EVERSPACE™ 2 - Merro

Greetings, pilots!

It’s time for one last patch to EVERSPACE 2 and Wrath of the Ancients! The team has put together fixes for bugs shared by the community, as well as a few small tweaks. 

As we’ve come to the close of the EVERSPACE 2 project, we will be disabling Crowdin. We’re very happy with the state of the various translations and would thank every community member who has ever submitted a translation bug or made a localization suggestion. You’ve all helped improve the experience for other players worldwide! 

While we don’t plan on releasing another patch, we are continuing to keep an eye out for issues reported by players in the Steam Community Hub and the ROCKFISH Games Discord. Please continue to share issues in these places.  

Find the full list of tweaks and bugfixes added in today’s update below.

Changelog: 1.4.48188 

Tweaks

  • \[WOTA] Tweaked that Okkar gas tanks no longer turn Okkar units hostile when destroyed

  • \[Windows] Updated DLSS plugin version to 4.0.2

  • Integrated community suggestions for translation improvements from Crowdin and our community testers

Bugfixes

  • Fixed a potential crash when using Sentinel ULT with no primary weapons equipped

  • Fixed a rare crash when changing difficulty in some locations

  • Fixed unlocked blueprints count mismatch in data/collectibles screen

  • Fixed that the "Play It Safe" player perk's reactive armor condition was capped to 90% max damage reduction instead of 100%

  • Fixed that player ship banking was broken after skipping dock or undock animation

  • Fixed the overly bright appearance of the "Zethes Research Station" in "Khione"

  • UI: Fixed that recently bought item indicator was not removed when sending item straight to homebase after purchase

  • \[WOTA] Fixed crash when using Entropy Anchor during Sentinel ULT

  • \[WOTA] Fixed that the Golden Ace’s additional ship hangar slot was removed when completing a hangar size perk after receiving the Golden Ace

  • \[WOTA] Fixed wrong probability for radiant Reliquary drops at the end of Ancient Altar events

  • \[WOTA] Replaced location save after Ancient Altar event with autosave

  • \[WOTA] Fixed that ancient altar events could get stuck if hostile freighter spawned and jumped out during the fight

  • \[WOTA] Fixed that Reinforced Frame catalyst would only double the base hull hitpoints, not the total hull hitpoints

  • \[WOTA] Fixed that Ambient Collector and Reserve Power catalysts would not affect the Bomber's secondary weapon energy

  • \[WOTA] Fixed that it was possible for player drones to spawn while using a remote drone to scout a location in the Ushak system and during a certain event of the “The Peace of the Ancients” mission

  • \[WOTA] Fixed random rotation for Okkar Frigate boss in rifts

  • \[WOTA] Fixed that Reliquaries dropped by Ancient Altars were the same when saving and loading between upgrade events

  • \[WOTA] Fixed that Okkar Frigate Rift boss could spawn inside asteroid fields

  • \[WOTA] Fixed missing dialogues in Swarmer Distress Call events

  • \[WOTA] Fixed that Okkar Prime Interceptor damage and hitpoints were not correctly initialized

  • \[WOTA] Fixed that Okkar Frigate weak spots were sometimes not damageable with Flak Cannons or secondaries

  • \[WOTA] Fixed a rare case in which the “Wrath of the Ancients” mission did not continue after undocking from a station before a dialogue was triggered

We hope you’re all having fun with EVERSPACE 2: Wrath of the Ancients! Stay tuned for more team interviews, Q&A sessions, and game news here, on our social channels, and streams!

Lee and your ROCKFISH Games team

Lust Goddess - 💖Belle💖
Ahoy, Captain! Brace yourself—this fix is sizzling hot, so watch out or you might get scorched! 🔥 We've fine-tuned and powered up some mercenaries just for you.
A big update is waiting—make sure to update the game and keep everything running smooth and spicy! ✨

