G'day Rat Racers,
This patch resolves a regression introduced by the improved latency compensation where Coconuts dropped from Trees in Beach would explode instantly on spawn in all modes. (Oops)
	
*注:日程表仅供参考,具体更新内容以最新公告和游戏内实装为准;本表未包含所有排期内容。
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《雷索纳斯》运营团队
	Update 1.8.1 will take place at 4:00 AM UTC on Thursday, October 30, and the server will then undergo approximately 2 hours of maintenance. The following are the contents of Update 1.8.1:
New Unit Variant \[Assault Raiden]: Increases Raiden's HP by 200% and movement speed by 3, but decreases range by 50
New Unit Variant \: Increases Hound's ATK 270%, but increases ATK interval by 2.6s[/p][/*][/list] \[Subsidized Steel Ball] Card Level 2 → Level 3 Projectile (Flame) Movement Speed: 250/s → 450/s ATK: 88 → 84 (-5%) Developer's Note: Thanks to Mathismight for bringing this to our attention in a Reddit post. We have inspected the projectile movement speed of all units in the game. After extensive testing, we found that the movement speed of the flames emitted by Vulcan significantly affects its effectiveness against light units. Tests have shown that the adjusted Vulcan has improved efficiency against various types of units. Therefore, we have slightly decreased Vulcan's ATK to balance it. In our tests, the new Vulcan with reduced ATK is still stronger than before in most cases. Projectile (Bullets) Movement Speed: 300/s → 420/s Developer's Note: The Tarantula with \[Mechanical Rage] will no longer waste bullets due to the slow bullet travel speed. Projectile (Flame) Movement Speed: 200/s → 400/s (Special effects optimized) Range: 70 → 75 ATK: 28 → 26 (-7%) \[Counter-Fire] Adjustment: HP increased by 30%. Taking damage increases its Range by 60 for 20s. Developer's Note: In the previous patch, Fire Badger had relatively conservative stats. After this adjustment, Fire Badger should see a higher usage rate. \[Incendiary Bomb] Cost 250 → 200 Developer's Note: After the ground fire nerf, the cost-effectiveness of the Hound's incendiary bomb became too low, so we decided to reduce its price slightly. \[Aerial Specialization] Anti-Air Damage Modifier +75% → +90% ATK: 392 → 381 (-3%) HP: 14,551 → 14,115 (-3%) Developer's Note: Wraith was too strong in the high MMR range, so we decided to slightly nerf it. ATK: 5,570 → 5,291 (-5%) HP: 17432 → 16735(-4%) Turning Speed: 20 degrees per second → 60 degrees per second \[Fork] Cost 200 → 250 \[Chain] Cost 250 → 200 Developer's Note: Raiden has been a bit too strong in MMR matches, so we've decided to slightly nerf it. Meanwhile, we want to take this opportunity to slightly improve its turning speed, which is the slowest in the entire game. \[Suppressing Shot] Self range modifier +15 → +10 \[Mechanical Division] Cost 100 → 150 Rapid-Fire Cannon: Range: 125 → 115, HP: 3146 → 3650 (+16%) Anti-Armor Cannon: Range: 135 → 125, HP: 4334 → 5028 (+16%) Developer's Note: These adjustments will reduce the area covered by a single Cannon while making them more durable, which will make the three-lane (the left, middle, and right) structure of the map clearer. Added 2 new layouts. Adjusted the positions of turrets and walls in multiple layouts, and now the turrets and walls located in the center are less likely to attract enemy fire. In 2v2 mode, if a player's units are all eliminated, their remaining buildings will also be destroyed. \[Arclight & Sabertooth Pack] Player’s Initial HP -100 → -300 \[Arclight & Sledgehammer Pack] Player’s Initial HP 0 → -200 Combat Power can now be earned from the following sources: Custom lobby matches Practice against AI Community Challenges Survival Mode Successfully predicting match outcomes Losing a match Added a function to view the damage statistics of Rapid-Fire Cannons and Anti-Armor Cannons. Added a button to immediately retry the last round after the battle ends Added a button to refresh the replay list. Fixed the issue where Fire Badger's Scorching Charge sometimes charges into energy shields. Fixed the issue where the visual effect of Fire Badger's Scorching Charge was not displayed correctly. Fixed the issue where the attack visual effect of Void Eye was not displayed correctly. Fixed the issue where War Factory sometimes got stuck on Defensive Walls. Fixed the issue where some avatar frames were not displayed correctly. Fixed the issue where battle records of 2v2 Tournament matches were not displayed correctly. Fixed the issue where Tournament replays could not be deleted. Fixed the issue where the language on the Tournament UI was displayed incorrectly. Fixed the issue where the ground flame visual effect was displayed incorrectly. Fixed the issue where the building color in 2v2 was displayed incorrectly. Fixed the issue where tech loadouts created in the Unit Modification could disappear under certain conditions. We are currently testing new building types and new building layouts internally. In the coming months, we will continue to analyze and learn from your feedback and make gradual adjustments to improve buildings and building layouts. This is all the content for this update. For feedback, suggestions, and bug reports regarding the current patch, please submit them through the following channels: Mechabellum Discord: https://discord.gg/mechabellum Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/ Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/

