Pathbreakers: Roaming Blades - yokai

Building your party is one of the fundamental and defining aspects of Pathbreakers: Roaming Blades, and this makes it a lengthy topic to discuss. There are many things to consider when assembling your group of mercenaries, but in this devlog, we will dive into the process you will face when picking the members and how they will serve you in battle, and the roles they play outside of combat.

By default, you can field up to 8 units in battle and maintain a total roster of 14, though certain Company perks can expand these numbers.

Picking the right roles and items

We want to preface that many of the things we are going to discuss are ultimately based on personal preference and playstyle. We’ll be focusing on setups that would appeal to most players, but we are eager to see which combinations and “meta” you will be able to find and exploit!

A well-rounded party usually starts with strong frontliners. Sellswords and Knights are the classic choices for tanking, relying on heavy armor and high HP. However, there are alternatives: Monks and Rogues can both act as more agile, evasive tanks if built for it.

Having some healing resources is usually a safe bet, which is where the Vestal shines the most. The advanced class Paladin also has some options there.

Still, players who prefer to rely on consumables can stock up on health potions or employ an Alchemist to enhance their effectiveness. Hardcore players might even skip a dedicated healer entirely, focusing instead on raw damage and efficiency. Just remember to plan for a well-equipped infirmary in your caravan to treat wounded mercenaries after battle!

Most battles can't be won without taking out the opposition, so while tanks and healers will keep your crew alive, someone's going to have to focus on taking down the enemies.

On that front, most classes have their ways of dealing damage. The Sellsword tends to focus on a single target in melee range. The rogue is a bit more balanced, with single target, multi target, and debuffs, and even ranged options, but they won't be as sturdy.

A mage brings solid ranged and AoE options, but they are quite frail and need careful positioning and protection to bring out their full potential.

Rangers excel at long-range attacks, and Bards are jacks of all trades, with a lot of team buffing options.

A mix of tanks, a healer, a few ranged units, and a solid front line is probably a setup that will appeal to most players, but in the end, it's up to the player and their style.

Building around utilities 

Making your party is not only about damage, tankiness, or healing. While in combat, you must also rely on the various members’ utilities and quirks that can help you defeat your opponent by gaining the upper hand, thanks to their unique traits.

Some units have very high mobility and even the option to become invisible, so trying to blow up specific enemy units from the start is a viable strategy too.

The above considerations are typical when it comes to a balanced team, but there are many other factors to consider.

For example, the elemental environmental effects are a point of consideration. A player can mostly ignore them and be fine, but at the same time, they can be pretty powerful, so many might be tempted to set up a team that can utilize as many as possible.

There are two main setups that utilize elemental interactions. Water + electricity is the first. This setup utilizes water puddles, which slow down most units, and electricity, which propagates damage through connected water tiles. The effects can be fairly potent, but there's always the risk that your own people will be in the water and exposed to the shock.

The other main setup is electricity + fire. This combination is about creating volatile motes on the battlefield with electrical attacks and then exploding them with fire. Electrical motes don't have any effect by themselves, but if you detonate them with a fire attack, they create a high damage explosion and a burning effect. The DPS can be impressive, but again, you have to make sure your own people don't get roasted!

Choosing classes with easy access to elemental effects that you'd like to take advantage of is certainly a worthwhile consideration when deciding on your crew.

That being said, no single strategy will "always work". Some enemies will be resistant to fire, water, or electricity. Some will be very evasive, and others have high physical damage mitigation. Having a few different options is safer than having a one-trick team.

Variety is the key

There are many other combos a player might consider when forming their team. An example is “attacks of opportunity”. All units have "attacks of opportunity" (by default, they have 1 per turn), which are triggered by moving outside the range of an attacker's melee weapon. This helps your frontline punish opponents who try to get past them to reach your squishy backline.

But there is more to it than that. Some mercenaries you can hire, mostly the Knight and the Monk, have access to displacement abilities, either pushing or pulling other units. Forcefully moving a unit can trigger attacks of opportunity from teammates. As such, Knights and Monks can easily act as multipliers when positioned to maximize their displacement capabilities.

