To become a successful galaxy explorer, you’ll need top-notch equipment. Of course, you're free to craft almost everything yourself, but some items can only be purchase from NPCs.
To trade, you’ll need money called qbits, which you earn by completing main and side quests or selling anything you no longer need. For example, some NPCs will gladly pay you for getting rid of pesky pirates lurking nearby.
Head to the nearest town — there you’ll find a trade terminal or characters willing to sell you goods. They offer everything from water and ore to weapons, vehicles, or even spare parts to fix your spaceship, so you can continue exploring the galaxy sooner.
If you're cruising through space and eager to trade, there's no need to land on the nearest planet. Simply visit any space station, where you'll find traders, shops, and workbenches. These stations are usually located near warp gates, which are marked on every star system map.
The more you trade, the higher your trade level becomes. This affects prices and may also unlock previously unavailable items in stores. So don’t forget to visit traders regularly — you don’t want to fall behind.
You can already try out the trading system in the free demo available on Steam, which includes the first couple of hours of the game. Discover even more when Cubic Odyssey launches on PC, Xbox Series X/S, and PlayStation 5.
1. "The visual novel has received a major update with full English localization - now featuring both enhanced literary text and full voice acting! You can switch between them anytime and mix-n-match your preferred subtitles with audio."
2. "We've added a brand new achievement tree! With 50 diverse and challenging achievements to unlock. You'll need to bring your A-game to collect them all!"
Made some optimization in graphics rendering, should result in few more fps. Additionallly fixed annoying bug displaying "Jasio Games" screen every time when entering Main Menu ;).
Hi there dear cowboys, Daneel's here the OG MrPinkDev! I've been asked by our publisher to write down a few words on what the hell are we gonna do with the game during it's Early Access phase. Long story short, the priorities are like this: 1. Adding gameplay and story content like guns, equipment skills, enemy types, bosses, locations, and quests. 2. Adding some extra gameplay systems like horse racing, fishing and some others - honestly this is just for meme-like update posts during the Early Access fun 3. Tightening all the game systems closer together so different parts of the game had more affection on each other. Balancing and optimization work goes here too.
Despite all the mutations Chambers has gone through during her 2 year pre-ea dev cycle, the core is still the same - Extreme Cowboys Interactions in the Wild World of Acid Western!
Welcome to the very first AMA dedicated to the Tour de France video game!
First, before we dive in, we believe it’s important to recall the context of the creation of the Tour de France game, as it shapes many of the answers to the questions.
Tour de France operates under a very tight time constraint: no delay in the release date is acceptable. This might seem obvious, but a simple delay of a week or two can have a significant impact on the game's finish.
To avoid any catastrophes, we plan for large safety margins, which sometimes forces us to spread the integration of certain new features over several years rather than risk missing the release.
To summarize, here’s a simplified schedule of the development cycle of a TDF:
Although this is a summary, this development cycle is quite faithful to reality: it particularly shows that the time allocated for new features cannot exceed four months, which is very short and significantly limits iteration possibilities.
The second point to keep in mind is the size of the development team.
The team is made up of individuals who work on both TDF and PCM:
1 project manager, responsible for the planning of both games
1 technical director, ensuring technical consistency to avoid redundancy
4 level designers, dedicated to production, who then switch to PCM starting in February
2 to 3 3D artists working for both games (who, with the arrival of Unreal, will have fewer redundant tasks)
1 2D designer, split 50% between TDF and PCM
1 AI programmer, responsible for the race gameplay of both games
2 quality testers, ensuring game stability and preventing bugs or crashes
1 community manager, working closely with the one at NACON.
Another part is 100% dedicated to TDF (although there are still interactions and idea exchanges with PCM):
1 game designer
2 to 3 programmers tasked with integrating new features.
Overall, the production team consists of 15 people, but not all are 100% dedicated to TDF. Some aspects of the game are outsourced, such as sound design and video creation. We also benefit from support from an external team of testers.
Finally, the integration of Unreal Engine was handled by another team of 3D specialists, working in parallel with the development of previous games (see Devblog).
The Community Manager on Cyanide's side:
Alongside their work with NACON, the studio’s CM ensures a daily presence on all platforms where PCM and TDF players are active.
