Pantheon: Rise of the Fallen - VR_Aspen


What goes into designing a major boss encounter?
One of the aspects of our game we’ve been starting to work on more over the past few months is our boss NPC encounters. While we want all of our content to be challenging, there’s just something special about getting to the end of the dungeon (or even just the side room) and having an epic, memorable fight. Ideally, we want each of our boss NPCs to challenge players in different ways, and to feel very distinct from each other. Making that happen isn’t always as simple as it sounds, however.

For today’s dev diary, we wanted to pull back the curtain a little and give you all some insight into the process we are using to design these boss encounters.

Step 1: Treat it like a Story
The most memorable RPG fights tell a story. They have a beginning, a middle, and an end. If you’re going into a fight for the first time, there should be things that surprise you, twists that you perhaps didn’t see coming. Obviously, in a social game like ours, you might already have heard from other players what to expect, but we want the events that happen during the fight to be exciting.

So, when we envision these boss fights, we start by thinking about the storyline of the fight. For example:

  1. Boss does villain monologue
  2. Boss fights players
  3. Boss realizes he has underestimated the players and calls in help
  4. Boss gets serious and starts using his big attacks
  5. Boss realizes he’s in trouble and calls for more help
  6. Boss plays his trump card in a last-ditch effort to win the fight
This may seem a little silly, but it helps us establish the flow of the fight and the types of things we want to have happen during the encounter. We always try to start with something like this, because it makes the rest of the process much easier.

Another aspect that we try to consider when building out the story of the fights is how we want players to be challenged. For example, should the fight be an endurance fight where players must outlast their opponents? Do we want to keep a lot of damage focused on the tank or spread it out among the group? Should it require tactical repositioning and moving the boss around to avoid damage? Should it feature environmental hazards that players need to work around? Having a good picture of the flow and feel of the fight helps us as we begin to sketch out the encounter.

Step 2: Theming
Once we have the general flow worked out, the next step is to establish the themes we want to leverage in the fight. Maybe our boss is a powerful necromancer, or perhaps he’s a brutish warlord. We spend some time brainstorming exactly who our boss NPC is and what kinds of things they might do in a fight. For example:

  • Is the boss a spellcaster? A melee fighter? Both?
  • Does the boss fight alone or do they have minions/helpers?
  • What sorts of attacks does the boss use? Do they do big sweeping strikes with a weapon? Bathe the area in fire? Call down lightning from the heavens?
  • Is there anything special about the location of the fight? Spikes in the floor? A door that locks behind the players?
Step 3: Special Moves
No MMORPG villain is complete without a special signature move or two. So, after we work out the themes of the fight, we try to brainstorm a few of these things that they can do. This is an important step since sometimes these attacks might involve some custom animations that we need to create.

We often have more ideas than we can really implement at this stage – sometimes there are technical limitations that prevent us from using an idea, and sometimes our initial ideas are really cool, but they don’t really fit well with the storyline of the fight.

Step 4: Putting it all together
Big boss encounters can have dozens of script entries like this one.

Once we’ve got the flow of the fight, the theme, and the special moves figured out, it’s time to start building everything. This is the part that can take the longest. Not only do we have to create the abilities the boss will use (and potentially animations and visual effects for those), but we also have to set up targeting conditions and cooldowns for those abilities. For example, do we want the boss to use it on the person with the highest threat, attack the healer with it, or to target someone randomly in the group they are fighting? Do we want them to use it every 15 seconds during the fight, or only at certain times? Do we want them to use the ability as soon as the fight starts or wait a bit before they start using it?

In addition to the big, flashy moves, we also need to make sure that the boss has several more mundane things that it can do. If we only had the big moves, fights would feel very odd, since the boss wouldn’t be doing anything at all in between those big moves. Most of our bosses will have several smaller abilities that they can do in between the big things, which helps make the fight feel more dynamic and interesting.

