 
	
	Heya Engineers!
With Halloween around the corner, we wanted to make sure two of our most beloved and spooky characters are back in Unrailed 2, Frank and the Witch:

You can get them in the Fashion Express once you've found and chopped down a lit jack-o-lantern in the game!
We wish you a frightening Halloween đ
 
	
	With the end of 2025 Pro Motocross release schedule finished, we have stepped into a very busy part of our road map for Legends Season 4, which will see new tracks, and customization as well as the release of lots of features that we've been working on in the background. In a few weeks, two new environments will release in the Redline Ridge Finals DLC pack, but today we're stoked to add two brand new features to the game: Gear Presets, and Tuning 2.0.
Tuning 2.0 - The roll out for the new tuning system will take place in increments over the course of a few updates. With tuning having such a large effect on the gameplay meta, it would be disastrous if we had to have to roll the feature back after it's release. This will allow us to make sure that the tuning values for each category is perfect before we move on to the next. For this update, the new Tuning 2.0 feature will only be available on the Experimental bike class, with Suspension and Gearing categories available for tweaking. Feedback will be VERY important to us, so make sure you jump into our Discord, and let the Rainbow Studios team know what you like and want to see changed in this new feature.

Rider Presets - This is a quality of life improvement that you've been requesting for a long time, that will let you save your favorite rider gear sets so that you don't have to build them out from head to toe every single time you want to use them. Hopefully this will help you organize that messy locker. Once we've been able to gather some feedback on the system, we may bring this over to the Garage as well, so make sure to let us know if that's something you want to see rolled out.

Additions & Updates
Rider Presets
Looking to try on something new to wear in the Locker, but don't want to lose your current setup? Pop into the new Rider Presets menu to save up to 16 of your favorite looks. Each preset stores a unique set of gear, colors, appearance, name, and number.
Vehicle Tuning 2.0
Hop onto a Pro Physics MX 450F to test out Gearing and Suspension settings in a completely new, more detailed Tuning system.
Create multiple tuning profiles for use in any environment or event type using detailed real-world physics parameters.
Tuning 2.0 is a work-in-progress for Experimental Classes Only. We plan to add more settings and more data visualization over the upcoming patches.
ATV Customization
ATV customization support continues! Check out classic Factory Effex Evo kits for Kawasaki, Suzuki, and Honda.
Also get new ATV kits from Primal Graphics! Washington for Yamaha and Living Color for Kawasaki.
And settle into QuadTech Super Grip seats for all base game and OEM DLC ATVs.
Rider Customization
Head to the Locker for new Cafe and Tidal gear sets from Canvas MX!
Or if you're looking for something fun, pull on Painter or Overalls. Just in time for Halloween!





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[/carousel]Fixes & Improvements
Gameplay
Deformation fidelity is improved across all 2025 Pro Motocross tracks.
UI
A large amount of menu text is changed from all upper-case lettering to mixed-case lettering.
Known Issues
Gameplay
Frame rates exceeding 60 FPS may experience visual errors and inconsistent gameplay behaviors, especially when exceeding 120 FPS.
Shift sounds can still trigger at the incorrect revs. These issues are currently being addressed. More news to come as work progresses.
Rider and Vehicle Customization may still be reset to defaults upon restarting the game under yet unknown conditions.
If you experience this issue, please immediately Submit a Player Report from the Services menu in Settings, record the Report ID then drop us a line on https://Discord.gg/MXvsATV
2025 Spring Creek National is missing its funnel track segment.
This causes all riders to get reset to the Fly gate at the start of the race and for rider positions to be âunknownâ during the race. The race otherwise proceeds normally. The AI don't behave appropriately and can become stuck. A fix has been prepared and will be released in the next patch.
Tuning 2.0 save data has a bug that will cause it to grow in size until it cannot be loaded. This may cause crashes or trigger errors.
A fix is in test and will be released as soon as possible.
 
