This DLC allows you to enjoy additional events within the main story as well as bonus recollection scenes after clearing the game.
This DLC does not contain any non-consensual sexual content or inappropriate depictions.
Genital expressions are mosaicked (whiteout) and follow the same standards as the DLsite version.
Please note that the UI added by this DLC does not support gamepad operation.
For more details, please visit the store page.
Fixed issue where equipment dragged into the backpack onto other equipment would be lost, duping the other item.
Fixed issue where consumables split into the consumable slot with shift drag would duplicate the split stack.
Fixed issue where consumables and other stackable items dropped onto the ground would stack infinitely beyond their stack size.
Fixed issue where picking up consumables would add infinite stacks to the consumable slot until it was unequipped, which would then delete the stack.
Fixed an in-development incomplete boss being able to be spawned for certain crafty explorers.
Fixed missing collision on lighthouse walls inside that players could walk through and fall to their death.
Giant lighthouse tanks on the way down the lighthouse no longer cause the player to take fall damage as they descend.
Fixed another soft lock in the scrap factory.
Fixed some navmesh issues on main island.
Added a switch on the inside of the door in the village to prevent players from getting stuck in rare cases.
Fixed issues with certain items being able to be spawned over and over.
Removed the infinite zig sprig from the main island.
Inverted Moldmetal has been replaced with "Osseous Shards" which have a new description explaining their purpose.
Buffed the Enshugoo type enemies.
Spore stomp ability description has been updated to reflect the new use.
T2 scrappy swordsman parry no longer drop big cutter in the lighthouse. New T3 variant in the scrap factory now have the big cutter and drop it instead.
T1 Ranger mind has 5 critical rating, up from 2, and T2 has been nerfed from 50 to 5 critical rating.
Husk piercer sword slash damage has been reduced by 1.
Further reduced damage on mangrove arrows, scrap disks, and atlatl darts by 2.
OverviewOur 4th tournament has concluded! With that comes some post-tournament balance changes, as well as some general bug fixes and improvements to our netcode.
Firstly, some corrections have been made to v2.0.4.0's patch notes (Kendo's Changes are now included, and Boxing's Yellow Spin Dash nerf has been corrected.):
Below are the Top-8 players from the World Warrior Tournament held on September 20th:
*The next Tournament date will be announced sometime in October.
General Changes• 4 New Mission Mode missions have been added:
| Practiced Perfection | Escape The Corner | Getting Dizzy Yet?! | More Time!!! |

*Get a Gold
Trophy on "Practiced Perfection" to unlock the a new Stage: ESTATE-2
• A handful of stages have been touched up to varying degrees to lean more towards gameplay clarity. Meaning, you'll be less likely to lose your character in the visuals. Below are two of the more drastic examples:


* More stages will be touched up in the future, but we wanted to tackle the most egregious cases first.
• Netplay against players with 166ms ping and higher has been vastly improved.
• Netplay on connections with unstable wifi has been improved.
• Minor improvements to Match Spectating.
• Fixed a bug that would break the Martial Art Trials Menu when you exited or completed a characters Trial.
• Potentially fixed a bug that could lead to certain Missions from initializing properly.
• Fixed a bug that caused ARENA-3's crowd to persistently animated after a round-transition.
• Fixed a bug that occasionally caused Player Head Cursor to wrongly appear when entering Missions.
Balance Changes• Kendo's Reversal Counter now has custom interaction feed text "Reversal!".

• Spinning High Kick:
♦ Spinning High Kick is now more minus OnBlocked.
♦ Spinning High Kick is now more minus on whiff.
♦ Adjusted alignment to better line up with foot placement and shadow.
♦ To better sell Spinning High Kick's new recovery properties, animation pacing and audio effects have been touched up to better sell the motion.

♦ You can now more reliably buffer a Neutral Feint from a Whiffed/Blocked Spinning High Kick.
♦ Whiff/Blocked back stance can now cancel into: Cartwheel, Forward Feint, Low Kick, High Kick, and Heel Drop Kick (The timing for each action is slightly different).

• Jumping Double Kicks, Tornado Kick, and Flip Kick now have more recovery on Whiff.
• Jumping Roundhouse Kick now has more recovery on Whiff.
• Minor adjustment to the startup of Tornado Kick to prevent it from pushing too far out when up against Sumo.
• Tornado Kick no longer slides back as far OnBlocked after landing.

• It is now slightly easier to perform Forward Attacks.
• Fixed OnHit interactions to properly allow Kyokushin Karate to buffer from Punch → Kick and vise-versa.
• All basic Feints can now be redirected (OnHold) from Neutral Attack → Forward Attack and vise-versa.
♦ Ex. A feinted Gut Punch will transition into a Chest Strike if you hold \[FWD] during Feint without releasing the \[Punch] Input.

• Fixed an oversight that would cause Kyokushin Karate to Step Forward when buffering/holding Forward Attack Inputs when mingling with intricate Feint setups.
• Overdrive'd Chest Strike can now be more reliably punished by air/rising attacks when Parried.

• Kyokushin Karate now enters a 1.25 second cooldown on Healing when escaping a Grab.

• Add a new Pseudo-Low Profile state to most of Capoeira's Low Profile actions. This state allows Capoeira to be hit by (most) mid attacks while Low Profile.
♦ Previously, Capoeira was able to avoid attacks that would visibly overlap them.