There are risks to such strategies, of course, as they tend to leave some units overextended or exposed, but it's a high-damage setup.

Many other combinations exist, some more subtle than others, many of which we probably haven't even thought of. A clever and resourceful player will find many ideas for building their team. Even with multiple units of the same class, how the player allocates their skill points can result in wildly different capabilities, so options abound for interesting compositions.

One other consideration is keeping extra units on your bench as backup for when other characters get hurt, or for particular encounters if a player favors a very specific strategy that might not always be the best. Some of the benched units can be assigned to crafting, manning cannons and ballistae on your caravan, and the like, and they become more effective at it at higher levels, so keeping a benched roster that's in good shape is a good idea.

And don’t forget about dungeon exploration! Different types of mercenaries have different dungeoneering specialties, so ensuring the player has extra exploration tools to compensate for their dungeon crew's weaknesses is a good idea.

Finally (and for some, possibly the most important aspect), you wouldn't be building your party if you didn't have options to customize it. The player can set the name, biography, and visuals of all their units, customizing them to their liking.

And that is all for today’s devlog! This was a meaty one for sure, but we really wanted to share with you all the potential and depth that we designed for the party building system that you will experience in Pathbreakers: Roaming Blades.

If you don’t want to miss out on the next devlog and keep up to date with our latest news, start following us on our socials and be the first to know!

My Dream Setup - LD

Hi fellow Setup Designers! 🎧🖌️

The big day has finally arrived :-) 

Dream Garden is out today on Steam! Design and shape the landscape, add decorations and foliage, trace patterns in the sand, and spend hours crafting beautiful garden dioramas to your heart’s content. Available on Steam!!

We are enormously proud of what we have made with Dream Garden. We hope this game can be a zen retreat for people looking to escape the stress of everyday life. 

Thank you so much for your support, and happy gardening!

We can’t wait to see what you all create, so please do share your gardens and tag us on our socials and join our Discord!

All the best,

Campfire Studio team

GET DREAM GARDEN NOW! (-10% for all MDS players)

https://store.steampowered.com/app/3367600/Dream_Garden/

Keep up with the latest news

We share all the updates on several platforms. Join our other communities to stay up-to-date!

Twitter TikTok Discord

Have a great time playing our game!

Cats & Cups - Troypc
Hey Baristas!
We’ve brewed another update full of fixes and polish to make your café smoother than ever.

Fixes & Improvements
• Customer tab in the recipe book has been closed.
• Ingredient icons like chocolate and caramel now use spoon visuals instead of knives.
• Fixed cold tea pivot issues.
• Ingredient lists now display proper dots before each item.
• Croissants no longer reset each day — they now stack properly based on what you already have.
• Quest spawning logic improved — states now trigger correctly without dependency issues.
• Special customers (Milkman and Mechanic) can now appear at the end of the day.
• Fixed issue where Info pop-ups stuck after upgrading machines (milk & grinder).
• Added day tracking for when each shop gets unlocked.
• Permit Shop localization now refreshes correctly when unlocking (syncs with game language).
• Starting a new game now clears leftover objects and saves properly.
• Thieves can no longer spawn while the Police are present.
• Upgrade Shop UI now includes a smooth scale animation when purchasing upgrades.

Enjoy your cozy café, and keep those cups filled! ☕💛

Don't forget to give us your feedback by reviewing Cats & Cups on Steam! 💛 - Click Here to review!

Rattus Velocitas - FuzzyQuils

G'day again Rat Racers.

I may have accidentally regressed replays, this small patch fixes them so items behave as expected again.

All changes:

  • Fixed a bug with CPUs where items were used immediately upon acquisition.

  • Improved item usage heuristic used by CPU racers.

  • Fixed a bug that could break replays if an item was acquired from a Cheese Rocket payload the same frame an item command input was used. (aka. Square or R2 on a DualShock(R) 4 controller)

  • Slightly improved network time synchronisation of the race countdown.

  • Changed the "winning race" condition for the win-rate system to only count 1st place finishes.

Isonzo - Jelle

November is here (what even is time?) and the Movember 'Handlebar' DLC is available once again! Many of you have requested the return of this magnificent moustache, so here it is once again.