🌶️ Lucretia
  • Outfit skill: Now triggers from every 2nd steal attack, instead of all of them
🌶️ Mitsuki
  • HP: -10% (Everywhere, including relationship)
  • 3rd skill: -10% Value (Everywhere, including relationship)
🌶️ Sunmi
  • 1st skill: x2 Value
  • 2nd skill: +25% Value
  • Rebalance Reset & LevelUp Values progression in all stats
🌶️ Lorraine
  • +15% HP and Attack
  • Outfit skill: +5% flat value (35% -> 40%)
🌶️ Natasha
  • 3rd skill rework: Before attack: Gains an attack buff for every force shield on the battlefield
  • Rebalance Reset & LevelUp Values progression in all stats. Final Values are unaffected
🌶️ Belle
  • +25% HP
  • 1st skill: +50% Value
  • 2nd skill: +20% Value
  • Outfit skill rework: Now triggers when Allied Commander Attacked (instead of self)
🌶️ Morgan
  • 2nd skill: Does not provide force shield to syndicate faction
🌶️ S0lt
  • Passive skill: x2 Value
🌶️ Alexa
  • Passive skill (Block Stims): +40% Value
🌶️ Verena
  • HP of Bioregenerators is reduced by 15%
  • Buff HP in Bioregenerators` abilities is reduced by 15%
The Bloodline - Camilla505Pulse

Harbingers, The news update Secrets Of The Forge is available now to improve your journey in Eudros! This one focuses mainly on the Weaponsmithing Rework and Armor System Rework, which - along with the full list of bug fixes and adjustments - we break down in detail in this article!

BUG FIXES
  • Lightning Rod now consumes mana properly

  • Lightning Rod now grants electromancy EXP

  • Fixed issue with Arcane Bolt that would cause an attack lockup if casting it exhausted your mana

  • Fixed issues with enchanted gear that would cause it to sometimes not activate or activate several times

  • Fixed issue that would cause flintlock weapons to jam after gathering a resource

  • Can no longer attack with ranged weapons when fishing

  • Aloe now grants EXP properly

  • Fixed issue that would cause flintlock and bow levels to not track correctly

  • The amount of runewords you’ve deciphered should now properly track in your detailed stats

  • Fire Elementals can no longer be ragdolled with Ignition Kick

  • Venison Sandwich now heals properly. Also updated heal amount to 250 instead of 100. (Will only appear in the description if you don’t already have the item in your inventory before the update!)

  • Fixed dead-end dialogue with Prawix

  • Fixed a couple equipment items that had inconsistent tooltip details

  • Fixed issue with weaponsmithing EXP not tracking properly

  • Fixed camera sensitivity being linked to framerate... finally! Sorry about this – It was an obvious solution that I just didn’t understand. I’m still learning, after all (;

  • Fixing the camera sensitivity issue in turn should also fix an issue that some users report about their camera suddenly jerking in a different direction

  • Fixed third person camera issue when riding on griffon

  • Players can no longer place auto turrets on top of one another (could cause players to get stuck within the turrets)

  • Fixed EXP bar at the top of the crafting menu not updating properly

  • The Electromancy skill “Lightning Rod” should now grant Electromancy EXP

  • Fixed issue that would allow players to pick up physics items beyond what their strength would allow

  • Fixed issue with EXP gains from anvil strikes when weaponsmithing - the proper EXP amount (2 exp) should now be added to your weaponsmithing level with each successful hit

  • The item filters on the trading window now work properly

  • Levelling up a multiple times at once no longer plays overlapping sounds

  • Fixed issue that would allow players attempt to strike the anvil multiple times per arrow when weaponsmithing (this would allow for multiple quick successful hits or failures. You can now only attempt to strike the weapon once per arrow popup)

  • Weapon speed (for custom weapons) now shows properly in tooltips

  • Fixed issue with the sleep popup that wouldn’t allow you to accurately select the amount of time to sleep

  • Fixed rotation issue with third person griffon cam

  • Fixed issue when dismounting while in third person. (Would cause many character model issues, especially when changing gear

  • Fixed third person camera on mounts

  • Fixed issues with some helmets not hiding the player’s head correctly, resulting in the head clipping through the helmets.

ADJUSTMENTS & OPTIMIZATIONS
  • Griffon mount now has better handling when flying

  • Further optimized crafting window

  • Reworked mining/smelting/weaponsmithing tutorial given by Theo Macgowan at the Harbinger Stronghold. Before, it required lots of leaving/returning to the stronghold. This new tutorial should be a bit smoother and direct, while still showing players the basics.

  • Refined Mary Osterhout’s quest to introduce the player to woodcutting. She also better explains village mechanics now.

  • Updated Rasoul’s dialogue (the weapon trainer at the Harbinger Stronghold)

  • Improved Self Propulsion Boots functionality

  • Adjusted various loot table spawn rates and added new items to some loot tables (lockpicks can be found more often now!)