They respond to messages (emails, social media, forums, Discord), moderate servers, track reported bugs, update the studio's social media with relevant content (videos, screenshots), participate in community live events, and relay official information. They also coordinate player feedback with production teams while keeping an eye on the smooth operation of multiplayer/online games.
The Marketing Product Manager
The Marketing Product Manager for Tour de France and Pro Cycling Manager is the conductor: they don't develop the game, but they define the marketing and communication strategy to maximize visibility. They act as a liaison between NACON’s teams (community management, press, licensing, production) and Cyanide.
Of course, we are talking about the marketing team, but we are more numerous on the project. In total, there are 7 full-time people working on the project on NACON’s side. This includes the following roles: Production, Marketing Product Manager, Licensing, Press Relations, Community Manager, and QA.
What are their tasks?
From the start of the project, they identify key new features to highlight (e.g., new graphics engine in 2025), analyze past releases and competitors, and then define the target audiences, goals, and annual marketing strategy with the Community Manager.
They choose the visuals (riders featured, trailers, key arts), plan the communication (announcements, ad campaigns), and approve all content with Cyanide, the artists, the video team, and licensing. Responsible for the advertising budget, they choose the channels (YouTube, social media, specialized media).
Finally, they present the game to the international sales teams to ensure its availability and visibility in stores (Micromania, Carrefour, GameStop…).
A coordinator's role:
The Product Manager is at the heart of promoting TDF and PCM, working closely with Cyanide and stakeholders. No material is released without validation.
The Role of the Community Manager:
No, a CM doesn’t just “post on social media” – far from it! 🙂
For Tour de France and Pro Cycling Manager, the Community Manager is the bridge between players, the marketing team, and Cyanide. From the start of the project, they develop the communication plan that will guide the entire year.
At NACON, they manage the games’ social media (this year, we’re also on Bluesky, join us!). They animate the Steam and PlayStation pages and co-administer the Discord server with Cyanide’s CM.
But that's not all: they also need to create content, record videos for TikTok, capture screenshots for communication materials, and know how to handle video editing and image retouching tools.
Finally, the CM plays a key intermediary role: they listen, collect, and convey player feedback across all platforms, to evolve the games in line with community expectations.
Will the game be available on Switch 2?
As of now, we cannot announce this. The console seems promising, but we haven't started development for it yet. The main issue is adapting the gameplay since the Joy-Cons do not have analog triggers.
Will women's cycling be added in the future?
This is a topic we are discussing internally, but it presents several challenges. Our discussions mainly focus on how to overcome these obstacles, rather than whether we want to add women's cycling. The answer is "yes," but the challenges are significant.
On one hand, we would need to create an entirely new 3D model for women, compatible with our animation and texturing technologies. The problem is that our male model is outdated, and it would need to be completely recreated to improve animation, textures, and other aspects. These are major challenges, not even considering the specifics to make women recognizable (such as ponytail hair, jewelry, etc.).
On the other hand, this would also require producing additional stages, a topic addressed in the next question.
We must also consider the economic aspect, with the uncertainty of whether players will embrace this novelty.
Will other Grand Tours (Giro & Vuelta) be added? Will past Grand Tour stages be integrated? Do you plan to replicate the road race course for the Paris Olympic Games?
Aside from the fact that we are the official game of the Tour de France, and our priority is to add ASO races, adding new content is quite complicated at the moment. Our stage creation tool (Stage Editor) is not fast enough to produce more stages during our production phase. This tool is still tied to the old game engine. A few years ago, it was decided not to invest in updating it because the goal is to develop a new stage editor under Unreal Engine.
This is a huge task, as complex and time-consuming as making the game run on UE5, with the risk of losing compatibility with all previous years’ stages.
Will the rider statistics system be reworked to better reflect form? (e.g., a scale from 0 to 100 or a rating from A to D)
This is a frequent discussion topic. No one really knows where the current 50-85 scale comes from. Redoing this system would be like jumping into the unknown. We know that it would probably break the game, with no certainty that it would bring a real improvement.
On TDF, it might be doable, but on PCM, with twenty years of development and countless lines of code, it would likely cause major errors.
Will weather conditions be introduced and affect gameplay (rain influencing descents, wind affecting the race)?
