Elemental War Clash - Bonne

Today we launch a new little patch to fix some minor issues as well as improve performance in late game a little.

Changelog

Fixes:

  • fixed small issues

  • slightly improved performance in late game

If you have ideas or feedback in general, or just some questions, feel free to chat with us on our Discord and let us know, what you think 😊

Beaver TD - TranPhuong
  • Changed the default display mode from Fullscreen to Windowed Mode for better compatibility and easier screen adjustment.

  • Adjusted the UI to display the starting money more clearly at the stage selection screen.

Oct 28
Heart of the Machine - x-4000 (Chris McElligott-Park)

One fix and one clarity improvement.


[expand type=details expanded=false]
Hotfix 23 Changelog
Clarity
  • Purple Murnong Visibility: Adjusted the icon of purple murnong transports to be that of purple murnong, so that you can see it at a glance in the Forces tab. Also adjusted these to show in the Forces tab even if you've not filtered to a specific sub-section.
Bugfixes
  • Properly Forcing Conversations Again: Fixed an issue where force conversation was not working properly in the prior build with who was supposed to be only spoken to by an armored executive.
[/expand]

Full notes here.

Connect with the Machine

Want to stay in the loop or share your thoughts? Join the conversation across these platforms:

💬 Discord – Best place to share feedback, get direct responses, and to talk about Heart of the Machine.
📜 Reddit – Discuss strategies, share ideas, and exchange tips with the community.

露奈伊物語 Playtest - D Good
🎮 New Features

Combat System
  • Added charge ability for MushroomBoar boss
  • Added ground area indicators for Boss and enemy ranged abilities
  • Improved interaction system to prevent accidentally triggering gathering actions during combat
  • Fixed interaction hint for reviving downed allies now displays correctly during combat

Dungeon
  • Added final room after defeating Boss for dungeon exit
  • Updated dungeon minimap icons and color

Building & Crafting
  • Added celebration animation for settlers after completing construction work
  • New furniture unlocked through research now appears in furniture workbench recipes

Interface
  • Added physical action buttons to most interfaces
  • Modified connection line turning points in research interface to avoid incorrect connections
  • Added descriptive text to order board interface
  • Clearer indication in build UI when no materials are required (basic tent)
  • Improved color scheme for recruitment interface

Research System
  • Refactored research UI project status management

🎨 Art Assets

Characters & Animations
  • Dungeon boss ServerCrab major update: Remade opening roar and death animations, updated animation frame counts and textures
  • Added multiple new hairstyles for animal villagers
  • Updated various hairstyle textures and colors

Buildings & Objects
  • Updated town hall textures
  • Updated ranged weapon textures
  • Updated antiquity item textures

Visual Effects
  • Added focus line VFX effect
  • Added VFX material resources

🐛 Bug Fixes

Animation & Characters
  • Fixed character animation not properly resetting time between transitions
  • Fixed FreeBear tail color error

Building System
  • Fixed repeated cancellation events after completing construction work

Game Mechanics
  • Fixed Froggy appearing repeatedly in certain situations
  • Prevented FreeBear (merchant) from triggering visitor event after joining settlement
  • Prevented player from sleeping in the wild causing errors
  • Locked player input during hand crafting to prevent misoperations
  • Fixed dungeon room generation conflicts and added automatic error recovery
  • Fixed invalid object errors

Localization
  • Fixed research project text not updating correctly after language switch

⚙️ System Optimization

Game Balance
  • Lowered settlement upgrade requirements

Code Improvements
  • Added animation sprite sequence loading functionality
  • Improved object pool behavior to prevent errors
Stellar Reach - Stelleas

Automated Exploration

Requested by quite a few people, here is Automated Exploration:

  • Select one or more Scouts and press the ‘Automated Exploration’ button in the ‘Selected Forces’ window (bottom right) or the ‘A’ key to command them to Auto-Explore.

  • Giving a Scout any other command will cancel their Auto-Explore.

  • Auto-Exploring Scouts will go to any Star Systems without other friendly Scouts and scan all planets there, then move on to the next.

  • This uses the AI behaviour, so where Scouts go is based on calculated prioritisation.

  • When all Planets are scanned, the Scouts will continuously cycle through every Star System repeatedly, indefinitely updating your map.


