We hope everyone will participate in the new events that we've released today! Invite your friends to play with you, and spread the news!
[color=orange]1. Summer Dash Login Bonus[/color] Event Period: Jun 4th - Jun 10th 23:59 PDT
Kick off your summer with free rewards! Log in daily to receive items like Intensive Note, nametag and more for 7 days straight.
[color=orange]2. Summer Dash Stay Connected Bonus[/color] Event Period: Jun 4th - Jun 10th 23:59 PDT
Stay in the game and get rewarded! The longer you stay logged in each day, the more rewards you’ll earn — including Coins, Badges, and Intensive Note.
* Badges can only be used in Battle Pass Part 3. * Your total daily connection time will be counted, and it resets at 00:00 (PDT) every day. * Rewards can be claimed on the event page and will be sent to your mailbox.
[color=orange]3. Iconic Look Shopping Bag[/color] Event Period: Jun 4th - Jun 17th 23:59 PDT
Iconic looks are back! Grab a chance to collect character-specific outfits from this special shopping bag featuring stylish favorites.
[color=orange]4. Summer Wave Special Bundle[/color] Event Period: Jun 4th - Jun 17th 23:59 PDT
Get ready for early summer with this exclusive-value bundle! Packed with Selectable Platinum Card Pack, Intensive Manual , and nametag — all at a great deal.
[color=orange]5. Summer Wave Rush![/color] Event Period: Jun 4th - Jun 10th 23:59 PDT
Try your luck with the Summer Wave Rush!
Open a Rush Chance to earn rewards like points and more—will you be the one to hit the 1,000P jackpot?
[color=orange]ㅤ ㅤ ㅤ Maintenance Details:[/color]
[color=orange]ㅤ ㅤ ㅤ ㅤ Probability (%)[/color]
ㅤ ㅤ ㅤ ㅤ 1,000 P
ㅤ ㅤ ㅤ ㅤㅤ0.05%
ㅤ ㅤ ㅤ ㅤ ㅤ 500 P
ㅤ ㅤ ㅤ ㅤ 0.10%
ㅤ ㅤ ㅤ ㅤ ㅤ 300 P
ㅤ ㅤ ㅤ ㅤ 0.10%
ㅤ ㅤ ㅤ ㅤ ㅤ 100 P
ㅤ ㅤ ㅤ ㅤ 1.00%
ㅤ ㅤ ㅤ ㅤ ㅤ 10 P
ㅤ ㅤ ㅤ ㅤ 1.00%
ㅤ ㅤ ㅤ ㅤ ㅤ 1M Ticket
ㅤ ㅤ ㅤ ㅤ 1.00%
ㅤ ㅤ ㅤ ㅤ Intensive Manual
ㅤ ㅤ ㅤ ㅤ 0.10%
ㅤ ㅤ ㅤ ㅤ FS Gold Card Pack Ticket
ㅤ ㅤ ㅤ ㅤ 5.00%
ㅤ ㅤ ㅤ ㅤ 1000 Coin
ㅤ ㅤ ㅤ ㅤ 5.00%
ㅤ ㅤ ㅤ ㅤ Skill Trainings Ball
ㅤ ㅤ ㅤ ㅤ ㅤ 5.00%
ㅤ ㅤ ㅤ ㅤ P-buff
ㅤ ㅤ ㅤ ㅤ 5.00%
ㅤ ㅤ ㅤ ㅤ XP Drink(L
ㅤ ㅤ ㅤ ㅤ 36.00%
ㅤ ㅤ ㅤ ㅤ XP Drink(M)
ㅤ ㅤ ㅤ ㅤ 40.65%
[color=orange]6. All-Wing Random Box[/color] Event Period: Jun 4th - Jun 17th 23:59 PDT
Wings of every kind, in one place! Open the All-Wing Random Box for a chance to get angel, arcade, or special-themed wings.
[color=orange]13. May 3on3 Best Streamer Event[/color] [color=skyblue]Posting Period: May 1st - May 31st 23:59 PDT[/color]
Upload your best play or any kind related to 3on3 FreeStyle and get a chance to have your clip on our official Channel!
And for extra, get a specially made Streamer’s Nametag and a good number of points as well! Reach 2K views to become 3on3 Best Streamer! Most Viewed Video will be added to the 3on3 Playlist!
Now that Hollows is out, we can resume our work on smaller tweaks. Also, if you’re a Timberborn modder, you may want to check out our official Discord server.
Modding
We believe the modding scene is a huge part of Timberborn, and we've got exciting developments coming, including a little something today.
All shaders now land zipped in StreamingAssets, so modders can access them easily.
We’ve created a dedicated channel (and a new role) on our Discord server. If you want to be up to date with everything mod-related we do - in greater detail than regular patch notes allow - be sure to join us there.
Bug fixes
Helped beavers getting stuck in Double Lodge’s steps.
Fixed some buildings having an unflipped model, but a flipped animation.
Tubeways built in place of demolished tunnels now connect correctly.
Fixed badwater’s texture that wouldn’t hide in Badwater Discharge.
The Settlement Panel now correctly lists workplace construction sites without access to roads.
Fixed a crash caused by clicking the Save button and pressing Escape simultaneously.
We would like to inform you that there will be routine maintenance for Bless Unleashed on PC. We apologize for any inconvenience this may cause and appreciate your understanding.
During the maintenance, you will be temporarily unable to enter the server to play the game
The maintenance will be delayed or advanced according to the situation, please be well noted.
When the maintenance ends, the compensation items will be sent by mail. (once per account)
Please feel free to contact us if any problem in the game or any suggestion of our game. Thank you again for your support and love for Bless Unleashed!