Due to time constraints, weather conditions are not being introduced this year. The new engine could definitely handle it, as we see in *PCM*. But unlike *PCM*, we want to create specific gameplay where the rider's control changes on wet roads. We don’t want simple passive statistics that make a rider stronger or weaker.
Will final sprint mechanics be improved for better sprint trains and tactics?
We are focusing on sprints this year, so that the trains are better organized, and the lead-out men no longer obstruct their leader when launching the sprint.
Will the overall race pace be slowed down for more realism?
Our data shows that we are close to realism on a race like the Tour de France. The flat stages are slightly faster than in reality, while the mountain stages are slightly slower. This comes from the game design choice to make flat stages less boring. Players also have a lot of influence on the pace depending on their play style.
Will the cyclist models (faces, expressions…) be improved?
This is planned in our mid-term roadmap, but facial expressions are not the priority. Our main goal is to first modernize the general appearance of the riders and make them more recognizable.
Will detailed maps of the final kilometers and climb profiles be available?
This is on our to-do list, but it is not a priority.
Will new race events (bike changes, railway crossings, shortened stages due to extreme weather) be added?
No, we believe that developing rare events like railway crossings is not worth the effort. Even bike changes, which are more common, are considered too costly to develop compared to how often they would be used. On the other hand, events related to extreme weather conditions are becoming more frequent, and we are starting to consider them for the coming years.
What are the long-term development goals for AI and Career Mode?
It’s difficult to establish long-term plans for AI. It’s a very fragile area. We are constantly trying to find a balance between realism and gameplay enjoyment.
We aim to align as closely as possible with what we see on TV, but what guides us above all are the players' feedback. This year, we focused on sprints based on feedback from PCM players.
However, we do have development goals, like offering more options for players to customize their experience.
Will sponsor management and financial aspects be improved? Can we expect a more in-depth transfer system with real negotiations? Will an online career mode be offered?
The Pro Team mode was built about ten years ago on very arcade-based foundations (three races and a few riders to buy). We believe this vision has reached its limits.
Adding a transfer system on this basis wouldn’t be enough to create a new gameplay experience. Without a retirement system and new generations, it would be ineffective.
You’re probably thinking of PCM when you refer to these mechanics, but our goal is not to make a PCM for consoles. We want to create something deeper than the current Pro Team, while remaining distinct from PCM. We are working on this project, but it’s a huge task, and we don’t know yet when we will be able to release it. It will certainly include a transfer system.
Will the Pro Cyclist mode be expanded with more career choices and interactions? Will it be possible to play as an existing rider or an U23 prospect instead of a created character?
The Pro Cyclist mode is one we’re not really comfortable with. It was imposed by our previous publisher. The idea was good, but we only had two months to create a mode that allowed creating a rider and progressing them. Due to time constraints, it was decided to use the Pro Team as the base and then improve the mode year after year. Unfortunately, the Pro Leader mode has never become a priority 😞. It has always been overshadowed by the online mode or Pro Team. Moreover, evolving the Pro Team always requires ensuring compatibility with Pro Leader, which can be a hindrance. We currently have more ambition for Pro Team than for Pro Leader.
Will there be a merger between PCM (management) and TDF (gameplay)?
Not at all 🙂. Would you ask to merge Fifa and Football Manager?
Will modding be introduced for TDF, like on PCM?
It is not a priority. TDF is the official game of the Tour de France.
Many elements must be approved before launch (ASO, teams, brands). Modding can be very problematic for us because we have to verify what is added and manage requests from stakeholders.
Imagine someone creating great bikes through modding, but a manufacturer objects to their presence. We would then have to remove them, which takes a lot of time and could harm our relationships with our partners.
Will you finally secure all the rider licenses?
Our licensing team is working on it, but they don’t always manage to reach agreements with all the teams. This doesn’t depend solely on us, but all World Tour and Pro teams are being contacted.
As you’ve seen, developing Tour de France is a real challenge (from strict deadlines and a small team to ambitious technical goals). Still, every member of the team pushes hard to improve the game each year, while sticking to an unmissable annual release.
The switch to Unreal marks a major step forward, helping us become more efficient and creative in the future. Thank you for your support and feedback, it plays a big role in shaping our decisions. We’ll keep pedaling hard for what’s next!