Destroy Completed Civil Projects
  • Completed Civil Projects can now be deleted by pressing the cross icon next to them.

  • This does not apply to the ‘Hall’ Project or Projects that provide construction slots - ‘Space Station’, ‘Capital Shipyard’, ‘Space Elevator’, ‘Electromagnetic Factory, & ‘Zero-G Construction Site’.


UI
  • Icons fanned out around an Icon Group now always appear in front of nearby Planets, making them easier to interact with.

  • Added Star System name to “Enemy Fleet Detected” notifications.

  • Transparency of icons not under cursor now changes gradually, rather than instantly as previously.

  • Added a warning icon in the Planet Industry tab to indicate low Machine growth. (Maintaining Machine growth through a game is key to planet and faction development).

  • Added some text to the Fleet Formation tab to indicate how to move Ships between formation lines.

  • Made the buttons for closing windows slightly bigger.


Tutorial
  • The ‘Happiness’ and ‘Disorder’ tutorials now trigger if a planet’s happiness drops below 35%, addressing an issue where players were not aware that too many armies on the surface was causing population loss.


Bugs
  • Fixed issue with resources not showing on planets not yet inhabited.

  • Various typos and text correction.

  • Fixed incorrect rotation in Colony Ships in Space Battle view.

  • Fixed incorrect values in Project Operation Cost tooltip.

Cookie Cutter: Overkill Edition - Subcult Joint LTD

ːsteamthisːDIVORCE PLAN IS LIVE.ːsteamthisː


Freedom needs a plan — and this is ours.

We’ve taken full control of our game, and now we’re building what comes next.

But freedom comes with weight: now that we’re solo, we fix everything ourselves.

We pay for the portings, we squash the bugs, we handle it all — no Q.A. squad, no safety net.

That’s why we need your support now more than ever.

If you’ve ever believed in Cherry and her world, this is the right time to buy the game, support the team, and help us keep pushing forward.

Join our new Discord — talk directly with us, report bugs, share ideas, or just hang out with the crew.

Your voice helps us make this game stronger, louder, better.

⚡ OUR PROMISES⚡

⚡Overkill Edition is coming to every platform.

⚡Free bug fixing and the new mission “Adebisi Robots” are on the way for Crystal Pits.

⚡More fixes, more features, more quests are coming.

We’re independent. We’re alive.

And we’re just getting started.

💥DIVORCE PLAN PART 1💥

💥We’ve regained ownership of the Steam store under Subcult.

💥Our main focus now is reclaiming all major store properties (PlayStation, Xbox, and Switch) under Subcult’s ownership.

💥Once that’s complete, we’ll move on to smaller digital stores.

💥We plan to release the Overkill Edition patch for Nintendo Switch, with lot of fixes, new feature a new quest, a new ability and LOT OF MINOR COOL STUFF IN IT.

💥We’ll also bring Overkill Edition to PlayStation 5.

💥Development will resume on the game, adding new features, add-ons, and other cool content.

💥If all goes well and we receive enough community support, we’ll begin work on new DLCsWe’re also opening an official Discord channel for Cookie Cutter, where players can submit bugs, suggestions, and feature requests..

All of these steps require a lot of time, effort, and funding. Now that we’re independent, we’ll be covering QA and porting costs ourselves.

Please keep supporting us AND HELP US REACH 1000 REVIEW,WE;RE SO CLOSE!!!

See ya in the pit!

Subcult Joint

Raven Port - Brian
Development Update: Project Discontinued
Hello everyone,

We want to share an important update regarding Raven Port. After careful consideration, we’ve decided to discontinue development on this project.

This was not an easy choice, but we’ve chosen to focus our time and energy on a new direction that we’re very excited about. We deeply appreciate everyone who showed interest and support during the early stages of Raven Port’s development.

The Steam store page for Raven Port will be taken down soon, and the project will no longer be in active development.

Thank you again for your understanding and encouragement—it means a lot to us. We hope you’ll follow us for future projects and announcements.

– The Raven Port Team
Tales of Seikyu - Bridie
We’ve got an amazing team of artists working hard to bring Tales of Seikyu to life and we’re always looking for opportunities to sing their praises. If you’ve played Tales of Seikyu, you’ll definitely be familiar with the work of Liz, our Lead Character Designer, and Yan Guo, our Game Scene Designer. We caught up with these talented artists for a quick interview so that you can find out more about their backgrounds, inspirations, and processes!

https://www.youtube.com/watch?v=Lln6s61ww50&t=1

Tell us about yourself! What’s your background and how long have you been a professional artist?