Standing guard over Holdpoints in the eponymous mode, Heirs? Great, and we're standing guard over your comfort in our game. It's not hard to guess that today we're going to share with you the tricks of the Hold mode.
For those who have not yet understood the game modes and do not want to waste time searching for the appropriate post, let us make it clear. “Holdout” is one of three Odra Online modes that offer fundamentally different victory conditions. What's more, in this sense, “Holdout” stands out both against the standard Confrontation and the unpredictable “Harvest”. During the game it is necessary to hold for a certain period of time the designated sectors called Holding Points. Their number depends on the number of players. If there are two of you, one point will appear closer to each of you and one in the center. That makes three dots. If there are three of you, then by the same logic there will be four.
All battles with the “Hold” mode go for ten rounds. there is no possibility to win before the end of the tenth round, but this victory can be guaranteed. Even after the loss of all units of one side, the game will continue until the end of the specified number of rounds. If you, for example, have earned 80 Retention points by occupying most of the points and your opponent has only 20, then defeating your units does not guarantee him victory in the game. If he fails to score at least 85 points at the end of the tenth round, he loses.
But that doesn't mean that you and your opponent should stand across from each other and admire each other's armies. Speaking from personal experience, battles for the central holding point are sometimes even bloodier than Harvest mode. Especially when one or both players pour clouds of poison over Hold points or force traps.
And don't forget about the Dwarves. They lack initiative and mobility, unlike humans and elves, but they spend only one movement point (or one movement square) instead of two to occupy Hold points. At the crucial moment, this nuance can turn the tide of battle. In addition, it's a challenge to kill an upgraded Shilder or Hird warrior... And it's impossible to move him if he uses Battle Formation.
But that doesn't mean you should play Holdout exclusively with Dwarves. We've only shared with you the simplest, albeit not completely obvious, strategy. We assure you there are many more!
Today, we are diving deeper into the technical and visual challenges behind the game’s expedition system.
Let's jump straight into it!
Underground Expeditions: Welcome to the Endzone!
One of the most ambitious changes? The new underground expeditions, including the Endzone bunker system, a name-giving location in the world’s lore. These levels posed unique technical challenges. “The systems are optimized for the above-ground world. Underground, we had to create an illusion, and spawn another world and hide it from view,” one developer explained.
It would definitely break the immersion if as a player, you noticed you were actually floating 1,000 meters up in the air, above the map..!
Lighting and textures
The illusion of being underground relied heavily on visual trickery and precise technical work.
Lighting, for example, had to be reworked entirely to fit these new locations. When designing those expeditions, one unexpected challenge popped up: the sun. You’d think in a bunker 1,000 meters below the surface, the sun wouldn’t be much of a problem… but as you now know, the bunker isn’t actually below the ground, and the sun is deeply baked into Endzone 2’s rendering system.
So, since removing it wasn’t exactly the best option, the devs decided instead to freeze it at a certain position and tint it a cold, unnatural gray-purple, and put it 90 degrees on top at its perfect zenith to avoid any shadows that would look weird underground!
But then, what happens to areas the player can’t reach or see? What should the walls of the world and the areas around the underground buildings themselves look like? Well, you guessed it, here again the team had to experiment with textures, starting with inspiration from Fallout 2: raw earth textures that worked well for low-res pixel art. But in Endzone 2, they didn’t hold up. Eventually, the devs landed on a solution: perfectly black textures extracted from the very few perfectly black pixels available, and enhanced with carefully placed lighting. The goal? Darkness that felt real, not shiny, flat, or fake.
Pathfinding
But visuals weren’t the only challenge. The pathfinding system wasn’t exactly *thrilled* about verticality. The higher you went in the scene — and remember, these underground expeditions are technically floating far above the normal world — the more unstable and slow pathfinding became.
It added heavy strain on performance, especially compared to rendering, which handled the complex environments surprisingly well.
Modular design for a seamless flow!
These underground zones also rely on a layered level-loading system.
When you change levels in an underground building for example, the game unloads all other layers and then adds back the relevant ones based on your tracked position, starting from the bottom, and stopping at the level where you, as a player, are at this point in time.
This means the game is constantly checking where you are and only loading what’s relevant, which keeps performance smooth; even in a multi-level underground facility.
Another good example of the challenges verticality brought is the elevator shaft. It is very deep and not easy to navigate. To improve the experience, the team tied the camera to the explorer on the vertical axis to have a smooth transition while going up and down, and worked hard to bring an immersive experience and manage light sources so they wouldn’t float or behave unnaturally when those walls disappear from view.
Lighting, here again, was a tricky one. Since the game engine automatically hides the back sides of walls, any light that was placed on them would just… hover in mid-air. So instead, the team had to anchor lights to structural elements like pillars, to keep everything grounded.
Wanna see a teleportation trick?
One of the coolest technical tricks? You can walk in and out of the underground bunker with no loading screen, no button press — nothing.
How, you might ask? Well, there’s a teleportation trigger placed at just the right spot at the elevator’s entrance/exit. The moment you walk into it, the game teleports you from the floating expedition level back to the surface base, and vice versa, all without breaking immersion.
This is the only place in the game where the player is teleported without any direct interaction.
“We had to be extra careful,” the devs noted. “If you mess it up and the teleport loops, you could end up in a bugged-out limbo of infinite warping… and crash everything.”
So yeah… no pressure.
TLDR; a *LOT* of experimentation and work went into building and getting the “underground feeling” right. The team had to work around these issues while preserving that feeling of seamless descent into a tense, unknown place. A lot of tricks were pulled to keep everything stable, immersive, and believable!
We hope this peek behind the curtain shows just how much care went into crafting these expeditions.