
It has been two years, two long trips around the sun, two birthdays for each developer, and two birthdays for each of our launch-date players ever since we published The Silent Swan. As such, it also seems appropriate that this post should be preceded by two apologies.
The first apology is for the radio silence from the dev team for most of this last time period.
The second apology is for any lack of updates, and the persistence of several major that can still softlock the game to this day.
The Silent Swan is a university project that due to a myriad of reasons that include the stubbornness (and lack of experience) of its developers, as well as pressure from many of its testers to make the game something more than a walking simulator, grew beyond our abilities to contain it. It is the same story for most videogames, really, particularly indie ones. A borderline unnavigable sea of mutually colliding elements like ambitions to make a great game, visions to make a unique game, conflicting feedback from its testers, conflicting ideas from the developers of what it should be, and the sheer difficulty of simply persisting, sink most projects long before they see an actual launch date.
In retrospect, the fact that we managed to publish The Silent Swan at all seems quite miraculous.
There is a price we paid for that, as there is a price to be paid for everything. But all the time spent, and the sweat and the tears we shed throughout its three years of development are not that price. We did that willingly, and now that the game is out, proudly.
Rather, the price we paid and still pay is the embarrassment of not having offered a game that, regardless of its design or the fun of its gameplay, is at least technically sound. As hard as we tried to get there, as many bugs as we fixed in the weeks, days, and hours both before and after the launch of the game, we didn’t quite manage it.
And now that so much time has passed, much to our pain as gamers ourselves, we will never be able to do it.
The Silent Swan is fully playable and completable. Its achievements are all obtainable. However, a short but grave list of bugs might lead to not everything being possible to be done in a single run.
This will remain as such for the foreseeable future, but on this second anniversary, we wanted to disclose it to everyone for the sake of full transparency.
We once again express our deepest regret and apology for this reality, but we also sincerely appreciate everyone who has been supportive and offered feedback.
Last year we published a free, 6-minute-long videogame entitled Arima Lodge, with a much higher level of polish and consistency all throughout. If the reader had not known of it before now, we hope they can give it a try, and take its free price and higher quality as a humble gift of gratitude from our team, as well as sign of our devotion to do the best we can at all times.
*
When in mid-2024 the Praenaris silently announced her cease of operations, it had been thought that she would one day be found at the bottom of some deep-sea trench, fused into the seabed as a barely indistinguishable clump of algae, mollusks, and small vertebrates that found within her a new haven safe from larger predators.
However, lately rumors have started circulating from certain eyewitnesses that speak of a large brigantine, far off in the high seas where no fisherman would ever consciously venture. They say her sails are furled, many of her timbers are disassembled, and her masts creak in disrepair. But that, in spite of her unkept appearance, her bow still surges high above the waves. Furthermore, some few who have come across this phantom vessel in the night claim that, within the insurmountable vastness of the sea, where there is no land in sight and only the splashing of the waves against the ship’s hull breaks the silence of the deep dark, a lonely light can sometimes be seen shining from within the brigantine’s bridge. Who or what occupies her none know, for none have dared to step upon her deck.
But the wisest among the fishermen might relate these appearances to a ship that supposedly ceased operations in 2024, and might believe contrary to popular belief that, after all, the Praenaris is still out there, with people manning her, and meetings being convened within her chambers. Perhaps she will moor somewhere again soon, carrying cargo from distant lands.
Perhaps.
All we can do is continue gazing toward the distant ocean and the haze that hovers about its firmament, waiting for the appearance of those tall masts proudly rising skyward within the great blue.
The Praenaris Team

In the skies of Nelaai, war and survival are one and the same. The Arelians, people of the Tree-Cities, learned long ago that the Shroud makes traditional warfare impossible. The land is too dangerous, the trees too fragile, and the mist too thick for large armies. So they turned their eyes to the sky.
One of the most common machines is the Skywalker - airships built from wood, metal, and fragments of ancient machinery, designed to endure the harsh air above the Shroud. In peace, they trade and explore. In war, they throw solar bombs from above.

Aboard them serve the Rangers - the Arelians’ answer to the impossibility of large-scale war.
Since the Shroud makes massed armies useless, every soldier must be a specialist. Rangers are trained for infiltration, boarding actions, and rapid strikes.

Their weapons that function much like crossbows, compact enough for use in cramped airship hulls, and melee weapons built to pierce chitin, armor, or worse.
Though great wars are now memories of the past, the peace is fragile. The mighty city of Sorago, victor of the old War of Tree-Cities, tightens its grip on its colonies, fearful of rebellion. Rival cities, like Elaran, experiment with forbidden ways to fight the shroud - ways that Sorago calls theft, or worse, heresy.
The Arelians fight not only each other but the world itself. Their machines hum above the endless twilight, and their soldiers fly beneath skies that never clear. Every flight, every battle, is a reminder that survival on Nelaai is not granted - it is earned.
Join our Discord to learn more about DarkSwitch! - https://discord.gg/FaP9KBdtq2

This update adds the following...
Fixes major bug in the Battle Damage Assessment (BDA) mission type that would prevent it from generating correctly.
Fixed a bug making the Resize MFD button on the Stores MFD page execute multiple times.
Added S-13 122mm Rocket pods to all variants of the Hind
- Fixed workshop again. Make sure you use the Sync Workshop button in game after downloading a level. It's working for me but keep sending bug reports if you run into issues.
- Small performance improvements
Watch DevDiary 12 on YouTube
FlopHop is finally out! In this devlog, I share how the launch went, what we’ve learned from the release, and what’s next for FlopHop.

