ELDEN RING NIGHTREIGN - [BNE]plt
On the dawn of the fifth day, 3.5 million Nightfarers took up arms against the Night in ELDEN RING NIGHTREIGN.

We are ever grateful for your passion.


But the Night is far from over.

In addition to the DLC releasing later this year, new additions will be gradually implemented, including enhanced fights against existing Nightlords starting this month, as well as Duo Expeditions at a later date.

Thank you for your support.

https://store.steampowered.com/app/2622380/ELDEN_RING_NIGHTREIGN/
WolfQuest: Anniversary Edition - loboLoco
We've released the next big game update, featuring Saga modes for multiplayer games, the new and improved grass and wildflowers, and many more improvements and bug fixes! Watch our devblog for the overview, then peruse the detailed patch notes below!



v2.0.1 - Released 3 June 2025

NEW - GENERAL
* New option in Game Settings: Allow Classic Coats on NPCs.
* New option in Game Settings: Graphic Settings to disable lightning flashes (during thunderstorms).
* When an Ironwolf or Elder Wolf dies, new "Decide Later" button to the Death panel; choosing this option creates a special save with a tombstone icon, so the player can open it later and choose their heir.
* Added genetics for inherited eye color.
* Added Presets for Graphics Quality settings.

NEW - MULTIPLAYER
New Saga game modes:

Saga Year (5 players): Play through one year as a pack, from Establish Territory to Young Hunters.
* From 2 to 5 players.
* All maps except Lost River Classic.
* Public, Private, or Pack games.
* Players can come and go over the course of the game.
* At least two players must be in the game to have pups after choosing a den.

Full Saga (2 players): Play the entire Saga with one other player, as mates and leaders of your pack! Raise each litter together, year after year, until one of your wolves dies as an Elder Wolf.
* Two players, no more or fewer.
* All maps except Lost River Classic.
* Friends only, no public games.
* Each player must use the same wolf for entire game.
* Both players must be in the game to have pups after choosing a den.
* Player-wolves can age up (or choose not to).
* Family Tree is generated as in single-player, with pups who become playable, and when one player dies as an Elder Wolf, the host can continue the story of this pack by starting a new game with one of the pups in the Family Tree. (The other player will be an unrelated wolf as usual.)
* Unlockable coats can now be unlocked in 2-Player Full Saga.

Plus nine new Multiplayer Saga achievements!

NEW - VEGETATION
* Upgraded the vegetation rendering system to allow denser grasses on high quality levels and interaction (grasses and plants bend when animals move through them.) Performance should be similar (a bit better in some places, a bit worse in others, but overall very similar). On "Grasses and Bushes" setting (in Game Settings:Graphics), Enhanced and Maximum options enable denser grass and interaction.
* New wildflower: Yarrow.
* Improved the Arrowleaf Balsamroot model and added it to other Yellowstone maps (was only on Hellroaring).
* Added late summer vegetation (Huckleberry and Snowberry bushes have berries) on all maps (was only on SC until now) and adjusted timing to they first appear in July rather than August.

GENERAL IMPROVEMENTS - WOLVES
* Enabled pups to get scarred coats from Life is Rough packs (but not until they are yearlings).
* Enabled pups to get more body injury modifications (half tail, corneal edema, etc.) when they are yearlings, and shifted odds for other mods from GP pup to yearling age.
* Many improvements of wolf movements when at homesite/hanging out, to make packmates look less hyperactive (walking instead of trotting when near others, slower acceleration unless starting urgent action, slow down when approach object to eat or pick up, etc.)
* Made packmates look at nearby animals and objects more often when hanging out with the pack.
* Several new "looking around" animations when wolf is idle.
* Several refinements to crowding when pack eats a carcass.
* Made young hunters better at staying to the edges of a fight when "staying safe."
* Rival wolf packs: Limit the number wolves that can disperse per day per pack.
* Added NPC behavior to kill hidden calves. (Was in there in the old AI, but was lost.)
* Increased chances for pups to disperse with one or two siblings.
* Made packmates weave back and forth less when running in a group.
* Refactored Departed Wolves tracking and UI sorting.
* Removed pup raid icon when fighting in NPC territory during a home site move.
* Prevent rival packs from taking the last several unclaimed hexes on a map.
* Wolf Customization: Switching coats on an existing wolf will now regenerate coat genome.
* Packmates are now guaranteed to join a hunting trip once they drop to 35% food/hunger (previously was 30%).
* At start of Growing Pups quest, enforce the time-jump to early August, to ensure consistent duration for that quest in all modes.
* If player is away from homesite and does secondary howl, hungry (under 35% food) packmates will come to you. If you howl repeatedly, they'll all come -- but if Affinity is below the threshold, you'll get the notification about the pups being in danger.
* Made all player-hexes along the map border count when bringing pups around the territory in Young Hunters.
* Re-enabled the Run Alongside movement when chasing prey.
* Wolf body snaps to different pose when dying while sleeping.
* Extended time that dead pup lays on ground before disappearing (so packmates can finish mourning).
* Known Wolves sometimes not updated when wolf dies by natural pack progression.