The Movember Handlebar DLC is available for purchase until January 5th, 2026. Proceeds will be donated to the not-for-profit Movember Organization.

https://store.steampowered.com/app/3253670/Isonzo__Movember_Handlebar/

The Handlebar Moustache remains accessible in game after January 5th once bought. It's only available on Steam.

Spot the Handlebar, win a prize!

See someone in Isonzo rocking the Handlebar Moustache? Snag a picture and send it through on Discord for a chance to win some limited-edition merch! Do be sure to keep the lad alive for the picture.*

*We are not responsible for what may or may not happen after the picture is taken.

How to participate
  1. Hop on Isonzo.

  2. Keep an eye out for anyone (that isn't yourself) with the Handlebar Moustache. He may be friend, or foe.

  3. Take a screenshot of his pretty Handlebar Moustache-adorned mug!

  4. Submit the screenshot in the dedicated channel on our Discord Server.

It doesn't matter how the screenshot is taken. You could of course walk up to him and ask if you can take a picture. You could also take a picture without him noticing, maybe even from far away through your binoculars! However, he must be alive in the picture.

Are you the proud owner of the Handlebar Moustache yourself? Be sure to equip it! We'll leave it up to you to decide how to deal with the paparazzi. You're of course allowed to join the contest yourself, but you'll need to find someone else with the moustache.

The submissions deadline is Monday, November 17th.

What's on offer

We're giving away 3 sets of limited-edition WW1 Game Series Anniversary Pins (each including Verdun, Tannenberg & Isonzo) and 6 custom-made Jam tin Grenades filled not with explosives, but with mints! Winners will be randomly selected from the valid submissions in the dedicated Discord channel.

Currently, we're only able to ship within Europe. If you're from outside of Europe, you can still participate in the contest if you'd like to send the prize to a European friend. Do make sure you have permission from that friend to send us their address!

The Movember Organization

Mental stress plays a big factor in war. Being able to kill on command, keep charging under artillery fire and live under inhuman circumstances all take a serious toll on one's mind. Many of the soldiers lucky enough to make it home alive would bring the war with them as PTSD or shell shock.

Even though WW1 isn't even remotely close to being the first war, it is the first time post-war trauma was formally recognized by doctors and society. And even that faced skepticism, as many simply assumed soldiers were faking it to not be sent back to the front lines.

We understand a lot more about mental health and healthcare in general now, but stigmas remain. Many choose to avoid healthcare, either because it'll blow over, it can't be that bad, or they're expected to be a man and bottle it all up. This is where the Movember Organization comes in!

Movember continues to shake up men’s health research, and transform the way that health services reach and support men, taking on prostate cancer, testicular cancer, mental health and suicide prevention with unwavering determination.

They have raised millions for men’s health, thanks to a passionate network of global Movember supporters. These critical funds have delivered more than 1,320 men’s health projects around the world. Funding hundreds of biomedical research projects and developing some of the largest prostate cancer registries in the world, based on the real-life experiences of hundreds of thousands of men. Since taking on mental health and suicide prevention in 2006, Movember has emphasised the importance of better social connections, early recognition of what men’s poor mental health looks like, and how clinicians can better respond to men in distress. They want to make sure more men know what to do when mental health issues appear, and that their supporters are better prepared to step in when they need it.

Movember will continue championing new research, cutting-edge treatments and healthy behaviours. Advocating for inclusive, gender-responsive healthcare systems that are tailored to the unique needs of men, women and LGBTQI+ people, from a diverse range of cultural backgrounds. In doing so, Movember hope to forge a future where barriers to healthy living are overcome, stigmas are removed, and where everyone has an equal opportunity to live a long healthy life. By improving men's health, we can have a profoundly positive impact on women, families, and society. Because healthier men mean a healthier world.

This moustache is a symbol of solidarity, plus it’s hard not to respect someone sporting such an impressive upper lip accessory. We hope the moustache adds a little bit of fun, whilst doing good!