  • Optimized crafting menus

  • Optimized Harbinger Stronghold

  • Adjusted the speed at which the quality bar is filled when crafting weapons. The amount that the quality bar is filled is still increased with every weaponsmithing level, but at a more steady rate.

  • Climbing EXP Orbs no longer require you to be climbing to collect them since

  • Removed “Atacamite Ingots” from smelting and replaced them with “Mystcopper Ingots” (Atacamite and Slimemetal were too similar. Mixing copper and atacamite will create mystcopper)

  • Adjusted some ingot level requirements for smelting:

    - Silver is now level 5

    - Gold is now level 6

    - Moonstone is now level 7

  • Added an auto-save checker. Specifically, this check ensures the player isn’t falling before auto saving. This should help prevent saves when flying or when players manage to get out of bounds and fall out of the map

  • Meadowstrider (Huge rabbit) ears now flop to down when you mount it

  • Player can no longer equip weapons when mounted and in third person (you couldn’t attack properly when in third person on mounts anyways)

  • Increased all damage dealt by Armored Troll

ADDITIONS
  • Added level up tutorial

  • Added lockpicking tutorial

  • Added combat tutorial (given by Fredrick at the start of the game. Can be skipped.)

  • Added grappling hook tutorial

  • Added a woodcutting tutorial

  • Added quest that is given at the very start of the game by Fredrick that guides players to Geoffrey, who kicks off the main quest

  • Added a “Getting Started” quest that shows each of the tutorial NPCs to that player.

  • Added skill tutorial (takes place after combat tutorial)

  • Added new coconut helm available from Omar the CocoNUT

  • Added detailed potion crafting tutorial

  • Added weapon components to loot tables

  • Added new weapon components to loot tables

  • Weaponsmithing has been completely reworked

  • You can disassemble weapons by right-clicking them in your inventory and selecting “disassemble”

  • Disassembling CRAFTED weapons will return the components to your inventory

  • Disassembling PRESET weapons will return resources to your inventory

  • Added player storage, finally! The chest can be found in your room at the Harbinger’s Stronghold

  • Added new weaponsmithing level up jingle

  • Armor system rework

  • Having a total armor value above 50 will make additional armor foley sounds play when moving

  • Added new ingot type: Steel

WEAPONSMITHING REWORK

It goes without saying that the previous weaponsmithing system was very lackluster. It was shallow, uninteresting and didn’t draw players in. Some of the weapons you could make were cool, but even then, you craft them once and you’re done interacting with those elements ever again (unless you sell the crafted weapons, but I digress)

I wanted to make the weaponsmithing experience a bit more in-depth, polished, and fun to experiment with. The refined system allows players to craft weapons piece-by-piece! For example, crafting a sword requires you to assemble a grip, pommel, guard and blade together. Each element dictates the weapon’s speed, damage and value, allowing players to craft their ideal weapon. (Selling custom weapons is still a WIP but will work retroactively for already-crafted weapons since all the necessary data is stored in the weapon.)

Instead of adding a new crafting type (like highly requested armor smithing), I’ve decided to refine elements that are already present in the game. This will be a common theme going forward – polishing existing content until the sandbox experience is smooth, enjoyable and polished as I can make it!

Forging high-quality weapons doesn’t just improve their stats — it also boosts the EXP you earn from crafting them.

The equation EXP gains from forging weapons is the following:

EXP = (((OverallDamage * 1) + (OverallSpeed * 10) + (OverallValue * 0.5)) * QualityMultiplier) ^ 1.25

This equation ensures that both raw stats and weapon quality meaningfully impact the amount of EXP gained. Players are rewarded not just for crafting powerful weapons, but for perfecting their craftsmanship and aiming for higher quality tiers.

Crafting Difficulty - How does it work?

When forging your weapon, the weaponsmithing minigame will begin. Here, you’ll strike the weapon to enhance its quality. Successful strikes increase the quality bar.

The AMOUNT that the quality bar is increased depends on a couple factors; One being your weaponsmithing level and the other being the crafting difficulty of the weapon.

The crafting difficulty is based off of the EXP that the weapon earns you by crafting it. The same equation as above, except the quality multiplier isn’t applied in this case.