GENERAL IMPROVEMENTS - MULTIPLAYER
* Several improvements to pup fondness and favorite parent, should help to prevent annoyances.
* Ignore spaces at the start or end of a wolf's name when whispering.
* Refinements to NPCs when players are AFK-Limbo, to avoid or minimize weird issues.
* Mouse movement now counts as player activity when determining if a player is AFK.
* Set pup hunger rates to be the same as in SP.
* Added new Multiplayer section to Game Help, with info about new MP modes.
* Pack Info: Don't show pencil icon if the pack member can't be renamed.
* Increased injury healing time by 33%.
* Reduced dispersal frequency in all MP modes.
* Added Affinity penalty for needlessly putting pups in den.
* Changed MP collection achievement texts to say "home site" instead of "den."

GENERAL IMPROVEMENTS - ANIMALS
* Increased swimming speed for all animals and increased stamina drain on wolf when swimming.
* Prevent hostiles from targeting a pup that's staying safe, unless it's a pup raid.
* Adjust number of coyotes in pup raid based on number of babysitters at the homesite.
* Increased maximum size of coyote packs from 4 to 7.
* Coyotes will now flee once all of their Flee meters are at maximum, without requiring players to chase them away.
* Improved how NPCs target the player, so it'll simply target the closest player.
* Increased rival pack hex decay in HM and LRAE, and reduced their hex gain rate, so these now match AM and SC.
* Cancel pup raids that are active when player is selecting a den.

GENERAL IMPROVEMENTS - INTERFACE
* Improved handling of the Pup RNG Death option: When starting a new game, it uses the setting in Game Settings on the main menu. But when running a game, it now uses the Game Settings selection from that game save.
* Setup New Game: hide "Show Only Dead Wolves" toggle, because we are hiding "Show Dead Wolves" toggle.
* Setup New Game: refactored code that handles Start Button states and messages.
* Setup New Game: Re-ordered maps listing.
* In Save/Load panels, input field filtering now also works for packname.
* Prevent the notification about making a scent post when doing pack rally or right after rally is completed.
* The "no packmates joining" notification appears when secondary howling during no-homesite quests.
* Added alternate "Pup sick" notification (saying pup will recover) to appear when RNG Sickness Death is disabled.
* Adjust volume when many wolves in the player-pack howl together.
* Allow apostrophe in home sites and pack names.
* Made notification for Out of Disk Space more reliable.
* Controller: Many navigation improvements on Pack Info panel
* Controller: Improved access to Chat options panel and Known Wolves delete buttons
* Allow mouse cursor when notification appears in loading screens in MP.
* Refactored code that handles joystick assignment to player.
* On Wolf Customization, prevent randomization from changing elder wolf stats.
GENERAL IMPROVEMENTS - OTHER
* Reduced memory footprint in each scene some.
* Added "Exploration Woods" track from WQ Legacy/Classic.
* Known Wolves: Refactor and improved some parts of code.
* Family Tree: Made it update automatically when non-offspring packmate disperse.
* Refinements to Hellroaring and Slough Creek water, and made SC spring flooding water muddier.
* Oil Lamp collectible glows if picked up.
* Periodically clear out sticks and bones, and branches around the homesite, and beaver branches elsewhere.
* Hellroaring: Moved one elk herd's summer position from northeast area to central. (The herds are pretty well distributed already, except that one was unlikely to be found. NB Hellroaring has the same number of elk herds as Lost River DLC map.)
* Improved analyis of duplicate Family Tree files, to choose the correct one to use.
* Improvements to quest logic when player joins a rival pack, fixing issues where game would skip ahead too far in time.
* Extra checks to prevent File Sync process from duplicating wolf save files (which can cause weirdness with Family Trees).
__________________________