• Adjustments to Cartwheel Strike (specifically when the startup is slower) to allow it to be punished by mid and high attacks.
• Cartwheel Strike can now properly interact (and sometimes trade) with the opponent's Air/Rising Attacks.
♦ Previously, they would phase through the opponent in most cases.

• Can now perform Cartwheel Strike from Back Stance, but with a penalty that makes it much slower than if you performed it correctly from the Neutral Stance.
♦ This brings the attack in line with how Capoeira's Compass Kick and Crescent Kick function.

• Fixed an oversight that allowed Capoeira to basically ignore being punished when they were parried while in Full Ginga and or Rhythm Strike.

• Rhythm Strikes now becomes laggier if you continuously whiff them in neutral. Hitting the opponent or having the attack blocked, or returning to neutral will remove this penalty.
• Trip Grab ("Vingativa") and Scissor Grab ("Tesoura") now have longer startup when not performed at Full Ginga.
• Capoeira's Trip Grab ("Vingativa") now has a drastically longer recover on Whiff.
• Fixed another bug that caused Capoeira's Scissor Grab ("Tesoura") to place Target into infinite NoTech.
• Capoeira now has to manually Tech the fall after having their Scissor Grab ("Tesoura") broken.
♦ This is accompanied by a new unique Tech Animation.

• Capoeira's Tech animation wasn't fully implemented. This has been fixed.
• Capoeira's (ground) Grab Escape has been made slightly slower.
• Fixed a bug that would lead to cases where Capoeira's Topple mechanic wouldn't reset.
♦ This previously led to unfair situations where Capoeira would Topple prematurely.
• Fixed some minor scripting bugs that could prevent Capoeira from being Counter Hit out of Push Kick, Cartwheel Strike, Scissor Grab ("Tesoura"), and Trip Grab ("Vingativa").
• Fixed a scripting issue that caused the Super Knockout Punch to behave differently when performed with Boxing's right hand/arm.
무료 배포가 7일밖에 안 남았다는 뜻입니다
세상에! 빨리 다운받아야겠다!

Here it is! The last update before Steam Next Fest. Soon, the Fortified Space Demo will be in front of countless new eyes. I'm so excited.
The demo has been out for over a month now, and during that time, so many of you shared your support and your suggestions that I was able to keep pushing out fantastic new updates on a weekly basis. Together, we've honed this demo into a charming little experience. I'm glad the game was able to find its community.
Since so many of you have already told me that the gameplay mechanics are fun, I took that as permission to gradually start improving the art instead. In this round of updates, I made the following graphical changes. I hope you enjoy the new looks!
The desert planet now looks a lot better when viewed from orbit. You can now make out terrain and other details.

The desert planet has a more varied environment once you land. There are now rock formations on the surface that not only make the planet look better, but have gameplay implications as well. Humans and aliens alike are now slowed when climbing over these formations. You are also unable to build on them. How will you adapt your base building strategy to these new features?

Enemy starships now look very different and much better. Where before they were simple flying saucers, they are now intimidating heavy cruisers with menacing electrical currents arcing around the engines. In the near future, I plan to add more enemy weapon types to keep players on their toes during ship-to-ship combat.

The barracks, which were facilities that automatically gathered metal for the base, have now been redesigned as “factories,” which makes a lot more sense given their role. They now look like industrial plants with smokestacks and all. Similarly, the farms, which automatically generated wood for the base, no longer look like abstract lawns.

If you are just joining us, I hope you like what you see. If this demo scratches an itch of yours, I hope you'll add the game to your wishlist. There's a lot more to come!
Nightsail Game Studios

Alright so I'm still doing work on it but it's at a "safe" stage to start trying out and at least see what's been going on!
You will be forced to begin a NEW GAME but it will load in your money from your last save at least.
I'll be continuing to add in some more trading things, going back over some environment and game map needs, and completing some more work on the King's Road Guards and roads.
But, I did want to get this out there and force myself out of the single dev life bubble that's so easy to fall into and just keep working with no updates or releases! (Which is no fun for anyone haha)
I hope you enjoy the changes and the direction the game is going!
Here is a full list, and as always I'm in the Discord if you need anything! Thank you!
Added Swimming
Improved Ocean
Added Toggle to Hide UI
Added Configurable Key for Hide UI
Updated Map (Still WIP)
Doors open/close via Interact Key
Rivers rise/fall with rain/weather
NPC logic improvement
Loot boxes with random items
Game loading routine updated
King’s Road and Road Guards
Added area names
Menu Updated
Added Unstuck Button to In Game Menu
Some NPC Dialogue updates
Updated Dialogue Font Clarity, Formatting, Answer Selection indication
Added Game Dictionary (will continue being updated)
Added Configurable key for Dictionary
Added Progress Circle to Cart Recover
Added Progress Circle to Crate Lid opening/closing
Added Progress Circle to Signing Contract
Player Look and movement locked while Signing Contract
Towns will start having items unique to them
Removed Town Names from items
Added more game items
Magistrates will be in their offices unless check Trade Stall
NPCs walking off mid-conversation
Some Doors not-aligned
Fixed Player Menu from opening while inputting name
Water clipping when near surface
Unable to pickup some tutorial items
Tutorial Shop Chest blocked item text
Boxes/Crates not rotating correctly unless picked up first
Transport Wheels sometimes not spawning in on New Games
Removed NPC title popup when in Dialogue
Item Reset Orientation caused held item to clip into other objects
Death menu button fixed