Hello everyone, we got bloody news for horrorfans!
We're thrilled to announce our participation in the Horror Game Award Summer Showcase this past Saturday! It was an incredible experience, and we were excited to share something special with you all.
During the showcase, we unveiled an exclusive new trailer for OXIDE room 208! This trailer offers a fresh glimpse of gameplay and, for the first time, showcases all eight playable characters that you'll be able to step into from the very beginning of this terrifying body horror action game.
If you missed it, you can watch the exclusive trailer right here:
But that's not all! We have a special surprise brewing for you next week that you won't want to miss. To ensure you're the first to know and don't miss out on any future updates, make sure to add OXIDE room 208 to your Steam WISHLIST today! Your support helps us bring this bodyhorror nightmare to life.
https://store.steampowered.com/app/2217720 OXIDE room 208 is an insane, intense, visceral, and unforgiving experience. Step through Door 208... if you dare to cross over. Stay tuned horror-fans!
Put on your most comfortable outfit and drop your C.A.M.P. next to some serene water. Youâve got some fishing to do.
The irradiated Appalachian waters now play host to a variety of different fish of different rarities.
Remember. Anywhere you can swim, you can fish.
Update Highlights
Casting Off â Make your way over to The Mire to start your fishing adventure!
Mystery of the Axolotol â Every month an axolotl will be available to catch in two zones around Appalachia.
Local Legends â Big game awaits! Haul them in and show them off in your C.A.M.P.
Season 21: Gone Fission â A brand new season with rewards that are fishtacular.
Casting Off â New Questline
Head over to Fishermanâs Rest, a new location in the Mire where youâll begin your fishing journey. Here you will meet a new trio of new characters. The disoriented Captain Raymond Clark, a mysterious new figure who goes by the name The Fisherman, and Linda-Lee, the Fishermanâs adorable pet hermit crab.
During the âCasting Offâ questline youâll receive a working Fishing Rod - allowing you to walk up to any body of water and start fishing. When deciding where you can fish, remember the mantra: âIf you can swim in it, you can fish in it.â
Do note that the Fishing Rod wonât appear in your Pip-Boy menu as itâs not an item you need to equip. When youâre standing next to and looking at a body of water, the âFishâ command will appear on your screen. The Fishing Rod will show up in your Tinkers Workbench menu so you can modify it though.
Upgrading your Fishing Rod
You can find the pieces needed to upgrade your fishing rod by completing the new fishing challenges and daily fishing quests. These will reward you with rod styles, bobbers, and linear reels to fine tune your fishing experience and help you catch the mysterious creatures living in the irradiated waters of the wasteland.
Itâs important to know that some fish will be near impossible to catch until you upgrade your fishing rod, so get out there and complete those fishing challenges!
Catching Fish (Bait and Weather)
You can have the best-looking fishing rod in Appalachia, but it wonât help you catch any fish if youâre not using bait.
There are three types of bait to gather, and each one increases your chances of enticing rarer fish to bite down on your hook.
Common Bait
Gives you the chance to catch generic fish, scrapable junk, and common regional fish. Common Bait is purchasable from The Fisherman and Captain Raymond Clark in Fishermanâs Rest. You also have a chance to receive this bait after completing the daily fishing quest.
Improved Bait
This bait gives you an increased chance of catching uncommon fish. While itâs not purchasable from any vendor, you can trade Improved Bait with other players. You can also get more from the daily fishing quest, public events, and finding it in lootable containers around the world.
Superb Bait
Earnable as rewards in Season 21, this bait gives you the best chance to catch very rare fish.
Weather
Weather also influences your odds of catching specific types of fish. Naturally occurring weather, as well as modified weather from a Weather Control Station in your C.A.M.P. will affect the type of fish that bite down on your hook.
Clear Weather:
Best suited for catching common fish that can be found in any region.
Rainy Weather:
Rainy weather has an increased chance of catching region-specific fish, as well as the elusive Axolotls.
Radstorm/Nuke Weather:
Radstorms and weather caused by nukes increase the chance of catching Glowing Fish. Weâll leave it to you all to figure out which combination of bait and weather will give you the highest chance of helping you find the fish you want.
Food and More Adventures
Now that youâve captured a few fish, what can you do with them?
Of course, you can eat them directly out of your inventory to restore some Hunger and Health. The larger the fish, the more youâll regain.
You can also turn fish into...
Fish Bits
When you obtain a fish by fishing or trading with players, you immediately learn the recipe to convert that fish into Fish Bits at a Cooking Station. Fish Bits can restore small amounts of Hunger/Health on their own, but thatâs not the best way to utilize this new material.
When at a cooking station, youâll notice a new food recipe. The Grilled Fish recipe becomes available after completing the main fishing questline. When eaten it provides you with an effect that reduces the time to hook a fish for 20 minutes, which is perfect because youâre about to do a whole lot of fishing.
Completing fishing daily quests will give you the chance to earn other food recipes that utilize Fish Bits such as Fish and Tatos and Fish Chowder.
Thereâs one other location where you can use Fish Bits. If you feed Linda-Lee Fish Bits sheâll give you a random Legendary item- just donât ask where it came from.
Time to Explore
With the addition of fishing there is now a lot of aquatic life for you to find. Common fish can be found across the map, but there are a ton of region-specific fish to discover along with their glowing variants.
There are also 12 adorable Axolotls to find. One of these glorious amphibians will be available for you to catch every month throughout the year. Keep an eye on our social channels for hints on where theyâre located every month.
Lastly, Local Legends. These are the fish youâll be bragging about catching. Thatâs all weâll say about them for now.
Flaunting the Catch
Completing fishing challenges and dailies will reward you with new C.A.M.P. items along with upgrades for your fishing rod. One of these items is a curved fish display so you can show off that rare local legend or Axolotl you were able to catch!
Season 21: Gone Fission
Speaking of flaunting. Season 21 brings a whole suite of new fishing-themed rewards for you to unlock.