BUGS FIXED - WOLVES
* Young Hunter pups won't engage in Pack Rally while near prey.
* Wrong pup shown on pup naming screen (because a sleepy packmate went into den during the fade-out at the end of Find Den quest).
* When the player does a secondary howl, babysitter leaves the den when the den is flooded.
* If NPCs are all hungry, they all join at once, even when invited by a secondary howl.
* Jerky transition when wolf lays down to some poses.
* Elder Wolf Cause of Death Always 'Kicked by Elk'
* In some cases, pup age is incorrect in some displays or calculations.
* Pup raid icon appears when the pups are nowhere nearby.
* Animals are only aware of the pivot point on carcasses, leading to odd or confusing situations because the pivot is sometimes at the base of the carcass's feet.
* NPCs sometimes get stuck when pathfinding due to very bad luck in obstacle avoidance paths.
* Wolf gets stuck navigating next to a deep water contour
* NPCs reserve food that they won't be able to eat in the animation time left.
* Dispersing aunts and uncles are playable after successive heir switching to sibling then offspring
* Rival wolves won't catch up if they fall behind while chasing you.
* Rival packs can have the same name.
* Too many pack leaders in a rival pack.
* Lost pup who wanders back home is still considered lost.
* Packmate goes back and forth between a meat object and the player.
* "Soulmates" achievement can be unlocked even if your mate has already died when you reach age 8.
* Yearlings not counted when considering if the player pack is too big to be raided by a particular raider group (like coyotes).
* Keeping affinity up is hard if in trial with a mate candidate while having pups.
* Exception due to trying to die twice when dying of old age.
* Airplane ears are distorted on GP and YH pups.
* Aging discrepancy notification appears in SP when it should only be in MP.
* Birthday panel is missing the age readouts.
* If Unknown Fate fails to complete as you wake up, it remains lingering and kills another pup later, even if it's no longer necessary.
* Game doesn't check for pups left out when a player joins another player's hunting trip (possibly being the last babysitter).
* Packmates ignore a carcass obviously close to the main group.
* Packmates can get stuck behind border.
* When finding a unknown fate pup that survived, notification about Family Tree update appears even if current player wolf is not one of the parents.
* Packmates don't trigger fighting behavior if the only enemies nearby are young hunters.
* Pups can wander far off while being babysat.
* NPCs don't use all sleeping poses
* Non-compliant packmates don't stay close to client players.
* Pups won't come out of grass (and likely other issues as well).
* Non-playable siblings grouped with playable siblings when dispersing.
* Bloodline achievement can be triggered with incorrect wolves.
* Player offspring are no longer considered as raised by player if player switches to play as heir with widowed mate.
* Snow sometimes persists on animals after season change.
* In Family Tree, parents are not displayed for player-wolf after pack succession. (Not retroactive.)
* Wolf rotates in particular circumstances after doing two pack successions in one game session.
* A rival pack, all of whose members are killed, continues to be active.

BUGS FIXED - ANIMALS
* Eagle raid can occur soon after player leaves homesite.
* Eagle doesn't start attack if players leave the den while it's circling.
* Land predators don't start attacking if client player is last to leave the homesite on a hunting trip.
* Grizzly gets stuck right next to an impassable contour.
* "Raiders flee" notification appears, then pup dies right afterwards.
* Coyote and feral dog "Raid ends" notifications can appear before raid begins.
* Cougar fails to eat pup properly.
* Coyotes ignore wolverines, to their detriment.
BUGS FIXED - MULTIPLAYER
* Fun Parent perk on client wolf is not counted.
* In Story/Saga games, removed requirement for multiple player-wolves to participate when creating and reinforcing a marking post.
* Client wolves stepping back after regurgitating isn't properly processed on the host and pups are unable to reach the regurgitant until the player manually moves away.
* Quest icon was displayed in Episode Intro UI panel.
* Affinity decay is messed up, and decays way too fast in no-homesite quests. (Should also decay a bit slower now in homesite quests.)
* When applying filters in My Wolves panel, "Show Only Playable Pups" and "Hide Playable Pups" were not giving complementary results.
* Character controller switching between QuickHeal and Rest multiple times during healing.
BUGS FIXED - INTERFACE
* Error when current window queued is closed because it is not in context anymore.
* "Achievement Error" notification displays right after game load.
* Find Mate countdown clock stalls after map moving.
* The "no packmates joining" notification appears when secondary howling during no-homesite quests.
* Saved Game panels: Error when filtering save names by input field if the save file is older than when we started serializing pack name.
* "Family Playful" track wasn't playing since a code refactor.
* Notification reappears about not being able to report an achievement right after successfully reporting an achievement to the server.
* File Sync: If downloading header from server fails, game assumes there are no files on server. Now a notification will be shown.
* Wolf Customization: Changing pup coat tint in wolf customization regenerates coat genome coat.
* Hellroaring: Rancher blamed for shooting wolf when it should be hunter.
* On birthday when aging up to Elder Wolf, health bar fill exceeds background in specific circumstance.

