Path of Exile - CommunityTeam_GGG

The world building and lore introduced in Secrets of the Atlas has set us up for expansions to come! We asked our Audio and Narrative Director Kane, to delve into some of the intricacies of piecing all of its components together.

Hello! Kane here. You may know me previously as the Audio Lead at GGG… Well I’m still one of those, but now also narrative falls under my wheelhouse. I often pinch myself as a reminder that I’m not dreaming because this is quite literally a dream combination of things I love… and let me tell you, it brings me a great deal of joy! Anyway, where was I? Oh yes. Secrets of the Atlas. I should mention upfront, if you want to experience Secrets of the Atlas without spoilers, perhaps don’t read this. It is a bit tricky to discuss its narrative development without going into at least some of the details. As is the case these days, Mark (Neon) and I began with some bullet points for the basic narrative of what we’d be working towards. For Secrets of the Atlas, those were something along the lines of:

  • Zana.

  • … Brother?!

  • …… THREE SHAPER-ESQUE BOSSES?! OMG!

After those initial conversations, I knew we were off to a strong start and I was hyped to get started and piece together the dialogue and events for the narrative design. The initial premise here was to uncover what Zana has been doing since we lost track of her in the Atlas. That expanded into three main components to the expansion's story, with Zana’s plight at the core of it all.

The first component: Eagon

Introducing Eagon, a mysterious fellow claiming to be Zana’s brother, gave us a lot of interesting angles to explore Zana’s mission from. Like us veteran Exiles, he knows a lot about Zana and feels a connection to her, yet she is essentially a stranger to him. He believes that she simply must have all the answers to his burning questions about his heritage… and yet life is never so simple. He has spent his life trying to uncover and realize who he is and perhaps, why he is.

Working towards unraveling who Eagon is and helping him try to piece things together makes him quite relatable as a person. Despite his rather pompous sense of entitlement (we are all flawed), he just wants to understand who he is, his place in the world and to save who he believes to be his sister.

The Voice of Eagon

When casting this character, I knew we needed a voice actor who could fully embody Eagon’s unique personality and portray it correctly. One audition immediately stuck out as the right fit. Leon Wadham brought Eagon to life in a perfect way.

The second component: Zana

Interestingly for this expansion, Zana doesn’t exactly occupy screen-time a great deal. It is what she has created that we are able to explore, and trying to understand why she has done so is what drives the story forward. Eagon discovers that Zana has been experimenting with the Atlas and manifesting memories, and even ideas, into reality. But why?

We are able to see what has mattered most to her, in the very areas we traverse and the figures we fight. In many ways, this exposure to Zana is more effective than even talking to her directly.
Her memory threads are split into 3 groups of paired themes, based on Loneliness and Neglect, Trauma and Fear, and Reverence and Dread.

Loneliness and Neglect

This is first touched on by encountering a form of Sirus at a time unfamiliar to us, exploring the deeper part of their connection and her regrets with what became of a relationship she neglected.

Once we defeat this part of the thread, we can enter the ‘Moment of Loneliness’ where we witness Zana as a child, trying and failing, to get her father’s attention. This moment then transforms into the ‘Incarnation of Neglect’, where a permutation of her father is presented as a monstrous creation that we must overcome on her behalf.

Trauma and Fear

These themes are explored by her residual trauma from the Templars and how they treated her and her father, exemplified by the fight with the Cardinal of Fear.

This allows us entry into the ‘Moment of Trauma’ where we witness young Zana making her father quite cross. This moment then becomes the ‘Incarnation of Fear’, a frightening imagining of someone her father never truly was.

Reverence and Dread

This theme is shown in the form of Innocence, a God, taking the main stage as a revered but deceitful figure - yet another whose promises are to be broken. This thread line shows that even with good intentions, the grip of power can subvert even divine motivations.

After beating this form of Innocence, we can enter the ‘Moment of Reverence’ where we witness child Zana watching her father deliver a speech in Oriath. This moment is then reshaped into the ‘Incarnation of Dread’, showing just how much her fathers notoriety and influence affected her.

The Voice of Zana

Zana is back, baby! It was fantastic to have Katherine Kennard back to reprise her role, and she did so quite effortlessly. It is quite amazing how actors can return to a role after some time and immediately lock-in and become the character again.

The third component: Valdo

At the core of Zana’s plight is her father, as it has always been. But what do those memories mean to Zana? Moments that mean little to grown adults, but leave a permanent imprint on a child. Eagon construes these moments as mutations by the Atlas, overblown realisations of a child's memories - but are they? Or is this intentional on Zana’s behalf? And why? Good questions!

The Voice of Valdo

That deep and rich presence and voice… Daryl Habraken returns, but not exactly as The Shaper. This time, we hear a little more from Zana’s father, rather than who he became.

Who is the Originator?

