The Break-In - Oliver

The first post-launch update for the Break-In is now live! It features some long awaited levels and items, so I hope you enjoy playing. I'm delighted that I can continue working on the game and bringing new updates. Here's a breakdown of what's included!

Museum Level

I want to preface this by saying that I started working on this level a while ago, and it was not inspired by the Louvre heist which happened a few days ago. Although the coincidence is understandable suspicious. The museum features 4 different exhibits, ranging from ancient history to natural history, and capped off by the enormous T-Rex skeleton in the center! It is, of course, stealable, but it's a big challenge to any burglary squad. The museum also contains a vault full of relics, but it's very well guarded and there are alarms everywhere. Be careful!

Train Level

The wild west train heist is here! I don't know if you traveled back in time, or are just harassing some train reenactment enthusiasts, but either way you're about to burglarise a moving train. Sneak or fight your way through passenger cars and freight cars to the front of the train to crack open the vault! Then struggle to get everything back to your getaway vehicle in the rear. Watch behind you for the cops!

New Items

As well as the new levels, there are a few long-awaited items added in this update.

The Keycard Hacker can replicate any keycard simply by pressing it to the card reader, allowing you to bypass them. It takes a bit of time though, so make sure you're in a safe place while you wait!

The Retina Copier scans an NPCs face to get a copy of their retina. Just touch it against their head and wait for it to turn green (or just throw it at their head from a distance), and then it can be used to bypass retina scanners.

The Night-Vision Goggles allow you to see in the dark and live out your splinter cell dreams. Just put them on your head and activate them with trigger or left click, and leave the flashlights at home!

Cosmetics

To fit the theme of the train heist, I have also added some cowboy style clothes to the cosmetics menu. There is also a new secret cosmetic to be found, so good luck!

That's all for this update, I hope you enjoy the new content! For future updates, I'm planning on focusing on new maps, maybe around a theme. Let me know in the comments if there's anything you'd like to see in the game! And thank you to everyone in the discord server who suggested the items which made it into this update!

Holy Shoot - Begum_TaleEra

Release Date: October 27th

Halloween is officially taking over Hell. We’ve been summoning something spooky for a while (don’t ask where we found the bones), and it’s finally here.

👻 Meet the Phantom Squad

Each realm now comes with its own spectral friend. The ancient heroes have come to lend you a ghostly hand:

  • Needapu, the Mayan Warrior - Wrath Calls down lightning from the underworld, frying everything that dares stand still.

  • Milcah Kow, the Druid Queen - Lust Channels life and temptation into a healing surge, keeping your reckless hide alive with an AOE heal.

  • Spearatrix, the Spartan Champion - Greed Brings pure, glorious violence. Slams the ground with unholy fury, sending out a shockwave of AOE damage.

You can summon them with the G key (for ghost, obviously). Each can be used twice per run, so time your calls wisely. Each ghost has its own unique ability, so experiment, scream, and let us know which one saved your doomed soul the most. We’re still tuning them, so feedback from the brave (and the reckless) is welcome.

🏚️ Halloween Hub & Main Menu Makeover

Hell got a makeover. Expect glowing pumpkins, eerie candles, and a hub that looks like it’s hosting a cursed party. Even the main menu’s dressed up!

🧟‍♂️ Enemies Fixed (Mostly Behaving Now)

No more demons taking “leaps of faith” into the lava just to vibe. No more mobs getting stuck in weird corners pretending to be art installations. They actually want to fight you again. (Yay?)

💥 Weapon & Visual Tweaks

We’ve reworked a few weapon VFX for better readability and extra oomph. Because if you’re going to shoot demons, you might as well look cool doing it.

💰 Greed Boss Prep. Room, Rebuilt

Greed’s boss prep room (well, half of it) is no longer an existential void. It’s now, once again, a room. You can walk, breathe, admire walls and rocks. Groundbreaking progress!

🧊 Winter Is Coming (and So Are The Performance Fixes)

More performance and stability fixes to keep the heat under control. Smoother runs, fewer meltdowns, same amount of chaos.

🎃 Bonus Round: Steam Scream Fest  

We’re part of Steam’s Scream Fest from October 27 to November 4!
Grab Holy Shoot at a discount, jump in, and summon your spooky squad.

Play. Scream. Summon. Survive.

Chowdown Kitty - Chowdown Kitty

Hi everyone,
As Steam Next Fest comes to a close, we want to give a huge thank you to everyone who played the Chowdown Kitty demo, shared your reactions, and reported issues. Your feedback has been incredibly helpful and we’ve already started putting it to work.

🛠️ Latest Fixes & Improvements

  • 🐾 Fixed a bug that could prevent powerups from appearing.

  • 🛍️ Improved shop flow to make it clearer when it’s restocked and to give players a chance to purchase old items before it updates.