Yan Guo: I am a game scene designer with three years of work experience. I used to be a professional designer, and now I am a Chinese herbal medicine merchant who can paint. I usually spend my spare time designing things I love.

Liz: I am a lead character designer with around ten years of professional experience. Since childhood, I loved copying characters I admired, and by high school I began studying art more seriously. Later, I chose illustration and manga as my university major, which naturally led me into design and creative work. Looking back, I feel very happy about that decision.

How did you end up on the Tales of Seikyu art team?

Yan Guo: After graduating from university, I joined the art team of Tales of Seikyu through campus recruitment.

Liz: I learned about the project through a friend’s introduction. The concept of yokai and the overall art style deeply attracted me, so I decided to join the team.

Do you have a favourite character or scene to draw? Which character would you romance?

Yan Guo: My favorite scene is the casino in the small town — it was the first time I designed such a large-scale scene. While some parts weren’t perfect, I’ve been constantly learning and hoping to gain more scene design experience from senior colleagues, so I can deliver even better designs for everyone.

Liz: My favorite character to draw is Shuten. The dual-colored hair is stunning, and her yokai form is incredibly cool. For romance, I would choose Sasaki. It’s impossible to refuse someone so warm.



Can you tell us about some of the influences or inspirations behind your art style?

Yan Guo: The overall art direction of Tales of Seikyu draws strong inspiration from Granblue Fantasy and Sakuna: Of Rice and Ruin. Our world-building takes cues from Spirited Away—we envisioned a yokai city rooted in the atmosphere of Japan’s Shōwa era. The seaside town setting was influenced by Kamakura and, in early development, we even planned to have a train line running through the city, just like Kamakura’s Enoden. Although that idea was eventually cut due to time and budget constraints, traces of it remain! You can still see power lines crisscrossing the skyline, hinting at the original vision. I’m particularly fond of Kazuo Oga’s art style—having grown up watching Hayao Miyazaki’s films since childhood—and I hope I can create works as outstanding as theirs someday.

Liz: Art style is a process of constant change and growth. I’ve been influenced by many teachers and Japanese artists such as Ask-sensei, Mai Yoneyama-sensei, and Kana-sensei; later, more realistic masters like Huang Guangjian and Ruan Jia. Recently, I’ve been especially inspired by Rebel Xing. All of these influences combine in complex ways. Anime and games I love are also sources of inspiration, as are daily life and art itself.

What other projects have you worked on besides Tales of Seikyu?

Yan Guo: In addition to Tales of Seikyu, I have also participated in the background painting for the first season of the film Yao-Chinese Folktales and To the Bright Side. I have also worked on illustrations for Yuanfudao, as well as several children's illustration projects.

Liz: Outside of Tales of Seikyu, I worked on Hot-Blooded Yakuza and Figure Fantasy, contributing to design and illustration. Tales of Seikyu has been the most complete project experience of my career so far.

What does the process of drawing scenes or a character portrait look like for you?

Yan Guo: First, align with the planner on the scene’s general direction, including necessary interactive elements, animation performance positions, scene dimensions, and style. Second, unleash your creativity to visualize the scene: gather plenty of references, then combine them to sketch a rough draft. Third, share your ideas and sketches with the planner to get feedback. Fourth, build a simple 3D model based on the sketch, set up appropriate lighting, and render it. Fifth, create the scene illustration using the model as a reference. Finally, refine the details to complete the final work.

Liz: Usually, the first step is to establish the character’s background and personality, then quickly explore expressions like joy, anger, sadness, and happiness. After that, I look for dynamic and rendering references before entering the drawing phase. The process typically starts with a rough sketch, then line art, flat colors, and lighting. Once that’s set, I merge layers and move into detailed rendering.

What programs or tools do you use to create artwork for Tales of Seikyu?

Yan Guo: I use Photoshop, 3ds Max, and KeyShot to complete scene creation.

Liz: I mainly use SAI and Photoshop for character creation.

Do you have any advice for aspiring artists looking to work in the games industry?