Starting today, unused Season Tickets will be turned into Gold Bullion when the next season starts. This retroactively applies to your unused tickets from the previous three seasons.
When you log in after todayâs update, youâll be greeted with a message asking you to confirm the transfer of Gold Bullion to your character inventory. If youâre not sure you have the space, deny the transfer and check your character. The next time you launch the game youâll be greeted with the same message.
Combat Rebalance â A Year in Update
Last year we kicked off our long-term combat rebalancing project with the Skyline Valley update. We started this work wanting to make sure:
combat felt interesting and engaging.
most/if not all weapons felt satisfying to use.
all builds and weapons should have a reasonable amount of viability.
manual aim should be satisfying and effective while still allowing VATS to perform well in specialized builds.
majority of players should have an opportunity to participate in group content.
reduce the need for âtag the mobâ play styles.
With the changes made so far, weâve seen significant improvement in the variety of ranged weapons being used. There are also fewer difficulty spikes in early to mid-game locations which makes the leveling experience smoother for our newer players. Build diversity has also increased as we see people exploring the new opportunities that the Perk card changes have provided.
While we've already made significant progress, the next few updates will include a few larger and more impactful changes and represent the culmination of much of the balancing work we've done. This gives us a solid new foundation for the future content we have planned.
After these updates, we plan on slowing down to let things settle and evaluate how things shake out.
Combat Balance
Harpoon Gun
Base Damage has increased from 175 -> 245
Barbed Mod: Range now matches base weapon and Bleed length lasts 15 seconds. Damage per tick has also increased as well.
Fletchettes Mod: Range now matches the base weapon and Fletchettes now get a 20% buff to damage.
Reload Speed increased by 10%
Ammo Capacity increased from 1 to 3
Delay between shots increased by 25%
Crit Mult increased from 2 to 2.5
Sneak Mult increased from 2 to 2.25
Weight Decreased from 16 to 14
Adjusted the Out-of-Range Damage Multiplier for the Following Weapons
These weapons now keep more of their damage at longer ranges.
Black Powder Pistol: 0.1 -> 0.5
Black Powder Rifle: 0.1 -> 0.5
Combat Shotgun: 0.1 -> 0.5
Crossbow: 0.1 -> 0.5
Double-Barrel Shotgun: 0.1 -> 0.5
Cold Shoulder: 0.1 -> 0.5
Gauss Shotgun: 0.1 -> 0.5
Pump-Action Shotgun: 0.1 -> 0.5
Pepper Shaker: 0.25 -> 0.5
Pipe Bolt-Action: 0.25 -> 0.5
Pipe Gun: 0.25 -> 0.5
Pipe Revolver: 0.25 -> 0.5
Lowered Base AP Costs for the Following Weapons
Alien Disintegrator: 25 -> 17
Handmade Rifle: 32 -> 16
Assault Rifle: 32 -> 17
Combat Rifle: 25 -> 15
The Fixer: 25 -> 16
Radium Rifle: 25 -> 16
Submachine Gun: 35 -> 15
Tesla Rifle: 30 -> 17
V63 Laser Carbine: 40 -> 30
Increased Base Damage for the Following Weapons
These values represent the weapons at their maximum level - all lower levels are scaled proportionally.
Alien Disintegrator: 40 -> 66
Handmade Rifle: 45 -> 52
Assault Rifle: 33 -> 66
Now ~3.333 shots per second when semi-automatic, instead of 4
Combat Rifle: 40 -> 53
The Fixer: 40 -> 59
Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle.
Note: Now fires 2.5 times per second instead ~3.57 times per second
Hunting Rifle: 140 -> 171
Gauss Pistol: 115 -> 218
Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Rifle: 146 -> 279
Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Shotgun: 187 -> 285
Note: Now deals 33% damage instead of 50% damage when uncharged
V63 Laser Carbine: 44 -> 59
Pump-Action Shotgun: 102 -> 172
Pipe Bolt-Action: 94 -> 150
Pipe Revolver: 85 -> 140
Pipe Gun: 28 -> 42
Pepper Shaker: 75 -> 95
Black Powder Rifle: 217 -> 449
The Dragon: 255 -> 541
The Following Weapons No-longer Receive an AP Cost Reduction from Their Automatic Receivers
Alien Disintegrator
Handmade Rifle
Assault Rifle
Combat Rifle
The Fixer
Radium Rifle
Submachine Gun
Note: this weapon is always automatic but still had its AP cost reduced by its receivers.
Adjusted the Base Critical Attack Damage Bonuses for the Following Weapons
Alien Disintegrator: 2.0 -> 2.25
Handmade Rifle: 2.0 -> 2.25
Assault Rifle: 2.0 -> 2.25
Combat Rifle: 2.0 -> 2.25
Radium Rifle: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Gamma Gun: 2.75 -> 2.5
Railway Rifle: 2.0 -> 2.25
Laser Gun: 2.0 -> 2.5
Ultracite Laser Gun: 2.0 -> 2.5
Plasma Gun: 2.0 -> 2.5
Enclave Plasma Gun: 2.0 -> 2.5
Submachine Gun: 2.0 -> 2.25
10mm SMG: 2.0 -> 2.25
Combat Shotgun: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Lever-Action Rifle: 2.0 -> 3.0
Double-Barrel Shotgun: 2.0 -> 2.25
Cold Shoulder: 2.0 -> 2.25
Hunting Rifle: 2.0 -> 3.0
Gauss Rifle: 2.0 -> 3.0
Gauss Shotgun: 2.0 -> 2.25
V63 Laser Carbine: 2.0 -> 2.25
Pump-Action Shotgun: 2.0 -> 2.25
Adjusted the Base Sneak Attack Damage Bonuses for the Following Weapons
Alien Disintegrator: 2.0 -> 2.25
Handmade Rifle: 2.0 -> 2.25
Assault Rifle: 2.0 -> 2.25
Combat Rifle: 2.0 -> 2.25
The Fixer: 2.0 -> 2.75
Radium Rifle: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Gamma Gun: 2.0 -> 2.5
Railway Rifle: 2.0 -> 2.25
Laser Gun: 2.0 -> 2.5
Ultracite Laser Gun: 2.0 -> 2.5
Plasma Gun: 2.0 -> 2.5
Enclave Plasma Gun: 2.0 -> 2.5
Submachine Gun: 2.0 -> 2.25
10mm SMG: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Lever-Action Rifle: 2.0 -> 3.0
Hunting Rifle: 2.0 -> 3.0
Gauss Rifle: 2.0 -> 3.0
V63 Laser Carbine: 2.0 -> 2.25
Automatic Receivers for Semi-Automatic Weapons Now Have the Following
20% reduction in Critical attack damage
20% reduction in Sneak attack damage
30% reduction in base damage (instead of a 10% additive reduction in damage for most automatic receivers)
Combat Shotgun Automatic Receivers
No-longer increases AP cost by 10%.