We’ve been carefully reviewing player feedback and playthroughs throughout the event, and we’ll continue to fix bugs, polish features, and make Chowdown Kitty even cozier.

Your support during Next Fest means the world to us. This is just the beginning — and we can’t wait to share more soon.

🐱 Thank you for helping us grow this little game.

The Triminals - Tarmogoyf,Soul of Jund

The Triminals is released today and thank you for your support!

Elemental: Reforged - wasabi_md

I’m sharking around the office.

Because today is the day.

So far, this project has been handled by Stardockians working in their spare time: the same ones who made the original game 15 years ago. It’s a labor of love for us.

What I’m hoping is that we’re not the only ones who love this game and what it could be. That’s what Early Access will tell us. If enough people join in, I can justify bringing on more engineers, artists, writers, and others. We’d love to grow the team and work on this full-time. We’ll soon find out.

The art in this game is old enough to drive a car, but the underlying engine is state-of-the-art. We’ve converted everything to 64-bit, HD, and FBX (which probably took 50% of our effort, with another 25% spent on localization, so you’ll see a few broken strings at first).

Fantasy Games for the New Age

Many of you are probably around my age. I’m 54. I was 35 when I started designing Elemental. I was 20 when I began writing the backstories that became Elemental and Galactic Civilizations. I wanted Elemental to mix Master of Magic, Populous, and Diablo. By release, it was a shadow of that. We fought so hard just to make it work that many features had to go. It was painful.

Those systems weren’t deleted, just disabled. They’re still here. All that depth and detail is still there. Each day, more of it returns.

This was a game made before every feature was analyzed for “market segments” or “engagement.” Does it make sense that every unit has a backstory you can read? That you can modify and customize each one? Probably not, but the work was done.

When this is finished, the sheer amount of content will be staggering, even by today’s standards, and that’s before modders get involved. This time, everything uses standard formats. Music files are MP3s and WAVs. Quests are XML. Screens are INI (dxscreen) files referencing PNGs, and 3D assets are FBX.

What to Expect

Stability should be solid. The main bugs come from ongoing localization work. In the original, text was hardcoded in C++ or XML, so moving it out is a manual process. You’ll probably see some missed spots, but they won’t affect gameplay.

The fun is there. It’s already more enjoyable than FE or SK. We’ve done significant balance work and restored many War of Magic items.

The UI is still a work in progress; some spells, tooltips, and info aren’t displaying correctly yet. That should be fixed in the next few days. Every day brings big improvements.

If you like fantasy 4X games, you’ll probably like this.

What’s Next

Localization is our top priority. I apologize to our non-English fans that it didn’t make it into Beta 1. Every time we thought we’d found all the strings, we’d discover something like TreasureWnd.cpp with a hardcoded sprintf().

After that comes modding. We want Steam Workshop integration ASAP. Once people see how easy it is to share maps, dungeons, techs, recipes, items, monsters, and city improvements, it’ll be clear:

  1. This is awesome.

  2. We were absolutely insane in 2010 to build this.

Then there’s the Dynasty System: a big deal. Breeding your heirs is a core part of the game.

That’s the near term. What happens next depends on how many people join Early Access. Hence the sharking around the office — seeing who I can pull onto Elemental.

Eternal - Hark

Hi, players.

This update brings full 12-language support and a range of gameplay improvements.

Localization
  • 12-language localization support
    Supported languages: Simplified Chinese, Traditional Chinese, Czech, Dutch, French, German, Italian, Japanese, Korean, Portuguese, Russian, and Ukrainian.

Gameplay
  • Enemy Reset on Death
    When the player dies, all enemies now return to their original positions.
    This change was made because facing a clustered group of enemies immediately after respawning created a poor gameplay experience.

  • Adjusted Enemy Awareness
    Enemies’ field of view has been reduced, and the time they remember the player has also been shortened.

  • Improved Sanity Visibility
    Previously, it was unclear what caused sanity loss.
    A new UI indicator has been added at the top of the screen to display the number of enemies currently aware of the player, making sanity-related effects easier to understand.

  • Fixed Axe Hit Detection Bug
    Resolved an issue where axe attacks sometimes failed to register properly on enemies.

  • Mannequin Behavior Update
    Mannequins will still not chase the player while in the Calm state,
    but they can now attack during this state.

Miscellaneous
  • Fixed various minor bugs and UI issues.

Thank you,
Harkee

Assassin's Creed Mirage - CRM_OP******

Assassin’s Creed Mirage: Valley of Memory is a free expansion for all Assassin’s Creed Mirage players launching on November 18. Valley of Memory introduces over six hours of new content and a fresh chapter in Basim’s story set in AlUla – a stunning region rich in history, mystery, and danger.

Here’s a new glimpse into what new challenges, stories, and environments await you in AlUla.

What is Valley of Memory About?