Yan Guo: Keep your curiosity alive—you’ll draw plenty of inspiration from life. And keep doing what you love.

Liz: Just keep doing what you love. There will always be people who are both incredibly talented and hardworking shining ahead of you, and at times you may start doubting or denying yourself. When that happens, just lower your head and ask yourself — did I draw today?

What’s your favourite piece of artwork that you’ve drawn? Can we see it?

Liz: This is one of my favorite concept designs from the past two years, though the full character illustration hasn’t been produced yet. Why is it my favorite? Because male characters have always been a weak spot for me, and I’ve been training hard to improve. This design feels like a milestone, proof of progress during a difficult period.



Yan Guo: This one!



Finally, where can we see more of your work / follow you online?

Yan Guo: GUOYAN000创作者主页_杭州概念设计师-站酷ZCOOL

Liz: You’ll be able to see more of my work in the other projects I’ve worked on like Hot-Blooded Yakuza and Figure Fantasy, but I’d really love to set up some kind of online space where I can show off my portfolio in the future!
World War 3 - 2000Valand

Greetings, Operators!

In today's article, we'll take a look at one of the most iconic and recognizable (if you recognize pixels) camouflage patterns—MARPAT (MARine PATtern).

Why and what for is the new camouflage?

To understand the wider context of the creation of this camouflage, we need to go back in time a little. Specifically, to the 1980s, when the M81 Woodland camouflage was introduced to all US Army units. This pattern proved to be a very successful successor to ERDL. From a purely structural point of view, this move made a lot of sense. Instead of producing different types of camouflage for each unit, or very similar ones, the decision was made to unify them, which allowed for cutting production costs and developing several similar solutions. The distinguishing features remained elements of the formation, such as emblems, ranks, and unique elements of the uniform (the eight-pointed hat in the case of the marines for example). 

Despite its validity from the point of view of the entire army and the state, this approach didn't necessarily appeal to all units and soldiers themselves. Elite formations didn't want “some civilians” to confuse them with National Guard units or other “less elite colleagues.” The Marines wanted to stand out on the battlefield so that both allies and enemies would immediately know who they were dealing with.

Beginning of development

The official start of work is considered to be April 2000. It was then that a team led by the legendary Timothy O'Neill began research on a new pattern designed specifically for the Marine Corps. The initial assumptions were simple: this camouflage had to be different from the others and be “modern,” something befitting the approaching new century.


The team initially focused on comparing dozens of different camouflage patterns from around the world. After initially rejecting designs that were outdated or didn't fit the main objectives of the project, Tigerstripe camouflages remained in the play. These were broken down into their technical components and modified until what we know today as MARPAT was created.  

Here, we should take a moment to acknowledge team leader Timothy O'Neill, because you may rightly ask how it was possible to go from “different stripes” to pixel camouflage. One of O'Neill's nicknames is Father of Digital Camouflage. He was a pioneer in the field of digital camouflage, and his most famous work is “Dual-Tex,” which has been tested since 1977, both as camouflage for vehicles (definitely the most famous part) and, to a lesser extent, for ordinary infantry. However, we will not discuss this camouflage here. 

Controversy and final pattern

After developing the main design concepts, the second stage of work began. Three different versions of camouflage were given to the units. The first one is almost identical to what we now know as MARPAT, the second one resembled the older Tigerstripe type in terms of pixel distribution, while the third one was a desert variant of MARPAT. As a result of testing and direct work by designers with the soldiers themselves, the second variant (the Tigerstripe variation) was identified as the one that the soldiers liked the most. As a result, the command chose version number one. Thus, the basic MARPAT for forest environments was born. The colors that make up the forest MARPAT are green, brown, and black in various shades. On November 7, 2001, it was confirmed as the new standard pattern for the Marines.  The first public display took place on January 12, 2002, at Camp Lejeune


After it was shown to the public, many voices were raised claiming that it was an almost blunt copy of the Canadian digital camouflage CADPAT, which had been implemented by Canada several years earlier in 1996. This is where various conspiracy theories and speculations arise. Some anonymous informants claim that Canada shared this camouflage with the US at the request of the Marines as a result of a program to exchange military experience and technology. Other anonymous informants claim that it is a completely unique product, based on O'Neill's experience and efforts to develop the “Tigerstripe” camouflage.