Now has a 30% increase in attack speed (up from 10%).
Now has a 10% reduction to Base damage, Critical attack damage, and Sneak damage.
Increased Base Damage for the Following Melee Weapons
Assaultron Blade: 40 > 51
Baseball Bat: 55 > 69
Baton: 40 > 47
Bear Arm: 50 > 63
Blade of Bastet: 52 > 61
Board: 50 > 68
Bone Club: 51 > 60
Bone Hammer: 80 > 94
Bowie Knife: 30 > 35
Boxing Glove: 34 > 40
Cattle Prod: 54 > 68
Chinese Officer Sword: 36 > 42
Combat Knife: 33 > 52
Cultist Blade: 41 > 52
Cultist Dagger: 32 > 38
Death Tambo: 45 > 53
Deathclaw Gauntlet: 55 > 69
Electro Enforcer: 35 > 44
Fire Axe: 72 > 84
Gauntlet: 50 > 63
Golf Club: 45 > 57
Grognak Axe: 85 > 107
Guitar Sword: 50 > 59
Gulper Smacker: 62 > 88
Hatchet: 40 > 51
Knuckles: 35 > 44
Lead Pipe: 39 > 49
Machete: 40 > 51
Meat Hook: 34 > 40
Mole Miner Gauntlet: 45 > 57
Multi-Purpose Axe: 69 > 87
Pickaxe: 60 > 76
Pitchfork: 47 > 59
Pipe Wrench: 30 > 38
Plasma Cutter: 26/68 > 30/86
Pole Hook: 71 > 90
Pool Cue: 46 > 58
Power Fist: 58 > 73
Revolutionary Sword: 44 > 56
Rolling pin: 28 > 35
Sheepsquatch Club: 60 > 76
Sheepsquatch Staff: 75 > 95
Shepherd's Crook: 50 > 63
Shishkebab: 27 > 34
Shovel: 40 > 70
Sickle: 36 > 45
Ski Sword: 50 > 63
Sledgehammer: 71 > 90
Spear: 58 > 68
Super Sledge: 85 > 107
Switchblade: 30 > 38
Tenderizer: 75 > 95
Tire Iron: 29 > 37
Walking Cane: 42 > 53
War Drum: 78 > 99
War Glaive: 82 > 104
Weapon Mod Adjustments
Plasma Gun Mod Changes
Removed the cone of fire increase on Plasma Gun Sniper mods
Removed the action point reduction on Plasma Gun Standard and Bruising Grip mods.
Plasma Gun Flamer mods now reduce action point cost by 10%.
Gatling Plasma Beam Splitter Mod Adjustments
Fire rate reduction: -20% -> -35%
Damage bonus: 20% -> 35%
Cone of Fire and Recoil increased
Range reduced
Projectile Count: 4 -> 5
Ammo capacity reduced by 50%
AP cost increased by 50%
Removed the AP Cost Increase on the Following Mods
Light Machine Gun Standard/Prime Receivers
Tesla Automatic Barrel
Removed the Energy Damage Decrease on the Following Mods
Tesla Automatic Barrel
Plasma and Enclave Plasma Gun Splitter Mod Adjustments
Fire rate reduced by 35%
Range reduced
Ammo capacity reduced by 50%
Damage Bonus: 15.5% -> 35%
Cone of fire reduced
Recoil reduced
AP cost: +100% -> +50%
Plasma and Enclave Plasma Gun Flamer Mod Adjustments
Ammo capacity: Set to 300 -> Increase by 400%
Note: for a base Plasma Gun, this would result in 150 capacity.
Removed 40% damage bonus
Plasma and Enclave Plasma Gun Automatic Mod Adjustments
Removed increase to cone of fire
Removed increase to AP cost
Removed 10% ammo capacity penalty
Base Damage Adjustments for the Following Weapon
Gatling Plasma: 35 Physical, 35 Energy -> 31 Physical, 31 Energy
Removed an Unintended Additional Damage Bonus on the Following Mods for the Western Revolver
The damage removed from these mods was already accounted for with prior base damage increases.
Calibrated Receiver
Vicious Receiver
Severe Receiver
Refined Receiver
Miscellaneous Combat Changes
Fixed an issue where the automatic receivers for the Assault Rifle and Ultracite Laser Gun didn't include the fire rate decrease seen in their semi-auto variants.
Reduced the maximum cone of fire for the Gatling Plasma.
Reduced recoil for the Gatling Plasma.
Added missing text for Sneak Attack Damage when modifying weapons.
Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. For reference, those changes are listed below:
Reduced the damage of the Auto Axe: 31 > 24
Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64
Adjusted the non-VATS aiming behavior (recoil, cone of fire, etc.) for the Submachine Gun to be easier to use.
Railway Rifle AP cost increased from 15 to 17.
Ultracite Laser Gun AP cost increased from 14 to 17.
The Submachine Gun Armor Piercing Receiver no-longer has an extra 40% armor penetration in addition to the intended 20% armor penetration.
Increased durability for most weapons.