- Daniel Cooper, Global Innovation Director at Movember

Last year, we ended up raising €2,849.53 for the Movember Organization through the DLC here on Steam. This year, we're again donating all proceeds on the Movember Handlebar DLC to the organization. Support the cause!

https://store.steampowered.com/app/3253670/Isonzo__Movember_Handlebar

Nov 3
NightMare King - StarMoon Cat星月猫
Optimized hit feedback.

Added controller vibration support (though there still seems to be a bug with PS5 controllers).

Difficulty adjustment: the Hard mode is now tougher. If you feel it’s too difficult, please let me know!
Forsaken Realms: Vahrin's Call - Robin_TitanRoc

Greetings mercs! A belated Happy Halloween to you all and welcome back to another progress report on our upcoming story-driven RPG, Vahrin's Call 🎃

From new combat animations to creature hair optimisation and a plethora of bug fixes, it's been another busy month for the Titan Roc team. Let's dive back into the world of Leyda to see what's been happening!

Combat Animations

Animation refinement had been on the todo list for quite some time, a task for when we finally made it back into combat polish. Well, if you've been keeping up with our recent posts then you'll know that's exactly the stage we're in now!

Last month, we talked a little bit about the new animations making their way into the game, specifically for the human enemies you'll encounter on your adventure. Today I want to touch on some new animations that are being used not only for enemies, but also you, the player.

The gif above shows the old, greatsword walking animation. At a glance it seems fine, but when you begin to consider the kind of stance you would expect someone to have when wielding such a heavy sword, it starts to feel a little strange.

Now, I'll make it clear that realism in Vahrin's Call has never been a major concern for us. Ensuring the gameplay is engaging, the world is exciting to explore and you're just having a fun time playing in general, has always taken priority over delivering a realistic experience.

That being said, the style of Vahrin's Call is a blend between realism and fantasy. Yes, we have magic spells and all manner of fantastical creatures, but we do have to keep things grounded when necessary. Even high fantasy worlds have consistent laws that need to be obeyed.

Okay, slight tangent, let's get back to the combat animations!

Above, is the new greatsword walking animation.

As you can see (and will hopefully agree), it's much more akin to the kind of stance you would expect to see from someone wielding such a heavy chunk of iron.

Like I mentioned before, this new animation will be used by both you and human NPCs.

It's satisfying to see your mercenary holding a sword in this way, but it's even cooler for NPCs (in my opinion). They're no longer flailing their weapons around, and seeing them approach you while holding their blades upright has done a surprising amount for making combat encounters feel more engaging.

Below is one more example, this time for the bow.

Before

After

Overall we're really happy with how these animations came together, even if they were quite time consuming to implement. It's something we've also seen members of the community suggest in the past, so we hope you like the changes we're making.

Speaking of community suggestions (and to round off this animation section), we also saw many of you commenting on the position of holstered one-handed weapons on humans.

To keep it short and sweet, when you holster a one-handed weapon, be it a sword, mace or axe, it gets attached to your waist. Previously, it was attached to the right of your waist, and you guys rightly pointed out that drawing a weapon from this position, with a character who is right-handed, isn't very practical.

An oversight on our part that has now been corrected, moving the weapon socket to the left hip.

New Creature Hair

Next up, it's time to talk about the new hair making its way into the game, for all of Leyda's friendly and not-so-friendly fuzzy creatures.

First off though, I think we need to establish how this particular area has developed over time.

In earlier versions of the game, the creatures and beasts in Vahrin's Call actually didn't have any hair.

Well, they did, but as you can see in the image above, it was just a basic texture we applied to their mesh.

I suspect many of you won't recognise this version, as it's quite old. The texture we were using while recording our alpha trailer, back in 2020, was even older!

Anyway, we always knew we could achieve something that had a bit more visual flare, to really help breathe life into the world's fauna. Fast forward to roughly around 2022 and we had introduced groom hair strands.

This is the version I suspect the majority of you are the most familiar with, as we've been using it for a few years now.

Switching to these hair strands was a big step up for us. Overall, we saw it as a huge visual improvement and the feedback from the community was also positive. Win-win!.....However..

Athough things seemed promising at first, we started to encounter issues with these strands over time. This particular method of hair generation is very realistic, but comes at the cost of having a lot of geometry. This ultimately resulted in a hefty hit to performance, and we were having a particularly tough time optimising it.