What really happened? We will probably not find out in the near future. The fact is that the research team worked on a new camouflage pattern (documents confirming this part have been stored), but on the other hand, the overall pixel distribution and size in both camouflages is very similar. So, as in many such cases, the truth probably lies somewhere in the middle.  

The complete re-equipping of the Marines with the new type of camouflage and elements made from it was officially completed on October 1, 2004. 

An interesting feature that distinguishes MARPAT from other similar (intentional or unintentional) digital camouflages is the stamp with the logo and the letters USMC, which are used to mark rolls of fabric and, as a result, can be found on random elements of the uniform. 

How does it work?

The easiest way to explain this aspect is based on a standard camouflage pattern consisting of two or more colors. In the case of M81 Woodland and similar patterns, camouflage works similarly to prescription glasses and contact lenses. If we are in the right spot (of course, there is no single specific spot in the case of camouflage), we are quite well hidden. However, if we move out of the “focus,” we become more visible again. To simplify further, let's say that for this type of camouflage, it is best to be at a distance of 200-500 meters. If we are closer or further away, we are more visible or begin to stand out against the background. The size of the spots and their distribution are very important in this case. As a result, more “conservative” camouflages such as MTP or MultiCam are still being developed. 

In the case of digital camouflage, such as MARPAT, we have the same effect as with device screens. If you get close enough, you will notice that each shape consists of a tiny square or light point in the case of giant displays. However, as you move away, the individual squares or light points form a single coherent (if we want it to be) or less coherent image. Digital camouflage uses exactly the same effect. The further away we are from the soldier, the more “clearly” he blends into the background around him. Of course, the colors of the background must more or less match those of the uniform.

The whole thing is, of course, based on tricks designed to deceive our brains, which are accustomed to the shapes of nature that have surrounded us as a species for tens of thousands of years. Apart from animals, symmetry and sharp edges are rare phenomena, which automatically attract our gaze and attention. 

MARPAT is still used by the Marines, and various similar digital camouflages have been developed for both the standard infantry of the United States and most other major countries on the international stage. 

MARPAT in World War 3

In our game, this camouflage is one of the main ones used by Operators. It can also be purchased as part of a bundle containing several items featuring this camouflage. Currently, such a bundle is available in the game store for 200 UNC. You can buy a set consisting of:

  • OLV VEST WITH WZ93 JACKET MARPAT

  • OITV VEST WITH ACU JACKET MARPAT

  • AIRCREW PANTS MARPAT

  • TYTAN HELMET MARPAT

  • M95 HELMET MARPAT


Please note that by purchasing the above set, you automatically unlock the base version of each of these equipment items. 

That’s all Operators! Fall out!

Havenhold - gamestudio

致各位侠客:

你曾因“爆肝”而疲惫?因落后而无力?因变强路径单调而失去探索的热情?这一切,都将在新赛季中彻底改写! 这一季,天地重塑,宿命由你执笔! 《决战万界山》本赛季结算&新赛季内容公告 它来了!

升级经验全面调整!大世界地理调整,5倍变大,划分6大部州,所有宗门同台竞技!新神功获得机会,祭祀大变化! 综合调整后的 万界山 DEMO 免费试玩2期,即将开启!

赛季公告

本赛季结束时间

  • 10月27日 23:59

新赛季免费试玩启动时间

  • 11月3日 10:00

新赛季持续时长与计费情况

  • 新赛季持续15天,demo期间等级上限15级(正式版上限25级)

  • 继续保持Demo,暂不开放充值

赛季结算说明

     所有道具和金币保留       

(包含背包 仓库 摊位中的道具)

    养成进度结算为境界经验

  • 境界经验用于提升境界等级

  • 境界等级解锁新神功获得(六选一)

  • 境界等级决定初始洪荒点数

     养成可结算内容:

  • 角色等级 属性等级  角色经验 属性经验

  • 招式等级 熟练度级别

  • 技艺制备技能 配方 制备等级 熟练度

     其他重置内容:

  • 活动进度

  • 邀请进度

  • 金币大奖赛的金币券

  • 灵伤 罪恶 任务进度 成就进度

下赛季规则优化和新增内容

一、 修炼难度全面调整!

