Jump Space Playtest - Kappische
Thank you all for testing and providing bug reports and feedback. This time around we've been focusing on stabilizing the game a lot, specifically network related errors.

To help us stabilize the game even further, we've reduced the amount of content in the game to focus our efforts on some specific areas of the game. Overall the performance should be better and more stable in multiplayer. There are a lot of tiny fixes and tweaks throughout the game which will hopefully give a more pleasant experience.

Unfortunately, we have had to wipe the progression again since we want some fresh data on the limited content.

Thanks for your help <3
Jong Kyu Pon - Nineteen woods
以下の機能変更を行いました。
  • 麻雀チュートリアル中、他のボタン類を触れないように変更。
  • 思い出が発動しない条件として「出場停止」状態であることを表示するように変更。
  • 「発動中の思い出」の背景を全体と一致するように変更。
Ready or Not - Kaminsky
Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art!

Today we're going to be talking about the winners of the mapping competition and give a little bit of a background on why they were rated the way they were, giving some insight into our judging process as for this one the judging was done entirely by the development team.

But before that, we'd like to announce the full launch of our new Merch line!
Currently the new store primarily serves North America, but our partners are quickly expanding and will be able to offer more affordable shipping later in the year.

Link here: https://na.merch.voidinteractive.net/


We've taken the feedback from the test run and we've improved everything across the board. What is here as well isn't it, we will be launching more and more merch in stages as production and development finishes. We've also included something a little special for our oldest and most dedicated supporters, you know where to find more information about that.



The running for maps were tight, with only two outliers that had incredible concepts and backend features but unfortunately fell a little short in the department of presentation. We'll start our analysis from third place and work our way towards first.

Third Place: Neon Tomb Remastered by Vegriv

The front end being taken directly from the front end of the original belies the amount of work that went into entirely transforming the vibe of Neon from a contemporary club feel to something that wouldn't feel out of place in 1990s Vegas.

The map almost spreads out like a spider, with the central semi-circle of the pool and bar-island surrounded with the splayed out spokes of the rest of the map, a majority of the upper and lower floors instead laid out across one spectacular maze of danger and death.

Taking the main path brings you into a vast, wonderfully designed, and decidedly incredibly dangerous new main pool area. In many testers first times on the map they'd find themselves surrounded on all sides by well armed and armored Hand members and quickly torn to shreds. Taking alternate routes in the bowels of the Tomb only further shows off Vegrivs' care taken in the redesign and the rigid adherence to the spirit of Neon while still changing the entire look of the map.

Of particular note is that hallway, of which I won't share for fear of spoiling it, but it was the aesthetic highlight for many of the Judges. In particular our entire art team.

Second Place: Shattered Nerve by Delta and StenTheAwesome

Certainly the smallest of the maps submitted, more reminiscent of Sullivans Slope in both size and suspect count, but that very much belies the care and attention paid to every nook and cranny of the map.

Opening with something that is rare, even in the custom map sphere, you're presented with not only fellow officers armed and already engaging the suspects but the ability to send team members to the other spawn point from in-map. Allowing a flexible two-pronged approach on some of the most dangerous criminal archtypes that the game has to offer.

Moving up on the house from the primary start point, we're treated with another first. The application of the Bearcat in one of its' intended use cases as a breach assistance vehicle, doing so by ripping a gate off the hinges and allowing D-Platoon to approach the home in question. The house itself is dangerous before you even set foot on its' lawn, with possible fire from the upper windows and traps set up outside on the deck and porch approaches, hidden amongst the gnomes and planters.

Inside, even more traps and a killbox set up with a custom AI script to hold their position with a machinegun at the top of the first set of stairs, which may also be trapped after the suspect is dealt with. The explorative player will find the ladder prompts, allowing officers to climb up behind the machine gun nest and incapacitate the machine gun wielding suspect.

As you approach the secondary shooting position, where a suspect had been firing down onto your fellow officers you find both the iconography of the Left Behind and their grievances as well as a somber and touching tribute to a soldier who tragically lost their life in the line of duty.

At the primary shooting position, players are treated to both an overview of the carnage that necessitated the response of D-platoon and the beautiful vista of Los Suenos in all of its' underappreciated glory.

First Place: Homeland by Lumoize and MrEman

Bringing back the old station in general wins a lot of points in the map design sense, but what was done to it brings the whole thing to a entirely different level. Lumoize and MrEman took the entire level that used to be a safe haven and hangout for many officers pre-1.0 and turned it into a lethal labyrinth.

Dripping with detail that Transends the first, second, and even third glances Homeland is absolutely dripping with details that elevated the make from just 'good' to first place material. From the proper direction of the prayer mats around the map, to the custom interactable easter eggs, to the training courses built to directly reference all of the actions that The Hand has taken.

Homeland certainly ranks among the greats of Ready or Not mapping alongside Sanctums Deciet, and just so that we don't reveal too much and end up adding another thousand words to this newsletter, we'll keep this review short.

Lumoize and Mreman hit it out of the park with every ounce of care and attention they put into this map.



Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.