Finally, at the end of this part of the story, we learn part of Zana’s true ambitions. We learn that Eagon’s situation remains further complicated. And most importantly: we learn that we have more to learn. And I for one, cannot wait to unravel these threads even further.

Hang on… who is the Originator again? It is Zana, right? Hmm…

Until next time, friends!

SCHIZOPHRENIA - [FR] Courget

Hello everyone,

Yesterday, courgetland.fr became thecourget.fr, but this change broke the information section of the main menu.

There is a redirection issue with the subdomains of courgetland.fr, I won't go into details but it should be fixed quickly.

For now, you can access the documentation with this link.

TheCourget.

F1® 25 - Electronic Arts


Experience a world of thrill with EA Play. Join to get great player benefits and unlimited access to an unrivaled collection of EA’s fan-favorite franchises and top titles. Members can unlock rewards in the hottest titles each month including XP Boosts in F1® 25. Dive into all the game-winning, world-creating, and galaxy-defining moments in The Play List or discover a new favorite with trials of select recent releases for up to 10 hours with no commitments. If you decide to buy, your progress carries over to the full game, ready for what’s next. Plus, members score 10% off EA digital purchases, saving on full games, points packs, and DLC. Find out more about upcoming EA Play benefits at https://store.steampowered.com/subscriptions/ea or follow us on X (Twitter) and Instagram @eaplay.

*Conditions, limitations and exclusions apply. See https://tos.ea.com/legalapp/eaplay/us/en/pc/ for details.

https://store.steampowered.com/app/3059520/F1_25/
Jul 2
Wooden Ocean - leif.ian.anderson

7/2/2025

10.0 Year 10

New Features:

Curative Forest is now in. (located

west of nameless)

Lost Island is now in. (located south

of frozen ocean)

Increased max level of Ghost Town Mines

from 11 to 15. (new dungeon at 11)

(talent crystal moved from 11 to 15)

Added 100 rare or unique weapons and

armor.

Added 1 tech door to South West Katis.

Added 2 tech doors to Northern Mines.

Added 8 new talents:

Ancient Guidance:

+1 Art Level

Art Level Added to Tech Doors

Excavator:

Triples Mining Speed

Doubles Mining Income

Self Reliant:

+25% Health and Recovery

-20% Summoning

Summoner:

+25% Summoning

Craftsman:

-75% Tool Cost for Engineering

-75% Tool Cost for Construction

Arcane Locksmith:

Triples Tech Level for Tech Doors

Advanced Mathematics:

Doubles Research and Engineering Speed

Tinkerer:

+1 Engineering Level

Engineering Level Added to Tech Doors

Balancing:

Halved weight of status formula. (easier

to apply debuffs to stronger targets)

Slightly reduced base damage of bombs.

Moderately reduced base damage of living

bombs.

Each Engineering Level now increases

Construction Speed by 10%. (this

additive increase is multiplicative to

the bonus from science level and

construction tools)

Misc:

Expanded Poetry of Blood 24.

Fixed Hunting Contract 6 from existing.

Battlefield™ 2042 - Electronic Arts


Experience a world of thrill with EA Play. Join to get great player benefits and unlimited access to an unrivaled collection of EA’s fan-favorite franchises and top titles. Members can unlock rewards in the hottest titles each month including various skins in Battlefield™ 2042. Dive into all the game-winning, world-creating, and galaxy-defining moments in The Play List or discover a new favorite with trials of select recent releases for up to 10 hours with no commitments. If you decide to buy, your progress carries over to the full game, ready for what’s next. Plus, members score 10% off EA digital purchases, saving on full games, points packs, and DLC. Find out more about upcoming EA Play benefits at https://store.steampowered.com/subscriptions/ea or follow us on X (Twitter) and Instagram @eaplay.

*Conditions, limitations and exclusions apply. See https://tos.ea.com/legalapp/eaplay/us/en/pc/ for details.

https://store.steampowered.com/app/1517290/Battlefield_2042/
Captain Firehawk and the Laser Love Situation - caviardev

Hello guys!

We’re still hard at work on Captain Firehawk, our very first title, and the one we’ve always dreamed of creating. We're fully committed and won’t give up on it! 💛

Right now, we’re focusing on key systems to ensure a solid and consistent experience. We're also constantly listening to our amazing community and doing everything we can to improve the game.

Thank you all for your continued support!

