Hi everyone! š«
The gates to our Ethereal Odyssey playtest are opened!
You can step into the dream, explore the first slice of our hand-drawn world, and try out the transformation system weāve been working.
This is an early prototype, and your feedback will help us shape the world and the gameplay before the next stage of development.
Your KU3
This update packs a ton of new stuff and improvements for Survival Machine! I hope youāll enjoy the new content and the changes weāve made to Survival Machine! Weāve put a lot of work into this patch, and the game has evolved in a big way. Our focus was on improving the first hour of gameplay to make sure your first experience with the game is as positive as possible!
Another highly requested addition was the automated turrets, and of course ā our very first boss fight: Zombiestein and his airborne fortress, Zombieburg! We had an absolute blast creating this patch, and we hope itāll pleasantly surprise you!

The main game antagonist Zombiestein and his flying fortress, Zombieburg, has been fully introduced! Prepare to face Zombieburg in three separate encounters.
Questline Progression: Zombieburg's introduction is woven into the adjusted main questline progression.
More information about Zombieburg can be found here: https://store.steampowered.com/news/app/1601330/view/533233991906492944
We've overhauled the weapon switching system! You can now change weapons instantly, immediately ending any active weapon events (like firing or charging) to allow for much faster and more fluid combat and defensive reactions.

Automate your base defense! The Automatic Turret has been added as a new buildable structure. The turret is available for construction after finding the blueprint.
Traps and turrets now dynamically scale their damage based on the number of players!
More Damage in Solo/Small Co-op: Traps and turrets deal increased damage when there are fewer players, providing essential support for solo players and small teams.
Custom Mode: Scaling options for turret and trap damage have been added to the Custom Mode settings.
More information about automatic turrets can be found here:Ā
Embark on the new questline to unlock two brand-new achievements! These new achievements are tied to the progression of the adjusted questline.
We have migrated the game to a newer version of the Unity engine, which eliminates a known vulnerability and ensures greater security and stability for the game.
Deck Guns: All deck-mounted weapons now share the higher maximum upward view range.
Turrets: Added a notification to explain the turret reload mechanic.
Building: The rotation of a built object is now remembered for subsequent placements.
Bug Fix (Zombie Behavior):
Fixed an issue where zombies could focus on only one player.
Fixed an issue where zombies would ignore Ballista colliders if a player was mounted on it.
Fixed an issue where zombies would change target too slowly after being hit.
Fixed a bug where high-level night zombies could "fly" on top of each other.
Fixed issues with zombies easily walking onto various objects.
Bug Fix (Loading & Connectivity):
Fixed infinite loading for the host in the tutorial while the client loaded into an unloaded world.
Fixed clients loading into the game while the host was on a black screen (Infinite Loading).
Fixed the Pause Menu not opening during a reconnect attempt.
Allowed the Pause Menu to open during reconnects and other actions.
The correct text now appears for an invalid lobby code instead of #SR8.
Bug Fix (UI/UX):
Fixed language issues with the "Manage" tooltip on a gamepad.
Fixed equip/deequip actions not visually unmarking the item when using the D-pad.
Fixed inventory slots being grayed out when loading into the game.
Fixed an unaesthetic damage indicator split into two lines.
Fixed the lack of a button representation for changing quests on the gamepad.
Clearer marking of completed Points of Interest (POI).
Bug Fix (Combat/Player Actions):
Fixed ranged weapons blocking when entering the pause menu in single-player.
Fixed heavy attacks consuming stamina but not being performed when the pause menu is open.
Kick responsiveness in combat is now comparable to the dodge.
Kicking a player during reviving no longer blocks them.
Bug Fix (Structures & Environment):
Fixed the Smelter not having collision.
Fixed visual inconsistency in repaired stairs between client and host.
Fixed a flickering plank on the Tesla ** structure.
Fixed players being unable to get onto cannons.
Fixed the "High Noon" achievement not unlocking for clients.
Fixed a very loud humming sound coming from behind the machine when starting a new game.
Terrain/Collision Fixes:
Numerous specific fixes addressing player/zombie getting stuck, falling through the map, incorrect collisions, holes in terrain/rocks, missing textures/grass, visual glitches, and softlocks across all map areas.
As always, weād love to hear your feedback ā as you can see, weāre doing our best to respond to it and keep developing the game in line with what our community (thatās you, Survivors!) wants. You can always reach us on Discord or right here on Steam.
See you again with the next batch of fixes and improvements!
https://store.steampowered.com/app/1601330/Survival_Machine/
Hello everyone!
We hope you're all enjoying the new update for Warhammer 40,000: Boltgun - Words of Vengeance!
Thank you to everyone who reported an issue with achievements following the major update. We've put together a small patch to fix them:
Fixed a bug that prevented "Golden Throne" and the "High Gothic" achievements from popping.Ā
Have fun and happy purging!
Scared and trembling after meeting the followers of the Lotus Temple?
Join our official Discord server for a complete and optimized game guide:
š„Donāt forget to check the announcements after joining!š„