Fixed an issue where the multi-shot canister and Quad legendary mods for the Broadsider would result in additional reload animations (one per Cannonball).
Fixed an issue where the Black Powder Pistol/Blunderbuss, Black Powder Rifle, and The Dragon would repeat their reload animations for each .50 Caliber Ball when these weapons have the Quad legendary mod.
Increased the delay after firing (between shots) for the Black Powder Pistol/Blunderbuss and Black Powder Rifle from 0.5 seconds to 1 second.
Note: This only applies when using the Quad legendary mod.
Increased the delay after firing (between shots) for The Dragon from 0.5 seconds to 1.5 seconds.
Note: This only applies when using the Quad legendary mod.
---
Limb Damage and Crippling Changes
We are making changes to the way that enemy limbs are affected by various effects. The mods, perks, and weapons mentioned below previously had a chance to instantly cripple a target, but now they deal a percentage increase to the amount of limb damage dealt.
We expect that these changes will make most enemies easier to cripple while making limb damage more consistent and predictable. It will also result in making crippling enemies like Region Bosses more difficult, requiring more focused fire.
These changes will also allow us to remove cripple immunity from many creatures and leverage limb and crippling in more engaging ways moving forward.
Limb Perk Changes
Bashers
Rank 1: Gun bashing does +35% limb damage.
Rank 2: Gun bashing does +75% limb damage.
Enforcer
Rank 1: Your shotguns gain a 5% stagger chance and deal +25% limb damage.
Rank 2: Your shotguns gain a 10% stagger chance and deal +50% limb damage.
Rank 3: Your shotguns gain a 15% stagger chance and deal +75% limb damage.
Modern Renegade
Rank 1: Small guns gain +15% hip fire accuracy and +25% limb damage.
Rank 2: Small guns gain +30% hip fire accuracy and +50% limb damage.
Rank 3: Small guns gain +45% hip fire accuracy and +75% limb damage.
One Gun Army
Rank 1: Heavy guns gain 4% stagger chance and a +25% limb damage.
Rank 2: Heavy guns gain 8% stagger chance and +50% limb damage.
Rank 3: Heavy guns gain 12% stagger chance and +75% limb damage.
Tormentor
Moved from LCK to PER
Rank 1: You deal 20% more damage per crippled limb your target has.
Point Cost increased from 1 to 2
Removed Ranks 2 and 3
Bone Shatterer
Rank 1: Your melee weapon attacks deal +25% limb damage.
Rank 2: Your melee weapon attacks deal +50% limb damage.
Rank 3: Your melee weapon attacks deal +75% limb damage.
Mutations
Twisted Muscles
Standard: +25% melee, unarmed and bashing damage and +50% limb damage.
With Strange in Numbers: +35% melee, unarmed and bashing damage and + 62% limb damage.
Weapons
These weapons all now have +50% limb damage instead of a chance to cripple.
Black Powder Rifle
Bone Hammer
The Dragon
Weapon Mods
These weapon mods now have +50% limb damage instead of chance to cripple the target.
Baseball Bat â Bladed
Baseball Bat - Bladed Rocket
Baseball Bat - Heated Rocket
Baseball Bat - Puncturing Rocket
Baseball Bat - Rocket
Baseball Bat - Searing Puncturing Rocket
Baseball Bat - Spiked Rocket
Bear Arm - Heavy
Boxing Glove - Lead Lining
Golf Club - Heavy Club
Golf Club - Spiked Golf Club
Lead Pipe - Heavy
Pipe Wrench - Extra Heavy
Pipe Wrench - Heavy
Sheepsquatch Club - Heavy
Sheepsquatch Staff - Heavy
Sledgehammer - Heavy
Sledgehammer - Heavy Rocket
Sledgehammer - Heavy Searing Sharp Rocket
Sledgehammer - Heavy Sharp Rocket
Sledgehammer - Heavy Spiked
Sledgehammer - Heavy Spiked Rocket
The Tenderizer â Salty
Enemies No-Longer Immune to Crippling
Grimm Bot
Dr. Blackburn
Sheepsquatch Imposterling
Imposter Sheepsquatch
Blue Devil
Ogua
Jersey Devil
Lesser Devil
Trog Fledgling
Glowing Trog
Trog
Trog Superior
Strangler Grafton Monster
Cultists (Daily Ops)
Includes related enemies
Fanatics (Daily Ops)
Overgrown (Daily Ops)
Aliens (Daily Ops)
Includes Drones and Invaders
Robots [all types] (Daily Ops)
Blood Eagles (Daily Ops)
Mole Miners (Daily Ops)
Communists (Daily Ops)
Scorched (Daily Ops)
Includes related enemies
Super Mutants (Daily Ops)
---
Perks
Weâre removing the Perk requirements from crafting. Since you already need to have learned the plan, we feel that requiring you to change your Perk loadout to craft is cumbersome.
Ghoul Perks are no longer able to be picked when leveling up as Human
Human specific Perks are no longer able to be picked when leveling up as a Ghoul
When leveling up, Perk Cards now sort alphabetically in all languages
Updated the loading screen tips for Perks
Added a Help entry for Kill Streak
Fireproof
No longer required to make the Flamethrower Trap
Home Defense
Workshop traps no longer require Home Defense to make
Renamed Perks
Science -> Science!
Science Expert -> Pyro-Technical
Science Master -> Cryologist
Rifleman -> Down Ranger
Rifleman Expert -> Scoped-up
Rifleman Master -> Smart Shot
Commando -> Center Masochist
Commando Expert -> Fast Fighter
Commando Master -> Number Cruncher
Shotgunner -> Easy Target
Shotgunner Expert -> Love the Spread
Shotgun Master -> Shotgun Champ
Perk Balancing
Armor
Reduced to a single rank
Power Smith
Reduced to a single rank
Slow Metabolizer
Rank 1: All food satisfies hunger by an additional 50%.
Rank 2: All food satisfies hunger by an additional 100%.