Get ready for a HUGE endgame update (plus a few other nice things):
Most integers have been switched to floats, so max values of everything have increased from ~1e+18 to ~1e+308.
Two new professions: Assassin and Firestarter. Assassin will be immediately unlocked as long as you’ve beaten the internship.
Added four new tiers to every weapon, and four new extremely valuable gems to find deep underground.
There are now four more layers. Good luck getting through the final one!
Flamethrowers and Poison Guns now follow the standard shoddy -> copper -> etc upgrade path like other weapons.
All layers now have their own chests. Beyond the red layer, the chests only drop passive effect bonuses.
Added three more inventory stack upgrades.
Employee miners who have the AOE buff (barbarians) will now see the AOE buff scale with their passive effect miner damage.
You can now reduce your employee entity limit down to 50 to help with late game lag.
Player and employee fire/poison damage now properly affected by the relevant passive effects.
Bye Bye Ocean

Together We Run, Bound by Destiny
Greetings, Star Guardians!
This is CM Kurono.
Star Guardians~ I, CM Kurono, have brought a bundle of amazing tips to help you grow faster!🎁

Now then, shall we take a look from start to finish, covering everything from Hero Growth to Equipment Growth together? ( • ᴗ - ) ✧
Capsuleers,
Ore is at the heart of New Eden. With the Catalyst expansion, coming on 18 November, mining is becoming increasingly dynamic, rewarding, and fiercely contested. Hyperspace fractures reveal phased fields and volatile asteroids, rich in a valuable new ore: Prismaticite.
Read on for details about some of the exciting mining and industry updates coming with the expansion, and start planning your path from rocks to riches.
In the wake of the Drifter Crisis, aggressive experimentation by the emergent power blocs has triggered the formation of hyperspace fractures across New Eden.

They reveal phased asteroids fields rich with prismaticite, a new unpredictable and immensely valuable ore that, when refined through standard methods yields random minerals.
By using reactions to reprocess it, however, you have control over the outcome. This versatility makes prismaticite the most valuable ore ever seen in the cluster.

Accessing these sites requires precision and nerve. Deploy new mobile phase anchors to phase in the asteroids, then move quickly, because the fractures are always in motion. Use the brief window they provide to access phased asteroids and the prismaticite they contain.
Bring an industrial command ship to maximize yield, but be warned: the rewards are great, and so are the risks as rich opportunities attract hunters.
Where & How to Find
Phased fields can be found in lowsec and nullsec, and must be scanned with probes as they are not visible on the overview at first.
Lifetime & Pacing
A phased field will last around 40 hours in all. Each field contains four phased asteroids, as well as regular ones.
Efficiency & Power
Until you deploy a mobile phase anchor within 50 km of the phased asteroids, and supply it with enough energy, they are only mineable at 10% efficiency. Any combination of 1 Rorqual, 2 Orcas, or 3 Porpoises can supply the required energy.

Activation Cadence
After 60 seconds of charging, the asteroid phases in to 100% efficiency for several minutes, then phases out again.
Charges & Loss
Mobile phase anchors are not scoopable, have ten activations, and cost around 5 million ISK each, so it’s a good idea to bring multiples.
Public Reveal
About 20 hours after they’ve been scanned down, the site spawns a beacon that appears on all overviews, and it becomes discoverable on the star map.
Late Stage Jackpot
The last two phased asteroids, containing the largest amounts of prismaticite, won’t activate until after the site is globally visible.
PvP Magnetism
Once public, hunters know exactly where valuable mining ops and expensive ships are located, so you can expect ambushes and brawls.
Mining is getting more responsive, more tactical, and more rewarding than ever before.

Faster Mining Cycles
Faster mining cycles make the process more efficient, dynamic, and satisfying. Regular ore mining lasers and strip miners will have 4x shorter cycles, with proportional reductions in yield per cycle, capacitor use, and mining crystal volatility damage. This means you’ll have the same yield over time, and more feedback.
Mining Crits
Critical mining hits bring the thrill of anticipation to every cycle, offering bonus yield on successful strikes. These bonus strikes do not reduce the remaining ore in the asteroids. Skills and modules will improve your odds and increase the excitement.

Mining UI/UX Improvements
The mining interface has been reworked, with clear, real-time data and a cleaner presentation integrated into the space scene itself.
You can now see how much space you have left in your mining hold in space, on your ship HUD.
A new hotkey will allow you to compress all ore, ice, and gas in your hold, bringing more efficiency to your ops.
All corvettes and bonused mining ships will get a built-in mining surveyor with the new expansion.
An in-space overlay will be added, showing you color-coded values for asteroids, ice, and gas. When your surveyor is upgraded through a module or command bursts from fleetmates, you will see the total value, helping you make more informed decisions.
ORE industrial command ships will be able to grant fleet-wide upgraded mining surveyor functionality with their mining foreman bursts.
Highsec Mining Sites
New visual updates and the return of anomaly sites bring omber and kernite back to highsec. Complete them for a rare chance at highsec mining escalations or use your scan probes to discover hidden mining sites with valuable ore.
All mining missions are getting a visual overhaul, and the ISK and LP rewards for levels 1-2 are being increased by 50%.
Mining Mutaplasmids
Mutate your mining modules and drones for unique effects. Mining Mutaplasmids introduces risk and reward to industry fittings, letting you push your yield and efficiency to unpredictable extremes.
Make sure you tune in to CCP TV at 15:00 UTC on 6 November for a stream that dives deeper into the mining changes coming with the expansion.
Also, watch out for another In Focus video and blog next week which will dive into the new ships, 2D map, and carrier changes in Catalyst.
https://store.steampowered.com/app/8500/EVE_Online/
https://store.steampowered.com/app/1872800/EVE_Vanguard/
https://store.steampowered.com/news/app/8500/view/571519113812249032?l=english