Fixed building preview of blueprint with locomotives could show them in wrong orientation when blueprint is rotated in some cases. https://forums.factorio.com/122643
Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. https://forums.factorio.com/124071
Fixed crash that could occur when using the Metal graphics backend with texture streaming enabled.
Fixed crash that could randomly occur when using Metal graphics backend.
Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. https://forums.factorio.com/127590
Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. https://forums.factorio.com/127588
Fixed deconstruction planner with tile filter would not mark for deconstruction hidden tiles matching filter if there is a non-matching tile marked for deconstruction covering them. https://forums.factorio.com/127727
Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. https://forums.factorio.com/100956
Fixed latency hiding when dragging remote remote view with the cursor while the server is running more slowly than clients. https://forums.factorio.com/122891
Fixed recipe tooltips not showing intermediate ingredients as craftable (orange) when those intermediate recipes create extra products. https://forums.factorio.com/105658
Fixed renaming all logistic points in a logistic group would delete the old group if the new group already existed. https://forums.factorio.com/127190
Fixed that blueprint parameter item which was named but not configured to be parametrised became parametrised after export/import through blueprint string. https://forums.factorio.com/121238
Fixed that blueprint parametrisation of combination of recipe + item didn't apply the recipe limitation based on crafting machine it appears in. https://forums.factorio.com/121013
Fixed that changing the minimum value of a logistic request through moving the maximum slider did not work correctly. https://forums.factorio.com/124659
Fixed that changing the requested item in space platform hubs would only visually update the max amount. https://forums.factorio.com/122834
Fixed that confirming icon selection in the save game dialog name editing confirmed the save dialog instead of the icon selection. https://forums.factorio.com/122917
Fixed that creating a rich text tag by deleting a character would not move the text cursor from the middle of the tag. https://forums.factorio.com/102851
Fixed that indestructible entities on the space platform could consume asteroid damage before other entities on the same tile.
Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. https://forums.factorio.com/127583
Fixed that installing modules with an upgrade planner or manually via fast-transfer wouldn't work if modules or module requests already existed in the entity. https://forums.factorio.com/117838
Fixed that modifying the group schedule of trains would cause other trains in the group to switch to automatic mode. https://forums.factorio.com/128173
Fixed that module upgrade requests could get cut short depending on the module inventory size of the original entity. https://forums.factorio.com/119941
Fixed that module upgrades used the original entity's "allowed effects" restrictions instead of the upgrade target's. https://forums.factorio.com/119941
Fixed that module upgrades, installations, and removals via upgrade planner didn't work if the entity already had existing delivery or removal requests in another inventory.
Fixed that overbuilding train with parametrised blueprint didn't apply the parametrisation on the schedule of the existing train. https://forums.factorio.com/126136
Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn't compatible with the recipe version of the signal.
Fixed that pushing fluid away into a double-buffered fluidbox would push fluid into the internal buffer instead of the segment. https://forums.factorio.com/127305
Fixed that recipes using result_is_always_fresh would start spoiling at the tick crafting started instead of the tick crafting finished. https://forums.factorio.com/128341
Fixed that selecting parameter when only the base value is possible to change (the blueprint contains the item in other than normal quality), the select list actually offered quality selection and discarded it, instead of not even offering the quality selection. https://forums.factorio.com/121844
Fixed that selecting rocket part during blueprint parametrisation created incompatibile station name. https://forums.factorio.com/121079
Fixed that self-recycling recipes were generated for parameters.
Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. https://forums.factorio.com/127733
Fixed that the invalidation of the achievement "Keeping your hands clean" wasn't properly saved on a headless server. https://forums.factorio.com/118168
Fixed that trying to move the upper limit on double-slider GUI elements could sometimes change the lower limit even when nothing actually changed. https://forums.factorio.com/119015
Fixed that undo when in the Map Editor and having instant-blueprint-building enabled didn't always work with elevated rails. https://forums.factorio.com/128280
Fixed that upgrading or manually fast-replacing any entity would clear any pending item delivery or removal requests. https://forums.factorio.com/122943
Fixed that when number parameter had formula but disabled, it still counted that value as not needed to be filled when deciding what parametrisation window to show. https://forums.factorio.com/122761
Changes
Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.