We also found that this hair was interacting strangely with our lighting system, resulting in less than desirable visuals when the hair was exposed to direct sunlight at certain angles.

With these things in mind, we came to the conclusion that we would need to think of a different solution. With other tasks taking priority at the time, we made the decision to revisit this hair later down the line.

Fast forward to today and we now have a new hairstyle that we're ready to share with you all.

The barbers of Vahrin proudly present: Groom hair cards.

As you guys can see, it's another visually distinct style that stands out from our previous versions.

We were sceptical at first how this new approach would turn out, because overall we were satisfied with how the hair strands from the previous iteration looked. However, I can confidently say that collectively, we're very happy with the end result.

This version appears more stylised, a blend between realism and cartoon that we think is better suited to the overall vibe we're looking to achieve with Vahrin's Call. Not only that of course, but these hair cards run infinitely better than the hair strands we were using before; a substantial amount of icing on the cake.

With that being said, it was quite a challenge to get these things implemented. The beasts and creatures of the world now have luscious locks, but during the process, a couple of our devs may have lost a few hairs of their own out of frustration.

Getting these hair cards working as intended was a manual process. This meant hours of creating and adding hair to the bodies ourselves. Additionally, the version of Unreal Engine 4 we are using is unfortunately only compatible with an early version of groom, which came with its own set of challenges.

Overall though, the team is more than happy with how everything has come together, and we can confidently say the time investment was worth it. Before starting this process, we actually thought it would take much longer!

As always though, we would love to know which of these versions you guys prefer.

The Aurochs is one of the last creatures awaiting its new coat of fur, so we'll check in on it again next month to see how it's doing.

Expanding Settings Options

Let's move on now to something a little different, settings customization.

When playing Vahrin's Call, we want to give you as much control over your gameplay experience as we possibly can. This comes in the form of big changes and introductions, like the difficulty options we briefly discussed last week, but also some smaller settings that can be tweaked to your liking.

The settings menu in the game will allow you to customise everything from the volume of different kinds of sounds, to your key bindings and various HUD elements. The latter, is what we're going to talk a little more about today, as that's what has seen the most change over the last month.

The gameplay tab is where you can toggle on and off all of your individual HUD elements, depending on how you like to play. Most of these elements can be set to either enabled or disabled entirely, or enabled only in combat.

The most recent additions to this tab are:

  • Enemy status effects

  • Damage numbers

  • Lock-On marker

  • Quest markers

To touch a little more on quest markers, our goal when designing the game's story progression and world exploration has always been with the thought that you will have no markers to guide you along the way. We aim to use environmental storytelling and dialogue cues, as well as the in-game journal, to ensure you always know where your next objective is. Our QA testing is helping us to make tweaks where needed, so things are as clear as we need them to be.

That being said, we are also including the option to display quest markers on the map, for those of you that need a bit of an extra nudge in the right direction, or you aren't as concerned with immersion and prefer a more streamlined approach to navigating the world.

Work in progress MAP/UI

As I mentioned, we're always looking to expand these kinds of customisable options wherever we can, not just for the HUD, but in general. With that in mind, I have a couple of questions for you all!

What kind of settings do you guys like to customise when playing an RPG?

Is there anything you immediately like to enable/disable/adjust as soon as you dive into a new game?

We won't be able to add every suggestion, but we're always open to hearing what you all think.

It's you who will be playing the game after all, and you've come up with some awesome ideas in the past, so we're all ears!

Bug Fixes

Finally, let's talk a little bit about bug fixes.

I think this is something I'd like to start covering more frequently, because we clear countless tasks and bugs every month, and they do take up a good chunk of development time.

A big bug we fixed this month has resulted in a drastic increase in performance.

Previously, there was an issue where exiting to the main menu and then continuing the game would result in a big drop in frames. Sounds simple enough to diagnose, right? Quite the opposite actually!

Figuring out what is causing a bug to occur, frequently takes the longest amount of time. More often than not, once we know what is causing the issue, the solution is simple.

This performance bug ended up being a bit of a nasty one to solve - not the worst, but still had us rather perplexed.

