😇 Hey 👋
In this new behind-the-scenes episode, we dive into the Art and visual feeling of Dumbriel. From hand-painted backgrounds to twisted architecture, every detail is designed to make Hell feel beautiful, bizarre, and alive. Discover how our artists crafted a world that’s as haunting as it is unforgettable. 🌌
And do not forget to join our community: Discord link
Hello friends, how art thou?
While Patch 8 may have been the last major game update as we head into development on our next game, we’re still very keen to ensure you can enjoy the best possible Baldur’s Gate 3 experience
Which means we’re still fixing things, and although more cold than hot, today’s hotfix introduces fixes for some game crashes that had been plaguing us, and finally tackles the slightly ominous character portraits and lag being experienced when navigating the radial menu with a controller.
There’s also good news for modders in today’s update. If you’ve been struggling to publish larger mods and run into the ‘A task was cancelled’ error, you should now find this resolved!
Missed out on what’s new on Patch 8? Read all about it here.
EULA
Updated a link in the EULA to navigate to our new fan content policy which now offers a much clearer overview of how you can share fan content!
Modding
Increased the timeout when trying to publish large mods to help prevent the 'A task was cancelled.' error.
Crashes and Performance
Fixed a potential crash when using the Set Slot option in the radial menu.
Fixed a potential crash related to combat.
Fixed a crash that could occur after failing a particular Arcana check in Moonrise Towers.
Fixed a bug causing the game to freeze when hovering over skills on the Action Radial Menu.
Improved some UI jitteriness on controller when dropping below 75 FPS.
Fixed a long freeze that could occur on Xbox when levelling up.
Fixed a potential crash related to the Trade UI.
Fixed a potential crash on Xbox when resuming the game after suspending it.
Fixed a potential crash on the 'Press A to continue' screen on Xbox.
Fixed a bug preventing you from loading savegames due to corrupted data.
Gameplay
Fixed a softlock on split screen where if Player 2 disconnects while Player 1 is in an active dice roll during a dialogue, Player 1 would get stuck in the dialogue.
Fixed a bug causing the Lunar Vitality condition to get repeatedly and rapidly added and removed from characters in Starry Form.
Fixed a bug causing the Shadow Curse condition to be repeatedly applied and removed when a druid uses their Starry Form as their only light source.
Fixed the Private Dialogue on/off toggle during dialogues, which wasn't working on multiplayer games using the controller UI.
Told the Dark Urge, everyone's favourite amnesiac, to stop talking about people 'back home' (you don't know where that is yet, bestie) and spoiling the game by mentioning their 'father', among other silly notions, in their overhead dialogues.
Fixed a bug causing effects triggered by Rage: Wild Magic to remove themselves after Level 9.
Fixed a bug preventing Hexblade warlocks from using the Accursed Spectre and Armour of Hexes reactions after removing a Polymorphed condition.
Crawling Claws' Necrotic Claws now only does additional damage on hit and not on miss.
Fixed a rare bug that would block mouse input after a dialogue.
Fixed an issue preventing you from sending game invites or joining a cross-play lobby via the Xbox Guide.
Fixed a bug preventing you from joining a platform lobby via an invite on your platform after playing a cross-play game.
Photo Mode
Fixed the Highlights setting not working on controller.
UI and Tooltips
Fixed, probably this time really maybe, the weird character portraits.
Fixed a typo in the Giant's Rage condition tooltip that indicated the wrong damage bonus.
The scrollbar on the Mod Details page of the Mod Browser no longer moves at a snail's pace when you're using a controller.
Fixed some missing icons for certain Bardic Inspiration passives.
Fixed the Donate UI ('Consumable Items') not letting you donate stacked items.
Art and Animation
The Gloves of Power no longer get all stretchy-looking when worn by male dwarves who have the Chain Shirt +1 equipped.
Recovered the Help animation for Ranger's Companions.
Fixed a bug where you would be unable to download audio files through fuzzy
Ready to turn scrap into pure firepower?
In War Mechanic, weapons are your best friends, your loudest allies, and sometimes your only ticket out alive. The right grip, sight, or magazine can mean the difference between profit... and a body bag.