Removed Rank 3
Dromedary
Rank 1: All drinks quench thirst by an additional 50%.
Rank 2: All drinks quench thirst by an additional 100%.
Removed Rank 3
Hydro Fix
Rank 1: Chems restore thirst.
Rank 2: Chems restore twice as much thirst.
Munchy Resistance
Rank 1: Chems restore hunger.
Rank 2: Chems restore twice as much hunger.
Chem Fiend
Rank 1: Any chems you take last 100% longer.
Point Cost increased from 1 to 2
Removed Ranks 2 and 3
Travel Agent
Rank 1: You can Fast Travel while over encumbered at an increased cost.
Dodgy
Rank 1: Evade now costs AP and no longer has a cooldown. Gain +5% chance to Evade.
Point Cost increased from 1 to 2
Dev Note: The AP cost is 10x the cooldown time. The cooldown scales with damage
avoided, meaning higher damage attacks cost more AP to avoid. If you would not have enough AP to pay for the evade, it cannot occur.
Removed Ranks 2 and 3
Adrenaline
Rank 1: Gain +10% damage for 30s per kill. Duration refreshes with kills.
Now only one rank
Science! (Old Name: Science)
Rank 1: Increase energy damage based on your INT.
Point Cost increased from 1 to 2
Now only one rank
Pyro-Technical (Old Name: Science Expert)
Rank 1: Increase fire damage based on your INT.
Point Cost increased from 1 to 2
Now only one rank
Cryologist (Old Name: Science Master)
Rank 1: Increase cryo damage based on your INT.
Point Cost increased from 1 to 2
Now only one rank
Makeshift Warrior
Rank 1: Melee weapons break 40% slower.
Rank 2: Melee weapons break 60% slower.
Rank 3: Melee weapons break 80% slower.
Removed Ranks 4 and 5
Gunsmith
Rank 1: Guns break 20% slower.
Rank 2: Guns break 35% slower.
Rank 3: Guns break 50% slower.
Removed Ranks 4 and 5
White Knight
Moved from AGI to INT
Down Ranger (Old Name: Rifleman)
Rank 1: You do +10% ranged damage to far enemies.
Rank 2: You do +15% ranged damage to far enemies.
Rank 3: You do +20% ranged damage to far enemies.
Scoped-up (Old Name: Rifleman Expert)
Rank 1: Your scoped weapons have 50% more range when aiming.
Point Cost increased from 1 to 2
Removed Ranks 2 and 3.
Smart Shot (Old Name: Rifleman Maste)
Rank 1: Deal +25% weak spot damage while aiming a scoped weapon.
Point Cost increased from 1 to 3
Removed Ranks 2 and 3.
Sniper
Rank 1: Gain improved control and hold your breath 75% longer while aiming scopes.
Removed Ranks 2 and 3.
Longshot
Rank 1: Your scoped weapons have 30% more range and accuracy when aiming.
Removed Ranks 2 and 3.
Center Masochist (Old Name: Commando)
Rank 1: +25% ranged damage when targeting the torso.
Rank 2: +50% ranged damage when targeting the torso.
Rank 3: +75% ranged damage when targeting the torso.
Fast Fighter (Old Name: Commando Expert)
Rank 1: Your movement speed bonus is also applied to your reload speed.
Point Cost increased from 1 to 2
Removed Ranks 2 and 3.
Number Cruncher (Old Name: Commando Master)
Rank 1: Weapon damage is increased by AP cost.
Point Cost increased from 1 to 3
Removed Ranks 2 and 3.
- Ground Pounder
Rank 1: Your small guns reload 10% faster and have better hip fire accuracy.
Rank 2: Your small guns reload 20% faster and have better hip fire accuracy.
Rank 3: Your small guns reload 30% faster and have better hip fire accuracy.
Skeet Shooter
Rank 1: Your small guns have improved accuracy and spread.
Removed Ranks 2 and 3.
Easy Target (Old Name: Shotgunner)
Rank 1: +25% ranged damage to crippled targets.
Rank 2: +50% ranged damage to crippled targets.
Rank 3: +75% ranged damage to crippled targets.
Love the Spread (Old Name: Shotgunner Expert)
Rank 1: Weapons that fire 3 or more projectiles gain 30% range.
Point Cost increased from 1 to 2
Removed Ranks 2 and 3.
Shotgun Champ (Old Name: Shotgunner Master)
Rank 1: Each projectile your weapon fires increases your damage against crippled targets by 10%.
Point Cost increased from 1 to 3
Removed Ranks 2 and 3.
Scattershot
Rank 1: 20% of the damage delt to a limb is applied to all limbs on your target.
Point Cost increased from 1 to 2
Removed Ranks 2 and 3.
Moving Target
Rank 1: Gain +5% chance to Evade while sprinting. (No Power Armor)
Rank 2: Gain + +10% chance to Evade while sprinting. (No Power Armor)
Rank 3: Gain +15% chance to Evade while sprinting. (No Power Armor)
Goat Legs
Rank 1: Take no damage from falling.
Removed Rank 2.
Blood Sacrifice
Rank 1: Using AP in VATS now consumes HP instead at 150% more cost.
Rank 2: AP in VATS now consumes HP instead at 125% more cost.
Rank 3: Using AP in VATS now consumes HP instead at 100% more cost.
Rank 4: Using AP in VATS now consumes HP instead at 50% more cost.
Nerd Rage
Reduced to a single rank
Now costs 2 points at rank 1
Removed the Damage Resist effect
Rank 1: While your Health is low, gain increased Damage and AP regen.
---
Legendary Mods
Conductorâs
Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius
Nocturnal â New Effects
Weapon: +50% Damage while Cloaked
Armor: +4 Perception and Agility while Cloaked
Bloodied
Increased peak damage bonus from 95% to 130%
Bullyâs
Changed to +25% damage per crippled limb the target has
Junkies
Increased limit from 50% to 100%
Resilient
Now increases all resistances by 500 when reloading
Two Shot
Increased damage buff from 25% to 75%
Stalkers â New Effect
Now increases sneak attack damage by 100%
Mutants
Increased limit from 25% to 50%
Gourmand
Increased limit from 24% to 40%
V.A.T.S. Optimized
Increased bonus from 25% to 35%
Instigating
+50% Damage Against Targets above 60% Health
Juggernautâs
Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP.