BUGS FIXED - OTHER
* Issues with wolf fighting music.
* "Family Playful" track wasn't playing since a code refactor.
* Snow tracks become misaligned after animals slide sideways down a slope.
* Tweaked sky color at dusk and dawn.
* Error that causes saved game to fail to load on saves that run code to fix missing wolf parents data.
* Error that causes old saved game to fail to load due to change in ID scheme.
* Removed Buffalo Creek as pack name in Hellroaring (was duplicate of pack name in SC).
* Quest music can repeat when played from Roam music (with some luck) and give the impression it is on loop.
* Hellroaring: Player-wolf can get too close to some cliff edges above boulder fields.
* Lost River DLC: Blades Peak natural landmark won't unlock in early spring.
* Lost River DLC: Buildings can glitch out briefly when switching to run around as Carmella.
* Sorting error with collectible objects.
* File Sync: Remove any possible duplicates when adding new Wolf save or Family Tree files.
_______________________________
See all patch notes at: https://support.wolfquest.org
DayZ - lynn.zaw

Greetings, Survivors!
We are happy to announce that game update 1.28 has been released on all platforms. We are grateful for all the feedback we received and for your active participation in the experimental phase.

We’ve known since the launch of DayZ Frostline that Sakhal needed more dynamic elements. This time we were able to add a few. Once you spawn at the coast, for example, you may be able to spot some grounded fishing and military patrol boats, which will make you wonder what may have spawned there. Through your travels down the major roads of Sakhal, you may also find the wrecks of ambulances offering basic medical supplies - if you can fight the infected who are hanging around, that is. Survivors exploring Shantar Island and the Burukan peninsula may hear (or even see) the familiar signs of helicopter crash sites. They offer different kinds of loot compared to the surroundings, and also disrupt the usual routes, making new areas temporarily more dangerous. We definitely recommend giving Sakhal another try. Just think twice before taking a bath in one of the hot spring areas. Something is certainly brewing in there now!


We know how close the subject of firearms is to many of you. Since it’s been a while, we decided to pick related topics from our backlog and implement them in this update. First of all, we are introducing two new firearms. The first is the new king of shotguns - the semi-automatic R12, complete with a wide range of attachments. Secondly, there’s the return (for legacy players) of the RAK 37: a submachine gun that’s fed by 15 or 25 round magazines of .380.


We also have three new scopes to spice up the ranged meta. The new king of scopes is certainly the Marksman scope, followed closely by a new variant of the PSO scope, the PSO-6. Hunting scopes got a lot rarer because we’re introducing lower magnification Sportpoint sights. We’ve also introduced damage states to the scope overlays, the ability to have illuminated reticles in those overlays, and also improved the visuals of the rangefinder overlay. Additionally, our audio department has introduced another large batch of firearm audio changes, this time for all non-automatic rifles. We also finally completed an iteration of the firearm lifting mechanic. It now has a new state of pullback, meaning the firearm doesn’t instantly go up the moment it touches an obstacle.


A third important piece of this game update is tied to cars. We made a fundamental change to the way the cars are synchronized between the client and server. The goal was to make the driving experience more pleasant, allowing you to keep things under control, even during high latency conditions. Vehicle bouncing and a floaty feel should no longer be present during your driving. The experimental car servers were invaluable in verifying these changes in a live environment, and we certainly enjoyed watching all of the content that was created from these. The reception to this change was positive overall, and we hope you’re going to like it.

Speaking of cars, our audio department looked at engine audibility from inside, around, and from a distance. The goal was for players to be able to communicate easier when sitting inside the vehicles, while also making sure the vehicles are more audible from a distance.