Patch Notes 18.2.
Fixed quest behavior when tasks were completed in a different order, which could cause the entire task to finish prematurely and block progress to the next one
Fixed an issue in the āFrom Wreck to Pearlā quest where Daniel, in some cases, wouldnāt accept the car from the player
Added a safeguard preventing players from stealing the quest vehicle from the end of Season 2
Improved the camera in the Loadasaurus Rex tow truck
Added translation fixes for Spanish and Portuguese
Thank you to everyone who played the demo, wishlisted, and supported the game so far, it really means a lot! š
In preparation for release, weāve also pushed a small update to the main build:
Update default store to make some anomalies easier to notice

Added elevator signs to make it clearer which one is the front and which is the back elevator


Make sure to check your wishlists, Escape: Mall releases tomorrow!
For media and content creators: Press Kit (Basic)
After two years of development, our team is thrilled to share the full co-op survival horror experience with you. Explore the HSS Hawking, use your tools wisely, and survive the creatures lurking in the dark, with your friends by your side.
Support the game and our studio and unlock exclusive cosmetic rewards while helping us continue building the world of Species: Unknown.
https://store.steampowered.com/app/4030870/Species_Unknown__Supporter_Pack/{LINK REMOVED}
Keyboards and xBox controllers are officially supported, but Playstation controllers should work well with Steam Inputs.
Runs well on high settings (with identified low framerate during Black box/Destruction missions) even though official verification is pending. Don't hesitate to play with Graphics settings and let us know what works best for you !
With your help, we've added a number of settings that you'll be able to change in order to make your experience a bit more enjoyable such as: head bobbing, depth of field, motion blur, voice chat (not proximity chat though)...
The game is available in 11 languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Russian, Portugese (Brazil) and Simplified Chinese.
Here is a first look at our post-launch roadmap, showing the first features weāll be working on during this early access. This early access will evolve with your feedback so feel free to join us on Discord or on Steam.

A huge thank you to everyone who supported us over the past two years, from wishlisting, streaming the game, Beta and Demo feedback to encouragement and hype. You made this release possible, and we canāt wait to see how you survive the unknown.
New Skybox/Environment lighting system implemented.,
New grass, dirt, and snow textures added,
Chronostone Vendor "Christoph" added to the Cobalt Tower with new items to obtain.,
Fixed a bug where fireball was not stacking Ember with Meteor Shower,
Fixed a bug where Jolted was not being applied correctly on Elementalist spells.,
Fixed some Elementalist proccing interactions,
Added information to HUD when a player starts and completes an Astral Key,
Fixed a bug where Twilight Shards were not stacking,
Adjusted loot for DLP. Eclipse now drops Twilight Shards and has a low % chance to drop a Twilight Prism. You need six Twilight Shards to make one Twilight Prism.,
Added two trinkets that you can get from DLP,
Adjusted the stat distribution of T9 Leather sets to favor primary stat over constitution.,
Fixed a bug where Venom Harbingers were adding Demonic Rage statuses to the player.,
Changed Fortified Iron Helmet from "Light Armor" to "Heavy Armor",
Fixed an issue where Primordial Turtles had incorrect resistances.,
Adjusted Shadewood Wand's cast speed % from 8 to 9.,
Fixed a bug where Ancestral Roots spell from Barklings was not dealing the proper amount of damage.,
Adjusted % Dmg modifier on DLP 2h Weapons.,
Monsters will now wait a random second or two before casting abilities after entering combat,
Monsters will now drop up to T7 items rather than up to T6,
Warden bug fixes,
Item Icon updates,
Performance improvements,
Added scroll bar to talents tab in the character panel,
Monsters now smoothly rotate to face the enemy while in combat,
Black Lunarion Rare Boss added - has a chance to drop a Black Lunarion mount,
Spirit Widow mount added as a rare drop,
Strafe animations removed and replaced with more natural smooth directional running animations (will continue to polish these),
Unit Frames will no longer cut off part of enemy names


