- Fixed Eclipse powers not lowering the gauge bar. - Summer Character modification: Added a projectile and changed the auto-double. - Fixed the projectile special power being disabled. - Fixed stages. - Fixed several minor bugs.
First and foremost, we would like to thank everyone who visited our booth at Gamescom LatAm! It was incredible to meet you all in person and receive your valuable live feedback. We were so happy with the warm reception, the fun we had, and all the conversations we shared during the event. Using the feedback and suggestions we received during our showcase, we've rolled out an update with some priority and quick improvements and fixes to make the game even more fun for you!
Here’s what’s new in this version:
Improvements
The button for selecting card upgrades in the middle has been changed from X to △.
The Zoom In and Zoom Out functions are now performed by holding down the L1 and R1 buttons, respectively, eliminating the need for repeated presses.
Added the functionality to return to the previous menu by pressing the ◯ button.
Menus now display the corresponding controller action button when an item is selected.
Fixed an issue where menus could be left without any option selected.
Removed the collision from quest chests, as it did not add to the gameplay experience and could be obstructive.
Made an adjustment to the Shadow Element, which was more powerful than intended.
Bug Fixes
When a mission is failed, the side menu now correctly removes the mission from the active quest list.
The button to open the menu when pausing the game has been changed from △ to L1. Additionally, we fixed a bug that allowed the menu to be opened even when the game was not paused.
Fixed an issue that allowed players to access the orc area by climbing a wall unintentionally.
Adjusted the animation of the Abomination of Ïsel to ensure a smoother transition between attacks.
Made adjustments to the positioning of some safe spawn points, which were occasionally located inside walls when trying to exit the map.
Implemented improvements to wall collision, aiming to reduce situations where the player could get stuck.
The description of the Fire element has been updated to clarify that damage is applied to enemies.
When pausing the game during upgrade selection, the attribute upgrade tip has been removed (as this functionality has no use now).
The experience bar now correctly displays progress on the “unlocks” screen.
Adjusted the upgrade text displayed above the car in cases of upgrades with fractional values.
The description of the mission to stay close to the chest now shows the total mission time.
This patch is an important one. We have some major fixes to save management and mission progress:
- Fixed issue when loading saves for when a single user profile was present - Fixed issue when finishing the Explore Ship mission - Fixed issue with weather sound effects - Added new weather effects - Added two new creatures to the planet pool - Fixed some UI and draw issues
I'm still working on fixing the render issue on AMD cards. If you experience a black screen, remember to check the options and disable the extra color tilt effect.
Thanks for the help, let me know if you run into any issues.
We’re so pumped to finally share what we’ve been working on with Waterpark Simulator. This has been a true passion project, built by a small team of people who genuinely love what they do. We set out to create the waterpark game we always wanted to play, but could never find.
Waterpark Simulator - Announcement Trailer
This is just the beginning. We’ll be sharing more details soon, but for now, we’re excited to announce that the free demo launches on June 6th. The Early Access release date will be announced a little later.
We genuinely want to build this game with the community. Your feedback means a lot to us, and we're committed to improving and expanding the game based on what you think.
If you’re excited about the game, wishlisting it really helps us reach more players. We’d also love for you to join the Discord, where we’ll be active, listening, and hanging out as development continues. We also plan to release bi-weekly DevLogs once the demo has launched so stay tuned!
Chickenhare and the treasure of Spiking-Beard - Alex | Kane
Chickenhare is a wildly original adventure-comedy franchise that hatched from the imaginative mind of comic book creator Chris Grine. First introduced in a series of graphic novels blending quirky humor, heartfelt storytelling, and fantastical worlds, Chickenhare quickly gained a devoted fan base with its one-of-a-kind hero—a half-chicken, half-hare with a whole lot of heart.
The leap from page to screen came with Chickenhare and the Hamster of Darkness, a CGI-animated feature film produced by nWave Studios. The film brought the beloved character and his world to life in a bold, family-friendly adventure full of action, charm, and visual flair. Its success extended the franchise’s reach, inspiring a new wave of fans and a video game adaptation that lets players jump into Chickenhare’s shoes for their own daring quests.
The next movie, Chickenhare and the Secret of the Groundhog, is set to hit theaters in Europe and the rest of the World starting in October 2025, promising even bigger adventures, familiar faces, and a galaxy of new surprises.
With a growing universe of stories and fans, Chickenhare continues to celebrate bravery, friendship, and being unapologetically different—whether on the page, the screen, or in the game.
We’ve got a new update rolling out tomorrow that packs in several important changes and improvements based on your feedback. Here's what's coming in this patch:
Audio Overhaul:
Adjusted volume levels for bots, announcers, weapons, and more for a better-balanced sound experience.
Gameplay Updates:
Reworked bot difficulty for more dynamic combat encounters.
Introduced canvas mapping improvements to streamline visual interfaces.
5-man squads are now supported – squad up with more firepower!
Enabled auto-reload for smoother gunplay.
Increased reload speeds across multiple weapons for faster action.
All player progression will be reset. This allows us to implement the new ranking system effectively.
Ranking-up speed has been adjusted to reward active players and make progression feel more impactful.
We appreciate all your support and feedback. These changes are designed to make Viper Squad more fluid, tactical, and rewarding. More updates are on the way – stay sharp, soldiers!