We typically go through a few iterations before we finally land on an overall set of abilities that we feel works well together. Depending on the fight, sometimes this process can take a few weeks just to get to this point. During this time, we’re also usually finalizing the loot for the boss NPC as well (since we have a decent understanding of its intended rarity and difficulty).

Step 5: Testing and Tuning

Hey, can you come over here for a second and help test something? We promise it won’t hurt...

After we have all the abilities set up and everything put together on our boss NPC, it’s time to do some testing and tuning. For this, we like to use our unsuspecting coworkers and our focus testers. We have them join our internal test server, group up, and then we unleash our new boss upon them and watch to see what happens.

Sometimes, we get things right the first time, and our boss proves to be a challenging and fun encounter with very little tuning needed. More often though, we start finding situations we didn’t anticipate that we need to address. For example, in a recent test we had a problem with a boss that would summon its minions, but the minions were too far away to notice the players and attack them. We’ve had situations where the boss’s big attack was just a little too big and resulted in every other NPC nearby swarming in to attack the boss. And of course, sometimes we just find bugs. In some recent testing we had a boss get stuck in a loop where it would keep performing the same action repeatedly.

When we are tuning the boss, for most fights we try to aim for a level where the fight will be challenging for an “average” group of players. This can be somewhat tough to gauge, but our main goal is to make sure that the fight is memorable and fun for people who attempt it, and not something that is easy or forgettable. After all, these are bosses that we are talking about. For what we term “major bosses”, we will sometimes tune them a little higher specifically so that they will still pose challenge our most skillful and organized players. However, we have an overall goal that all our content should be accessible to groups who put in the time and effort to learn the encounters, so we generally try to keep a baseline difficulty that is challenging but doable for most groups.

From start to finish, this process can take weeks or even months alongside the other work we are doing to build out new content, but it is very important to us that we are creating compelling content for our players to experience, and that includes having exciting boss fights.
Tamagoneko - Kirr12

Hello everyone! Long time no see.

We are currently "busy" developing our new game, but the engine update made us look at Tamagoneko again.

Godot 3.6 has been released and it includes the support for 2D physics interpolation, which allows us to remove the 60FPS hard-limit.

You can now turn off V-Sync in settings and the game will automatically adjust to your monitor refresh rate.

If you want to manually set the FPS limit, use the "fpsmax=number" command line argument.

We also fixed the issue with Dualshock and Dualsense controller recognition, they should show the correct icons now.

Stay tuned for the prequel :)

Battlefield™ 1 - Electronic Arts
Grab the squad and drop in today.

Drop into Fort Lyndon with massive destruction and the deadliest Battle Royale ring. Squad up for Gauntlet to hack and flip objectives, then dive into Portal.

Play free now.



https://store.steampowered.com/app/3028330/Battlefield_REDSEC/
Packing Life - meskicks

We’re beyond excited to announce that the Shopkeeper is coming to Steam for a special two‑week celebration from November 1 to 15, 2025! This is your chance to step into the shop, browse unique items, and discover how every trade can shape your adventure.

Whether you’re here for clever upgrades, the thrill of trading, or simply the joy of uncovering something new, the shopkeeper event has something waiting for you. Get ready for an exciting opportunity!

From November 1 to November 15, dive into our demo and experience the thrill for yourself.
We can’t wait to hear your feedback!

https://store.steampowered.com/app/3482510/Packing_Life/

Battlefield™ 6 - Electronic Arts
Grab the squad and drop in today.

Drop into Fort Lyndon with massive destruction and the deadliest Battle Royale ring. Squad up for Gauntlet to hack and flip objectives, then dive into Portal.

Play free now.




https://store.steampowered.com/app/3028330/Battlefield_REDSEC/
I'm on Observation Duty 8 - Notovia

Something to watch while waiting for the release:

Remember that you can play the demo now! Make sure to wishlist I'm on Observation Duty 8: https://store.steampowered.com/app/2564960/Im_on_Observation_Duty_8/

Theden - jesse
Modding
Players can now enable mods by following simple instruction on the Discord #mods tab.