Set before the finale of Mirage’s main narrative, Valley of Memory begins with a mysterious lead: Basim hears rumors that his long-lost father may still be alive. After speaking with his old friend Dervis, Basim sets out for AlUla — a land of secrets, ancient ruins, and vibrant oases.


This defining journey will force Basim to confront his past and further put him face to face with a new foe, Nimlot.

Note that the new story arc is unlocked upon starting the Head of the Snake mission in the base game, but is also available to all players directly from the main menu when starting a new game. Our guide on how to access the new Valley of Memory content will be released soon.

Where Does Valley of Memory Take Place?

The new expansion is set in the region of AlUla, which offers a completely different playground from Baghdad.

The new location is divided into two main regions: the Land of the Dead in the northern half, and the Land of the Living in the southern half. Each subregion offers unique visual variety and opportunities.

In the north, Basim traverses necropolises carved into stone – including the iconic site of Hegra – haunting deserts, and the harsh rock formations of the Ramm Valley . These desolate landscapes are steeped in silence and history, offering stunning vistas at any time of the day – as well as natural parkour opportunities. But danger lurks, and robbers will randomly ambush Basim, forcing him to fight for survival.


In contrast, the southern half features lush landscapes like theAlUla Oasis, an agriculture-focused area, and the town of AlUla, a lively commercial hub reminiscent of the urban exploration found in Baghdad.


What Unique Activities Are Coming With Valley of Memory?

Beyond the main story, Valley of Memory offers hours of world activities, carefully designed to build on Mirage’s core systems and to help you uncover the mysteries of AlUla.

Familiar side activities return, including world events and world contracts, alongside new additions. One such activity is Stolen Goods, where Basim must steal secret maps from robbers to recover valuable items. Another is Oud Melodies, which challenges players to collect musical themes through parkour sequences — reminiscent of the sea shanties in Assassin’s Creed IV: Black Flag. Once collected, Basim can perform these melodies himself in a variety of musical settings in the world, offering the perfect chance to enjoy a break in the journey.


There are also more surprises waiting to be discovered, allowing players to dive deeper into the history and tales of the time.
Warhammer 40,000: Speed Freeks - Chris@CE
FLYBOYZ! YOU'Z REDDY?

The wait is over... time to fly 🚁

https://youtu.be/csOxDI0YpZ0

Grab the latest Speed Freeks update and play to unlock the new Deffkopta vehicle.

You'll need to travel 70 km in any vehicle to do so (don't worry, it doesn't take long - you can track progress in the Challenges menu)

Once you start flying around with the Deffkopta you'll notice that it controls a lot differently to any of the game's wheeled vehicles.

"No zoggin' guff, ya scrap fer brainz"

Well, the huge difference is that you can strafe from side to side, and you glide off of jumps/cliffs. You'll be rethinking the way you traverse the game's maps because of how different this vehicle is - in a great way.

This agile little fella also has a variety of weapons / abilities:

  • Kopta Rokkits which are consistently fired out of the front of the vehicle

  • Spinnin' Blades which is a smashin' n' slicin' melee attack, but also a movement ability

  • Deff From Above which is a single large bomb dropped from the bottom of the Kopta, causing decent damage and lifting enemies off the ground in a large radius

  • Kopta Control which lets you fly the Kopta closer to the ground for better chance at melee attacks, but also maneuvering under low objects like arches/tunnels

DA MAPS 🗺️

You'll be flyin' the Deffkopta through two new Maps for each of the main modes.

Kill Konvoy - Scrap in Da Yard is a giant scrapyard full of verticality that leads into a deep trench.

Deff Rally - Deff Gorge is a snowy version of the Kill Konvoy map Da Gorge, which has players racing through checkpoints - including a forest race full of corner drifting. If you like tight racing, this is the map for you.


WOT ELSE? 📝

Balancing changes, bug fixes and more. Point yer peepers below...

VEHICLES ⚙️

GENERAL

  • Wartrike Boomsticks, Scrapjet wing missiles, and Trukk main turret all can aim up to 80 degrees so they can interact with Deffkopta more easily

BOOMDAKKA SNAZZWAGON

  • Mek Speshul Burst fire rate reduced to 0.9 (from 1), damage decreased to 2 (from 2.2)

The much requested nerf to the Snazzwagon's alt weapon has arrived!

DEFFKILLA WARTRIKE

  • Speed reduced to 94.5 (from 99), now the same as the Shokkjump Dragsta

The Wartrike's ludicrous bomb delivering ability has been toned down a bit.

MEGATRAKK SCRAPJET

  • Fixed Scrapjet missiles frequently getting out of sync and dealing no damage

  • Missile proximity fuse increased to 3 (from 2), impact radius increased to 13 (from 10)

  • Recoil Rokkit cooldown reduced to 6 (from 8)

  • Rokkit Kannon damage increased to 30 (from 25)

The Scrapjet's two secondary weapons have been made more effective, either dealing more damage or getting shorter cooldowns, and the missiles hit much more consistently now. We'll keep an eye on the changes for balancing purposes.