That is all for this update!
Thanks to the community for reporting bugs and exploits so far - It is truly a great help to us as we work to improve Ethyrial
- Team OG
Join us on Discord and take part in the discussions:https://discord.gg/DqhSbUQ3
Hello Dragon hunters,
Today, weād like to give you more visibility into whatās coming next by sharing our plans for both the multiplayer update and full release.

Weāve been reviewing player feedback and collaborating with our community to understand your needs and expectations. With that in mind, hereās a summary of the major points weāre focusing on and addressing, along with our reasoning for each.

Many players get frustrated by the generator system early on and stop playing. Therefore, they never reach the point where progression and better fragments and equipment would make those generators less necessary.
We are reworking the system so that resource-based skills are much less resource-dependent early in the game. Obviously, to maintain aspects of theorycrafting and optimization, we are considering a system where resource requirements evolve, and where new modifiers to link on your skills will allow you to manage those costs.
Weāre still very early in the process, and we genuinely want to hear your thoughts on both the generator/spender and a spender-only system.
ā ļø Note: We arenāt sure yet if weāll be able to implement the changes we have in mind for the multiplayer update, but rest assured that if not, they will be addressed in the full release.
At the beginning of Early Access, many of you told us that progression just didnāt feel right. It was slow, and not nearly as exciting or rewarding as it should be.
To start with, in the NurƵrgartt major update, we improved the overall loot drops, aiming for a more exciting progression, especially at lower levels. We adjusted the loot curves for players to find more high-rarity drops earlier and introduced the Eternalās Gift.
We also made further adjustments in the Tracker major update by increasing the drop rate of high-quality items, reworking the importance of item level versus rarities and adding a Quest Reward system.
That said, there were still some outliers weāre working on improving. While overall itemization is now close to a satisfying point based on your feedback, leveling speed remains too slow for many of you.
So, hereās whatās next:
We're accelerating both character and city leveling by at least 30% faster.
Weāre also giving a bit of attention to fragments by reworking the loot tables for players to find better and more interesting ones earlier in their playthrough. Players will also be able to rotate fragments, which we hope should make theorycrafting easier at every stage of the game and smooth the character progression.
As part of these updates, bosses will now drop two Gifts of the Eternal, giving them the greater sense of importance they deserve.
Another issue weāre tackling is that some players can't find specific skills even after several hours of play. This will be addressed alongside the rework of the City of Montescail. For more details, check the section below.
What about pendants?
Pendants have been a hot topic, both internally within the team and among players.
One key realization from your feedback is how difficult Pendants are to obtain. In many cases, players would reach the endgame or advanced character progression before ever finding their first pendant.
While Pendants are meant to feel special and rare, they shouldnāt be so hard to acquire, so here are the changes we are planning to make to improve this:
Pendants will now have an increased drop rate.
Champions and semi-bosses will now drop Pendants.
We hope these changes make Pendants more accessible. Ultimately, we want players to acquire their first Pendant before reaching endgame content.
There is still a lot more to do to improve the progression though! So, rest assured weāll be monitoring how these changes are received once you get your hands on the multiplayer update and will make adjustments as needed.
ā ļø Note: Changes regarding the progression are planned to be included in the multiplayer update!
If thereās one thing the City struggles with, itās being confusing when it comes to which upgrades players should choose.
Our intention was always to give players the freedom to shape their progression experience according to their preferences. However, we recognize that some upgrades and buildings are too important to miss.
If a player doesnāt invest in a rather important upgrade early on, it could lead to a frustrating experience, especially since we donāt allow our players to refund their city points. A single mistake could then negatively affect the player experience for a long time, especially since the progression was slow.
Another downside, tied to the slow progression, is that as you level up, you unlock increasingly interesting and powerful upgrades and services, but players often donāt have enough points to invest in all of them.