Pin Pointerâs
Changed to +20% Weak Spot Damage
Mutations
Adrenal Reaction
Now grants +5% damage per kill (6.25% with Stranger in Numbers)
Workbench
Moved the following into the Heavy Guns group at the Weapon workbench
Gauss Minigun
Plasma Caster
Tesla Cannon
Moved Fusion Core from the Chemistry Bench to the Tinker Bench
You can now repair items at 100% health if you have the correct perks
Gameplay
Added setting to change Quick Heal priority
Reduced the cost to Fast Travel by 25%
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Accessibility
We have re-enabled Speech-to-Text and Text-to-Speech functions.
Armor and Outfits
The Liberty Prime Silent Mode Helmet now properly suppresses noise.
Fixed an issue where the Vault Tec Yellow Hazmat Suit was missing its face visor.
Fixed an issue with the Nuclear Waste Backpack Flair having broken textures.
Fixed an issue where the Chinese Stealth Helmet clips when placed on Male & Female Mannequins.
Fixed an issue where the Holiday Belle Outfit would clip behind player under certain conditions.
Fixed an issue where the Escaped Patient Outfit clips when placed on Female Mannequins.
Fixed an issue where the Blue Ridge Scout Outfit clips when placed on Female Mannequins.
Fixed an issue that prevented players from making Switchback, V63, Deep Space, Heartbreaker, and Dark Star versions of the Union Power Armor Jet Pack if they learned the Union Power Armor Jetback from a recipe.
Fixed an issue where the Feral Meter was not visible when in Power Armor.
Fixed an issue where Power Armor was greyed out in the Pip-Boy when a disguise was equipped for Ghoul players.
Apparel is properly equipped back on Ghoul characters after removing the disguise.
C.A.M.P. & Workshop
Updated the Apothecary Sign Build mode preview to match its built item appearance.
Fixed an issue where the Concrete Extractor power wire now correctly hooks to the power connector.
Updated the Potted Succulent Build mode preview to match its built item appearance.
Toxic Tinctures Chemistry Station now allows items to be placed onto it.
Fixed an issue where the Wasteland Wealth Door did not have sound effects when opening or closing.
Updated the description of the Radiation Glove Box to include its effects.
The Tip Jar Stash Box no longer collides with items placed on top of it.
All Nuka-Cola Rockets now play the correct sound when destroyed.
Fixed an issue where a Slime Cake in a C.A.M.P. or workshop could not be built if you already have a Birthday Cake built.
Fixed an issue where the Pavillion Walls could not be destroyed.
Fixed an issue where the Enclave Repair Collectron could be incorrectly built at other players' C.A.M.P.s.
Fixed an issue where the audio played by the "Cosmic Capture" continued after you stopped playing.
Fixed an issue where it could be difficult to place items on Ohio River Adventure Dock objects.
Fixed an issue causing some items to appear in the incorrect C.A.M.P. Category.
Fix issues with FETCH, Junkyard Dog and Red Rocket Collectrons reverting to default resource collection type. Additionally, the Red Rocket Collectron now correctly supports newer resource types after auto parts.
Fixed an issue where Big Fred's Trailer could not be removed from some C.A.M.P.s
Fixed an issue where the Door from Fort Fortress bundle was no longer accessible and couldnât be built, removed, or repaired.
Dev Note: A green variant of the Fort Fortress Door has been added. Now players with this door will have both the base and green variant. They are both named appropriately.
Explosions and projectiles from player camp turrets should no longer damage another player's camp items if not PVP flagged against each other.
Wood Performance Stage can now be placed on various terrains and player made structures.
Fixed an issue where the "Toxic Tinctures Chemistry Station" would not correctly play its SFX while characters were in proximity.
Miscellaneous Fixes
Updated missing Spanish localizations in the crafting menu.
Fixed an issue with missing French localization on some Season 4 items.
Fixed multiple typos in the Help menu.
Scrap kits will no longer move Legendary Mod Boxes to the Stashbox.
Mr. Handy Fuels tanks will now count towards the Daily and Weekly Challenge: "Collect a Fuel Tank or Gas Canister".
Fixed an issue where non-perishable food could be placed into the Cryo Freezer.
Nuka-Orange in-game labels now match its artwork.
Seasonings are now back to spawning correctly in The Brown House - get to cookin!
Fixed an issue that caused the Ghoulification load screen to appear on Atlantic City's loading screen.
Fixed an issue where the Eagle tattoo would not display on masculine bodies for Ghouls.
Resuming from suspend on PlayStation 4/5 no longer results in backed up audio playback.
Fixed an issue where Smooth Ghoul Females could have wounds mirrored on their temple.
Frag grenade and mine explosions no longer have a delayed bright flash.
Players not on a team can now correctly practice Cannibalism to those who are.
Fixed issue where Ghoul players may sometimes appear as default appearance characters on load.
Toxic Water can no longer be mistakenly bought from the vendor at the Skyline Valley Trading Post.
Fixed an issue where Pumpkin Pie and Carnival Pie food items did not count for Herbivores.
Fixed an issue where the Nukashine player icon was no longer available to players.
Fixed an issue where there was no audio on the Player Title tab of the Pip-Boy.
Double Mutated Daily Ops now properly display "Legendary Modules" as a reward.
Mods
Fixed an issue where the Scrap Rat and Canteen mods did not change the name of the backpack after being applied.
Fixed an issue where the Scrap Rat Backpack excluded some Junk items from the weight reduction benefits.
Perk Cards
Fixed an issue where the Evasive perk flyout animation would activate when a player takes damage from environmental hazards.
Fixed an issue with Ghoul Perk Cards missing their glowing green outline and scorch marks.