SHOKKJUMP DRAGSTA

  • Fixed Dragsta missiles not firing in certain conditions

MISCELLANEOUS
  • We added some killer new 🎵 MENU MUSIC 🎵

Produced by our resident sound guys / musicians, Cave Bat 💪

(We'll be adding this song to the Soundtrakk DLC as well)

  • Added a fix for preserving windowed screen mode

  • Trukk now has Ork VO comments play sometimes when using abilities (as they do for other vehicles)

  • Kustom Rally now supports up to 16 players instead of 8

  • Many small optimizations to ingame assets

Match Balancing ⚖️
  • You can now switch to the losing team at any time, as long as an empty slot is open

This is an experiment to see how it not only affects balance, but also gives friends a chance to put themselves on the same team (a workaround for the lack of a party system right now)

  • Player skill rating (used for balancing) now only considers the last 20 matches played

This keeps the skill rating relatively recent and more relevant.

  • In order to update skill rating, a player must be part of a match with 6+ human players for at least 75% of the duration

  • Skill rating now increases logarithmically, and there is a hard cap to make sure players don't falsely become god-tier rating and cause lopsided matches

  • Teams are now less likely to be balanced with a different amount of players on each team

  • Fixed a bug where opting out of leaderboard tracking also froze your skill rating

User Interface
  • Added modifiers to the game browser legend for clarity

  • Added "GAME ENDING" text to game browser entry when the progress bar is red and the match is not joinable

  • Added a medal for finishing a capture point race in Deff Rally

  • Removed Quick Match option in PLAY GAME, as Game Browser is the optimal way of joining matches

  • General UI texture optimization, improvement and clean up pass

Maps
  • Some art tweaks to Da Gorge which are also present in the new Deff Rally - Deff Gorge

  • Improved performance on Da Dust Up and Da Gorge for lower end settings

🚨 STEAM DECK 🚨

Currently there is a severe issue with Steam Deck performance that we couldn't figure out before this patch was going live, so we're still looking into it and think we have a lead on when the issue started, which helps us narrow down the cause

Apologies for the Steam Deck issues, we're on it though and will hopefully have some good news soon 👍

LEVEL EDITOR 🛠️ (coming soon)

Don't forget that next month's update will bring the much anticipated Level Editor and cloud Workshop support to share / download community creations.

You can see the buttons for these features are greyed out in the latest build, but they are already fully functional - just we're adding more functionality and polish before we release it.

So excited for this massive feature. Some madlad testers have already created a plethora of amazing maps and races, the latest more insane than the last.

New WAAAGH! PATH

Also coming with the Level Editor update will be another WAAAGH! Path, complete with a plethora of new items to unlock including clan kits and valuable pit bosses.

Plus there's a new menu scene theme with Deffkoptas flying around. It's awesome.


If you can guess who the next Pit Boss crew will be, we'll give you a free Speed Freeks Soundtrakk DLC 🎵🔥

Hint: it's from an official Warhammer miniature pack.

ALT WEAPONS 🔫

And we'll be releasing more alternative versions of weapons for a bunch of vehicles, so you'll have even more ways to play.

In the meantime, we hope you enjoy playing with the Deffkopta as much as we've been having fun making it!

We look forward to seeing you gits buzzin' around ingame.


We've got an active and dedicated community already on the official SF Discord, so smash your way onto it if you fancy chatting and playing with other gits

JOIN DA DISCORD

The One Who Sees Things Playtest - Aaron
-Fixed a major bug where you could load a game and still navigate the main menu (Thank you Sergiu)
-Fixed a major bug affecting certain puzzles within the Pyramid (Thank you erulairy)
-Fixed a visual bug when deleting a savefile
[Note: the colors are a bit off/inconsistent; I will change them later on]
-Fixed an echo within Petra that ended way too soon
-Fixed a hole in the Apologue Cave
-Fixed two antennas turning on incorrectly
-Certain duplicate puzzles now solve their twin to avoid confusion
-Fixed a couple of shadow issues here and there (still many present in the game)
Lightyear Frontier - FBr_W

Hey gang! This hotfix addresses some crashing issues, so I guess you could call it the ...crashout ...update..? Or whatever the kids say these days, we're on TikTok and we still don't understand half this stuff. Where were we? Oh yes, right, patch notes:

Full Patch Notes

v 0.6.1850

  • Fixed crash that could occur when trying to exit the Vault

  • Fixed a couple more rare crashes related to neighbors and animals

If you haven't already, head on over and check out our beta branch to try what we've got in store for the next update!

//The FRAME BREAK TEAM

...

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