Weapon EXP is divided by 300 to determine the weapon’s difficulty rating. This rating directly affects how much the quality meter increases with each successful strike. The higher your weaponsmithing level, the more efficient your strikes become—each level adds a 1.5% bonus to the base increase per strike.

It may sound a bit complex, but I’ve found that it balances nicely in my tests so far.

For example:

  • At level 1, crafting a weapon worth 405 EXP (which is a lot for level 1) would only increase the quality meter by 1% per strike.

  • At level 6, that jumps to nearly 7% per strike. A weapon worth 405 EXP is about right in this level range.

  • And by level 15, you’re gaining almost 17% per strike. A 405 EXP weapon is still fine at this level, but in this level range, you should be crafting harder weapons.

This system should also help ensure that craftable weapons remain challenging at your current weaponsmithing level, preventing them from feeling trivial too quickly. I’m trying to achieve a balance of allowing the player to feel like they’re progressing as a weaponsmith without making it too easy, too quickly. It should also allow those who are really good at the minigame to be able to craft powerful weapons earlier. If you come across a stash of Moonstone weapon components at a low weaponsmithing level, you can still try forging them… but only skilled players who have mastered the minigame will be able to unlock their full potential so early on.

So far, I’ve found that this helps encourage creating high quality items rather than creating many low-quality items. That being said, however, I’m sure there will be some balancing that needs to be done to make it feel just right.

ARMOR SYSTEM REWORK

The armor system has been gutted and reworked! More specifically, how damage reduction, sprint stamina reduction, jump stamina reduction, and movement speed are calculated.

Damage reduction broken down

DamageReduction =

(HeadArmor ^ 1.15) * 0.10 + (ShoulderArmor ^ 1.15) * 0.10 + (ArmArmor ^ 1.15) * 0.15 + (TorsoArmor ^ 1.15) * 0.30 + (LegArmor ^ 1.15) * 0.20 + (KneeArmor ^ 1.15) * 0.05 + (FeetArmor ^ 1.15) * 0.10

This equation factors in how much of the body each armor piece protects. For example, torso armor is multiplied by 0.30 because it covers approximately 30% of the body. This ensures that larger, more critical armor pieces contribute more significantly to your overall damage reduction.

The exponent in the equation (1.25) introduces non-linear scaling, meaning that higher armor values contribute more than lower ones. This helps make heavier armor feel stronger. Instead of each point of armor always providing the same benefit, the exponent ensures that the impact of armor increases more noticeably as the value rises—while still keeping low armor values modest.

Stamina consumption for running and jumping broken down

EffectiveArmor = max(0, ArmorRating - ArmorOffset)

StaminaDrain = BaseStaminaDrain × (1 + ((EffectiveArmor ^ Exponent) / SoftCap))

This equation ensures that sprint stamina drain is minimally affected by low armor values, while higher armor values cause a gradual and noticeable increase in stamina consumption.

For example, wearing 50 armor increases stamina drain by approximately 37%.

The “armor offset” ignores the first 5 points of armor, allowing light armor builds to sprint without significant penalties, rewarding mobility-focused playstyles. The same method is used for calculating stamina costs for jumping.

Movement Speed and Jump Height Breakdown

Armor now has a greater effect on movement speed and jump height. Here’s the equation for it:

EffectiveArmor = max(0, ArmorRating - ArmorOffset)

SoftCap = 30

MoveSpeedMultiplier = 1 - ((EffectiveArmor ^ Exponent) / ((EffectiveArmor ^ Exponent) + SoftCap))

This equation controls how movement speed is reduced based on the player's total armor, rewarding lighter armor builds with minimal slowdown while ensuring heavier armor feels appropriately bulky - but not too slow, as I’ve added a clamp to ensure your speed never reduced more than 50%.

In summary, it’s pretty much how you’d expect it to behave: Low armor values have little to no impact on movement speed, while higher armor values result in a gradual reduction.

For example, wearing 50 armor reduces your movement speed by approximately 29%.

The equation includes an “armor offset”, which ignores the first 5 points of armor to give light armor users full mobility, the same principle as stamina consumption. The same % of movement speed decrease is applied to your jump height as well.

KNOWN ISSUES
  • Loot window ESC key needs to be added

  • ESC doesn’t close village windows

  • Druid sight not working until respawn

  • Crafting menu doesn’t close with ESC

  • Space while gathering causes camera issues

  • Need to Alphabetize building list

Warhammer 40,000: Rogue Trader - Starrok
With the Adeptus Arbites becoming directly involved in the affairs of the von Valancius protectorate in the upcoming Lex Imperialis expansion, it is only logical to talk about their iconic tool - shields!