	 
	

 
		
	 
	
	Added new Awards:
Queenâs Guard:
+1 to Battle and Morale skills,
Complete your Queenâs Guard trial.
Dark Lord (now unlockable):
+5 to Air, Fire, Water, and Earth Mastery skills,
Complete the game with the Evil ending.
Saviorâs Shield:
+5 to the Battle, Cunning, and Morale skills,
Complete the game with the Good ending.
These Awards will be granted retroactively to any Hero who meets the requirements.
Unlocked Awards are now shown in the Quest Complete screen.
Adjusted the opponentâs ability to get lucky streaks due to gems falling in from off the board into matches, and spell resistances or Lucky Match effects triggering.
Although Puzzle Quest enemies do not cheat, sometimes these lucky streaks feel as if they are cheating, and thatâs not much fun for anyone, so this was a priority for us to address. The exact details of how this works are as follows.
We define a âlucky eventâ as either a Lucky Match, a Spell Resist, or a case of gems dropping in with a particularly advantageous setup (such as a skull match or a 4-of-a-kind, or even a setup for one of those⊠so if on MY turn gems drop in to set up a skull match for the enemy, that counts as luck for THEM).
We keep track of âLuckâ for both the human and AI player.
We add +2 to âLuckâ on a Lucky Match or Spell Resist.
We add +1 to +5 for lucky gem drops, based on how advantageous they are.
If the AI player were to become âtoo luckyâ, we would alter the gems that drop in so theyâre not as useful.
So⊠What is âtoo luckyâ? It depends upon whether youâre fighting a Boss or a Regular battle, and what difficulty youâre on.
Easy: Regular battles cannot exceed 25% of the humanâs luck, and Bosses cannot exceed 50% of the humanâs luck,
Normal: Regular battles - 50%, Bosses -75%,
Hard: Regular battles 75%, Bosses - 100%,
Weâve found these battles feel good to us, and have definitely stopped the feeling that the AI is getting any advantage. But we will continue to monitor sentiment.
\[PC] Both the Cloud save file and the Local save file will be backed up as local files when a conflict is encountered, in case any issues occur when selecting a save file.
These files are next to your existing save data, usually located at %APPDATA%/../LocalLow/505 Games/Puzzle Quest - Immortal Edition/Â
They will have the extension changed to either .backup.cloud.save and .backup.local.save for Cloud and Local data, respectively.
Holding a direction on the Game Board will now continuously move the cursor in the held direction .
Opponents will now show up in the Choose Opponent menu when their max level is passed by the heroâs current level, so opponents are unlocked more gradually over the course of progression.
Losing a Siege battle at level 15 or lower will no longer lock the location until it is successfully sieged.
When creating a Hero, the hero portrait will now change to more likely match the chosen Class by default.
Upon reaching level 10 or higher, and if no other spells are unlocked at the heroâs level, text will be shown to notify players about the existence of the Battle & Text speed options if they havenât already been seen.
The original music is now played when launching the game for the first time, or when the Credits are played. It also has a 25% chance of playing instead of the new music when launching the game.Â
Fixed the Achievements for getting Galnoth, Arik, and the Mythril Golem as companions, unlocking on the wrong companions:
Anyone who suffered from this bug should see the correct achievements unlock upon starting the game after updating.
Fixed an issue where the game would become unresponsive to input after resolving a cloud save conflict, and required a restart.
Fixed Rune Keeper items applying to future enemies of the same type.
The Observe spell will now target a random, non-star gem.
In the Tourney Practice Quest, when fighting against the Theiran Knight, the correct items will now be given:
If you are currently undertaking this quest, please abandon it and re-acquire it to get the correct items.
Fixed wording on the Flame Arrow and Wild Hunt spells to say Remove instead of Destroy.
Unfortunately, we were not able to update the Russian, Chinese, or Japanese wording at this time.
Holy Cross will now allow healing when equipped.
\[English] Updated the Doomknight Armor description to âAdd +10% to Earth Resistance, and when taking 2 or more damage, block 1 point.â.
Arbolethsâ Chaos Skin will no longer trigger if it dies from the spellâs damage.
\[English] Updated the Regeneration description to âGain +4 Life, then keep trading 7 Blue Mana for +4 Life until you are healed or run out of Mana. Finally, get a Bonus Moveâ. It also now works correctly for the Hero.
\[English] Haste now has the detail line âThe effect is triggered by Bonus Moves from 4+ Matches and Lucky Matches onlyâ.
 