This article can’t cover every new addition, change, and fix in update 1.28. If you’d like to learn more about everything that’s new, head to our official forums and read the change notes.

We hope you enjoy this update and look forward to seeing all of the new adventures you have! We’re definitely not slowing down this year, so see you soon with more news on what’s in store!
On behalf of the DayZ team,
Adam
Tau Cubis - ifog
Bugs / Improvements

  • No longer allow score to be higher than the max value of an Int32 (ie 2147483647) to comply with Valve leaderboard requirements
  • Add dynamic font for score in menu
  • Correct some glyphs
  • Tone down interface sounds
  • Other minor corrections
Melt Abyss - charglehoshoki
1. Adjust the performance of the game UI at different resolutions
2. After the second playthrough, there is no need to defeat bosses. You can exchange the symbols of all bosses defeated in the previous playthrough at Hoshigawa Sara (a new save needs to be created to fully take effect)
Moonlight Peaks - Supervlieg
Introduce yourself, and what do you do in the team!
Hello, my name is Erik, and I am currently a Product Owner on Moonlight Peaks. I started at Little Chicken roughly 12 years ago in 2011 as a programming intern. Over the years, I worked on different projects within the company and ended up this year in a Product Owner role for Moonlight Peaks.


How did you get into the games industry?
I always wanted to end up in the games industry from the start. In the beginning, I wasn’t quite sure which side I wanted to pursue—either art or programming. But after making my first little hobby projects, it quickly became clear that my affinity leaned more toward programming.

So, I enrolled in a broad education program with a specialization in games called Mediatechnologie at the Hogeschool Utrecht. This program not only taught programming but also included courses in sound editing, modeling, animation, and a bunch of other non-game-related topics.

In my second-to-last year, I landed an internship at the game company WeirdBeard, and the following year, at Little Chicken. During my internships, I worked on various games like Trivialis and KLM Aviation Empire. It was during this time that I truly realized how much I loved making games, and I’ve been fortunate enough to stay in the industry ever since.




Where do you draw inspiration from?
From all over the place, but mostly from other smaller developers. We have all seen the big players re-releasing the same mechanics over and over again. But it’s the smaller developers that truly come up with some cool mechanically sound games. Also, what helps a lot is sitting with a bunch of other talented developers/artists. Sometimes just little conversations around the office trigger a whole new game idea. It may sound cliché, but surround yourself with like-minded people and truly cool things can happen.

What are some of your favorite games, and why?
I’ve played a lot of games over the years, but there is always one game that keeps pulling me back to it. It’s Path of Exile made by Grinding Gear Games. Apart from having a bunch of content added since its release in 2013, I really like the way this developer is making its game. It’s clear that they really play the game themselves and listen to feedback from the community to improve. They don’t always agree with the feedback, but they will communicate about it in an open way.

Also, honorable mention to Dungeons and Dragons, which I’ve played since I was still in elementary school. The simple rules plus the framework for the setting allow people to create their own stories and adventures. It’s a great way to let your creativity flow and solve problems. I also started being a dungeon master myself recently for a group consisting of my co-workers. It's a great way to get to know them better and even funnier to see them come up with creative solutions for the situations that I create.


Dungeon and Dragons session at the Chicken offices


What is your favorite thing to work on for Moonlight Peaks?
Tough question. I think the thing that gives me the most satisfaction is seeing it all come together—the game designer brainstorming over how the features/mechanics should work together, the artists making the concept art to the final 3D object in-game, the programmers tweaking the values to make it just feel right. It’s great to manage this all to make sure that no department is bottlenecked by another and figuring out what needs to be done so everybody can work optimally.


Your farm in Moonlight Peaks during winter


What are you most excited to work on for Moonlight Peaks?
The thing I'm most excited to work on is getting Moonlight Peaks into the hands of the first players outside the office and seeing what feedback they have and ways to improve the game. There is only so much we can think of beforehand, but doing that final push to make it truly great is the most exciting part.


Is there a specific piece of artwork or game element that you're particularly proud of?
I'm a bit biased because I'm a programmer, but the visual scripting tool (More about it in this article from our Lead Dev) we created in order to make all the quests, NPC routines, and dialogues. The flexibility of the system and how it gets a bunch of new features and functionality every month is just very cool to me.