Defensive Capabilities Taken to a New Level

Shields are a brand new type of equipment introduced with the Lex Imperialis expansion. They will soon become available across the whole game for all players, even those without the DLC, and will come in a variety of shapes and designs:



Shields are considered a special kind of one-handed melee weapon and take up a total of two weapon slots, one from each weapon set. You can attack, parry, and make attacks of opportunity with shields in melee, but their main purpose is suppression and negating damage.

And they are quite effective at that. Abelard approves!



Preventing the Damage

Shields provide a new stat called Block, which gives the wielder a chance to completely negate the incoming attack, similar to how Parry and Dodge function (and stacking with them!). The chance to block is determined by the shield itself, and is not affected by the wearer’s or the attacker’s stats. It can, however, be modified by various items and talents.

Block works against both melee and ranged attacks. It is especially effective against burst attacks - once any hit from a burst attack is blocked, the remaining hits are negated automatically. A blocked attack can also never overpenetrate!

Predictably, shields will not save you against psychic powers.



New Tactical Advantages

All archetypes have access to shields, which offers a rich layer of new tactical opportunities for defensive gameplay with dedicated tank characters. To allow for even more build variety, we’re adding multiple new universally available talents that boost shield effectiveness.

Here are some examples:

  • Shield Mastery allows the shield to only occupy a slot in a single weapon set.
  • Defensive Manoeuvre allows the bearer to regain 2 MP after attacking with a shield.
  • Strong Hand gives the wielder +5% block and allows them to deal +50% more damage when attacking with a shield.

Subductor, one of the specialties of the new Arbitrator origin, is specifically designed with a shield in mind. These assault specialists have access to a set of additional talents and abilities that further boost the effectiveness of shields, such as charging forward with a shield, automatically scoring critical hits with shield attacks on immobilized or prone enemies, gaining a bonus to Toughness that scales from Block, or even reflecting enemy attacks back at them!

The only characters in the Lord Captain’s retinue who cannot use shields are the xenos, who rely on agility rather than this crude Imperial method of protection, Pasqal, and the mighty Ulfar, who believes that the best defense is a brutal offense.



Beyond often having special effects, each shield also always provides a wielder, of any archetype, with the special ability Stalwart Defence. It allows them to select a zone and immediately end the turn, significantly increasing block chance against all enemies in that zone and making an attack of opportunity in response to the first successfully blocked melee attack from each of these enemies:



New Challenges

Where there is a tool, there will always be those who make use of it. In Lex Imperialis, allies and enemies will also take advantage of shields, requiring new tactics in order to deal with the additional protection they provide.

Some existing talents such as Take Aim! or Deadeye Shot have been updated with additional effects to reduce block, and multiple new items across the game have been added to interact with these new mechanics.

How do you plan to build your retinue with shields in mind, Lord Captain?



See you soon in the Lex Imperialis expansion!


Jun 17
DodgeKill - Kiro

Small update for the demo :

  • The game now pauses when :

    • The current used controller is unplugged / disconnects / isn't detected anymore

    • The steam overlay opens

Blight: Survival - BGardiner_BHVR

Recently, we sat down with our Discord community to answer your questions about Blight: Survival. From lore and gameplay mechanics to character customization, sound design, and the partnership between Haenir Studio and Behaviour Interactive, you didn’t hold back.  

The result? Hundreds of questions submitted through our pre-AMA survey, with even more asked live during the event. Joining the session were Mads and Ulrik (Creative Directors), Vincent (Producer), Julien (Brand Manager), and Brandon (Community Manager). 

In this blog, we’re highlighting a selection of some of the more detailed answers, alongside a handful of shorter, rapid-fire ones, covering everything from combat design to our approach to customization and development timelines.  

If you want the full uncut transcript with all 60+ Q&A’s, you can find it in our official Discord. We’ll be keeping the AMA channel live so folks can revisit past answers and participate in future sessions.  

Let’s dive in! 

Playtesting and Timeline 

Q: When can we play the game? What’s the release window? 

Julien: The honest answer is that it’s still too early to give a release date. 

A lot of you have asked about this, so we want to be as transparent as we can without putting ourselves in a position where we are forced to let you down and delay the game.  