Updated the description for the âBreathe It Inâ Perk to correctly display that it can be up to 0 rad resistance.
âBomb Scientistâ should now correctly work on only grenades.
âBomb Scientistâ now properly drains Glow upon use of grenade weapon.
âRad Specialistâ Pip-Boy description now contains accurate effects.
Updated our sense of humor with new jokes on the Perk Bubblegum Packs.
Fixed an issue with âRadioactive Strengthâ applying incorrectly to Automatic Melee Weapons.
Quests
Fixed an issue where players may get stuck needing to talk to Pennington during Wayward Souls.
UI
Fixed an issue where the text for items in the workbench that do not produce materials were misaligned.
Fixed an issue where Entry Titles would lose color while scrolling up and down in the Help Menu.
Fixed an issue where the Gumball Machine Planter Build mode thumbnail was incorrectly zoomed in.
Fixed an issue with the Motorcycle Build mode icon being misaligned.
Fixed an issue with the R.I.P. Roof Build mode icon being misaligned.
Fixed an issue with the Apothecary Sign Build mode icon being misaligned.
Fixed an issue where the 'Back' button could skip sections after selecting Outfits option at the Armor Workbench.
Fixed an issue where the Glowing Robot Fasnacht Mask was missing its description.
Fixed an issue where debug text could appear above the favorites wheel when changing favorites.
Fixed an issue where some item stats tables would overlap when viewing.
Fixed an issue where enemy health bars had a sliver of health left in the health bar when they died.
Fixed an issue where items in workbenches would have a zoomed in preview.
Explosive Mod damage is now added as a modifier on the base damage display of weapons in the Pip-Boy.
Fixed an issue where vendor history button was visible in the pets customization menu.
Weapons
Fixed an issue where players were not able to repair the V63 Laser Carbine at the workbench.
The Lucky Piece Paint for the Pepper Shaker will now correctly change the name of the weapon after being applied.
Fixed an issue with effects not animating on the Gauss Shotgun.
The Nuka-Dark Paint for the Pump-Action Shotgun will now correctly change the name of the weapon after being applied.
Hello, lovely players! Iâm Ya Mao, and hereâs the April & May game development update for Shiba Sweet.
Shiba Sweet will be participating in Wholesome Direct 2025, hosted by Wholesome Games this June!
To prepare for the event, Iâve been working hard on a brand-new game trailer that will debut during the showcase. Most of April was dedicated to creating this new preview, which includes many adorable new scenes and user interface elements. In May, my focus shifted to building a playable demo and developing new features to further polish the game.
Hereâs a more detailed look at what Iâve been working on:
1. Upcoming New Game Trailer
(1) Creating the New Trailer
This new trailer takes a different approach compared to the first one. It presents the game from a developerâs point of view. Before production began, I created a storyboard and wrote the voiceover script. Then, I recorded gameplay footage according to the plan. Sometimes I captured multiple takes to select the best moments. I also recorded spoken English narration and edited everything together into a fast-paced and engaging preview.
(2) Drawing the New Ingredient Shop and Storefront UI
The previous UI layout was quite basic, using simple blocks. For this new trailer, I wanted the shop's visual identity to feel more complete. I hand-drew small UI elements and imported them into the game engine, where I fine-tuned the layout. This helped the overall look better match the game's cute and casual theme.
(3) Adding Shibaâs Cozy Bedroom
After a full day of running the dessert shop, the Shiba returns to a small and cozy room and gently drifts into a warm sleep. The bedroom features cute wall decorations and an ultra-adorable bacon-and-egg toast bed. This room also serves as the location for autosaving progress during gameplay.
2. Developer Demo Testing
(1) Setting Up a Beginner Tutorial
To help players get used to the controls and become immersed in the story, a special tutorial now starts the first time the game is played. In this tutorial, Grandma Shiba guides the player step-by-step to create their very first dessert. Players collect ingredients and practice making sweets. I designed this process to feel simple and enjoyable, imagining what I would appreciate as a player myself.
(2) Developing a Flexible Customer Ordering System
After many rounds of debugging and adjusting the logic, I created a versatile system for customer orders. The goal was to let players freely decide which desserts to prepare each day. Based on what is made, adorable animal NPCs will place orders. The system also calculates order accuracy and final profits, and triggers appropriate NPC animations as feedback. Hopefully this adds depth and personality to the gameplay.
(3) Navigating the Endless Sea of Debugging
I feel an unpolished game is like an iceberg. What you see looks fine, but hidden beneath are countless bugs. Iâve been running repeated tests to identify and fix each issue, trying different methods to solve them efficiently.
One example involved a frustrating issue where the game ran perfectly in the engine but failed when packaged into an executable. After researching, I discovered that Unreal Engine may execute code in a different order between the editor and the packaged build. This caused errors in parts of the code that depend on a specific execution sequence. Once I adjusted the code order, the issue was resolved.
3. Wrapping Up
Game development naturally comes with many challenges. Sometimes unexpected problems arise, or promotional events donât go as planned. Even rejection from applications is something that happens and will likely happen again. These experiences are all part of the journey.
I believe there are players out there who will connect with the spirit of this game. They might smile at the jokes, feel soothed by making cute desserts, and treasure the game as a happy part of their lives. That belief is what keeps me moving forward every day.
Thank you for reading this far. See you in next monthâs devlog!
Thank you to all players for your support and feedback during our open test. This update brings major improvements and fixes to systems and core mechanics to enhance overall fluidity and enjoyment. Hereâs whatâs new:
New Features & Enhancements ⢠A brand-new tutorial system to help new players get started with ease. Returning players can access it from the menu. ⢠New âFeeling Luckyâ function to help you discover hidden map gems you might have missed. ⢠Map list now includes sorting by number of players â making it easier to find the most popular maps. ⢠Completion rate display has been reworked to reflect difficulty more intuitively, helping new players avoid unexpectedly brutal maps.