Your farm in Moonlight Peaks during Summer


Briefly, what does a typical day look like for you as on this project?
A typical day for me generally starts with trying to implement the latest art assets into the game. Then getting interrupted by a bunch of questions from different departments that either require answers or problems that need to be resolved. This is followed by talking to different people to figure out what the best solution is or to clear up any confusion in order to make sure everything continues to run smoothly. Furthermore, I need to make sure there is enough work ready, prioritized, and organized in the backlog so the team knows what to do for the next sprint.


What advice would you give to new developers in the industry?
For new devs trying to get into the industry, the tips are surprisingly easy yet hard to execute: just make games. Anything you have in mind—try to make it, but keep it small and finish what you started. This, in my opinion, is the best way to learn the different aspects of game development. Think of a project, scale it down so it is doable for you, and then finish it from beginning to end. It does not have to be good on the first try or even the tenth—just make stuff and learn with each new project.
---
FAKE HEART - BLANBEE
[Bug Fixes]
- Some gallery images in Chapter 3 have been updated.

[Updates]
- Mid-save points have been added to certain chapters.
- This feature becomes available after completing the chapter at least once.

If you encounter any bugs during gameplay, please report them on our official Discord.
Thank you!

Dungeons 4 - Lunareiya
‘Dungeons 4 – Tales from the Campfire’ DLC releases June 26th!

The Ultimate Evil is thrilled to announce the third DLC for Dungeons 4, titled ‘Tales from the Campfire’ launching June 26th on Steam, Xbox PC, Xbox Series X|S, PlayStation®5 and Nintendo Switch™.

Dungeons 4 – Tales from the Campfire introduces a brand-new four-mission campaign featuring the Narrator, the mischievous Gorgu (a.k.a the Baby Evil), the Absolute Evil’s right-hand elf Thalya, and her sickeningly virtuous stepbrother Tristan. The DLC will also grant players even more evil customisation for Thalya as she receives four new skills.
Just when Thalya and Tristan thought they had escaped to their home dimension following the events of ‘Not Another Multiverse’, fate had other plans! Instead of safely returning to Thalya’s beloved dungeon and Tristan’s pretentiously perfect fortress, they’re thrown off course and forced to journey back the hard way. Along the way Gorgu throws tantrum after tantrum, threatening the safety of their camp (and the sanity of both siblings).
Join this less-than-merry group as they set up camp for the night and attempt to lull the Diaper-Wearing Evil to a restful slumber with four devious tales from the past (which are, of course, the most calming bedtime stories for a future Dungeon Lord ). These include: a mission to recapture Gorgu’s toy and destroy the heroes’ stronghold,, a dastardly plot to blow up a mail train (in case you were wondering – yes, this is why your package is delayed), a dramatic fight in the depths of a fiery volcano, and a climactic battle against the Knight of the Order of the Sheep. Set up camp, grab your marshmallows, and prepare to play through for a collection of evil bedtime stories like no other.




https://store.steampowered.com/app/3707110/Dungeons_4__Tales_from_the_Campfire/
Dungeons 4 – Tales from the Campfire will release on June 26th on Steam, Xbox PC, Xbox Series X|S, PlayStation 5 and Nintendo Switch.

Features:
  • “Tales from the Campfire” enriches the world of Dungeons 4 with four bone-chilling, fully voiced campaign missions; each telling a story fit to calm the unruly (and incredibly loud) soul of the Regrowing Evil.
  • Mission 1 “Gorgu’s Toy” starts out with the meanest theft in history – those pesky heroes have stolen Gorgu’s favourite toy mirror. Act fast to regain this treasured item before Gorgu’s tears flood your dungeon and drown your wildest dreams of evil supremacy.
  • Mission 2 is called “The Great Mail Robbery”. You might be sensing a recurring theme here, but this time, you are on the right side of the story: Catapulted back to the Wicked Wild West you’re aim is to rob a mail train! Sounds like a lot of fun, doesn’t it?
  • Mission 3 “Molten Core” is not for the weak willed, Thalya’s icy heart won’t be enough, you’ll need all the help you can get to cool down a steaming-hot, highly explosive volcano – even if it means working together with Tristan and his heroes.
  • In Mission 4 we reach our fluffy finale with “Counting Sheep, Dungeon Style”: In the idyllic realm of the Knights of the Order of the Sheep, heroes wield a different kind of magic, turning your gruesome servants of Evil into fluffy, nerve-rackingly bleating sheep. But perhaps the Explosion-Loving Evil can use some sheep of its own...?
  • Throughout all these stories, four new skills for Thalya will make sure your sweetest dreams come true – “Bad Air”, “Indomitable Horde”, “Hero Graves”, “Dark Side”.
Warhammer 40,000: Battlesector - FremboT3
We're releasing a new update for Battlesector. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.