We will say this: the game is not launching in 2025 or 2026.  

We want to deliver the game you deserve, and we’ll take the time needed to get there. 

Q: Will there be public playtests? How do I get in? 

Brandon: Yes! We’re looking at 2026 for our first open playtests, but we’ve already been running small, limited closed playtests with our Playtest Squad and will continue doing so throughout the year. If you're interested in joining the early closed playtests, sign up at: https://bhvr.com/playtest

Q: Why haven’t we seen more gameplay yet? 

Brandon: We hear you, and we’re planning to share much more moving forward, including evolving systems, early designs, rough prototypes, and even sneak peeks that are closer to a “finished product” too. We want to bring you into the process while things are still evolving rather than when they’re "done.” 

The Development Partnership 

Q: What are Haenir and Behaviour’s roles in development? 

Brandon: Blight: Survival is being developed, funded, and published by Behaviour Interactive, in partnership with Haenir Studio (the original creators and creative directors). 
Mads and Ulrik from Haenir are still closely involved, guiding the creative direction. The DNA of Blight comes from their original vision.
 

 

Q: Has Behaviour’s involvement impacted the release date? 

Mads: There are several reasons we partnered with BHVR. One of the biggest is the uncertainty and turbulence in the industry. Running a studio, securing funding, marketing, production, it’s a lot, and not all of it lines up with just “making the game.” 

This partnership helps us mitigate risk and ensures we can deliver the game, even in a tough market. Their experience and financial support have also helped us expand the scope and ambition of the game. That expansion required us to rebuild a lot from the ground up, which is why the release is still a bit further out. 

Combat, Systems and Gameplay Focus 

Q: What is the overall focus of the combat system? Is it about 1-on-1 fights? Hordes? Resource management? 

Ulrik: Our combat system is primarily focused on fewer enemies (not a horde-style game like Vermintide). We want combat to feel immersive, intimate, brutal, and have a certain complexity. You’re not a superhero in Blight: Survival, you’re a soldier facing dangerous foes in a hostile and brutal world. Weapon damage efficiency based on type (cutting, blunt, piercing, etc.) is also something we’re looking into. 

 

Q: What’s the genre of this game anyway? 

Julien: We’re crafting a unique experience that takes inspiration from genres like action-horror, extraction games, souls-like/lite, and action-adventure, but it’s not strictly any one of them. 
Every fight is a tense battle to survive. Whether you’re trying to grab what you need, push further in, or know when to get out, it’s all about weighing risks and rewards. Combat is tight, tension is high, and losing something, whether it’s progress, gear, or your life, is always on the table.
 

 

Q: What are your plans around monetization? Battle passes, microtransactions, etc? 

Vincent: We have no intentions to include microtransactions or battle passes. Our focus is on delivering a complete core experience with a set boxed price (price still to be determined). 
That said, once we’ve delivered a game we’re proud of, we might explore paid DLC expansions, work on a sequel… or maybe even a zombie dating simulator spin-off. You never know.
 

Q: What does character customization look like? Can you give a more in-depth look at how customization works? 

Mads: Great question! We totally understand the importance of character customization, and while we focus more on gear and accessories rather than detailed physical features, we want your Writhen to feel uniquely yours within the grounded, gritty world of Blight: Survival. 

Customization will revolve around masks, helmets, armor, weapons, and more, allowing you to create a distinctive look without breaking the game’s aesthetic. You’ll also design your Vanguard’s banner and heraldry and choose a deity to align with, which determines your starting mask. Plus, many masks and gear can be discovered throughout the world. 

You’ll be able to mix and match helmets, chest, leg, and arm armor, tabards, materials, and colours. Our goal is to provide a deep and meaningful customization system so you can feel connected to your characters. 

 

Lore, Immersion and Sound:  

Q: Who are we in the story? Are we just a blank slate? Why are we going into the Blight? 
Mads: You’re playing as a Writhen (singular). A Writhen is part of a Vanguard—soldiers on the front lines of the fight against the Blight. Their role is to infiltrate infected territories to understand and weaken the Blight’s spread. 

As part of your Writhen initiation, you’re stripped of identity and forced to wear masks—partially to survive the spores, partially to erase who you were. 
Desertion? That’ll get you killed. 
…And if you somehow manage to escape, you risk succumbing to the Blight itself. 
(More on that later.)
 