	Hey everyone, here with a minor release! This brings a huge audio overhaul that cranks up the immersion. We've also added a teaser in Level 0's sub level that will lead to a brand new level releasing very, very soon!
Audio System Overhaul Adding in a Ton of Immersion!
New Secret Added to Level 0 :)
Various Bug Fixes Crash Fixes and Performance Improvements
Overhauled Audio System (Though this is not Ray Traced audio as shown in the roadmap, but a "Raytraced Audio Light". All of the new reverb is computed before the game starts, so a fully raytraced audio system would allow more realism and spatial positioning as well as adapting better to different geometry. For now though, this gives a much needed facelift to the audio.)
Improved and Balanced Numerous Sounds Throughout All Levels (Also added a bunch of new environmental sounds!)
Improved Controller Support Inside of Menus
Added Footstep Haptics for PS5 Dual Sense Controllers
Added Door Handle Open/Close Animations to Level 1 and Level 4
Increased Sanity Drain by 2x When Downed Effectively Halving the Time you Have to be Revived (Unless you consume items!)
Added Support for HDR on Steam Deck
Creating a New Save Now Brings You Directly Into the Game/Lobby Instead of Having to Then Select it
Fixed FPS Drop When Moving Items in your Inventory with a High Polling Rate Mouse
Fixed Water Ripples Not Working in Level 37 Unless Near Spawn
Fixed Chance for Bacteria to Not Spawn in Level 0
Numerous Crash Fixes
Numerous Voice Chat Bug Fixes (Still trying to solve the infamous "Robotic Voice" when a user has push to talk on and someone leaves. This is a bug out of our control and we are working with Epic to help solve this)
Fixed Level Fun Doors Sometimes Desyncing When Locked
Reduced CPU Usage on Level Fun and When in Inventory
Fixed Footstep Sound Not Playing When Landing
Fixed Not Being Able to Use Items Sometimes on Controller
Fixed Input Being Lost When Returning to the Menu on Controller
	Hello Stalkers,
This is the Dungeon Stalkers Dev Team.
New Twitch Drops have begun with the start of the new season.
We hope all Stalkers will watch Dungeon Stalkers live streams and claim their Drops rewards.
Drops Start :
UTC 2025-10-30 04:00 ~
How to link Twitch Drops and claim rewards :
Step 1: Create or log in to a Twitch account.
Step 2: Click "Link Twitch Drops" in Game Settings → Account.
Step 3: Verify the "Integration successful!" message on the web page.
Step 4: Watch Dungeon Stalkers Drops broadcasts on Twitch.
Step 5: Click on Drops & Rewards in your Twitch profile (top right) and obtain limited rewards based on your viewing time.

We will continue to prepare various events for the new season.
Thank you.
	
	Hi all, I've posted Game 3's devlog for October. You can find it on substack via the link below:
https://illun.substack.com/p/new-buildings-gameplay-rework?r=46mtlh&utm_campaign=post&utm_medium=web&triedRedirect=true
	
	Hi all, I've posted Game 3's devlog for October. You can find it on substack via the link below:
	
	Hi everyone, Jay and team here!
The team is wrapping up our console release, and we're excited to be back working on the game itself.
Also, if you haven't yet, please read our developers' update for the month of October, detailing very exciting stuff such as the upcoming v1.1 patch!
https://store.steampowered.com/news/app/2650730/view/524229329545071632Here's the summarised patch notes for v1.0.11a to v1.0.11d.

v1.0.11a was released on September 2, 2025.
v1.0.11b was released on October 7, 2025.
v1.0.11c was released on October 23, 2025.
v1.0.11d was released on October 29, 2025.
\[Chinese - Traditional] Fixed a missing line in the Camp scene's introduction.
\[Japanese] Corrected pickup prompt “拾い” to “拾う”.
\[Korean] Fixed an invalid character in the game title.
\[Tagalog] Added missing translations for customer reviews.
\[Italian] Added missing "(Multiplayer only)” tag for Twisted Necklace.
\[Italian] Fixed a missing line in the tutorial level for multiplayer mode.
Added missing language labels for Romanian, Hungarian and Thai in the game's settings.
Under Options > Controller, the setting name for toggling controller vibration has been simplified to “Vibration”.
Updated several Makanomicon pages to ensure consistency throughout the book.
Adjusted the colors of the flower icons representing Indonesia, Laos, and Myanmar to improve their legibility on the Makanomicon page.
The Credits page now plays its own soundtrack instead of re-using the Main Menu's theme.
\[UI/UX] Fixed a bug where matching the current high score on a level would always overwrite the best time, instead of keeping the better of the two.
\[Gameplay] Fixed an issue where, if a player is interrupted during gathering from a shrub (e.g. getting hit by a monster) just as it completes, the shrub would become unresponsive and nothing would drop.
\[Gameplay] Fixed a collider in 02-06 where players could get stuck in the driftwood near the Kitchen.
\[Gameplay] Removed the fail state in the Tumpeng Altar cooking minigame to prevent players from failing due to overly-sensitive controller input.
\[Audio] Fixed an issue where the appropriate soundtrack "Peppery Plateau / Mt. Khaya (Theme II)" was not playing in alternate Mountains levels.
As always, thank you for playing SEDAP! and please continue to support us!  
Facing any bugs or issues? Submit them on our Steam "Bug Reports" sub forum, or ping us on our Discord channel!
	
	