Changes since 1.5.257

General
  • This is a bug fix / issue fix update following the patch release for Skulls 2025 which added Deeds of the Fallen and Crusade mode.
  • There will be more balance updates and improvements to the new Crusade mode in the coming months.
Balance

Crusade
  • Corrected army size for Boss Battles
  • Corrected the Tyranid starting army to be 1000 points
  • Various balance changes for the Crusade level ups
Deeds of the Fallen
General
  • Moved Castigator unit unlock to be after Mission 4
  • Added Sister Superior Power Sword upgrade to Selicia’s tech tree
Mission 2
  • The Inspiration Status Effect on the Garrison Battle Sisters now lasts for the entire mission
Mission 3
  • The Inspiration Status Effect on the Battle Sisters now lasts for the entire mission
Mission 5
  • The Defiance Status Effect now lasts for the entire mission once it has been applied
Mission 6
  • Removed the Orks that spawned in the room with the Paragon Warsuit and instantly attacked, often killing the Repentia before the player could use them…
Mission 11
  • Mixed up the locations of the Weirdboyz on the map to ask the AI to use their CP powers sooner, not just to save them up for an end mission alpha strike
Bug Fixes

Crusade Mode
  • Fix for Cohesion limits not applying nor showing in battle
  • Added popup to show when insufficient requisitions
  • Updated some tooltips to improve understanding of level up awards
  • Fixed HQ units not showing CP button
  • Fixed Siege Objective showing Exterminatus goal
  • Fixed unlocked difficulty levels not being saved correctly on Xbox
  • Fix for gamepad controls to allow Warzone selection to work correctly
  • Fix for Conqueror Objective spawning in a new place on Load game
  • Fix for transport unit powerups using the wrong status effect
Deeds of the Fallen
  • Updated some textures from later missions to improve resolution
  • Fixing issue with audio volume mixing on Narrative voice lines
  • Fixing issues where some subtitles did not match the voice lines
  • Fixing issue where game UI was sometimes shown during cutscenes
  • Fixes for some issues with wrong tile traversability
  • Fix for some locations where shots could go through cover (e.g. end of mission 6)
  • Fixed Saintly Benedictions to be HP buff per model
  • Fix for some interaction markers not being restored on save/load
General
  • Fix for Sister Verity mission objectives not proceeding correctly in Age of Crimson Dawn
  • Fix for Choppa Boyz not having all their barks
  • Fix for Blood Angel’s Lieutenants spawning when they shouldn’t (may not be 100%, please let us know if he still arrives)

https://store.steampowered.com/app/1295500/Warhammer_40000_Battlesector/
https://store.steampowered.com/app/3577600/Warhammer_40000_Battlesector__Deeds_of_the_Fallen/






Survive the Fall - Toplitz_Skoddy
Survivors,

The first Hotfix is here, and it focuses on three recent issues some players encountered. The Intro should load properly again now, as well as you should be able to leave your camp for expedition again. Also, the Lumber Mill had some navigation issues, that were fixed.



Fixes

  • The coded format for all videos were changed, including the story trailer, attack on camp and tutorial videos. This should fix the issues with videos that weren't loading.
  • We've fixed an issue, that could cause the game to completely freeze when trying to exit the camp for an expedition.
  • We've fixed some navigation issues with the Lumber Mill on Level 2 and 3. The survivors should now be able to start their work as intended.



If you stumble across any (potential) issues, please keep reporting them to us, so we can investigate and fix them.

We will keep working on improving the game, and providing updates. We saw, and still see, your feedback and your reports, so be assured, that we're discussing and/or working on the topics you're sharing with us. We can't give you an ETA yet, but we're doing our best, to provide the next update(s) as soon as we can.

Your teams
Angry Bulls Studio & Toplitz Productions



What are you waiting for? Start your survival now!

https://store.steampowered.com/app/1579340/Survive_the_Fall/



We're doing giveways on a regular basis on our Discord, so be sure to join and participate! :)





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