 
	
	We have added experimental skills to the game for the first time, try out 16 characters and their new abilities! This has never happened before, now half of the characters have special abilities that activate themselves under certain conditions. Explore new tactics, experiment with decks and take advantage of the temporary advantage of these characters, time is limited! Use the code hw31n2025 to get a hero chest that can contain any character, even legendary ones! In addition:-Halloween update
-Now when you hover over your character, without having any cards selected, you can see information about the character.
-Previously, the information panel was not displayed at all if it was a walking character, this was so that it would not interfere with the attack
-The clown weapon now has a projectile damage type and the corresponding card color
-The pumpkin card color has been fixed
-Fixed a critical bug where it was not possible to pick up a hero from daily rewards, also the hero was given to everyone who could not pick it up during the bug
-Now the hero chest gives out any character from any arena!
-Daily hero purchase offers now available
-Fixed a bug that showed the wrong arena when watching a battle in a custom arena
-You can now pause weapon previews
-Weapon preview sounds are now adjusted correctly
-Improved bot health matching based on player level
-All poison cards now deal 4 marks instead of 3
-Projectile damage type effects now persist until the character is undead
 
	
	We’re live!
The sign on our door reads “Data Recovery.” The cases? Personal.
Clients bring drowned cameras and “empty” albums. If anything survived… it matters.

In Forbidden Files, you recover deleted fragments, stitch photos and short live scenes, and curate a discreet Gallery for each client. No timers. No alarms. Just the quiet satisfaction of bringing a moment back.
Scan & surface recoverable fragments from damaged media
Rebuild photos and live-scene loops piece by piece
Curate a Gallery with restored moments and client notes
Tasteful adult content—intimate reveals earned through puzzle mastery
Wishlist now: Forbidden Files: Hidden Desire - STEAM
 
	Hey guys!
A goal we've had for BitCraft for a long time is to properly incentivize players to create settlements and outposts across the world which can act as sanctuaries of civilization in distant or dangerous biomes, and functionally act as a place for anyone to come process raw gathered cargo before making the full trip home (benefitting the settlement owner in the process). At the same time we've been very cautious to avoid upsetting the current balance of both having larger towns which congregate dozens to hundreds of players and the overall rate of progression through the tiers. With this update we are making some changes, hopefully in a way that furthers our goal while minimizing the impact on the things we are happy with.
This update introduces the concept of profession-specific research for claims, which can be done for a fraction of the cost of unlocking all professions (current tier unlock research will stay), allowing you to more easily create a higher tier outpost settlements or progress in a smaller group to high tiers while only focusing on a few professions. The way this fits into the existing research, is that in order to unlock the specific profession, you need an item only crafted in a settlement which has all professions unlocked. This preserves the cutting edge rate of progression while allowing new claims to progress through specific research much faster. Before you dive into the update, remember this is a first iteration on a new concept for our game and we will be gathering feedback on it to figure out what works and what doesn’t. In particular a game like BitCraft is a constant balancing act, so we will be reviewing carefully how players interact in the new system and if the specific research requirements require adjustments.
This update was technically quite complex to implement and a few changes came down to wire, and some didn’t make it in. In particular we are going to have (but don’t have in this update yet) a clear indication on the map for which claims are “Towns” (meaning that they have all professions unlocked) and which are “Outposts” (specialized in only a subset of professions). In particular, beyond giving traveling players information on what claims offer what, the goal is to give towns more visibility and prestige as they require more effort and larger groups to progress.
New claim research UI, allowing claims to specialize in specific professions
New Hexite Exchange UI, allowing players to purchase items and services for shards
New audio for the Giant Crab boss
Buffed the output of Empty Buckets for tiers 5-10
All claim tech is now researched instantly
All buildings construction recipes of a tier are no longer gated solely behind the "Tier" upgrade and are now instead gated behind their respective profession claim tech
Tier upgrades unlock the ability to research the claim techs of that tier (eg, tier 3 unlocks the ability to research tier 3 township or tier 3 farming) as well as the ability to build storage, housing and walls of that tier
Township research is exactly as expensive as upgrading to a new tier is now and it automatically researches all profession tech of that tier (for example, tier 4 township would unlock tier 4 fishing, foraging). This means that if you plan to research everything, these changes shouldn't really impact your progression
Individual profession research is much cheaper and should allow players to specialize claims more easily. Upgrading a single profession is about 1/9th of the cost of upgrading to a township
To research individual professions, players will need to craft "Outpost Research" at a Township of the tier they're trying to progress their profession to. This means that someone in the world must research township of a given tier before anyone can progress their individual profession research to that tier
Additionally we've moved a few things from Rumbagh to the claim tech tree
Market and Bank kits have been removed and instead settlements will have to research the ability to build these. Players can convert existing market and bank kits to hex coins by right clicking them
Banks can be researched by a Tier 2 Settlement
Marketplaces can be researched by a Tier 4 Township
Move on Map not working with the WASD control scheme
Charged Heart V having the same stats as Expanded Heart IV
Showing automoderated messages to other players
Naming error in hay bale items and buildings
Whispers being disabled by default in the General tab
Mounts that are following the player sometimes getting stuck on pavement
A rubber-banding issue when traversing cliffs
There appears to be an issue when having a pet deployed already and deploying the new pumpkin qitt pet. You'll need to first store the other pet before deploying it for him to show up.
 