Keeping the game running smoothly is becoming one of our biggest priorities as we close in on release, and optimisation is a key element we're factoring into our workflow.

You can imagine we were pretty chuffed when the fps returned to normal, after the fix was implemented.

The second and final bug I want to talk about has to do with how certain bodies of water looked on lower graphics settings. You can see in the image below that something wasn't quite right.

This strange effect appeared only when shadows were set to their lowest setting and it took a lot of trial and error to figure out a solution. Ultimately, we ended up discovering the root cause (an issue with how shadows play with refraction in UE4, for those wondering), and thus, the water returned to normal.

I wanted to cover this bug in particular, because I think it's important to address how all of you can expect the game to look and perform when not playing on ultra settings.

Naturally, dropping the settings will result in a change in visual quality, but we're working to try and strike a good balance between keeping the game looking nice and keeping it running smoothly. We are trying our absolute best to ensure it performs well on both high and low end machines.

Closing Thoughts

October has been another busy month for us. It's going to get pretty old repeating that, but it's true!

We're making steady progress day by day, which is inching us closer and closer to the long-awaited release date announcement.

Everyone on the team is itching to share some big news, but unfortunately we have to bite our teeth until we're confident the game is ready.

As you all know by now, we're an incredibly small team of just a handful of devs and we're doing this all on our own. We've picked a...rather large game to develop for our first title, so to say it's an ambitious endeavour is nothing short of an understatment.

That being said, our confidence in the game's quality doesn't waver, and we're even more excited now than ever to show you all what's in store for the future of Vahrin's Call.

As always, we hope you enjoyed today's read and we'll catch you again next month.

I wonder what November will bring?

Take care!

- The Titan Roc Team

OCCT - OCBASE/OCCT
OCCT 15.0.7 is available !

Changelog :
  • Main : Fixed : Saving the debug information under Linux could result in an app crash
  • Main : Fixed : OCCT will now properly cycles through temp folder when juggling with permissions ( root / non-root )
  • Gpu3DAdaptive : Fixed : A regression would prevent the test from initializing properly with root privileges under Linux
  • Gpu3DAdaptive : Greatly improved scaling - Intensity is now closer to real GPU Usage ( Beware of GPU Utilization sensors with AMD cards, they report bogus values, check power consumption / frequencies instead)
  • Gpu3DAdaptive : Coil whine sounds should be louder and more distinguishable (it is the case internally)

Enjoy !
Snow Resort Simulator - Tacobite

A huge thank you to everyone who played Snow Resort Simulator: Prologue!

Your feedback, bug reports, and kind words mean a lot — they’re helping shape the full version into something special. Stay tuned for updates!

SCUM - somke_herdz
We wish you all a pleasant Monday as we hop into a fresh Dev update to see what was happening over the last week. Let’s begin!





The programming team has been focused on the inventory rework, with a full overhaul of both the holsters panel and the main inventory panel. Work on new clothing shader support is also in progress, as well as server optimization and prototyping systems for foliage, trees, and zombie behavior. NPC movement has been advanced, quest UI animations are being refined, and features like the sidecar bike weapon station and dinghy functionality are being developed. The team is also continuing to improve mod support and tackle bug fixes, including additional improvements to penetration issues.



Level designers have added new modular elements and updated the clothing damage system, expanding material editing features. Coordination is ongoing regarding integrating new furniture.



The animation team has been focused on cinematic trailer work and bug fixes. Hard surface artists are still hard at work with the AK15, weapon painting UV updates for rifles, new weapon skin UVs. Soft surface artists have been updating female clothing and creating new cloth materials. The 2D team worked on level design concepts, inventory redesign, new atlases, and reviewed emblem integration.



The sound team focused on bug fixes, as well as volume edits and recordings for inventory item handling.



The design team has been working on refining NPC behavior and overall balance, addressing key items from the design backlog, and implementing several important bug fixes. They’ve also been working on a loot system for armed NPCs' design changes.

________

As you can see, there’s a lot of progress still happening. From inventory overhauls and new NPC behavior to cinematic animation work and modular environment updates, the team is pushing forward on multiple fronts. Thank you for sticking with us and see you guys next week!

Somke
...