 

Q: What are your plans for sound design? I feel like great audio can make or break games, especially parry sounds. 

Mads: Sound design is extremely important, especially in a game that drips with mood. We’re big fans of what Hunt: Showdown did in this space. Sound is definitely not something we want to cheap out on. 
That goes for combat sounds like parries, weapon impacts, and armour, but also environmental ambience and music. Every creak, breath, and clash should feel powerful and meaningful. 

 

Here are some of the rapid-fire questions from the AMA. Short, sharp, and straight to the point. 

Q: Will there be small customization options like body type or voice so I can hear my character scream in a feminine voice? 
Vincent: Think Helldivers 2, we love that neutral approach to character expression and plan to do something similar. 

Q: Will NPCs react to proximity chat if it’s added? 
Mads: If we include proximity chat (which is something we’re experimenting with), NPCs would definitely react to it. 

Q: Will there be PvP? Optional or built-in? 
Brandon: PvP isn’t planned. The game is designed as a pure PvE experience for solo or co-op.  

Q: Will the game become a horde-style hack-and-slash or a more tactical game like The Last of Us? 
Vincent: Definitely more tactical. Every attack is meaningful. It’s not a horde game. 

Q: Any plans to include plausible, but uncommon medieval weapons, like a great maul, to fight heavily armoured enemies? 
Ulrik: Absolutely. While we’re grounded in 14th-century inspiration, we also ask: how would people of that time adapt to the Blight? This fits right in. 

Q: Will there be in-universe political dynamics? 
Mads: Definitely. The world features factions and power struggles. In-game, you’ll directly interact with three: the Writhen, the Blighted, and the Church of Eternal Dawn. 

Q: Do the Church of Eternal Dawn and other factions all view the Blight the same way? 
Mads: Not at all. Different factions have different beliefs about what the Blight is, who caused it, and why it exists. Religion plays a big role. 

Q: Is Blight: Survival connected to The Blight from Dead by Daylight or the Fog? 
Brandon: Even though BHVR is developing Blight: Survival, it’s completely separate from Dead by Daylight. Different universe, tone, gameplay and dev team. There’s no lore connection to the Fog. 

Q: Will the game release on consoles like Xbox and PlayStation? 
Julien: Yes! Blight: Survival will launch on Xbox and PlayStation. 

Q: Would you still love us if we were worms? 

 Brandon: Of course! We’d even make tiny armour sets and give you your own little worm-sized swords.  

A huge thank you to everyone who submitted a question or just dropped by to listen in. Your curiosity and passion continues to shape how we share the journey of making Blight: Survival with all of you.  

This post only scratches the surface, covering some of the most notable questions from the AMA. For the full list of over 60+ Q&As, head over to the Discord AMA Archive

We’ll be back soon with more dev updates and sneak peeks, so keep an eye out for what’s coming ashore.  

-The Blight: Survival Dev Team 

Armored Warfare - 2000Valand

Commanders!

Today we’ve prepared the following items for you:

  • Object 490 Tier 10 Premium Main Battle Tank

  • Object 195 Tier 10 Premium Main Battle Tank

  • Kornet-D1 Tier 10 Premium Tank Destroyer

Between June 17 and June 24, 2025, the following items will be available:

Object 490

The Object 490 Main Battle Tank was an advanced concept from the waning days of the Soviet Union. Designed in the 1980s, it represented a radical departure from the MBT paradigm. Its distinct wedge-like shape, along with the fact that the crew was located in the back, offered unparalleled levels of protection. But the most interesting part of the design was its double suspension paired with two engines, allowing the vehicle to stay mobile even after suffering significant damage. However, the conclusion of the Cold War put an end to this design, along with many other advanced Soviet projects. You can learn more about this vehicle in our dedicated article.

In Armored Warfare, the Object 490 Tier 10 Premium MBT is perhaps the best armored vehicle in the game. It’s a true behemoth that is almost impossible to slow down, let alone knock out, and concentrated effort is required to stop one of these things when encountering them on the battlefield. The combination of extremely thick armor and a powerful 152mm gun makes this tank incredibly deadly, even though these advantages are balanced by its mediocre agility and the fact that its gun is only forward facing. This MBT is ideal for you if you prefer slow, methodical advances while dealing massive amounts of damage with each shot. If you keep your flanks secure, you’ll be all but impossible to stop.