All parameters can potentially generate the stack size, crafting time, rocket capacity and ingredient count as long as they are mapped to id which is a recipe.
Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.
Cargo landing pad does not draw inventory contents in alt mode.
Changed the blueprint parametrisation logic related to quality. Before, whenever anything other than normal quality was used with parameters, the quality was always taken from the blueprint, and only the core id was parametrised. Now, this only happens when more than 1 quality with the same id is present instead.
Creating a rich text tag will move the text cursor to the end of the tag, not the beginning.
Decider combinator condition which contains parameter evaluated to nothing (non-existent ingredient) when building blueprint is deleted instead of kept empty. https://forums.factorio.com/118455
Improve relative vehicle driving with gamepad in multiplayer, especially when shooting.
Included priority and train limit of train stop into blueprint parametrisation.
When the blueprint is being parametrised and "Show all items in selection list" interface option is selected, all (even locked) recipes are presented. https://forums.factorio.com/122496
[space-age] Changed rocket part recipe position in the signal selection to be next to the rocket silo instead of intermediates.
Graphics
Added Metal graphics backend for Apple devices.
Added graphics for frozen stone path.
Added new particle effects for mining or destroying Gleba plants and fungi.
Added new recipe icons for molten metals from ore and reworked existing icons related to molten metals and lava. https://forums.factorio.com/118474
Added some new Gleba decorative variants for Nerve roots.
Added "planets" and "character" tags to the mod portal explore pane.
Added Space Age expansion filter to the mod portal explore pane.
Added filter support to burner fuel inventories.
Added heading car driving option for keyboard input method. Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.
Added support for volume and speed activity matching for persistent working sounds.
Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
Equipment grid GUIs have improved click-and-drag support. In addition to installing equipment, you can now click and drag to pick up, transfer, and fast-replace equipment.
Items manually inserted or removed from space platform dump inventory will always reset drop cooldown to two seconds. This should make manual interactions more responsive and intuitive. https://forums.factorio.com/127709
Mod portal search results and mod info will show whether they require the Space Age expansion.
Tall tooltips when attached to the right side of the screen can be scrolled (by default shift + scroll).
The swap-players command can now handle basic remote view and players in space platform hubs.
Added collision-layer out_of_map for out-of-map tiles.
Decals now support draw_as_light and draw_as_glow.
Fluid boxes with diagonal connections now throw a prototype error.
Instead of "enemy-bases" autoplace control being hardcoded to be the one to affect achievements, achievements are now affected by any autoplace controls with the new property related_to_fight_achievements.
[space-age] Decals can now be masked by water if their layer is above UtilityConstants::capture_water_mask_at_layer, the tile effect has a lightmap_alpha of less than 1, and the decal has opacity_over_water less than 1. This is currently requires Space Age as the effect is not supported on Switch.
Scripting
Added LuaControl::close_factoriopedia_gui().
Added LuaControl::open_factoriopedia_gui(...).
Added LuaEntity::base_damage_modifiers and bonus_damage_modifiers read/write.
Added LuaEntity::item_request_proxy read as the recommended way to check for the presence of one.
Added LuaPlayer::zoom_limits
Added LuaTransportLine::total_segment_length.
Added base_damage_modifiers and bonus_damage_modifiers when creating projectile types through LuaSurface::create_entity().
Added label, preview_distance and always_visible fields to LuaPlayer::add_pin.
Added optional amount to LuaItemStack::transfer_stack().
Added support for fusion reactors to LuaEntityPrototype::target_temperature.
Made LuaPlayer::zoom readable
The remote view controller now supports enabling and disabling flashlight.
The full changelog is too long and Steam won't let us post it, so please check our forums or in-game for details.
Since we have been too silent about the updates, we are here to show you stuffs we are currently working on!
New Mode!
An entirely new mode Line Score Challenge is under development! This mode does not have any time limitation, but instead, you race to the target "Line Score", which you can get by completing multiple lines at once. Here's what it looks like now:
Difficulty Selection
The current difficulty curve is such that difficult-to-place pieces start appearing as the level goes up (or the level is fixed depending on the mode). However, we have found that pentominos, which are pieces consisting of 5 blocks, are disproportionately difficult to drop and fill the board. To address this issue, we're working on changing what pentominos are allowed to spawn by adding a 'difficulty' feature! This means that the leaderboard will be split into multiple difficulties. The current leaderboards are scheduled to be preserved, but which difficulty they are assigned to is to be determined.