	
	When the Turtles want to visit the streets of New York, all it takes is a pop of a manhole cover – but for the Cortopia team, our trip took a little more planning. 
This past month, we boarded a plane in our home city of Stockholm, Sweden bound for New York Comic Con – and behind closed doors, 250+ attendees got their first-ever look at the combat of Teenage Mutant Ninja Turtles: Empire City. And while I know you’re eager to see it too, we couldn’t help but want to be a part of that time honored Comic Con tradition of “you had to be there.”
But, that doesn’t mean we can’t drop a hint or two as we recap our incredible week in New York.
Check it out 👉 https://www.cortopia.com/tmnt-empire-city-dev-diary-4/
In the lead up to launch, we'll be sharing further insight and behind the scenes of the development of the first TMNT game to come to VR. Be sure to join our official Discord, follow us on social, and wishlist the game.
 
	
 
	
	Added
- Character customization: you can now choose hair and skin color when creating a character

- New high level boss - Water Lord. That's 4th of the elemental bosses at level 85, next bosses will be higher level with better gear possibilities
- More flexible skeletal system. It can now display skin underneath armor where it's needed (like on some Adept gear pieces).
Some boots were changed to show a bit of skin

- New passive skill for melee tree - \[Armor Break]

- New active skill for ranged tree - \[Scatter Throw]. Useful to apply multiple dots at the same time

- Now when your health drops below 80% game starts to lose colors. Can be turned off in settings

Changed
- \[Reach] was buffed to provide 3x range bonus instead of 2x at level 0
- \[Spike Rain] was buffed from 30% to 50% damage on each spike
- \[Explosion] size was buffed by 60%
- Buff to DoTs appearing on weapons/shields to counteract some of bosses Status Resist. From lvl 50 DoT affixes will now be more than 3 seconds (up to 5)
- \[Blade Field] damage was nerfed. Now it raises 110-200% instead of 210-300%
- Some post-processing was added: a bit more contrast and a little darker game colors

Fixed
- Wasp General animation issue
- Fixed controller vibrate option not always updating when changed
- Follower weapon can now use your \[MaimSpike]
 
	
	
Hey everyone, ain't too spooked yet for this Halloween season?
Pumpkin Jack has been such a success and positively affected my life so much. It also just recently passed its peak concurrent player count on steam! 📈 Almost 600! The release number was 400!
I admit I don't really understand why, but eh, I'll take it haha
I am working on a new game called Far Far West, and to keep the Halloween mood, I just HAD to add a Pumpkin Jack reference!
You can play and unlock the Pumpkin Jack skin in the open playtest right now. Only available for Halloween:
https://store.steampowered.com/app/3124540/Far_Far_West/
Have fun,
Nicolas Meyssonnier
 
	
	
 
	
	 
	Fixed an issue with only one Action Result being displayed (despite many potentially landing).
Fixed an issue with selections when switching modes in the Map Editor.
Fixed an issue where menus would stop working and fixed a memory leak related to it (Action Result Editor in Action Sequences).