Release Notes:

  • Version update

  • Improved controller support

  • Preventive fixes for save system bugs

  • Preventive fixes for Steam integration bugs

  • Object tracking bug fixes

  • General performance improvements

  • Minor asset updates.

https://store.steampowered.com/app/2054690/Captain_Firehawk_and_the_Laser_Love_Situation/

Epic Hero Game Playtest - scuffed gamedev
* bugfix: bug with some monsters not ignoring their own colliders, causing them to glitch out during knockbacks
* bugfix: freshy was not rotating towards aim position when shooting at player
* change: kick is little bit more responsive, and it respects aim assist
* change: crystal pickups are now magnetic, similiar to how xp works
* bugfix: damage text no longer displays damage if target is already dead
* bugfix: powerup now has explosion particles again
* bugfix: fix issue where retain stats would be applied even when starting a new game
* change: portal now spawns in front of the player when killing harold, and its oriented towards the player
* change: chest can now only be interacted if you are looking at it
* bugfix: character no longer bounces like crazy when walking inside a cave
* bugfix: throwing props now works better in general

* new-feature: afer saving a world, u may save a citizen, that will follow you to the hub world, and provide ways to upgrade your character when interacting
Striving for Light - Deventide
Welcome back Wanderers to the 1.0 Release Reveal Marathon #9, where we will unveil a major part of the extensive 1.0 content update. Last week we reveiled the new Trinket Quality System, Permanent Companion Rework, Skill Stacking & Scaling Rework and more. You can check out the new announcement trailer here in case you missed it:

https://store.steampowered.com/news/app/1646790/view/543361383085900161

Update 1.0 is the biggest update we have ever developed for Striving for Light, we leave no stone untouched to deliver a cohesive playing experience.

New Soundtracks
You might have noticed the new music during our cinematic story trailer, so we are happy to announce that the already very expansive Striving for Light Soundtrack (1h 30 min long) will be expanding.

Ankerath now has its own original soundtrack! Experience a mystic, hopeful darkness through an evocative new soundscape composed exclusively for our Town Ankerath. Let the music offer you a sanctuary amidst your vast adventures into the lingering darkness.

Here is the new soundtrack for Ankerath ready to set the mood while reading...


1.0 Release Event
We are now developing Striving for Light for nearly ~4 years and we are very excited about the release July 11th. To celebrate the release we will be hosting a 1.0 Release Event starting on launch day.

Event Duration
July 11th - July 20th, starting and ending on the game release time

Pricepool
Softcore:
  • 3x Design with the Devs price to design a Weapon/Skill/Trinket together with us which will be implemented into the game.
  • 3x Striving for Light Steam Key
  • 3x Striving for Light Soundtrack Steam Key
Hardcore:
  • 3x Design with the Devs price to design a Weapon/Skill/Trinket together with us which will be implemented into the game.
  • 3x Striving for Light Steam Key
  • 3x Striving for Light Soundtrack Steam Key

How To Win
Reach one of the first 3 places on these following leaderboards:
  • Honor Leaderbaord (General Leaderboard Game Difficulty Tier 1)
  • Seasonal Challenges
  • Rift Leaderboard
1st: Design with Devs, 2nd: SfL Steam Key, 3rd: SfL Soundtrack.
Each player can only win 1 price from each price category in Hardcore or Softcore (i.e. 1x design price).

How To Participate
  • Drop a short message in #🔥release-event-chat on our discord to sign up to be eligible for prices and get the @1.0 Release Event discord role.
  • Please stick to fair-play, no cheating, no offensive player names, violation will result in disqualification of this and future events.


Map Redesigns
Plenty of maps have aged quite a bit over the last years during Early Access so we felt its finally time to give them a redesign.








Improved Controller Support
We spent a lot of time improving the controller support for 1.0 and since we now got our hands on a steamdeck testing unit we finally are able to experience all the steamdeck issues ourself to be able to fix them and further improve the steamdeck support.

Controller support especially when navigating in the skilltree has been improved. The node jump navigation in the skilltree is now only accessible by using the d pad. The thumbstick received a new non linear accelerated cursor controller that lets you precisely select nodes on initial thumbstick tilt with higher speeds if high tilts are hold down to reach the other side of the skilltree in shorter time.

Major Improvements
Update 1.0 will be packed with countless quality of life improvements. Way too much to list them here.
  • Improvements to the skill gems UI: Now when selecting a skillgem the skillgems menu gets hidden to grant you full view on the skilltree to allow easier skill gem placement. For placing skill shards the same functionality was added so that you do not need to move the skilltree to the right to reach the covered area below the skillgems menu. Once the skillgem or skill shard was placed the menu is becoming visible again to allow for further selections.
  • Improved Companions AI: Companion enemy detection and companion movements have been reworked and improved target enemies faster. Range companions have received faster projectiles and attack speed which allows them to snipe down enemies with more accuracy.
  • Softcore Shield gain/ loss effects: When gaining softcore player shields new effects have been added to indicate shield have been gained or lost.
  • Pathfinder Improvements: Plenty of improvements to the pathfinder to make selecting maps more intuitive.
  • Improved Tutorials: Plenty of tutorials have been improved and redesigned to better communicate the game systems to new players
  • Descriptions & Translations: Plenty of descriptions and translations have been improved
  • Performance Improvements: Plenty of game systems have been rewritten for performance improvements
  • Bugfixes: Countless bugfixes

Visual Improvements
Plenty of assets have received major reworks and redesigns to make the game look more cohesive.
Just to name a very few:
  • The skilltree has received a new origin background effect and a new background texture.