	This month's patch includes a number of fixes, updates, and new Ember Vein content. We have some fun things cooking for November/December so stay tuned!
Updated our internal input module to the latest version.
Updated PvP buff tooltip to indicate that it applies to resists.
Updated the background color on the Ibaxian Adornment equipment page.
Updated the Macro Bar to no longer consider the +/rotate buttons to be part of the window. This means that they can once again be off screen.
Added context menu items for "Add" and "Rotate" to the macro bar and macro buttons.
NPCs no longer use Bleeding Strike. They now use abilities introduced in the recent NPE.
Added tooltips to Adornments when worn and either no base item is present, or you are in a zone where the item is not active.
Adjusted verbiage on Adornment set bonuses to say "Active" rather than "Equipped".
Disabled seasonal scenes and associated quests.
Disabled NPC turnip heads.
Updated cursor on equipment tab hover.
Improved tooltips on equipment tabs if you can toggle visibility (Ibaxian Adornments).
Disabled old Specialization quests. These should no longer show in your quest log.
Disabled Gathering & Crafting "Coming Soon" area of the Bulletin Board UI. These will return at a later date.
Auto follow cancel chat messages now have a tooltip with a reasoning for the cancellation. The verbiage is short as this tooltip is mainly to help us debug.
Reduced eye material smoothness value slightly.
Added a loading tip indicating that Alchemy enhanced abilities deal Ember damage.
Fixed Defender armor not allowing runes to add more of the armor's base stat.
Reworked the Jailer/Morte fights to reduce Drolsc strength, make the fight mechanic more visual, and have it be present immediately in the fights.
Reduced "Kindle" debuff.
Reduced likelihood of getting adds during boss encounters.
Reduced proc chance of Lashing Vines.
Increased the number of recipes from recipe chests.
Fixed an issue that was preventing subscription purchases from going through.
Fixed an issue where your Ember Stone would be hidden after zoning.
Fixed invalid default Anti-Aliasing selection. SMAA is now enabled by default.
Fixed tooltips for subscription perks not showing on the activate subscription dialog.
Fixed tooltips for Adornment set bonuses showing incorrect active values if the base item was not equipped.
Fixed mailbox not updating cost when adding items to a stack.
Fixed chat links for some recipes not showing correctly.
Fixed stuck spots in Ibaxus, and Highland Hills.
Fixed more ladders in Grimstone Canyon.
Fixed missing stats on class tooltip.
Fixed an issue where batch crafting would continue after reopening the crafting UI.
Fixed an issue preventing NPCs not removing combat effects while resetting.
Fixed an issue causing NPCs to regenerate health & armor too slowly while resetting.
Fixed timing issue with Alchemist Ember Impact ability VFX.
The ever growing instability within Ember Veins has cumulated in the appearance of several Essence Wells. These represent a potent, concentrated source of Ember energy, drawing both opportunity and danger.
This abundance of raw essence has attracted mutated creatures. These have taken on the unique properties of the Ember Veins in which they feed making them uniquely dangerous.
Rumors talk of their focused energies unlocking new potential for Drifters. These new Adornments give additional benefits while fighting within the Ember Veins and enhance existing gear rather than replace it.

 
	
	
 
	
	
 
	
	Welcome back, Travellers:
This world of darkness hasn't been caught off-guard and, in fact, is ready with several new contents and features!
In particular there's a UI overhaul with a strong focus on intuitive learning of the key interactions of the player, all those elements now are designed to stay within the reach of player's sight, in order to be more functional. The UI will also provide more information for a better planning and understanding of gameplay.