Game pad Support!!
We haven't forgotten the game pad support! We are starting with DualSense controllers. Here's the sneak peek of how the control might look like with game pad connected:
Rest assurred, we are also expanding the game pad support beyond DualSense controllers!
Just a heads-up that this game’s being made (and fixed) by one person after hours, so those updates are taking time. Thanks for understanding, and I appreciate all the feedback!
Thanks a lot for your support and understanding during this tough time. We really appreciate your patience and believing in our project, especially considering the circumstances we have faced due to the war in Ukraine, which has impacted our development pace.
Your continued support, feedback, and activity in the community are a real help to us. They give us the energy to keep working on our binary computer despite all the difficulties. We appreciate every comment and every word of encouragement you give us.
We strive to meet your expectations and create a high-quality and engaging program that will allow you to master assembler. We're working hard to get the full learning program to you as soon as we can.
Thank you for staying with us. Your support is invaluable to us.
We're happy to announce the release of a series of learning materials for assembler programming. Right now, the lessons are available in Ukrainian. You can find them in the game folder in a file called "lessons-ukr.pdf". In the near future, we'll add lessons in English and other languages.
Tomorrow, May 6, we will be releasing Title Update 1.0.4 Assassin’s Creed Shadows @ 2 pm UTC / 10 am EDT / 7 am PT.
Thank you to everyone who has taken the time to report these issues to us via the Bug reporter. As always, you can reach out to our support team if you run into any trouble.
Check out what’s coming to Shadows tomorrow.
Make sure to also check out our Year 1 Roadmap for more information on what’s coming next for Assassin’s Creed Shadows!
An encounter with Luis Frois at a Jesuit Mission turns into an opportunity to help an old friend. Retrieve lost notes, protect Lady Satoko and learn more about the Jesuits in this new Free Story Pack playable with both Naoe or Yasuke.
To meet with Luis Frois and start the quest arc, head to Azuchi. Luis will be located south of the Merchants’ Quarters. The quest will be available upon completing “The Path he Walks”, in Yasuke’s Board.
Codex Update: Character Entries
As requested by many, we have added character bios in the Codex database to help you keep track of the many allies and foes you will meet throughout your journey in Japan.
LIST OF BUG FIXES
General
• Fixed an issue when pressing "Go to board" for "Complete Yasuke's personal journey" does not redirect the player to Yasuke's quest board. • Fixed an issue where some trinkets could not be accessed in the Forge. • Fixed some issues where visual customization could not be applied to certain weapons. • Fixed a visual issue with the Red Bull trinket swapping between Yasuke and Naoe. • Addressed several AI issues. • Addressed several audio issues.
World
• All props near an altar or a religion building will now be static, preventing any destruction. • Fixed an issue where too many deer spawning and running on main roads. Oh dear, watch out! • Merchants will no longer offer multiple instances of the same item in shops. • Fixed an issue where buying and equipping head gear would kick you from the merchant menu.
Quests
• Fixed an issue where in the quest “Astray”, players could not talk To Nakamura Tadashige.
NOTE: Players will need to step away from Nakamura Tadashige (+500 meters) and then come back to speak with them.
• Fixed an issue where Nagato would sometimes not follow the correct path in the prologue during the "Fight of the Kakushiba Ikki" quest. • Fixed an issue where Momochi Sandayu does not attack during the objective "Kill the Soldier" in the "Fight of the Kakushiba Ikki" quest. • Fixed an issue where Nagato would despawn after a save/load during the quest "The Onryo Samurai". • A prompt will now properly appear to Observe during the objective "Reach a high place to observe the Onryo Samurai" in the quest "The Onryo Samurai". • Addressed an issue with enemy NPCs fighting each other after talking to Shotei during "Against the Koga-ryu". • Fixed an issue where Tokubei would start attacking anyone that enters conflict with the player during the "Confront Tokubei" objective of "Losing Hand" quest. • Fixed an issue where quest directions do not match the quest location during the "Meet Katsuhime" objective of "Against the Koga-ryu" quest. • Addressed an issue where Yasuke would recover all of his health upon receiving a killing blow from Marume Nagayoshi during the duel from "Nobutsaha's Students".
