Saturday Night Trivia' link on the main menu would not work during the Summer, Halloween, and Festive seasonal events.
Fixed an oversight where questions with three answer choices, set to display in a fixed order, would not display in-game in the same order as four-answer questions. They are now consistent, matching how four-answer questions are displayed.
Added a handful of new questions to the base game categories.
Fixed some typos and cleaned up the wording on a variety of questions. Thanks to all of you who took the time to report these to us directly!
Updated copyright text to 2025.
Again - thank you for all your continued support! Please consider leaving an honest Steam Review letting us know what you think about the game. This helps Trivia Tricks to find more quiz heads on Steam. Thank you!
It’s been an exciting first week since the demo launched, and we can’t thank you enough for playing, sharing feedback, and helping us improve Eldritch Escape! We’ve been hard at work making adjustments based on your thoughts, and we wanted to highlight some of the key changes we’ve made this week.
Here’s what’s new:
Reworked Squad Select Menu
We gave the squad select screen a major overhaul! It now presents information more clearly, with improved controller flow and support, making it easier to build your dream squad.
Updated Meta Progression Menu (The Doctor)
This one’s more of a polish pass than a full rework, but we focused on improving controller feel and smoothing out interactions when spending points with Dr. Thorne.
All-New Tooltip System
We rebuilt the tooltip system from the ground up! You can now scale tooltip size in the gameplay settings to match your preferences and controllers no longer need to press the left thumbstick to bring up tooltips. We’re still ironing out the kinks, but it’s already a good step forward.
Looted A Duplicate Module? No Problem!
When you pick up a duplicate module, a new inventory popup will explain how it combines with the one you already have. It also shows a comparison between the old and upgraded versions. We're working on a fallback system too, so if you loot a duplicate for a fully upgraded module, you won’t walk away empty-handed.
Balance Tweaks & Difficulty Tuning
Based on your feedback, we’ve made the early game a bit more forgiving while turning up the heat in the late game. We’re aiming for a smoother difficulty curve so everyone has a fun and challenging experience.
Bug Fixes Galore
We’ve squashed a ton of bugs and made plenty of under-the-hood improvements to keep things running smoothly.
Keep the Feedback Coming! We’re grateful for all the feedback so far—it’s been a huge help in shaping the game. If you enjoyed your time with the demo, please consider leaving a Steam review—it really helps us out!
And if you haven’t tried the demo yet… what are you waiting for? Jump in, slay some monsters, and see if you can outlast certain players who think the game’s too hard. 😉
This update (v 0.1) has been all about improving performance, adding polish, building out the 3rd tier of the tech tree (full version) and of course getting ready for releasing Deep Space Directive into early access!
The all new auto-trader can be unlocked in the 3rd tier of the tech tree - think of it as an assistant to help keep the credits flowing. Plus new special projects bring more progression to the DSD story and timeline!
This build also brings with it all new voice over rendering! It’s been the most requested feature so far. It’s still not perfect, but much of the robotic-ness of the voices is gone and replaced with smoother and more natural sounding voices.
The performance and quality of life improvements will be in demo and non-demo builds of DSD. Additional content is only accessible in the full-version.
New Features
3rd tier of the tech tree! New buildings and new resource production chains.
Bio harvesters collect biomass from surrounding forests and bio reactors turn that biomass into fuel cells.
Oil and gas can now be collected and converted into fuel cells.
Steam achievements are now implemented for non-demo builds.
New resource “TerraFlux” has been added. Provide another use for excess terrene.
QOL
All new rendering of voice over audio using an updated engine.
Rebuilt enemy terrene drop system. This should help address performance issues with large numbers of drops.
Tech tree search bar!
New recipe selection window. Easier to find and easier to use.
Bugs Fixed
So many. I lost track.
Thanks to all those who sent in feedback and bug reports! Keep sending them in!