40% discount, join this spooky night.
https://store.steampowered.com/app/3417340/The_Rogue_of_Nexus/
Extra localization text;
Shortened some pauses during events;
Now in battle moving left/right will shift the automatic idle direction of the player, instead of going automatically towards right (thanks to Hekinsieden for the suggestion!);
Several Travellers got lost despite finding the Compass Shield, there wasn't enough attention to the Compass UI in worldmap. Since it's a core element of the game and without using it, it's impossible to proceed in the adventure, we decide it to include an extra short tutorial segment as extention of the base tutorial, in order to guide the player to the learning of the compass search core gimmick, up to the discovery of the right worldmap tile and the entrance in that dungeon to find the second artifact, which is located in a random position, unlike the Compass Shield. Until those steps are completed, battles in worldmap won't trigger, quests won't show, darkness gimmicks won't trigger, the access to dangerous areas will be blocked and lives won't be lost, in that way the player should be able to not getting distracted by other elements of the game, which will be revealed later;
PS. If you already got past that point, then it won't show up (it means you already learnt the gist of it)
The second artifact position will be narrowed to a max of a lv 3 dungeon easily reachable from the player, until the tutorial ends;
Moved the worldmap camera slightly in upper-right, in order to be more centered to the player;
Minor sfx pan fix;
Added HP bar to enemies! It's possible to see the % of their current HP now, also their Level will be displayed next to it. In dungeon the information will be displayed for a brief amount of time, when damaging them, in that way that UI will be less invasive. Bosses will have a special HP bar in the upper part of the screen, and it will display their name as well!
Improved Dungeon minimap feature visibility, now the current room cell will glow of white, instead of being static white;
Overall position changes to UI:
Worldmap - The compass is now in the bottom center of the screen, is it more noticeable now? (thanks to Elan Manuguerra!)
Consumables are now in the bottom left of the screen, now the upper screen will be less bulky, in particular in dungeon;
The order of consumables has been reversed, in order to keep closer to the center of the action both the potion and the bomb;
Flash Step is now in the very bottom left of the screen;
Hand Timer lock icon is not located next to the Day/Night timer icon, both in the upper right of the screen;
Battle - Added a "Skill" text above the box of the skills in the bottom right of battle scenes, to clarify that those icons are skills (thanks to Hekinsieden for suggestions on the matter!);
Battle - moved in the very bottom right of the screen the Weapon Set switch button, which is now close to the skills;
In general, most of the interactive UI buttons are located in the bottom area, where the attention of the player often focuses, in particular in battle, since it can be tedious moving the mouse from one corner of the screen to another;
Shrank the size of several UI elements (except menus and tooltips, for now), in order to not cover the walkable path of dungeons and being less invasive in general (thanks to Elan Manuguerra and Conscious_Future5136 for suggestions!);
Those changes apply to the latest Demo version 0.5.8 as well, which has been released the same day!
Happy Halloween!
 
	
Stadium evolves again, adding Torbjörn, Hazard, and Sojourn to the hero roster. The new Busan Sanctuary Control map brings a haunted temple vibe to the playground rotation. A full seasonal rank reset raises the stakes, with the All-Star Cassidy skin as the prize for the best competitors. Gadgets, Armory upgrades, Combat Text, and the Advanced Info Panel make the system smarter, sleeker, and scarier than ever â for your competition.Â
Additional Details:Â
New Heroes: Torbjörn, Hazard, and Sojourn enter Stadium, each bringing fresh chaos to draft and counter pick phases.Â
New Map: Busan Sanctuary: A mist-shrouded temple setting where every fight feels like a ritual.Â
Rank Reset: The climb starts over with fresh placements, higher stakes, and the classic chase for glory.Â
All-Star Cassidy Skin: Earn a one-of-a-kind reward for proving your skills among the best.Â
Index Your Arsenal: Inside the Armory, Items and Builds now utilize sub-tabs, making it easier to find the perfect tool for any job.Â
Filters of Fate: Sort by type, stats, rarity, cost, and even counters or abilities. Then buy and sell straight from the Filters tabâbecause every second matters in the arena!Â
Advanced Info Panel: View all the glorious details on exactly how your equipped items alter weapons and abilities, removing the mystery from your stats but not from the fight.Â
Combat Text: See your damage and healing numbers float on screen with Stadium Combat Text in first and third person, all Stadium matches, plus the Practice Range. Customize the size, transparency, and data type displayed, or turn it off entirely. Your game, your info, your way.Â
Best of Five: Â Stadium Competitive is shifting to a Best of 5 format, designed to shorten match length while keeping the depth and decision-making that define the mode. Get to the fun faster and make every moment feel meaningful!