This forces difficult choices. For example, you might skip upgrading your Apothecary and end up with low-rarity potions because gaining access to the Ornamentalist, which provides a more impactful powerspike by increasing your talent points, feels more enticing.
This creates a dilemma: do you upgrade your potions, essential for comfort, or pursue new upgrades that increase your power? We understand that this kind of progression can feel harsh and frustrating.
While we are increasing City XP by roughly 30%, it doesnāt fully solve the issue.
Why donāt we just add a city reset option?
Itās not that simple.
Unfortunately, from a balance perspective, allowing players to refund city points could disrupt game mechanics. For example, players could invest points to craft high-quality rings or potions, then reset their points and invest elsewhere.
We think that kind of exploit would undermine the progression system and game balance.
What are we doing to address this issue?
Weāve decided to rework the City progression itself!
Instead of giving players complete freedom, weāre introducing a more linear progression. Each service will now unlock at a specific city level, aligned with when itās intended to be accessed.
Donāt worry, youāll still have choices to make, as weāre adding an upgrade tree that lets you decide which services you want to upgrade along the way.
With this approach, we aim to solve the problem of āwrongā investments by providing more guidance, while still allowing players to unlock all services and maintain flexibility in how they develop their city.
Weāll soon show how it works in detail, with visuals, in a future DevBlog, so keep an eye on our news.
A new upgrade is on its way!
On a side note, we add a requested Quality of Life feature suggested by our community
Auto-pick up gold and crafting materials
Weāre adding a City upgrade that will allow you to unlock a pet : The Divine FamiliarĀ
Once unlocked, an ally sent by the Eternal will assist you in gathering gold and resources around you. Also, for our players that prefer picking up resources themselves, no worries, you can either skip the upgrade or disable it anytime!
ā ļø Note: Expect the full rework of the City for the multiplayer update.
Many players are reporting that Endgame hunts are too long and repetitive.
Normally when this is the case, the main reason is due to other concerns such as excessive travel between objectives or insufficient challenges and rewards which link to the lack of entertaining content in the area.
We understand that spending 40 minutes in a single hunt chaining quests can feel drawn-out. Thatās why weāre working on shorter hunts (about half the current length if not less) by reducing unnecessary backtracking to make the experience feel more dynamic and adding champions and semi-bosses to each hunts.
These improvements will apply to ALL hunts that exist in the Hunting Board that will also receive a visual overhaul.
ā ļø Note: Endgames hunts changes are planned for the full release.
In some ARPGs, an endless progression mechanic is part of the endgame experience. Systems like Paragon Boards in Diablo allow players to endlessly enhance their characters, providing meaningful stat boosts, unique perks that help tackle the high-level content.
With Dragonkin full release, we aim to implement a similar system that keeps the endgame engaging and rewarding.
As we are still in the early stages of developing our post-50 progression system, we donāt have anything to reveal just yet. Rest assured, though, weāll get back to this topic and share more details as soon as we have something to show.
ā ļø Note: Post-endgame progression is scheduled to be part of the full release.
Our progress on multiplayer is moving at a steady pace. Weāre still working out the details of the system, but weāre mostly there in terms of how it will work.
We know many players are waiting for it and will have questions, so we want to make sure everything is clear before sharing more.
ā ļø Note: Expect a dedicated DevBlog next month!
We remain committed to being as transparent with our player base as possible and felt this behind the scenes was necessary. We want our players to know what our team is working on and what to expect so they can provide feedback or simply share their thoughts.
As we continue to work on the multiplayer update, we're committed to ensure that Dragonkin: The Banished delivers the best possible experience for our dedicated community.
We truly appreciate the passion and feedback weāve received and will continue to consider the communityās voice to find the best path forward! As always, expect more news on your progress, so make sure you stay tuned to our Steam pageĀ and Discord for updates.
See you soon!
Discord: https://discord.gg/WrCT2E5kG9