Let’s dive into how you can craft, tweak, and dominate the battlefield with style.
Workbench Mechanics
The workbench is an essential tool for every player. This is where you can modify and upgrade your weapons, tailoring them to your personal needs and playstyle. In the workshop, you’ll craft unique gear that will help you survive even the toughest battles. To perform upgrades, you’ll need specific resources and blueprints, which can be found during missions, purchased from Wild Bill, or discovered while exploring the island.
Upgrade Process
To upgrade a weapon, players need to collect enough resources (such as metals, electronic components, and mechanical parts) used to craft new parts. Blueprints are essential for each upgrade - they provide detailed instructions for making modifications correctly.
Every upgrade requires careful planning and the right materials. This process is crucial for adapting your arsenal to the game’s increasing difficulty.
Weapon Upgrades:
At the workbench, you can modify the following weapon parts:
Grip: Improves stability, accuracy, and handling. A better grip means less recoil and more precise shots.
Optics: Swap scopes, holographic sights, or red dot sights to improve aiming speed, precision, and adaptability in different combat scenarios.
Bolt: Upgrading the bolt increases reload speed, firing stability, and weapon durability.
Trigger: A better trigger enhances responsiveness and firing rate, enabling faster and more accurate shots.
Magazine: Expanding magazine capacity means longer bursts without reloading, which is crucial in intense firefights.
Attachments: Add accessories like suppressors, foregrips, lasers, or side rails to gain tactical advantages and improve weapon versatility. You’ll need to install the top and bottom rails first: the top rail for optics and the bottom rail for other attachments.
Weapon examples:
Shotgun — devastating at close range. Perfect for quickly breaking shields or clearing crowds. Can be upgraded for a tighter spread or boosted damage with special ammo.
Pistol — a versatile choice with fast aiming. Great for taking out single targets, can be customized for rapid critical hits or silent takedowns.
Revolver — high penetration and precision. Excellent for hitting weak spots, favored by players who enjoy a close-range “sniper” style.
SMG — rapid-fire weapon ideal for on-the-move combat. At higher levels, it can acquire status effects such as bleeding or disorientation.
Combat is all about analysis and precision: it’s not just about shooting — you need to know where to hit, what to hit with, and how to upgrade your arsenal to survive.
Every enemy in War Mechanic has weak points you’ll need to learn to target, such as. Study your targets. Adapt your loadout.
Exposed energy cores
Sensory modules (eyes, cameras)
Unarmored joints
Overheated armor sections
That’s just a taste — we’ll be showing much more very soon.
We’ll be sharing even more soon – but in the meantime, you can visit our Kickstarter preview.
It’s your chance to take an early look, share your thoughts, and get ready to be part of the War Mechanic journey from the very start!
Hello everyone and welcome to my first devlog and announcement on Zap Colony⚡!
Today is a big milestone! Just as Steam is rolling out the new video player, I’m releasing the first game trailer, so you can finally see the game in action. The trailer is based on early development builds, but it already gives a glimpse of what Zap Colony is all about and what minimalist style I’m striving for. Have a look and give it a Like if you enjoy what you see :)
The trailer is quite representative of the current state of the game. I have the core game loop with some basic level of polish, which is very playable and enjoyable. On the development side, there is still a lot of work ahead to implement all of the planned progression features, such as more diverse maps, gameplay modifiers, different modes, leaderboards and achievements.
What is also not shown in the trailer is the resource selection which happens periodically during gameplay. It works similarly to games such as Mini Motorways or Mini Metro, which were a big inspiration for Zap Colony. I haven't shown this in the trailer as I’m still not happy with the UI and this is also still on my todo list.
Anyway, my main focus now is to create a playable demo to showcase the game. This is what I’m focusing on now and hopefully it will be ready in about two months. Be sure to wishlist the game so you don’t miss it :)
https://store.steampowered.com/app/3440510/
In other news, I have also launched the Sceptic Dog website, where you can learn a bit more about me, what games I did in the past, etc. You can also join the Sceptic Dog newsletter to stay in touch and be notified about future games and beta-testing opportunities. You can find it at https://scepticdog.com.
Take care and thanks for your time!
Maciej from Sceptic Dog