Outside of our drops, you can find more of this wonderful content here:

https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/


Keep your feet on the ground.
VOID Interactive
Yes, Your Grace 2: Snowfall - bulka_tarta
Build 1.0.10498 Patch #5
  • Cedani should no longer block progress in Chapter 3 on week 1
  • Another (hopefully final) pass on loading the game to main menu - then back again causing main quest blocker issues (if you had this issue, you will need to load the game from a WEEK-START save (not mid-week))
  • Oleg will show up correctly in the Council Room after sending him to find the dog
  • Fix for Chapter 6, Grevno Gates blocker
  • Fix for game getting locked at Losing Grevno cutscene (sticky soldier will no longer lock the game)
Gravethorn - Volviir
You can now download and play the demo version of Gravethorn from the store page!

While the game is still in active development, this demo will give you a taste of the core gameplay, exploration, and storytelling elements. Please note that this build does not represent the final version of the game. Your feedback and suggestions after playing the demo will be incredibly valuable in shaping the final experience.

The demo includes two difficulty modes, both of which will also be available in the full release:
  • Standard – the default and recommended challenge.
  • Story – a more accessible option, offering reduced incoming damage, increased player damage, an extra Healt Potion, higher Bullet and Throwable capacity, and more Mana gained per hit.

Please be aware that in languages other than English and Turkish, some localization issues may be present, such as inconsistent names, awkward phrasing, or incorrect translations. I apologize for any inconvenience this may cause.

If you experience issues while customizing your key bindings (such as keys not assigning correctly or remaining unbound), try pressing the "Revert to Default" button and reconfiguring from scratch. If problems persist, feel free to reach out to me via email.

You can share your thoughts and suggestions by posting in the Feedback thread on the game's forum, or by contacting me directly at:

volviirdev@gmail.com

Thank you for your interest—and happy hunting!

– Volviir
Sime Is Back 18+ - grandespallone
This update adds a brand new Introduction Chapter, giving players a chance to experience the events that led up to Sime Is Back 18+
Based on the previous game, Sime Is Back 3D Old School, this short playable sequence offers a glimpse into the backstory.

If you’re new to the series or just want a quick refresh of the lore, this is a great place to start.

Thank you for playing and supporting the game!

SMITE 2 - Radar_X
The following fixes and balance changes have been made to SMITE 2 and are now available on PC with console to follow as soon as possible.

Items

  • The Executioner
    • Decreased Passive Strength from 40 to 30
    • Decreased Passive Intelligence from 70 to 55
  • Totem of death
    • Decreased Cooldown Rate from 20 to 15
  • Demon Blade
    • Decreased Attack Speed from 20% to 15%

Gods
  • Kali
    • Incense (3)
      • Decreased Bonus Intelligence Scaling per Rupture Stack from 22.5% to 17.5%.
      • Decreased Base Damage from 40/65/90/115/140 to 35/55/75/95/115.
  • Guan Yu
    • Taolu Assault (3)
      • Decreased Protection Steal from 3/6/9/12/15 to 3/5/7/9/11.

    Fixes
    Fixed an issue where Aphrodite Basic attack was showing the wrong VFX
May 9
The Uncultured - Embermoon
*Relocating Bug is Fixed
Stars Reach - sean.weeden
  • What have the players done this week?
    • “That’s the craziest thing I have ever seen in any video game!” and he captured it on video:

    • Players are enjoying the “Physics Midterm” build and showing us how we can expect players to approach the game. This allows us to improve the path they are taking.
  • Build update: Hotfixes
    • Bug fixes: metal alloys and recipes calling for clay have been fixed
    • Prospecting became inaccurate and that was fixed
    • New recipe added: converting Clay Ore to Ceramics

  • A Warm and homey blogpost by Matt Daly: New World Notes: Stars Reach: Why Raph Koster's Upcoming Sandbox MMO is Already a Wonder-Full Escape from the Internet's Gen AI Slop (Guest Post)
  • Playable Worlds’ Eric Goldberg is teaming up with Mitch Lasky to present at GamesBeat Summit 2025 next week: “How to Navigate the Games New Normal” https://gbs.venturebeat.com/schedule/
  • Developer interview with Sean Grady, Lead Simulation Engineer:

  • Did you miss the Fireside Chat on May 3rd?
  • Backer Invites + Discord Backer Badge.
    Almost all of the backers have submitted their survey, but if you haven’t then search your email box. If you submitted your Backer Surveys before May 6th:
    • New testers got an invite from FirstLook with a playtest schedule and instructions. (Check your spam folder if you don’t see it!)
    • Existing testers will not get a new invite, your Discord role should now show a Backer badge. Not yet? Log into FirstLook.gg and synch.
    • Can’t find it? Email support@playableworlds.com

Tlatoani: Aztec Cities - Perspective Games
This is a fairly big update and could have some teething troubles, so feel free to report any bugs on discord or via the steam forums. This will also break previous saves related to the tutorial missions.

* Added basic map-editing functionality (use 'editor' cheat code for now)
* Added prototype for help encyclopedia
* Added new tutorial flow with help-hyperlinks
* Removed most tutorialisation from the history campaign
* Assorted tweaks and fixes
...