等级经验全面下调

1-15级升级所需经验调整,起步更快,成长更顺

  • 2级升级到3级需求经验减少 6%

  • 3级升级到4级需求经验减少 16%

  • 4级升级到5级需求经验减少 21%

  • 5级升级到6级需求经验减少 43%

  • 6级升级到7级需求经验减少 52%

  • 7级升级到8级需求经验减少 40%

  • 8级升级到9级需求经验减少 37%

  • 9级升级到10级需求经验减少 43%

  • 10级升级到11级需求经验减少 46%

  • 11级升级到12级需求经验减少 41%

  • 12级升级到13级需求经验减少 36%

  • 13级升级到14级需求经验减少 31%

  • 14级升级到15级需求经验减少 24%

妖魔肆虐

  • 白天每3小时一次“那些邪修的妖魔开始在中原各地出现”,与这些邪修者的战斗可以获得额外的经验,是闭关修行的上佳之选,喊上你的队友,替天除魔!

野外的升级:

  • 野外增加了经验加倍的强大魔物!更加适合专注高效率的修行。

祭祀大改版

  • 市集祭祀新增“斩妖除魔”环节,组队作战可以效率翻倍!

  • 山门祭祀后,现在山神开始赐予个人成长经验奖励,助你修行更加扎实!

等级封顶机制

  • 击杀低于自身等级的目标将不再获得等级经验,只能获得属性经验

  • 当自身的等级超出关卡的等级后,需要去野外寻找高等级的魔物进行更进一步的修行。

  • 分阶段解锁的森林、荒漠、雪域片区,使得领跑的玩家不至于速度过快,给予大部队更宽松的修炼时间。

装备强化调整:

  • 装备洗练和强化的报废机制回来了,

  • 洗练失败和强化失败,将导致装备报废,报废后的装备失去所有的附加属性和作用;

  • 注意,洗练无效不会导致报废发生,洗练的失败概率是1%~10%(对应洗练程度)

失败率

成功率

无效率

1%

95%

4%

2%

90%

8%

3%

85%

12%

4%

80%

16%

5%

75%

20%

6%

70%

24%

7%

65%

28%

8%

60%

32%

9%

55%

36%

10%

50%

40%

二、 无分线的沙盒世界全面调整!

撕掉旧地图,重建全新的地图!大小扩大五倍、真实连接的洪荒武修世界!不再有有分线,正面接触的江湖!

六大部州

  • 六大部州散布四方,选择你的首发策略,定义你的起点!

关隘割据

  • 仅占领关隘的宗门成员可绑定复活点、自由摆摊——这里不仅是战场,更是你的势力范围!

荒漠雪域

  • 增加了荒漠雪域的数量,改善资源稀缺!

宗门驻地

  • 选址决定发展,占领决定存亡——这是一场智慧与实力并存的沙盒角逐!

三、 个人机缘逆天改命全面革新!

新赛季中,机缘将更加重要!

机缘随赛季进度改变

  • 伴随时间的流逝,机缘会逐渐增多,永远有你未曾触及的秘境!

机缘关卡可重挑战

  • 机缘在触发后,6小时内可以重复挑战。

奖励全面升级

  • 新增直接提升等级、属性、技能等级的机遇!

  • 天材地宝爆率提升,稀有配方轻松入手!

  • 资质平平的凡夫俗子,只要心存大道,凭借机缘也可以一鸣惊人。

四、 宗门大阵,战斗策略升级!

宗门不是你的负担,而是你的后盾!

山神祭祀难度下调

  • 前期不再依赖药谷资源,轻松祭祀,安心发展!

护宗大阵上线

  • 告别“守尸”困扰,宗门战更公平、更激烈、更富策略!

五、聊天组队,体验升级

  • 修炼路上,不孤独!聊天更流畅,组队更便捷,好友更贴心,地图更直观

敲黑板!新赛季必看四大福利:

升级不肝,追赶不难——分阶段解锁等级,活动祭祀全助力,不用爆肝也能玩!

全服同图,六州争锋——五倍大世界,无分线设定,宗门角逐更具策略!

神功传承,机缘不断——上赛季达标即送新神功,新赛季奖励拿到手软!

拜祖祭天,道心不灭——市集、山门祭祀全面优化,资源需求下降,体验直线上升!

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