Patched issues:
Zens don't know what set pieces they need (COMMUNITY SUGGESTION)
There was a conspicuous lack of green scraps near Competence Cliff (COMMUNITY SUGGESTION)
Zens weren't prompted to speak to one another more than once
Zens were having trouble remembering each other's names
World of Tanks - m_zorin

Commanders!

The epic battles of Frontline return for the Autumn Launch. Take command of your favorite Tier VIII vehicles and clash across three massive maps for glory and valuable rewards. Brace yourselves for intense battles!

Event Schedule:

EU (CET/UTC+1)

NA (ET | CT | PT)

APAC (UTC+8)

Start

November 3, 06:00

November 3, 07:00 | 06:00 | 04:00

November 3, 07:00

End

November 10, 03:00

November 10, 04:00 | 03:00 | 01:00

November 10, 03:00

Dynamic Battle Scenarios

Frontline delivers a unique experience with three battle scenarios, ensuring every encounter is a new challenge!

  • Standard Battle. Combat Reserves function under normal Frontline rules.

  • Operational Support. Combat Reserve cooldowns are reduced by 50% at the start of battle or when unlocking a new Reserve, and by 30% upon respawning.

  • Twist of Fate. Upon reaching certain ranks, choose between two randomly selected Combat Reserves. Pre-equipped Reserves have a higher chance of appearing.

Frontline Maps

Battle across three colossal 9 km² Frontline arenas! Each battlefield is vast, challenging, and demands sharp strategy and seamless teamwork!

  • Normandie. A lush battlefield with open fields and fortified structures.

  • Kraftwerk. A snow-covered industrial landscape with ambush points.

  • Fata Morgana. A treacherous desert where visibility and positioning are key.

Reap the Rewards!

Frontline is more than just epic clashes—it’s about reaping the rewards of your victories. Progress through the event to unlock valuable prizes, including Bonds, Experimental Equipment, Directives, and much more. Check them out!

Mark your calendars and get ready for the autumn launch—Frontline awaits!

Roll Out!

Syrup 2: Candy Alchemy RPG - NomnomNami

happy syrup 2 release day!!!!! the 10th anniversary of syrup and the ultimate sweet...! wow!!!!! we made it here...

um, umm, this game is really huge so like... i don't know what to even say about it... i'm just happy everyone can play it now, even if i'm still working on the end of the story...! there is PLENTY IN THERE to enjoy in the meantime, trust me..! that's why i wanted to do early access ^^

you can check this page for upcoming fixes or notable bugs, and if you run into anything strange while playing the game then please feel free to contact me or make a thread about it! i welcome all feedback!!!

hope you enjoy the game~!

Warrior Architects - jamespitfire

"Warrior Architects" Halloween Event “Dark Descent” Coming November 1–20! 🎃

The real-time strategy game “Warrior Architects” will host its limited-time Halloween event “Dark Descent” from November 1 to November 20. During this period, both the full version and the demo version will feature the same Halloween-themed update.

In this event, the world will be shrouded in a thick, ominous fog — the terrain, environment, and monsters will all take on a dark and eerie Halloween atmosphere.

Notably, the demo version will also join the event simultaneously, allowing all players — whether they own the game or not — to experience the “World Devoured by Darkness” survival challenge firsthand.

Players will be able to research and construct dark-style buildings during the event to strengthen their defenses against the spreading darkness.

New enemy units, including the Jack-o'-Slime, Ghost, Witch, and Reaper, will emerge to bring even greater dread. In Survival Mode, as night falls, players will face relentless waves of Skeletons, Zombies, and Bats, putting village defenses and resource management to the ultimate test.

■ Major Update Content

  • New terrain themes: Dark Grassland, Black Forest, Withered Mudlands, Decayed Desert, and Crimson Sea

  • Limited building appearances: Dark-themed structures available for research and construction during the event

  • New monsters: Jack-o'-Slime, Ghost, Witch, Reaper

  • Demo version includes full Halloween event content

...