Stealth
• Fixed an issue where Improved Ground Assassination (Assassin passive skill) would not work properly. • Fixed an issue where Assassinations would not remove any health from knocked-out enemies. • Fixed an issue where, after performing a Double Assassination, Naoe could not swap weapons if she was using the Katana as primary weapon. • Fixed an issue with Yasuke’s Brutal Assassination not triggering at a certain distance with NPCs. • Fixed Guaranteed Assassination not working with the kunai. • Fixed an issue where Naoe could use smoke bombs to trigger Guaranteed Assassination opportunities on bosses. • Fixed an issue where crouching during a Sprint Dodge would increase the speed of the crouch state. • Fixed an issue where Naoe had a delay when crouching after moving while aiming a tool. • Fixed an issue where corner cover camera would not always trigger. • Fixed an issue with alarm bells respawning after cutscenes. Please don't ring. Please don't ring. Please don't ring.
Combat
• Adjusted the Igan Sunset Tanto perk (i.e. slow down time on Escape Strike) to prevent endless slow-down when using Escape Strike repeatedly. o The perk now works as follows: “Slow down time after Escape Strike interrupts enemies” • Fixed an issue with the Snake Bite ability (Kusarigama) costing more than one chunk of adrenaline. Two fangs. But one bite. • Fixed an issue where the "Crescent Strike” ability (Naginata) did not deal any damage on its first hit. • Fixed various issues with perks not functioning correctly. • Fixed an issue where letters displayed on screen would not automatically close when the player would enter conflict. Listen I’m just trying to read here. • Fixed an issue where Naoe cannot dodge if she first attacks the Ashigaru Swordsman with a posture attack during "Fight of the Kakushiba Ikki" quest. • Fixed an issue where the ability wheel would still display the abilities from the previously equipped weapon when being unarmed.
Visuals & Graphics
• Fixed several animation, visual or misplacement issues. • Fixed various rendering issues.
UI & HUD
• Addressed various UI/HUD issues. • Addressed localization issues. • Fixed an issue with the tutorial explaining how to use boats. How do you row this thing? • Fixed an issue where the four targets of the Pirate Alliance were not aligned on the Objective Board. • Fixed an issue where the drop-down list is missing for "Text Color" and "Background Color" options in the Captions menu.
Photo Mode
• Fixed various visual issues with Photo Mode. • Fixed an issue where the last known position visual effect remained visible in Photo Mode. • Fixed an issue where the Codex Orbs remained present in Photo Mode. • Fixed an issue where the vignette effect size increases when decreasing the value in Photo Mode.
Hideout
• Fixed an issue where the blacksmith was missing from the hideout. I must upgrade my weapons! • Fixed an issue where some trinkets could not be accessed in the Forge. Stability & Performances • Addressed various crashing and stability issues.
Platform-Specific issues
Xbox
• Fixed an issue where the "Balanced" mode was missing in the Performance options.
PC
• VRAM usage is now added to the performance overlay when using the benchmark tool. • Improved description in the Scalability options to better reflect the impact on CPU and GPU. • Addressed an issue with conflicting bindings for mouse & keyboard on PC. • Fixed an issue where the VRAM meter doesn't accurately update the VRAM usage when settings are individually changed. • Addressed an issue with PC using Photo Mode with the Ultra-wide screen settings .
STEAMDECK
• Addressed an issue where there was a heavy loss of FPS in the opening animation before arriving at the Animus HUB (memories).
MacOS
• Fixed an issue where the resolution options are all "Custom" when the game is in windowed mode on macOS. • VRAM usage added to the performance overlay. • Addressed an issue with the PS5® DUALSENSE® controller lightbar not emitting the correct light on macOS.
The Ouroboros King is participating today in a Daily Deal with its biggest discount ever: 50%. If you have any friends who don't own the game yet, this is a great opportunity to tell them.
Additionally, today I'm releasing my second game Gods vs Horrors. It's similar to TOK in being a deep strategy roguelike, but in this case, it's about making the perfect build instead of tactical execution. Here's a link in case you're curious: https://store.steampowered.com/app/2994240/Gods_vs_Horrors/