Hello everyone!
I’m happy to announce that after more than four years of work, I’ve finally pressed the button, the game has been released!
We’ve just passed 11,000 wishlists before launch, and we’re incredibly grateful for everyone’s support over the years. We couldn’t be here without you!
A few content creators have already shared their first impressions of the game, so if you’d like to see how it plays, check them out below:
AboboKnows:
kormakrtv:
Special Caesar:
	
	
	Hello All Time Gamers,
With the release of Early Access this Tueday we will take down the Demo Monday evening (tomorrow).
The next morning it should be available to play with features that will be expanded on throughout this pioneering era of The Time Game.
Our game began as a card game dreamt up and prototyped when we were kids now as adults we are seeing a larger vision unfolding. Keep up the questions and suggestions.
Hope you are all enjoying our hard work!
	
	
	
	Support 4 levels of elevation and ramps between levels
Tanks have cannon attack instead of rockets
New building: Oil derrick
Shipyards polish
Make trees and deadwoods sparser
Make Corvettes and U-boats smaller
	
	
	
	
It is Sunday again and we have another big bug crush of an update, hitting almost 100 F10s sent in by players over the last month. A big thanks to everyone helping us improve the game in ways big and small. It is late and Sunday and so - we'll keep this very short. Some high points in Update #48 bug crush are that with all the content going out across October, this update focuses on some catch up on map bugs, stage issues, prop issues and extraction points that were sub-optimal. Also, we've also fixed some progression bugs with late game Pistols, SMG and Stun Clubs - everything PL 7+ has gained some stat bumps.
Check the full release log below!
Thanks for playing, posting and we hope you'll leave a review.
First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.
- Fixed over 40 map bugs - bad props, odd navigation, sight lines, certain maps without exits, exits very close to start, team starting in exit (auto-victory)
- Fixed multiple stages that showed hacking and host color but then did not have a terminal
- Fixed Cybersword Sure Parry Talent - now fully blocks incoming melee attacks (no damage, no armor break)
- Fixed Sigma BLACK making failed attempts to activate or awaken sleeping Turrets and failing (or locking up)
- Fixed broken progressions for Pistols, SMGs, Stun Clubs and Revolvers where stats got static around Power Level 6
- Fixed Recoil being noted as "+-" for weapon mods and mod blueprints
- Fixed bug where enemy could lock up when jumping over barricade if turn was skipped before or during leap
- Fixed bug where weapon could display negative recoil value if enough mods were stacked on it
- Reduced small but annoying timing delays when transitioning between camera movement, game, dialog etc
- Fixed bug with Wireghost Radio Silence not blocking drones from reporting death instantly
- Fixed Wireghost Trap Keeper Talent not causing Connection Dmg per Action (it does)
- Fixed bug where all debuffs were not canceling Matsumoto invisibility buff "Red Shift"
- Fixed team achievements not displaying correctly in Retirement screen
- Fixed bug where mission planning screen did not refresh mission timeline when Leverage / Face Talent used
- Fixed enemy agent not responding to Agent EX Smokescreen consistently
- Fixed bug with matrix host template with Sluice preventing access to some data nodes
- Fixed bug with matrix host template that might not have a RCU when needed
- Prevented Face Talent Hand-picked from activating on VIPs added for missions
- Fixed bad formatting of money shown in objectives list
	
	Character Introduction:
On the journey to conquer King Zhou, he outwitted the Four Demon Generals, lured and captured Tu Xingsun, saw through Zhang Kui’s schemes, and even used transformation techniques to trick the antidote and save lives. In the end, he retired after achieving meritorious deeds, attained sainthood in his physical body, and was enfeoffed as the True Lord of Pure Source and Wonderful Dao. Later, he joined Nezha and other immortals in the pantheon, becoming the widely renowned Erlang Shen among the people.

Magic Weapon Introduction
Weapon Description: At the start of your turn, automatically look at the top card of the deck and gain all Three Talents cards from it.
Legend Background: Legend records that Erlang Shen has a third "Heavenly Eye" on his forehead. As stated in the Erlang Precious Scroll (1555 AD, Jiajing Reign of the Ming Dynasty): "The Heavenly Eye opens, gazing upon the ten directions as if they were in the palm of one's hand."
Weapon Description: HP +8, and you take 8/9 damage from Three Talents cards.
Legend Background: A profound Taoist technique practiced by Yang Jian, granting him the abilities of transformation and boundless magical powers. His master, Jade Cauldron True Person, praised him: "Mastering the wonders of the Eight-Nine Mysteries, he roams freely across the mortal world."
Weapon Description: After dealing damage with an 8/9 Three Talents card, randomly discard 1 card from the target's hand.
Legend Background: Yang Jian possesses a white celestial hound named Howling Heavenly Hound as his magic weapon. The scroll describes it: "The celestial hound attained enlightenment, known as Slim Waist—its form like a white elephant, its momentum like an owl; with a bronze head and iron neck, none can withstand it, and those encountering its fierce edge shall have their bones reduced to dust."
That’s all for today’s character sharing! All immortals are welcome to discuss together~
"Fengshen Zhi Yi" is a card strategy battle game we are developing, deeply integrated with Chinese mythology. It aims to bring pure strategic gameplay joy to immortals, with core mechanics: Card Strategy × Battle Strategy × Fair Competition.
All immortals can join the group for more information~Official QQ Group for "Fengshen Zhi Yi" Players: 735413870
	
	Announcement about the game Fight To The Death: I will return and add more content to the game right after I release my new game, Pixel Survivors: Defense.