Gameplay Adjustments ⢠All skills now start with zero cooldown at match start, preventing spawn-based ambushes. ⢠Spike traps now have a smaller hitbox, allowing for more forgiving platforming. ⢠Wall climbing mechanics have been refined for a smoother yet more challenging experience. ⢠Rocket's explosion radius has been increased, making it easier to land a hit.
Bug Fixes & Stability Improvements ⢠Fixed an issue where the mouse cursor would disappear after a match. ⢠Resolved issues with skills not triggering correctly. ⢠Camera behavior improved after resizing the character. ⢠Fixed environmental jittering in certain scenes. ⢠Over 100 bug fixes and polish updates to skill feedback, spectator mode, multiplayer behavior, and UI presentation.
Official Maps ⢠âAutumn in New Yorkâ and âHigh & Dryâ have been rebuilt to reflect the latest gameplay changes. ⢠Several new official maps have been added.
Weâll continue to make improvements based on your feedback and aim to provide a smoother, more stable, and more challenging experience. Weâll also be participating in the Steam Next Fest â Summer Edition starting June 9, 2025. We hope to bring you even more joy this summer!
Thanks again for your support and see you in Arcade Galaxy.
- System input restoration;, - Server code restructuring;, - Online improvements to prevent unexpected disconnections between good connections;, - Matchmaking fixes;, - Improvements in public IP detection between players;, - Fix for the win counter (lobby and matchmaking);, - Replay screen adjustment;, - Spectator mode improvements;, - Bug fix that caused desync when performing a specific attack with Hector and Brandon.
Rough contents of this patch were already shared, and it went according to plan. We are still experimenting here a little, and bat is not out of WIP (Work in Progress) yet. As a side note, we have increased the level cap to 100 now as well.
Gameplay
Reduced dodge cancel time to 0.05s from 0.2s
Improved weapon switching by allowing it to happen right away on every state except for attacks themselves
Attack inputs now will be ignored in favor of weapon switch input, allowing you to attack with the next weapon as soon as the current attack ends
Fixed networked input drops causing you to take a Rifle Cannon shot out of nowhere
Blastable objects no longer respawn when a player was inside them in the last second (Experimental)
Game Modes
Team Deathmatch
Reverted using mouse sensitivity settings on the spawn selection, it is back to using raw inputs again
Touchdown
Added guide arrows that points at the enemy goal post when you pick up the ball
Set player limit to 4v4 instead of 5v5 to reduce chaos (UI still has slots for 5, we are testing this out for now to get feedback on)
Maps Ironworks
Fixed some of the visual and collider issues
Optimized volumetric lights
Outer Space
Fixed some of the visual issues
Service Point
Dimmed the lighting
Weapons
Bat (Item: Cyclone)
Added switch sound & kill icon
Normal Attacks durations changed to 1s from 0.8s, and increased inherit movement duration accordingly
Normal Attacks movement speed decreased to 0.5 from 0.6
Normal Attacks hitbox size increased in front
Normal Attack 1 attack cancelling dodge timing allowing time increased to 0.62s from 0.42s
Normal Attack 2 attack cancelling dodge disabled
Normal Attacks now allow jumping
Spin Attack now allows attack cancelling dodge at 1.2s
Spin Attack crowd control effect changed from Knockback to Stagger
Jump Attack is now on LMB, and requires you to hold it for 0.2s similar to Strong Cut attack on Broadsword
Jump Attack damage reduced to 37 from 40
Jump Attack critical multiplier increased to 2.03 from 1.875
Swordgun (Item: Scorpio)
Removed attack cancelling dodge on shooting state
Bullet radius increased to 3cm from 2.5cm
Reduced Flux consumption of shooting, taking potential bullet count to 35 from 32
Increased damage per bullet to 6.5 from 6
Decreased shots critical multiplier to 1.2 from 1.25
Damage drop off adjusted for a narrower midrange
Swapped Stab hit 2 and 3 damages on all charge levels
Stab hit 2 critical multiplier increased to 1.4 from 1.2 on all charge levels
Stab hit 3 critical multiplier increased to 1.25 from 1.2 on all charge levels
Charge now goes from 0 movement speed to 1 during the charge state instead of flat 0.4 movement speed multiplier
Broadsword (Item: Founders Sword / Durendal)
Normal Attacks hitboxes and vfx adjusted to fit slash directions
Normal Attacks damages increased to 16 from 15
Normal Attack 1 movement speed decreased to 1.6 from 2
Normal Attack 1 hits are delayed by 0.2s instead of 0.1s
Normal Attack 1 critical multiplier decreased to 1.375 from 1.6
Normal Attack 2 critical multiplier increased to 1.625 from 1.6
Heavy Attacks critical multiplier decreased to 1.75 from 2
Heavy Attack after Dash animation duration increased to 0.625s from 0.5s
Heavy Attack after Dash movement speeds reduced at the start and cutting part to 0.8 and 0.25 from 1.2 and 0.35 respectively
Dash Attack animation duration increased to 1.44s from 1.3s
Dash Attack damage decreased to 14 x 3 from 16 x 3
Dash Attack inherit movement speed decreased by 10%
Dash Attack inherit movement durations reduced by 0.18s total
Rifle Cannon (Item: Helios)
Jumps and fall no longer reset the zoom
Attack animation reduced to 0.75s from 0.86s and reduced inherit movement duration accordingly
Decreased no charge ray damage to 15 from 18
Increased max charge ray damage to 27 from 24
Decreased critical multiplier for ray to 1.4 from 1.5
Revolver (Item: Resolver / Crimson Hound)
Central bullet damage increased to 10 from 7
Outer bullet damage decreased to 6 from 8
Outer bullet critical multipler decreased to 1.7 from 1.88
Client
Made zoom and running FoV changes ~50% Faster
Added hit marker sounds for guns with normal and critical variants
Fixed leaderboard showing up on screen when the data is received after UI has already moved onto somewhere else
Hidden Steam login options on Standalone as it only worked on Steam Client