The Object 490 MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.

This bundle is available in our Web Shop.

https://armoredwarfare.com/web-shop?tags=loot

Object 195

The Object 195 Main Battle Tank is one of the 1980s Soviet supertanks, intended to fight the next generation of NATO MBTs. It was developed in Nizhny Tagil by the experienced Uralvagonzavod design bureau (UKBTM), which was responsible for such legendary tanks as the T-72 and T-90. Much like other such prototypes, it was designed to be armed with massive 152mm smoothbore cannon in an unmanned turret. A single prototype was built and it allegedly passed state trials between 2008 and 2010 but the project was discontinued due to a lack of financing. You can learn more about it in our dedicated article.

In Armored Warfare, the Object 195 is a Tier 10 Premium Main Battle Tank and one of the most versatile vehicles you can get your hands on thanks to a combination of excellent armor, unmanned turret, 152mm hard-hitting gun and one special feature – the coaxial 30mm autocannon that allows you to take out unarmored targets without having to waste a shot of your main weapon.

The Object 195 Tier 10 Premium MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.

This bundle is available in our Web Shop.

https://armoredwarfare.com/web-shop?tags=loot

Kornet-D1

The Kornet-D1 Tank Destroyer was one of the proposed variants for the BMD-4M chassis. As a dedicated tank hunter, it was supposed to be armed with two Kornet ATGM quad launchers, providing the Russian Airborne forces with long-range tank-killing capabilities. The project was launched in 2013 but the vehicle never reached the prototype stage with the program likely being canceled in 2018. You can read more about it in our dedicated article.

In Armored Warfare, the Kornet-D1 is a Tier 10 Premium Tank Destroyer and a tracked counterpart to the wheeled Kornet-EM progression vehicle. It is only lightly armed but also very stealthy and its lack of vision range is compensated by the ability to deploy a Sniper. Additionally, when configured properly, the vehicle is capable of launching two missiles at once, making it incredibly deadly against any target, especially at long ranges.

This vehicle is available via Loot Crates, which drop Kornet-D1 parts. Collect 100 Kornet-D1 parts from these Loot Crates to assemble the whole vehicle.

This bundle is available in our Web Shop.

https://armoredwarfare.com/web-shop?tags=loot

We hope that you will enjoy the offer and, as always:

See you on the battlefield!



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星星水族馆~Star Aquarium - 你们的大基神
Early error data repair
Kernelbay - Yari

Hello everyone!

I'm excited to officially open Kernelbay's Steam page as Coming Soon!

Kernelbay is a cozy idle fishing game where you explore tiny handcrafted islands while your fisher sails, catches fish, and upgrades gear, all running quietly on your desktop as a transparent overlay.

We’ll keep updating this Hub with future development updates and release information.
In the meantime, your support means a lot — and feel free to leave any questions in the discussion area here:
👉 Questions about Kernelbay

Thank you for following the journey!

Crime Simulator - DawgFishing
🕵️‍♂️OUT NOW – CRIME SIMULATOR LAUNCHES!

The wait is over — Crime Simulator is officially out now on Steam!
Get ready to sneak, steal, and hustle your way through the criminal underworld. Whether you’re working solo or with a crew, it’s time to put your skills to the test.

💰BUNDLE BONANZA – LOYALTY PAYS (BIG TIME)

Already own one of our other shady favorites? Then you're in for a deal.

Buy Crime Simulator in a bundle with any of the following games and score an extra discount.

Game Name

Extra Discount

Crime Simulator: Playgrounds

40%

Thief Simulator 2

20%

Thief Simulator

20%

American Theft 80s

20%

Contraband Police

20%

Crime Scene Cleaner

20%

Drug Dealer Simulator 2

20%

Drug Dealer Simulator

20%

Gas Station Simulator

20%

Bum Simulator

20%

Car Mechanic Simulator 2018

20%

Car Mechanic Simulator 2021

20%

Farmer's Life

20%

Trans-Siberian Railway Simulator

20%

Mr. Prepper

20%

Survival Machine

20%

🛠 FOUND A BUG? Call the Crime Crew!

If you hit any snags (or invisible walls), please let us know so we can patch things up fast:

Good luck out there… and remember: if you get caught, we don’t know you. 😉

PS. If the cops ask, you were home playing Fishing Simulator the whole time. 😎
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