  • The ascended weapon frame has been reworked entirely

  • Plenty of assets in the town got reworked, chicken, walls, buildings ...

Whats up next?
We could go on and on sharing highlights from the massive 1.0 update, which will be the biggest udpate the game has ever seen, but we will keep some surprises for you to uncover at the release next week on Friday July 11th.

There is one more 1.0 Release Patch Reveal marathon next week where we will share the full patch notes for 1.0 and the final details for the release event.

If you want to participate in the 1.0 Release Event, you can join our discord already to stay up to date and not miss anything:



We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.

But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next Wednesday 9th of July.

You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.
Stray Tekirs - VIBRA


*Added two new maps: Mardin and Erzurum

*Minor performance improvements

*Bug fixes
Barony - Turning Wheel Games

June marked the 10th anniversary of Barony's launch on Steam and to commemorate the occasion I wanted to write a personal thank you letter to Gabe Newell and Valve Corporation expressing our sincere gratitude for the success we've achieved on Steam over the past decade.

Barony was in rough shape when it first launched to Steam in June 2015. At that time, the Steam Greenlight program was the path to getting published, and during our first week, Barony was passed over quickly by users who saw no appeal in our undeveloped and unpolished art. In so many words, our game looked bad, and many players assumed it would play only as well as it looked. However, I was convinced that if the Steam community tried my game or at least saw it in action, they would find the fun in it. Fortunately, I found my audience when a small group of streamers on Twitch discovered Barony and agreed to play it together. It was this audience that provided enough votes for the game to be accepted onto Steam, and over the next two months, I prepared the game for its original release on June 23rd, 2015.

Despite the help, release day forced me to face some hard realities. Barony sold about 1400 copies worldwide in its first 24 hours, netting roughly 30k over the following two weeks. Sales fell quickly until we were moving fewer than 1,000 units a month. While this still would have provided reasonable income for a single developer, the reality was that even in this nascent state, Barony had been brought to bear by a team of talented young developers which could hardly be sustained under a single developer's salary. After years of toiling together, we were demoralized. It seemed unrealistic to expect anything greater to come out of our project. 

In the years before Steam, this way of looking at the life-cycle of a video game was fairly realistic. The games I personally grew up with tended to age very quickly against the tide of increasingly impressive competitors. And as video game technology advanced rapidly, one year's best seller was always expected to become next year's bargain. The idea of supporting a game several years after release was essentially unheard of, at least for commercial video games. So this is how I expected things to go for us as well.

What I didn't understand or expect was that Steam had already begun to transform the marketplace into a platform that would continually drive new players to discover our game as long as we continued to update it. Even though we never received attention from the gaming media, never won a publishing deal, and never spent a dollar on advertising, our audience and our income did not shrink to nothing, but instead grew slowly and steadily over the following several years. Eventually, our very small team of 3 developers had pooled enough funds to deliver a large update which dramatically overhauled Barony's appearance. This free "Quality of Death" update, delivered years late to a game which by most metrics could hardly support itself, was the watershed moment that transformed our personal fortunes almost overnight. We went from working part-time on this product through evenings and weekends, to quitting our old jobs to focus on our studio, expanding our team and taking full control of our careers.

Today, Barony is a big success for a small and independent team, having frequently reached the top 10 games in its category and giving us the bandwidth to continue feeding our community with new content while we develop our next major product that we hope to introduce to our fans soon.

None of this would have been possible if Steam hadn't rewarded our dedication and effort by driving new players to our game, day after day, week after week, month after month, and year after year. As I look back on the past ten years, I am astounded we made it this far on a plan as vague as "build a good video game and it will sell itself." At the start of our journey I didn't have a clue what it could take to get my game in front of potential customers, but Steam obviated this for us so completely that all we had to do was focus on making a good game, and the customers would come.

For a penniless college drop out from the Midwest USA, Steam offered an opportunity unlike anything that had ever come before it. In so many words, it transformed my life, the lives of my teammates and all of our families as well. So on behalf of us all I wanted to acknowledge the part that Gabe Newell and his company have played in our success and offer our sincere thanks for making it all possible. To me, it is patently obvious that Gabe and the rest of the folks at Valve care deeply about games, game developers, and the entire gaming community. So I am hopeful that their leadership in this industry continues for a long time to come, as I look forward to the fruits of our future collaboration together.

Thank you Gabe!

Sincerely,

Sheridan Rathbun

Turning Wheel Games

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